TEXT: ADVENTURE PATH    PART 1 OF 6
  •
  Adventure by Erik Mona
  New Fiction by Elaine Cunningham
  Howl of the
  Carrion King
  Howl of the
  Carrion King
  Legacy of Fire
  Legacy of Fire
  
  n the beginning, when Rovagug perfected the 
  way of destruction, the lands were littered with 
  the dead. Crows, maggots, beetles, worms, 
  and the other crawling things of the earth 
  complained to Rovagug. 
  “You destroy and maim too quickly!” they 
  cried. “We cannot devour all the meat you 
  give us! Please, destroy the people of the earth more slowly.”
  “What?” shouted Rovagug, in a voice that toppled pillars. “My 
  glorious destruction shall never cease nor slow!” 
  Yet in the dark, delighting in the destruction god’s slaughter, 
  watched Lamashtu, the Mother of Monsters, and she heard the 
  base things cry. In those black days when all the land was covered 
  with death and all the air stank, she watched as a few tribes of men, 
  her followers and devout worshipers, ate the flesh of corpses as the 
  crows did, plucking out eyes, savoring the bloodiest cuts. To these 
  cannibals she led packs of hyenas, and their ways became as one. 
  Of those louse-ridden beastmen rose the first gnolls, half-hyenas 
  who love the stench of carrion and praise each corpse as an offering 
  to their dark mother. And the demon queen delighted in her own 
  perversion and reveled in these monsters’ terrible howling songs.
  Born of devastation, and insanity, and the corrupt of soul, the 
  man-beasts spread upon the world, and where they prowled they 
  indulged in their hunger for murdered flesh. Surely, they are to 
  be despised by any sane god, and so we make ceaseless war on 
  those who seek to feed on the bodies of heroes and innocents. 
  And somewhere in the madness between the stars, the Mother 
  of Perversion and the Mistress of Insanity still laughs her wicked 
  laugh, as her ravening spawn, the bone gnawers and carrion 
  eaters, grow fat off our flesh. 
  Gnolls are among the first abominations, and their death is a 
  blessing. Remember this when their laughter haunts your steps.
  
  ADVENTURE PATH PART 1 of 6
  Howl of the
  Carrion King
  Legacy of Fire
  Legacy of Fire
  
  TM
  “Howl of the Carrion King” is a Pathfinder Adventure Path scenario designed for four 1st-level characters. By the end of this adventure, characters should reach 5th level. This adventure is compliant 
  with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game. The OGL can be found on page 92 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more 
  about the Open Game License and the d20 System License, please visit wizards.com/d20.
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  Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. Pathfinder, and Pathfinder Chronicles, are trademarks of Paizo Publishing, LLC.
  Printed in China.
  credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Christopher Carey and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Sean K Reynolds, and Vic Wertz
  Graphic Design Assistance • Drew Pocza
  Managing Art Director • James Davis
  Publisher • Erik Mona
  Cover Artist
  Jesper Ejsing
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  David Bircham, Jeff Carlisle, Concept Art House, 
  Tyler Walpole, Svetlin Velinov, and Kevin Yan
  Contributing Authors
  Wolfgang Baur, Elaine Cunningham, Adam Daigle, Eric Haddock, James Jacobs, 
  James MacKenzie, Erik Mona, F. Wesley Schneider
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeff Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  The Paizo Customer Service and Warehouse Teams
  
   
  Foreword 
  4
  Howl of the Carrion King 
  6
  by Erik Mona
  Gnolls of the Brazen Peaks 
  56
  by Eric Haddock
  Set Piece: Refuge of Nethys 
  62
  by James MacKenzie
  Pathfinder’s Journal: Dark Tapestry 1 of 6 
  70
  by Elaine Cunningham
  Bestiary	
  76 
  by Adam Daigle, James Jacobs, and F. Wesley Schneider
  Legacy of Fire Outline 
  88
  by the Pathfinder Staff
  Pregenerated Characters 
  90
  Preview 
  92 
   
  table of contents
  
  Legacy of Fire
  Legacy of Fire
  4
  Genie War
  O
  nce upon a time, the “Genie War” Adventure Path 
  was going to be the follow- up to Dungeon magazine’s 
  Savage Tide Adventure Path. Then things got crazy, 
  and I transitioned from being editor-in-chief of a monthly 
  magazine to editor-in-chief of a monthly book. The concept 
  of a mass combat Adventure Path involving legions of wish-
  slinging genies got put on the back burner while we effectively 
  “reset” the Adventure Path concept back to a baseline. Rise 
  of the Runelords, as the launch product for an untested new 
  line of game products, had to appeal to the most classic of 
  the classic tropes of the game—dungeons filled with goblins, 
  giants, dragons, and evil wizards. With each Adventure Path 
  to come after, we started to get more and more experimental, 
  and as we realized that Pathfinder wasn’t going to be a flash 
  in the pan, that it was, in fact, going to exceed even our best 
  hopes, my thoughts turned more and more frequently to that 
  old idea about the genie wars.
  And now, with the launch of Pathfinder’s fourth 
  Adventure Path, Legacy of Fire, those genie wars are finally 
  here! Of course, as Wes and I started working out the plot 
  to this Adventure Path, we quickly realized that the story 
  we wanted to create wasn’t the one about the actual Genie 
  War itself, but rather the fallout from that war. Which is 
  handy, since it lets us dodge the bullet for at least 6 more 
  months before we trick ourselves into having to design 
  mass combat rules to go along with an adventure.
  Legacy of Fire is going to be a relatively large departure 
  for Pathfinder as well—not only are we changing locations 
  (we’re leaving Varisia behind completely!), but a lot of the 
  themes you’ll be seeing in Legacy of Fire are going to be 
  new ground as well, I hope. We’ll still have some of the 
  dark and grisly elements, of course (this is Pathfinder, after 
  all!), but there’s going to be a lot more high fantasy and 
  romance and mythic themes as well. This time, the big bad 
  end guy isn’t out to rule the nation or become immortal 
  or blow up the world—he’s just looking to impress the 
  girl he’s in love with. That “girl” happens to be Ymiri, the 
  Queen of the Inferno, and the things that impress her are 
  armies and monstrous strength, but at its heart, Legacy of 
  Fire is just about a lonely genie looking for a little love.
  Tricking Erik Mona
  Of course, Legacy of Fire gave me a chance to see something 
  else I’ve been wanting for a long time—beyond simply a 
  bunch of genies and Ray-Harryhausen-inspired battles and 
  all sorts of wishes gone wrong. It marks the first appearance 
  
  foreword
  foreword
  5
  in Pathfinder’s pages of Erik Mona as an adventure writer. 
  He’s written a few things for Pathfinder before, of course, 
  and you can see his advice, guidance, and influence behind 
  the scenes of pretty much every volume, but he proved to 
  be pretty tough to assign an actual adventure to. Turns out, 
  he’s been there before—he wrote the debut installment for 
  Age of Worms, “The Whispering Cairn,” which went on to 
  give that Adventure Path an excellent launch and become 
  one of Dungeon’s best-loved adventures. Yet Erik would be 
  the first to tell you that it wasn’t a particularly easy thing to 
  create. He had so many cool ideas and plans and plots that 
  it was impossible to fit them all into one adventure, and 
  he’s also got one of the most impressive drives to turn over 
  well-proofed final drafts I’ve seen in any game designer. 
  And while I as the editor certainly appreciate getting a 
  well-written and well-edited adventure, it took its toll on 
  poor Erik’s sanity. Enough that “The Whispering Cairn” 
  was the last adventure he wrote for a long, long time.
  Originally, I had planned on writing “Howl 
  of the Carrion King” myself, just as I’d 
  planned on writing the launch adventure 
  for Second Darkness, “Shadow 
  in the Sky.” But as it works out, 
  developing and editing and 
  wrangling Adventure Paths takes 
  a lot of work, especially when 
  the unexpected strikes—the last 
  adventure in Second Darkness had 
  a particularly traumatic time of it, 
  and although I was able to secure Brian Cortijo’s more-
  than-able assistance in getting that adventure written 
  (thanks again, Brian!), bringing Brian up to speed and 
  then creating stat blocks and the lead-in and conclusion 
  of Second Darkness pretty much took all of my free time 
  away. Free time I’d set aside to write “Howl of the Carrion 
  King.”
  So when Boss Mona came back to the Editorial Pit with 
  his publisher hat on and asked me, “James, are you really 
  going to be able to write this adventure on time?” I was 
  forced to admit that I wasn’t. And luckily for me, instead of 
  getting out the punishment kit, he took off his publisher 
  hat and put on his designer hat and said, “Can I write it 
  then?” I said yes, both relieved to be out of the line of fire 
  and excited that he was finally going to write an adventure 
  for Pathfinder. If I’d known that all it would take was a near-
  nervous-breakdown to get him to write an adventure, I 
  suspect we would have seen an Erik Mona adventure in 
  Pathfinder a lot sooner than volume #19!
  Anyway, his adventure ended up being more than I’d 
  hoped for. Even though he had only a few weeks to write 
  it, and had to make his ideas mesh well with the art we’d 
  already ordered for the adventure (based on the vague 
  outline of an adventure I’d thrown together), I think he’s 
  created something that’s even better than “The Whispering 
  Cairn.” And it’s got some elements I envisioned back when 
  I was going to write it, though it’s not that adventure. It’s 
  better. A lot better.
  Final 3.5
  There’s one more thing worth mentioning about Legacy of 
  Fire—it’s going to be the last Pathfinder Adventure Path 
  that uses the 3.5 rules. Starting in August, with Pathfinder 
  #25, we’ll be switching over to the upcoming Pathfinder 
  Roleplaying Game rules. Of course, the good news for fans 
  of 3.5 is that one of the goals for the Pathfinder Roleplaying 
  Game is backwards compatibility. You’ll be able to pick up 
  Pathfinder #25 and use it in a 3.5 game with minimal fuss—
  the layout of the book won’t be changing 
  significantly, stat blocks will look pretty 
  much the same, and there won’t be any 
  enormous changes to the world of 
  Golarion at all. In fact, for the PCs 
  and NPCs who dwell in Golarion and 
  live the stories we play, they won’t notice 
  a thing. There’ll still be wizards flinging 
  fireballs, elves finding secret doors more often 
  than other folk, gnomes chatting it up with small 
  animals, and everything else you’ve come to love and 
  expect from the game. There’ll be differences here and 
  there, of course—cleric domains will work differently, 
  sorcerers will have more choices for their magical 
  heritages, and raging barbarians will be a lot more 
  unpredictable, for example—but the underlying structure 
  of the rules won’t be changing.
  At this point, the plan is to have a free conversion booklet 
  online at paizo.com to help people navigate the new rules 
  and to become familiar with how things work, either to 
  learn the new game or to use Pathfinder to continue an 
  existing 3.5 game. In the meantime, head on to paizo.com 
  and check out the Beta Playtest for the new game if you 
  haven’t already. The rules are a free download, and there’s 
  already tens of thousands of gamers testing them out, 
  helping us to make the right decisions for what we hope 
  will be a strong backbone to keep telling Pathfinder stories 
  for many years to come!
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
  
  Legacy of Fire
  Legacy of Fire
  6
  Howl of the Carrion King
  atapesh is a land of magic, and no magic is more potent 
  than wishcraft. When wishes are abused, reality itself 
  shudders as destiny is forced to reweave along paths it 
  never meant to take. One such manifestation of ruptured 
  fate is the Legacy of Fire, a series of events set into motion 
  centuries ago by an efreeti prince named Jhavhul that only 
  now are nearing their explosive end. Jhavhul’s tale, along 
  with an outline of the entire Legacy of Fire Adventure 
  Path, appears on page 88—read this outline first before you take your 
  first step into this new campaign—but for the heroes destined to star in this 
  campaign, it begins (and shall end) in the shadow of Pale Mountain.
  Legacy of Fire: chapter 1
  Legacy of Fire: chapter 1
  
  Howl of the carrion king
  howl of the carrion king
  7
  Adventure BAckground
  The wishes unleashed over the ages by two genies in 
  particular, the efreeti Jhavhul and the djinni Nefeshti, 
  have warped the Pale Mountain region, twisting fate 
  and contorting coincidence to keep alive both a terrible 
  beast and a heroic protector. Not far from Jhavhul’s old 
  temple, these tangled strands have ensnared a young 
  merchant princess named Almah, who seeks a new 
  future for the ruined battle market village of Kelmarane 
  at the foot of the Brazen Peaks. Most importantly, the 
  wishes have subtly warped the weave of the world to put a 
  handful of adventurers on a trail to Kelmarane. It is these 
  adventurers—not any genie—who will tread the path of 
  fate at its most treacherous juncture, and it is they who will 
  ultimately chart the course of history.
  The mysterious Pactmasters of Katapesh, masked rulers 
  of this mercantile desert kingdom, desire to bring the 
  abandoned battle market village of Kelmarane back into 
  the economic fold. To this end, they recently assigned 
  Almah the task of scouting out the village, clearing it of 
  malign influence, and getting it working again. The PCs 
  are to serve as Almah’s agents in this affair.
  In the years since Kelmarane was left to ruin, the little 
  town has become a haven for gnoll slavers, human bandits, 
  and disreputable brigands from the rough-and-tumble 
  northlands. The gnolls pose a particular problem, as all of 
  the local packs cower under the claws of the Carrion King, 
  a legendary gnoll sovereign who rules from a stronghold 
  on Pale Mountain—the ruins of Jhavhul’s ancient House 
  of the Beast. This unity of purpose poses a significant 
  threat to the Pactmasters, who rely upon open trade from 
  the neighboring nation of Osirion to thrive.
  But the heart of Kelmarane’s darkness lies not in the 
  breast of its gnoll occupants, but instead in the tainted 
  soul of their most unlikely leader. This stranger came to 
  Kelmarane in the shape of a man, but he was something 
  more than a man. Wielding a massive axe of alien design 
  and bearing a haughty demeanor that hardly acknowledged 
  the gnolls, the stranger slew the previous chieftain in single 
  combat, more out of absent curiosity than to neutralize a 
  worthy foe.
  The stranger was Kardswann, one of Nefeshti’s Templars 
  of the Five Winds. Drawn to the region on a circuit of 
  sites monitored by his genie mistress, Kardswann soon 
  became bored with the tribe, opting instead to explore 
  the rest of Kelmarane. The ruined church at the edge of 
  the village intrigued him almost immediately. Behind a 
  curious magical seal that held no power over a creature 
  capable of becoming ethereal at will, Kardswann found an 
  unanticipated evil that corrupted even his righteous soul, 
  just as it had corrupted the entire village of Kelmarane 
  decades earlier, before it was sealed within the crypt by 
  the agents of the Pactmasters who secretly pacified and 
  abandoned the village when its citizens fell under the sway 
  of a cruel cult dedicated to an ancient evil—an insidious 
  daemon called Xulthos
  Kardswann is now controlled by this evil, and has fallen 
  from the graces of his mistress. Now mortal, he leads his 
  adopted gnoll tribe in service to the Carrion King of Pale 
  Mountain, attracting bandits from throughout the north to 
  a reborn bazaar in the run-down battle market of Kelmarane. 
  Meanwhile, in an abandoned monastery consumed by the 
  same darkness that swallowed the village, the remnants of 
  another Templar of the Five Winds—sustained through the 
  ages and through two deaths by his loyalty to Nefeshti—
  bides its time until it can act in its own subtle way, bending 
  probability, chance, and reason to ensure that the genie’s 
  wish of eternal loyalty comes true.
  Adventure Summary
  As the campaign begins, the player characters are 
  mercenaries heading out into the northern scrublands 
  of Katapesh on the camels of a patron named Garavel, 
  the major domo of a merchant princess named Almah. 
  Perhaps the characters are runaway slaves seeking a better 
  tomorrow and the freedom a woman of Almah’s station 
  can grant. Other characters might be traveling merchants 
  looking to make a powerful ally, criminals forced into a 
  service to Garavel as punishment, or simple desert scum 
  in search of adventure. The Legacy of Fire Player’s Guide 
  presents several possible options for PCs to join Garavel’s 
  caravan, but in the end it doesn’t matter who they are or 
  where they come from—events have conspired to mire 
  them here, on the edge of nowhere, at the border between 
  cracked-dirt scrubland and the treacherous Brazen Peaks.
  “Howl of the Carrion King” is presented in five parts. 
  In Part One, the player characters meet their patron, the 
  merchant princess Almah, and get to know her party of 
  guards, mercenaries, and associates while solving what 
  appears to be a murder mystery. In the course of their 
  investigations they discover the devious pugwampis, jackal-
  headed gremlins that trail ill fortune like a shadow.
  In Part Two, the PCs track the pernicious pugwampis 
  to an abandoned monastery of Sarenrae, a forlorn hilltop 
  ruin overlooking the village of Kelmarane a few miles 
  in the distance. Seeking a sturdy base from which to 
  launch attacks upon the gnolls and brigands infesting 
  Kelmarane, Almah asks the PCs to clear the monastery of 
  its inhabitants so that her party may take up residence in 
  the defensible ruin.
  Part Three involves scouting out the village of Kelmarane, 
  including forays into nearby farms, shrines, and locations 
  of interest. Eventually, the PCs might venture into 
  Kelmarane itself and brave its many dangers. Almah urges 
  
  Legacy of Fire
  Legacy of Fire
  8
  them to make quick strikes into the village, investigate the 
  ruins, and free Kelmarane of malign influence.
  Kardswann’s gnoll tribe and associated hangers-on 
  dwell at the heart of Kelmarane, in the village’s ancient 
  battle market. In order to liberate the town, these gnolls 
  must be defeated. Part Four details the battle market and 
  its inhabitants, including the misguided genie who stands 
  at the center of the village’s recent intrigue.
  Part Five involves the PCs’ investigation into the malign 
  spirit controlling Kardswann, a disgusting daemon sealed in 
  the crypt of a ruined church decades ago by the soldiers of the 
  Pactmasters of Katapesh. With the gnolls defeated, Almah 
  uses a special key to grant the PCs access to the crypt so that 
  the evil pall over Kelmarane might be lifted once and for all. 
  Throughout “Howl of the Carrion King,” the PCs will 
  progress from 1st to 5th level. They should hit 2nd level 
  as they near the end of Part Two, and should hit 3rd level 
  by the time they’ve explored much of Kelmarane and are 
  finally reaching the battle market. They should not enter 
  the crypt under the church until they are 4th level.
  Templars of the Five Winds
  Throughout the adventure, the PCs will find hints 
  regarding an ancient order known as the Templars of the 
  Five Winds. When such an event occurs, give the PCs an 
  opportunity to make a Knowledge (religion), Knowledge 
  (history), or bardic knowledge check to learn more about 
  the group.
  DC 13: The Templars of the Five Winds were a 
  group of five powerful genies from antiquity. They 
  have not been heard from in centuries, but travelers 
  in the northern reaches of Katapesh and the southern 
  bounds of Osirion still sometimes attribute miracles 
  or victories to their guidance.
  DC 16: Legend tells that the Templars of the Five Winds 
  defeated a great evil hundreds of years ago near Pale 
  Mountain in the Brazen Peaks, a pinnacle not very far from 
  the village of Kelmarane. Each Templar was associated 
  with a specific aspect of the wind, and each wielded a 
  distinct, highly potent magic weapon.
  DC 20: The Templars of the Five Winds were said 
  to be particular enemies of the cult of Rovagug, god of 
  destruction, and many tales of their triumphs recount 
  battles against the spawn of that vile religion. The templars 
  themselves are jann, mortal genie-spirits dedicated to no 
  particular element. For some reason, these jann cannot 
  die, though none have been seen in centuries.
  DC 25: The Templars of the Five Winds served a 
  powerful djinni princess named Nefeshti, a great genie 
  noble whose designs upon Osirion and Katapesh have had 
  good and bad consequences. The Song of Edrehu suggests 
  that the Templars’ immortality came from a powerful wish 
  uttered by Nefeshti in antiquity, stating that so long as the 
  warriors retained her favor, they would live forever. This 
  result also grants the names and associated weapons of the 
  five Templars, but not the additional information given for 
  each Templar mentioned below.
  •	
  Davashuum	 (The	 Jackal’s	 Price,	 The	 Final	 Wish): 
  Davashuum is an amoral and deadly creature that served 
  Nefeshti as an executioner and, in dire extremes, as 
  an assassin. He represents the fury of winds from all 
  directions and wields a powerful quarterstaff.
  •	
  Kardswann	(Howl	of	the	Carrion	King): A scout and traveler 
  of the planes, Kardswann’s weapon is an elaborate greataxe, 
  and he represents the south wind, the most well-traveled 
  and worldly of the winds. He is currently under the mental 
  Resolving Campaign Traits
  If you’re using the Legacy of Fire Player’s Guide and your 
  players have selected campaign traits for their characters, 
  they’ll likely seek resolutions to their specific situations 
  during the course of this adventure. Listed here are likely 
  ways these resolutions can come about.
  Earning	Your	Freedom: Almah, as a representative of the 
  Pactmasters, can grant any slave his or her freedom, and 
  she certainly does so during the course of this adventure, 
  likely at the climax, but perhaps before if a good and 
  dramatic opportunity for you to stage the event arises.
  Seeking	Adventure: If the PC manages to rescue the 
  bard Felliped from the stables (area B4), or if they take 
  extensive notes on the Templars of the Five Winds, his 
  place among the Pathfinders is assured—his venture 
  captain even waives the repayment of his wayfinder.
  Reclaiming	Your	Roots: The PC should find a grave 
  in the cemetery with a headstone that gives his parent’s 
  name. If you’re feeling particularly mean, one of the 
  undead in the crypt below the church could have a 
  familiar face.
  Gnoll	 Killer: The act of defeating the gnolls of 
  Kelmarane should satisfy this character, but you’ll 
  probably want to hint that other gnoll packs still exist, 
  and that their leader, the Carrion King, is still out there.
  Missionary: If the PC worships Sarenrae, restoring the 
  monastery or the old church should bring this character’s 
  goals to a close. Otherwise, consider changing Zastoran’s 
  faith to match the PC’s faith, and using him to help the 
  PC set up a new church in Kelmarane.
  Finding	Haleen: Haleen can be found in area C83 of 
  the battle market; once she’s reunited with the PC, she’ll 
  team up with the PCs and help them defeat Kardswann 
  and reclaim Kelmarane—this, to Haleen, is a much better 
  way to set about earning the money to pay off her debts.
  
  Howl of the carrion king
  howl of the carrion king
  9
  domination of Xulthos, a daemon imprisoned in the crypt 
  below Kelamarane’s ruined church of Sarenrae.
  •	
  Pazhvann	(The	Jackal’s	Price): Pazhvann is Nefeshti’s advisor 
  and spiritual guide. He represents the east wind, upon which 
  the whispers of the gods and the advice of elders is carried. 
  His weapon is a tremendous burning flail.
  •	
  Vardishal	 (Howl	 of	 the	 Carrion	 King): A general of 
  Nefeshti’s armies, Vardishal’s spirit resides in the monastery 
  laboratory. He wields whatever weapon is favored by his 
  new host, and in life he represents the north wind, a wind 
  said to carry the battle cries of all armies.
  •	
  Zayifid	(House	of	the	Beast): Nefeshti’s spy and diplomat, 
  Zayifid was a messenger and spy. He represents the west 
  wind, upon which secrets thought hidden were carried. 
  His weapon is a delicate but razor-sharp scimitar.
  PArt one: the SultAn’S clAw
  Before play begins in earnest, tell the players that their 
  characters have been traveling together for more than a 
  week on a dreary camel caravan from the town of Solku to an 
  unknown location in the northern scrublands of Katapesh. 
  The man who hired them is Garavel, the no-nonsense 
  major-domo of a merchant princess awaiting them at their 
  destination. In the distant haze to the west, the PCs can just 
  make out the immense outline of Pale Mountain looming 
  over the mid-evening horizon like a tombstone. Give each 
  player a chance to describe his character, what he looks like, 
  how he acts and so forth. Everyone has had a few days to get 
  to know one another, and this is a good way to engage the 
  players from the very start.
  Once each player has had a chance to talk a bit about 
  his character, tell the players that they are nearing their 
  destination. As soon as the craggy tree appears over the 
  next hill, it becomes obvious why it is called the Sultan’s 
  Claw. With five immense, mostly leafless branches, the 
  growth looks more like a giant skeletal talon than a thing 
  of living wood.
  As the PCs top the last rise, a caravan of a half-dozen 
  wagons and a large tent clustered around the distinctive 
  tree comes into view. Camels in a nearby pen prance in 
  agitation, and a clutch of confused goats and livestock 
  wander the grounds around the wagons. Perhaps a dozen 
  men and women rush around the campsite, chasing down 
  an animal or hastening toward the center of the cluster, 
  near the Sultan’s Claw, with pails of water in their hands. 
  One of the wagons is on fire!
  Lush orange and red flames engulf an elaborate wooden 
  wagon emblazoned with painted moons and stars. A gout 
  of smoke pours from an open door, and as you approach an 
  ill wind blows a number of colorful fortune-telling Harrow 
  cards from inside the wagon. Pick one of the PCs—the one 
  who in your estimation is the most mystical. One of these 
  singed cards blows directly at that PC, catching against 
  his chest in a burst of orange cinders. It is the Cyclone, 
  signifying a force that tears through whatever it meets at 
  the behest of an intelligent being. The card portends war, 
  arson, and destructive plans. As the PCs’ eyes shift their 
  focus from the Cyclone back to the wagon, the whole of the 
  Sultan’s Claw erupts into brilliant flame.
  The central flap of an elaborate tent flies open and a regal 
  woman who can only be Almah steps out into the firelit night. 
  “Douse that flame!” she shouts to the men surrounding the 
  wagon before turning in your direction. “Ah, Garavel!” she 
  says. “And just a moment later than the nick of time, as usual.” 
  Looking specifically past her major domo and directly at the 
  PCs, Almah barks out a simple order before running off 
  toward the fire: “Find some way to help!”
  Faced with an immediate crisis, the PCs have an 
  opportunity to assist in a number of skill-based challenges 
  that serve to get the dice rolling right away and to introduce 
  key members of Almah’s party. The players will get to know 
  these characters a lot better in the scenes to come, but right 
  now dealing with the fire is everybody’s first priority.
  Give each PC the opportunity to help in one of the 
  following ways:
  Put Out the Fire: Almah, Garavel, and four soldiers 
  dressed in the distinctive red chitin-plate armor of the 
  Pactmaster Guard run back and forth between the burning 
  fortune teller’s wagon and an uncovered wagon about 
  20 feet away. The latter contains a huge barrel holding 
  enough drinking water to serve the entire campsite for a 
  week. At present, it will take the six NPCs 10 rounds to 
  quench the fire using the pail-by-pail method. There are 
  more buckets to be grabbed by the player characters, and 
  each PC assisting in this manner reduces the number of 
  rounds it takes to put out the fire by 1. A DC 20 Strength 
  check allows a character to carry the entire water barrel 
  over to douse the fire, which puts it out in a single round.
  PCs who assist Almah, Garavel, and the guards impress 
  these NPCs enough to shift their starting attitude from 
  indifferent to friendly in future encounters. Those who 
  destroy the party’s water supply receive grudging thanks 
  for putting out the fire, but NPCs who closely witnessed 
  their act of brave stupidity will be unfriendly to them in 
  future encounters.
  Pull Wagon Out of the Way: Four burly mercenaries 
  struggle with an enclosed wooden wagon within feet of the 
  burning wagon, hoping to move it to safety before an errant 
  spark causes it too to burst into flame. This will occur 6 
  rounds after the PCs arrive unless they successfully haul 
  it out of the way. Moving the unhitched wagon requires a 
  DC 26 Strength check. The four mercenaries each attempt 
  a DC 10 Strength check (each mercenary has a +1 bonus 
  to this check) to aid a PC attempting to move the wagon, 
  
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  potentially adding as much as +8 to the check. Assuming 
  the wagon is rescued in time, the mercenaries thereafter 
  are friendly toward and PCs who helped them.
  Heal Wounded Firefighters: A red-headed halfling 
  cleric, Father Zastoran, kneels next to two severely burned 
  mercenaries who tried to enter the burning wagon. Father 
  Zastoran is tending to a badly wounded mercenary called 
  Trevvis, but he is unable to focus on his second patient, 
  a female sworder named Kallien, who lies near death 
  from terrible burns and smoke inhalation. Any magical 
  healing is sufficient to stabilize Kallien, who is currently 
  at –6 hit points and counting. A DC 15 Heal check is 
  also sufficient to stop Kallien’s decline. In future 
  encounters with Father Zastoran, Trevvis, and 
  Kallien, these NPCs have an initial 
  attitude of friendly to any PCs who 
  successfully kept Kallien from dying.
  Deal with Frightened Animals: A 
  modest collection of pigs, goats, and 
  sheep accompanies Almah’s party 
  on the journey to Kelmarane. The 
  flaming wagon has unsettled 
  these 
  creatures, 
  which 
  somehow escaped from their 
  pen in the confusion surrounding 
  the fire’s outbreak. The middle-
  aged human camel driver and his wife 
  do their best to wrangle the panicking 
  animals, but their efforts are quickly 
  being overrun by the chaos of the 
  situation.
  Five animals must be calmed in order to keep 
  them out of danger and out of the way. Calming 
  a panicked animal requires a DC 20 Handle Animal 
  or wild empathy check. If the PCs manage to make 5 
  successful checks before the fire is quenched, the camel 
  driver and his wife have a friendly attitude toward them 
  in future encounters. Despite a completely successful 
  outcome, the camel driver is for the moment completely 
  distraught, as his favorite goat, Rombard, has gone 
  missing in the chaos.
  Ad Hoc Experience Award: If the PCs manage to stop 
  the fire before it spreads, award them experience as if they 
  had defeated a CR 1 creature.
  Almah’s Party
  The group of people Almah has gathered to aid her in 
  retaking the village includes the PCs and (now that the 
  astrologer Eloais is dead) 16 other characters—Almah’s 
  major domo Garavel, an expert on gnolls named Dashki, 
  a cleric of Nethys named Zastoran, four soldiers, six 
  mercenaries, a pair of camel drivers, and Almah herself. 
  Full stat blocks for most of these NPCs are not provided, 
  but their class, race, and level are given in the event you 
  wish to develop them into characters more likely to fight 
  at the PCs’ side. 
  Almah Roveshki (LN Female human expert 4/fighter 
  1/rogue 1): Almah is a beautiful young merchant 
  princess, the latest in a long line of wealthy agents of 
  the Pactmasters of Katapesh. Her family, originally 
  from Varisia far to the north, has dwelt in Katapesh for 
  several generations now. Unfortunately, her family has 
  been down on its luck for most of those generations as a 
  result of bad investments and the economic intrigues 
  of rival merchant princes, but Almah is ready to 
  steady the ship and rebuild her family legacy. 
  One way to do that is to rescue the village of 
  Kelmarane, which used to be in the 
  charge of her family ages ago. The 
  Pactmasters want it back, so they have 
  sent Almah to make it so.
  Almah is a canny competitor 
  who knows that she will not get 
  a second chance to impress her 
  mysterious superiors. Thus 
  she has thrown everything 
  into this expedition. She 
  still manages to maintain the 
  luxury of her position (perfumed 
  accommodations, the finest silks, 
  well-paid 
  mercenaries), 
  but 
  the 
  strains are starting to show, and the 
  hint of desperation has begun to 
  drive her decision-making. While she 
  projects an outward atmosphere of control, she 
  is more willing than ever to trust the counsel of 
  outsiders. This has, unwittingly, made her something 
  of an easy pawn of Dashki and his secret allies. Dashki’s 
  encouragement brings Almah closer to achieving economic 
  stability and the salvation of her family name, so she is 
  blind to the scout’s many failings.
  If the PCs ask Almah about Kelmarane, she replies, “Long 
  ago, the village was one of several in the Uwaga Highlands 
  of the Brazen Peaks situated around a battle market, a 
  huge arcade that attracted merchants, gladiators, actors, 
  musicians, and customers from throughout Katapesh and 
  neighboring Osirion. Then, about 20 years ago… it fell, and 
  the Pactmasters abandoned it to ruin. Rumors of plagues 
  and evil curses abound, but in truth no one really seems 
  to know why the village died. About 2 years ago, a pack of 
  gnolls called the Kulldis tribe inhabited the battle market 
  and claimed Kelmarane as its own. The Pactmasters want 
  the village back, and it’s up to us to deliver it to them.” 
  A DC 20 Sense Motive check is enough for a PC to get a 
  hunch that Almah may know more about the doom that 
  came to Kelmarane, but for now, she doesn’t wish to speak 
  Almah
  
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  1111
  on the subject. She’ll have more to say once the PCs have 
  liberated most of the city, as detailed in Part Five.
  Garavel (LN Male human fighter 3): With a lantern jaw 
  and short black hair, the dashing Garavel looks more like 
  a swordsman than an accountant and business expert, yet 
  it is he who oversees much of Almah’s personal business. 
  A strange metal bolt protrudes from the left side of his 
  skull, a sign of his direct servitude to the Pactmasters 
  and a magical method of keeping his emotions in 
  check while he engages in important business matters 
  on their behalf. He often hides this bolt by wearing a 
  plain white keffiyeh over the head—this metal bolt 
  is a Pactmaster’s favor, and apart from ensuring 
  loyalty and preventing emotional outbursts, 
  the device grants Garavel a +4 resistance 
  bonus on saving throws against mind-
  affecting effects (but at the cost of never 
  being able to gain the benefits of a 
  morale bonus of any sort). A DC 15 
  Spot check is enough to notice the 
  bolt while he wears his keffiyeh.
  Occasionally, Almah uses 
  Garavel to do “dirty” work 
  involving 
  swordplay 
  and 
  skullduggery, always managing to 
  keep herself removed from the lowest 
  of her own dealings. Garavel’s years of 
  service to Almah have instilled a noble 
  sort of love for her—an emotion he is 
  forbidden from expressing thanks to 
  the spirit-hampering influence of the 
  magical bolt. He and Almah share quarters, 
  but there can be nothing sexual about their 
  relationship.
  Dashki (Gnoll Expert): Many members of Almah’s 
  party suspect that Dashki may have set the fire. He 
  has drawn attention to himself with his generally rude 
  attitude, his obvious attraction to the merchant princess 
  (who considers him so far below her league that she hasn’t 
  noticed, even if everyone else has), and his rough-hewn, 
  almost feral manners.
  Almah hired the mangy, dart-eyed Dashki weeks ago in 
  Solku, while investigating the land granted to her by the 
  Pactmasters. Since Kelmarane was said to be under the 
  control of gnolls, she needed an expert who could explain 
  what she was up against and provide an edge in any 
  possible negotiations with the creatures. Largely due to 
  Dashki’s animated first-hand accounts of gnoll savagery, 
  Almah has given up on the idea of diplomacy, but she 
  keeps him around because she trusts his advice, despite 
  his eccentricities.
  Anyone who spends any time with Dashki immediately 
  notices that his powerful body odor betrays a man with a 
  very loose relationship with hygiene. He dresses in filthy 
  rags and walks with a slight limp due to an old injury 
  (a gnoll once tried to chew off his left leg at the thigh), 
  propping himself up with a gnarled wooden staff. A DC 10 
  Spot check during mealtime reveals that the gnoll expert 
  ravenously shoves food into his mouth with his grubby 
  hands, an animalistic display that grossly offends anyone 
  of culture or refinement. 
  If the PCs can make Dashki at least friendly, he’ll 
  share his story with them (see sidebar). His story is true 
  up to the bit about his escape. In fact, the gnolls who 
  killed and devoured his father adopted the young 
  Dashki into their hunting tribe and raised 
  him, after a fashion, as one of their own. 
  Nonetheless, Dashki suffered years 
  of cruel abuse at the hands of his new 
  family in the Three Jaws tribe. He 
  was a frequent target of humiliating 
  (often violent) practical jokes, and 
  retreated into a stage of savagery 
  to preserve himself. Eventually, 
  the impersonation became 
  the 
  truth, 
  and 
  Dashki 
  became a gnoll in all but 
  physical form. 
  Then, 
  a 
  few 
  years 
  ago, 
  Dashki’s chieftain decided to 
  turn the young human into a 
  spy operating from within his 
  old town of Solku. They cast him out 
  of the tribe until he learned to become 
  a human again. Seeking to regain the trust 
  and companionship of his pack-mates, Dashki 
  attempted to regain his humanity. When the gnolls 
  did not respond—indeed almost disappeared into 
  the mountains—he turned against them, siding with 
  the only person in life he could ever trust: himself. In 
  revenge he acted as a regional scout, leading teams of 
  hunters and government men into the wilds to reclaim 
  lands lost to gnoll incursions. That’s how he met Almah, 
  working from a stall in the markets of Solku, eager for 
  coin on the edge of desperation. 
  Three weeks ago, Dashki’s eldest gnoll “brother” from 
  the old tribe appeared from the foothills. He slew Dashki’s 
  clients—a pair of wealthy hunters from Avistan looking for 
  an eccentric pelt to add to the collection—and welcomed 
  him, at long last, back into the tribe. The chieftain had 
  heard rumors about the Pactmasters’ increased interest in 
  the gnoll-lost lands. His particular interest, Kelmarane, 
  was currently under the control of Kulldis tribe, but would 
  make an excellent addition to the holdings of the Three 
  Jaws. The gnolls encouraged Dashki to stay with Almah 
  and await further instructions.
  Garavel
  
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  1212
  Dashki	
  CR	2
  Male ranger 2
  CN Medium humanoid
  Init +6; Senses Listen +6, Spot +6
  DEFENSE
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 12 (2d8)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Spd 30 ft.
  Melee mwk scimitar +3 (1d6+2/18–20) and
  mwk dagger +3 (1d4+1/19–20)
  Ranged longbow +4 (1d8/×3)
  Special	Attacks favored enemy (gnoll +2)
  TACTICS
  During	Combat Much 
  of Dashki’s limp is 
  feigned; in battle, he’s 
  quite nimble and quick, 
  employing a scimitar 
  and dagger fighting 
  style that’s really rather 
  hypnotic to watch. His loyalty to Almah is fleeting, and he only 
  remains at her side as long as his true masters, the Three Jaws 
  gnolls, will it.
  Morale Dashki knows the value of cowardice, and if reduced to less 
  than 5 hit points, he flees combat to hide in the hills, eventually 
  seeking out his Three Jaws contacts to seek aid and revenge.
  STATISTICS
  Str 14, Dex 15, Con 10, Int 13, Wis 12, Cha 8
  Base	Atk +2; Grp +2
  Feats Improved Initiative, Stealthy, Track, Two-Weapon Fighting
  Skills Hide +9, Knowledge (geography) +5, Knowledge (local) +3, 
  Knowledge (nature) +6, Listen +6, Move Silently +9, Spot +6, 
  Survival +6
  Languages Common, Gnoll, Kelish
  SQ wild empathy +1
  Combat	Gear potion of cure light wounds (2); Other	Gear 
  +1 leather armor, masterwork scimitar, masterwork dagger, 
  longbow with 20 arrows
  Father Zastoran (N Male old human 
  cleric of Nethys 3): Zastoran hails from 
  the coastal capital of Katapesh. A cleric 
  of Nethys, the god of magic, Zastoran 
  joined up with Almah years ago 
  when she was just starting out 
  in business, and has been her 
  personal physician and spiritual 
  advisor ever since. Zastoran is a 
  friendly, chatty chap who misses 
  the comforts of his home city and 
  who naturally gravitates toward 
  good 
  conversationalists 
  with interest in culture 
  and the arts.
  Zastoran’s small wagon 
  contains an enormous chest 
  that holds dozens and dozens 
  of potions, an entire 
  stock of medicinal 
  supplements 
  and 
  magical aids meant to protect Almah’s 
  band and the early settlers who will flock 
  to Kelmarane once it has been liberated 
  of gnoll influence. Despite this, he is 
  loath to give out his potions and treats 
  the loss of each as more serious than 
  the injuries that they heal. In such 
  cases Father Zastoran is full of 
  patronizing advice about how the 
  PCs can be more careful to avoid 
  injuries in the future. Because of 
  his collection and obsession with 
  Dashki’s Story
  “Almah hired me about a month ago to tell her all about 
  the gnolls living in these hills. Gnolls killed my mother and 
  grandfather when I was a boy. They put fire to our village 
  and slew hundreds. Somehow I escaped with my father to 
  the town of Solku, not far from here. It was a long time 
  ago, I’ve forgotten most of what I saw. Terrible things. But 
  I find it’s the sounds that stay with me. The shrill howls 
  and barks—hundreds of them at once—that sounded 
  deliriously close to an audience. Laughing at us.
  “Father raised me to know everything about the gnolls, 
  their customs, their language. So as better to track them 
  down and wipe them out. All of them. Together we scouted 
  out their lairs, studied their tribes, listened to them speak 
  until we could understand what they were saying. They’re 
  not dumb animals, you know. Not like you might think. 
  In some ways they’re even smarter than us. 
  “Dad didn’t survive our first raid on a gnoll camp 
  of the Three Jaws tribe. I saw them fall on him 
  like hyenas on an abandoned kill, slathering 
  themselves in his blood and innards. I can 
  still hear the tear of his scalp and the sound 
  of his bones against frenzied teeth. Against 
  this scene I was forgotten. Ignored. 
  “I escaped, and I carry on the work of  
  my father.”
  Dashki
  
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  1313
  alchemy, Zastoran is quick to befriend any PC with 
  similar interests.
  Zastoran is particularly adept at avoiding combat—
  but then, he’s not included in this adventure to give the 
  PCs a direct hand. His role is to provide healing in the 
  form of spells and potions. He can cast 2 cure moderate 
  wounds, 3 cure light wounds, and 4 cure minor wounds in 
  a day, and does so at no charge as the PCs require. His 
  potion collection is large but limited to potions of cure light 
  wounds, cure moderate wounds, delay poison, lesser restoration, 
  and nonmagical holy water. At Almah’s urging, he only 
  charges the PCs half price for the potions (but does 
  so begrudgingly)—it’s fine to simply assume he 
  always has enough on hand to sell to the PCs 
  what they can afford if you don’t want 
  to set a hard limit to his resources.
  Caravan Guards (Human warrior 
  2): Two catagories of guards are part 
  of Almah’s party—loyal personal 
  guards assigned to protect her by 
  the Pactmasters themselves, and 
  mercenaries she hired at 
  Solku to bolster her group’s 
  strength. All of these guards 
  are second-level human warriors, 
  but the two groups are quite 
  different in personality.
  The four personal guards are 
  named Fixx, Keldon, Podarn, and 
  Vodrave. Like Garavel, they serve the 
  Pactmasters of Katapesh. It just so 
  happens that they have been assigned to protect 
  Almah, but she does not have direct control over 
  them. The vigilant guards have little sense of humor, 
  are not particularly communicative, and never really 
  treat the player characters as anything other than a 
  potential threat to Almah.
  There are six mercenaries—three men (Trevvis [the 
  nominal leader], Utarchus, and Dullen) and three women 
  (Kallien, Brotis, and Yesper). They are a disreputable lot, 
  thick with soiled armor and greasy hair, a distinct contrast 
  to the well-mannered, meticulously attired soldiers who 
  guard Almah at all times. Although they act the part, the 
  mercenaries are nowhere near as tough as they appear or 
  portray themselves to be. At the beginning of the adventure 
  their bluster is fairly intimidating, but as the PCs defeat 
  more and more monsters the mercenaries begin to appear 
  like the middling battlefield pawns that they are. All the 
  while, however, the mercenaries firmly believe themselves 
  to be the PCs’ superiors, treating them accordingly. 
  Camel Drivers (LN human commoner 2): This friendly, 
  late middle-aged human couple tends the dozen-or-so 
  animals kept by Almah’s band as food or transportation. 
  The merchant princess hired them from the nearby town 
  of Solku. Everyone seems to like the man, Hadrod, and 
  his wife, Hadrah, who also help cook the camp’s meals 
  and take care of many additional menial tasks. Both are 
  tremendous gossips and make a game of keeping tabs on 
  everyone in the camp. The arrival of a new group excites 
  both of them almost more than the recent commotion, 
  and Hadrod and Hadrah pepper the PCs with questions 
  about their backgrounds, clothes, and interests while they 
  attempt to conduct their interview, making it somewhat 
  unclear who is running the interrogation.
  Investigating the Fire
  Immediate 
  crisis 
  aside, 
  Almah 
  shows 
  remarkably little concern over the 
  fate of her astrologer, treating it more 
  as a loss of resources than a personal 
  tragedy. She asks Garavel to lead an 
  investigation into whether or not 
  the fire might have been set by 
  someone in her camp. Since the 
  PCs also were not around 
  when the fire broke out (and 
  are thus unlikely potential 
  arsonists in her eyes), she asks 
  them to help her major domo 
  determine if there is a mystery afoot, 
  and if so, to solve it. 
  Garavel tells the PCs that the 
  destroyed wagon belonged to Almah’s 
  personal 
  fortuneteller 
  Eloais, 
  a 
  handsome man from Almah’s distant homeland 
  of Varisia. Eloais’s specialty was a divinatory deck 
  of cards known as Harrow, a few cards of which litter 
  the ground outside the burned-out wagon. 
  Physical examination of the ruined wagon reveals 
  sooty ashes, a few broken bottles or potion vials, a cracked 
  nonmagical crystal ball, and several pools of melted wax 
  where candles must once have stood. Eloais’s charred 
  skeletal form remains near the center of the wagon. A DC 
  20 Search check reveals no signs of struggle or violence, 
  suggesting that the fortune-teller was killed by the fire 
  itself or from inhaling the smoke the fire caused. Sneaky 
  characters searching the wreckage can harvest 55 gp in 
  assorted blackened coins. Searching characters may make 
  a DC 16 Spot check to notice the gnoll expert Dashki 
  lurking a short distance away, watching them from behind 
  the corner of a nearby wagon.
  Interviews
  An obvious place to investigate the fire, and one both 
  Almah and Garavel suggest if the PCs don’t think of it, is 
  to speak with everyone else in the party. Not only is this 
  Zastoran
  
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  1414
  good advice, but it works very well to introduce the PCs to 
  the NPCs they’ll be spending their time with during this 
  adventure. Of the NPCs, only Garavel knows the PCs. The 
  other NPCs have starting attitudes of indifferent to the 
  PCs (save Dashki, who starts as unfriendly); these starting 
  attitudes may have been adjusted depending on the actions 
  the PCs took during the fire. Each NPC is willing to give 
  the PCs a certain amount of information, but only if they’re 
  made friendly do they divulge the information listed at the 
  end of the following sections.
  When playing out these interviews, use the NPCs’ 
  descriptions on the preceeding pages to liven things 
  up; the players should ask their questions, not just roll 
  Diplomacy checks and wait for you to feed them a few lines 
  of information, after all.
  Almah: Almah hired Eloais in Solku about a month 
  ago to read his cards for her—she hasn’t visited the land 
  of her ancestors, but having a harrower at her side felt 
  “right.” She’s hesitant to reveal what his readings told 
  her. She isn’t convinced the fire was arson, but if it was, 
  she hopes the PCs find out who started the fire quickly. 
  She does seem somewhat distraught at Eloais’s death—if 
  asked, she bitterly asks the PC how they would feel if one 
  of their friends burned to death. Almah doesn’t realize 
  that Dashki is obsessed with her, but if told about it, she 
  grows thoughtful. She admits that Eloais and she didn’t 
  have a romantic relationship, but she did spend a lot of 
  time with the Varisian—time that could well have made 
  Dashki jealous. (Friendly: Almah tells the PCs that Eloais’s 
  readings had grown increasingly grim, and that his last 
  reading centered on an auspicious card, the Cyclone, 
  portending death by fire and schemes by powerful evil. 
  When Almah asked if that indicated something about 
  Kelmarane, he said, “Yes, but the village is only a small 
  part of something much larger, something he called the 
  Legacy of Fire.” Almah isn’t sure what he meant by “Legacy 
  of Fire,” alas. With as little information as the PCs have 
  at this point, no further Knowledge checks can reveal 
  anything more, aside from the fact that no “Legacy of Fire” 
  figures in prominent tales or legends.)
  Garavel: Almah’s major-domo has strong suspicions 
  of how the fire started, but does not believe it would be 
  proper for him to voice them at this time. The Lady Almah 
  has asked for an unbiased investigation, after all. (Friendly: 
  Garavel sighs, then indicates that he has never trusted 
  Dashki, and if anyone in the group were to be revealed 
  as an arsonist and murderer, Dashki would be the least 
  surprising to him.)
  Caravan Guards: Almah’s personal guard were all 
  standing guard at her tent when the fire started—none of 
  them saw anything suspicious at the astrologer’s wagon, 
  but one did catch a glimpse of Dashki trying to hide 
  behind a tree nearby; “It was clear that he was trying to get 
  a look into Almah’s tent. That boy is obsessed with her.” 
  This places Dashki quite some distance from the wagon 
  when the fire started, evidence in favor of his innocence. 
  (Friendly: no additional information.)
  The mercenaries were enjoying themselves around 
  the feast-fire, finishing off dinner with a sturdy drink. 
  They weren’t too fond of Eloais and thought of him as a 
  weakling. If they ask about Dashki, the guards confirm that 
  he wasn’t at the feast-fire with them, and one muses that 
  he was probably spying on Almah—his obsession with the 
  merchant princess is something of an open secret, with 
  only Almah seemingly being oblivious to his attentions. 
  None of the mercenaries has a high opinion of Dashki. 
  (Friendly: The mercenaries make a few lewd and suggestive 
  comments about the relationship they suspect Eloais had 
  with Almah, and wonder if Dashki might have burned the 
  astrologer’s wagon to “get rid of the competition.”)
  Zastoran: The cleric was reading a book by the fire-pit, 
  but the mercenaries were being too loud for him and he’d 
  just stood up to return to his wagon when the fire started. 
  He can attest that all six of the mercenaries were at the 
  fire-pit and nowhere near the astrologer’s wagon when the 
  fire broke out, and that Dashki was not. He thought Eloais 
  was a charlatan and that Almah is better off now without 
  his attention, but admits she did seem quite fond of him. 
  He finds Dashki to be unsettling, and his obsession with 
  Almah somewhat disturbing; “No one with healthy desires 
  skulks around a pretty woman the way he does; who 
  knows what a scoundrel like him is capable of?” (Friendly: 
  Zastoran admits that while he thought Eloais was a fake, he 
  did appreciate his conversation; “Not a one of these others 
  here can discuss the poetry of Bellianais or the music of 
  far-off Absalom. Eloais was well traveled and intelligent. 
  I will miss him.”)
  Camel Drivers: The camel drivers are excitable and prone 
  to finishing each other’s sentences. Hadrah was the first to 
  notice the fire, but she and her husband were distracted by 
  trying to get their animals under control soon thereafter. 
  Hadrod in particular seems on the verge of tears—his 
  favorite goat Rombard went missing during the chaos, 
  and he fears the worst. The two thought that Eloais was 
  “nice enough for a foreigner,” but didn’t really understand 
  his talk of “Cyclones and Fiends and Uprisings.” But Lady 
  Almah’s trust in the astrologer was good enough for them 
  to know he was a good man. Asked about Dashki, their 
  expressions darken but they refuse to say more. (Friendly: 
  In a conspiratational tone, Hadrah whispers, “We knew 
  Dashki a bit from back Solku-way. Used to take rich folk 
  into the scrublands to hunt up gnolls like trophies. Most 
  people here don’t trust him, especially the way he leers at 
  Lady Almah with his mouth all watering like at the smell 
  of a fresh steak. Maybe he done it to Eloais, to remove a 
  rival for Lady Almah’s attention?”)
  
