TEXT: By Luis Loza
  Borne by the  
  Sun’s Grace
  
  Lastwall
  • ROSLAR’S COFFER
  Virlych
  Northern Fangwood
  • HALLEIN TOWN
  • VELLUMIS
  • CALIPHAS
  The Isle of Terror
  THE WIZARD-KING’S PIT ◊
  FORT LANDING ◊
  DORTROT RANCH ◊
  HAMMER ROCK ◊
  ◊ GARDEN OF LEAD
  ◊ VAISHAU
  ◊ CASNORIVA
  ◊ GALLOWSPIRE
  VIGIL ◊
  RENCHURCH ◊
   
  CASTLE EVERSTAND ◊
  CASTLE FIRRINE ◊
  SARENITE TEMPLE ◊
  Ustalav
  • THREE PINES FORD
  0
  60 MILES
  The Gravelands
  
  Paizo Inc.
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  ON THE COVER
  Borne by the Sun's Grace 
  2
  by Luis Loza
  NPC Gallery 
   56
  by Luis Loza
  Xopatl 
  62
  by Luis Loza
  Barzahk the Passage 
  74
  by Crystal Frasier
  Bestiary 
  80
  by Carlos Cabrera, Crystal Frasier, Luis Loza, and Mikhail Rekun
  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at pfrd.info.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Book of the Damned 
  BotD
  Horror Adventures 
  HA
  Occult Adventures 
  OA
   
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  Ultimate Wilderness 
  UW
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game.
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  Printed in Canada.
  Kess and Yoon receive an unpleasant welcome in 
  Arcadia while the undead dragon Istravek prepares 
  to work his evil master’s will in this spectacular 
  cover art by Igor Grechanyi.
  Development Leads • Crystal Frasier and Ron Lundeen, with 
  Adam Daigle and Patrick Renie
  Authors • Luis Loza, with Carlos Cabrera, Crystal Frasier, and 
  Mikhail Rekun
  Cover Artist • Igor Grechanyi
  Interior Artists • Olivier Bernard, Graey Erb, Vlada Hladkova,  
  Joel Holtzman, Artur Nakhodkin, Sandra Posada,  
  Roena Rosenberger, and Vicky Yarova
  Page Border Design • Firat Solhan
  Cartographer • Matthias Rothenaicher
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
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  Borne by the Sun’s Grace
  ADVENTURE PATH 5 OF 6
  
  Borne by the Sun’s Grace
  PART 1: CITY OF FLOWERS ................................................ 5
  The heroes learn they are in Arcadia, near the city of Jolizpan. As they begin to 
  learn about the obols embedded in their souls, agents of a rebel leader attack 
  the city. With Jolizpan’s defenders lost to a greater menace, the heroes are the 
  city’s best hope.
  Advancement Track
  “Borne by the Sun’s Grace” is 
  designed for four characters and 
  uses the medium XP track.
  The PCs should reach 16th level by 
  the adventure’s conclusion.
  14
  The PCs begin this 
  adventure at 14th level. 
  PART 2: DIGGING UP SECRETS .......................................18
  The heroes infiltrate the rebels’ headquarters to reclaim a magic item that will 
  help them learn about their obols. They discover that the leader of the rebels is 
  in the grip of a powerful outsider, stoking his distrust and desperation.
  PART 3: INTO THE SACRED MOUNTAIN .................40
  The heroes travel to Tumbaja Mountain, the central nexus of Jolizpan’s magical 
  network. The undead dragon Istravek stands between the heroes and the mystical 
  kumaru tree, that provides the clues they need to stop the Whispering Tyrant.
  The PCs should reach 
  15th level during their 
  explorations of the Blue 
  Gardens of Tlil. 
  15
  
  ADVENTURE  
  BACKGROUND
  Prior to becoming a god, Aroden periodically left Avistan 
  to travel Golarion and study a variety of magical traditions. 