  Howl of the carrion king
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  Dashki: The strange gnoll expert should quickly become 
  the prime suspect, but even though he seems suspicious, 
  he is innocent of this particular crime. If accused of arson 
  and murder, he loudly proclaims his innocence—perhaps 
  a bit too loudly, but he is innocent all the same. He claims 
  to have been finishing up dinner by the campfire when 
  the wagon went up, but in fact he was spying on Almah at 
  the time—Dashki has become obsessed with the beautiful 
  woman, and it is this secret that makes him nervous 
  during the interview process. As the interview progresses, 
  he grows more and more frustrated, crying out, “No! I had 
  nothing to do with the fire! How do we even know the fire 
  was set? That idiot burned a hundred candles in his wagon. 
  Perhaps he just got unlucky. We’re in gnoll country. It was 
  probably pugwampis.”
  If asked about pugwampis, Dashki is grateful for the 
  change of subject and says, “Terrible critters what crawled 
  up from the Darklands below the earth. ‘Jackal rats,’ some 
  folks call ’em, on account of their pointed little heads. They 
  worship gnolls as gods and infest their communities like 
  rats. Wherever pugwampis go, bad luck is sure to follow. 
  The gnolls hate pugwampis because of it, and try to kill 
  them all the time. But they always come back. Perhaps 
  their bad luck caused the fortune-man’s candles to start a 
  fire? Yes, pugwampis. I am certain it was pugwampis.” 
  No PC has ever heard of pugwampis, and nor has any 
  member of Almah’s party. Unfortunately, all of them will 
  become quite familiar with them in the very near future. 
  (Friendly: Dashki breaks down and admits that he may 
  be “a bit too fond” of Almah, but continues to plead his 
  innocence regarding the fire.)
  Concluding the Investigation
  After Garavel has introduced the PCs to every member 
  of Almah’s party and they have had a chance to examine 
  Eloais’s wagon and the animal pen (which gains them 
  nothing), the major domo takes them back to Almah’s tent 
  for them to render their final judgment. The circumstances 
  and attitudes of the others seem to damn Dashki, but 
  Almah is unwilling to convict the gnoll expert without 
  more concrete evidence. 
  No one at the camp, including the PCs, have ever heard 
  of the “pugwampis” that are central to Dashki’s theory of 
  what may have transpired, and a few members of the camp 
  (if asked) suggest that the whole thing may be a lie. Almah, 
  on the other hand, is a bit more trusting.
  “If my expert is correct,” she says, “the hills around here 
  should be crawling with these pugwampis, or at least some 
  sign of their passage. If what Dashki says is true, it should 
  be easy for him to find one and bring it back to me.” 
  The merchant princess turns to the PCs. “As he is, 
  however, our best suspect in this affair, it would not do to 
  send him out into the darkness alone. I’m afraid that your 
  investigation is not yet at and end. Go out into the desert 
  with Dashki and find me one of these pugwampis.”
  Pugwampi Hunt (EL 1)
  Setting out into the scrubland hills north of the Sultan’s 
  Claw, the PCs search about in darkness for signs of the 
  pugwampis. Despite the outlandishness of Dashki’s tale, 
  he is in fact telling the truth. The mischievous gremlins 
  have left plenty of evidence of their passing. Almah will 
  accept nothing short of a captured pugwampi or its carcass, 
  however, so the investigation eventually leads more than 
  100 yards from the encampment at the Sultan’s Claw. 
  This scene works best when the GM ratchets up the 
  creepiness even while setting up what is bound to be one 
  of the most humorous encounters in the adventure. The 
  hunt takes place in the rugged hills at night. In order to 
  negotiate the rocky terrain and its many painful cacti, 
  PCs must rely upon darkvision or a light source such as 
  a torch. As the hunters proceed into the wilderness, play 
  up the uneven shadows cast by torches. Phantom creatures 
  haunt the underbrush—or at least seem to until closer 
  inspection reveals nocturnal birds or rodents. Dashki tells 
  the PCs that they’re looking for a little humanoid creature 
  that’s much smaller than a halfling, with light fur, dirty 
  claws, and a tiny jackal head. 
  A DC 15 Search check in this area reveals dozens of small 
  footprints leading to and from the camp at the Sultan’s 
  Claw, finally retreating into the darkness of hill country. 
  Sure enough, a character with the Track feat can also 
  detect the hesitant tread of the camel driver’s missing goat, 
  which appears to have been pulled away against its will to 
  the northwest. If no PC has this ability, Dashki himself 
  points out the tracks, which soon become obvious to even 
  unskilled investigators.
  After following the trail for several hundred feet, explain 
  to the players that each character feels an inexplicable 
  rise in the natural tension of the environment, as if they 
  expect something terrible to happen even though nothing 
  about the terrain has changed. Soon thereafter, a sound 
  not unlike the brief cry of a human child comes out of 
  the darkness ahead. A DC 10 Knowledge (nature) check 
  determines that the sound must be coming from the lost 
  goat, though the timbre of the cry makes it sound as if the 
  creature is in pain. As the PCs progress toward the sound, 
  the local cacti grow more and more intense, until the 
  hunters find themselves at the edge of a dense thicket of 
  the prickly plants. The sound of the bleating goat is now 
  obvious to everyone—and it seems to be coming from 
  somewhere deep within the cacti.
  The cactus forest, though very wide, is not so terribly 
  deep. Only 25 feet separate the PCs from the trapped goat, 
  but the thickness of the growth requires 3 rounds of careful 
  maneuvering before a PC makes it to the other side.
  
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  With a DC 12 Search check, a PC whose light source 
  or vision can reach that far can spot Rombard the goat, 
  tethered to a scrub bush by a hairy, knotted length of rope. 
  If the PCs carry light sources or are particularly noisy, 
  the goat’s tiny bleats erupt into full-fledged brays of fear 
  as it tugs in vain at the rope around its neck. Movement 
  through the cactus thicket requires a DC 15 Balance check 
  to avoid the large spines that fill the area. Failure indicates 
  that the character takes a point of damage from the quills. 
  Remember that characters who attempt to move at full 
  speed while balancing take a –5 penalty on their checks. 
  A character that simply barrels through the field at full 
  speed without trying to avoid the cacti takes 
  1 point of damage per 5 feet traveled.
  Unfortunately for the PCs, the entire 
  area is within the unluck radius of 
  a hidden pugwampi, meaning their 
  jaunt into the pointy cacti will be a lot 
  more difficult than they think. 
  Once the first Balance check 
  is made, ask the exploring 
  character to roll another d20, 
  and use the lowest result. Play 
  up failed Balance checks by 
  describing the character’s plunge 
  into sticky quills as a series of 
  extremely unlucky events—stepped-
  on shoelaces, helmet visors slipping 
  down at inopportune moments, robes 
  or dresses getting snagged on foliage, 
  etc. Be sure to say “Oh, how unlucky!” 
  with each mishap. By the end of “Howl of the 
  Carrion King,” the PCs will grow to hate the 
  pugwampis, and this is the all-important scene that 
  sows the seeds of that hatred to come. Play it up for all it 
  is worth.
  Once the cactus patch has been navigated, the PCs 
  emerge on a thin strip of open land at the edge of a 15-foot-
  wide ravine. A casual glance down the edge reveals a huge 
  multi-armed, wickedly barbed cactus dominating the 
  ground 10 feet below the ledge, almost directly below 
  where the sad little goat Rombard has been lazily tied to a 
  scrub bush. He’s covered with cactus quills and has only 3 
  hit points. Rombard doesn’t stay still, making it difficult to 
  free the goat. Untying the squirming goat requires a DC 15 
  Use Rope check. A failed check means that the goat begins 
  racing around the character in circles, entangling him in 
  the rope. The character must immediately make a DC 15 
  Balance check to avoid losing his balance and tumbling 
  over the ravine and into the arms of the enormous cactus 
  below, a fall that causes 1d6+2 points of damage. Alternately, 
  a slashing weapon can be used to cut the rope, and while 
  the goat’s frantic movements make the rope a tough target 
  (AC 15), any hit on it with a slashing weapon cuts the goat 
  free. Of course, both of these checks are also subject to 
  the unluck aura of the nearby pugwampi. If Rombard is 
  cut loose, he immediately bolts for the Sultan’s Claw, but 
  in his panicked flight through the cacti he’s certain to 
  take enough damage to fall unconscious. A DC 15 Handle 
  Animal or wild empathy check is enough to calm the goat 
  so that he can be freed with ease.
  Creature: The pugwampi itself hides behind a rock 
  5 feet from the goat; a successful Spot check (against the 
  pugwampi’s Hide check) reveals the creature’s hiding 
  spot. It wields a rusty dagger even though it has a crude 
  bow strapped across its back, and has spent the 
  last several minutes using speak with animals 
  to tell Rombard all sorts of horrific 
  things it’s planning to do to the goat 
  before cooking him for dinner. If the 
  pugwampi is spotted, or as soon as 
  Rombard is freed, the creature emits a 
  shrill yell of outrage and attacks.
  Pugwampi	
  CR	1/2
  hp 3 (see page 83)
  TACTICS
  During	Combat The pugwampi tries 
  to shatter a weapon wielded by the 
  closest PC on the first round, then runs 
  circles and shoots at PCs with his bow in 
  the following rounds, giggling and shrieking 
  the whole time.
  Morale If the pugwampi is harmed, it 
  attempts to flee, but in its panic it merely impales 
  itself on a cactus as it does, leaving the PCs with a 
  handy corpse as proof of its existence.
  STATISTICS
  Gear dagger, shortbow with 20 arrows, a dozen singed Harrow 
  cards (evidence that this pugwampi was indeed in the 
  astrologer’s wagon when the fire started)
  Rombard	
  	
  CR	1/6
  Frightened goat (use stats for donkey, MM 272)
  hp 11 (currently 3)
  Development: Back at the Sultan’s Claw, Almah awaits 
  word from the PCs. Bringing back the corpse of the 
  pugwampi is enough to clear Dashki’s name, and the 
  successful conclusion of the investigation shifts Almah’s 
  attitude toward the PCs from indifferent to friendly. Under 
  no circumstances does Almah allow a living pugwampi to 
  survive in her camp. After studying such a creature for a 
  few minutes, she orders Garavel to put it out of its misery. 
  Dashki lays claim to the pugwampi corpse and fashions a 
  tiny noose for it to hang from the end of his staff. Almah 
  Rombard
  
  Howl of the carrion king
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  muses that there must be more of the creatures living 
  nearby, and comments that the Sultan’s Claw is obviously 
  too exposed a location. She knows that a monastery to 
  Sarenrae stood near the village of Kelmarane, and that 
  the ruined building would make a much better base 
  of operations for the coming battle for the gnoll-held 
  village—yet chances are good that the monastery is far 
  from abandoned.
  In any event, the matter solved, Almah is open to 
  discussing the terms of the PCs’ employment. She 
  offers them 200 gp each, and while that may seem 
  like a bargain at the beginning of the adventure, some 
  PCs might try to sweeten the deal. A successful DC 20 
  Diplomacy check is sufficient to get Almah to increase 
  the per-person reward to 500 gp. Failure on this check 
  by more than 10 or repeated attempts to increase the 
  amount automatically result in Almah’s attitude toward 
  the tight-wad decreasing by one step.
  Ad Hoc Experience Award: For solving the mystery of 
  the fire, award the PCs XP as if they had defeated a CR 2 
  creature. If they also manage to return Rombard alive to 
  the camel drivers, award them additional experience as if 
  they had defeated a CR 1 creature.
  PArt two: the old MonAStery
  About a mile from the Sultan’s Claw stands the abandoned 
  Monastery of St. Vardishal, a forlorn edifice once holy to 
  the faith of Sarenrae, goddess of redemption and the sun. 
  In the 2 decades since a mad cult from Kelmarane invaded 
  and put its monks to death, the place has stood as an empty 
  ruin, a reminder of a brief era in which civilization tamed 
  the Uwaga Highlands. 
  Today, the monastery is home to a tribe of pugwampis, 
  gremlins who worship the village gnolls of Kelmarane as 
  gods. Because the pugwampis bring terrible luck wherever 
  they roam, the gnolls hate them and try to drive them out of 
  the village each time the little creatures attempt to deliver 
  tribute or pay homage, so the gremlins instead infest the 
  monastery and honor their deities from afar. 
  In order for Almah and her party to claim the old 
  monastery as a home base from which to launch attacks on 
  the gnolls of Kelmarane, the PCs must explore every room 
  of the place and rid it of the fell creatures that currently 
  call it home. In addition to the pugwampis, these include 
  a tribe of baboons loyal to the gremlins, a giant bird living 
  in the monastery’s overgrown cloister courtyard, a clutch 
  of thirsty stirges, and worse.
  The most powerful threat in the monastery is in fact 
  its greatest defender, the essence of Vardishal himself, a 
  Templar of the Five Winds slain in antiquity in the original 
  battle against the efreeti Jhavhul and his terrible forces. 
  Today Vardishal exists only as the merest imprint of his 
  original spirit, a dull sentience inhabiting a patch of mold 
  in the monastery’s abandoned alchemical laboratory. Kept 
  alive, after a fashion, by Nefeshti’s immortality-granting 
  wish, the loyal servant hopes to find a new vessel for its 
  soul, that its eternal vigil over the evils of Pale Mountain 
  might begin again. 
  Most of the monastery’s walls remain intact, though 
  a few of its towers have collapsed and gaping holes mar 
  most of the structure’s ceilings. Most wooden structures 
  have rotted away and nature has begun to intrude upon 
  the monastery’s interior. Some of the old red and orange 
  tile work remains intact, but where walls and ceilings 
  have fallen the decoration has cracked and faded. Since 
  most creatures ignore the pugwampis, the gremlins 
  seldom post effective guards and almost never patrol their 
  headquarters. Most dwell within a nest in the rafters of the 
  monastery’s chapel merrily giggling their gremlin giggles 
  and singing their gremlin songs.
  A1. Ruined Nave
  Scrub brush and a light, patchy carpet of weeds invade the 
  monastery through two huge fallen sections of the western 
  wall. The exposed nave beyond is a huge hallway littered with 
  bits of debris ranging from tiny rocks to enormous sections of 
  collapsed masonry. Most of the roof above the long promenade 
  is gone, but several jagged pillars remain.
  The pugwampis do a particularly poor job of 
  guarding the nave, although its role as a thoroughfare 
  from the chapel to the rooms of the southern wing 
  means that small groups of pugwampis and baboons 
  traffic the area several times a day. After the PCs 
  have set up shop in the monastery, the ruined nave is 
  the most likely spot from which the building will be 
  attacked by wandering monsters. 
  A1a. This debris-laden chamber once held a shrine and 
  wooden altar, but all of that was smashed decades ago by 
  vandals. The ceiling here has remained intact over the 
  years, helping to preserve a huge bas-relief statue of a 
  muscular humanoid man with a pointy beard gesturing 
  toward a huge mountain in the background, his face a 
  picture of mortal concern. A DC 10 Knowledge (local) 
  check reveals that the mountain in the background is Pale 
  Mountain, largest of the Brazen Peaks and the site of many 
  fell legends. A DC 15 Knowledge (religion) check reveals 
  that the bearded figure is depicted in a manner similar to 
  the way in which the faith of Sarenrae depict their saints, 
  but this is not one of the more frequently honored saints of 
  that faith. A DC 25 Knowledge (religion) check is sufficient 
  to identify the image as of very obscure regional saint 
  named Vardishal.
  
  Legacy of Fire
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  The Old Monastery 
  One square = 5 feet
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  The Old Monastery 
  One square = 5 feet
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  Howl of the carrion king
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  A1b. A similar statue adorns the eastern wall of this 
  chamber, in this case with the bearded figure appearing on 
  a hilltop to a group of robed pilgrims. The being holds up 
  his hands, palms out, in a sign of peace. Though many of 
  the faces and limbs on the bas-relief have been worn down 
  or cut away, the expressions of those range from beatific to 
  horrified. A secret door between the figure’s legs leads to 
  the monks’ contemplative garden in area 11. Discovering 
  the secret door requires a DC 14 Search check.
  A crude stone stele that seems to have been erected 
  more recently than the abandonment of the monastery 
  stands here as well. Its graven inscription reads: “A ghost 
  of unholy mien was purged from this place by Theodephus 
  Estrovan, servant of Aroden, 4691 ar.”
  A2. Chapel (EL 2)
  A short set of wide ceremonial steps leads down to a cavernous 
  chapel in which the congregants would gather for sermons in 
  happier times. The vibrant orange and red starburst of Sarenrae 
  still stands behind a film of rusted rainwater and dirt along the 
  north wall overlooking the collapsed altar. Between the stairs and 
  the altar stand dozens of old marble benches, many overturned 
  and even more broken into two or more pieces. A wide walkway 
  bisects the pews, leading directly to the raised altar. Here and there 
  a few clumps of the original red carpet along this thoroughfare 
  hang on against rot and neglect. 
  Above the center of the chapel, dangling about ten feet from 
  the floor, hangs a cluster of gnoll skulls in various stages of decay. 
  Strung together like a ghoulish candelabra of twine and bone, the 
  boulder-sized ornament hangs from the wooden rafters about 
  twenty feet above the ground.
  The rafters and upper works of the monastery’s chapel 
  are detailed in the key for area A3, and this complex 
  encounter will run much more smoothly if you familiarize 
  yourself with both locations prior to play. The rafters 
  themselves can be reached via a rickety (but safe) wood and 
  iron ladder at area A2a.
  Any PC who takes more than a single round to examine 
  the room notices that the ceiling rafters in the southeast 
  portion of the chapel upper works have been papered over 
  like a wasp’s nest in an interwoven mish-mash of soiled 
  tapestries, tablecloths, altar runners, and other bits of 
  salvaged cloth, creating a sort of hanging “tent” in the 
  rafters above. A DC 12 Spot check allows a PC to note 
  movement on the fabric, as if by the passage of tiny feet 
  over the hanging cloth from above.
  The rope that suspends the gnoll-skull chandelier 
  winds up to the rafters above, then across to the southwest 
  to area A3a above. The rope is AC 11 and has 3 hit points—if 
  destroyed, the gnoll-skull chandelier and its tiny occupant 
  falls 10 feet to crash on the floor below. A creature 
  underneath can make a DC 10 Reflex save to avoid being 
  struck by the falling object for 1d4 points of damage.
  Creatures: Unless the PCs are taking pains to be 
  stealthy, they’ll be noticed immediately by the pugwampis 
  infesting this room and the rafters above. When the little 
  gremlins do notice them, the knotted rope suspending the 
  gnoll-skull candelabra jerks and jumps as a runty little 
  creature dressed in crude furs scrambles from far above 
  to gain a foothold on the swaying skulls. This is one of 
  several pugwampis that lie in wait in the room. With a 
  squeaky laugh, this gremlin casts a rude gesture in the PCs’ 
  direction, signaling the attack to the other pugwampis in 
  the rafters above.
  Although individual pugwampis aren’t very dangerous, 
  in large numbers like those found here, they can be quite 
  frustrating and even deadly. In all, there are nearly two 
  dozen pugwampis living in the old monastery (including 
  the chieftain), but at any one time, many of them are out 
  scrounging for food or cavorting in other parts of the 
  monastery. The first time the PCs enter the chapel, they 
  should face six pugwampis; although technically this 
  is an EL 2 encounter, the pugwampis are relatively weak 
  creatures who should be more interested in tormenting 
  the PCs than actually killing them—play them as pests, 
  not menaces. Parties ill-equipped with ranged attacks 
  would be well advised to retreat and rethink their plans. 
  This initial encounter is designed to make a lasting 
  impression of how annoying pugwampis are and to get the 
  PCs thinking early on in the campaign that not every fight 
  should be a straight-up melee affair.
  Note that the rafters above are 20 feet high; rather 
  than go through complex math to determine which of 
  the pugwampi unluck auras extend to the floor below, 
  it’s easiest to simply assume that the overlapping unluck 
  auras affect all creatures in the room. They do not pursue 
  the PCs out of this room, and as long as there are enough 
  pugwampis remaining in the “pool” they can replenish 
  the four stationed here with ease.
  Pugwampis	(6)	
  	
  CR	1/2
  hp 3 each (see page 83)
  TACTICS
  During	Combat These pugwampis lurk in the rafters above, one 
  on the gnoll-skull chandelier, three at area A3a and two at A3b. 
  They fire their arrows down at targets below, using their tiny 
  daggers only if cornered.
  Morale These pugwampis flee if confronted in melee, or if they 
  take any damage, seeking shelter in area A3e.
  Treasure: At the center of the grisly jumble of gnoll 
  skulls, nestled within a mostly dried excised gnoll lung, 
  is an uncut garnet worth 150 gp. An examination of area 
  A2b reveals the torn-out pages of a copy of The Birth of Light 
  
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  and Truth (Sarenrae’s holy book) strewn about the altar, 
  which has been smeared with excrement. Any character 
  who attempts to clean up the mess or reconsecrate the 
  altar attracts the notice of Sarenrae. This manifests in 
  the form of a personal bless effect that lasts 6 hours each 
  time the character spends more than 10 minutes praying 
  at the altar. This notice of Sarenrae comes into play later, 
  in the graveyard of Sarenrae’s church in Kelmarane, so be 
  sure to keep a note of which characters helped to restore 
  the altar to honor. A total salvage of the chapel turns up 
  47 gp worth of assorted religious objects, loose coins, and 
  random trinkets.
  A3. Chapel Upper Works (EL 4)
  A thin balcony overlooks the chapel floor some twenty feet 
  below. Two rows of tall-backed wooden choir chairs dominate the 
  southern reach of the balcony, which hugs the chapel’s concave 
  walls. The balcony falls away—collapsed for a span of perhaps 
  fifteen feet—just on the other side of the choir area. To the 
  east, rickety time-worn wooden rafters stretch across the whole 
  chapel. Two huge sections of these rafters have been engulfed in 
  a sort of nest comprised of a patchwork of random bits of cloth.
  The tactical complexity of the chapel rafters takes some 
  effort to pull off effectively, but with the unluck aura of the 
  pugwampis, the necessary preparation time will pay off 
  enormously. Before the campaign begins, take some time 
  to draw out the balconies and rafters on a battle grid such 
  as Paizo’s GameMastery Flip-Mats. This will facilitate 
  play once the fighting begins, and since the unlucky PCs 
  are going to be falling through broken rafters, drawing 
  things out beforehand gives the players the chance to 
  move their characters into danger without you lifting so 
  much as a finger to get them to do it. Step on a weak spot 
  in the rafters? Oooh, bad luck for you! Even if you do not 
  usually run combats on the grid, at least take some time to 
  draw out the rafter and balcony network so that the players 
  understand exactly what they are dealing with.
  Note that a fall from up here—and there will likely be 
  plenty—causes 2d6 points of damage on impact.
  A3a. The ladder from area A2c leads up to the choir 
  balcony. The rotting wooden “booths” are inscribed 
  with religious symbols, but the whole apparatus is in 
  terrible shape and literally crumbles to the touch. It 
  is from here that the gremlins fire their arrows into 
  intruders on the ground floor. Should intruders reach 
  the balcony, the pugwampis panic and scream in order 
  to alert their brethren throughout the monastery to the 
  dangers imposed by the player characters. The rope that 
  supports the gnoll-skull chandelier at A2a is tied off to the 
  southwestern rafter near the edge of the balcony; it can be 
  untied with a DC 14 Use Rope check.
  A3b. Exposure to the elements and the passage of years 
  have rendered the once sturdy wooden rafters criss-
  crossing the chapel upper works treacherous. Weighing 
  less than a dog, the pugwampis have nothing to fear from 
  a collapse, but the player characters are a different story. 
  Small creatures have a 25% chance per round of breaking 
  a beam, while Medium creatures have a 75% chance per 
  round of doing so; larger creatures automatically break 
  beams they walk on. A broken beam results in a 20-foot 
  fall; if a creature is adjacent to another beam or balcony, it 
  can attempt to leap onto it with a DC 15 Reflex save to avoid 
  the fall (but note that this might simply put the target at 
  risk for breaking a new beam).
  A3c. The floorboards at this location are rotten; chances for 
  breaking them are equal to those for the beams in area A3b.
  A3d. An ornate window (no glass) opens in the 
  northern wall here. From this point, the ruined village 
  of Kelmarane is visible a mile and a half to the north over 
  the rugged hilltops.
  A3e. This is the pugwampis’ main lair, knit together 
  like a nest composed of interwoven tapestries, sackcloths, 
  sheets, blankets, and other bits of loose cloth. Similar 
  material has been used to create “walls” along the north 
  and west sides of this habitat, as well as along the rafters 
  between areas A3e and A3f. The “chamber” within is 
  redolent of body sweat and liquid waste. Any pugwampis 
  that fled from a battle in the chapel cower here; although 
  they walk freely on the cloth floor, any Small or larger 
  creature that tries the same rips through and falls.
  A3f. The gremlin chieftain, a pudgy creature named 
  Mokknokk, lives in this “chamber,” spending most of his 
  time seated upon a crude throne fashioned from the ruined 
  choir seats near the east wall. Hideously lazy, Mokknokk 
  prefers to let his minions do his work, including defending 
  the lair if needed. He’s attended at all times by a pair of 
  pugwampis, and only if they’re defeated in combat does 
  the king heft his magic warhammer (a weapon he took 
  from a gnome and that he wields clumsily in both hands) 
  and charge his foes.
  If the PCs manage to kill at least 8 pugwampis, King 
  Mokknokk gathers a pair of pugwampis to his side and 
  bravely clambers down from his perch here and begins 
  scouring the monastery for the PCs. If they don’t defeat 
  the pugwampi king here, feel free to have them ambushed 
  by him at any other location in the monastery.
  King	Mokknokk	
  	
  CR	3
  Male pugwampi fighter 2 (see page 83)
  NE Tiny fey
  Init +6; Senses darkvision 60 ft., low-light vision; Listen –3, Spot +5
  Aura unluck (20-ft. radius)
  DEFENSE
  AC 19, touch 14, flat-footed 17
  
  Howl of the carrion king
  howl of the carrion king
  2121
  (+5 armor, +2 Dex, +2 size)
  hp 20 (3 HD; 1d6+2d10+6)
  Fort +5, Ref +4, Will +3
  DR 2/cold iron; SR 7
  OFFENSE
  Spd 20 ft.
  Melee +1 Small warhammer +2 (1d6–1/×3)
  Ranged longbow +6 (1d4/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Spell-Like	Abilities (CL 1st)
  At will—prestidigitation, speak with animals
  1/day—shatter (DC 10)
  TACTICS
  During	Combat King Mokknokk targets a foe’s shield with his 
  shatter ability, then runs in and attempts to break shins 
  and bash kneecaps with his magic hammer. He 
  resorts to attacks with his longbow only 
  as a last resort when he can’t 
  engage a foe in melee—this 
  somewhat foolhardy tactic has 
  been misinterpreted by the other 
  pugwampis as bravery, thus ensuring 
  Mokknokk’s claim to the throne until 
  he attacks a foe he can’t defeat.
  Morale Of the pugwampis, only 
  King Mokknokk lacks an inborn 
  sense of cowardice. He fights to 
  the death.
  STATISTICS
  Str 7, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base	Atk +2; Grp –8
  Feats Dodge, Improved Initiative, 
  Mobility, Weapon Finesse, Weapon 
  Focus (warhammer)
  Skills Bluff +3, Craft (trapmaking) +4, Disable Device +4, 
  Hide +18, Ride +6, Spot +5
  Languages Gnoll, Terran
  Gear breastplate, +1 Small warhammer, longbow with 20 arrows
  Pugwampis	(2)	
  CR	1/2
  hp 3 each (see page 83)
  TACTICS
  During	Combat These pugwampis fear King Mokknokk more 
  than most other deaths, and do their best to prevent any 
  creature from approaching their master.
  Morale As long as Mokknokk is alive and in sight, these 
  pugwampis fight to the death. As soon as their king is dead or 
  elsewhere, though, they flee as soon as they take any damage 
  at all.
  Treasure: Secreted under the chieftain’s makeshift 
  throne is a small padded chest containing a phylactery of 
  faithfulness and a ring of feather fall.
  A4. North Cloister
  A sweeping bas-relief sculpture along the north wall depicts 
  five bearded, larger-than-life humans riding the wind with 
  triumph carved upon their faces. Though some of their 
  arms and hands are missing, each is clearly meant to wield a 
  distinctive weapon. One of the five warriors holds a large axe, 
  while another holds a fragment of what must once have been 
  a regal staff. In the distance, an ominous mountain looms 
  over the quintet. East of the wall decoration, two open arches 
  lead into small rooms off the north wall. The south wall is 
  little more than a series of open arches that look out into an 
  open-air courtyard.
  A DC 15 Knowledge (religion) check identifies the 
  five figures as legendary genies known as the 
  Templars of the Five Winds. The stone 
  carving bears a name for each genie, 
  engraved near their feet. They are, 
  from left to right, Kardswann, 
  Pazhvann, Vardishal, Zayifid, 
  and Davashuum. The latter wields 
  the broken staff, while Kardswann 
  wields the strange axe (with 
  which the PCs will become 
  very familiar in time). No 
  other weapons can be seen on 
  the other damaged statues. Any PC 
  who viewed the bas-reliefs in areas 
  A1a or A1b recognizes Vardishal as 
  the same figure depicted there.
  A5. East Cloister
  The eastern cloister walk abuts what must be the 
  outer wall of the monastery itself. The lengthy wall bears 
  a marred sculpture depicting the five figures from the north 
  cloister mural in battle against numerous creatures of evil 
  demeanor. Several of the creatures appear to be composed 
  at least partly of fire, while others are much more difficult to 
  define, being outright monsters of unknown origin or unusual 
  warriors with weapons bonded into their flesh like organic 
  tools. In the background Pale Mountain looms large, and over 
  it two titanic figures lock in a deadly wrestler’s embrace. One 
  has the demoniac visage of a noble efreeti, while the other is a 
  gorgeous woman who could only be a djinni princess. Opposite 
  the sculpted wall, a series of open arches leads out into an 
  open-air courtyard.
  A DC 17 Knowledge (history) check reveals that this 
  sculpture depicts the great wars of genie vs. genie that 
  cast the Pale Mountain region into chaos hundreds of 
  years ago. 
  King
  Mokknock
  
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  A6. South Cloister
  An open arch along the southern wall at the eastern end of 
  the corridor leads off into darkness, while a series of archways 
  lines the north wall, looking in on the monastery’s massively 
  overgrown courtyard. The southern wall bears a bas-relief 
  sculpture in the form of a triptych. In the first scene, a heroic-
  looking bearded figure takes leave of four similarly attired 
  companions, who rise off into the heavens, leaving him to 
  stand vigil over the large mountain in the background. The 
  next scene depicts the bearded figure in battle with a flaming 
  half man, half snake creature wielding a spear. The fire spirit 
  transfixes the bearded hero with the spear, seemingly striking 
  a killing blow. In the final scene, the hero appears twice—once 
  on the ground with a wound in his back and once standing over 
  this form, looking down upon it sadly.
  Comparison of the bas-relief with others in the sequence 
  clearly shows that the bearded figure here is the central 
  figure in all of the carvings, including those found in areas 
  A1a and A1b, and that the entity’s name is Vardishal. 
  A7. West Cloister
  The outer wall of the west cloister passage bears a massive 
  carving. The central figure—the heroic man with the pointed 
  beard—preaches to a variety of human clerics from throughout 
  the long history of the monastery. The first image depicts the 
  figure manifesting in a spiritual manner to a small group of 
  pilgrims of Sarenrae. Another shows the figure conversing with 
  a man in religious finery while the monastery itself is being 
  constructed in the background. Thereafter follows a procession 
  of similar poses, each depicting a visit by the bearded man and 
  the leader of each era of the temple. The depictions of these 
  clerics often also bear an identifying inscription, complete with 
  dates that span the last several hundred years. The most recent 
  carving is from thirty years ago, and while ample room remains 
  for additional carvings on the west wall, the last thirty feet or so 
  are completely blank. 
  Two open arches on opposite ends of the west wall lead out into 
  the ruined nave.
  The bas-relief here has suffered the most damage of 
  any along the cloister walk. In particular the clerics of 
  Sarenrae have been particularly ill-treated, with some of 
  their names and the dates of their reign completely pried 
  away or scratched into oblivion. Their physical forms bear 
  other obvious sings of abuse, with a few gouges in faces 
  and chests that clearly seem to have been created with 
  strong intent to vandalize. These defacements are tangible 
  reminders of the battle with Kelmarane’s twisted cult 
  of Sarenrae that finally brought the monastery to ruin 2 
  decades ago. 
  A8. Courtyard (EL 3)
  Huge branches and overgrown weeds clog the central open-
  air courtyard of the monastery’s cloister walk. In better times, 
  the monastic priests would have contemplated the open space 
  while circling the cloister, but today it is barely possible to see 
  a few feet into the tangled mess, let alone all the way to the 
  opposite cloister walk. Here and there the brush thins out 
  enough that a dedicated explorer might be able to create a sort 
  of passage, but mostly it is an impassable mess.
  Movement through the courtyard counts as difficult 
  terrain due to the undergrowth.
  Creature: The sticks and branches comprise the nest of 
  a huge vulture-like bird called a geier (pronounced GYRE, 
  rhymes with tire), a Katapeshi carrion bird well known 
  for both its size and aggressive nature. The creature has 
  many nests in the region, so the bird often goes days or 
  even weeks without returning to the monastery. The 
  pugwampis have learned how to tunnel into the nest 
  in order to steal the giant bird’s eggs when it is away, a 
  recurring annoyance that sets the enormous bird on edge 
  every time she returns. She is away when the PCs first visit 
  the monastery, and returns the fourth day after Almah’s 
  party inhabits the ruin (see page 31).
  Geier	
  	
  CR	3
  Advanced vulture (Nyambe: African Adventures 234)
  N Large animal
  Init +2; Senses low-light vision, scent; Listen +3, Spot +10
  DEFENSE
  AC 15, touch 11, flat-footed 13
  (+2 Dex, +4 natural, –1 size)
  hp 38 (4d8+20)
  Fort +9, Ref +6, Will +2
  Defensive	Abilities disease resistant
  OFFENSE
  Spd 15 ft., fly 40 ft. (average)
  Melee bite +7 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During	Combat The geier focuses its attacks on anyone that it 
  catches in its nest or it sees handling its eggs; otherwise it 
  attacks the closest target.
  Morale The geier fights to the death.
  STATISTICS
  Str 20, Dex 14, Con 20, Int 2, Wis 12, Cha 4
  Base	Atk +3; Grp +12
  Feats Alertness, Hover
  Skills Listen +3, Spot +10
  SPECIAL	ABILITIES
  Disease	Resistant	(Ex) Vultures gain a +4 racial bonus on saving 
  throws against diseases.
  
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  Treasure: At the center of the nest is a small clutch of 
  three geier eggs, each large as a watermelon and white with 
  irregular bright red speckles. A geier egg can fetch up to 50 
  gp, or the hatchling can be raised as an animal companion 
  or cohort, with the egg hatching within a month and the 
  bird growing to full maturity in just 3 years.
  The courtyard also holds a far more important treasure 
  buried 3 feet down in a location near the center of the open 
  space. It remains today exactly where it fell from the hands 
  of a seemingly slain Vardishal hundreds of years ago. The 
  best (and probably only) way to discover Vardishal’s fallen 
  weapon is to learn of it via possession by the moldspeaker 
  (see area A19). The weapon—called Tempest in some of the 
  wall frescoes—is left intentionally untyped, to best match 
  the interests and strategies of the player infested with 
  the moldspeaker. If that character is built to use swords, 
  Tempest is a sword of the type already favored by the PC. 
  If the character wields a staff, it’s a staff. If the character 
  prefers unarmed strikes, Tempest is a magic-infused scarf 
  that can be wrapped around the fist to gain the benefit of 
  weapon qualities and enhancement bonuses. The point is 
  that this magic weapon should be one that the moldspeaker 
  already favors.
  In the hands of a character of 1st to 4th level, Tempest 
  operates as a +1 weapon of the appropriate type. From 
  5th to 7th level, it becomes a +1 frost weapon. The sword 
  becomes a +2 frost weapon when wielded by a character 
  of 8th to 9th level, a +2 fire outsider bane frost weapon 
  at 10th to 11th level, and a +2 fire outsider bane icy burst 
  weapon at 12th level and higher. Tempest has additional 
  qualities when used directly against Jhavhul and his 
  favored minions, as detailed in the last adventure in the 
  Legacy of Fire Adventure Path, and is a minor artifact. 
  Genies and similar creatures immediately recognize 
  Tempest as having been forged in the Elemental Planes 
  of the raw stuff of creation. Characters who wield the 
  weapon may garner unique responses from Templars 
  of the Five Winds to be encountered later in the Legacy 
  of Fire Adventure Path. These characters recognize the 
  weapon as having once belonged to a lost comrade, and 
  may treat the wielder differently than just any mortal.
  A9. Vestibule
  This small antechamber was a place for reflection before the 
  monks gathered in the chapter house at area A10. Carvings 
  of religious significance to the cult of Sarenrae line the 
  walls, but none seem to involve Vardishal or help in any way 
  to lessen the mystery of the abandoned monastery.
  A10. Chapter House (EL 2)
  This austere octagonal chamber has a tall roof and an aerie of 
  leering gargoyles perched atop each point where a wall meets 
  another wall. An unholy stench of rotting meat, dried blood, 
  and animal excrement hangs heavy in the air, no doubt from 
  the fine crust of gore, animal carcasses, matted leaves, and 
  guano covering the floor.
  A secret door in the southwest wall leads to the secret 
  garden in area A11; it can be discovered with a DC 18 
  Search check.
  Creatures: This octagonal chamber was once used 
  as the gathering place of the monastery’s monks, who 
  discussed the affairs of the day here before continuing 
  their contemplative studies elsewhere. Today, it is a 
  nest for a clutch of blood-sucking stirges. The ravenous 
  little creatures dwell in the tall, pointed roof 20 feet 
  above the f loor, preferring to roost in darkened corners 
  where the shadows are at their thickest. Occasionally, 
  the jackal-rats bring the stirges captured animals on 
  which to feed, a steady source of blood that keeps them 
  hanging around and friendly enough. This was to be 
  the destiny of poor Rombard, whom the PCs hopefully 
  rescued from a most dreadful fate—if they did not, they 
  find his body here.
  Stirges	(3)	
  	
  CR	1/2
  hp 5 each (MM 236)
  Treasure: Strewn about the floor are 43 gp worth of loose 
  coins, a chime of opening with four charges remaining, and a 
  fine silver bowl worth 75 gp.
  Development: After the monastery has been cleared, 
  Almah’s mercenaries claim the chapter house as their 
  personal domain, grumbling that Father Zastoran and 
  the guards have already taken all of the good rooms with 
  reliable roofs.
  A11. Secret Garden
  Looming walls with no apparent doors enclose this small 
  roofless garden. Monks must once have come here to relax and 
  contemplate the ways of nature, but any order they might have 
  brought to the place all those years ago is almost impossible to 
  notice now, as a wild cacophony of multicolored scrub plants and 
  desert weeds have almost completely overgrown the space.
  A secret door built into the west wall leads to a well-
  hidden section of the wall fresco in area A1b, while another 
  on the opposite wall leads to the chapter house at area 
  A10. From this side, discovering the doors requires a DC 
  10 Search check. Both doors are so overgrown with vines 
  and creeping weeds on the garden side that opening them 
  requires a DC 14 Strength check. Clearing this foliage 
  takes about 5 minutes per door, after which the doors can 
  be opened with no penalty.
  