  On one of his visits to the continent of Arcadia, Aroden 
  visited the powerful nation of Xopatl. Ringed by defensive 
  mountains, Xopatl had been founded long ago by hero‑gods. 
  Its arcane botanists had mastered the art of guiding the 
  growth of living ley lines, creating unique magical relics 
  and delivering limitless magical power across their nation 
  through a network known as the Veins of Creation. The Veins 
  of Creation provided energy to forges, magical defenses, and 
  even simple lighting within homes. The heart of the Veins 
  of Creation was a magical kumaru tree, descended from 
  the legendary Tree of the Thousand Eyes, growing within 
  an ancient pyramid called Tumbaja Mountain. The city of 
  Jolizpan had been founded near the pyramid to protect and 
  shepherd this kumaru tree, and its citizens were primary 
  arcanists, biologists, and engineers who studied and 
  improved the Veins of Creation. 
  Aroden was intrigued by tales of Xopatl’s fantastic magic 
  and arrived in –1524 ar to study it. He made his way to 
  Jolizpan, but the wary residents wouldn’t allow foreigners 
  to enter the sacred Tumbaja Mountain. Nevertheless, 
  Aroden spent several years in Jolizpan learning from the 
  botanists and attempting to gain approval to enter the 
  pyramid. He lived as a farmer and fisherman, earning his 
  keep in the city and slowly building trust. During this time, 
  he met a wizard from Xopatl’s capital of Gujaraldi named 
  Arazni. Arazni had studied the ley lines near her home and 
  had made great advancements in applying arcane botany 
  to improve the cleanliness of water in local aquifers. She 
  had come to Jolizpan to deepen her own understanding 
  of the Veins of Creation and expand her research. Aroden 
  saw Arazni’s research as an opportunity and offered her 
  his assistance. With their joint research proposal, the two 
  earned limited, supervised access to Tumbaja Mountain.
  Aroden and Arazni were voracious in their research of 
  the Veins of Creation, and they benefited from working 
  closely with the botanists directly responsible for care of 
  the kumaru tree. Arazni quickly completed the necessary 
  studies for her project, and she invited Aroden to travel 
  across Xopatl with her as she applied her research. Aroden 
  agreed, and the two returned to Gujaraldi to improve 
  the local cluster of the Veins of Creation. Following 
  this endeavor, the pair traveled throughout Xopatl, 
  applying Arazni’s improvements to increasingly distant 
  communities. Xopatl was not wholly tame, even in the days 
  when the direct influence of the hero‑gods was stronger, 
  and the two frequently contended with wild beasts. Aroden 
  was impressed to find that Arazni was not only a clever 
  wizard but a brave warrior. The two journeyed together for 
  several years, earning a reputation as heroes.
  Aroden and Arazni returned to Jolizpan in –1505 ar to 
  report on their nationwide improvements. Mere weeks 
  later, the Razatlani warlord, Imictal, led his Army of Fire over 
  the Mildanesi Mountains toward Jolizpan. Imictal hoped 
  to claim Xopatl and its Veins of Creation to bolster the 
  declining Razatlani empire. Aroden and Arazni challenged 
  the warlord, using their extensive knowledge of the Veins of 
  Creation to erect magical defenses while Jolizpan’s warriors 
  defeated the Army of Fire. Aroden and Arazni faced Imictal 
  personally, slaying him and ending his threat. As thanks 
  for their aid in defending the city, the botanists of Jolizpan 
  granted Aroden and Arazni unfettered access to Tumbaja 
  Mountain and the kumaru tree at its heart.
  Aroden and Arazni spent the next few years studying 
  the kumaru tree as the source of the Veins of Creation. 
  Arazni eventually grew content with her knowledge and 
  left to bring new improvements to Xopatl, but this time, 
  Aroden did not join her. Instead, he remained in Xopatl, 
  performing his own experiments on the kumaru tree. He 
  placed a fragment of his soul within the tree, giving him 
  the ability to manipulate the living ley lines with greater 
  ease than even the most experienced arcane botanists. 
  With this mastery, Aroden grew a branch of the kumaru 
  tree that twisted upon itself several times. He cut this 
  branch free and formed it into the mighty Shield of Aroden 
  (which later, when broken by the Whispering Tyrant, 
  came to be known as the Shattered Shield of Arnisant). 
  Strengthened by his knowledge and his new artifact, 
  Aroden left Arcadia to continue his travels. He went on to 
  achieve divinity and become a living god.
  Meanwhile, Arazni journeyed across Xopatl, defending 
  its people and ushering the nation into a golden 
  age. While taming the plains of western Xopatl, the 
  warrior‑mage faced a terrible beast named Tlochach, the 
  Serpent of the Seven Hills. She defeated the monster after 
  a titanic struggle, but its venom proved too potent and 
  Arazni perished. Aroden later called upon Arazni’s soul 
  to be reborn as his herald—but that part of history is not 
  relevant to Arcadia’s.
  The Veins of Creation continued to serve Xopatl well. 
  The botanists of Jolizpan originally conducted their 
  research on the Veins of Creation from disparate sites 
  within the city, making pilgrimages to the sacred Tumbaja 
  Mountain as needed. In 4598 ar, the botanists built a 
  central research facility just west of Jolizpan, called the 
  Blue Gardens of Tlil. From this location, Jolizpan’s arcane 
  botanists made significant advances. Yet even the most 
  skilled of Jolizpan’s arcane botanists didn’t realize that 
  the tree’s incredible longevity was due to the echoes of 
  Aroden’s divine soul still lodged within it. When Aroden 
  perished in 4606 ar, this soul echo released a unique 
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  3
  
  magical feedback into the kumaru tree. The tree instantly 
  withered, shutting down the Veins of Creation entirely.
  Panic gripped Xopatl. Its people’s way of life was badly 
  disrupted, and the nation struggled to survive the sudden 
  loss. Jolizpan’s botanists scrambled to bring the kumaru 
  tree back to life, but with the echoes of Aroden’s dead soul 
  tainting the tree, they could not. Even preserved seeds 
  from the tree failed to take root. The botanists eventually 
  achieved a breakthrough by replicating the Veins of 
  Creation on a much smaller scale, creating limited, local 
  networks of ley lines that Xopatl still uses today. But the 
  true Veins of Creation were gone, and with them Xopatl’s 
  golden age was gone as well. Only now, while reviewing 
  ancient records, the botanists pieced together that Aroden 
  had somehow altered the kumaru tree during his tenure 
  long ago. Now, Aroden’s name is spoken with venom as 
  the foreigner whose meddling brought ruin to Xopatl.
  The Scion of nighTmareS arriveS
  The Whispering Tyrant was well prepared for the 
  destruction of his prison of Gallowspire. He had several 
  agents, long imprisoned with him, poised to perform 
  critical tasks all over the world as soon as they were free. 
  One of these is Istravek, the Scion of Nightmares. 
  While still a mortal wizard, millennia ago, Tar‑Baphon 
  imprisoned the black dragon Istravek. Tar‑Baphon 
  bought his prisoner’s loyalty with promises of power, and 
  once the captive Istravek agreed to aid the wizard‑king in 
  his experiments, Tar‑Baphon killed him and reanimated 
  him as a rare form of undead dragon called a ravener. 
  Honored by this gift of unlife, which he wouldn’t 
  have been able to achieve on his own, Istravek served 
  Tar‑Baphon loyally until the wizard‑king was slain. The 
  ravener then retreated to dismal swamps on his former 
  home, the Isle of Terror, and mourned his master’s defeat. 