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  A12. Shrine to Vardishal
  The brightly painted walls of this small chapel, probably meant 
  for personal prayer and reflection, stand out as unusually garish 
  for the otherwise reserved architecture notable elsewhere in 
  the monastery. On the walls, numerous rectangular wooden 
  plates traced in gold filigree depict a strapping warrior battling 
  creatures of fire, riding a chariot on the wind, and engaging 
  in other acts of noble heroism. It is the same figure depicted 
  elsewhere in the monastery, but the sheer number of images 
  here suggest that this shrine was especially important to the 
  clerics who honored him as a saint of Sarenrae. Perhaps a 
  quarter of the gold plates have been pried away or hacked apart 
  by long-absent vandals.
  Opposite the door, dominating a section of the north wall, 
  stands a man-sized statue of the warrior, its face marred by what 
  look like numerous blows from an axe. The statue holds both hands 
  in front of him, bent at the elbow, palms up, as if expecting an 
  offering. Several deep rents from similar axe blows make it clear 
  that someone tried to hack the arms from the statue decades ago, 
  but was unable to do so. 
  This small, contemplative chapel is dedicated to 
  Vardishal, a once-immortal warrior slain hundreds 
  of years ago in a great battle near this spot. Pilgrims 
  of Sarenrae who settled in the region about 200 years 
  ago were drawn here by a goodly spirit, the ghost of a 
  noble warrior who manifested here occasionally to 
  make pronouncements and speak omens. Most of 
  these involved the evil cult of Rovagug and the threat 
  posed by Pale Mountain’s denizens. Some aspect of the 
  traumatic death that turned Vardishal into a ghost in 
  the first place kept him from clearly communicating his 
  warnings, but the flock of Sarenrae took the inchoate 
  pronouncements of the benevolent spirit as a reminder 
  to dedicate themselves to vigilance of their land, and 
  especially to close monitoring of the ominous white 
  mountain on the horizon.
  The pilgrims erected their monastery to honor their 
  own god, of course, but they maintained this chapel, built 
  on the spot of the ghost’s most frequent manifestations, 
  to honor him as a symbol of their mutual struggle against 
  evil. The walls of the shrine make out in filigreed religious 
  iconography the bare bones of what the Sarenraen clerics 
  were able to determine about the past of their ghostly 
  benefactor. Careful study of these runes and graven images 
  over the course of 12 hours clearly reveals that the central 
  devotional figure of the shrine was a tall, apparently 
  human warrior named Vardishal, and that this figure 
  served in ancient times with a quintet of genies known as 
  the Templars of the Five Winds.
  The unusual statue of Vardishal masks the hidden 
  door to the monastery’s undercrypt. With a DC 20 Search 
  check, grooves in the floor at the statue’s base indicate 
  that it can be pivoted to the side—doing so (requiring a 
  DC 14 Strength check) causes a hidden door in the north 
  wall to open, revealing a flight of stairs that leads down 
  to the undercrypt.
  Treasure: The gold plating on the walls here can be 
  scraped off with a lot of work over several days, resulting in 
  148 gp worth of gold dust and fragments.
  Development: After Almah’s party inhabits the 
  monastery, Dashki immediately claims this room as 
  his private domain. He doesn’t care about the mystery 
  of Vardishal (and only grudgingly allows curious PCs 
  a chance to enter and study), and he knows absolutely 
  nothing about the secret door. All he cares about is the 
  glow of the gold in the walls and the fact that the shrine 
  is one of the few rooms in the monastery with an intact 
  roof. PCs who quietly enter the shrine from the other 
  side of the secret door likely catch Dashki in the act of 
  defacing the wall plates by scraping the filigree off with 
  a knife. Within a week, the gnoll expert has harvested all 
  the gold from the room. 
  A13. Southern Hallway
  This large but plain interior hallway leads to the various 
  chambers of the monastery’s southern wing. A weatherworn 
  statue of a winged woman stands in the middle of the hall.
  Enormous holes in the ceiling make it an unpleasant 
  place in the rare instances of desert rainstorms, and a few 
  are large enough to allow access to the geier that lairs in 
  area A8. The statue itself is of Sarenrae. The door to area 
  A15 hangs open, and if the PCs are noisy or bring light into 
  this room, the denizens of A15 hear and come rushing out 
  to investigate the intrusion.
  A14. Library
  A sagging wooden balcony overlooks this large room, which 
  must once have been the monastery’s library. An overpowering 
  odor of musty, rotting paper and old leather fills the air here, 
  and hundreds of books—most too damaged even to open 
  without destroying them—litter the floors. Empty bookshelves 
  line the walls of both levels.
  Treasure: Although most of the books here crumble 
  at a touch, one book (Search DC 16 to locate) is very well 
  preserved. This unusual book is called Courts of Stone and 
  Flame, and is a treatise on genies of the elemental planes. 
  When consulted before making a Knowledge check related 
  to geniekind, the book grants a +4 bonus to the check. 
  The nonmagical tome is worth 300 gp to a collector. Any 
  character who spends more than a day studying the book 
  
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  learns the names of all five of the Templars of the Five 
  Winds, their associated weapons, and the aspect of wind 
  with which they are associated. The book also contains a 
  brief entry on Jhavhul, who is listed as a shamed member 
  of the efreet nobility of the City of Brass, a famed location 
  on the Plane of Fire. The entry suggests that he ventured 
  to the Material Plane in search of an army and a legacy to 
  raise his standing, during which time he and his armies 
  warred against the Templars of the Five Winds, but that he 
  was never seen in the City of Brass again.
  Development: Despite the smell, the library is the largest 
  intact room in the monastery, a fact that does not escape 
  Almah’s attention. When her party moves into the ruin, the 
  merchant princess immediately claims the library as her 
  own and moves in with Garavel and her guards. One guard 
  stands outside her door at all times, while another patrols 
  the balcony, bow in hand, keeping a watch over the room. 
  A15. Deanery (EL 2)
  The door to this room hangs open, allowing the denizens 
  easy access into the hallway beyond if they hear intruders.
  Five austere beds line the north wall of this humble office and 
  living quarters. A dented metal chest rests at the foot of each 
  bed, and a simple mosaic pattern of red and orange glass chips 
  brings some color to the wall. A layer of grime and filth coats 
  many of the surfaces in this small room, and the redolent 
  stench of dirty fur hangs heavy in the air. 
  Long ago, this chamber was the sleeping quarters and 
  office of the monastery’s senior priests. All of the dented 
  chests are empty.
  Creatures: Today, this room is home to the remainder of 
  the small tribe of baboons kept as guardian beasts by the 
  pugwampis. The baboons appreciate the hunks of meat 
  and fruits the jackal rats toss them, and treat the gremlins 
  as members of their own tribe. They ferociously attack 
  any non-gremlins who pass by the open door of their lair, 
  potentially drawing the attention of the pugwampis in the 
  kitchen next door. 
  Baboons	(4)	
  	
  CR	1/2
  hp 5 each (MM 268)
  Development: After the caravan party moves into the 
  monastery, Almah’s guards claim this chamber with a 
  great deal of authority, trying to position themselves as 
  closely to their charge as possible. With her own safety at 
  stake, Almah orders PCs interested in staying in this room 
  to find somewhere else.
  
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  A16. Kitchen (EL 2)
  Beyond a doorless arch appears to be a large kitchen complete 
  with walls lined in shelves and cupboards, a huge central table, 
  and an enormous oven against the north wall. Several drawers 
  and cupboard doors stand askew, and the floor here is a jagged 
  field of broken glass, smashed pottery, bits of sharp stone, 
  jagged bones, and discarded cutlery.
  Creatures: Three pugwampis—the nominal chefs of 
  their tribe—lair in this room, making havoc of the place 
  and doing their best to cook tasty treats for their brethren. 
  At the first sign of intrusion by the PCs, they retreat farther 
  into the room and take cover behind the shelves, peppering 
  their enemies with as many arrows as possible. The littered 
  floor here counts as difficult terrain, and each round a PC 
  stands upon it he must make a DC 12 Reflex save or take 
  1d3 points of damage from some uncomfortable jagged bit 
  biting through a boot or scratching an ankle. The unluck 
  aura of the pugwampis make this even more treacherous. 
  PCs wishing to avoid the dangerous floor might hop up 
  on the table or shelves, but the unluck aura strikes here as 
  well, and PCs who fail a DC 15 Balance check take a rough 
  tumble onto the very floor they were hoping to avoid, 
  suffering 1d6 points of damage in the process.
  Pugwampis	(3)	
  	
  CR	1/2
  hp 3 each (see page 83)
  Development: After Almah’s party moves into the 
  monastery, the camel driver and his wife take up residence in 
  the kitchen, doing their best to provide tasty provender to the 
  merchant princess and the other members of the group.
  A17. Mess Hall
  Three long wooden tables and dozens of chairs that once lined 
  this mess hall are in shambles, mostly rotted away with the 
  passage of years. Light shines through several large holes in 
  the ceiling, illuminating a closed door on the east wall.
  Development: If the PCs do not wrangle for a specific 
  room in the monastery once Almah’s party moves in, this 
  is one likely area for them to camp. The partially collapsed 
  ceiling means more exposure than they might prefer, but 
  no one else claims the chamber, leaving it to the PCs if 
  they want it.
  A18. Dormitory (EL 1)
  Ten bunk beds in various stages of disrepair fill this chamber, which 
  must once have been a dormitory for students. The roof is mostly 
  intact, and an open arch in the north wall leads to a large hallway. 
  The east and west walls both bear sturdy wooden doors leading 
  to other rooms, and an open arch in the southeast corner of the 
  room leads into a darkened antechamber, perhaps a large closet.
  The door in the eastern wall is unlocked, but a profuse 
  growth of fungus from the laboratory on the other side 
  effectively bars all but the most determined openers. 
  Shoving the door open despite the years-deep fungal 
  bed on the other side requires a DC 20 Strength check. 
  The door has a hardness of 5 and 50 hit points. It leads 
  directly to a mold-encrusted stairway that opens into the 
  underground laboratory at area A19.
  Despite appearances, the mold crowding the door is not 
  harmful. A successful DC 14 Knowledge (dungeoneering) 
  or Knowledge (nature) check reveals that the distribution 
  of the mold is extremely curious and far less random 
  than what might appear unadulterated in the wild. The 
  strange distribution is due to the fact that the mold in this 
  area is suffused with the last remnants of Vardishal’s life 
  essence, kept active through death, undeath, and exorcism 
  by the reality-warping powers of Nefeshti’s bygone wish of 
  immortality for her loyal templars. The mold is indeed 
  trying to escape, and the intrusion of the PCs represents 
  the best chance at freedom the genie-lord’s mold-essence 
  has received in decades.
  The small room off the southeastern wall is the lowest 
  (and now only) chamber in what was once a 40-foot-tall 
  tower. All of the wooden floors and the old ladder that used 
  to comprise the tower jumble the floor here in a collapsed 
  mess. The roof of the tower fell years ago, leaving it open 
  to the sky.
  Creature: The ruined tower is now the lair of a giant 
  wolf spider—the arachnid is nocturnal and spends its days 
  hidden high up on the wall in a nook, coming out at night 
  to hunt. If the PCs don’t notice on their first pass through 
  the monastery, it could well become a surprising pest or 
  menace to whomever chooses this room as their quarters.
  Giant	Wolf	Spider	
  	
  CR	1
  Medium monstrous hunting spider (MM 288)
  hp 11
  Development: With a sturdy roof and a central location, 
  the dormitory makes an ideal temporary home for the PCs. 
  Garavel even goes so far as to recommend that they take 
  this room, partly because he wants to keep them close for 
  protection and partly because he doesn’t yet fully trust 
  them and wants them within eyesight of Almah’s guards.
  A19. Laboratory (EL 2)
  This chamber seems to be an enormous laboratory. Against the 
  north and south walls are two identical daises raised about five feet 
  
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  howl of the carrion king
  27
  27
  from the laboratory floor, each accessed by a wide set of curved 
  stairs. Atop each dais is a wide workbench covered in a bewildering 
  series of glass beakers, tubes, alembics, athanors, and other 
  alchemical tools. Some of these containers are filled with a murky 
  green substance.
  A massive mold-encrusted basalt table dominates the entrance of 
  the room, flanked by two small tables to the east and west containing 
  surgical tools and sheaves of old parchment. The walls of the 
  subterranean lab were clearly fashioned from the living rock under 
  the monastery, but carefully cut mold-encrusted tiles line the floor, 
  interrupted occasionally by metal drains the size of dinner plates.
  Creatures: Characters who approach the glass apparatus 
  on the north or south walls receive a DC 20 Spot check 
  to notice the liquid within quivers ever so slightly. 
  Characters with the appropriate skill may substitute 
  Knowledge (nature) for Spot if they wish. Both series of 
  tubes and beakers contain an ooze—a slime mold, the 
  most significant manifestation of Vardishal’s indomitable 
  will. Once the PCs are spread out throughout the lab, the 
  slime molds splash out of their tubing and jars to attack 
  the nearest PC. The slime molds look like sloppy, near-
  liquified plant matter festooned with tiny mushrooms 
  and patches of sickly green and mustard-hued mold. 
  During the battle, they take every attempt to use the 
  laboratory’s drainage system to reposition themselves for 
  effective fighting. Slime molds can move from drain to 
  drain by counting the squares between them as regular 
  movement. As this movement takes place below the floor, 
  it does not provoke attacks of opportunity. A broken pipe 
  jutting from the wall near the door to area 20 makes an 
  excellent locale for a surprise slime-gusher that coats a 
  PC in disgusting ooze.
  Meduim	Slime	Molds	(2)	
  	
  CR	1
  Variant slime mold (Tome of Horrors II 149)
  N Medium ooze
  Init +0; Senses blindsight 60 ft.; Listen –5, Spot –5
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 8 each (1d10+3)
  Fort +3, Ref +0, Will –5
  Immune critical hits, fire, flanking, mind affecting effects, 
  paralysis, poison, polymorph, sleep, stunning, visual effects
  OFFENSE
  Spd 20 ft.
  Melee slam –3 (1d6–3 plus fungal rot)
  Special	Attacks engulf
  TACTICS
  During	Combat The slime molds ooze up PCs’ legs, attempting to 
  force their way into a character’s mouth or nose. Any character 
  affected by the slime mold’s fungal rot disease or engulf attack 
  must make a successful DC 18 Fortitude save. The first character 
  to fail such a check becomes the moldspeaker (see sidebar), and 
  is infused with the life-essence of Vardishal. If this occurs, the 
  now-mindless slime molds continue to attack until slain.
  Morale The slime molds fight until destroyed.
  STATISTICS
  Str 5, Dex 10, Con 16, Int —, Wis 1, Cha 1
  Base	Atk +0; Grp –3
  SQ camouflage
  SPECIAL	ABILITIES
  Camouflage	(Ex) A slime mold at rest looks like a normal patch of 
  fungus. It’s a DC 20 Spot check to notice it before it attacks. A 
  character with ranks in Knowledge (nature) or Survival can use 
  one of those skills instead of Spot to notice the ooze.
  Engulf	(Ex) A slime mold can wrap a creature of up to one size 
  smaller in its body as a standard action. The slime mold 
  attempts a grapple that does not provoke an attack of 
  The Moldspeaker
  The semi-sentient mold in the monastery’s basement has 
  taken on an imprint of Vardishal’s personality, and the 
  infection in one PC’s wounds has spread that imprint to the 
  PC. This character immediately gets the impression that he 
  or she should dig in a certain spot under the thicket in the 
  cloister courtyard at area 8. This turns up an old weapon that 
  coincidentally matches the PC’s favorite weapon type, and it 
  scales in power throughout the Adventure Path to become 
  more effective against Jhavhul and his favored minions.
  When the PC wields this weapon, a patchy, uneven 
  growth of mold appears on his weapon hand up to his 
  elbow, and the PC sometimes has flashes of Vardishal’s 
  memories. This effectively grants the character a +1 bonus 
  on all Intelligence-based skill checks. The power of the 
  weapon and the physical effect of the manifestation increase 
  in potency as the PCs goes up in level, and future events 
  might trigger hints of memories from Vardishal’s life. The 
  character does not become Vardishal, but some element 
  of the genie’s conscience exists within him, particularly 
  when the weapon is wielded. The overwhelming desire 
  of the character, the moldspeaker, is to wield this weapon 
  in battle against the hated efreet Jhavhul. Not all of this 
  backstory will be evident at first, but rather develops as 
  play goes through the six Legacy of Fire adventures.
  The moldspeaker’s influence is a chaotic and good 
  effect, despite the sinister nature of the mold. It has no 
  impact on the PC’s alignment and shouldn’t harm him in 
  any other way—the moldspeaker is meant to be a story 
  element that will be carried throguhout the Legacy of Fire 
  Adventure Path. If the PC absolutely doesn’t want this 
  role, the effect can be removed with a dispel chaos or dispel 
  evil spell, but doing so robs the PCs of what could be an 
  important resource.
  
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  opportunity. If it wins the check, it establishes a hold and 
  deals slam damage each round the hold is maintained. Attacks 
  that hit an engulfing slime mold deal half their damage to the 
  monster and half to the engulfed victim.
  Fungal	Rot	(Ex) Fungal rot causes a darkening of the skin and 
  small patches of fungus and mold to sprout at random 
  locations on the victim’s body. A slime mold inflicts this 
  disease on any creature it damages. A creature can attempt 
  a DC 11 Fortitude save to resist the disease. The incubation 
  period is 1 day, and when it inflicts damage, fungal rot causes 
  1d3 Constitution and 1d3 Strength damage. The save DC is 
  Constitution-based.
  Treasure: A sheaf of paperwork on the eastern table 
  flanking the basalt block contains several alchemical 
  formulae of great value to an alchemist. These include 
  instructions covering the construction of restorative 
  ointment and marvelous pigments, making the papers worth 
  up to 300 gp to the right buyer.
  Development: After the slime molds have been defeated 
  and Almah’s group moves into the monastery, Father 
  Zastoran transplants his impressive potion collection to the 
  laboratory, intrigued by the glass apparatus and alchemical 
  implements discovered there. If the slime molds were 
  defeated before a moldspeaker was chosen, some element 
  of Vardishal’s essence remains even in the light dusting 
  of mold that remains after Zastoran’s cleaning efforts. 
  The cleric does his best to scour the room of remaining 
  mold, but enough remains on the central slab to pose a 
  risk to anyone who lies upon it (such as PCs injured below 
  0 hit points). Such characters must make a DC 18 Fortitude 
  save to resist becoming infected by the moldspeaker, as 
  detailed above. Only one PC can be infected in this way, so 
  if the battle with the slime molds already infused a player 
  character with the essence of Vardishal, lying upon the 
  slab poses no additional risk.
  A20. Undercrypt
  The monastery’s undercrypt is a series of ten-foot-wide 
  rough-hewn passages dug in a double-cross formation. The 
  main thoroughfare runs north to south, with two similar east-
  west passages crossing the main hall about fifty feet apart. 
  An eerie silence pervades the cool subterranean funerary 
  network, which must contain the bodies of scores—if not 
  hundreds—of honored worshipers of Sarenrae in shallow 
  niches carved into the walls of the east-west passages. Many 
  of these skeletal remains have been roughly tossed from their 
  niches, and countless bones and skulls line the floor.
  Not all of the bones here were looted in the attack by the 
  Kelmarane cultists 20 years ago. In fact, some of the bones 
  belong to those cultists, as the crypt was the site of the final 
  battle between the uncorrupted monastery clerics and the 
  enraged followers of the village flock. Even a casual look at 
  the remains littering the floor shows signs of the struggle. 
  Some skeletons lie jumbled up against a wall where they 
  fell, their skulls crushed by the blow of a weapon. Many 
  wear the faded orange robes of monastery clerics, often 
  with signs of crippling injuries suffered at the hands of 
  their betrayers. Yet a few valuable still remain.
  A20a. A pile of skeletons bearing terrible broken bones 
  lies at the terminus of this passage. A +1 mace is still 
  clutched in the bony grip of a skeleton here.
  A20b. A corpse of a man in yellowing leather armor—
  clearly not a member of the monastic community—lies 
  at the end of this passage. He wears a suit of masterwork 
  leather armor and bears a +1 dagger.
  A20c. Buried under a jumble of bones at the end of 
  this passage is a small teak box emblazoned with the 
  holy symbol of Sarenrae. The box contains a wooden holy 
  symbol of Sarenrae suspended from a silver chain and a 
  fully charged brooch of shielding.
  Claiming the Monastery
  When the PCs have cleared out the monastery and are 
  confident its dangers are handled, proceed with Part 
  Three. Award the PCs XP as if they had defeated a CR 3 
  creature in combat for this achievement.
  PArt three: kelMArAne And environS
  With the PCs safely ensconced in the old monastery, 
  they now have a relatively safe headquarters from which 
  to launch forays and attacks on the conquered village of 
  Kelmarane. Almah and the rest of her party remain in 
  the monastery awaiting the PCs’ reports. Clearing the 
  village means neutralizing the threats in Kelmarane’s 
  battle market and ruined church of Sarenrae (Parts 
  Four and Five, respectively), but those are not the only 
  threats in the region the PCs must deal with before 
  their deed is done. This part details additional perils 
  and opportunities for adventure the PCs might find 
  elsewhere in Kelmarane, in the surrounding environs, 
  or even “back home” at the abandoned monastery itself. 
  Use the details presented here as you wish to liven up 
  the adventure and to provide additional experience 
  for the PCs as needed—they should be 4th level before 
  attempting Part Four and 5th level before attempting 
  Part Five.
  Six Days in the Kelmarane Hinterlands
  This section presents a day-by-day overview of events 
  at the monastery and in Kelmarane over the first 6 days 
  after Almah’s party moves in. These are meant to spice up 
  
  Howl of the carrion king
  howl of the carrion king
  29
  29
  play between forays into the village as well as to suggest 
  a larger world outside the confines of the adventure’s 
  dungeon locations.
  Nightly: Every evening around midnight the PCs 
  hear an almost impossibly loud, yelping howl that 
  seems to come from the roof of the largest structure 
  in Kelmarane, the huge round citadel known as the 
  battle market. A minute or two later, a faint, similar 
  call can be heard from the distant Pale Mountain, a 
  call-and-response that must be some form of long-
  distance communication between gnoll tribes. Dashki 
  identifies the call as the infamous Howl of the Carrion 
  King, a nightly message from the ruler of the Kulldis 
  tribe in Kelmarane to agents of the gnoll monarch in an 
  unknown hidden base on Pale Mountain.
  Day 1: Almah convenes her entire party in the monastery 
  chapel and sets out her plan. After everyone has settled 
  into their new accommodations, the PCs are to make a 
  scouting mission into the outskirts of the village in an 
  attempt to gauge the forces defending Kelmarane. She 
  warns them not to attempt to fight their way to the battle 
  market, where she presumes the gnoll tribe has set up 
  shop, as preliminary intelligence suggests that the forces 
  there are sufficient to overwhelm the PCs in the case of an 
  all-out attack. Rather, Almah encourages guerilla strikes 
  into the town, taking out its defenders a few at a time and 
  exploring the ruined buildings on Kelmarane’s lower 
  slopes. She is open to alternative plans from the PCs, but 
  refuses any that involve the members of the Pactmaster 
  Guard and doesn’t intend to waste her mercenaries 
  lightly. They are, after all, her only hope should the PCs 
  fail. She places a rotating shift of guards (and PCs if 
  they’re interested) at area A3d to keep a constant watch 
  on Kelmarane. As the PCs set out for their first scouting 
  mission, they pass the guards, who have piled the soiled 
  mattresses from area 15 in the nave and set the odious 
  things on fire.
  Night 1: Characters on watch over Kelmarane may make 
  a DC 20 Spot check to notice the distant, flickering flames 
  of the Three Jaws tribe, which currently inhabits an old 
  fort in the hills north of Kelmarane.
  Day 2: A lone pugwampi survivor returns to the 
  monastery. The pugwampi poses little danger to Almah’s 
  party, but its appearance raises hackles and the PCs will 
  need to scour the monastery for the menace.
  Night 2: Dashki sneaks away from the monastery to 
  report to his Three Jaws gnoll allies camped out at the 
  ruined fort in the foothills of the Brazen Peaks north 
  of Kelmarane. He narrowly escapes the dustdigger that 
  dwells beneath the poppy fields between both locations, 
  and in the commotion the tiny pugwampi corpse and its 
  makeshift noose come loose from his staff. Allow PCs 
  interacting with Dashki on the following days to make a 
  DC 15 Spot check to notice the absence of the battle trophy, 
  Old 
  Shrine 
  Pesh 
              Fields 
  Old  
  Monastery 
  The Sultan’s 
  Claw 
  Ruined 
  Fort 
  Kelmarane 
  Tr
  ad
  e 
  Ro
  u
  t
  e
   
  N 
  Falls
  0 
  1 
  mile 
  Old 
  Shrine 
  Pesh 
              Fields 
  Old  
  Monastery 
  The Sultan’s 
  Claw 
  Ruined 
  Fort 
  Kelmarane 
  Tr
  ad
  e 
  Ro
  u
  t
  e
   
  N 
  Falls
  0 
  1 
  mile 
  Kelmarane Environs
  The region immediately surrounding 
  Kelmarane is dominated by rugged, 
  craggy hills and stony badlands. Several 
  areas surrounding the ruins feature in 
  this adventure, but those listed below 
  do not—these notes can be used to 
  expand the adventure as you see fit.
  Ruined	Fort: Currently the campsite 
  for several gnolls of the Three Jaw tribe 
  (see page 32), two hiden dungeon levels 
  below are infested with undead.
  Old	Shrine: Once a shrine to Nethys, 
  this site is the lair of an eccentric 
  hermit—see this volume’s Set Piece 
  adventure for more details.
  Falls: This magnificent 80-foot 
  waterfall is thought by the gnolls to 
  be haunted, but is in fact the lair of a 
  reclusive nixie sorcerer 4 named Beshvi 
  who values her privacy.
  
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  30
  30
  which Dashki attempts to Bluff away, saying that he threw 
  it into a fire after he got sick of looking at its ugly face.
  After night 2, a PC walking through the pesh fields 
  can attempt a DC 15 Spot check. Those who succeed find 
  something most unusual near the periphery of the cleared 
  section at the center of the fields—Dashki’s hanged 
  pugwampi. If confronted about this and shown the 
  desiccated little gremlin corpse, the gnoll expert admits to 
  nocturnal wandering, but does not give up his cohorts in 
  the northern hills.
  Day 3: Anyone watching Kelmarane from area A3d 
  notices some unusual activity at noon. A group of six gnolls 
  leads a human prisoner from the battle market to the open 
  square west of the battle market. There, they stake the 
  man to the ground and pull out his intestines and inner 
  organs with red-hot iron tongs. The screams of the man 
  echo as far as the old monastery, and 30 minutes later, 
  after the man finally dies, the gnolls leave the body for the 
  vultures. This man was Andrus, a 3rd-level human fighter 
  who formerly led an adventuring party called the Lions of 
  Senara (a gold lion’s head cloak clasp worth 15 gp can be 
  found among his tattered belongings). The Lions came to 
  Kelmarane about a week ago following tales of treasure in 
  the ruined church of Sarenrae, but they soon fell victim 
  to Kardswann’s gnolls. They’ve been cajoled and tortured 
  every say since, and only a few members remain. One badly 
  wounded survivor, an old bard called Felliped, is hiding 
  out in a ruined bulding in Kelmarane (see page 35).
  Night 3: Tonight the gnolls decide to have some fun with 
  another captured member of the Lions of Senara. This time 
  it’s likely the PCs will have an opportunity to upset their 
  festivities, as instead of torturing the poor lout right next to 
  the battle market, they instead lead him all the way through 
  Kelmarane and into the pesh cactus fields not far from the 
  old monastery. The gnolls lead their bound prisoner to a 
  large cleared area in the middle of the pesh cactus fields, 
  where they force him to his knees. Thereafter, the gnolls 
  each use an oversized staff to beat the ground, hoping to 
  summon the creature that dwells beneath the fields.
  If the PCs leave the monastery at once, they should be 
  able to reach the gnolls and their victim at about the point 
  the dust digger finally wakens and approaches as well. The 
  PCs have 4 rounds to rescue the prisoner before the large 
  starfish-shaped creature emerges from below the field to 
  swallow the man whole.
  The captive member of the Lions of Senara is Oxvard 
  (LN male human cleric of Abadar 4). The man has only 5 hit 
  points and no spells remaining, and quickly befriends his 
  rescuers. He tells his saviors that he came to Kelmarane 
  with five other members of his party, explorers from the 
  distant nation of Cheliax seeking treasure in the far-
  off deserts of Katapesh. He’s already seen several of his 
  companions murdered by the foul gnolls, but believes 
  
  Howl of the carrion king
  howl of the carrion king
  3131
  that his friend Felliped may yet live. Felliped escaped 
  the gnolls recently, but Oxvard suspects his friend hasn’t 
  been able to escape the village entirely and has been forced 
  to hide out in one of the ruined buildings. The Lions of 
  Senara were imprisoned on the first of three floors in the 
  battle market, and Oxvard knows relatively little of the 
  place’s interior layout.
  Dust	Digger	
  	
  CR	4
  N Large Aberration (Tome of Horrors Revised 176)
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +5, 
  Spot +5
  DEFENSE
  AC 16, touch 9, flat-footed 16
  (+7 natural, –1 size)
  hp 34 (4d8+16)
  Fort +5, Ref +1, Will +4
  OFFENSE
  Spd 10 ft., burrow 10 ft.
  Melee 5 tentacles +5 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks improved grab, sinkhole, swallow whole
  TACTICS
  During	Combat The dust digger attempts to use its sinkhole 
  ability at the start of combat, then uses its tentacles to fight off 
  anyone who attempts to rob it of its meal.
  Morale If reduced to 15 hit points or less, the dust digger vomits 
  up anyone it’s swallowed and attempts to flee into the field to 
  hide and heal.
  STATISTICS
  Str 16, Dex 10, Con 18, Int 2, Wis 11, Cha 10
  Base	Atk +3; Grp +10
  Feats Alertness, Skill Focus (Hide)
  Skills Hide +0 (+8 in sandy terrain), Listen +5, Spot +5 
  SQ earth glide
  SPECIAL	ABILITIES
  Earth	Glide	(Su) A dust digger can glide through sand, loose soil, 
  or other loosely packed earth as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or hole, nor does 
  it create any ripple or signs of its presence. A move earth spell 
  cast on an area containing a burrowing dust digger flings the 
  creature back 30 feet, stunning it for 1 round unless it succeeds 
  on a Fortitude save.
  Improved	Grab	(Ex) To use this ability, the dust digger must hit 
  with a tentacle attack or use its sinkhole ability. It can then 
  attempt to start a grapple as a free action without provoking 
  an attack of opportunity. If it establishes a hold, it can try to 
  swallow the victim on the following round.
  Sinkhole	(Ex) A buried dust digger can deflate its body as a 
  standard action, causing the sand above it to slide toward its 
  maw. A creature standing on a space occupied by a buried dust 
  digger when it deflates is immediately subjected to the dust 
  digger’s improved grab.
  Swallow	Whole	(Ex) A dust digger can try to swallow a grabbed 
  opponent up to one size smaller than itself by making a successful 
  grapple check. Once inside a dust digger, a creature takes 1d6+3 
  points of bludgeoning damage plus 1d8 points of acid damage 
  per round. A swallowed creature can climb out of the dust digger 
  with a successful grapple check, after which it must make a second 
  grapple check to get free. Alternatively, a swallowed creature can 
  cut its way out by using a light slashing or piercing weapon to deal 
  10 points of damage to the dust digger’s interior (AC 13). Once the 
  creature exits, muscular action closes the hole; another swallowed 
  opponent must cut its own way out.
  Day 4: On the fourth day after the PCs liberate the old 
  monastery, one of its original inhabitants returns to its 
  lair. This is the geier who dwells in the open courtyard in 
  area A8. The creature attacks anyone in its nest, and if it 
  finds any of its eggs missing or destroyed, it goes on a wild 
  rampage that will not end until it has been slain.
  Night 4: As evening dawns, Almah seeks out a mystically 
  inclined character and asks them if they can perform some 
  sort of divination for her about the future. If the PC takes 
  her request seriously, such as by making a Profession 
  (astrologer) check, casting augury, or the like, Almah’s 
  attitude toward that PC shifts one category toward helpful. 
  She also raises the party’s overall reward for completing 
  their mission by 300 gp.
  Day 5: Around midday, the peryton lairing in area B6 
  passes by on a circuit of the nearby lands and spies some 
  members of Almah’s party. It circles three times above the 
  monastery, some 30 feet in the air, before returning to the 
  roof of the battle market, where it passes on its intelligence to 
  Kardswann. If the PCs attack the peryton, it does not linger—
  it flies directly to the Battle Market to report to Kardswann. 
  Night 5: Any characters on watch near the monastery 
  around midnight see a line of five torches slowly making 
  their way toward the monastery from the direction of 
  Kelmarane. As the group approaches, it becomes clear that 
  the torches are held by gnolls! The creatures appear to be 
  heavily armed with curved swords and bows, but they keep 
  their weapons sheathed at their sides and backs. Though 
  the PCs probably don’t know it, the gnolls are not from the 
  tribe inhabiting Kelmarane, but rather are rivals from the 
  Three Jaws tribe, and Dashki has been expecting them.
  In case the PCs ready an attack, Dashki appears 
  seemingly out of nowhere, rushing between the two 
  groups and yelling frantically at the PCs: “Do not attack! 
  These are not the gnolls of Kelmarane! They come with a 
  proposal of peace!”
  One of the gnolls, a scruffy and ragged creature larger 
  than the others and evidently their leader, steps forward 
  from his peers, his hands held up in a sign of nonviolence. 
  In feral Common, he barks out a greeting: “Hold your 
  weapons! I am Hargk, and I bring word from Narg, chieftain 
  
  Legacy of Fire
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  32
  32
  of the Three Jaw pack! Our brother Dashki says you mean to 
  kill the gnolls of Kelmarane. We are here to help.” 
  A DC 15 Sense Motive check reveals that the gnoll is 
  disgusted by the words it has apparently been ordered to 
  deliver, but that the very fact it has said them suggests that 
  the gnolls can probably be trusted—for now. 
  Hargk offers the services of himself and his four 
  companions to help the PCs destroy the hated Kulldis 
  tribe. “We have fought them for many years,” says Hargk. 
  “And now they let themselves be ruled by one who is not 
  a gnoll. Their ways disgust us, and we wish to see them 
  swept from the town. We will slay their leaders and eat 
  their young together!” (Hargk and his gnolls are all 
  typical members of their species; see MM page 
  130 for details.)
  What happens next is really up to 
  the PCs. If the group consults Almah, 
  she grudgingly agrees to trust Dashki, 
  claiming that the scout has never 
  betrayed her before. She stipulates, 
  however, that the Three Jaws 
  gnolls may not stay anywhere 
  near the old monastery, and 
  that any cooperation must 
  occur within the confines of 
  Kelmarane, not here. She 
  takes a favorite PC aside 
  and offers this warning: “I 
  may trust Dashki, but I do 
  not trust these gnolls. When your job 
  in Kelmarane has ended, I want you to 
  kill them. If this means that Dashki 
  must also fall to the sword, so be it.”
  If the PCs decide to team up with the gnolls, 
  they receive a potent ally that will help them in the 
  final fights against Kardswann and his forces in the 
  village. Feel free to provide the players with the gnolls’ 
  statistics and let them take charge of their actions 
  during the siege of Kelmarane. The gnolls will not allow 
  themselves to be sacrificed foolishly, but their savagery 
  means they easily fall into violent fights that could very 
  well spell their end. They never flee from a fight once it 
  has been engaged.
  After the genie and his gnolls have been defeated, the 
  Three Jaws gnolls look for a way to betray the party, even 
  calling in chief Narg and the reserves still stationed at 
  the old shrine northwest of Kelmarane if necessary. They 
  are, at best, disturbing allies, prone to devouring their 
  defeated foes and attacking anyone in the battle market, 
  whether foe or potential friend. They seem to have a 
  violent sort of camaraderie with Dashki, whom they treat 
  roughly, like the adopted low-breed that he is. The gnoll 
  expert seems used to this rough treatment, even basking 
  in it, and any fight against the Three Jaws gnolls is also a 
  fight against Dashki. 
  If the PCs forge an alliance with these gnolls, award 
  them XP as if they had defeated a CR 3 creature.
  Day 6: Almah urges an all-out attack on the gnolls in 
  Kelmarane unless the PCs seem to already be making 
  good progress toward liberating the village.
  Night 6: The remaining members of the Kulldis tribe, 
  led by the dominated genie Kardswann, attack the old 
  monastery in force. If the battle is incredibly lopsided, use 
  Almah’s guards to slow down the villains, cutting down a 
  few before dying themselves in order to make the battle 
  more survivable by the PCs. Almah immediately rushes 
  to the laboratory and the protection 
  of Father Zastoran, fleeing 
  with him to the monastery 
  undercrypt, 
  where 
  they 
  make their final stand. 
  Kelmarane 
  Hinterlands
  In addition to the Sultan’s Claw and 
  old monastery, several of the 
  locations on the Kelmarane 
  Environs map deserve further 
  discussion.
  Ruined Fort (EL 6): A broken, 
  heavily eroded statue of Sarenrae 
  stands some 30 feet above a small 
  clearing, her eyes cast in the direction 
  of the old monastery. Nearby are the 
  ruins of an old fort. Dashki’s allies 
  in the Three Jaws tribe currently camp here, 
  awaiting a time to strike the village once the PCs 
  have sufficiently weakened its defenses. Narg, chieftain 
  of the tribe, rules a small detachment of warriors here—
  Narg is a creature known as a flind (a smarter subrace of 
  gnoll). The first group approaches the PCs at the monastery 
  on Night 5, and is detailed above. Another detachment, led 
  by Narg himself, remains stationed here. 
  Narg	
  	
  CR	3
  Male flind fighter 2
  hp 40 (use stats for Ugruk on page 46)
  Gnolls	(4)	
  	
  CR	1
  hp 11 each (MM 130)
  Pesh Cactus Fields (EL 4): Once one of Kelmarane’s 
  major resources, the pesh cacti that grew in the fields south 
  and east of the village have withered away, leaving dusty 
  fields of grit and sand in its wake. For many years, these 
  fields have been the hunting ground of a large creature 
  Narg
  
  Howl of the carrion king
  howl of the carrion king
  33
  33
  called a dust digger, a starfish-like monster that burrows 
  into the sand and lies in wait for unsuspecting prey to walk 
  over it, at which point it bursts up from the sand to grab 
  at its food-to-be. The gnolls know about the dust digger 
  and take great delight in forcing unruly slaves out into the 
  fields with the promise that if they can reach the far side, 
  they can go free. To date, no slave has made it. If the PCs 
  attempt to cross the pesh fields at any time, they’ll swiftly 
  attract the dust digger’s attention as well.
  Old Shrine: Sarenrae is not the only deity whose 
  followers have dwelt in this region—before even the old 
  monastery was built, a small shrine to Nethys stood on the 
  hills overlooking the area. This centuries-old structure 
  is in much worse shape than the old monastery, and has 
  been abandoned for much longer. It’s served recently as the 
  lair of a somewhat deranged hermit named Haidar, a not-
  quite-human the Kulldis have learned to leave alone. This 
  ruined fort and its denizen are detailed in this volume’s set 
  piece adventure on page 62.
  Observing Kelmarane
  So long as the PCs remain outside the confines of 
  Kelmarane, they can learn much by simply observing the 
  village and watching the comings and goings. You may 
  wish to show the players a copy of the village map as you 
  outline the results of their reconnaissance. The following 
  pieces of intelligence can be learned with a single day of 
  observation from a vantage point (such as the one provided 
  in area A3d).
  •	
  Every	few	hours,	a	patrol	of	four	gnolls	wanders	through	
  the ruins, but these patrols do not follow any schedule.
  •	
  A	ruined	structure	at	the	foot	of	the	hill	seems	to	contain	
  a large beast. It’s impossible to make out details, but a 
  squad of about a half-dozen gnolls armed with swords 
  and crossbows brings large hunks of meat to this 
  location three times per day. 
  •	
  Once	every	other	day	at	noon,	a	group	of	four	gnolls	
  bearing a fat goat walks down the road from the battle 
  market to the ruined mill. They emerge a few minutes 
  later without the goat. The gnolls are delivering a daily 
  treat to the peryton that lives in the old mill to ensure its 
  continued alliance.
  Locations in the Village of Kelmarane
  Aside from the battle market and ruined church of 
  Sarenrae, most of the structures in Kelmarane are 
  abandoned ruins. Assume that unkeyed areas on the 
  village map are completely empty. Most lack roofs or 
  sturdy walls, as shown on the map, but others are solid 
  enough to provide temporary hiding places for the PCs 
  to rest and regroup.  Despite their relative worthlessness, 
  the ruined buildings pose a risk to the Kulldis tribe in 
  that they give cover to those who might attack Kelmarane. 
  To this end, Kardswann called upon the aid of one of the 
  Carrion King’s priests from the House of the Beast to use 
  a lesser planar ally spell to summon a disgusting guardian 
  demon from the Abyss to wander the streets, attacking 
  anyone who does not belong to the tribe. 
  For every 10 minutes the PCs spend exploring the ruined 
  town, roll 1d10. On a result of a 1, they have an encounter 
  with a patrol. Most of these patrols are groups of four 
  gnolls, but if the PCs are at least 3rd level, the first patrol 
  they encounter is with the demonic guardian of Kelmarane. 
  This creature is a schir, a 7-foot-tall humanoid fiend 
  with the head and twisted horns of a goat, and it attacks 
  without mercy, howling into the sky to give warning to its 
  companions that interlopers have invaded the town. Most 
  inhabitants of the battle market are used to the creature 
  screaming about every desert rat or nightbird that alights 
  in the town, so they pay its howls little attention. The 
  guards in area B9 step up their vigil of the road leading 
  up the hill, however, so the alarm does not completely fall 
  upon deaf ears.
  Kezurkian	
  	
  CR	5
  Schir (Book of Fiends 67)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft., see invisibility; Listen +7, Spot +15
  DEFENSE
  AC 19, touch 12, flat-footed 17
  (+2 Dex, +7 natural)
  hp 39 (6d8+12)
  Fort +7, Ref +7, Will +3
  DR 5/cold iron or good; Immune disease, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 14
  OFFENSE
  Spd 60 ft.
  Melee +1 halberd +11/+6 (1d10+5/×3 plus disease) and
  gore +4 (1d6+4)
  Special	Attacks charge 3d6+3, summon demons
  Spell-Like	Abilities (CL 6th)
  At will—arcane lock, expeditious retreat, jump, protection from 
  good, see invisibility, tongues
  TACTICS
  Before	Combat Kezurkian maintains expeditious retreat, jump, 
  protection from good, see invisibility, and tongues at all times.
  During	Combat Kezurkian opens an attack with a charge, then 
  focuses its attacks on any particularly religious-looking foes. 
  He uses his great speed and high Jump check to leap over 
  ruined buildings if necessary to confront foes who try to use 
  the terrain to their advantage. Kezurkian is hesitant to fall back 
  on calling on aid with his summon demons ability, and attempts 
  to so only if reduced to fewer than 8 hit points.
  Morale Kezurkian is bound by magic to defend Kelmarane, and 
  fights to the death as a result.
  Base	Statistics Spd 30 ft.; Skills Jump +12
  
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  34
  34
  The Ruins of  
          Kelmarane 
  One square = 15 feet
  N
  B7
  B13
  B12
  B9
  B10
  B8
  B2
  B3
  B4
  B5
  B1
  B6
  B11
  The Ruins of  
          Kelmarane 
  One square = 15 feet
  N
  B7
  B13
  B12
  B11
  B9
  B10
  B8
  B2
  B3
  B4
  B5
  B1
  B6
  
  Howl of the carrion king
  howl of the carrion king
  35
  35
  STATISTICS
  Str 17, Dex 14, Con 14, Int 8, Wis 6, Cha 6
  Base	Atk +6; Grp +9
  Feats Power Attack, Run, Weapon Focus (halberd)
  Skills Balance +11, Climb +12, Intimidate +7, Jump +44, Listen +7, 
  Spot +15, Survival +7
  Languages Abyssal; telepathy 100 ft., tongues
  Gear +1 halberd
  SPECIAL	ABILITIES
  Charge	(Ex) A schir that makes a charge attack with its gore deals 
  3d6+3 points of damage if it hits. A schir may move up to three 
  times its speed as part of a charge.
  Disease	(Su) Schir are very filthy and disease ridden. Using 
  this to their advantage, schirim continually lick the 
  blades of their halberds, coating their weapons with 
  disease-ridden spittle. A creature struck by a schir’s 
  halberd must make a DC 18 Fortitude save to avoid 
  contracting demon fever (incubation period 1 day, 
  damage 1d6 Con; when damaged, the victim must 
  make a second Fortitude save or 1 point of the Con 
  damage is Con drain instead).
  Summon Demons	(Sp) Once per day a schir can 
  attempt to summon 1d3 schirim with a 20% 
  chance of success. This ability is the equivalent of a 
  2nd-level spell.
  B1. Ruined Slave Market (EL 3): Fire claimed much of 
  this building ages ago, leaving behind only a partially 
  collapsed shell. An old ruined sign bearing the legend 
  “—AVE MARKET” hangs above the gaping entrance 
  on the north side of the building. The ashy, ruined 
  slave market is now home to a single enormous 
  snake—a deadly venomous giant mamba that the 
  gnolls have learned to give a wide berth.
  Giant	Mamba	
  	