  When Tar‑Baphon was reborn as the Whispering Tyrant 
  many years later, Istravek returned to his side to serve 
  him as before. The ravener was the Whispering Tyrant’s 
  powerful and loyal commander across Ustalav and 
  Belkzen, earning the title “Scion of Nightmares” from 
  his master. Upon the Whispering Tyrant’s defeat during 
  the Shining Crusade, Istravek was imprisoned with the 
  Whispering Tyrant in Gallowspire along with many other 
  minions. The Whispering Tyrant raged against them all, 
  blaming their incompetence for his losses and visiting 
  horrendous torments upon them. Tar‑Baphon devised 
  a particularly insidious and effective punishment for 
  the Scion of Nightmares: he left him alone. Tar‑Baphon 
  relegated the ravener to the catacombs level beneath 
  Gallowspire, insisting he had no further use for him. 
  Istravek was wracked with grief and shame for centuries. 
  When the Whispering Tyrant began planning his 
  escape, he sought out Istravek, who met him like a 
  lonely pet whose master had finally returned home. 
  The Whispering Tyrant described what his studies had 
  revealed about the kumaru tree in Tumbaja Mountain, 
  and its possible connection to the shield fragment lodged 
  in his withered hand. The lich‑king gave Istravek an 
  important mission: to travel to Xopatl and find out what 
  he could about the kumaru tree. Istravek wasted no time. 
  Within an hour of Gallowspire’s destruction, Istravek had 
  teleported across the world to Tumbaja Mountain, killed or 
  driven off its defenders, and claimed the site as his own. He 
  collapsed the primary entrance to the pyramid to hinder 
  any attempts to retake Tumbaja Mountain and called in 
  reinforcements from the Negative Energy Plane to help 
  him defend the site. Istravek’s initial successes aren’t 
  surprising, as he was well prepared and desperate to prove 
  his worth to his master. 
  Istravek was not prepared, however, to find that the 
  kumaru tree within Tumbaja Mountain was dead. The 
  Whispering Tyrant hadn’t realized the tree had become 
  dependent upon Aroden’s soul and had therefore died 
  with the god. Istravek tried unsuccessfully to restore the 
  kumaru tree to life, but he was no more successful than 
  the generations of arcane botanists who had been trying 
  to restore the tree for more than a century. 
  Istravek and his forces repelled a few concerted 
  Jolizpani attacks to retake the sacred pyramid, but his 
  most surprising visitor came in peace. The botanist 
  Umbarno Xipali came to propose a trade: if the dragon 
  would provide key cuttings of the dead tree and some 
  important lore left behind in the pyramid, Umbarno 
  would share generations of information about the tree. 
  Istravek agreed, and Umbarno departed the pyramid as 
  an uneasy ally of the undead dragon.
  Istravek was still collating Umbarno’s information 
  when the kumaru tree shuddered. This was the first sign 
  of life Istravek had seen in the tree—in fact, it was the 
  first sign of life the tree had given in more than a century. 
  Istravek didn’t know it, but the kumaru was reacting to the 
  sudden arrival of the PCs, whose obols are splinters of it. 
  Istravek’s Arrival
  This adventure is intentionally vague about the specific 
  date of Istravek’s arrival. This date should correspond 
  with the end of “Last Watch” in your campaign, as the 
  Whispering Tyrant used the Radiant Fire to break open 
  his prison almost immediately after destroying Vigil. 
  Considering the pacing of the events of “Gardens of 
  Gallowspire,” Istravek’s arrival is likely 2 or 3 weeks in 
  the past, but could be a month ago or more. Anyone 
  in Jolizpan can provide the exact timing to the PCs, and 
  the PCs might realize it corresponds to the date of the 
  Whispering Tyrant’s release.
  4
  
  Istravek continues to study the tree, eager to learn its 
  secrets, complete his mission, and prove his worth to the 
  Whispering Tyrant.
  The children of Kumaru
  No botanists have succeeded in restoring the Veins of 
  Creation, and few have felt this failure as keenly as the 
  gifted priest Umbarno Xipali. Umbarno swore to the 
  people of Jolizpan that he would restore the defunct 
  network, and he spent several years traveling across Xopatl 
  seeking answers. He found only frustration and was 
  prepared to return to Jolizpan in disgrace. Yet Umbarno 
  was hailed as a hero upon his return, as the people of 
  Jolizpan believed he must have found the answers he 
  had sought. In a moment of spiritual weakness born of 
  his desperation and failure, Umbarno lied: he claimed 
  he did indeed have clues to restore the arcane network. 