  CR	3
  Huge viper (MM 280)
  hp 33
  B2. Warthog Lair (EL 4): This building must have once 
  been a gatehouse at the base of the hill, but it no longer 
  provides any barrier to travel up the road—all that remains 
  of its gate being a crumbling stone arch. An immense and 
  quite foul-tempered warthog named Old Bonegrinder, the 
  mascot of the Kulldis tribe, lairs in the northern section of 
  this ruined gatehouse. Because the entire western wall has 
  fallen away, the creature is able to keep a constant vigil on 
  the road leading up the village’s central hill. At the sign of 
  any trespassers who are not accompanied by members of 
  the Kulldis tribe, the Old Bonegrinder leaps out of hiding 
  and savages the interlopers. It is this beast that the PCs 
  may have observed the gnolls throwing meat to during 
  their observation of Kelmarane.
  Old	Bonegrinder	
  	
  CR	4
  Dire boar
  hp 52 (MM 63)
  B3. Common House: This largely intact building once 
  served as an inn for visitors to Kelmarane who were 
  unable to afford the plush accommodations of the upgrade 
  hostels next to the battle market. Despite its sturdy walls 
  and generally sound construction, none of Kelmarane’s 
  current inhabitants have chosen to live within the inn, 
  making it an ideal resting place for invaders unable (or 
  unwilling) to flee the village.
  B4. Stables: These intact stables are connected via 
  a short hallway to the Common House at area B3. The 
  stables currently serve as the hideout for one of the Lions 
  of Senara. He managed to make it this far on his escape 
  from the Battle Market, but the combined presence of 
  the schir, the harpy in area B7, and the peryton in B6 
  have left him paralyzed with fear, and as a result he’s 
  spent the last few days hiding out here. This wounded 
  adventurer, Felliped (CG male human bard 3), reacts 
  to the PCs with an almost embarrassing relief as he 
  begs them to escort him to safety. In return, he 
  can relate the sorry tale of his group’s failures. 
  In his escape, he was forced to abandon all of his 
  Kezurkian
  
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  36
  36
  gear, but managed to scavange an old helmet, a leather 
  breastplate, and a rusty spear to defend himself—poor 
  weapons and armor against the denizens of the village. If 
  the PCs can outfit him, he’ll agree to accompany the PCs 
  on their forays into Kelmarane, especially if he thinks 
  they might be able to rescue his captured friends (all but 
  one of whom has already been killed). Alternatively, the 
  wounded adventurer in the ruined fort is an ideal organic 
  way to introduce a replacement player character for a PC 
  who has been killed or a way to introduce a 
  new player character into the campaign.
  Felliped is a member of the Pathfinder 
  Society, 
  a 
  loosely 
  organized 
  group 
  of 
  archeologists and explorers who travel 
  the world looking for secrets and 
  valuable artifacts. He explains that 
  his organization believes that fabulous 
  treasure has been hidden behind the 
  magically sealed vaults of Kelmarane’s 
  ruined church of Sarenrae, and tries 
  to engage the PCs in his mission to 
  locate that treasure and send 
  a catalog of their finds back 
  to his masters in the society. 
  Should you wish to involve the 
  Pathfinders in your Legacy of Fire 
  campaign, Felliped makes an ideal 
  contact who will serve the PCs well 
  throughout their careers, providing 
  information and help when they need 
  it most. He remains forever grateful 
  of their timely rescue, and does what he can to 
  remain a helpful ally for the rest of his days.
  B5. Wharfmaster Manor: This handsome, three-
  story mansion has a splendid view of Kelmarane’s dock 
  and the tannery and mill across the river. Anyone hiding 
  out here and spying on the latter locations can easily track 
  the movements of the harpy and peryton living in those 
  two buildings. After the village has been cleared of gnolls, 
  Almah grants the Warfmaster Manor to the PCs as part of 
  their reward.
  B6. Mill (EL 4): The wheel of this roofless mill still turns 
  with the flow of the river, but it has not been used for its 
  intended purpose in decades. It is currently the lair of a 
  peryton that the gnolls have befriended. If encountered 
  here, the creature defends its lair ferociously—it has grown 
  accustomed to this den now that the gnolls feed it regularly. 
  Buried in the debris that comprises the peryton’s nest is a +1 
  longsword and a ring of jumping, although the ring is so mud-
  caked, a DC 20 Search check is required to locate it.
  Peryton	
  	
  CR	4
  hp 42 (see page 86)
  B7. Tannery (EL 4): The harpy Undrella, Kardswann’s 
  sometimes consort, spends most of her days and 
  nights slaving over a half-dozen cauldrons previously 
  employed by Kelmarane’s tanner. She treats this place 
  as her personal alchemy workshop, mixing together foul 
  unguents composed of loose body parts, narcotic oils, 
  blood, and less savory substances. Her time in Kelmarane 
  predates that of the Kulldis tribe by some 3 years, and 
  her arrangement with Kardswann is one of convenience 
  rather than of passion. 
  If the PCs encounter her in her lair, she attempts to 
  parlay with them, offering them an edge over the gnolls 
  if they prove their worth by bringing her the head 
  of the giant mamba from area B1. “Bring me 
  the snake’s head for my stew,” she says 
  with a crooked-toothed grin, “and I’ll 
  betray my lover for you!”
  Undrella believes herself to be a 
  stunning beauty, and is shocked 
  that someone might find her 
  unattractive. If the PCs show 
  any signs of being open to 
  her alliance, she approaches 
  them 
  brazenly, 
  favoring 
  discussion with the most 
  attractive male. As she 
  explains that the current 
  Kulldis chieftain, a genie 
  named Kardswann, slew 
  the old chief about 2 months ago, 
  she traces the cheek of her favorite PC 
  with a talon-like fingernail, getting close to 
  seductively smell his scent. She further explains 
  that the genie “walked through the magic-sealed 
  door” leading to the ruined church crypt, after which he 
  was clearly under the control of some evil entity. 
  “He is cruel to me,” she says, batting her crusty eyelids. 
  “I want you to kill him.”
  If the PCs return with her desired ingredient and 
  promise to let her live in the tannery after they have driven 
  out the gnolls, Undrella gives them a two keys—one that 
  opens the battle market’s north door at area B9, and 
  another that opens the locked hallway and cells at area 
  B6. She further tells them that the smugglers currently 
  visiting the battle market have only a tenuous allegiance 
  to Kardswann, and that they might be convinced to sit out 
  any battle with a sufficient gift and a promise to let them 
  live. If the PCs wish, Undrella is willing to show her good 
  faith by warning these smugglers and keeping them out of 
  the final fight.
  In addition to the two keys, which Undrella keeps hidden 
  at the bottom of a particularly murky cauldron, the harpy 
  has a golden necklace worth 130 gp and a ring of the ram (37 
  Felliped
  
  Howl of the carrion king
  howl of the carrion king
  37
  37
  charges). She also carries a battle market key (see page 39). 
  She does not hesitate to use the latter in combat, taking to 
  the air and pounding her enemies with force. If the PCs 
  wound Undrella to below 20 hit points, she flees the battle 
  market and warns Kardswann of their approach. Almah 
  grudgingly allows the creature to live in the tannery if the 
  PCs ally with her, but the merchant princess asks them to 
  keep a close watch on “the monster.” If the PCs ally with 
  Undrella, award them XP as if they had defeated her.
  Undrella	
  	
  CR	4
  Female harpy
  hp 31 (MM 151)
  B8. Trade Alliance Guildhall: This stately building 
  once served as the office of Katapesh’s Trade Alliance, a 
  guild of merchants organized to corner trade on certain 
  commodities and set prices on others. A few weeks after 
  the PCs liberate Kelmarane the first representatives of the 
  guild arrive from the capital city and begin to restore the 
  building to its original function. 
  B9. Watch Gatehouse (EL 5): A gnoll ranger 
  accompanied by a pack of hyenas dwells within this intact 
  gatehouse, which includes a sturdy bridge overlooking 
  the road up the hill toward the battle market and ruined 
  church. At the first sign of trouble, the gnoll releases 
  the hyenas, expecting his pets to do his dirty work. If 
  this is unsuccessful, he blows a warning through a tube 
  connected to the trumpeting statue of Sarenrae on a huge 
  pillar that abuts the guardhouse. The resulting sound 
  alerts everyone in Kelmarane that an attack is in progress, 
  preparing them for what is to come. Thereafter, he rushes 
  out of the gatehouse to attack the PCs.
  Gnolls	(2)	
  	
  CR	1
  hp 11 each (MM 130)
  Hyenas	(4)	
  	
  CR	1
  hp 13 each (MM 274)
  B10. Palace: Like most battle market towns on the 
  western border of Katapesh, the merchant princes of 
  Kelmarane were expected to maintain a posh palace 
  ready for instant inhabitation should a Pactmaster 
  come calling on business. Though the 20 years since 
  the revolt of the cult of Sarenrae have not been kind to 
  the palace, it remains one of the most intact structures 
  in the village. Kardswann himself holds the key to its 
  
  Legacy of Fire
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  38
  38
  immense double-doors, awaiting a time when the new 
  market has attracted enough brigands that he will be 
  able to move from his quarters in the battle market to 
  his rightful throne in the palace. 
  The Pactmaster Guard secured all of the palace’s 
  valuables decades ago, so despite the fact that it looks 
  like it might house a great deal of treasure, it is largely 
  abandoned. The lock on the front doors requires a DC 35 
  Open Locks check to bypass.
  B11. Battle Market: This structure is presented in detail 
  in Part Four.
  B12. Haunted Church: Most of the walls of this forlorn 
  ruin still stand, but the interior walls have been demolished 
  and gutted. Several skeletons litter the structure’s interior, 
  including about a dozen garbed in the red-chitin livery of 
  the Pactmaster Guard. The rest appear 
  to have been clerics of Sarenrae or 
  even common citizens, though the 
  past 20 years have rotted away most 
  of the skin and clothes worn 
  by the corpses. Ash and fire 
  stains the interior walls and 
  ceiling throughout most of the 
  structure, and signs of violent 
  battle are everywhere.
  Near the center of the church 
  stands a forlorn stairwell that 
  leads down to a heavily barred 
  door. A strange metal plate with 
  a glowing series of irregularly 
  etched lines mars the surface of 
  the door, casting the stairs in a 
  dull red illumination. This is 
  the interdict seal placed on the 
  door by the Pactmaster Guard 
  to keep the daemon Xulthos 
  imprisoned in the crypt 
  below. This seal functions 
  similarly to an arcane 
  lock, save that it cannot be removed via a knock spell or by 
  dispel magic. More powerful magical effects (such as break 
  enchantment or a rod of cancellation) could remove the seal, 
  but the only likely way the PCs can get into the chambers 
  beyond is by using the interdict key possessed by Almah. 
  Once the battle market has been cleared, the merchant 
  princess gives the PCs the key and asks them to destroy the 
  menace haunting Kelmarane once and for all. 
  The ruined church undercrypt is described in detail in 
  Part Five.
  B13. Church Cemetery (EL 4): The cliffside behind the 
  ruined church overlooks the fields west of Kelmarane 
  through a ruined series of pillared arches. Across a short 
  yard stands a column about 10 feet tall, 
  upon which stands a splendid statue 
  of Sarenrae with both arms upraised 
  to the heavens. In the shadow of this 
  statue are five graves marked with the life-
  sized statues of holy warriors. Remarkably, 
  what appears to be a human man garbed in the 
  fine robes of Sarenrae kneels before these graves, 
  muttering a quiet series of prayers.
  This creature is Halruun, the old high priest of 
  Sarenrae who first fell victim to the ministrations 
  of Xulthos decades ago. The tainted cleric turned his 
  congregation to hatred and murderous evil, and as 
  a result he was one of the first villains slain by the 
  Pactmaster Guard in the final assault on the village. 
  Death was not to be his final punishment, 
  however, for as a formerly goodly cleric who 
  fell to evil, his soul was cursed to return to 
  the world as an undead creature known as a 
  huecuva. During the day, Halruun hides his 
  true form with disguise self. 
  The gnolls have learned to avoid this 
  part of town and its eerie caretaker. As 
  the PCs approach, the cleric stands and 
  turns toward them, a friendly smile marking his 
  dark-skinned, handsome face. “Welcome…” he 
  says with a grin. Then his features seem to melt 
  away, leaving a hideous skeletal face garbed in a 
  grubby, fire-stained robe. “…to my church,” he 
  finishes. “Your souls will feed the greatest heroes 
  of Kelmarane!”
  Halruun has no obvious treasure. However, any 
  character who helped to restore the monastery 
  altar of Sarenrae gets a feeling during the battle 
  that the goddess herself watches over him or 
  her. Any such character brought to negative 
  hit points in the fight is automatically 
  stabilized, 
  and 
  such 
  characters 
  also 
  automatically save against the huecuva’s 
  disease. If such characters later pray 
  Halruun
  
  Howl of the carrion king
  howl of the carrion king
  39
  39
  to the statue of Sarenrae overlooking the cemetery, they 
  receive a +1 inherent bonus to Wisdom. This effect only 
  occurs once per character, and only to characters who pray 
  before the statue and who also helped to reconsecrate the 
  monastery altar. All other characters praying to the statue 
  receive a one-time bless effect that lasts 4 hours.
  Halruun	
  	
  CR	4
  Male advanced elite huecuva (Tome of Horrors Revised 238)
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Listen +4, Spot +4
  DEFENSE
  AC 19, touch 14, flat-footed 15
  (+4 Dex, +5 natural)
  hp 39 (6d12)
  Fort +2, Ref +6, Will +7
  Defensive	Abilities +2 turn resistance; DR 5/magic and silver; 
  Immune undead traits
  OFFENSE
  Spd 30 ft.
  Melee claws +8 (1d4+6 plus disease)
  Spell-Like	Abilities (CL 10th)
  3/day—disguise self
  TACTICS
  During	Combat The huecuva retains only a few shreds of its 
  previous intellect—basically enough to give its short speech 
  to the PCs before it attacks, and to recall its hatred of the 
  servitors of Sarenrae. Anyone who openly wears Sarenrae’s 
  symbol or colors (orange and yellow) finds themselves to be the 
  favored target of the undead priest.
  Morale Halruun fights to the death.
  STATISTICS
  Str 18, Dex 18, Con —, Int 4, Wis 14, Cha 15
  Base	Atk +3; Grp +7
  Feats Alertness, Improved Initiative, Weapon Focus (claws)
  Skills Disguise +2 (+12 with disguise self), Hide +13, Listen +4, 
  Spot +4
  Languages Common
  SPECIAL	ABILITIES
  Disease	(Ex) Filth Fever—claws, DC 15 Fortitude save, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is 
  Charisma-based.
  PArt Four: the BAttle MArket
  Centuries ago, when the mysterious Pactmasters first 
  came to Katapesh from parts unknown, they sought to 
  create an economic empire that could bring goods from 
  the western nations of Osirion, Thuvia, and Rahadoum 
  overland to the rich coasts of northeastern Garund, from 
  whence they could easily reach the fabulous markets 
  of the Distant East. One method they used to calm 
  the savage humanoids and barbarians of the nation’s 
  interior was the creation of numerous battle markets in 
  small villages throughout Katapesh. Each battle market 
  was a multi-level bazaar, tavern, and entertainment 
  arena designed to keep traders safe from brigands and 
  spread wealth to the impoverished folk of the heartland. 
  One such battle market stood at the heart of the village 
  of Kelmarane.
  Months ago the call went out that the new chieftain of 
  the Kulldis tribe sought to reopen Kelmarane’s market 
  as a haven for gnolls, bandits, and other folk not usually 
  welcome in the cosmopolitan bazaars of Katapesh. As a 
  result, a small gathering of disreputable merchants has 
  moved into the edifice, and coins once more trade hands 
  in the battle market of Kelmarane. Because Kardswann 
  and his tribe are expecting visitors, the battle market is 
  far easier than the PCs might expect to infiltrate. In fact, 
  once they make it past the guardians on the road leading 
  up Kelmarane’s hill, the PCs can simply walk in the battle 
  market’s front door, even if Kardswann suspects the PCs 
  are enemies (since here, at the seat of his power, the genie 
  feels safe enough to handle the PCs).
  The battle market is a three-story circular stone 
  fortress with massive doors at each of the four cardinal 
  direction points. The east, north, and west doors remain 
  closed and locked, while the southern doors stand wide 
  open, awaiting new customers to Kardswann’s revived 
  market. A large skylight about 30 feet wide allows the 
  sun to light the building’s interior, while torches in 
  sconces along the walls illuminate the battle market in 
  the evenings. Climbing the 60-foot-tall exterior requires 
  three successive DC 15 Climb checks—once the roof 
  is reached, it’s relatively easy to lower oneself through 
  the skylight and onto the observation deck at area C15. 
  Aside from this roof portal, the battle market contains no 
  windows leading to the outside. There are no toilets in 
  the battle market, so visitors often relieve themselves in 
  the ruins outside or in an abandoned corner of one of the 
  many unused interior chambers.
  Battle Market Locks: Many of the doors in the battle 
  market are locked, but these locks are old and decrepit. 
  Unless otherwise noted, these locks can be picked with 
  a DC 15 Open Lock check. Keys for the locks in the battle 
  market are carried by Kardswann, his flind advisor 
  Ugruk, the harpy Undrella, and any paying guests of 
  area C8.
  Abandoned Stores: Open arches along the east and west 
  walls of this spacious chamber lead to what must once have 
  been a permanent shop. Empty shelves line the interior 
  walls, and numerous partially collapsed and destoyed 
  crates lie heaped on the floor. These chambers, marked 
  on the map with an “S,” were once used as permanent 
  storefronts, and have been long abandoned.
  
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  Battle Market 
  Ground Level 
   Level 2 
  C1
  C2
  C2
  C2
  3 
  C4
  C4
  C4
  C4a
  C4
  C4
  C4
  C4b
  C4
  C4c
  C5
  C7
  C8a
  C8b
  C8c
  C8e
  C8d
  C6
  C9
  N 
  C9
  S
  C10
  C17
  C11
  C17
  C16
  C15
  C14
  C12
  C13
  C13
  One square= 5 feet
  Side View 
   Level 3 
  Battle Market 
  Ground Level 
   Level 2 
   Level 3 
  C1
  C2
  C2
  C2
  3 
  C4
  C4
  C4
  C4a
  C4
  C4
  C4
  C4b
  C4
  C4c
  C5
  C7
  C8a
  C8b
  C8c
  C8e
  C8d
  C6
  C9
  N 
  C9
  S
  C10
  C17
  C11
  C17
  C16
  C15
  C14
  C12
  C13
  C13
  One square= 5 feet
  Side View 
  S
  SS
  C2
  C2
  
  Howl of the carrion king
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  4141
  The Kulldis Gnolls
  The primary inhabitants of the battle market are the 
  gnolls of the Kulldis tribe, but other creatures dwell 
  here too. Some of these other creatures are disreputable 
  merchants who have set up shop in the market, some are 
  smugglers and con-artists seeking a quick payday, and 
  some are combatants who seek glory, fame, and riches 
  on the market’s battle stage (area C3). Unique denizens 
  of the market have their own stat blocks presented where 
  they are most likely to be encountered.
  The bulk of the Kulldis gnolls are standard members 
  of their race, savage humanoids armed with battleaxes 
  and shortbows and armored with heavy steel shields 
  and leather armor. In all, the Kulldis pack numbers 29 
  strong (26 standard gnolls, a cowardly “bartender” named 
  Kurellak, Ugruk the flind, and Kardswann himself). The 
  gnolls generally break into small packs of four each, and 
  can be encountered in the Kelmarane hinterlands, the 
  ruined village itself, or here in the battle market. Keep 
  track of how many the PCs slay, since that number should 
  reduce the total remaining here.
  C1. South Entrance (EL 1/3)
  An enormous set of double doors stands wide open, revealing 
  a torchlit passage beyond. About fifteen feet within the hall, 
  on the left, stands a sturdy wooden door. Across the hall is 
  another open passage leading east, curving with the contours 
  of the battle market. The central hall proceeds perhaps fifty feet 
  before opening into a large well-lit cavernous chamber that 
  seems to be centered around a huge circular stage. 
  This entrance is left open all hours of the day and night, 
  except in the case of an all-out attack on the ruins by the 
  PCs and their allies. In such a case, the doors can be closed 
  and locked (DC 15 Open Lock).
  In Kelmarane’s past, all four entrances to the battle 
  market were kept open, but Kardswann now keeps only 
  this southernmost entrance unlocked for security reasons. 
  The other exterior doors are locked (DC 15 Open Lock), 
  but can be unlocked with any battle market key carried by 
  numerous NPCs in the area.
  Creature: A goblin clad in a colorful jester’s outfit is 
  posted at this entrance at all hours. The tired creature is 
  Jank, an odds-and-ends peddler who came to the market 
  about a month ago and was subsequently adopted by 
  Kardswann as his major domo. Kardswann doesn’t let the 
  goblin take breaks, and Jank tries to catch a few hours of 
  sleep here as he can when the genie’s not looking—he’s 
  certainly too craven to ask for a more lenient schedule. 
  The fawning, sycophantic manikin offers the PCs his 
  genuine greeting, hoping to lure them to the stage for a 
  brief discussion with the “Mouth of the Carrion King” 
  (Kardswann), who sits on his throne on the observation 
  deck at area C15. “Welcome, welcome!” the goblin rasps, 
  jangling a short wand topped with a series of tiny bells. 
  “You have been expected! The Mouth of the Carrion King 
  seeks an audience with you immediately! This way, this 
  way!” he says, beckoning toward the central chamber and 
  the wooden stage.
  It’s possible (perhaps likely) that the PCs simply charge 
  in with their swords swinging. In this case Jank flees with 
  a shriek and the entire structure erupts into chaos. The 
  goblin and his master are hoping for a more civilized 
  outcome, however, and should the PCs approach without 
  hostility, Jank does nothing to betray them (at least until 
  they are standing on the battle stage). 
  Jank	
  	
  CR	1/3
  Goblin (MM 133)
  hp 5
  C2. Stairs
  Two sets of stairs lead up to a second floor landing on 
  either side of the battle market. The inside walls of both 
  landings are open to the main outer ring of the structure’s 
  second level.
  C3. Battle Stage (EL Variable)
  The battle market’s four entry halls lead into a huge arena-like room 
  dominated by a massive circular wooden stage, its surface smeared 
  and sticky with blood. Two rows of terraced benches surround the 
  stage, which is bathed in natural light from a large open circular 
  hatch in the citadel’s roof far above. Torches illuminate a darkened 
  gallery of compact market stalls in the eastern half of the first 
  floor’s inner wall. A raised platform along the northwest curve of 
  the inner wall sports four round tables, several wooden chairs, and 
  a long bar stocked with numerous bottles of distilled spirits. 
  About twenty feet above is an open balcony, beyond which lie 
  a series of small rooms on an upper floor of the market. Several 
  rows of empty bleachers peer down from the edge of the balcony. 
  Twenty feet above the second floor a half-circle balcony marks the 
  highest of the citadel’s terraces. Three thrones look down from this 
  vantage, each positioned to give a commanding view of not only 
  the stage below but the entire market.
  This central platform serves the battle market as an 
  arena—in Kelmarane’s day, the stage saw mock battles, 
  contests, performances, and all matter of entertainment. 
  Under the gnolls’ watch, though, the entertainments offered 
  here are much more violent and brutal. Many thugs, savages, 
  and hopeful warriors have gravitated to the region and 
  regularly pit their lives against other foes (some volunteer, 
  some supplied by Kardswann) for chances at riches and glory. 
  As long as the PCs behave themselves and stay off the stage, 
  
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  they’ll be free to move about the battle market relatively 
  uncontested. As soon as they pick a fight, or worse, as soon as 
  they step onto the stage, things quickly get dicey.
  Make sure to familiarize yourself with the occupants of 
  the surrounding areas, particularly the occupants of the 
  bar at area C5 and the stalls at area C4. If the PCs step up 
  onto the stage (either on their own or after following Jank’s 
  request), they quickly become the center of attention—all of 
  the surrounding humanoids grow silent with an expectant 
  excitement, assuming the PCs are the latest entertainment.
  Moments after the PCs step onto the stage, a figure 
  seated in the largest throne up in area C15 above stands—a 
  7-foot-tall armored bald human man armed with an 
  enormous greataxe. The man stands and speaks down to 
  the PCs with a booming voice that echoes throughout the 
  entire structure.
  “I am Kardswann, Mouth of the Carrion King, Chieftain of the 
  Kulldis Tribe and master of this village. Tell me, what business 
  brings you to Kelmarane?”
  If the PCs have been sneaking into town and picking 
  off his gnoll patrols one-by-one, Kardswann already has 
  a good idea what the PCs want, but he is eager to hear 
  it directly from their mouths. If the PCs claim to be 
  interested in trade, the genie warns them that so long as 
  they keep their weapons to themselves, they are welcome 
  to enjoy the hospitality of the battle market. If they 
  wish to negotiate or demand that the gnolls abandon 
  Kelmarane, he toys with them for a while, refusing to 
  leave his perch 40 feet above the battle stage. When he 
  tires of this, he says:
  “Enough!” Kardswann yells. “I tire of your disruption. It is time 
  that this battle stage be put to use.” The chieftain raises both 
  arms into the air. “Honored guests,” he roars. “I offer you 500 
  pieces of gold for each of the strangers’ corpses!”
  Things go bad quickly from this point, but the PCs 
  have the inherent disorganization of the denizens of the 
  battle market on their side. Not everyone in the building 
  attacks them at once—some prefer to watch the fight to 
  gauge the PCs’ strengths, and plan on stepping in to 
  attack once the PCs are tired and wounded. Others 
  simply don’t have an interest in taking part in the 
  battle. But many jump at the chance to earn some 
  of Kardswann’s promised gold.
  When the battle breaks out, Jank immediately 
  flees to area C11 on the second level. The bartender, 
  Kurellak, will not fight under any circumstances 
  and is not above begging for his life should 
  the PCs dispatch the opposition. 
  Kardswann has little interest in 
  remaining behind to watch the 
  battle, leaving Ugruk behind to 
  watch the event and alert him if the 
  PCs do anything unexpected as the 
  genie leaves the observation balcony 
  for the market guard headquarters in 
  area C12. There he warns his personal 
  guard of the fight brewing on the main 
  floor, casts his preparatory spells upon 
  himself, and eventually leads his guards to a final 
  confrontation with the PCs.
  If Kardswann issues his bounty for the PCs’ bodies, the 
  battle likely develops as outlined here. Try to space out the 
  appearance of these adversaries by a few rounds so as not 
  to overwhelm the PCs. If, on the other hand, the PCs make 
  short work of their enemies (or you expect them to based on 
  prior experience), have all of the enemies pile on at once.
  Kardswann
  
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  Round 1: Hurvank the Strangler (see area C8d) is first 
  to reach the stage—he fights barehanded, and is able to 
  barrel up onto the stage from the bar almost immediately 
  as a result.
  Round 3: The bugbears (see area C5) at the bar take a 
  few rounds to gather their weapons and finish their drinks 
  before bounding up onto the stage to join the fight.
  Round 5: The patrol of gnolls from area C7 joins the fray.
  Round 6: The gnolls in area C11 join the fight from 
  the balcony above, firing arrows down on the PCs if they 
  remain on stage, or moving to a position to do the same if 
  the PCs can’t be fired upon from the balcony.
  Round 8: The three smugglers are an optional foe—
  whether or not the smugglers attack is up to you. This 
  adventure assumes that the smugglers simply watch the 
  entertainment and do not take part, as combat is not 
  where they excel. If you think the smugglers would make 
  interesting NPCs after the PCs have settled Kelmarane, 
  they decide to play it safe and not to attack the PCs. 
  Otherwise, the smugglers join the fray on this round.
  Round 10: If the PCs haven’t defeated the schir demon, 
  it enters the battle market at this point, roars, and 
  charges into the fray; it doesn’t care about the gold, but 
  the sound and smell of battle have aroused its bloodlust. 
  If the PCs are having problems, the demon could attack 
  indiscriminately, giving the PCs a chance perhaps to flee 
  as the other combatants are suddenly forced to defend 
  themselves from a crazed demon.
  C4. Market Stalls
  The 10 small stalls east of the battle stage were designed to 
  hold the wares of traveling merchants drawn to the battle 
  market by crowds and coin. Most of the floors of these 
  stalls are strewn with debris, but the stalls in C4a, C4b, and 
  C4c contain an assortment of goods displayed on wagons 
  or spread out upon blankets on the floor. Statistics for the 
  stalls’ proprietors are provided in area C5, since the three 
  smugglers spend most of their time getting drunk in the 
  battle market’s bar, anxiously awaiting customers who never 
  seem to come. Of course, they can see their stalls from area 
  C5, and if anyone starts poking around, the proprietor is 
  swift to appear.
  C4a: This stall, managed by the male human smuggler 
  Gorundal, contains one of every piece of adventuring gear 
  listed in the PH. Most of the items are slightly damaged or 
  of shoddy construction.
  C4b: This stall contains several small racks displaying 
  thin vials filled with multi-colored liquids, crumbs 
  of tarry resin, or bits of colorful plants. All of these are 
  addictive narcotics, ranging from pesh to flayleaf to shiver. 
  Consult page 54 of the Pathfinder Chronicles Guide to Korvosa 
  for details, or improvise statistics of your own for these 
  quasi-legal substances. The proprietor of this “shop” is a 
  twitchy human female smuggler named Kalyx. All told, 
  her stash is worth 450 gp.
  C4c: The blankets lining the floor here display at least 
  three of all of the “special substances and items” listed in 
  the PH, from acid to tindertwigs. The proprietor is a rail-
  thin male human smuggler named Juluce. His inventory 
  is worth 550 gp.
  C5. Tavern (EL 7)
  A long bar with a huge collection of varicolored glass bottles 
  against the outside wall perches upon a raised section of the 
  main chamber here. The south and east walls are solid, but the 
  curved inner line of the room on the map depicts where the 
  raised floor begins and ends. The tavern contains four tables 
  with chairs for drinkers not interested in the battle at the center 
  of the room. Food smells rise from behind the bar, filling the 
  battle market with the redolence of cooking meat.
  Creatures: A one-eyed, cowardly gnoll named Kurellak 
  plays at bartender here, although his skills are mostly 
  limited to simply taking money and handing over bottles 
  of cheap wine, ale, and beer stolen from elsewhere. His 
  standard customers are a trio of surly bugbears who 
  moonlight as brigands and three human smugglers who 
  maintain stalls in area C4.
  Unless offered a bounty by Kardswann, the ruffians 
  dwelling in the bar do not attack the PCs unprovoked. The 
  smugglers treat them as potential customers, engaging 
  them in chatter and attempting to lead them to the stalls in 
  area C4 in hopes of making a sale. These three smugglers 
  are named Gorundal, Kalyx, and Juluce—all three of them 
  are second-level human experts, but since they’re unlikely 
  to be brave enough to fight, no stats are given for them.
  The extraordinarily gruff bugbears don’t appreciate 
  the company of strangers. They’re here to watch their 
  champion, Hurvank the Strangler, defeat all challengers 
  on the battle stage. It’s been 2 weeks since the last challenge, 
  and the bugbears are beyond bored. Kardswann continues 
  to hint that “it would be very dangerous” for them to leave, 
  so they remain in the battle arena, unsure of their fate.
  Bugbears	(3)	
  	
  CR	2
  hp 16 each (MM 29)
  Kurellak	
  	
  CR	1
  Gnoll “bartender”
  hp 11 (MM 130)
  C6. Secure Passageway
  Several chambers line the inside wall of this passage, 
  including a market guard outpost, various prison cells, 
  and the private quarters of the traveling gladiators who 
  
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  visit the battle market. All doors leading to and from this 
  passage are kept locked. 
  C7. Guard Chambers (EL 4)
  Creatures: The battle market’s primary security patrol 
  of four gnolls spends most of its time in this chamber, 
  rotating with the three gnoll patrols in Kelmarane and 
  the environs and the two groups in areas C11 and C12. 
  The doors on the north and south wall are opened with 
  the same key that allows access to area C6 and the other 
  chambers off that hallway. 
  Gnolls	(4)	
  	
  CR	1
  hp 11 each (MM 130)
  Treasure: If any PCs are captured during the course 
  of the adventure, the gnolls keep their gear in a closet 
  in this chamber. The closet also includes the gear of 
  the slain members of the Lions of Senara. In total, the 
  trove contains: a ring of protection +1, a cloak of resistance 
  +1, masterwork chainmail, a +1 dagger, a wand of bull’s 
  strength (8 charges), 4 applications of silversheen, an amulet 
  of natural armor +1, a cloak of Charisma +2, and slippers of 
  spider climbing. Additionally, the closet contains the cleric 
  Oxvard’s (see page 30) +1 splint mail and cold iron heavy 
  mace. If these are returned, the surviving members of the 
  Lions of Senara willingly turn over the gear of their dead 
  companions to the PCs.
  C8. Prison/Gladiator Cells (EL Variable)
  These small quarters are meant to house prisoners or 
  traveling gladiators—Kardswann prefers gladiators since 
  he can charge them rent. Each features a bed and a desk. 
  Kardswann occasionally pits the prisoners and gladiators 
  against one another, an event that may give imprisoned 
  characters an opportunity to escape.
  C8a–C8c: If the gnolls capture any PCs in the course of 
  the adventure, they are imprisoned in one of these cells.
  C8d: This room houses the ogre wrestler Hurvank the 
  Strangler. The leader of the three bugbears in area C5, 
  Hurvank has claimed this room for himself, although 
  he spends most of his time in the tavern since he finds 
  this room to be a little too cozy for his frame. His bugbear 
  toadies get to sleep on the floor of the battle market or bar 
  or wherever they can find the space. Hurvank has made 
  a fair amount of money from his wrestling bouts with 
  prisoners and captured beasts on the battle stage, but he 
  fears his fame in the battle arena is waning ever since he 
  lost a bout against the swashbuckler Haleen several days 
  ago. Ever since, he’s been plotting a way to kill Haleen, but 
  his newfound fear of her swift blade has so far made every 
  plan he’s come up with to kill her crash before he’s gotten 
  the plan off the ground. He may ask the PCs to do his dirty 
  work for him, promising them 100 gp in return for the 
  deed (a promise he full well intends on not keeping).
  Hurvank	the	Strangler	
  	
  CR	2
  Male ogre
  hp 29 (MM 199)
  OFFENSE
  Melee unarmed strike +7 (1d4+5)
  TACTICS
  During	Combat Hurvank likes to feel his foe’s last gasp at life, and 
  fights unarmed as a result. He prefers to attack foes who aren’t 
  heavily armored, but note his Morale below.
  Morale Until recently, Hurvank was a blustery and fearless 
  beast, but his recent humiliating defeat in a fight against 
  Haleen has given him a fear of agile opponents. He 
  normally fights to the death, but if faced with a foe who 
  uses Combat Expertise or Weapon Finesse, he panics and 
  flees if he ever fails to hurt the foe after 2 rounds of attacks, 
  or if he takes more than 10 points of damage from such 
  a foe. If he flees, Hurvank does not return to the battle 
  market, but he certainly hides out in the surrounding 
  wilderness and makes plans to ambush and murder his new 
  enemy if he gets the chance.
  STATISTICS
  Feats Improved Grapple, Improved Unarmed Strike
  C8e: This room houses the swashbuckler Haleen. Gruff 
  and eager to prove her battle prowess, the swordswoman 
  has become friends with the smugglers in area C5, but 
  she is her own woman and prefers to travel alone. Haleen 
  was recently forced to flee from her home town after an 
  unfortunate series of events left her owing a lot of money 
  to a local criminal. She wandered the wilds for some time 
  before finally coming to Kelmarane, and hopes now to 
  earn back the 2,000 gp she owes without having to resort to 
  selling her heirlooms (her buckler and rapier) by fighting 
  for gold in the battle market. So far, she’s managed to defeat 
  every foe Kardswann’s arranged for her to fight, thanks to 
  a combination of skill, speed, and luck; her latest triumph 
  over the ogre Hurvank has left the creature dangerously 
  humiliated, and she’s now worried that he’s planning to 
  kill her. She’s spent much of her free time lately hiding 
  out in here as a result, unaware of the fact that her defeat 
  of the bugbear has left him even more afraid of her than 
  she is of him.
  If the PCs agree to help her deal with Hurvank, Haleen 
  could well develop into a loyal friend. Alternatively, she may 
  already be tied to one of the PCs; she might be a missing 
  sister one of the PCs is looking for (see the sidebar on 
  Resolving Campaign Traits on page 8 for more details). In 
  ether case, exact details on Haleen’s history and goals are 
  left vague so you can tailor her to fit the specific needs of 
  your campaign.
  
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  45
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  Haleen	
  	
  CR	4
  Female human fighter 4
  CN Medium humanoid
  Init +3; Senses Listen –1, Spot –1
  DEFENSE
  AC 19, touch 13, flat-footed 16
  (+4 armor, +3 Dex, +2 shield)
  hp 34 (4d10+8)
  Fort +6, Ref +4, Will +0
  OFFENSE
  Spd 30 ft.
  Melee +1 rapier +9 (1d6+4/19–20)
  TACTICS
  During	Combat Haleen relies on speed and style 
  in combat. She generally uses Combat 
  Expertiese to its full potential—she hits 
  less often, but is much harder to hit in 
  return, and often uses this technique to 
  force her enemies to get impatient and 
  make foolish tactical errors. Haleen is 
  a patient fighter.
  Morale Haleen is no coward, but 
  neither is she foolish. If faced 
  with a foe she can’t seem to 
  hurt, or if reduced to 10 or fewer 
  hit points, she flees.
  STATISTICS
  Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha 10
  Base	Atk +4; Grp +5
  Feats Combat Expertise, Dodge, Mobility, 
  Weapon Finesse, Weapon Focus (rapier), 
  Weapon Specialization (rapier)
  Skills Intimidate +7, Jump +6, Perform (dance) +3, Tumble +6
  Languages Common, Gnoll, Kelish
  Gear chain shirt, +1 buckler, +1 rapier, battle market key, 320 gp
  C9. Orchestra/Balcony Seating
  Four rows of raised wooden bleachers are positioned to offer an 
  excellent view of the battle stage on the ground floor, about twenty 
  feet below. A thin walkway bisects the stalls, separating what must 
  have been general seating to the east from seating designed to 
  accommodate a small orchestra. A few large drums with moldering 
  skins stand at the forefront of this section, the only signs of the 
  music that must once have filled the battle market. 
  Treasure: A DC 22 Search of the orchestra bleachers reveals 
  a tiny silver masterwork flute worth 130 gp that’s so far gone 
  unnoticed under the largest of the moldering drums.
  C10. Infusium
  This strange shop is the largest storefront in the second 
  floor arcade, and the only one currently in use. A bizarre 
  alchemical apparatus against the west wall—the infusium—
  is a maze of glass beakers connected by rubber tubes. Seven 
  of these tubes project from the apparatus, ending in syringe-
  like needles.
  Creature: The harpy Undrella currently administers 
  the infusium, filling it with concoctions she brews in her 
  cauldron vats in Kelmarane’s old tannery. If the PCs haven’t 
  already defeated her, there’s a 50% chance of encountering 
  her here.
  Undrella	
  	
  CR	4
  hp 31 (see page 37)
  Treasure: The infusium is a bulky but potent 
  magical device, a sturdy creation that 
  has weathered the decades since 
  Kelmarane’s 
  original 
  abandonment 
  quite well. The device functions as a 
  masterwork alchemical laboratory, 
  granting a +2 competence bonus 
  on Craft (alchemy) checks made to 
  utilize it. Up to seven potions 
  may be poured into the 
  device’s seven reservoirs for 
  storage. As a full-round action, 
  a character may inject one of the 
  stored potions directly into his 
  bloodstream, doubling the potion’s 
  duration. Up to seven characters may 
  use the infusium at the same time 
  (although each requires a separate 
  potion dosage). The infusium itself is extremely 
  valuable, worth 8,000 gp to the right alchemist. 
  The device weighs 900 pounds, however, making it 
  difficult to move.
  After Almah’s party moves into Kelmarane, Father 
  Zastoran becomes obsessed with the infusium, setting up 
  shop in the storefront and selling his potions to the new 
  citizens of the village.
  Currently, the infusium holds the following potions: 
  mage armor, magic fang, blur, cat’s grace, invisibility, spider 
  climb, and haste. These potions can be extracted from 
  the device with a successful DC 10 Profession (alchemist) 
  check. Failure indicates that the potion is ruined.
  C11. Guard Station (EL 4)
  Creatures: This guard station, complete with card 
  table and chairs for lounging, watches over the interior 
  stairs to the battle market’s uppermost floor. The door 
  is generally kept locked. If the goblin major domo Jank 
  fled the ground floor, he makes his final stand with the 
  guards in this room after knocking frantically on the 
  door for several seconds.
  Haleen
  
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  Gnolls	(4)	
  	
  CR	1
  hp 11 each (MM 130)
  C12. Market Guard Headquarters (EL 4)
  Creatures: This large room is the headquarters of the 
  market guard. Kardswann’s personal guardians spend 
  their days here. Their orders are to hold this room 
  against intruders at all costs. Because of this, they seldom 
  venture into the lower levels when the citadel is under 
  siege. Instead, they flip over the table to create cover and 
  prepare for enemies ascending the stairs from the guard 
  station below. 
  Gnolls	(4)	
  	
  CR	1
  hp 11 each (MM 130)
  C13. Guard Quarters
  Open arches lead from the market guard hadquarters to 
  these small chambers, bedecked with bunks suitable for 
  up to eight resting gnoll guards. A small wardrobe in each 
  room contains a variety of worthless personal gear.
  C14. Outer Hallway
  The construction in this part of the battle market is of 
  markedly higher quality than that found elsewhere in the 
  building. An elaborate mosaic traces an intricate geometric 
  pattern on the floor, and frescoes of slaves harvesting pesh 
  fields adorn the walls. A huge open arch in the middle of 
  the inner wall leads to the observation platform in area 
  C15, and the passage terminates at an ornate door leading 
  to area C16.
  C15. Observation Platform (EL 7)
  Creatures: Kardswann, Undrella, and the sub-chieftain 
  Ugruk often sit upon the three thrones perched at the edge 
  of this wide observation chamber. A short railing protects 
  observers from toppling off the platform and falling 40 
  feet to the battle stage below. A curved wall running from 
  the floor to the ceiling blocks view of the thrones from the 
  hall at area C14. Three pillars on either side of the curved 
  wall make it very difficult to approach the thrones without 
  being detected.
  If the PCs make it through the battle market undetected 
  (either via stealth, fast talking, or other methods) to 
  reach this location without starting a fight, Kardswann, 
  Undrella, and Ugruk are encountered here. Up here, face-
  to-face, it’s actually possible to reason with Kardswann 
  and temporarily erode the domination effect the daemon 
  Xulthos has been using to control the genie—but only if 
  one of the PCs has become the moldspeaker. When this 
  character draws near to Kardswann, he feels Vardishal’s 
  influence inside his mind swell up, infusing that PC with 
  a sense of bitter disappointment at Kardswann’s fall from 
  Templar glory. That PC has an urge to identify himself as 
  Vardishal and to admonish Kardswann from wandering 
  off the path of the Templars of the Five Winds. The PC 
  can then attempt a special DC 25 Diplomacy check as a 
  standard action (gaining a +2 bonus to the roll if he wields 
  Tempest)—other PCs can attempt to aid this roll if they 
  admonish Kardswann as well. If the roll is a success, a 
  strange look of confusion clouds Kardswann’s expression. 
  His entire body begins shaking, as if he were struggling 
  to control his actions. He furrows his brow and speaks 
  through clenched teeth: “You… must… destroy… Xulthos. 
  Below the… below the ruined church. Cannot hold on. 
  Bind me or cut me… within an inch of death… His will is 
  so much stronger than mine… Do it! Do it now!”
  At this point the PCs must slay or subdue Kardswann 
  within 3 rounds, or the will of Xulthos once again 
  takes over. The PCs’ best option is probably to stabilize 
  Kardswann between 0 and –10 hit points. In this case he 
  can do nothing to harm them. If they simply tie him up, he 
  eventually breaks free and makes a return appearance in 
  the climactic encounter of the adventure. If the PCs leave 
  NPCs to guard Kardswann in this case, the genie subdues 
  them. Whether or not they survive is a matter of whether 
  or not you want the NPCs to play a continuing role in the 
  campaign. If so, they are merely wounded severely when 
  Kardswann inevitably breaks free.
  Ugruk	
  	
  CR	3
  Male flind fighter 2
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +1
  DEFENSE
  AC 17, touch 11, flat-footed 16
  (+5 armor, +1 Dex, +1 natural)
  hp 40 (4 HD; 2d8+2d10+20)
  Fort +11, Ref +1, Will –1
  OFFENSE
  Spd 30 ft.
  Melee flindbar +10 (1d6+5)
  Ranged dagger +4 (1d4+5/19–20)
  TACTICS
  During	Combat Ugruk’s intellect has always given him an edge 
  over the other gnolls, and when Kardswann slew the previous 
  chieftain, the flind was quick to seize the opportunity and 
  ingratiated himself into the genie’s good graces. He’s enjoyed 
  the position of sub-chief ever since. In combat, he wields a 
  flindbar—a pair of iron bars connected by a length of chain. 
  This is an exotic light melee weapon that grants its wielder a 
  +2 bonus on opposed attack rolls made to disarm an enemy, 
  and Ugruk is fond of this tactic—especially if he can kick a 
  disarmed weapon off the edge of the balcony.
  Morale Ugruk is among the bravest of gnolls in the tribe—he 
  fights to the death.
  
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  STATISTICS
  Str 20, Dex 12, Con 20, Int 13, Wis 8, Cha 12
  Base	Atk +3; Grp +8
  Feats Combat Expertise, Improved Disarm, Quick Draw, Weapon 
  Focus (flindbar)
  Skills Intimidate +3, Listen +2, Spot +1
  Languages Gnoll
  Combat	Gear potion of cure moderate wounds, potion of expeditious 
  retreat; Other	Gear masterwork breastplate, masterwork 
  flindbar, 5 daggers, ring of feather falling
  Kardswann	
  CR	6
  Male janni fighter 2
  CE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Listen +11, Spot +11
  DEFENSE
  AC 19, touch 13, flat-footed 16
  (+5 armor, +3 Dex, +1 natural)
  hp 70 (8 HD; 6d8+2d10+32)
  Fort +12, Ref +8, Will +6
  Defensive	Abilities elemental endurance; Resist fire 10
  OFFENSE
  Spd 20 ft., fly 15 ft. (perfect)
  Melee +1 lawful outsider bane greataxe +14/+9 
  (1d12+8/×3)
  Spell-Like	Abilities (CL 12th)
  3/day—invisibility (self only), plane shift, 
  speak with animals
  2/day—change size (DC 14)
  1/day—create food and water (CL 7th), ethereal 
  jaunt (for 1 hour)
  TACTICS
  During	Combat Kardswann may only be a shadow 
  of his former glory, but he is still a formidable fighter 
  and a dangerous foe. He generally saves his change size 
  abilities to use against foes to make them smaller, and prefers 
  using his axe and attempting bull rush to try to force a foe off 
  the ledge. The flimsy railing is enough to grant foes who he 
  attempts to use this tactic on a +2 circumstance bonus to 
  resist his bull rush attacks.
  Morale As long as Kardswann remains under the control 
  of the daemon Xulthos, he fights to the death. If the PCs 
  manage to break through this control, he reacts as detailed 
  above. In either event, he does not use plane shift or 
  ethereal jaunt to effect an escape.
  STATISTICS
  Str 20, Dex 16, Con 18, Int 14, Wis 12, Cha 15
  Base	Atk +8; Grp +13
  Feats Combat Reflexes, Improved Bull Rush, Improved 
  Initiative, Power Attack, Weapon Focus (greataxe)
  Skills Appraise +12, Concentration +14, Craft (armorsmithing) +12, 
  Craft (weaponsmithing) +12, Escape Artist +10, Intimidate +10, 
  Listen +11, Move Silently +10, Ride +13, Sense Motive +11, Spot +11
  Languages Celestial, Common, Terran; telepathy 100 ft.
  Combat	Gear potion of cure moderate wounds (2); Other	Gear 
  masterwork breastplate, +1 lawful outsider bane greataxe
  Undrella	
  	
  CR	4
  Female harpy
  hp 31 (MM 151)
  C16. Master’s Antechamber
  This decadently decorated chamber is part of the 
  residence of the battle market master, and is currently 
  home to Kardswann and (sometimes) Undrella. Three 
  chairs sit next to a blazing fireplace, and a curtain hides 
  a private bedroom in area C17. After the PCs have cleared 
  the battle market, Almah claims these chambers as her 
  personal domain.
  Ugruk
  
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  C17. Master Bedroom
  Kardswann sleeps in this opulently decorated chamber.
  Treasure: A chest hidden under the bed contains 
  four large garnets worth 400 gp each and 3,459 gp in 
  assorted coins.
  Victory in the Battle Market!
  With Kardswann’s defeat, the gnolls panic—their flight 
  from Kelmarane is swift. Likewise the bugbears and other 
  undesirables—only those NPCs who have established 
  allegiances with the PCs remain after the genie’s defeat. 
  The battle market clear, Almah and her party are free 
  to move into Kelmarane. Once they receive word that 
  Kardswann and the Kulldis gnolls have been defeated, 
  they venture from the old monastery to the battle market 
  and begin to evaluate it for eventual habitation. If she has 
  not already done so, Almah grants the PCs the interdict 
  key, and urges them to purge the evil from the 
  ruined church’s crypt as swiftly as possible. The 
  final mission to do this comprises the final act of 
  the adventure. 
  PArt Five: the dAeMon’S den
  Kelmarane’s untimely death two decades ago came not 
  from the gnolls who use the ruined village today, nor 
  from the warring clans of genies who used the region 
  as a battleground long ago. Rather, it was the folly of the 
  village’s elder priest, a man named Halruun, who was 
  misled by what he thought was a traveling seer named 
  Xulthos. At the time Kelmarane was in the grip 
  of a terrible plague, and Xulthos’s arrival 
  coincided with the contagion’s end. In fact, 
  this was mere coincidence, but Xulthos 
  used this coincidence to become Halruun’s 
  trusted advisor. Unfortunately for Halruun 
  and Kelmarane, Xulthos was in fact a vile 
  insectoid fiend called a glomeray and an 
  agent of the Horseman of War. Xulthos had long 
  traveled the deserts of Northeastern Garund, seeking out 
  old battlegrounds to bask in. The daemon believed that 
  battlegrounds were not chosen randomly—that these sites 
  were “right” for war and with the correct manipulations, 
  could be used to ignite new bloodshed. At Kelmarane, 
  the daemon felt the echoes of Jhavhul’s battles in the 
  ancient past, and hoping to “reignite” this battleground, 
  his treacherous and sinister advice and increasing 
  magical control over Halruun planted seeds of violence in 
  Kelmarane’s citizens. In but a few months, where sickness 
  once threatened the village, now murder and cruelty seemed 
  the new plague. Yet just as Kelmarane’s citizens seemed 
  finally about to band together to turn their murderous 
  ways on nearby settlements, the Pactmasters’ soldiers rode 
  in and defeated the town. Xulthos assumed his true form 
  in an attempt to fight back, but the Pactmasters responded 
  by sealing the daemon in the crypt under the town church. 
  Finally aware of how he had been used, Halruun drank 
  poison to end his life (only to rise as a huecuva some time 
  later), and the Pactmasters left the village to ruin. Until 
  Kardswann’s intrusion into the crypt, Xulthos had waited 
  patiently, but now the daemon feels that his wait is nearing 
  its end—with the gnoll tribes of the Carrion King, it hopes 
  finally to have its new war.
  Almah knows only a few hints of what occured in 
  Kelmarane, but she does know that a foulness is imprisoned 
  in the crypts below the old church, and that exorcising this 
  taint should be the final step in cleansing the village. She 
  fears correctly that what waits below the church represents 
  the greatest danger, and although the Pactmasters have 
  Undrella
  
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  given her the key to open the crypt, she would prefer to 
  wait until the rest of Kelmarane is tamed before taking the 
  PCs aside and telling them the following.
  “About twenty years ago, Kelmarane’s priests of Sarenrae fell 
  under the sway of something… foul from the Great Beyond. 
  The creature took control of the high priest and eventually 
  turned the people of Kelmarane to madness. Soldiers of the 
  Pactmasters pacified the town and left it in ruin, but they were 
  never able to root out the evil, and instead locked it in the crypt 
  of the village church. Now, after all these years, that evil must 
  have waned, and you should be able to defeat it once and for 
  all. I’ve been provided with an interdict key that will get you 
  through the seal. With the final defeat of the fiend within, 
  Kelmarane will truly be free.”
  Almah will not grant the PCs the interdict key (a metal 
  plate with a handle on one side and a series of grooves and 
  prongs on the other that interlocks with the interdict seal on 
  the portal in the church ruins) until the PCs have defeated 
  Kardswann and liberated the battle market. Under no 
  circumstances will she grant them the key if they are 
  lower than 5th level, instead suggesting that they take out 
  dangerous creatures in the wilderness (see the regional 
  encounter chart in the Bestiary) to hone their skills before 
  taking on the creature. She knows nothing else about the 
  monster haunting Kelmarane and can provide no more 
  information on the topic.
  The upper ruins of Kelmarane’s ruined church of 
  Sarenrae are detailed in areas B12 and B13 in Part Three. 
  Matching the ridges of Almah’s interdict key with the 
  glowing series of irregular etched lines on the interdict seal 
  at the barred door to the church’s crypt causes the red glow 
  to fade, as the key and the seal fuse together. Thereafter the 
  door can be opened easily, revealing more stairs leading 
  down area D1 below—the start of a small crypt carved into 
  the stone under the village. The crypt itself is unlit, and 
  the air stale and cold.
  D1. Antechamber (EL 5)
  The stairs lead to a rounded stone-walled chamber with a 
  featureless door in the north wall. A ten-foot-diameter circle 
  of mortared stones at the center of the room marks a well that 
  descends even deeper into the earth. Next to the well, on a 
  small pedestal, is a large gong. A short stick capped with a 
  round pad of moldering leather dangles from a cord attached 
  to the gong platform. 
  The door in the north wall cannot be opened by any 
  physical means (though knock, a chime of opening, or similar 
  magic is sufficient to force it to slide into the ceiling). 
  The well drops 30 feet before ending at a thick stone plug 
  that appears to be the bottom unless a DC 20 Knowledge 
  (architecture and engineering) or Search check is made to 
  detect a thin gap between the bottom of the shaft and the 
  “floor,” as if the bottom may have slid out from the side 
  of the shaft. Liquid that is poured here swiftly vanishes 
  through this gap. The same magical means used to bypass 
  the door will work here as well, but no physical means will 
  get the shaft to clear. Hitting the gong causes the door to 
  slide into the ceiling and the “floor” of the well to slide 
  into the side of the shaft at the same time. Faint rumbling 
  can be heard from both locations.
  With the false bottom withdrawn, the well descends a 
  total of 60 feet before opening into area D4.
  Creature: The route into the deeper crypts is still 
  protected by a guardian bound into service decades ago 
  by the priesthood of Sarenrae. Seconds after the gong is 
  rung, a gout of pinkish, swirling vapor rushes out of the 
  well, coalescing into three man-sized shapes—roiling 
  fiery forms of beautiful winged angels with fire for 
  wings and hair. Although these creatures may look like 
  agents of Sarenrae, they are in fact simply fire elementals 
  that have been bound into forms pleasing to the eye by 
  the long-dead founders of the church. The elementals 
  immediately attack any creatures in the room, but if 
  someone strongly presents a holy symbol of Sarenrae to 
  them, the elementals immediately cease their attacks 
  and remain motionless until the symbol is no longer in 
  sight. Banging the gong again while the elementals are 
  unleashed causes the door to the north and the plug in 
  the well to grind back into place—doing so forces the 
  elementals back into stasis in the well, but also heals 
  them of any damage and lingering effects.
  Medium	Fire	Elementals	(2)	
  	
  CR	3
  hp 26 (MM 99)
  D2. Main Crypt
  The walls of this large, rough-hewn chamber contain several 
  niches for burials. Shrouded corpses, most reduced to skeletons 
  decades if not centuries ago, pack the niches from floor to 
  ceiling. A raised dais in the center of the room bears a ceramic 
  cask with a elaborate topper capped by a figurine of Sarenrae.
  A secret door in the southwest niche (Search DC 18) leads 
  to a worked stone tunnel leading to area D3. 
  Treasure: The ceramic cask contains the ashes of the 
  first cleric of Kelmarane’s church of Sarenrae. It also 
  contains an elemental gem (fire) buried within the ashes. 
  There is no way to open the cask without shattering it, an 
  act that spills age-old dust all over the room. 
  The corpses here occasionally were buried with minor 
  valuables. Looting the entire chamber takes 3 hours, but 
  
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  Ruined Church Crypt
  D1
  D2
  D3
  D4
  D5
  D6
  c
  c
  c
  S
  One square = 5 feet
  N
  Ruined Church Crypt
  D1
  D2
  D3
  D4
  D5
  D6
  c
  c
  c
  S
  One square = 5 feet
  N
  
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  any good character automatically recognizes this as an evil 
  act of desecration in a holy place dedicated to a goddess 
  of redemption and healing. If any characters who received 
  Sarenrae’s Wisdom blessing in area B13 participate 
  in looting the corpses here, they immediately lose the 
  inherent bonus and take an immediate –1 inherent penalty 
  to Wisdom (no save). Looters can harvest 629 gp worth of 
  funerary trinkets.
  On the other hand, if the remains of the huecuva 
  Halruun are brought down here and placed in one of 
  the niches, a relieved, thankful sigh echoes through the 
  chamber. All characters in the room gain the benefits of 
  an aid spell for 1 hour (CL 10th). In addition, the elemental 
  gem in the cask suddenly appears in one of the pockets of 
  the character most responsible for seeing that Halruun’s 
  remains were so honored.
  D3. Reliquary
  This plain stone-worked chamber once stored the church’s 
  valuable religious artifacts. It’s been ransacked somewhat, but 
  some lesser treasure still litters the floor. 
  Treasure: These items include a phylactery of faithfulness, 
  a periapt of Wisdom +2, a necklace of fireballs (type III), and a 
  lesser strand of prayer beads.
  Looting the treasures here has the same repercussions 
  as doing so to the treasures in area D2, although at the end 
  of the adventure, these treasures may become rewards for 
  PCs who manage to resist the urge to take them.
  D4. Old Crypt Antechamber
  The chute leading from area D1 emerges into this rough-
  hewn chamber. To the north, an old rusty portcullis blocks 
  the route further; the mechanisim to raise and lower it has 
  long since broken, so the portcullis must be wrenched 
  open or lifted with a DC 20 Strength check, or battered 
  down by force (hardness 8, hp 40). Knock or similar magic 
  also causes the portal to grind open.
  D5. Old Crypt (EL 6)
  Niches along this rough-hewn hallway contain burials of 
  ancient church dignitaries. 
  The western crypt passage ends in an elaborate stone 
  door bearing a life-sized symbol of Sarenrae, except 
  that where the symbol’s head should be is nothing but a 
  blackened scorch mark. The door stands very slightly ajar.
  Creatures: The corruption brought to this place by 
  Xulthos has animated three interred priests into undead 
  monstrosities known as coffer corpses. With their brittle 
  skin and ragged clothing, the creatures look a bit like 
  zombies, but they possess none of the dull-witted sloth 
  of their less powerful cousins. When the PCs reach the 
  corner where the crypt passage turns to the west, the 
  coffer corpses animate and attack from the niches marked 
  with a C on the map.
  Coffer	Corpses	(3)	
  	
  CR	3
  Tome of Horrors Revised 69
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Listen +4, Spot +3
  DEFENSE
  AC 19, touch 11, flat-footed 18
  (+5 armor, +1 Dex, +3 natural)
  hp 16 (2d12+3)
  Fort +0, Ref +1, Will +4
  Defensive	Abilities deceiving death, +2 turn resistance; DR 5/
  magic and bludgeoning; Immune undead traits
  OFFENSE
  Spd 15 ft.
  Melee slam +4 melee (1d4+4)
  Special	Attacks death grip 1d4+4, fear, improved grab
  TACTICS
  During	Combat The coffer corpses are fast and not completely 
  mindless, but neither are they creative in their tactics. Their 
  voices grate like stone as they attack the nearest targets, 
  whispering in Osiriani, “Stay with us… stay forever with 
  Xulthos…”
  Morale The coffer corpses fight until destroyed.
  STATISTICS
  Str 16, Dex 12, Con —, Int 6, Wis 13, Cha 14
  Base	Atk +1; Grp +4 (+8 when using death grip)
  Feats Toughness
  Skills Intimidate +5, Hide +2, Listen +4, Spot +3 
  Languages Osiriani 
  Gear chainmail
  SPECIAL	ABILITIES
  Death	Grip	(Ex) A coffer corpse deals 1d4+4 points of damage 
  per round with a successful grapple check. Because the coffer 
  corpse grasps the victim’s throat, a creature in its death grip 
  cannot speak or cast spells with verbal components. A coffer 
  corpse gains a +4 racial bonus on grapple checks once it 
  establishes its death grip.
  Deceiving	Death	(Ex) In any round in which a coffer corpse is struck 
  for 6 or more points of damage (whether the damage bypasses 
  the creature’s damage reduction or not), the creature slumps 
  to the ground, seemingly destroyed. If it has fastened its death 
  grip on a victim, it releases its hold when it falls. A DC 20 Sense 
  Motive check sees through the ruse (necromancers gain a +2 
  competence bonus on this check). On its next turn, the coffer 
  corpse rises again as if reanimated, triggering its fear ability.
  Fear	(Su) A creature viewing a coffer corpse rise after it uses its 
  deceiving death ability must make a DC 13 Will save or become 
  panicked for 2d4 rounds. This is a mind-affecting fear effect. 
  
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  The save DC is Charisma-based.
  Improved	Grab	(Ex) To use this ability, a coffer corpse must hit an 
  opponent of its size or smaller with its slam attack. It can then 
  make a grapple check as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it establishes 
  a hold and can use its death grip.
  D6. Funerary Chamber (EL 7)
  This chamber is the den and prison of the daemon 
  Xulthos, and as such, the creature has wrapped several 
  illusions around the chamber to create a lair more to his 
  liking rather than spend the decades trapped in a funerary 
  chamber devoted to Sarenrae. When the PCs first enter the 
  room, read them the following description.
  This chamber stands in stark contrast to the craftsmanship of 
  worked stone of the rest of the crypt—instead, here looms a vast 
  cavern. The air is damp and cold, and moist, writhing roots hang 
  down from the ceiling twenty feet above. Puddles of reeking  
  fluid dot the floor, and at the far end a jagged upthrust lance of 
  stone rises from the ground to form a steeply-sloped platform.
  The illusion is in fact hallucinatory terrain—any 
  character who directly interacts with the illusion more 
  than just standing within it receives a DC 17 Will save to 
  see through the trickery to the room’s actual contents, 
  described below.
  This is a large worked chamber perhaps forty feet square. Two 
  rows of three marble columns flank the main walkway leading 
  from east to west. A series of low, curved stairs at the opposite 
  side of the room leads to a large concave recess in the western 
  wall, with an elaborate throne perched at the top of the stairs.
  Creature: Standing upon the upthrust stone shelf (or 
  seated on the throne if any PC sees through the illusion) 
  is a towering muscular man wielding an immense axe—
  to all appearances, Kardswann. Of course, in truth this 
  is the daemon Xulthos wearing an illusory disguise 
  of his dominated quarry. As the PCs enter the room, 
  “Kardswann” chuckles with a dry, inhuman laughter and 
  speaks with a croaking rasp that sounds nothing like the 
  genie’s actual voice. 
  
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  “Many years have I languished in this foul place, trapped here 
  by the wards placed by your Pactmasters. Endless decades 
  have I endured the whispering spirits of the wholesome dead, 
  cursing my captors, hating the world I could no longer corrupt. 
  When the Templar came eight weeks past he walked through 
  the walls. The red-men’s seal remained intact. But you, you 
  have broken the seal, and my long captivity is finally at an end. 
  But before I go, I will kill you one by one until the last of you 
  willingly allows himself to be my slave.” The genie rises from his 
  throne. “Which one of you, I wonder, shall that be?”
  Xulthos leaves little option but combat. After 20-some 
  years, it has finally come to this, and he cannot resist an 
  opening act of violence against his accidental liberators. 
  If the PCs left the true Kardswann bound in the battle 
  market, he escapes from his bonds to make a climactic 
  appearance when Xulthos is reduced to half of his hit 
  points. No matter his wounds, the corrupted and now fully-
  dominated Templar of the Five Winds launches an all out 
  attack to defend his puppet master and slay the enemies 
  of the daemon. A DC 20 Sense Motive check is sufficient 
  to detect anguished contortions on the genie’s face, as if 
  he is struggling not to follow Xulthos’s commands, but is 
  powerless to do so.
  In his true form, Xulthos appears as an immense 
  insect-like fiend, with huge claws, a multi-eyed face with 
  slavering mandibles, and a long serpentine tail tipped 
  with chitinous blades. His wings are nearly transparent, 
  and he moves with an almost hypnotic grace, his wings 
  droning and light reflecting off his carapace in a dazzling 
  display. Xulthos is a more powerful variant of the standard 
  glomeray daemon—larger and with more potent spell-
  like abilities than normal. He is a unique servitor of 
  the archdaemon Szuriel, the Angel of Desolation and 
  Horseman of War. If he survives this encounter with the 
  PCs, Xulthos fully intends to start up his warmongering 
  where he left off—it’s up to the PCs to prevent this from 
  occurring.
  Xulthos	
  	
  CR	7
  Male unique advanced glomeray (Book of Fiends 103)
  NE Large outsider (daemon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14
  Aura drone (50-ft. radius)
  DEFENSE
  AC 19, touch 15, flat-footed 16
  (+2 deflection, +3 Dex, +4 natural)
  hp 95 (10d8+50)
  Fort +12, Ref +10, Will +8
  Defensive	Abilities dazzling colors; Immune acid, poison; Resist 
  cold 10, electricity 10, fire 10
  OFFENSE
  Spd 40 ft., fly 80 ft. (average)
  Melee bite +15 (2d6+6/19–20) and
  2 claws +13 (1d6+3) and
  tail +13 (2d6+3)
  Space 10 ft.; Reach 5 ft.
  Spell-Like	Abilities (CL 12th)
  At will—dancing lights, hypnotism (DC 15)
  3/day—charm person (DC 14), color spray (DC 14), hypnotic 
  pattern (DC 15), misdirection
  1/day—hallucinatory terrain (DC 17), veil (self only, DC 19)
  1/week—charm monster (DC 17)
  TACTICS
  During	Combat Xulthos opens combat with hypnotic pattern 
  spells, hoping to distract some of the PCs. He continues to 
  use this tactic until the PCs manage to engage him in melee, 
  at which point he sheds his illusory disguise and attacks. 
  His spell-like abilities are subtle, and generally not that well-
  suited toward combat—Xulthos knows that characters who 
  were able to defeat Kardswann are unlikely to be affected 
  by hypnotism or color spray, and he’s already used his charm 
  monster for the week to renew his control over Kardswann 
  (although if the PCs take more than a few days to reach this 
  encounter after they defeat Kardswann, feel free to give 
  Xulthos back his once-a-week charm monster). Instead, he 
  relies on his drone, dazzling colors, and formidable melee 
  attacks to win the battle.
  Morale When reduced to 20 hit points, Xulthos attempts to flee 
  into area D5 and thence to the shaft leading to the outside 
  world. Unless the PCs can prevent this flight, the daemon 
  survives and even thrives in the deserts and cities of Katapesh. 
  All along he plots his revenge on the PCs, which you should 
  play out at a surprising and opportune time later in the 
  campaign. Because Xulthos is capable of dominating and 
  impersonating anyone, he could be any NPC at any time. 
  STATISTICS
  Str 21, Dex 16, Con 20, Int 18, Wis 13, Cha 16
  Base	Atk +10; Grp +19
  Feats Flyby Attack, Hover, Improved Initiative, Multiattack
  Skills Appraise +17, Bluff +16, Concentration +18, Diplomacy +18, 
  Escape Artist +16, Intimidate +18, Knowledge (arcana) +17, 
  Knowledge (history) +17, Knowledge (religion) +17, Knowledge 
  (the planes) +17, Listen +14, Spot +14
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  Gear amulet of mighty fists +1, ring of protection +2
  SPECIAL	ABILITIES
  Dazzling	Colors	(Ex) A glomeray’s exoskeleton reflects light in a 
  dazzling display, making it hard to watch for long. Opponents 
  suffer a 10% miss chance to all attacks made against it and take 
  a –1 penalty on attack rolls while looking at the daemon.
  Drone	(Su) The beating of a glomeray’s wings creates an irritating 
  distraction. All foes within 50 feet of a glomeray must make a 
  DC 18 Will save or be confused for as long as they remain in 
  the area of effect. Those who save take a –1 penalty on all attack 
  rolls, skill checks, and saving throws while in the area. Plugging 
  
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  one’s ears allows a target to attempt an additional saving throw 
  against the effect at a +2 circumstance bonus. This is a mind-
  affecting sonic effect. The save DC is Dexterity-based.
  concluding the Adventure
  With the Kulldis tribe defeated, the battle market 
  liberated, and the daemon Xulthos destroyed or fled into 
  the desert, Kelmarane is once again ready for habitation. 
  Almah grants the PCs their agreed upon award, and names 
  each of them “Knight Protector of Kelmarane,” welcoming 
  them to remain in the town as its rightful heroes. 
  The PCs may need to negotiate with Almah regarding 
  the fate of certain disreputable survivors such as the 
  gnoll bartender Kurellak, the smugglers, and especially 
  Undrella, who takes a disturbing liking to the PCs and 
  demands that she be allowed to continue her alchemical 
  work in the village tannery. The merchant princess is 
  willing to trust the PCs’ judgment in these matters, 
  granting them the Wharfmaster’s Manor in part so they 
  can keep an eye on Undrella’s workshop. 
  Surviving members of the Lions of Senara decide to 
  remain in Kelmarane and may make excellent future 
  companions or even cohorts for characters who elect to 
  take the Leadership feat. Felliped in particular is happy to 
  indoctrinate any members of the party in the ways of the 
  Pathfinder Society, should you decide you’d like to involve 
  that group in your campaign. 
  If the PCs managed to leave Kardswann hovering 
  between life or death before they descended into the 
  ruined church crypt or if they slew Xulthos before killing 
  Kardswann in the final battle, the genie regains his senses 
  and is horrified by what he has been forced to do. He 
  stoically asks forgiveness for his actions, and says that he 
  must take leave of Kelmarane to notify his mistress, the 
  djinni princess Nefeshti, of events here. He must also 
  tell her about the moldspeaker and the fate of their fallen 
  comrade Vardishal. Ramifications of Kardswann’s survival 
  and redemption are explored in later adventures in this 
  Adventure Path.
  Over the following weeks and months, scores of 
  merchants and settlers arrive and the work of rebuilding 
  the village begins in earnest. Some of these merchants 
  bring magical gear with them that the PCs may be 
  interested in buying with the loot gained in their recent 
  exploits. By the end of a year, Kelmarane is a thriving 
  village with a population of nearly 500 souls (and a 200 gp 
  limit for purchasing goods).
  Yet despite the turn of events for the better, rare are the 
  nights that pass for Kelmarane’s new keepers that are not 
  punctuated by distant howls. The Carrion King still lives, 
  and soon, his attention shall fall upon Kelmarane!
  A Year in Kelmarane
  “Howl of the Carrion King” ends with the PCs as heroes of 
  the community they helped to save from oblivion. Their 
  best reward comes in the form of a full year of down-
  time, during which each PC may chose to concentrate his 
  efforts on one focus in or around Kelmarane or on other 
  adventures, which will grant him a benefit in the future. 
  Some likely choices are:
  Administration: The PC befriends Garavel and gains 
  Almah’s absolute trust. This gains the PC the personal 
  notice of the Pactmasters of Katapesh, a boon that will 
  come into play in a later adventure.
  Business: The PC opens a business in Kelmarane. This 
  is easiest if the business is located in the battle market, 
  which soon draws traffic from the northern trade routes, 
  but the PC can choose to set it up wherever he wishes. Over 
  the year, a battle market business returns 3,000 gp worth 
  of profit. A business situated elsewhere in Kelmarane 
  brings in 1,500 gp.
  Church of Sarenrae: The PC receives the rank of Abbot-
  Protector of Kelmarane’s Sarenraen community, and is 
  treated as an authority second only to the high priest, who 
  soon arrives from the coast (and who plays an important 
  role in the next adventure). This NPC begins play with a 
  friendly attitude toward the character. Furthermore, the 
  PC is given one of the relics from area D3 as a reward for 
  his devotion.
  Crime: The PC befriends the surviving smugglers, 
  Undrella, or crooked merchants who arrive with the first 
  wave of settlers, gaining information on the criminal 
  network of Katapesh that will come in handy in a future 
  adventure. In addition, this character treats Kelmarane’s 
  gp limit as 400 gp rather than 200 gp.
  Explore Personal Mystery: The PC spends the off-year 
  focusing on a personal mystery. Answer any one question 
  the player has about the character’s past or fate, or tailor 
  a special campaign segment featuring this mystery. You 
  don’t need to handle this at the table in front of the other 
  players. Perhaps an email or special one-on-one session 
  is called for. In the latter case, keep it short and tightly 
  focused on the mystery at hand, and avoid setting up a 
  parallel campaign in which one player gets significantly 
  more attention than the others.
  Moldspeaker: The PC who has become infused with 
  the moldspeaker is free to choose any focus for the 
  yearlong sabbatical, but if he or she chooses to explore 
  her moldspeaker powers, the character learns how to 
  manifest Tempest out of mold-dust, even though the 
  weapon is not otherwise present. This effect lasts for 3 
  hours per day, and does not work if the actual weapon 
  is within 30 feet. If the weapon is later brought within 
  30 feet, the mold replica disintegrates and cannot be 
  summoned until the following day.
  
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  55
  55
  Patrol Kelmarane Hinterlands: Although the Kulldis 
  tribe has been soundly defeated, they were but one of the 
  numerous gnoll tribes in the Pale Mountain region. As the 
  months pass after the reclamation of Kelmarane, it becomes 
  obvious that many of the other tribes in the region aren’t 
  too happy with having humans as new neighbors. News 
  and rumors of periodic attacks on caravans by gnolls (and 
  even some bold minor attacks on Kelmarane itself) can 
  serve to keep things on their edge over the year. A PC who 
  decides to spend his time patroling Kelmarane and the 
  environs (perhaps with Dashki as a guide) gets into regular 
  skirmishes with small groups of gnolls. There’s no need 
  to play out these combats—you can assume that the PC in 
  question survives each with little more than a few bumps 
  and cuts. The PC is rewarded for his efforts by Almah, in 
  any event, with regular monthly payments of 250 gp.
  Personal Romance: The PC chooses an NPC on which 
  to focus his or her romantic attention. This is a difficult 
  affair if the selected PC is Almah. Garavel is too devoted 
  to his mistress, and seems annoyed by the attention. The 
  smugglers or Lions of Senara make ideal candidates, 
  as they are tabulas rasa on which to build a desirable 
  character. Don’t forget that opposites attract, so a good/
  evil relationship is not out of the question. As more settlers 
  move into Kelmarane, the PC’s options for romance 
  increase significantly. The character’s romantic interest 
  can be treated as a cohort for the PC, although should 
  remain under GM control.
  Rebuild: The PC spends a year rebuilding the ruined 
  structures of Kelmarane. In the effort, he comes across a 
  forgotten magic item of his choice, worth up to 2,500 gp.
  Research: Characters who spend the year investigating 
  the frescoes in the monastery and ruined church, 
  learning the history of Kelmarane, and interviewing 
  its inhabitants learn a great deal about the recent 
  events. Feel free to fill the player in on any aspect of 
  the backstory of “Howl of the Carrion King” he may 
  have missed while playing the adventure. He gains a +2 
  circumstance bonus in the future whenever he makes a 
  skill check to uncover additional bits of lore concerning 
  the Legacy of Fire.
  Travel: While traveling the lands away from Kelmarane, 
  the PC comes is exposed to all manner of customs and 
  sights. He can pick a single skill in which he already 
  possesses at least one rank; he gains a +1 circumstance 
  bonus to that skill check from now on.
  
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  Gnolls of the Brazen Peaks
  R
  aiders and warriors, thieves and murderers, gnolls 
  prey upon the spoils of other races—their refuse, 
  their castoffs, and their vulnerable. Gnolls are 
  often likened to hyenas, but with intelligence and the ability 
  to walk on two legs. This comparison is both succinct 
  truth and deadly understatement. Like the beasts they 
  resemble, gnolls survive off the scraps of those greater than 
  themselves, opportunistically preying upon the weak while 
  cowering before the powerful. Unlike base beasts, though, 
  gnolls know the value of organization, the inevitable 
  deadliness of prolonged attacks, and the might of their own 
  tribes. In others, gnolls see only the potential for prey and 
  exploitation, and those too canny to serve as today’s meal 
  might still serve as tomorrow’s feast. 
  In the shadow of Pale Mountain, gnoll savagery takes 
  on a new dimension. Here, secreted among the dusty 
  foothills and shadowy crags, the beastmen gather in 
  bands of dirty, brutal curs, seemingly with few greater 
  aspirations beyond their next meal. These gnolls are filthy 
  wretches who demonstrate the horrors of inbreeding, 
  seclusion, and murder, ravenous beasts that covetously 
  guard the barren territories they claim as their own. 
  Feared and loathed even by others of their kind, the gnolls 
  of Pale Mountain embrace their brutality with the spread 
  of a savage cult among their people: worship of the Rough 
  Beast, Rovagug.
  Throughout Golarion, gnolls typically worship Lamashtu, 
  who is often credited with raising them up from mere 
  beasts. In the Pale Mountain region, the Carrion King—a 
  merciless warlord sworn to Rovagug’s bloody religion—
  revels in the debauchery and savagery of his minions’ fear 
  and faith, exulting as they raise icons to the god of wrath 
  and howl his name as they ride to slaughter. As the Carrion 
  King’s power grows, more and more tribes fall beneath 
  his influence, sharing in the spoils of his savage rule and 
  adopting the ways of his mad god. Now all of Pale Mountain 
  quakes with bloodcurdling howls, but whether the gnolls of 
  the Brazen Peaks will turn upon themselves or strike from 
  their lairs, bringing new war upon unprepared Katapesh, 
  none yet know.
  
  gnolls of the brazen peaks
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  57
  57
  Tribes of The Carrion King
  From his throne upon Pale Mountain’s slopes, the Carrion 
  King commands hundreds of gnolls, his emissaries and 
  slaves having compelled or subjugated numerous tribes of 
  slavering warriors into his service. Among the ramshackle 
  hordes, bands of raiders and slavers, and lone murderers, 
  four noteworthy tribes have come to serve the cruel 
  warlord. Each known and feared in its own right, these 
  four tribes existed before the Carrion King’s rise to power, 
  having shared and warred over Pale Mountain for decades. 
  Now they find themselves allies but, even under the claws 
  of their brutal master, the resulting peace is a weak and 
  little-enforced thing.
  Of the tribes serving the Carrion King, each possesses a 
  similar structure. A strong leader commands the activity 
  of the whole pack, organizing hunts, placating the tribe’s 
  deities, and leading them in preparations for raids and 
  inevitable intertribal skirmishes. Even in this time of 
  supposed truce between rival tribes, bloody conflicts are 
  not uncommon. As individual tribes prove too small to 
  sustain prolonged battles there might be weeks without 
  any direct conflict, but a season cannot go by upon Pale 
  Mountain without groups of gnolls dying in the jaws of 
  enemy tribes. The Carrion King punishes conflicting 
  tribes—often with murder and impossible commands—
  but such castigations are swiftly forgotten as rivalries and 
  slights stir the embers anew.
  Presented here are the four greatest tribes in the service 
  of the Carrion King. While each vies for power over one 
  another—and possibly over the Carrion King himself—
  each also has its own objectives and desires to gain from 
  allegiance to their vicious warlord.
  Al’Chorhaiv
  The fate of the Al’Chorhaiv tribe changed during a 
  nighttime thunderstorm. It began when Vaskjaw, the tribe’s 
  white-crowned leader, stumbled from his harem pavilion, 
  his belly distended and shuddering like a frog’s bladder. 
  A labored and gurgling moan grated from his clenched 
  teeth as his limbs flailed like a dropped marionette. 
  A moment later the old chief collapsed and the rest of 
  the tribe hurried to surround him, his writhing form 
  illuminated by bursts of harsh light in the driving rains. 
  His eyes widened underneath the lightning flashes and 
  his lips curled back in pain so terrible none could forget 
  the sound of his cracking, clenched fangs. No one dared 
  touch their leader out of abject fear and revulsion. Then, 
  with a widening of eyes and a simple, sick pop, all life fled 
  the old hunter. All was silent for a moment, and even the 
  thunder seemed to pause as gnoll looked to gnoll, knowing 
  that bloodshed always marks the passing of a leader. It 
  was Vaskjaw’s corpse that broke the silence, his broken 
  jaws falling open, spilling the fragments of yellow teeth 
  into the mud. Slowly, from pale lips, crooked legs picked 
  their way out of the dead chief’s mouth and the opalescent 
  form of a vhagshea—a deadly div blood scorpion—crawled 
  forth into the rain. Shocked, few noticed the naked form 
  of Ahrikvask the Foot Washer, third wife of Vaskjaw, 
  stride from the harem pavilion. At her passing, the mud 
  swirled with blood, fat drops slipping from her long knife 
  and draining from the severed heads of Dhorhaalva and 
  Jhokgral, Vaskjaw’s first and second wives. Standing over 
  the soaked body of the dead old gnoll, Ahrikvask threw her 
  dagger down, impaling the scorpion there. Lifting the still 
  squirming arachnid upon her knife, the gnoll concubine 
  devoured the deadly insect in a swift series of small bites. 
  Looking to the tribe’s eldest members, most skilled 
  hunters, and deadliest warriors, the bloody gnoll threw 
  down the heads of her mistresses and claimed her kill: 
  “By my venom the feeble have fallen,” she said. “Follow me 
  now, or suffer far worse a death.” With her words, young 
  scorpions crawled from the usurper and the assembled 
  gnolls drew back in fear. None of the Al’Chorhaiv defied 
  their new chieftain.
  Symbol: Lengths of intestine hanging from a hyena skull.
  Size of Tribe: 46 gnolls and countless scorpions.
  Dearest Caroline, 
  I have arrived at Pale Mountain, and it’s as forlorn and beautiful as they say. Disrupting my 
  cataloging of the scenery is the looming gnoll menace. Locals have warned me about the four 
  main tribes that roam the area and present a very real threat to my person. I need to look out 
  for the savage Three Jaws, the secretive Circle, the fearful Al’Chorhaiv, and the sharp-eyed 
  Wormhollow, as well as scattered others near Kelmarane. Although they’re all separate tribes, 
  they are somehow united under something called the “Carrion King.” I’m not sure what that 
  refers to, but I’m sure I’ll find out as I venture closer to the peak. If you don’t hear from me in a 
  month, assume the worst. As always, love, Montesque.
  —Last Correspondence of Montesque Hal, Naturalist
  
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  The Witch
  Leader: Ahrikvask (NE female gnoll druid 5, rogue 3), a 
  deceptive murderess and master of scorpions who proves 
  immune to most forms of venom.
  Notable Members: Isvhag, a Large monstrous scorpion, 
  travels alongside the chieftain, serving as her companion 
  and occasional enforcer; Vamaag (CE female gnoll adept 
  9), former sacred mother in the service of Lamashtu, silent 
  opponent of the chieftain.
  Territory: A nomadic people, the Al’Chorhaiv recognize 
  no territory. They roam anywhere they can find meat, 
  be it giant insect, highlands animal, or that of another 
  other humanoid race. Currently they range through the 
  mountain passes of the Brazen Peaks near Pale Mountain, 
  though they occasionally descend when food grows scarce 
  or to raid.
  Lair: The Al’Chorhaiv live in the open and are fearless, thus 
  they have no centralized lair or specific defenses. They’re 
  light sleepers and their watches have served them well 
  enough over the years. Since Ahrikvask’s ascent to chieftain, 
  deadly vhagshea scorpions infest the tribe’s stopping points 
  and frequently aid in warding off intruders.
  Society: The Al’Chorhaiv live to serve their mistress 
  Ahrikvask. While life under the tribe’s former chieftains 
  was brutal, fraught with lean times and arbitrary violence, 
  Ahrikvask and her scorpions have ushered in a time of both 
  fear and bounty. Although the infestation of poisonous 
  arachnids unnerves the entire tribe, all can agree that 
  times haven’t been better. Food proves more readily 
  available—even if it is just the meat of giant insects and 
  poisoned beasts—and the other gnoll tribes of the region 
  fear the supposed scorpion-lovers, telling tales of their 
  venomous mistress and the tribe’s immunity to even the 
  most deadly poisons. In addition, Ahrikvask extols faith in 
  a kind of morbid naturalism and the will of savage 
  natural forces. While such faith angers many more 
  traditional members of the tribe who cling to 
  Lamashtu’s perverse tenets, those who have spoken 
  out in the defense of the old ways have been found 
  dead, riddled with stings and leaking deadly venoms. 
  Service to the Carrion King: The Al’Chorhaiv know 
  much of the land around Pale Mountain, and it’s said 
  that Ahrikvask’s insects bring her news from even farther 
  afield. The Carrion King’s minions regularly come among 
  the Al’Chorhaiv seeking news of the surrounding lands, 
  exotic poisons, and use of their skills as deadly archers 
  and assassins.
  Adventure Hook: Vamaag, the former spiritual leader 
  of the Al’Chorhaiv, plots to claim leadership of her tribe. 
  She seeks the most deadly poison in Katapesh or beyond, 
  planning to challenge the tribe’s leader to imbibe it with 
  her. While Vamaag can rely on her magic to cure herself 
  of the poison, Ahrikvask’s strange beliefs should result in 
  the chieftain’s painful death. As the gnoll leader proves 
  strangely immune to most forms of poison, though, Vamaag 
  travels far searching for agents capable of fetching her a 
  deadly—preferably extraplanar—toxin. She willingly pays 
  in gemstone fetishes for venoms that prove their lethality.
  The Circle
  Secreted highest upon Pale Mountain lairs the Circle tribe 
  of gnolls, engaged in a sacred duty given to them by the 
  Carrion King himself. Their task is simple: construct 
  the greatest weapon Pale Mountain has ever known for 
  the greater glory of Rovagug. At least, this is what most 
  people believe—no one aside from the Carrion King and 
  
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  59
  59
  his minions knows for certain what the reclusive gnolls 
  are doing up there, and the gnolls themselves do nothing 
  to illuminate their secret plans.
  In truth, the gnolls possess little actual engineering, 
  smithing, or arcane talent with which to create anything, 
  much less a weapon of such destructiveness as to please the 
  god of devastation. Instead, they stumbled upon ancient 
  ruins near the mountain top which they now excavate—if 
  “excavate” can be applied to their wanton destruction of an 
  entire slope as they search for an amulet that their leader, 
  the mysterious figure known only as the Witch, claims 
  rests there. The Circle’s scaffolding-strewn dig site led 
  to rumors that the gnolls were constructing something, 
  which the tribe has encouraged.
  Symbol: Anything representing a simple circle. The 
  amulet the tribe searches for supposedly looks like a gold 
  disc, which they recreate in their symbol.
  Size of Tribe: 38 gnolls, 9 flinds, numerous trained wild 
  dogs, and nearly two dozen slaves of varying races.
  Leader: The Witch (LE female human cleric of Rovagug 
  6), an emissary of the Carrion King and supposed seer of 
  the god of disaster.
  Notable Members: Badilur (CE male flind fighter 4), the 
  Witch’s slavemaster and chief enforcer; Lakkickkish (CE 
  male gnoll fighter 3), a cowardly warrior who dreams of 
  finding the treasure his tribe seeks and using it to overthrow 
  the Witch and the Carrion King himself; Purkor (CN male 
  gnoll rogue 3), a scheming gnoll who doesn’t realize he 
  possesses the amulet for which his tribe searches.
  Territory: The Circle makes its semi-permanent home 
  high on the slopes of Pale Mountain. Most of the steep 
  slopes the tribe occupies host shallow mines and the ruins 
  of collapsed dig sites. 
  Lair: Aside from those who must descend the mountain 
  to hunt, the gnolls rarely leave their crude tent village or the 
  deep caves where the Witch performs strange ceremonies 
  in worship of Rovagug. Nearby, a jagged stone palisade 
  surrounds the tribe’s largest dig site, which serves both 
  as workplace and prison for numerous slaves. Patrols of 
  gnolls and their constantly hungry dogs make the rounds 
  of the dig site, eager to catch any prisoner who even looks 
  like he harbors the notion of escaping.
  Society: The Circle passes each day digging deeper into 
  the mountainside in search of its prize. All members are 
  somehow involved in the task, whether directly digging, 
  hauling the debris, or supporting the pack by hunting for 
  food. Their awkward, inexpert mining has led to numerous 
  casualties over the course of the past 8 months, including 
  a landslide that killed a dozen tribe members and almost 
  half of the group’s prisoners. Although devoted to finding 
  the deadly arcane amulet she swears lies within the area, 
  the Witch grows more despondent and meditative every 
  day, having expected to discover the relic long ago. That her 
  god has not sent her any new visions in months and kept 
  the nature of the amulet hidden from her has started to 
  undermine her sanity.
  Service to the Carrion King: When the Witch appeared 
  before the Carrion King, telling him of their shared faith 
  and her visions of a powerful weapon, the gnoll warlord 
  eagerly granted the strange human the resources she 
  sought to find the unholy relic. Thus the Witch took 
  command of a legion she came to call the Circle. Months 
  have passed since then, and the human’s search has yielded 
  little fruit. The Witch knows the Carrion King’s patience 
  might expire at any moment and fears his warriors coming 
  to claim her head. Thus, every day her demands on her 
  tribe and its slaves become more desperate and hopes to 
  actually discover the amulet grow less unlikely. 
  Adventure Hook: Months ago, the gnoll Purkor found 
  a hunk of green rock with a sun-like semicircle extending 
  from it. Not knowing what it was but suspecting its value, he 
  Lesser Tribes of Pale Mountain
  Along with the larger tribes tenuously united under the 
  bloody banner of the Carrion King, dozen of smaller tribes, 
  warbands, and groups of raiders obey the gnoll warlord’s call. 
  Listed here are but a handful of diverse groups of hunters, 
  murderers, and thieves moved by the Carrion King’s claw.
  Al’Vohr’s Hunters: This band of six accomplished gnoll 
  hunters follow the flind Al’Vohr, a living legend in the Pale 
  Mountain region who supposedly single-handedly slew 
  a roc in its sleep and fed upon its eggs—some claim he 
  was a normal gnoll before, and that the experience made 
  him grow into a flind. Al’Vohr and his followers are skilled 
  trackers who enjoy ambushing their prey at night.
  The Ghulveis: The remnants of a gnoll tribe of the same 
  name, the Ghulveis were afflicted with a terrible, flesh-wasting 
  disease said to be punishment from Lamashtu for their weak 
  fertility. Now only five gauze-wrapped flinds and a pack of 
  mangy hyenas—who lick their masters’ wounds—remain. 
  The Carrion King employs the leper-like gnolls as threats, 
  sending them among those who displease him.
  The Sordaiv: This isolated, inbred tribe of human nomads 
  has long been estranged from the other wanderers of central 
  Katapesh, believing some great wrong was committed 
  against them in the distant past. Numbering no more than 
  20 ash-robed raiders, these dull-witted but skilled desert 
  trackers now lend their services to the Carrion King.
  Wyrmslaves: These 18 gnolls were once of the Al’Drogat 
  tribe, but their people were wiped out by the fat behir 
  Lazzairhage. While the behir claims the gnolls as slaves, 
  several of his servants are considerably more cunning than 
  he is. Thus, the gnolls have convinced him to join in the 
  plots of the Carrion King.  
  