  This caused his faith to falter and his soul to slip toward 
  evil. Desperate to produce the answers he feigned to have, 
  Umbarno went to work at Jolizpan’s primary research 
  facility, the Blue Gardens of Tlil. There, he secretly threw 
  himself into reckless and dangerous experiments, relying 
  upon malignant and dangerous magic in a rash bid to 
  make a breakthrough. He attracted a coterie of other 
  talented but frustrated botanists who, like him, sought 
  glory no matter the cost. Umbarno called his group the 
  Children of Kumaru, and they began meeting in secret 
  to explore unorthodox experiments with malignant flora, 
  soul energy, and blighted evolution. Anticipating that the 
  Blue Gardens’ guards would eventually stumble upon 
  these meetings, Umbarno recruited several senior guards 
  to the Children of Kumaru with promises of the “better 
  Xopatl” that the Children of Kumaru were creating. One 
  of them discovered some old masks in storage at the Blue 
  Gardens of Tlil, and the Children of Kumaru distributed 
  these Tlil masks among themselves, wearing them during 
  meetings to denote membership in the secretive group.
  Umbarno grew more desperate and isolated himself over 
  time, but his secret cult pressed on despite his increasingly 
  erratic directives. Restoring the Veins of Creation remained 
  out of the cultists’ grasp, but they met with several notable 
  successes. Chief among these were techniques to rapidly 
  grow loyal servitors out of durable plant matter. Even the 
  least of their creations—wyrwood variants grown to be 
  self‑aware but slavishly obedient—were powerful tools. 
  Umbarno told the Children of Kumaru they would have to 
  oust the other botanists from Tumbaja Mountain and the 
  Blue Gardens of Tlil to make their final breakthroughs, but 
  they had to wait for the time to be right. 
  When Istravek took over Tumbaja Mountain, defeating 
  even Jolizpan’s most powerful defenders of, the botanists 
  of Jolizpan were thrown into disarray, and the Children of 
  Kumaru seized the opportunity to strike. Donning their 
  Tlil masks, the Children of Kumaru forced their coworkers 
  out and claimed the Blue Gardens of Tlil as their own. 
  This coup was almost entirely bloodless—the Children 
  of Kumaru are reckless and self‑centered, but with only 
  a few exceptions, they aren’t evil. Meanwhile, Umbarno 
  visited Tumbaja Mountain to negotiate with Istravek 
  for some hastily abandoned lore that might aid in their 
  research. The Children of Kumaru are working diligently 
  with this information, but they’ve come no closer to their 
  ultimate goal.
  Faced with even more failure, Umbarno has elected to 
  take drastic action. With Jolizpan’s defenders weakened 
  by their failed attempts to retake Tumbaja Mountain, 
  Umbarno plans to send his wyrwood minions into Jolizpan 
  to cripple its defenses and declare the Children of Kumaru 
  the city’s leaders. Once they have control, they can funnel 
  much greater resources to the Blue Gardens to speed their 
  research. Most of the Children of Kumaru are unaware of 
  this plan and would likely oppose it; they would prefer to 
  win honors through their research rather than violence. 
  But Umbarno becomes increasingly unstable as he lurks 
  in the Blue Gardens’ underground level, his frustration 
  and distrust stoked by a malignant outsider who claims to 
  speak on behalf of Umbarno’s evil god. 
  PART 1:  
  CITY OF FLOWERS
  At the end of “Gardens of Gallowspire,” the heroes 
  found themselves whisked away by Arazni’s powerful 
  magic, ending up in an unknown land. While the PCs 
  see they are in a lush, vibrant rainforest, they likely won’t 
  immediately recognize that they are much further from 
  Lastwall than they realize. In fact, the PCs are now in 
  Arazni’s homeland of Xopatl, a nation in central Arcadia, 
  far from the Inner Sea region.