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  Kikkling 
  the Slight
  hid it away, eager for a chance to trade it to another tribe or 
  flee to Katapesh and sell it there. What Purkor doesn’t know 
  is that within the rock rests the amulet for which his tribe’s 
  leader searches and a power beyond his understanding. When 
  Purkor finally does flee the Circle, the Witch’s agents give 
  chase, following their mistress’s all-too-true delusion that he 
  knows something of the amulet. When Purkor runs into the 
  PCs, he begs for their aid against his former kin, and might 
  even trade them his treasure in exchange for protection.
  Three Jaws
  The barely remembered lore of the Three Jaws tribe 
  speaks of a time when the gnolls were led by three 
  warriors, brothers of peerless skill and savagery among 
  all the tribes. Supposedly the Three Jaws conquered all 
  the gnolls of Pale Mountain, drove the other races from 
  the surrounding Uwaga Highlands, and took hundreds 
  of slaves. How long ago this time of gnoll glory was or 
  how it ended none—not even the Three Jaws—can say. 
  Today, the members of the Three Jaws view themselves 
  as the elite of the local gnoll tribes. 
  While their skill as warriors and 
  berserkers is impressive, little 
  in the lands or wealth they 
  hold 
  distinguishes 
  them 
  from 
  the 
  other gnolls of Pale Mountain. Only the appearance of 
  Three Jaws warriors sets them apart, the tribe’s members 
  having a long tradition of adorning themselves with 
  trophies and precious ornaments collected from their 
  fallen foes through piercings, skin pockets, and similar 
  painful disfigurement. Their current leader, Hakkur, 
  wears the crown of his father through his shoulder and 
  four bejeweled rings in his face—items many whisper 
  grant him all manner of magic protections. 
  Symbol: This pack doesn’t bear a standard so much 
  as living “banners” of their tribe. They typically adorn 
  themselves with objects from defeated enemies. Ears are 
  the most heavily pierced, usually with fangs, claws, and 
  bits of weapons seized from fresh kills.
  Size of Tribe: 25 gnolls, 11 flinds, 6 goblin slaves, 15 
  guard hyenas.
  Leader: Hakkur (CE male flind barbarian 5), brutal 
  hulking chieftain and slayer of death worms.
  Notable Members: Chinew (CE male gnoll barbarian 2), 
  hunt leader and second-in-command; Lakkur (CE female 
  flind barbarian 1, cleric of Rovagug 3), Hakkur’s sister.
  Lair: A small collection of huts built by the Three 
  Jaws spans the banks of a cascading feeder stream that 
  runs from the upper reaches of Pale Mountain. Patrols 
  of warriors guard the encampment, while groups of 
  hunters prowl the nearby slopes—the Three Jaws make 
  little distinction between intruders and prey. Within 
  the camp, chief Hakkur makes his home in a grim tent 
  crafted from sewn-together animal pelts and the skins 
  of intruders. To the chieftain’s pride, the skins of his 
  father and younger brother provide the door flaps to 
  his home. Outside, Hakkur keeps the cramped hut 
  of his six remaining goblin slaves. He once had 10, 
  but in the 4 months since the goblins’ capture several 
  have died from the poor conditions, the tantrums of 
  gnoll warriors, and battles they engage in for the 
  chieftain’s entertainment.
  Society: Three Jaws life revolves around hunting 
  trophies, with the term “hunting” referring 
  to ambushing and killing any humanoid they 
  encounter—but other gnolls and, in particular, 
  members of the Circle tribe are prized above all. 
  Hakkur organizes daily hunting parties, usually sent 
  forth under the command of the tribe’s second, Chinew. 
  When the Three Jaws discover and murder a beast or foe, 
  they quickly strip the body of its distinctive adornments, 
  fangs or teeth, and weapons. Then, back home, warriors 
  often pierce their bodies with their new trophies.
  Treasures: Each warrior of the Three Jaws has precious 
  metals and gems affixed to his body worth a total of about 
  5 gp. The warriors carry such adornments not as currency 
  but as trophies of their past kills and for the flashy sparkle. 
  Gold teeth or earrings still bearing a scrap of tattered 
  
  gnolls of the brazen peaks
  gnolls of the brazen peaks
  6161
  skin make far more impressive trophies than otherwise 
  indistinguishable fangs or fingers.
  Service to the Carrion King: Known as deadly 
  warriors, the Three Jaws serve at the forefront of the 
  Carrion King’s legions. Their self-inflicted deformities 
  strike fear in the hearts of their enemies and other 
  tribes of gnolls. When a tribe under the Carrion King’s 
  command displeases him, it’s often a member of the 
  Three Jaws he sends to exact punishment.
  Adventure Hook: The Three Jaws tribe has a reputation 
  for savagery and making attacks on non-gnoll communities 
  throughout the Pale Mountain region. In recent months, 
  though—owing to the support offered by the Carrion 
  King—the merciless raiders have become increasingly 
  deadly. While striking back against the gnolls might prove 
  a daunting task, many mercenaries have come to the region 
  to do battle, rumors of the copper and precious jewels the 
  gnolls weave into their flesh inspiring the greed of many 
  sellswords. Unfortunately, the Three Jaws prove dangerously 
  capable of defending their trophies.
  Wormhollow
  Kikkling the Slight killed the pack leader of the 
  Wormhollow tribe—a monstrous flind called Ghaldahag—
  in his sleep 3 years ago. He quickly claimed that he did so 
  with Lamashtu’s blessing, though since his tribe has joined 
  the ranks of the Carrion King, he claims the assassination 
  was actually Rovagug’s will. In truth, the rest of the pack 
  cared not one way or the other about what god slight and 
  seemingly sickly Kikkling followed, for his rule has proven 
  far less severe and significantly more beneficial than their 
  past leader’s. A toady and false zealot, Kikkling the Slight 
  opportunistically panders to the Carrion King, sending 
  regular, needless tributes to the warlord while seeking out 
  word of other tribes who denounce the worship of the god 
  of wrath. From their cavernous lair—one of the oldest gnoll 
  holdings near Pale Mountain—the Wormhollow gnolls 
  follow Kikkling’s whims, watching for signs of dissension 
  and faithlessness in their fellows.
  Symbol: Pyramidal pile of bone-white rocks.
  Size of Tribe: 45 gnolls, 4 flinds, 6 gnoll slaves.
  Leader: Kikkling the Slight (NE male gnoll rogue 7), 
  deceitful sycophant of the Carrion King.
  Notable Members: Korkor (NE male gnoll rogue 3), 
  inquisitor; Sinvew (CE female gnoll ranger 3), stalker and 
  spy; Glos (NE male gnoll cleric of Rovagug 4), eldest faithful 
  of the god of wrath.
  Territory: The Wormhollow tribe controls a shallow 
  cave system that winds through the base of Pale Mountain. 
  None outside of this tribe know how deep the caves go, 
  and other tribes believe the caverns bore all the way into 
  the land of the dead. The truth is far less dramatic, but 
  the Wormhollow gnolls enjoy the fear and awe their eerie 
  home lends them. Members of the Wormhollow tribe 
  rarely venture outside the caves except to hunt and spy 
  upon their supposed allies.
  Lair: The entrance to the Wormhollow tribe’s domain 
  is the largest cave entrance on Pale Mountain. An opening 
  in the cliffs on the mountain’s lower western slopes bears 
  the crudely sculpted visage of a snarling hyena or gnoll. 
  Within lies a cramped and heavily trapped cavern leading 
  to a constantly manned guard post and the main hall of 
  the Wormhollow tribe. Within this trapped corridor, the 
  gnolls keep two giant solifugid “guard dogs,” huge spider-
  like desert insects with a hunger for hairless flesh. In the 
  caverns beyond lie numerous chambers, including the cave 
  of Kikkling (high on the wall of the main room) and a large 
  shrine once dedicated to Lamashtu and reconsecrated to 
  Rovagug. Beyond lie caves that wind to hidden escape 
  routes, though one tunnel hides a crevice known only to 
  Kikkling that leads all the way to the Darklands.
  Society: The Wormhollow tribe used to be the most 
  secretive of all tribes around Pale Mountain. With the 
  coming of the Carrion King, though, their white-dyed fur 
  and squinty eyes have become synonymous with deception 
  and fanaticism—if not for Rovagug than for the Carrion 
  King himself. Scouts of the Wormhollow tribe regularly 
  make their ways among the disorganized lesser tribes and 
  warbands of their warlord’s horde, seeking to garner their 
  tribe leader’s and the Carrion King’s favor by rooting out 
  the lazy and unfaithful, or simply the weak. Not powerful 
  warriors or great hunters, the Wormhollow gnolls seek 
  to elevate themselves above the other tribes through 
  information, falsehood, and perceived loyalty. 
  Service to the Carrion King: The Carrion King realizes 
  that Kikkling panders to him, but the praise and tribute 
  pleases him.  He also enjoys the fear the Wormhollow tribe 
  provokes in the other tribes, increasing fear of the warlord 
  but deflecting anger and resentment toward Kikkling’s 
  people. The Wormhollow gnolls also possess useful skills as 
  spies and liars, services at which few other gnoll tribes excel 
  and which the Carrion King readily takes advantage of in 
  his deals with distant tribes and keeping tabs on the hordes 
  of the Red Sultana—another gnoll warlord—to the south.
  Adventure Hook: The other gnolls have grown tired of 
  the Wormhollow tribe’s endless scrutiny and accusations. 
  Drovoag the Lame was driven from his tribe when 
  Kikkling’s spies accused him of worshiping old demons. He 
  encounters the PCs in their travels and begs for their help in 
  infiltrating the Wormhollow caves, destroying their shrine 
  to Rovagug, and leaving a message that the god is displeased 
  with Kikkling. The gnoll ranger knows a back way into the 
  tribe’s caves, but the way is infested with the eggs of giant 
  solifugids. In return for their aid, Drovoag offers to show 
  the PCs the way to the hidden caves where the Wormhollow 
  tribe stores its ancient treasures.
  
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  The Refuge of Nethys
  SET PIECE
  A
  pproximately 1,200 years ago, the Priesthood 
  of the All-Seeing Eye built a monastery amid  
  the isolated badlands south of Osirion. 
  Worshipers of Nethys, god of magic, they honored their 
  conflicted deity there for centuries, until other holy 
  places rose to prominence. Abandoning the isolated 
  site, the monks sealed its lower level and the place was 
  largely forgotten.
  That changed a few months ago, though. Nomads passing 
  through the northwestern Uwaga Highlands encountered 
  a strange hermit living amid the limestone ruins known 
  as the Refuge. Soon after the desert wanderers refused 
  to sell the seemingly mad recluse supplies in exchange 
  for Osirian gold, they were set upon by a fierce Katapeshi 
  leopard, which killed several of their number and sent 
  others running. After that, rumors began spreading of the 
  lunatic and his savage beast.
  The desert dwellers don’t suspect the madman’s origins, 
  though. Once he was Haidar Yunan, Falcon Emir of Ipeq, 
  a respected military advisor to city’s leaders; however, 
  upon receiving the gift of an accursed punching dagger he 
  contracted lycanthropy. Becoming a massive wereleopard, 
  the nobleman slaughtered his own household, then fled to 
  hide his guilt. 
  Drawn to the lost shrine of Nethys by either 
  happenstance or destiny, Haidar discovered the hidden 
  passage into its depths. Within, tormented by his 
  conscience, his curse, and the secrets of an ancient 
  priesthood, Haidar spiraled into madness, slowly 
  consumed by the beast he had become. At this same time 
  tales spread of a terrible new predator prowling the hills 
  near Kalmerane and of an Osirian noble who has gone 
  missing in the region. All signs point toward the stranger 
  in the badlands, and suggest that his madness might hide 
  a far greater menace.
  “The Refuge of Nethys” is a site-based adventure for 
  four 3rd-level characters. In addition to working as a 
  stand-alone adventure, it can be used to supplement 
  this month’s Adventure Path installment, “Howl of the 
  Carrion King,” or other desert campaigns.
  
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  In the Adventure PAth
  GMs seeking to incorporate this Set Piece into the 
  month’s  adventure, “Howl of the Carrion King,” should 
  have little trouble doing so. There are a number of natural 
  places for its inclusion. The most obvious is probably 
  in Part Three, when the PCs have time to explore the 
  region around Kelmarane. Tales of strange happenings, 
  ravenous predators, and a weird hermit who’s taken up 
  residence in the ruined shrine to the east of town all 
  might serve to draw the PCs’ curiosity. At the same time, 
  characters who venture farther afield might discover 
  the Refuge of the All-Seeing Eye hidden among any of 
  Katapesh’s deserts, mountains, or highlands if they take 
  time to wander as per the suggestions in the Concluding 
  the Adventure section. The Refuge of the All-Seeing Eye 
  is the “Old Shrine” noted on the map of the Kelmarane 
  region on page 29. If one of the PCs’ allies—most  likely 
  Alma or Garavel—requests the party investigate the 
  strange ruins near Kelmarane, they offer goods or gold 
  worth approximately 900 gold pieces.
  Those who seek to learn more about the shrine can turn 
  up some or all of the following information by making 
  a Knowledge (history), Knowledge (local), or Gather 
  Information check among the townsfolk. Each result 
  notes which check might reveal the related information.
  Check 
  DC 
  Result
  16 
  Shrine of Magic: Hundreds of years ago reclusive priests 
  of Nethys, the god of magic, built a monastery in the 
  nearby hills where they could study forgotten and 
  dangerous magics. The shrine has been abandoned and 
  ruined for centuries. (Any check.)
  18 
  Holy Smoke: The Refuge of the All-Seeing Eye, as it was 
  known, was built in a place where the breath of Nethys 
  was said to seep from the ground, inspiring all who drew 
  near with visions from the god of magic. (Any check.)
  20 
  The Newcomer: Large predators, desert lions, giant 
  spiders, and jackals have long dwelled near the shrine, 
  though recently nomads have encountered a strange 
  hermit wearing fine but tattered clothes dwelling within 
  the ruins. (Gather Information or Knowledge [local].)
  20 
  Double-Bladed Magic: Aside from properties of the 
  strange smoke, the Refuge of the All-Seeing Eye was 
  built in a remote location so the priests of Nethys could 
  study the dualistic nature of magic. The upper floor of 
  the monastery was devoted to magic’s protective and 
  creative aspects, while a hidden lower floor protected 
  secrets of destructive magic. (Knowledge [history].) 
  the refuge of the All-SeeIng eye
  The Refuge of the All-Seeing Eye hides among the badlands 
  of the Brazen Peaks, about a mile east of Kalmerane. See this 
  month’s adventure and Pathfinder #20 for more details on 
  traveling in the Pale Mountain region. 
  The party might also encounter the crazed hermit 
  Haidar wandering the hills, hunting for food or just 
  walking in his dejectedness (see area 10). Unless the players 
  deliberately provoke him, let them encounter Haidar in a 
  relatively lucid, helpful mood (which gradually darkens as 
  they near the Refuge).
  1. Approaching the Ruins
  Harsh winds whisper through the badlands, their cruel touch 
  withering all but the hardiest of desert life. Dust and bits of 
  debris dance across the ground, carried by the scorching breezes. 
  Ahead, the ruins of ancient walls sprawl along the eroded bed 
  of a long-dried wash. Two towering statues rise from the scree, 
  their features sand-blasted into anonymity. 
  Crumbling after centuries of neglect, the ancient 
  monastery’s walls loom 20 feet high. Elaborate friezes once 
  covered the battered limestone, but scouring winds have 
  destroyed many of the ancient carvings. 
  West of the temple, mostly buried ruins sprawl for 
  hundreds of yards, mute testimonies to what once must 
  have been impressive structures. Too tight for Medium 
  creatures, even Small creatures must make a DC 12 Escape 
  Artist check to navigate the shaft.
  2. The Chambers of Offering (EL 4)
  Beyond the outer ruins, a wide doorway leads into a forest of 
  stone pillars: the roofless, colonnaded hall of a temple interior. 
  Few understand the mysteries of the All-Seeing Eye, for their path is one of madness. Worshiping 
  Nethys, a god driven to court destruction by his own dire knowledge, the priests skirt insanity as 
  they pierce the veils of ignorance sheltering humanity from secrets the mind cannot fathom. Even 
  the sect’s patriarchs cannot truly understand the depths of their god’s desires, nor do they wish to. 
  They leave such questions to the Nethysian Seers, prophets driven to gibbering dementia by the 
  visions burned into their minds. To unlock the inner depths of magic is to risk one’s soul.
  —The Lore Scrolls of Muayid’im
  
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  The breeze here carries a pungent stench of decay. Two 
  rectangular depressions run across the pillared hall’s rubble-
  strewn floor, perhaps once filled with water, but now choked 
  with thorny desert weeds.
  Ref lecting pools once decorated this chamber. 
  Conjured by ancient magic, tiny amounts of water 
  still trickle into the pools, frequently attracting local 
  beasts to lap at the rivulets of cool liquid. Those who 
  cast detect magic notice a faint aura of conjuration magic 
  emanating from worn fountainheads at the outside 
  edges of both basins.
  Creatures: Four giant tarantulas lurk high on the walls 
  in the hypostyle hall. These monsters have already tangled 
  with Haidar, who has eluded these four and killed a fifth. 
  Giant Tarantulas (4)  
   
  CR 1
  Medium monstrous hunting spiders
  hp 11 each (MM 288)
  Treasure: A choker (from area 7) hid treasure beneath 
  a flagstone here. A DC 21 Search check notices the cache. 
  The treasure includes a golden pectoral (worth 1,350 gp), a 
  copper mask symbol of Nethys (worth 30 gp), 82 tarnished 
  silver pieces, and an intricate bronze scarab that functions 
  as a wand of open/close with 14 charges.
  3. Sanctuary of Bright Magic
  A sense of restrained power permeates the dusty air of this dimly 
  lit sanctuary, the only roofed portion of the ruin. On the walls, 
  carvings celebrate a radiant figure. At his mighty command, 
  legions of elementals build entire cities, raging seas calm, and 
  enemies are brought to accord. Four falcon-headed statues 
  guard a chamber to the west. Between them, a broad flagstone 
  cants up into the air, a trapdoor no longer secret.
  This room once served as one of the monastery’s 
  primary sanctuaries to the god of magic, though most of 
  the religious trappings are long gone or eroded. Those 
  who make a DC 18 Knowledge (religion) check can still 
  recognize the depictions of Nethys and perhaps even his 
  herald, the cloud-like being known as the Arcanotheign. 
  Entering the sanctuary triggers a lingering magic effect 
  (see sidebar).
  The western chamber once held a secret entrance to the 
  lower level of the Refuge, but time destroyed its bronze 
  mechanism, making it exceedingly difficult to open and close. 
  The Refuge of the All-Seeing Eye
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  A successful DC 20 Strength check raises the slab, revealing 
  a shaft descending 30 feet to a sloping rise at the easternmost 
  part of area 4. Bas-relief sculptures of ancient gods cover the 
  sides of the shaft, requiring only a DC 10 Climb check to 
  descend. At the base of the shaft lies a shattered stone slab. 
  Decorated with celestial eagles, this platform once levitated 
  along the shaft. 
  4. Chamber of Choices (EL 3)
  Ceramic lamps burning with cadaverous blue flame light this 
  wide, high-ceilinged chamber. To the southwest, a baboon-
  headed figure crouches menacingly. A stern-looking pharaoh 
  stares across at it from the northeast. Carved folds of well-
  sculpted cloth enshroud the northwest statue, and in the 
  southeast niche, the pharaoh is again depicted, his face scarred 
  and twisted with anger. Three arches lead from the chamber, the 
  fragments of shattered doors dangling on ancient hinges.
  This chamber once served as the main entry hall of the 
  monastery’s lower floor, a level dedicated to the unstable and 
  often dangerous facets of Nethys’s nature. The doors here 
  fell apart long ago, but those who investigate the timbers 
  by making a DC 18 Search check notice that many seem to 
  have been ripped apart or trod upon by something with 
  great claws. As for the statues, a successful DC 18 Knowledge 
  (religion) check identifies them as lesser-known spirits of 
  destructive magic. Examining them more thoroughly likely 
  springs the ancient trap protecting each.
  Trap: In character with the dangerous natures of the four 
  arcane spirits depicted here, anyone who dishonors the statues 
  by touching them sets off a blast of deadly magical fire.
  Fireburst Statues 
   
  CR 3
  Type magic; Search DC 26; Disable Device DC 26
  EFFECTS
  Trigger touch; Reset automatic 
  Effect spell effect (burning hands, CL 5th, 5d4 fire; DC 11 Reflex 
  save half damage)
  5. Sanctuary of Inner Darkness (EL 2)
  A foul, metallic miasma assails the nostrils here. This vast 
  chamber is clearly some sort of ominous worship hall. 
  Frescos upon the walls and dozens of columns depict the 
  terrifying power of magic, as radiant figures destroy entire 
  worlds. Massive pillars support the chamber’s lofty ceiling, 
  each covered with complex glyphs and designs. Between 
  each column, glass lamps hang from chains of green copper, 
  radiating pallid, bluish lights that pulse and flicker in unison. 
  At the room’s southern end, the temple’s alabaster altar gleams 
  in the erratic blue light, its pedestal carved in the shape of 
  winged, scale-covered bulls.  
  Grim and disturbing, this temple represents the darker 
  side of magic, the unchecked power that possesses the god-
  king Nethys in his destructive aspect. In this place, the 
  priests of the All-Seeing Eye celebrated magic’s destructive 
  potential, even as they hardened themselves against 
  power’s allure. The lanterns here remain alight through 
  the effects of numerous continual flame spells.
  Lingering Magic
  Millennia ago, all manner of spells filled the temple of 
  Nethys, amazing its visitors. These spells have faded, 
  becoming mere shadows of the awe-inspiring arcana 
  that once ruled here. Even supposedly “permanent” spells 
  have grown unreliable over the past centuries. Use these 
  following manifestations to recreate the effects of failing 
  and half-functional magical effects within the Refuge of 
  Nethys. GMs might roll on the following table once every 
  half hour the PCs spend exploring, when encounters call 
  for such a roll, or whenever they please.
  1d10 
  Spell Manifestation
  1 
  Melody: A muted ghost sound recreates a lonesome 
  piping from a nearby chamber.
  2 
  Pool of Shadow: An incomplete darkness spell causes 
  a veil of shadows to waver in an archway. 
  3 
  Glowing Globes: Light green orbs of dancing light 
  whirl around the characters, bursting like bubbles 
  if touched.
  4 
  Scorching Arcs: Bright discharges arc between 
  dueling sorcerers in an ancient wall carving. Those 
  touching the display suffer 1 point of electrical 
  damage. A small heap of dead insects lies beneath.
  5 
  Guardian Blade: Once part of a shattered idol or wall 
  carving, an animated arm feebly bangs its cracked 
  stone khopesh against the floor.  
  6 
  Ancient Wine: An unseen servant brings one of the 
  characters a chipped ceramic cup, half-filled with silt.
  7 
  Sage Advice: A magic mouth on the wall offers 
  timeworn epigrams in Osiriani. While its advice 
  is rather general, those who understand might 
  assume deeper meaning in such suggestions as 
  “Bathe thy feet within the sacred waters.”
  8 
  Fixer-Upper: Scattered stones reform into an 
  archway, carved with a vulture motif.  They sink 
  down again if touched.  
  9 
  Silken Curtains: Curtains materialize over nearby 
  doorways. Shimmering with ancient goldwork 
  embroidery, these minor images evaporate after 1 
  minute.
  10 
  Bitter Incense: Once used to repel evil spirits, the 
  harsh scent of bitterbark caused by a major image 
  incense wafts past.  
  
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  The carved designs upon the pillars are no mere 
  decorations: arcane casters examining them can tell 
  that they form a sort of ancient magical formula. Any 
  arcane spellcaster who spends an hour in study here 
  can make a DC 21 Spellcraft check to discover and 
  decipher one of the following spells: burning hands, color 
  spray, continual flame, grease, shocking grasp, or sleep. The 
  character can then attempt to copy the spell as if it were 
  another wizard’s spellbook. Repeat searches can 
  reveal additional spells.
  A small chamber rests at the southern end 
  of the hall. Once a vestry, the chamber now 
  stands open and barren. Those who make a 
  DC 20 Search check here discover that the 
  rear wall pivots, opening into a crumbling 
  cavernous hall leading to area 10.
  Trap: 
  Perfectly 
  clean 
  and 
  polished, 
  the 
  altar 
  bears 
  the 
  power to immediately summon a 
  supernatural asp if anyone but a 
  cleric of Nethys approaches within 
  10 feet. The serpent uncoils from 
  among the scaly sculptures of 
  the base, viciously attacking any 
  transgressors.
  Altar of Fangs 
  CR 2
  Type magic; Search DC 25; Disable Device 
  DC 25
  EFFECTS
  Trigger proximity (alarm); 
  Reset automatic (1 hour)
  Effect spell effect (summon 
  monster II, CL 3rd, summons one 
  fiendish Medium viper) 
  6. The Guardians of Lore  (EL 4)
  The floor of this chamber is covered with 
  centuries of untouched dust. Along the 
  walls, cobwebs cover gruesome fresco work 
  depicting unworthy souls dismembered by 
  demonic sphinxes. In the west wall, a pair of 
  niches hold painted statues of gynosphinxes, 
  glaring with wooden menace from beneath 
  layers of ancient filth. A third niche stands 
  empty to the south, while a fourth filled 
  with rubble lies to the north.
  The southern niche is more than it 
  appears. An illusory wall covers the back 
  of the niche, hiding a plaster-covered 
  door there. A DC 27 Search check detects 
  the door, but any search of the area notices flakes of plaster 
  scattered on the floor with no corresponding cracks visible 
  in the wall. The illusionary wall requires a DC 17 Will save 
  to disbelieve.
  When the temple was in use, the northern corridor led 
  to chambers used for magical research. Those wishing to 
  expand the adventure might allow player characters to dig 
  past the collapse and explore further.
  Creatures: Placed here to protect the temple’s secrets, 
  the animate gynosphinx statues lurch 
  forward to attack anyone entering the 
  area unless someone present carries a 
  holy symbol of Nethys.
  Wooden Sphinxes (2)  CR 2
  Medium animated objects
  hp 31 each (MM 13)
  TACTiCS
  During Combat The statues only 
  pursue intruders past their chamber if 
  someone outside the room damages them. In 
  that case, they attack until no active opponents 
  remain visible. Their forms grant them no special 
  attacks typical to animated objects.
  7. Chamber of Ablution (EL 5)
  Three spacious tubs dominate 
  this room, with large terra-
  cotta braziers placed 
  between them. Narrow 
  vents lead into the ceiling 
  above each brazier, evidently 
  the source of the sand and grit 
  covering the floor.
  Warped 
  and 
  decrepit racks stand 
  along the walls, the 
  amphorae they once 
  held now lying on the floor in 
  shattered fragments. Sagging stone 
  shelves hold dozens of small clay jars and 
  bowls, many holding rotted or dusty remnants of 
  ancient pastes or herbs. 
  A rank stench emanates from a strange 
  heap of debris in the room’s northwest 
  corner. Apparently made from broken bits 
  of furniture and hundreds of torn papyrus 
  pages, a narrow hole leads into the center  
  of the pile. 
  In ancient times, the Nethysian Seers came 
  to this chamber to be ritually cleansed and anointed before 
  Haidar 
  Yunan
  
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  braving the House of the All-Seeing Eye (area 10). Temple 
  servants bathed and shaved the priests while intoxicating 
  vapors readied their minds to receive visions. 
  Creatures: Three chokers dwell here, snarling and 
  cuffing one another. Normally solitary, these aberrations 
  periodically gather to mate and squabble over territory. 
  None of these chokers wants to give up the ruins as their 
  hunting grounds, though, so they’ve stayed together for 
  weeks, arguing and fighting. A fourth choker had been 
  with them, but it failed to avoid the giant tarantulas. Since 
  then, the others argue endlessly about which one should 
  go look to see if the spiders have left. While they prefer 
  to spend their time ambushing game near the ruins, the 
  spiders frighten them too much. The heap of debris serves 
  as a semi-shared nest.
  Chokers (3) 
   
  CR 2
  hp 16 each (MM 34)
  TACTiCS
  During Combat These creatures can barely stand each other; 
  they don’t coordinate their attacks. 
  Treasure: A DC 16 Search checks reveals a collection of 
  old coins and trinkets worth 164 gp in the chokers’ nest. 
  Additionally, those who make a DC 16 Craft (alchemy) or 
  Knowledge (arcana) check in addition to a DC 14 Search 
  check discover ancient jars on the shelves filled with dry 
  but still potable ancient potions. By simply adding water, 
  two potions of bless, a potion of clairvoyance, and a potion of see 
  invisibility are restored.
  8. The House of Life
  Reeking of dust, this ransacked room appears to have been some 
  sort of scriptorium. Slate-topped tables and cedar-wood stools 
  lie overturned and broken amid the cracked remains of scroll 
  cases and rolls. Three wings lead to the east. In them, decrepit 
  scroll racks of dry-rotted cedar lean haphazardly against the 
  walls, their contents dumped out. Flecks of papyrus carpet the 
  floor, a library of ancient lore laid to waste. 
  This chamber was the Per Ankh, where holy texts 
  were written and copied. The chokers ransacked the 
  room, destroying invaluable lore in their greedy search 
  for gold or gems. Hundreds of scrolls were shredded as 
  bedding for the nest in area 7. No scraps survive with 
  any legible writing.
  A massive basalt plaque dominates the southern wall 
  of the chamber, surrounded by images of the god-king 
  Nethys on the deck of a river barque. Osiriani inscriptions 
  on the ominous southern portal alternate between 
  descriptions of the positive and destructive properties of 
  magic. A DC 20 Search check reveals that it blocks the way 
  to another chamber. This barrier requires spellcasting to 
  bypass. The plaque only moves if targeted by a spell of any 
  type. Upon being affected, the eyes of Nethys on the stone 
  glow for 3 minutes, during which time the plaque rises 
  out of the way. Alternatively, the plaque can be broken 
  apart (hardness 8, hp 40).
  9. Gauntlet of the Archmagi (EL 2)
  A winding corridor stretches ahead, clouded with phosphorescent 
  gray mist. Statues stand rigidly along the meandering hallway, each 
  clad in the trappings of a powerful mage or priest. Thick tendrils 
  of pearlescent vapor hiss forth from their open mouths, weaving 
  through the air like translucent alien vines before reluctantly 
  dispersing. A susurrus of whispers can faintly be heard from the 
  statues, the sounds of forgotten tongues trapped in time.
  These statues depict early leaders of the All-Seeing Eye. 
  Those near them hear whispered questions in Draconic and 
  Osirian (“Who were you?” “What is his task?” “Where is your 
  power?”). As the statues speak, vapor puffs from their still 
  lips, a magical manifestation called the breath of Nethys that 
  supposedly opens casters’ minds to hidden levels of reality, 
  but disorients and confuses those not prepared for it. 
  The Breath of Nethys  
   
  CR 2
  Type mechanical; Search DC 0; Disable Device DC 18
  EFFECTS
  Trigger location; Reset automatic
  Effect gas; multiple targets (all in area 9); never miss; onset 
  delay (1 round); poison (see The Breath of Nethys sidebar)
  The Breath of Nethys
  The Nethys worshipers of the All-Seeing Eye had a reason for 
  building their monastery in such a secluded locale. From this 
  isolated outcropping leaked a strange gas that caused those 
  who breathed it to experience lucid visions. Believing these 
  hallucinations to be signs from the god of magic, the monks 
  called the gas the Breath of Nethys and indulged in its powers 
  to bring them new insights into the ways of magic.
  The breath of Nethys boosts magical abilities, allowing 
  spellcasters within the mist to cast as if they were two 
  levels higher. In addition, it unleashes visions hidden in the 
  recesses of the mind. Upon entering an area filled with the 
  breath of Nethys, a creature must make a DC 16 Fortitude 
  save or be affected as per the spell confusion for the next 5 
  minutes as they experience vivid hallucinations. Even after 
  failing a save against the gas, a confused creature may make 
  a DC 15 Concentration check to ignore the confusion effect 
  for that round and act normally.
  
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  10. House of the All-Seeing Eye (CR 5)
  A vast cavern looms ahead, its outlines obscured by eerie vapors. 
  Foul with the scent of ancient decay, these noisome mists crawl 
  unnaturally along the chamber’s irregular floor. Unnerving 
  outlines rise among the strange miasma, then fade back into 
  nothingness as quickly as they appeared. An ancient barge 
  dominates the chamber, hanging unsupported in the air. Little 
  more than a skeleton of scorched spars and torn planks, portions 
  of the ancient vessel flicker and fade, almost as unstable as the 
  shifting vapors around it.
  In the center of this room levitates an ancient wooden 
  representation of the Barque of Nethys, a craft upon 
  which the monks of the All-Seeing Eye believe their god 
  traveled the multiverse. Those deluded by the mists see 
  the barge as a splendid vessel, afloat on a sea of cloud. In 
  this strange chamber, Nethysian Seers once communed 
  with (hallucinatory) servants of the god-king Nethys, 
  while others “traveled through time and space” aboard the 
  barque of Nethys, chronicling their visions in the House 
  of Life (area 8).
  As area 9, this chamber is filled with the breath of Nethys.
  Creatures: Haidar the Accursed spends his days here, 
  lost in delusions. He who was once the Falcon Emir has 
  become a broken vagabond, wrapped in 
  filthy robes. His sanity shattered, Haidar 
  convinced himself that this magical 
  chamber can somehow restore his life 
  and reputation, if only he learns 
  to understand its powers. Other 
  times, the Emir loses himself in 
  the past, in comforting visions of 
  his family or the court of the Sheikh. 
  Determined characters might recall 
  Haidar to reality, but doing so is perilous. 
  At first, he begs for information about 
  his homeland, but soon grows paranoid, 
  fearing the PCs plan to seize the shrine’s 
  power for themselves or take him back to Ipeq 
  before he can redeem himself. Overwhelmed 
  by shame and bestial hunger, little remains of 
  Haidar’s once noble nature. Determined that no word 
  of his current state reach Ipeq, the beast within him drives 
  him to assume bestial form and attack. 
  Parties might also encounter Haidar outside the shrine 
  as he hunts for food. Outside the shrine, the deranged 
  nobleman is unlikely to seek a fight. Upon drawing close 
  to the ruins, though, he becomes paranoid of strangers 
  and flees here to defend this chamber against intruders.
  Haidar’s normal and hybrid statistics are presented here 
  as he is unlikely to transform into a leopard during the 
  course of the adventure. If he does, see the weretiger tiger 
  form on page 174 of the MM for approximate stats.
  Haidar the Accursed  
   
  CR 5
  Male human lycanthrope (Katapeshi wereleopard) aristocrat 2 
  (MM 174)
  CE Medium humanoid (shapechanger, afflicted)
  init +1; Senses low-light vision, scent; Listen +7, Spot +6
  DEFENSE
  AC 18, touch 12, flat-footed 18
  (+5 armor, +1 Dex, +2 natural)
  hp 44 (8d8+8) 
  Fort +5, Ref +8, Will +4
  OFFENSE
  Speed 30 ft.
  Melee +1 vicious punching dagger +7 (1d4+2d6+1/×3)
  TACTiCS
  Before Combat Haidar has little control over his lycanthropy, 
  so any injury will likely force him into leopard form. If 
  Haidar anticipates an imminent attack, he draws the punch 
  En-Nebi, Blade of the Leopard
  Aura moderate transmutation; CL 9th 
  Slot —; Price 10,302 gp; Weight 1 lb.
  DESCRiPTiON 
  Crafted in Katapesh some 300 years ago, En-Nebi is a 
  katar some 15 inches in length. An embossed image 
  of a ferocious Katapeshi leopard adorns the weapon’s 
  hilt, while strange shadowy patterns writhe across its 
  damascened blade, even in strong light. 
  In combat, En-Nebi is treated as a +1 vicious punch 
  dagger. As it strikes, the extra damage from the vicious 
  property manifests as if a great cat’s claws had cruelly 
  raked the victim’s flesh. While this effect can be 
  unnerving, the consequences for the katar’s wielder are 
  even worse: if he confirms a critical hit with the weapon, 
  he must make a DC 15 Fortitude save or contract 
  a form of lycanthropy, becoming a Katapeshi 
  wereleopard lycanthrope.
  Easily twice the size of common leopards, 
  Katapeshi leopards are infamous for their 
  savagery. Now extremely rare, these 
  massive creatures once ranged from Nex 
  to Thuvia (same stats as tigers). Treat 
  Katapeshi wereleopard lycanthropes as 
  chaotic evil weretigers (MM 172).
  CONSTRuCTiON
  Requirements Craft Magic Arms 
  and Armor, bestow curse, 
  summon monster IV; Cost 5,151 
  gp, 412 XP
  
  the refuge of nethys
  the refuge of nethys
  69
  69
  dagger En-Nebi and assumes hybrid form. 
  During Combat Haidar seldom uses sound tactical 
  judgment, targeting opponents based on his mood. In 
  leopard form, he also enjoys toying with opponents, 
  maiming them and then letting their allies heal them so 
  he can maul them again. 
  Morale If reduced to 10 or fewer hit points, Haidar tries to 
  escape his enemies. If encountered in area 10, he flees 
  toward the upper shrine, hoping to hide there.
  STATiSTiCS
  Str 13, Dex 12, Con 11, int 8, Wis 12, Cha 9 
  Base Atk +5; Grp +6 
  Feats Alertness, Lightning Reflexes, Improved Natural Attack 
  (bite), Improved Natural Attack (claws)B
  Skills Balance +5, Bluff +4, Hide +5 (+12 in near rock or sand), 
  Listen +7, Move Silently +10, Spot +6
  Languages Common, Osiriani
  SQ alternate form, lycanthropic empathy
  Combat Gear potions of cure light wounds (2); Other Gear +1 
  chain shirt, En-Nebi (see sidebar), 450 gp 
  SPECiAL ABiLiTiES
  Alternate Form (Su) Haidar can shift into animal form as 
  though using the polymorph spell on himself. His gear 
  is not affected, he does not regain hit points, and only 
  the specific animal form (Katapeshi leopard) can be 
  assumed. Haidar also can assume a bipedal hybrid form 
  with prehensile hands and animalistic features. Changing 
  form requires a standard action. If slain, Haidar reverts to 
  humanoid form.
  Curse of Lycanthropy (Su) Any humanoid or giant hit by 
  Haidar’s bite attack must succeed on a DC 15 Fortitude save 
  or contract lycanthropy. Katapeshi wereleopards are based 
  on the stats for weretigers, but are chaotic evil.
  Lycanthropic Empathy (Su) In any form, Haidar can 
  communicate and empathize with normal or dire 
  leopards. He receives a +4 racial bonus on checks 
  when influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the animal is 
  friendly) commands.
  Skills Haidar has a +4 racial bonus on Balance, Hide, and 
  Move Silently checks. This Hide bonus improves to +8  
  for Katapeshi leopards, and thus Haidar, in rocky or  
  sandy terrains.
  Haidar the Accursed (Hybrid Form) 
  CR 5
  Male human lycanthrope (Katapeshi wereleopard) aristocrat 2 
  (MM 174)
  CE Large humanoid (shapechanger, afflicted)
  init +3; Senses low-light vision, scent; Listen +7, Spot +6
  DEFENSE
  AC 17, touch 13, flat-footed 14
  (+3 Dex, +5 natural, –1 size)
  hp 60 (8d8+24)
  Fort +9, Ref +12, Will +7
  DR 5/silver
  OFFENSE
  Speed 30 ft.
  Melee +1 vicious punching dagger +12 (1d4+2d6+7/×3) and 
  bite +6 (2d6+3), or
  2 claws +11 (1d8+7) and 
  bite +6 (2d6+3)
  Special Attacks curse of lycanthropy
  STATiSTiCS
  Str 25, Dex 16, Con 17, int 8, Wis 12, Cha 9 
  Base Atk +5; Grp +12
  Feats Alertness, Lightning Reflexes, Improved Natural Attack 
  (bite), Improved Natural Attack (claws)B
  Skills Balance +7, Bluff +4, Hide +6 (+14 in near rock or sand), 
  Listen +7, Move Silently +12, Spot +6
  Languages Common, Osiriani
  SQ alternate form, lycanthropic empathy
  Combat Gear potions of cure light wounds (2); Other Gear +1 
  chain shirt, En-Nebi (see sidebar), 450 gp 
  Treasure: A pair of battered saddlebags hold Haidar’s 
  remaining treasures: 343 remaining gold pieces, a set 
  of battered ceramic idols representing his family’s 
  protective spirits, a torn and bloodstained silk veil, and 
  ragged clothing.
  Ad Hoc Experience Award: Should the PCs merely 
  subdue Haidar and actively seek to cure his lycanthropy, 
  award them experience for a CR 6 encounter.
  ConCludIng the Adventure
  The adventure concludes once the player characters 
  overcome the mad emir and discover the secrets of the 
  shrine. The consequences of their deeds depend on their 
  motivations: perhaps they learn of Haidar’s relations in 
  Ipeq and seek a reward or return to Kelmarane, confident 
  that they’ve made the region safer. Some might wish to 
  investigate how the accursed dagger came into Haidar’s 
  possession, potentially motivating a follow-up adventure 
  as the party seeks the subtle foe who overthrew the Falcon 
  Emir. Still other parties might be contacted by priests of 
  Nethys who seek to learn more of the monastery before 
  they attempt to restore the old structure.
  Characters should be wary, though, as there is a 
  substantial risk that they might contract lycanthropy, if 
  not from Haidar’s attacks, then from use of his accursed 
  dagger. GMs should allow such unfortunates ample 
  opportunity to seek a cure for their condition. Although 
  some players might want to keep the powerful werebeast 
  form, they eventually face the consequences of becoming 
  a bloodthirsty, chaotic evil monster, confronting the 
  rest of the party with new challenges and adventures as 
  a result.
  
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  Double Dealings
  Pathfinder’s Journal: dark taPestry, 1 of 6
  T
  he old wooden tub had been built to hold a 
  vineyard’s harvest, so it was plenty big enough for 
  me and the three other women who’d been herded 
  into one of the blue “specialty goods” tents in the heart of 
  Katapesh’s marketplace. A faint odor of soured grapes rose 
  from the tub, but after three days of forced march, water 
  of any sort was welcome. The other women soaped and 
  scrubbed with obvious pleasure, forgetting for the moment 
  that they were slaves, or soon would be.
  I waved away the eunuch’s offer of scented soap and sank 
  below the surface. There I stayed until one of the guards, 
  fearing that I sought to drown myself and thus deprive his 
  master of my slave price, hauled me up by my ears. 
  If I were the type to scream with pain, this would have 
  warranted a shriek that would deafen banshees. Elven ears 
  are damnably sensitive. I could hardly fault the man for 
  making use of such convenient handles, but I could make 
  him pay for the foolishness of dragging me up face to face. 
  My short-arm jab caught him just under the chin and 
  sent him staggering away from the tub, his last, shattered 
  breath rattling in his throat. The other guard scowled 
  and drew a short, curved sword from his belt. My fellow 
  captives shied away, huddling together as they put as much 
  space between them and me as the tub allowed.
  “Do you know how long a crocodile can hold its prey 
  underwater?” I bared my teeth at the guard in a reptilian 
  smile. “Would you care to find out?”
  Before he could respond, the tent’s entrance curtain 
  parted. Long shards of late afternoon sunlight stabbed into 
  the tent as a tall female gnoll, thin as a racing whippet and 
  furred the dusty gold of a sandstone wasteland, pushed her 
  way inside. 
  “Leave her be,” she demanded.
  My defender’s voice held all the music of a crate being 
  dragged across gravel. Gnolls are not fashioned for 
  human speech, but they can shape words around their 
  natural sounds. In doing so, they speak two tongues at 
  once; their yips and snarls and howls carry meaning 
  amongst themselves that is hidden from their human 
  listeners. But Ratsheek speaks only in a growl, the better 
  
  Double dealings
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  7171
  to hide her moods and purposes. Small wonder her tribe 
  doesn’t trust her. Even so, she handles most of their 
  business affairs, for she deals easily with humans. The 
  gnolls see this as another cause for suspicion. They are 
  more right than they know.
  The guard kept coming. Ratsheek stepped between us 
  and swatted his sword arm out wide. “I said, leave her be,” 
  she snarled. “This woman is Channa Ti. She is a druid, 
  worth more than the other three combined.”
  The eunuch—who’d retreated behind the high-heaped 
  wardrobe table at the first hint of violence—lowered the 
  large perfume bottle he’d hoisted in his own defense. 
  Doubt creased his chubby face as he studied me. 
  “The elf-blooded make poor slaves,” he said, repeating 
  conventional wisdom, “and though I’ve served my master 
  faithfully for twenty years, I have yet to find a buyer for 
  any druid.”
  “So?” The gnoll’s sneer bared fangs. “Twenty years a 
  merchant, and you’ve never put camel fat in a crock and 
  sold it as butter?”
  “I’m an honest man,” he protested, splaying a hand over 
  his heart.
  “An honest merchant who traffics with gnoll slavers?” 
  scoffed Ratsheek. “A rare beast indeed! The Ruby Prince 
  should hear of this. He’ll want you stuffed and mounted in 
  his trophy hall to keep company with his blue narwhal and 
  black unicorn.”
  The argument and insults went on, but I didn’t care to 
  listen. I dipped back under the water, and this time the 
  guard let me be.
  Water does more than cleanse me; it heals small hurts 
  and strengthens the magic I can call. Every now and 
  then a child is born with a particular affinity for one 
  of nature’s elements. I am a creature of water. This is 
  either exceedingly handy in a desert clime or of no use 
  whatsoever, depending upon whether I wish to drink or 
  to fight.
  I had need of water, of healing. It is impossible to fight a 
  tribe of gnolls and come away unscathed, even if the gnolls 
  mean to capture you rather than kill. New knife cuts and 
  claw marks scored my arms, erasing the thin white scars 
  left by the blood-oath Ratsheek and I had sworn years 
  ago—two desperate slaves, working together to escape. 
  We’d had a friendship of sorts. I’d never really trusted 
  Ratsheek, but neither did I expect her to hunt me, kill my 
  companions, and return me to the nightmare we’d escaped.
  I climbed out of the tub. Some wounds are beyond 
  water’s power to heal.
  The other women had been readied for auction. A green-
  haired gnome, a rarity in these lands, wore the amber-hued 
  shift of a master brewer. The last two women, though less 
  exotic, were obviously with child. No surprise there—wet 
  nurses were valuable slaves. 
  The gnoll nodded in approval at the younger woman’s 
  red-brown complexion, the mark of Osirion’s ruling cast. 
  She moved on to the next slave, seized her chin with a 
  black-taloned hand and turned her face this way and that. 
  A sly smile curled up along her muzzle.
  “Dust this one’s face with henna powder. No reason why 
  they both can’t fetch top price.”
  Ratsheek’s smile grew as she paused before me, the black 
  tip of her nose only a hand span from my face. Since gnolls, 
  like most other canines, pant rather than sweat, they 
  generally smell better than humans—except, of course, for 
  their breath. The charnel stench made my stomach lurch 
  and twist. I distracted myself with a fantasy of tying that 
  muzzle shut and staking the gnoll out in the desert sun to 
  simmer in her own foul juices.  
  My thoughts must have shown on my face, because the 
  smile dropped off Ratsheek’s muzzle so quickly I expected 
  to hear it shatter on the floor.
  She turned to the eunuch. “Dress this one in blue silks 
  and all the cheap silver jewelry you have. Paint her eyes 
  with kohl and silver dust. She’ll sell as a water witch. The 
  more exotic she looks, the better price she’ll fetch.”
  “But she’s a half-elf!” he shrieked, raising both hands 
  and shaking them as if imploring the gods to intervene. 
  “So cover her ears with a turban and none need know. 
  Find me one human who isn’t worried about the drought, 
  or fearful of worse to come. Once her master learns what 
  she can do, half-elf or not, he’ll be thrilled.”
  “Or dead,” I said pleasantly.
  Ratsheek shrugged. “That works, too. Dead men seldom 
  seek refunds.”
  This reasoning calmed the merchant considerably. I 
  dressed in the clothes he handed me: loose pantaloons, a 
  tiny vest, and a silk turban, all in silvery shades of blue. I 
  expected the traditional slave sandals, hobbled together 
  with a length of chain, but Ratsheek gave me my own 
  boots back. They were the finest things I owned, eelskin 
  tanned a pale gray. Wearing them, I could run as swiftly 
  as falling rain.
  The moment this thought took shape, I darted for 
  the curtained door and out into the marketplace. I am 
  not one to allow much daylight between idea and action. 
  Sometimes this is a flaw; today it served me well.
  The two gnoll slavers stationed outside the tent yipped 
  in surprise as I pushed past. I leaped off the terrace to the 
  street below, rolling as I hit the awning shading a jeweler’s 
  display. I landed in a crouch, my half-hearted attempt at a 
  turban unfurling around my shoulders.
  Shouts of alarm and protest rose on all sides, but I 
  could still hear the snap of canvas behind me as Ratsheek 
  stormed out of the slaver’s tent.
  “The perfume sellers!” For once Ratsheek’s voice 
  abandoned its mood-veiling growl, rising into a hunting 
  
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  howl that rang with gnoll sincerely. “Head her off, or we’ll 
  never find her scent!”
  I cursed under my breath and changed my course. 
  Sometimes Ratsheek was far too clever.
  There was but one path to take. A tall Mwangi 
  man wearing a thief-stopper’s red vest blocked it, his 
  mahogany arms thick with muscle and spread wide. 
  Hesitation flickered in his eyes—I am often mistaken for 
  a Mwangi woman—then turned to outrage when he noted 
  my elven ears.
  I didn’t slow down or try to avoid him. As his arms 
  closed around me, I brought my knee up, hard. He grunted 
  out a curse and his grip relaxed for a moment, long enough 
  for me to pull a knife from his sash and let myself fall to 
  the ground.
  Men expect struggle, but a sudden shift to dead weight 
  generally takes them by surprise. Before he could adjust 
  his grip I’d already rolled aside and gotten my feet 
  beneath me. 
  The aisle between the fruit merchant stalls 
  was narrow and crowded. I shoved aside an 
  urchin who was covertly filling his pockets 
  with kumquats. He stumbled and dropped 
  a handful of stolen fruit. The merchant 
  bellowed with rage at the revealed theft. 
  Leaning over his table, he seized a 
  handful of the boy’s hair and began to 
  shake him, looking for all the world 
  like a sewer dog who’d gotten hold 
  of a rat. 
  I used the distraction to snatch 
  up a hooded cloak some merchant 
  had hung on a basket hook. Swirling 
  it over my shoulders, I set off at a brisk 
  pace. I followed the aisle around a sharp 
  turn—where it ended at a tall stone wall. 
  “Winter melons?” 
  I glanced at the old woman in the last 
  stall and shook my head at the fuzzy 
  green fruit she held in her hand. 
  “Fresh dates?” she persisted. “Figs? 
  Or perhaps some incense to burn in 
  yon temple?”
  The cant of her head drew my eye 
  into her shop. Her tent framed a 
  narrow wooden door set into the 
  wall. She cleared her throat and 
  reached for a bell pull…
  …which led up to an unusually large and sonorous gong.
  Knowledge and cunning glinted in the old woman’s eyes 
  as she regarded me. She gave the alarm pull a significant 
  little shake and lifted one eyebrow in challenge.
  I gritted my teeth and stripped several of the rings from 
  my hands. “Temple incense, please.”
  She examined the cheap jewelry, sent me a glance 
  heavy with reproof, and handed me a single stick of 
  incense. She kept her hand on the bell pull until I 
  passed through the door.
  Taloned hands seized my borrowed cloak and shut the 
  door by slamming me up against it. For one brief, stunned 
  moment I stared into Ratsheek’s face.
  “You weren’t chasing me,” I said as realization took hold. 
  “You were herding me.”
  The gnoll smirked and cast a glance over her shoulder. 
  “Didn’t I tell you she was clever?”
  “You did indeed. Well done. Oh yes, very well done.”  
  I could hear the smile in the man’s voice, 
  which was thin and lightly accented, precise 
  to the point of being prissy. When he stepped 
  into view, he proved a good match for it. My 
  would-be master was a small man, his beard 
  neatly trimmed and oiled, dressed in 
  pristine white under the knee-length, 
  embroidered purple vestments of a 
  Vudrani cleric.
  Ratsheek released me. As the 
  cleric dropped a small bag into 
  her outstretched hand, I reached 
  for the knife I’d taken from the 
  Mwangi thief-stopper. I’d been a 
  slave once, and had no intention of 
  repeating the experience. 
  “Oh, there’s no need for that, dear 
  lady. None at all.”  The cleric spread 
  his hands palms-out and inclined 
  his head in a polite little bow. “You 
  misunderstand this transaction. 
  Ratsheek has accepted an 
  introduction fee, nothing more. 
  The amount she accepted 
  to arrange this meeting is 
  far less than you would have 
  fetched at auction, but far more 
  than Ratsheek’s portion of that 
  would have been. So we are all 
  happy, are we not?”
  He beamed at me, obviously 
  expecting me to share the sentiment. 
  I wasn’t happy, not by a long road, 
  but I’ll admit to being curious. But 
  I held my tongue until Ratsheek had 
  What kind of man is 
  Vanir Shornish?
  
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  left and shut the door behind her. “You said something 
  about an introduction.” 
  The man bowed again. “I am Vanir Shornish, a 
  humble visitor from Vudra. Your name is known to me, 
  as is your reputation.”
  Well. In my experience, that was seldom good news.
  “What do you want?”
  Judging from his startled expression, he was not 
  accustomed to plain speaking. “It is a sensitive matter, you 
  understand. Discussing it in public would not be prudent.”
  I glanced pointedly around the walled garden. Not 
  counting the statues, we two were the only inhabitants.
  “My room in the temple guesthouse is ideal for our 
  purposes,” he went on, gesturing to the round white tower 
  rising from the north corner of the garden. 
  A room in the temple guesthouse—now, that was 
  interesting. The Vudrani worshipped many gods, most of 
  them minor powers with regional portfolios. Many people 
  from Katapesh and Osirion found their religion trifling, 
  even amusing. I was of a different mind. A jungle is full of 
  colorful little lizards and brightly colored birds, gaudy and 
  harmless, but only a fool would suppose nothing deadlier 
  could live among the trees. The elves of the Mwangi 
  Expanse are given to proverbs, and one came to mind now: 
  The unseen serpent boasts the deadliest venom. 
  “Which god does Vanir Shornish serve?”
  “I might ask the same of Channa Ti,” he replied, 
  favoring me with a smile that was oily enough to grease a 
  caldron. “Druids are clerics of nature, are they not? You are 
  an honored colleague, and a kindred spirit. I would wager 
  much gold on this.” 
  “You already have.”
  He laughed delightedly. “So I did. It’s settled, then.”
  I did not fail to notice that he’d sidestepped my question, 
  nor did I ignore the skin-crawling aversion this man was 
  beginning to inspire in me. But I let him lead me to the 
  guest tower and up a winding stair to a third-floor room. 
  After all, he did save me the time and trouble of killing 
  whoever bought me at the slave auction. I could at least 
  hear him out. 
  Whoever Vanir Shornish might be, he was important 
  or wealthy enough to rate a lavish room. My eyes went 
  first to the tall windows, noting the sturdy iron rods 
  that secured the draperies at top and bottom. Fine 
  carpets covered the floor and softened the white stone 
  walls. The bed was heaped with pillows and discretely 
  tucked into a curtained alcove, giving prominence to the 
  low table and the refreshments it held. This was clearly 
  a room meant more for business than pleasure, which 
  suited me perfectly.
  The floor cushions piled by the table shifted and a 
  strange, small creature crawled from its makeshift nest. 
  I blinked with astonishment at a tiny blue elephant, 
  no bigger than a lap dog, that yawned widely and then 
  stretched itself like a sleepy cat.  
  Vanir beamed with pride. “You are admiring Janu, I see. 
  He is wonderful, is he not?”
  “What corner of the Impossible Kingdoms did that thing 
  come from?”
  The cleric’s smile never faltered. “We have many 
  such creatures in my native land. The Vudrani are 
  fond of companion animals. Surely you, a druid, would 
  understand that?”
  “Most druids would. A few of us are bound to elements 
  rather than animals.
  “Water,” Vanir said, nodding. “So I have heard. How 
  fortunate I am to find someone so uniquely suited to 
  my purpose.” 
  I gestured for him to continue, but he had turned away 
  and was stooping to pick up the little elephant. He rose, 
  cuddling the beast against his shoulder, and offered it a 
  sugared almond. The elephant’s tiny blue trunk curled 
  around the treat and tucked it into its mouth. Crunching 
  happily, the creature rubbed its head against Vanir’s 
  shoulder and raised adoring eyes to his face. 
  The man chuckled and tickled the elephant behind one 
  ear. “Charming, is he not?”
  “If you say so. Why am I here?”
  Vanir set down the elephant and skimmed his fingers 
  over the pattern of light and dark wood inlaid into the 
  table’s surface. A hidden drawer slid open. He took from it 
  a scroll, which he unrolled and handed to me.
  The parchment was old and strange, some sort of 
  map surrounded by tiny runes. I am no scholar and had 
  no hope of reading the scroll, but I knew the nature 
  of that parchment the moment my fingers touched it. 
  Only whaleskin was this strong and elastic. Neither 
  parchment nor the ink upon it could be damaged by 
  water, and under any conditions such a document could 
  last a very long time. And old it undoubtedly was, for 
  despite its durability, this type of parchment had gone 
  out of favor several centuries past. Gham Banni, the 
  Pathfinder venture-captain to whom I reported, once 
  told me that any such scroll was probably ancient, of evil 
  origins, or both. 
  Only the merfolk knew the secret of tanning whaleskin 
  into parchment that could outlive centuries, and it had 
  been long years since honest folk learned that a deal 
  made with mermaids was no simple thing. They deemed 
  it their right to demand a favor from anyone who used 
  or even carried their goods. Such favors usually resulted 
  in bloodshed and sunken ships. No honest man would 
  be willingly beholden to a mermaid, and any wise ship 
  captain would toss anyone carrying such a map into the 
  sea—after dumping a load of bloody chum to draw sharks.
  I handed the map back to Vanir. “I’ll be going now.”
  
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  Janu is anything but common.
  “Oh, surely not! No Pathfinder would turn away from a 
  chance to explore Xanchara.”
  I laughed in his face. A moment passed before I noted 
  his wounded expression and realized he was quite serious.
  Everyone has heard tales of an ancient city somewhere 
  off the coast of Osirion, but few people give the tales 
  much credence. 
  “You believe Xanchara existed.”
  “I do. And so, my dear lady, does Gham Banni.”
  He reached into a hidden pocket and produced a smaller 
  scroll, this one fashioned from fine papyrus in the pale 
  green hue Gham favored. The writing was unfamiliar, but 
  that was of little significance. Gham Banni was a noted 
  scholar who attracted many students, some of whom acted 
  as his scribes. But the sigil burned onto the bottom of the 
  page was undoubtedly his. 
  I should say a word about Gham Banni’s sigil. Like many 
  important men, his name held considerable power. In 
  order to protect it, Gham Banni’s personal rune was carved 
  into a signet ring which could never be removed from 
  his hand, nor could it be duplicated by means magical or 
  mundane. The magic that burned the sigil onto parchment 
  without heat or flame would be buried with him.
  “The esteemed Gham Banni urges you to take on 
  this task,” Vanir said. “He goes on at length about your 
  mission as a Pathfinder, and the opportunity to explore so 
  renowned a site. He fully supports my quest, which is to 
  recover a rare artifact and object of veneration among my 
  people: the Reliquary of the Drowned God. It was stolen 
  many years ago by people not unlike you Pathfinders, and 
  brought to the great library of Xanchara. Thanks to this 
  map I recently acquired, I believe it can be found.” 
  “I can read,” I snapped.
  He held up both hands in a placating gesture and let me 
  get on with it. 
  As it happened, Vanir’s summary hit the mark squarely 
  enough. I lowered the parchment and considered the cleric 
  for a long moment.
  “I have concerns.”
  “As would any reasonable person. Please, name them, so 
  that I might set your mind at ease.”
  The utter absurdity of this claim shackled my tongue 
  for a long moment. Judging from the Vudrani’s confident 
  smile, he truly believed he could sing this tale into a 
  soothing melody. 
  As I shook my head in wonderment, my gaze fell upon 
  the little blue elephant. “To start with, why would you keep 
  such a creature? It’s an abomination, a thing outside of the 
  natural order.”
  “What civilized man does not improve upon nature?” 
  Vanir countered. “In my country, magic and alchemy aid in 
  the breeding of many wondrous beasts. Janu is a charming 
  pet, but he is nothing beyond the common way.”
  As if to underscore its master’s point, the elephant 
  rolled over onto its back, waving its tiny, flat-footed legs 
  in the air like a puppy that wanted its belly scratched. 
  The beast actually fluttered its eyelashes at me, flirting 
  like a courtesan. I have seen street performers display 
  more subtlety. 
  I dragged my gaze back to Vanir Shornish. “You enjoy 
  your pet’s company.”
  “Oh yes, very much.”
  “Take him everywhere, do you? And you speak freely in 
  front of him?”
  Puzzlement began to gather around the Vudrani’s 
  eyes. “Yes...”
  I crouched down to pat the little creature, taking note 
  of how its eyes narrowed. With my free hand, I reached 
  into a hidden pocket in my boot. This held a mixture of 
  powdered herbs, one of the few useful things I had learned 
  from the elf who’d sired me. As I rose and stepped away, I 
  tossed a pinch of the herbs at the elephant.
  The air in the room was suddenly thinner, colder, and 
  crackling with the sort of energy that preceded a giant 
  thunderclap. Vanir’s “pet” shrieked like an angry demon...
  Which made perfect sense, given its true form.
  
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  If a jungle bat and a mantis held an orgy to honor 
  the ugliest demon lord ever to walk the planes, the 
  resulting offspring might resemble Vanir’s imp. The 
  only thing remaining of its elephant form was the color 
  of its hide. Membranous blue wings beat the air, holding 
  aloft a vaguely man-shaped creature. Its wizened face 
  was twisted with fury, and a hissing snarl bared long, 
  sapphire-hued fangs.
  “One of your Vudran ‘gods,’ Vanir?” I inquired.
  The cleric made no response; he stood staring at the imp 
  in an attitude of reverent awe—or, possibly, abject terror. 
  “Who are you to speak of gods?” demanded the imp. 
  “Druids are priests without gods, as impotent as warriors 
  without weapons.” 
  As it happens, the imp wasn’t far wrong about the 
  weapons. I pulled the only one I had—the Mwangi man’s 
  knife—and put all my strength into the throw.
  Faster than I would have thought possible, the imp 
  tucked one wing and rolled under the spinning knife. The 
  little demon spiraled to the floor and landed in a crouch, 
  one hand splayed for balance, then leaped into the air and 
  flapped up to perch on the iron curtain rod. Its wings 
  spread wide, preparation for a diving attack.
  Lacking other weapons, I picked up Vanir Shornish 
  in a wrestler’s carry and threw him onto the table. Wood 
  shattered, and so did the awe that held the cleric in thrall. 
  As he scuttled away like a panicked crab, I picked up a table 
  leg and lofted it like a club.
  Janu swooped, I swung. Imp and wood met with a 
  satisfying thud. The creature flew backward, wings folded 
  together like praying hands, and slammed into a wall. 
  It slid down slowly, leaving a stream of bubbling ichor 
  on the tapestry.  Again it landed in a three-point crouch, 
  ready to spring.
  I advanced, club ready to bat the creature out of the air 
  again. The imp surprised me by coming up in a sprint. It 
  ran for the window and leaped onto the low sill. 
  Janu sent me a mocking smile and pointed to the 
  evening sky, where the planet Aucturn shone bright on 
  the horizon and the rising moon, thanks to dust raised by 
  violent khamsin storms, was the color of a bloody coin. 
  “The khamsin,” said the imp, echoing my thoughts 
  with eerie precision. “Know this, water witch:  Air and dust 
  elementals are not the only creatures who feel the power of 
  Aucturn’s alignment. You will learn this.”
  With that cryptic promise, the creature winged out into 
  the gathering night.
  Silence lingered for the space of several breaths. 
  “Thief! Cheat!” howled Vanir as he crawled out of his 
  hideaway. “Spawn of a poxed whore and a rabid jackal! I’ll 
  kill the wretch who sold me a demon! I’ll slit his throat! 
  I’ll flay him for boot leather! I’ll... I’ll... I’ll report him to the 
  merchants’ guild!”
  “Or you could just give me his name.”
  He quieted, cocked his head, and considered. “That 
  would be easier,” he admitted.
  “Tell me.”
  Vanir did, with admirably concise language. He 
  answered the questions I put to him and mostly told  
  the truth. 
  “Did this merchant know of your plan to recover the 
  reliquary before he sold you the ‘elephant,’ or after?”
  For the first time Vanir hesitated. “He is a wine 
  merchant, among other things,” he said sheepishly, “and 
  generous with his samples. I am not altogether clear on the 
  events of that evening.”
  “Do you remember what you paid for the imp?”
  Vanir considered. After a moment his brows flew up. 
  “Now that I think on it,” he marveled, “my purse was 
  missing no great sum, nothing that might explain such a 
  purchase.”
  I nodded, expecting this. Stooping, I plucked the 
  whaleskin parchment from the ruin of the table, then 
  rose to offer the cleric my hand and my bond. His face 
  brightened, and he clasped my hand with both of his. 
  “I will find your reliquary,” I promised.
  And in doing so, I vowed, I would discover who else 
  might be seeking it, and to what purpose.
  Reveal True Shape
  School Divination; Level Brd 2, Clr 2, Drd 2, Sor/Wiz 2
  CaSTing
  Casting Time 1 standard action
  Components V, S, M (a pinch of rare herbs worth 50 gp)
  EffECT
  Range Close (25 ft. + 5 ft./2 levels)
  Target One creature 
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance Yes
  DESCRipTion
  You reveal the true form of a magically disguised or 
  transformed creature, whether the target’s transformation is 
  physical (such as polymorph) or illusory (such as disguise self). 
  The spell does not force the creature into its true form, but 
  rather creates a perfect illusion of the creature’s true form that 
  overlaps it and hides the disguised form completely, making 
  the true form visible to all observers. For the duration of the 
  spell, if the target changes shape or uses illusion to disguise 
  its appearance, observers can still see its true form, though 
  once the spell runs out any illusions or shape changes made 
  by the target in the meantime immediately take effect. This 
  spell does not reveal invisible creatures, overcome effects such 
  as blur and displacement, or penetrate mundane disguises.
  
  Legacy of Fire
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  Bestiary: Creatures of Katapesh
  A 
  host of deadly beasts and cruel creatures born of 
  folktales from across the world come to life in 
  this month’s entry into the Pathfinder Bestiary. 
  From Europe come tales of gremlins, mischievous 
  menaces with a penchant for destruction and cruel 
  trickery. Whispered warnings from Central America 
  caution against chupacabras, the elusive goat-suckers 
  that prey upon herd animals and sometimes such beasts’ 
  unwitting keepers. From the Middle East come the dorus, 
  the least of the divs, a new race of fiends to terrorize those 
  too foolhardy to fear the desert night. And from the lost 
  continent of Atlantis flaps the heart-hungry peryton, 
  eager to terrorize any who fall beneath its unnerving 
  shadow. Although each beast might be spawned from mere 
  myth and legend, the danger they pose to unsuspecting 
  adventures proves all too real. 
  While the majority of this month’s monstrosities 
  stem from the pens of the Pathfinder staff, this marks 
  the bestiary debut of Adam Daigle, who this month and 
  every month for the rest of Legacy of Fire Adventure Path 
  brings us a deadly new div, revealing the secrets of these 
  fiends of Persian myth.
  Wandering Monsters
  Death comes swiftly to the foolish and the weak in the 
  shadow of the Brazen Peaks. Ravenous lions, patient 
  jackals, deadly snakes, stubborn birds, and scorpions 
  grown to monstrous sizes stalk those reaches, beasts 
  that see travelers as just another flavor of prey. As if 
  the dangers of the natural world weren’t enough, rocs, 
  ankhegs, griffins, and other strange beasts inhabit 
  the land, endlessly scouring the region for ways to sate 
  their monstrous hungers. And giving cruel thought to 
  deadly savagery, tribes of gnolls, gargoyles, and harpies 
  also claim territories among the hills, exacting lethal 
  punishment upon all trespassers.
  The random encounter table here presents a variety of 
  beasts and deadly creatures that inhabit the lands around 
  Kelmarane. Aside from the living threats in the area, the 
  land itself often proves dangerous. GMs might pepper 
  
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  their encounters with some of the features of hills or 
  mountain terrain detailed on page 89 of the DMG, while 
  the violent duststorms detailed on page 94 might also 
  make memorable encounters. Alternatively, GMs seeking 
  deadlier encounters should refer to the wandering 
  monster table for Pale Mountain and the surrounding 
  locales found in Pathfinder #20’s gazetteer of those lands.
  the divs
  Legacy of Fire draws from a variety of inspirations, 
  from stories like those of Aladdin and Sinbad, to the 
  tales of One Thousand and One Nights and the legends 
  of Iran, Iraq, Ancient Persia, and lands throughout the 
  Middle East. From this mythic tradition come stories 
  of divs, terrifying monstrosities that exist to torment 
  mortals, destroy their works, and sow discord. Featuring 
  prominently in Persian lore—most famously in the 
  story of Rostam and the Div-e Sepid (Rostam and the White 
  Div) from the epic poem the Shahnameh—divs harbor a 
  villainous reputation, not unlike the giants of Norse 
  myth or oni of Japanese folklore. 
  Similar to the daemons that already exist in the 
  Pathfinder cosmology, divs number far fewer but pose 
  a more subtle threat. Where daemons seek to slaughter 
  mortals, divs ruin lives, prolong suffering, spread 
  torment, and defile love. They care nothing for collecting 
  souls, preferring their victims suffer long, pain-filled 
  lives, their behavior suggesting some nameless grudge 
  against mortalkind. This vindictiveness is reflected 
  in most divs’ hatred of deities, especially good-aligned 
  gods, whose sanctuaries and worshipers they go out of 
  their way to despoil.
  Expect to encounter a host of malicious and 
  manipulative divs over the next several months as the 
  Bestiary details a new member of this race of fiends in 
  every volume of Legacy of Fire, culminating in Ahriman, 
  the terrifying lord of the divs and the very spirit of 
  destruction, in Pathfinder #24. 
  It was just after twilight when we heard the ruckus out behind the barn—where we penned the bucks 
  from our herd of Katheer Roamers. Half the flock was already over the fence and runnin’ loose by 
  the time I got out there, scared crazy and rushin’ every which way. In all the dust and bleats and goat 
  noise I could hardly tell what was what, but something chilled me and I snatched up a pitchfork as I 
  turned the barn corner. And right there, hunkered down over our prized billy, Rutger, was somethin’ 
  like I never seen. All scales, and teeth, and big ol’ spines, it was like a mean mama dew lizard learned 
  to walk. With nasty claws it had broke Rutger straight in half, and hunched right over him while it 
  sucked down his insides. I must have made some sound, ‘cause the thing started and looked right up 
  at me with eyes red and mean as hot coals. And then I saw it wasn’t alone.
  —Silver Elmendor, Former Capriculturist
  Random Encounters Around Kelmarane
  d% 
  Encounter 
   Avg. EL 
  Source
  1–3 
  1 giant fire beetle 
   1/3 
  MM 285
  4–5 
  1 human skeleton 
   1/3 
  MM 225
  6–9 
  1 pugwampi 
   1/2 
  Pathfinder #19
  10–13 
  1d4 baboons  
   1 
  MM 268
  14–15 
  1 camel 
   1 
  MM 270
  16–17  
  1d2 eagles 
   1 
  MM 272
  18–20  
  1 Medium viper 
   1 
  MM 280
  21–23 
  1 choker 
   1 
  MM 34
  24–26  
  1 dire bat 
   2 
  MM 62
  27–30  
  1 div, doru 
   2 
  Pathfinder #19
  31–34  
  2d4 goblins 
   2 
  MM 133
  35–37 
  1 jackalwere* 
   2 
  ToHR 403
  38–42 
  1d4 krenshar 
   2 
  MM 163
  43–45  
  1 ankheg 
   3 
  MM 14
  46–47  
  1d4 blink dogs 
   3 
  MM 28
  48–51  
  1 chupacabra 
   3 
  Pathfinder #19
  52–54 
  1 giant eagle 
   3 
  MM 93
  55–58  
  1d2 hippogriffs 
   3 
  MM 152
  59–61  
  1 Large scorpion 
   3 
  MM 287
  62–64  
  1d2 lions 
   3 
  MM 274
  65–66  
  1d4 Large vipers 
   3 
  MM 279
  67–68 
  1 centipede swarm 
   4 
  MM 238
  69–71 
  2d6 stirges 
   4 
  MM 237
  72–74  
  1d2 griffons 
   4 
  MM 139
  75–77  
  1d4 giant eagles 
   5 
  MM 93
  78–80  
  1 dire lion 
   5 
  MM 63
  81–85  
  2d6 gnolls 
   6 
  MM 130
  86–87  
  1d4 harpies 
   6 
  MM 150
  88–91  
  2d8 hyenas 
   6 
  MM 274
  92–93  
  1 lamia 
   6 
  MM 165
  94–95 
  1 dragonne 
   7 
  MM 89
  96–97  
  1d6 gargoyles 
   7 
  MM 113
  98–99  
  1 shedu* 
   7 
  ToHR 312
  100 
  1 juvenile blue dragon  8 
  MM 72
  * From the Tome of Horror Revisited.
  
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  ChupaCabra
  This lizard-like creature stalks forward upon two spindly legs, 
  stepping with soundless, predatory care. Finely scaled skin 
  stretches tight over its lithe body, giving the reptilian thing a 
  lean, starved appearance, its thin arms reaching before it, long, 
  clawed fingers gripping in anticipation. Between jaws filled 
  with tiny, vicious teeth darts a thick, serpentine tongue, and 
  dozens of thin black quills run from the back of its head to the 
  base of its lashing tail.  
  Chupacabra 
  CR 3
  Always N Small magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +7
  DEfEnSE
  AC 16, touch 14, flat-footed 13 
  (+3 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  fort +6, Ref +7, Will +3
  OffEnSE
  Spd 30 ft.
  Melee bite +6 (1d4+1) and
  2 claws +1 (1d3)
  Special Attacks chupar, improved grab, pounce
  TACTICS
  Before Combat Chupacabras prefer to prey upon the weak and 
  slow, often watching potential prey from hiding for long 
  minutes before rushing forth to attack. 
  During Combat Preferring to attack by surprise, chupacabras race 
  from hiding and pounce upon their prey, attempting to make 
  use of their chupar ability. 
  Morale A lone chupacabra that has drained blood 
  flees as soon as it is damaged. Those in groups or 
  still hungry fight until reduced to 10 or fewer hit 
  points.
  STATISTICS
  Str 13, Dex 16, Con 14, Int 3, Wis 15, Cha 16
  Base Atk +4; Grp +1
  feats Combat Reflexes, Improved Initiative
  Skills Hide +11 (+15 amid tall grass or rocks), Jump +9, Listen +2, 
  Move Silently +7, Spot +7
  ECOLOGy
  Environment warm hills and plains
  Organization solitary, pair, or gang (3–7)
  Treasure none
  Advancement 5–7 HD (Small), 8–10 HD (Medium)
  Level Adjustment +3 
  SpECIAL ABILITIES
  Chupar (Ex) A chupacabra can suck blood from a living victim by 
  making a successful grapple check. If it pins the foe, it drains 
  blood, dealing 1 point of Constitution damage each round the pin 
  is maintained. Upon successfully draining blood, a chupacabra 
  is invigorated, gaining a significant boost in speed for 10 rounds 
  similar to the spell haste. An invigorated chupacabra can still drain 
  blood—and in so doing increase the length of its invigoration—
  but gains no additional effects. An invigorated chupacabra’s 
  statistics change as follows: AC 17, touch 15; Ref +8; Spd 60 ft.; 
  Melee 2 bites +7 (1d4+1) and 2 claws +2 (1d3); Jump +21.
  Improved Grab (Ex) To use this ability, a chupacabra must hit with 
  both of its claw attacks. It can then attempt to start a grapple 
  as a free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and can use its 
  chupar attack. A chupacabra can use either its Strength modifier 
  or Dexterity modifier for grapple checks, whichever is better.
  pounce (Ex) If a chupacabra charges a foe, it can make a full attack.
  Skills Chupacabras have a +4 racial bonus on Hide, Jump, and Move 
  Silently checks. In areas of tall grass or rocky terrain, the Hide 
  bonus improves to +8. Chupacabras can use their Dexterity 
  modifier instead of their Strength modifier for Jump checks.
  Opportunistic, desert-dwelling stalkers and scavengers, 
  chupacabras stalk arid reaches and the fringes of 
  civilization, endlessly hunting to sate their thirst for 
  blood. Spry and stealthy, they prefer to keep to areas of high 
  grass and protective rock, their slightly reflective scales 
  allowing them to blend in well with such surroundings. 
  Upon spotting vulnerable or unsuspecting prey, they 
  burst from cover and leap upon their victims, slashing 
  viciously with their long claws and biting with powerful 
  jaws, seeking to drink of the warm gore tenuously 
  
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  restrained within. With a preference for lone travelers 
  and farm animals, chupacabras leave little evidence of 
  their presence, only the blood-drained husks of their 
  meals revealing the extent of their hunting grounds.
  A typical chupacabra measures nearly 5 and a half feet 
  from muzzle to tail tip and stands just under 4 feet tall, 
  though some have been reported to grow to the height of 
  an adult human. Slightly built and light of bone, most 
  weigh close to a hundred pounds.
  Ecology
  Although skittish creatures, chupacabras have an 
  undeniable thirst for blood, drawing the majority of their 
  requirements for water and sustenance from the fluids of 
  smaller animals. Cautious predators, they hunt primarily 
  by night and avoid groups of animals or creatures larger 
  than themselves, preying mostly upon rodents, foxes, 
  and young deer. In areas where settling humanoids 
  create farms and ranches on or near chupacabra hunting 
  grounds, though, the sly beasts prove much bolder. Able to 
  climb or leap most fences, chupacabras eagerly feast upon 
  penned or stabled animals, drinking to contentment 
  and then departing without a trace, leaving behind only 
  bloodless carcasses. A well-fed chupacabra exhibits much 
  greater energy than a hungry one, its meal granting it a 
  burst of speed it often uses to escape angry animals or 
  protective farmers.
  Chupacabra young are exceedingly rare. Although these 
  hunters are more likely to cooperate than compete during 
  hunts and generally prove congenital toward others of 
  their kind, they mate rarely and only during the hottest 
  summer months. This occasionally leads a female to lay 
  a single large, spongy egg late in winter, that a few short 
  weeks later hatches into a small, black-scaled chupacabra 
  babe. Young are born nearly dehydrated, and a mother 
  readies for her child’s hatching by trapping unconscious 
  or incapacitated prey within her cave so the babe can feed 
  immediately upon hatching.
  Habitat & Society
  Preferring warm, arid lands with plentiful grasses and 
  rocks to hide among, chupacabras lair in shallow caves 
  they enlarge by digging out with their powerful back 
  legs. They prefer these caves to be naturally camouflaged 
  within canyons and cliff walls, but might drag decaying 
  foliage to cover more obvious hollows they find near 
  convenient sources of food. Chupacabras have also been 
  known to lurk beneath stilted homes and in abandoned 
  buildings or ruins on the outskirts of villages, sleeping 
  within during the day and preying upon the community’s 
  animals by night.
  Although chupacabras are typically solitary to avoid 
  competing for limited food sources, in bountiful areas 
  small gangs of hunters might form. These groups work 
  well together, becoming bold enough to attack larger 
  groups of animals and more dangerous prey. Stories 
  of chupacabras attacking travelers or laying siege to 
  farmhouses typically stem from the hunting practices 
  of such gangs. In areas quickly settled by ranchers or 
  herdsmen, whole communities might be attacked as 
  local chupacabras descend upon the newly introduced 
  food sources—animal and humanoid alike—like giant, 
  hissing locusts.
  Variant Chupacabras
  Some frontiersmen tell of chupacabras gliding through 
  the sky and attacking upon powerful reptilian wings. 
  Usually sighted near mountainous regions and areas 
  where unexplainable lights from the sky regularly visit, 
  these airborne chupacabras prove much bolder than 
  their land-bound cousins and have been known to carry 
  off sheep, kidnap children and small humanoids, and 
  attack even full-grown and well-armed adults. A winged 
  chupacabra has a fly speed of 60 feet with average 
  mobility, which increases to 90 feet after the creature 
  has fed. A winged chupacabra’s CR is the same as a 
  normal chupacabra.
  A Modern Legend
  When tales of the chupacabra first arose is a matter of 
  debate, with stories of strange animal sightings and UFO 
  visitations in Central America, Mexico, and the southern 
  United States arising in the 1950s. Yet the first reports to 
  truly fit what would become the modus operandi of the 
  chupacabra dates back to 1975, when the Puerto Rican 
  town of Moca suffered from a rash of strange attacks on 
  pets and farm animals. Although the culprit was never 
  seen, the way the animals had all been drained of blood 
  led to warnings of El Vampiro de Moca. In 1995, the death 
  of several sheep—each found bloodless and bearing 
  three strange, circular puncture wounds—began a rash 
  of unexplained animal attacks throughout Puerto Rico. As 
  more and more animals turned up dead, sightings of the 
  infamous chupacabra—from the Spanish words chupar, 
  “to suck,” and cabra, “goat”—began to spread. While 
  eyewitness sightings of the creature vary, the beast is often 
  described as a small, scaled creature that combines the 
  features of canine, kangaroo, and lizard with large eyes, 
  long quills, a forked tongue, and sometimes wings. In 
  1995 more than 1,000 animal deaths in Puerto Rico were 
  blamed upon chupacabra attacks, and since then sightings 
  of the legendary creature have been reported across North 
  and South America and continue to this day.
  
  Legacy of Fire
  Legacy of Fire
  80
  80
  div, doru
  A disembodied and bestial countenance composed of lashing 
  hair and curling horns hangs in the air at shoulder level. An 
  air of constant whispers issues from its muttering lips as the 
  creature floats quietly forward. The creature’s fanged mouth 
  stretches open for a bite, and then it vanishes.
  Div, Doru 
   
  CR 2
  Always NE Tiny outsider (div, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; 
  Listen +7, Spot +7
  DEfEnSE
  AC 18, touch 15, flat-footed 15 
  (+3 Dex, +3 natural, +2 size)
  hp 13 (3d8)
  fort +3, Ref +6, Will +4
  DR 5/cold iron or good; Immune fire, poison; Resistance acid 10, 
  electricity 10; SR 10   
  OffEnSE
  Spd 20 ft., fly 40 ft. (perfect)
  Melee bite +9 (1d4–1 plus poison)
  Space 2 1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th)
   
  At will—detect good, detect magic, invisibility
   
  2/day—charm person (DC 13), minor image (DC 13)
  1/day—suggestion (DC 15)
  TACTICS
  Before Combat Dorus shun direct combat and prefer to remain 
  hidden. If combat is inevitable, a doru becomes invisible and 
  then casts minor image to create a distraction. If threatened by 
  a group, a doru might choose to use its suggestion ability to 
  avoid combat altogether. 
  During Combat Dorus try to attack from the cover of 
  invisibility. Once its target is distracted, a doru either bites 
  or attempts to charm its enemy. If there are multiple foes, 
  a doru uses its suggestion spell-like ability to encourage 
  them to abandon the combat. Any round a doru 
  is not actively biting or using a spell-like ability 
  against a foe, it takes the opportunity to become 
  invisible.
  Morale Cowardly and weak, dorus flee once they have 
  taken more than 5 points of damage, and will fight further 
  only if their master or a greater div that summoned them 
  push them to do so.
  STATISTICS
  Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
  Base Atk +3; Grp –6
  feats Weapon Finesse, Weapon Focus (bite)
  Skills Bluff +8, Hide +17, Knowledge (arcana) +3, Knowledge 
  (the planes) +3, Listen +7, Move Silently +9, Sense Motive +7, 
  Spellcraft +6, Spot +7
  Languages Common, Abyssal, Celestial, Infernal
  ECOLOGy
  Environment Abaddon
  Organization solitary
  Treasure none
  Advancement 4–6 HD (Tiny)
  Level Adjustment — (Improved Familiar)
  SpECIAL ABILITIES
  poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 
  1 Wis. The save DC is Constitution-based and includes a +2 
  racial bonus.
  Dorus resemble monstrous disembodied heads. Their 
  hair is wild and tangled and multiple pairs of horns 
  sprout in wicked curves framing their faces. They have 
  wide, flat noses with flaring nostrils set between fiery red 
  eyes. Sharp bestial fangs fill their wide mouths, an asset 
  they use to deadly effect, despite their cowardice when it 
  comes to combat. They almost always fly, silently floating 
  at head level for whatever creature they address, though 
  sometimes—largely to disturb their victims—they roll 
  across the ground in a disturbing, bouncing gait, horns 
  clacking as they go.
  Most dorus are approximately 16 inches tall and about 
  as wide, being slightly larger than a normal humanoid 
  head. An average doru weighs about 10 pounds.
  Ecology
  Dorus are the most minor of the divs. They serve as the 
  messengers and servants of those in greater standing in 
  their race’s power structure. Among their own kind, dorus 
  are little more than peons serving masters of greater 
  
  bestiary
  Bestiary
  8181
  power, yet they are terrifying and strange to mortals. 
  They delight in whispering in the ears of impressionable 
  mortals and spreading lies to perpetuate petty hatred 
  and destructive agendas, the sly tongues of dorus having 
  corrupted both princes and paupers for eons. 
  Lacking any manner in which to carry or manipulate 
  items aside from their mouths, dorus normally neither 
  carry nor keep any treasure. The fineries that they do 
  maintain, gifted to them by their masters, are limited 
  to decorative beads strung in their hair, ornaments 
  adorning their curving horns, or piercings in their ears 
  and lips.
  While dorus are outsiders and do not have to sleep 
  or eat, they choose to do so often. Even for such small 
  creatures, dorus prove gluttonous when it comes to food 
  and often choose very refined meals. A doru serving a 
  wealthy arcane spellcaster frequently stays around not 
  only for the pact made, but also for the meals provided. 
  They are especially fond of rare meats and seafood, 
  preferring shellfish above all else. Like many divs, the 
  doru loves to sleep. They are perfectly capable of staying 
  awake indefinitely, but when not occupied with any of 
  their duties, they want nothing more than to lounge 
  about in a comfortable pile of silken pillows. While 
  sleeping, doru snore loudly—a trait that often bothers 
  mortals who call them as familiars. 
  Habitat & Society
  Although dorus are most frequently encountered either 
  on their home plane of Abaddon or on the Material 
  Plane, they make use of their stealth to visit other 
  planes to glean secrets. Their small size and relatively 
  low threat allows them to even make long forays into 
  good-aligned planes.
  As many divs have some manner of esoteric weakness 
  in their personality, dorus obsess over secrets. While 
  their size and abilities make them perfectly suited to the 
  role of spies and messengers, it is their undying curiosity 
  that motivates them to perform these duties. If a doru 
  suspects a creature of possessing a secret it could either 
  sell or trade to a higher-up, it slyly spies or jealously 
  bargains to obtain the hidden knowledge. This is how 
  many end up in servitude in the first place, and it is not 
  uncommon for a doru to be a double or even triple agent, 
  serving multiple masters at the same time, desperately 
  trying to satisfy them all. Only the most cunning dorus 
  can maintain this charade for very long, and this tendency 
  often leads to their downfall.
  Typically found alone, dorus work behind the scenes 
  following orders from their masters. Behind the veil 
  of illusion and their natural invisibility, dorus might 
  infiltrate nearly anywhere. Greater divs commonly keep 
  a number of dorus near them as slaves. Thus most dorus 
  serve as watchmen, spies, and advisors, keeping their 
  more powerful fiendish masters apprised of situations in 
  their realms. In addition, dorus convey messages and try 
  to corrupt other intelligent beings for their lords. Even 
  if they cannot sway the creature fully themselves, they 
  attempt to weaken the creature’s will and make them 
  more malleable for greater corruption. The first step is 
  always the most difficult.
  Doru Familiars
  In addition to serving greater divs, dorus can act as 
  familiars to sorcerers and wizards who have taken the 
  Improved Familiar feat. Oral traditions have placed many 
  dorus as tutors for mortals honing their spellcasting 
  ability. Ancient texts write that dorus eavesdrop near the 
  heavens, learning the tricks to spellcasting so that they 
  might return to the Prime Material Plane and teach this 
  knowledge to their mortal masters—sometimes to the 
  righteous rage of celestial sages.
  For the purposes of the Improved Familiar feat, 
  dorus are neutral evil and may be summoned by arcane 
  spellcasters of level 7 or higher.
  The Nature of Divs
  Divs are a race of fiends native to Abaddon that exist only 
  to cause harm and destruction. They are closely related to 
  daemons and the other fiends of the Outer Planes, though 
  many planar scholars who have studied the matter believe 
  them to be descended from the spirits of the first evil 
  genies. These creatures vary in power, yet all have similar 
  traits that link them. Recorded in ancient texts and passed 
  through oral tradition, stories of divs describe them as 
  engineers and architects, building bridges, bathhouses, 
  and domiciles, yet as the world aged and the intelligent 
  races spread across its surface, these creatures assumed 
  first a confrontational role and gradually a destructive one. 
  Now divs loathe all mortals and seek only to ruin their 
  works, preferring to do so through the manipulation of 
  mortal hands.
  Divs commonly speak Abyssal, Celestial, and Infernal.
  Div Traits: A div possesses the following traits (unless 
  otherwise noted in the creature’s entry).
  —Immunity to fire and poison.
  —Resistance to acid 10 and electricity 10.
  —See in Darkness (Su) Some divs can see perfectly 
  in darkness of any kind, even that created by a deeper 
  darkness spell.
  —Summon (Sp) Some divs share the ability to summon 
  others of their kind (the success chance and type of divs 
  summoned are noted in each monster description).
  —Telepathy.
  
  Legacy of Fire
  Legacy of Fire
  82
  82
  greMlins
  Infamous for their mischievousness, their nasty senses 
  of humor, and their destructive natures, gremlins 
  rightfully earn their reputations as cruel pranksters 
  and sadistic saboteurs. Ranging in size from a relatively 
  towering 3 feet in height down to barely over a foot tall, 
  numerous types of gremlins stalk the world’s dark and 
  unseen reaches. They tend to linger near thin spots in 
  reality between Golarion and the mysterious First World, 
  and the smaller a gremlin is, the stronger his ties to this 
  realm of the fey remain. The sinister-looking gremlins 
  known to dwarves as jinkins have eerie powers that grant 
  them the ability to weave mayhem and even curses into 
  complex magical or technological devices. The oft-cursed 
  pugwampis spread misfortune by virtue of their mere 
  presences and delight in seeing others come to harm. The 
  insect-like vexgit exult in ruin—the more complicated 
  the tool, structure, or mechanism, the more they revel in 
  scrapping the work. The following are but three types of 
  gremlins that lurk on the fringes of civilization, though 
  more are known to exist and likely even stranger breeds 
  remain unknown.
  greMlin, Jinkin
  Tattered ears like those of an oversized bat crown a 
  miniature humanoid body bristling with nimble claws, 
  rigid spines, and sharp scales. Smiling a maniac 
  grimace, the lean little horror displays a mouth full 
  of needle-like teeth as its glowing, pupilless eyes 
  flicker in some kind of crazed anticipation.
  Jinkin  
   
  CR 1
  Usually CE Tiny fey
  Init +4; Senses darkvision 120 ft., low-light 
  vision; Listen +6, Spot +6
  DEfEnSE
  AC 18, touch 16, flat-footed 14
  (+4 Dex, +2 natural, +2 size)
  hp 3 (1d6)
  fort +0, Ref +6, Will +4
  DR 5/cold iron; SR 15
  OffEnSE
  Spd 40 ft.
  Melee short sword +6 (1d3–4/19–20) and
  bite +1 (1d2–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks sneak attack +1d6, tinkering
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation
  1/hour—dimension door
  TACTICS
  Before 
  Combat Jinkins hate fair fights. They prefer to sneak 
  into their enemies’ dwellings and use their tinkering ability to 
  curse the most precious or dangerous-looking weapons they 
  find there. Alternatively, they’ll sometimes curse the targets of 
  their malice while they sleep.
  During Combat Whenever possible, jinkins enter combat by sneak 
  attacking a foe. In groups, the sadistic gremlins delight in sneak 
  attacking an enemy and fleeing, allowing an ally to make its own 
  sneak attack when the victim searches for its first attacker.
  Morale If damaged, jinkins typically shriek and make a single 
  retributive attack before fleeing.
  STATISTICS
  Str 3, Dex 19, Con 11, Int 14, Wis 14, Cha 15
  Base Atk +0; Grp –12
  feats Dodge, Weapon FinesseB
  Skills Bluff +6, Craft (trapmaking) +6, Disable Device +6, 
  Escape Artist +8, Hide +16, Listen +6, Move Silently +8, 
  Spot +6
  Languages Terran
  Gear short sword
  ECOLOGy
  Environment any underground
  Organization solitary, pair, mob (3–7), or band (8–18)
  Treasure standard
  
  bestiary
  Bestiary
  83
  83
  Advancement by character class; favored Class rogue
  Level Adjustment +2
  SpECIAL ABILITIES
  Sneak Attack (Ex) This functions identically to the rogue ability of 
  the same name.
  Tinkering (Su) A group of 6 jinkins, working together over the 
  course of an hour, can create an effect identical to bestow curse 
  on any living creature. This functions at CL 6th, and the target 
  creature must either be willing or helpless (but still gets a 
  saving throw to resist). The save DC is set by the jinkin with the 
  highest Charisma score, and is equal to 14 plus that Charisma 
  modifier. Alternatively, these 6 jinkins can attempt to infuse a 
  magic item with a curse. The nature of this curse is determined 
  randomly; half the time the curse simply makes the magic item 
  unreliable so that there’s a 20% chance each time it’s used that 
  it does not function, but the remainder of the time the curse 
  creates a randomly determined drawback (roll on the drawback 
  table on page 273 of the DMG to determine its nature). A jinkin 
  can take part in a tinkering only once per day, and may only 
  tinker with a creature or object that isn’t already cursed. Once 
  a tinkering curse is in place, it is permanent until removed. All 
  jinkin tinkerings function as a 6th-level curse.
  Sneaky and sadistic, jinkins are deadly gremlins that 
  inhabit the depths of the Darklands. Well acclimated to 
  the dark, they often hide in cramped quarters and attack 
  larger creatures when they’re dangerously positioned. 
  Jinkins delight in little more than pushing a passerby into 
  a bottomless cavern or trapping a much larger creature 
  beneath rocks and nibbling its fingers off. Jinkins also 
  hold dangerous grudges, and one might follow a creature 
  that supposedly slighted it for weeks, looking for an 
  opportunity to take revenge. Should the target possess a 
  magical item, a jinkin relishes the opportunity to tinker 
  with it, performing an innate magical rite that throws 
  the item powers into chaos. Dwarves in particular hate 
  jinkins, with numerous tales in their folklore telling of 
  tragedy at the hands of the gremlins.
  The average jinkin stands almost 2 feet tall and weighs 
  about 13 pounds.
  greMlin, pugWaMpi
  As if the world’s most revolting lapdog had somehow learned to 
  walk on its back legs, this sickly canine creature slinks forward 
  carefully, its filmy white eyes darting this way and that. Clothed 
  in filthy rags, the nasty-looking little thing snarls and yelps as it 
  clutches an oversized dagger with seemingly murderous intent.
  pugwampi 
   
  CR 1/2
  Always NE Tiny fey
  Init +5; Senses darkvision 60 ft., low-light vision; Listen –2, Spot +6
  Aura unluck (20-ft. radius)
  DEfEnSE
  AC 13, touch 13, flat-footed 12
  (+1 Dex, +2 size)
  hp 3 (1d6)
  fort +0, Ref +3, Will +4
  DR 2/cold iron; SR 7
  OffEnSE
  Spd 30 ft.
  Melee dagger +3 (1d2–4)
  Ranged shortbow +3 (1d3/×3)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation, speak with animals
  1/day—shatter (DC 10)
  TACTICS
  Before Combat Surprisingly patient for gremlins, pugwampis 
  often create lairs in dangerous places—under rickety bridges, 
  in bramble patches, near cliffs—for the sole purpose of 
  imperiling those who pass by using their unluck aura. They try 
  to stay out of sight, but keep vantages from which they can 
  enjoy their victims’ torments.
  During Combat Pugwampis always prefer to fight in precarious 
  settings, relying on their unluck aura to end combat prematurely. 
  If forced to do battle, they make quick use of their shatter ability, 
  then try to strike from hiding and goad their foes into dangerous 
  situations or places where they know help waits.
  Morale Total cowards, pugwampis flee upon taking the 
  slightest damage.
  STATISTICS
  Str 3, Dex 13, Con 10, Int 10, Wis 14, Cha 6
  Gremlin, Mite
  Averaging 2 feet in height, the largest of the gremlin 
  races are mites, tunnel-dwelling thieves and dangerous 
  squatters. They are universally hideous, and dwarves are 
  fond of saying the mites dwell in the darkest tunnels 
  because they simply can’t stomach the sight of each other’s 
  faces. The tunnels mites dwell in are typically abandoned 
  mines, lonely dungeons, or forgotten passageways, all 
  constructed by other creatures and exploited by the lazy 
  gremlins. While they have no skill at creating their own 
  homes, mites take to crafting traps with cruel genius, and 
  areas overrun by the sadistic freeloaders often bristle with 
  simple but deadly traps and noisy alarms. When mites do 
  attack—either to ambush and rob passersby or to defend 
  their homes—they overwhelm foes by swarming over them, 
  stabbing and cutting with their tiny knives in a bloodthirsty 
  frenzy.  Mites prefer the worship of archdevils, particularly 
  Mammon or Dispater, who embody the gremlins’ avarice 
  and deceptiveness. Statistics for mites appear on page 266 
  of the Tome of Horrors Revisited.
  
  Legacy of Fire
  Legacy of Fire
  84
  84
  Base Atk +0; Grp –12
  feats Improved Initiative, Weapon FinesseB
  Skills Bluff +2, Craft (trapmaking) +4, Disable Device +4, Hide +17, 
  Ride +5, Spot +6
  Languages Gnoll, Terran
  Gear dagger, shortbow with 20 arrows
  ECOLOGy
  Environment tropical hills
  Organization solitary, pair, pack (3–7), or tribe (8–36)
  Treasure standard
  Advancement by character class; favored Class druid
  Level Adjustment +3
  SpECIAL ABILITIES
  Unluck (Su) A pugwampi radiates an aura of unluck to a radius 
  of 20 feet. A creature in this area must roll 2d20 whenever a 
  situation calls for a d20 roll (such as an attack roll, a skill check, 
  or a saving throw) and must use the lowest of the two results 
  generated. This is a mind-affecting effect that does not work 
  on animals, other gremlins, and gnolls. Any character that 
  gains any sort of luck bonus (such as that granted by a luckstone 
  or divine favor) is immune to the pugwampi unluck aura.
  Skills A pugwampi gains a +4 racial bonus on Hide checks, but 
  is somewhat hard of hearing and has a –4 penalty on Listen 
  checks (which is why they always scream and yell at the tops of 
  their tiny lungs).
  Mean, dog-faced, and cowardly, nothing—not even 
  other gremlins—likes pugwampis. Notoriously 
  unlucky, these gremlins take disproportionate 
  amounts of enjoyment from the accidents and 
  missteps of other creatures, often going to 
  great lengths to manufacture the perfect 
  deadfalls or stumbling blocks. They then 
  wait nearby, both to laugh at inevitable 
  mishaps and to make sure their personal 
  unluckiness passes off to their victims. At 
  some point in the distant past, pugwampis 
  became enamored with gnolls, seeing 
  in the beastmen a kindred form and thus 
  aspiring to the height and deadly prowess of 
  the savage warriors. Gnolls, for their part, 
  hate pugwampis even more than other 
  creatures, mostly due to the gremlins’ 
  weakness and sickening fawning, though 
  they’ll rarely keep the gremlins around 
  just to torment them. Pugwampis live in 
  caves close to the surface and occasionally 
  venture forth to find victims upon which to 
  inflict their sick senses of humor.
  Pugwampis, on average, reach heights of 
  close to 2 feet and generally weigh about 
  11 pounds.
  greMlin, vexgit
  With a head like an angry crustacean, this fierce little 
  humanoid clacks and rattles within a cockroach-like carapace 
  of greasy plates. A tiny mouth of sharp, spidery teeth flexes 
  between two large, beetle-like mandibles, and behind the thing 
  lashes a long, grossly segmented tail. Most unnerving, though, 
  is the well-used spiked metal hammer the bug-creature 
  wields, hefting the miniature weapon with what appears to be 
  considerable skill.
  Vexgit 
   
  CR 1
  Usually LE Tiny fey
  Init +1; Senses darkvision 120 ft., low-light vision; Listen +1, Spot +1
  DEfEnSE
  AC 17, touch 13, flat-footed 16
  (+1 Dex, +4 natural, +2 size)
  hp 8 (1d6+5)
  fort +2, Ref +3, Will +3
  DR 5/cold iron; SR 11
  OffEnSE
  Spd 20 ft., climb 20 ft.
  Melee maul +0 (1d6–2) and
  bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks speedy sabotage, wrecking crew
  
  bestiary
  Bestiary
  85
  85
  Spell-Like Abilities (CL 3rd)
  At will—prestidigitation, snare
  1/hour—rusting grasp
  TACTICS
  Before Combat Vexgits delight in ending fights before they 
  begin, devising deadly traps from sharpened metal or setting 
  up ruinous cave-ins. They often make use of their snare spell-
  like ability to assure victims get snagged in the optimal spots 
  for deadly traps or their own cruel weapons.
  During Combat Having a particular favor for their miniature 
  mauls, vexgits act bold, climbing to menace foes from unusual 
  angles. They also delight in using their rusting grasp ability to 
  destroy armor and weapons capable of harming them.
  Morale Like all gremlins, vexgits are ultimately cowards. They 
  typically try to climb into small nooks or hide amid large 
  machines if confronted by a foe capable of doing them harm.
  STATISTICS
  Str 6, Dex 12, Con 14, Int 12, Wis 13, Cha 10
  Base Atk +0; Grp –12
  feats Toughness, Weapon FinesseB
  Skills Appraise +5, Climb +6, Craft (trapmaking) +5, Disable Device 
  +9, Hide +13 (+17 amid metal or stone), Knowledge (architecture 
  and engineering) +5, Move Silently +1, Open Lock +5, 
  Languages Terran
  Gear maul (same stats as warhammer)
  ECOLOGy
  Environment underground or urban
  Organization solitary, pair, crew (3–6), or shop (8–20)
  Treasure no coins; standard goods; double items
  Advancement by character class; favored Class rogue
  Level Adjustment +2
  SpECIAL ABILITIES
  Speedy Sabotage (Su) Vexgits are exceedingly adept in 
  disassembling machinery, reducing even complex devices to 
  trash with shocking speed. When using the Disable Device 
  ability, these gremlins treat all devices as being one category 
  simpler for the purposes of determining how long it takes 
  to use the skill. Thus, difficult devices are treated as tricky, 
  tricky devices are treated as simple, and simple devices can be 
  dismantled as a free action.
  Wrecking Crew (Su) A group of up to 6 vexgits can work together 
  to dismantle a single device. This ability functions like the aid 
  another action, but a single vexgit can receive help from up 
  to 5 other vexgits, granting it up to a +10 bonus on its Disable 
  Device or Open Locks check.
  Skills A vexgit gains a +4 racial bonus on Disable Device checks, 
  as well as a +4 racial bonus on Hide checks in areas primarily 
  made of metal or stone. The rustle of its carapace imposes a –4 
  penalty on Move Silently checks (no matter how hard it tries, a 
  vexgit can never fully silence the skittering scrape of its rough 
  armored plates). In addition, a vexgit has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened.
  Gremlin Bell
  Aura faint abjuration; CL 2nd
  Slot none; price 400 gp; Weight —
  DESCRIpTIOn
  From rural villages to bustling cities, many blame even the 
  slightest misfortunes on the depredations of gremlins. 
  Regardless of whether such creatures are truly to blame for 
  a community’s problems, many shrines and hedge wizards 
  sell tiny charms to their neighbors, talismans meant to ward 
  off lesser evils: gremlin bells. 
  Crafted from bronze, brass, or countless other 
  semiprecious metals, these miniature bells—no more 
  than an inch tall—hang from delicate chains or short 
  silken cords and ring with a tinny tinkling. Typically 
  affixed over doorframes or to precious objects, when 
  rung frequently these ornaments supposedly ward off 
  gremlins and protect those nearby from ill fortune. And 
  unlike most such folk magic, expertly made gremlin bells 
  actually work.
  Gremlin bells have two uses. First, they irritate gremlins. 
  Any gremlin that comes within 20 feet of a gremlin bell 
  cannot make use of any of its supernatural abilities and 
  becomes uncomfortable, typically seeking to leave the area 
  (though it is not compelled to do so). Secondly, once per 
  day a gremlin bell can be purposefully rung. All gremlins 
  within 20 feet who can hear the chime must make a DC 16 
  Will save or be sickened for the next 5 minutes.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, protection from evil; 
  Cost 200 gp, 16 XP 
  Maniacally destructive little brutes, vexgits delight 
  in scrapping and sabotaging, the larger and more 
  complicated the target, the better. While one of these 
  spiteful gremlins might delight in trapping someone 
  behind a door with a jammed lock or sneakily removing 
  all the nails from a small boat, it’s when groups of 
  vexgits get together that they’re truly dangerous. In such 
  instances, the portcullis of a vexgit-infested gatehouse 
  turns into a deadly weapon, while a clock tower becomes 
  an avalanche of gears waiting to topple. Thus, engineers 
  of all walks pass warnings of masterful constructions 
  destroyed by these unruly gremlins, with many blaming 
  their greatest failures on such tiny saboteurs. Like most 
  gremlins, vexgits live underground, but cities and the 
  devices they find there fascinate them, often drawing 
  mobs of the dangerous fey to city sewer tunnels and 
  abandoned warehouses.
  Vexgits typically stand 1 and a half feet tall and weigh 
  approximately 16 pounds.
  
  Legacy of Fire
  Legacy of Fire
  86
  86
  peryton
  A menagerie of bestial features combine to form this vicious 
  creature. From the body and forelegs of a powerful stag issue 
  sharpened hooves, powerful black wings, and the taloned 
  haunches of a gigantic bird of prey. Its head combines the features 
  of deer and wolf, a set of sharp horns arching over bloodstained 
  jaws. Most unnerving is its shadow, though, which spills forth 
  in the shape of a human figure.
  peryton                           
    CR 4
  Always CE Medium magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10
  DEfEnSE
  AC 17, touch 13, flat-footed 14
  (+3 Dex, +4 natural)
  hp 42 (5d10+15)
  fort +7, Ref +7, Will +3
  DR 5/magic
  OffEnSE
  Spd 30 ft., fly 60 ft. (good)
  Melee gore +8 (2d4+3/18–20) and
  2 hooves (1d4+1)
  Special Attacks augmented critical, shadow mark
  TACTICS
  Before Combat Perytons strike by surprise if possible, swooping 
  down quickly from cliffs or cloudy skies. When hunting through 
  the open air, they circle like vultures, choosing their prey and 
  using their shadow mark in preparation for their strike.
  During Combat Preferring to make swooping charges as they 
  enter battle, perytons focus upon one target, attacking 
  voraciously until their victim is dead, making as many attacks 
  as possible in the hopes of using their augmented critical 
  ability. Should a target prove resistant to a peryton’s attacks, it 
  takes to the air again, either to flee or to choose another target.
  Morale Brutal predators, perytons fight viciously even when 
  wounded. Only if they’re reduced to 5 or fewer hit points do 
  they attempt to flee.
  STATISTICS
  Str 17, Dex 16, Con 17, Int 11, Wis 14, Cha 12
  Base Atk +5; Grp +8
  feats Improved Initiative, Weapon Focus (gore)
  Skills Listen +10, Spot +10
  Languages Azlanti
  ECOLOGy
  Environment any
  Organization solitary, pair, or flock (3–8)
  Treasure standard
  Advancement 6–8 HD (Medium), 9–15 HD (Large)
  Level Adjustment +2 (cohort)
  SpECIAL ABILITIES
  Augmented Critical (Ex) A peryton’s gore attack 
  threatens a critical hit on an 18–20. If a peryton kills a 
  humanoid foe with a critical hit, it can tear out the victim’s 
  heart with its wolf-like teeth as a free action. Any creature that 
  witnesses this savage event must make a DC 13 Fortitude save 
  or be sickened for 1 round. The save DC is Charisma-based.
  Shadow Mark (Su) As a free action, a peryton can make a ranged 
  touch attack by flying over a humanoid target—the maximum 
  range of this attack is 300 feet. If the peryton hits, its shadow 
  transforms to match the shadow of the creature struck. Once a 
  peryton has established this link, it gains a +2 morale bonus on 
  attack rolls and damage rolls made against that target, and every 
  time the peryton hits that target with an attack, the creature 
  must make a DC 13 Will save or become frightened. This is a 
  mind-affecting fear effect. The save DC is Charisma-based.
  Bizarre, savage creatures, perytons combine the features 
  of ominous birds of prey, mighty stags, and ravenous 
  wolves. Stealing the features of a lean buck for its 
  body, forelegs, and jagged antlers, a peryton’s wings, 
  hindquarters, and razor-sharp talons are those of some 
  mighty avian predator. Below eyes burning with endless 
  
  bestiary
  Bestiary
  87
  87
  hunger sprouts a wolf’s muzzle, filled with shearing, 
  bloody teeth, stained by gory evidence of the beast’s 
  insatiable appetite for warm hearts. Strangest, though, is 
  the creature’s shadow, which light reveals to be not that of 
  a winged quadruped, but a humanoid silhouette. 
  A typical peryton measures 4 feet long and 4 and a half 
  feet tall, though the beasts’ forward-pointing antlers 
  often make them appear even taller. Their wingspans 
  commonly reach over 11 feet wide and they weigh, on 
  average, between 240 and 380 pounds.
  Ecology
  Perytons stalk any beasts weaker than themselves, from 
  the smallest lizards to stags and wolves to even other 
  monstrous creatures. Humanoids are their favored prey, 
  though, as these winged murderers have morbid taste 
  for the warm hearts of such creatures. Rumors hold that 
  in the moments after a peryton eats a humanoid’s heart 
  its shadow changes from that of a human into a more 
  natural shape, and that during this time the monster is 
  somehow more vulnerable. There is some truth to this, 
  as the creatures grow slightly sluggish after gorging on 
  humanoid hearts, but this state never lasts for long and 
  perytons typically withdraw from danger once they’ve 
  feasted. Some scholars familiar with the ancient legend 
  of the peryton’s creation (requiring a DC 20 Knowledge 
  [history] or bardic knowledge check) suggest that in the 
  moments after devouring a heart the beasts have some 
  recollection of their own lost mortal lives, but most 
  naturalists and those who have hunted perytons view 
  such imaginings as romantic nonsense.
  The most unusual feature of a peryton is its shadow, 
  a human-shaped figure that defies all conventions of 
  light and shape. Obviously magical, the unnatural effect 
  unnerves most who look upon it and suggests the beasts’ 
  cursed origins. Regardless of what perytons once were, 
  though, they now breed true and are a viable species 
  unto their own. After their violent mating ritual—which 
  often ends in death for the male—a female peryton lays 
  a single foot-tall black egg, which 7 months later hatches 
  into a squirming and furless pink fledgling.
  Habitat & Society
  For centuries scholars believed that perytons possessed 
  only a bestial level of intelligence but could blather 
  human-like sounds. In deadly truth, perytons prove more 
  intelligent than many humans and speak a dialect of the 
  ancient Azlanti tongue. While capable of organizing, the 
  limitations of their forms and a widespread loathing of 
  others of their kind prevent the creatures from becoming 
  a more organized threat. Although adult male perytons 
  often attack one another on sight, small family groups 
  occasionally form around a strong female. A flock usually 
  consists of this alpha female, two or three weaker females, 
  and a half-dozen young. While males are typically driven 
  off after a year, females who swear allegiance to the alpha 
  are allowed to stay among the group—and those who 
  don’t are driven off or killed. Males will occasionally 
  attack such groups in an attempt to spirit off a mate. 
  Those who are rebuffed usually return with victims, 
  hoping that an offering of a living heart might attract 
  a consort. While lone perytons roam along shores and 
  through mountainous areas, flocks prefer to nest on high 
  cliffs and broken, deserted lands overlooking bodies of 
  salt water. Flocks consider all land within sight of their 
  lairs to be their territory, violently attacking any creatures 
  that draw near.
  Myth of the Peryton
  In the final days before the Age of Darkness, before the 
  heavens cried devastation upon the world, the people of 
  Azlant went about their lives unware. Yet, when the half-
  mad old sage Osein stared upon the motions of the stars, 
  he prophesied doom. Although he tried to warn his people, 
  the residents of Gibrav mistrusted the strange old hermit 
  and cast him outside the town’s walls for his raving.
  As the red star of ruin grew brighter in the night 
  sky, Osein wandered the forests in helpless frustration. 
  Eventually he lay down to sleep his final sleep, but no 
  sooner had he begun to doze than he awoke to the sound 
  of his name. Standing over him loomed a strange animal, 
  a stag with a long black beard and antlers like a jagged 
  crown. The stag spoke in Osein’s voice and told him 
  how his people might avoid the coming ruin. Afraid but 
  hopeful, old Osein rushed back to Gibrav.
  While his neighbors slept, the sage snuck into town 
  and—as the stag had told him—opened wide the three 
  great gates guarding the community. No sooner had he 
  done so than the animals of the forest began to pick their 
  way from the shadows. First rats and weasels skittered 
  through the gates, and the old man waited in wonder. 
  Then came hawks and bats, and the animals drew close to 
  the stone homes. Next came fox and deer, and the beasts 
  pushed open doors and prowled through windows. Then 
  stalked wolves and cougars, and the people of Gibrav began 
  to scream in their beds as the massacre ensued. Horrified, 
  Osein rushed to the bearded stag, but the devil Barbatos 
  only laughed, and in the bellies of beasts the people of 
  Gibrav never faced the devastation of the falling star. Yet 
  it’s said that the souls of Gibrav live on, devil-cursed and 
  terrible, amalgams of their beastly murderers that hunger 
  for blood and cast the shadows of men, true perytons from 
  the Azlanti word meaning “damned.”
  
  Legacy of Fire
  Legacy of Fire
  88
  88
  Fire in the Blood
  H
  undreds of years ago, the efreeti Prince Jhavhul 
  sought to impress Ymeri, Elemental Queen of 
  the Inferno, and offered himself as her consort. 
  She rebuffed him with hardly a thought, 
  observing how he was a simple prince with 
  no army and but a fragile genie’s body to 
  offer her. Humiliated and enraged, but more 
  determined than ever to win Ymeri’s favor, 
  Jhavhul decided to raise an army and become 
  the monster she wanted as a lover.
  Jhavhul traveled to the Material Plane in 
  order to impress his cruel mistress, but once 
  there he was swiftly captured and imprisoned 
  by a wizard-priest named Ezer Hazzebaim. 
  With Jhavhul’s forced assistance, the human 
  mystic and his army of slaves and servitor 
  spirits scoured the northern deserts in search 
  of the corpse of Xotani the Firebleeder, one 
  of the monstrous Spawn of Rovagug. The 
  discoverer of the Firebleeder’s grave, legend 
  said, could reincarnate himself 
  in the form of that great, 
  devastating beast. All it would 
  take was 1000 wishes, less than a 
  year’s work for an enslaved genie 
  like Jhavhul.
  Before the ancient wizard-
  priest discovered Xotani’s final 
  resting place, however, his 
  control over Jhavhul slipped. 
  Ezer narrowly survived the 
  resulting battle, abandoning 
  his plans and army by escaping 
  to the Plane of Fire. Jhavhul led his 
  newfound army on a bloody crusade 
  across the northern deserts to celebrate 
  his victory, and continued his former 
  master’s search for the Firebleeder’s 
  corpse, for if he could take on 
  Xotani’s traits, surely he would be 
  irresistible to Ymeri. Building on 
  Ezer’s research, Jhavhul located the 
  Firebleeder’s immense remains in 
  a large cavern deep beneath the 
  Brazen Peaks.
  In order to infuse himself with 
  the power of the Firebleeder, Jhavhul 
  needed to expend 1,000 wishes 
  to ready the transformation. This 
  he could not accomplish alone.  
  Jhavhul knew he must put his own wishes in the mouths 
  of mortals. So he settled in to become the ruler of a 
  temple devoted to Rovagug, a place that came to be known 
  as the House of the Beast. Over the course 
  of a single season, weird castles appeared 
  in the Brazen Peaks, men transformed 
  into legendary creatures, and others swam 
  in piles of coins that appeared out of thin 
  air. Some gained immortality while others 
  reunited with never-were sweethearts or 
  old lovers miraculously returned to life. 
  In each case, Jhavhul’s wishes nudged 
  the multiverse, smudging destiny and 
  reweaving fate.
  Genies wise in the way of wishcraft learn 
  to sense the ripples of fate, hearing in their 
  flow an ethereal symphony. To a trained 
  ear, Jhavhul’s blunt manipulations of 
  reality resounded like an orchestra playing 
  furiously out of tune. The cacophony 
  drew the attention of Nefeshti, a 
  djinni princess whose own wish-
  mastery had gained her a force to rival 
  Jhavhul’s, led by a quintet of powerful 
  terrestrial genies called the Templars 
  of the Five Winds. According to 
  an ancient wish put into play 
  by Nefeshti, her templars 
  would live forever so long 
  as they retained her favor. 
  But even immortality 
  couldn’t 
  hold 
  back 
  the sheer outlandish 
  grandeur of an army 
  of self-created supermen, 
  each with its own imaginative, 
  unique gift of fate. After a series of 
  battles in which Nefeshti’s forces 
  grew fewer and fewer in number, 
  the Templars of the Five Winds set 
  upon a desperate strategy. Using 
  an artifact known as the Scroll of 
  Kakishon, Nefeshti’s human lover, 
  a wizard named Andrathi, trapped 
  Jhavhul and his forces in a forgotten 
  demiplane by sacrificing himself to 
  the cause.
  Before Nefeshti could reclaim the 
  scroll—and those trapped within 
  it—from the field of battle, the ancient 
  Spoiler Warning! 
  What follows is both 
  the background and the 
  outline for the Legacy 
  of Fire Adventure Path. 
  If you intend to play 
  in this campaign, be 
  warned! The contents 
  of these two pages 
  spoil the plots of the 
  upcoming adventures as 
  thoroughly as possible!
  
  adventure outline
  adventure outline
  89
  89
  parchment fell into the hands of one of Jhavhul’s lowest 
  assistants, a craven gnoll cleric named Shirak. She knew 
  that if she kept the map safe, someday she or one of her 
  ancestors could release the efreeti prince and be greatly 
  rewarded. When Nefeshti arrived on the scene, Shirak had 
  long since fled back to the depths of the House of the Beast 
  to hide the Scroll of Kakishon, and ever since, the Templars 
  of the Five Winds have kept vigil for even the slightest hint 
  of their old enemy’s return.
  Howl of the Carrion King
  by Erik Mona
  Pathfinder #19, Levels 1–4
  The PCs join Merchant Prince Almah Roveshki in a noble 
  quest to reclaim the ruined village of Kelmarane from the 
  savage gnolls who have claimed it as their own. During 
  the adventure, the PCs discover the gnolls are led by a 
  corrupted janni—a fallen member of an ancient order 
  known as the Templars of the Five Winds. When one of 
  their own becomes the unwitting host for a second fallen 
  member of the same mysterious order, the PCs become 
  caught up in a series of events that will come to be known 
  as the Legacy of Fire.
  House of the Beast
  by Tim Hitchcock
  Pathfinder #20, Levels 5–6
  Tipped off by a mysterious traveler named Zayifid (in 
  truth a disguised and disgraced Templar of the Five 
  Winds), the PCs travel up the slopes of Pale Mountain 
  and to the House of the Beast to confront the Carrion 
  King himself. Yet deep inside the ruins, the PCs learn 
  that there is more hidden within the ruined temple than 
  a ruler of gnolls—for in the House’s deepest level lies the 
  Scroll of Kakishon, the artifact used to imprison Jhavhul so 
  long ago. Yet can the PCs secure the scroll for themselves 
  before the treacherous Zayifid can claim it for his own 
  dark purposes?
  The Jackal’s Price
  by Darrin Drader
  Pathfinder #21, Levels 7–8
  The PCs own the Scroll of Kakishon, but they are not 
  the only ones who seek to control the potent artifact. 
  In order to find a scholar with the knowledge and 
  resources to unravel the scroll’s mysteries (and perhaps 
  find a buyer for the great treasure it holds), the PCs 
  travel to the bustling city of Katapesh, only to run 
  afoul of one of that city’s most notorious criminals, a 
  man named Father Jackal. When Father Jackal’s agents 
  steal the scroll and abduct the PC’s ally, a sage named 
  Rayhan, they must track down the perpetrators before 
  they can learn its secrets.
  The End of Eternity
  by Jason Nelson
  Pathfinder #22, Levels 9–10
  The secrets of the Scroll of Kakishon are revealed! Yet when 
  the PCs attempt to open the portal to the world held 
  within the map, something unforeseen occurs. Instead of 
  a gentle portal into paradise, a violent explosion of magic 
  transports the PCs into Kakashon and strands them on a 
  remote isle in the mystic realm—at the same time releasing 
  Jhavhul and much of his army into the city of Katapesh! 
  The PCs must find their way out of the demiplane within 
  the map—but can they survive the wrath of the ragtag 
  remnants of Jhavhul’s army and at the same time face the 
  malevolent protean guardians of the End of Eternity?
  The Impossible Eye
  by Greg A. Vaughan
  Pathfinder #23, Levels 11–12
  The PCs finally escape Kakishon—only to emerge into a 
  mysterious dungeon. Soon the PCs learn that they have 
  become trapped in Jhavhul’s own estate in the legendary 
  City of Brass, and that Jhavhul has taken up his old quest 
  to awaken and become the new Firebleeder! As they search 
  for escape, the PCs learn much of Jhavhul’s plans and 
  weaknesses by exploring his home—and even encounter 
  the efreeti’s old enemy and master, Ezer Hazzebaim, who 
  in his attempt to find revenge against Jhavhul has become 
  a prisoner as well. The key to freedom lies in a magical 
  mirror stolen long ago from the Sultan of the City of 
  Brass called the Impossible Eye, a device hidden somewhere 
  within Jhavhul’s palace. Yet as the PCs finally recover the 
  Impossible Eye, the sultan himself sends a dragon minion 
  to reclaim the prize!
  The Final Wish
  by Rob McCreary
  Pathfinder #24, Levels 13–14
  The PCs return to Katapesh to find that Jhavhul has 
  traveled to Pale Mountain and claimed the village of 
  Kelmarane as his own. After liberating the village once 
  again (although this time from an army of wish-fueled 
  genies and warriors), the PCs discover that Jhavhul 
  is dangerously close to the final wish—the one that 
  will awaken the spirit of Xotani the Firebleeder and 
  transform the efreeti into a new spawn of Rovagug. That 
  this act could cause Pale Mountain to transform into a 
  devastating volcano and spells doom for Kelmarane. 
  There’s also no telling what a titanic transformed Jhavhul 
  could do to Katapesh in order to prove his love for Ymiri. 
  The PCs must delve deep into the fiery chambers hidden 
  deep below Pale Mountain to confront Jhavhul at Xotani’s 
  Grave in order to prevent the advent of a terrible new 
  elemental war!
  
  Legacy of Fire
  Legacy of Fire
  90
  90
  Kyra
  Valeros
  abilities
  abilities
  Female Human CleriC 1
  str
  defense
  HP 10
  AC 15
  touch 9, flat-footed 15
  Fort +4, Ref –1  
  Will +6
  offense
  Melee scimitar +1 (1d6+1/18–20)
  Ranged light crossbow –1 
  (1d8/19–20)
  Base Atk +0; Grp +1
  Special Attacks greater turning 1/
  day, turn undead 4/day
  Spells Prepared (CL 1st)
  1st—command (DC 13), cure light 
  woundsD, divine favor
  0—create water, detect magic, light
  D domain spell; Domains healing, 
  sun
  skills
  Concentration 
  +6
  Heal 
  +6
  Knowledge (religion) 
  +4
  feats
  Iron Will, Martial Weapon 
  Proficiency (scimitar)
  Gear chain shirt, heavy wooden shield, scimitar, light crossbow with 10 bolts, backpack, 
  rations (6), silver holy symbol, 12 gp
  align NG 
  init –1 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  13
  8
  14
  10
  15
  12
  Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of 
  her village she swore her life and sword arm to Sarenrae. Possessed of a fierce will, pride in her 
  faith, and skill with the scimitar, Kyra has traveled far since her trial by fire. She lost her family 
  and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, 
  Kyra has found peace in the Dawnflower, and in the belief that, if she can prevent even one death 
  at evil hands, her own losses will not have been in vain. 
  deity: Sarenrae   
  Homeland: Qadira
  male Human FigHter 1
  str
  defense
  HP 11
  AC 17
  touch 12, flat-footed 15
  Fort +3, Ref +2,  
  Will –1
  offense
  Melee longsword +4 (1d8+2/19–20)
  Dual Wielding longsword +2 
  (1d8+2/19–20) and
  short sword +1 (1d6+1/19–20)
  Ranged short bow +3 (1d6/×3)
  Base Atk +1; Grp +3
  skills
  Climb 
  +1
  Intimidate 
  +4
  Ride 
  +6
  Swim  
  –4
  feats
  Improved Initiative, Two-
  Weapon Fighting, Weapon 
  Focus (longsword)
  Combat Gear alchemist’s fire; Other Gear chainmail, longsword, short sword, shortbow 
  with 20 arrows, backpack, rations (2), silk rope, 1 gp
  align NG 
  init +6 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  15
  12
  13
  8
  10
  Born a farmer’s son in the quiet Andoren countryside, Valeros spent his youth dreaming of adventure and 
  exploring the world. For the past several years, he’s been a mercenary with the Band of the Mauler, a guard 
  for the Aspis Consortium, a freelance bounty hunter, and hired muscle for a dozen different employers. 
  Gone is his youthful naivete, replaced by scars and the resolve of a veteran warrior. While noble at heart, 
  Valeros hides this beneath a jaded, sometimes crass demeanor, often claiming that there’s no better way 
  to end a day’s adventuring than with “an evening of hard drinking and a night of soft company.”
  deity: Cayden Cailean   
  Homeland: Andoran
  
  pre-generated characters
  pre-generated characters
  9191
  Merisiel
  ezren
  abilities
  abilities
  Female elF rogue 1
  str
  defense
  HP 7
  AC 15
  touch 13, flat-footed 12
  Fort +1, Ref +5,  
  Will +1; +2 against 
  enchantment
  Special Qualities low-
  light vision, trapfinding; 
  Immune sleep
  offense
  Melee rapier +1 (1d6+1/18–20)
  Ranged dagger +3 (1d4+1/19–20)
  Base Atk +0; Grp +1
  Special Attacks sneak attack +1d6
  skills
  Disable Device 
  +3
  Hide 
  +7
  Listen 
  +7
  Move Silently 
  +7
  Search 
  +5
  Spot 
  +7
  Tumble 
  +7
  feats
  Dodge
  Combat Gear acid, alchemist’s fire (2), thunderstone; Other Gear leather armor, rapier, daggers 
  (6), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves’ tools, 25 gp
  align CN 
  init +3 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  12
  17
  12
  8
  13
  10
  Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur, since it’s 
  impossible to tell when the good times might end. Never the sharpest knife in the drawer, Merisiel 
  makes up for this by carrying at least a dozen of them on her person. She hasn’t met a problem yet 
  that can’t, in one way or another, be solved with things that slice. While she’s always on the move and 
  working on her latest batch of plots for easy money, in the end it comes down to being faster than 
  everyone else—either on her feet, or with her beloved blades. She wouldn’t have it any other way.
  deity: Calistria   
  Homeland: Varisia
  male Human Wizard 1
  str
  defense
  HP 5
  AC 9
  touch 9, flat-footed 9
  Fort +3, Ref –1,  
  Will +4
  offense
  Melee cane +0 (1d6)
  Ranged light crossbow –1 
  (1d8/19–20)
  Base Atk +0; Grp +0
  Spells Prepared (CL 1st)
  1st—mage armor, sleep (DC 14)
  0—daze (DC 13), detect magic, light
  skills
  Appraise 
  +7
  Concentration 
  +5
  Knowledge (arcana) 
  +7
  Knowledge (geography) +7
  Knowledge (history) 
  +7
  Spellcraft  
  +7
  feats
  Combat Casting, Great 
  Fortitude, Scribe Scroll
  Combat Gear scroll of burning hands, alchemist’s fire (2); Other Gear cane (as club), dagger, 
  light crossbow with 20 bolts, backpack, rations (6), scroll case, spellbook, spell component 
  pouch, 35 gp
  align NG 
  init –1 speed 30 ft.
  dex
  con
  int
  wis
  cha
  11
  9
  12
  16
  15
  9
  Born to a successful spice merchant in one of Absalom’s more affluent districts, Ezren’s childhood 
  was pleasantly safe. This changed when his father was charged with heresy. Ezren spent much of 
  his adult life attempting to prove his father’s innocence, only to discover his father was guilty. The 
  revelation shook Ezren’s faith in family and church to the core and he abandoned both, setting 
  out into the world to find a new life. Ezren fell naturally into the ways of wizardry, and swiftly 
  became a gifted spellcaster.
  deity: Atheist   
  Homeland: Absalom
  
  Legacy of Fire
  Legacy of Fire
  90
  90
  Next Month in
  TM
  House of the Beast
  by Tim Hitchcock
  From his lair high upon Pale Mountain’s forlorn slopes, 
  the savage Carrion King prepares his gnoll legions for 
  war. But within his dreaded citadel, the accursed House 
  of the Beast, sleeps a deeper and more terrible evil. Can 
  the PCs hope to fight their way through the legions of the 
  gnoll warlord to confront the dreaded tyrant himself? 
  And what greater menace, kept hidden from the world for 
  centuries, struggles for release from the infamous House 
  of the Beast?
  In The Shadow of Pale Mountain
  by Steven Kenson
  At the heart of the Brazen Peaks rises Pale Mountain, a 
  barren spire of treacherous cliffs and pallid stone. Around 
  the ominous peak lies a land of danger and mystery, a 
  region long deserted and only now coming back to the 
  ambitious attentions of Katapesh’s people. Learn of the 
  environs surrounding newly retaken Kelmarane, the 
  beasts that endlessly menace the region, and what other 
  dangers lie in the shadow of Pale Mountain. 
  Sarenrae
  by Sean K Reynolds
  Gaze upon the wonders of the Dawnflower and seek comfort 
  from her healing hand. Learn the ways of Sarenrae, flame-
  haired goddess of healing, honesty, redemption, and the 
  sun, and take up arms in defense of the weak alongside 
  those who flock to her shining banner.
  And More!
  In the caves near Pale Mountain burns a raging fury—
  quench an immortal evil or become kindling in a new Set 
  Piece adventure. Plus: There’s a murderer on the loose, and 
  Channa Ti is the prime suspect. Discover the truth in next 
  month’s Pathfinder’s Journal by Elaine Cunningham.
  Subscribe to Pathfinder!
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  pathfinder and subscribe today! Have each Pathfinder, 
  Pathfinder Chronicles, Pathfinder Companion, and 
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  From the crumbling spires of the ancient runelords in distant Varisia to the bustling merchant 
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  Every Hero  
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  n the earliest days, when the gods shaped the 
  heavens and the earth, light flowed through the 
  spheres into the world and all things were new. 
  The gods made the genies, the first people, then 
  the dragons and all the creatures of the earth. 
  The gods were very pleased with themselves.
  Or rather, most of them were. Rovagug saw 
  the creation of things, and at first he smiled, for he was newly 
  risen as well. But then he gazed upon the land, and felt an itch to 
  scratch the stones, to see what was inside a genie. His thousand 
  feet must have claws of adamantine for a reason, and like a jackal 
  with a bone, Rovagug tore and chewed and howled and spit, as if 
  the earth were his to despoil. 
  The other gods looked on, and spoke the first divine anger.
  “How dare he destroy what we have made? Why does he 
  kill and claw and break the shining harmonies of creation? We 
  must stop him.”
  The gods spoke to Rovagug of peace. He ignored them, and 
  vomited forth the bones of a forgotten race.
  The gods spoke to Rovagug of beauty and the harmony of  
  new-made creatures. He ignored them, and tore open the sky with 
  stones hurled from the heavens, setting fires across the world.
  The gods tried to pull Rovagug away as he climbed to the heavens, 
  clawing at the moon. He turned and snapped at their hands. His 
  teeth ripped the robes of Sarenrae, and shattered the shield of 
  Abadar, and devoured the weak among the gods’ servants. 
  The gods’ new rage made their former anger seem as nothing; 
  they gathered their strength and fought Rovagug in a fury, and 
  they were all cast down. 
  No fury can stand before wrath, and nothing can destroy 
  destruction.
  
  paizo.com/pathfinder
  Printed in China. PZO9019
  I
  n the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the 
  courage to command their destinies. Such wisdom leads a daring band to the abandoned 
  village of Kelmarane with the hopes of reestablishing the once prosperous community. But 
  buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls 
  and their bestial allies hold the town in the name of a merciless master known only 
  as the Carrion King. Can the PCs retake the village from its feral conquerors, or 
  is Kelmarane but the first bastion of civilization to fall before the hordes of the 
  mysterious warlord? 
  This volume of Pathfinder begins the Legacy of Fire Adventure Path, and includes: 
  ◆ 
   “Howl of the Carrion King,” an adventure for 1st-level characters, by Erik Mona.
  ◆  An investigation into the savage gnoll tribes of the Brazen Peaks, their brutal 
  culture, and their merciless members, by Eric Haddock.
  ◆ 
  Ruins once sacred to the god of magic have become the lair of a living curse in 
  “The Refuge of Nethys,” a Set Piece adventure by James MacKenzie. 
  ◆  The adventures of druid Channa Ti begin: “Dark Tapestry,” a new chronicle 
  in the Pathfinder’s Journal, by New York Times bestselling author Elaine 
  Cunningham.
  ◆ 
  Five new monsters by Adam Daigle, James Jacobs, and F. Wesley Schneider.
  hear the cry of war!
  hear the cry of war!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF019-024 - Legacy of Fire/Legacy of Fire - 01 - Howl of the Carrion King.pdf