  If the PCs Go Back Too Soon
  The PCs might have access to sufficiently powerful magic, 
  such as greater teleport, allowing them to return to 
  Lastwall right away, ignoring Arazni’s recommendation 
  at the end of “Gardens of Gallowspire.” You can refer 
  to the next adventure, “Midwives to Death,” to find out 
  what Tar-Baphon is doing after defeating Arazni and how 
  the PCs can intervene, but the PCs are likely to realize 
  the challenges facing them in Avistan are still greater 
  than they can manage. Returning to Arcadia to seek the 
  secrets of the kumaru tree—just as Arazni suggested—is 
  their best hope not only to alter their obols to defeat 
  Tar-Baphon, but also to gain the necessary experience to 
  survive to confront him.
  5
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Arazni has sent the PCs to Xopatl in hopes that they 
  can discover the link between their obols and the kumaru 
  tree, and in so doing continue the battle against the 
  Whispering Tyrant. She suspects they can learn more 
  about their strange connection to the Shattered Shield of 
  Arnisant in Jolizpan, because she knows Aroden crafted 
  it from the kumaru tree in Tumbaja Mountain long 
  ago. Even if the PCs can’t find information about the 
  shield, Arazni reasons, the PCs can likely recover some 
  of Xopatl’s powerful and unique magic to strike back 
  against the Whispering Tyrant. Arazni doesn’t have much 
  time to impart this to the PCs before sending them away; 
  she’s able to give them only the cryptic phrase “Seek the 
  kumaru and learn its secrets.” However, Arazni has been 
  gone from Arcadia a long, long time; she doesn’t know 
  that a century ago, the kumaru tree died and the Veins of 
  Creation became defunct. She also isn’t aware that one of 
  the Whispering Tyrant’s agents has taken over Tumbaja 
  Mountain as his personal lair, attempting to learn the 
  same secrets that the PCs seek. 
  When Arazni teleported the PCs away, she set the city 
  of Jolizpan as their destination. As is often the case with 
  teleportation magic, however, the PCs arrived a little bit 
  off‑target. They arrive in the surrounding forest, not far 
  from the city. As the PCs regain their bearings, read or 
  paraphrase the following.
  All around are towering trees, rising so high that only small 
  rays of sunlight pierce the canopy. The sounds of singing birds 
  fill the air, and the sudden, cloying humidity is a shocking 
  change from the cold air of Virlych. The enormous flowers and 
  bushes beneath the trees are vibrant but unfamiliar. Nearby, 
  a large river flows lazily as it cuts through the foliage. Off in 
  the distance, past the river, the forest thins to reveal stone 
  structures decorated with flowers.
  WELCOMING PARTY (CR 13)
  The Jolizpan River flows around the city of Jolizpan on 
  two sides. The PCs have arrived a short walk west of 
  the city, on the opposite side of the river. As the city’s 
  buildings are the only nearby landmarks, the PCs’ best 
  option is to head in that direction. A PC who succeeds 
  at a DC 15 Survival check recognizes signs that the plants 
  here are being tended: several of the bushes have been 
  pruned, and the flowers have been planted in locations 
  that maximize their growth. The river is dozens of feet 
  wide, but it doesn’t flow particularly quickly and looks 
  easy to cross. As the PCs assess their situation, their first 
  taste of danger in this new land eyes them carefully.
  Creatures: Three massive crocodiles lurk in the 
  Jolizpan river, watching the PCs and waiting for them to 
  come close to the water so they can strike. PCs who take 
  JOLIZPAN
  A2
  A3
  A5
  A1
  0
  180 FEET
  6
  
  the time to examine their surroundings may spot these 
  crocodiles and can avoid them by going several 
  hundred yards upriver or downriver before 
  crossing. The crocodiles are aggressive 
  but lazy and therefore ignore PCs who 
  don’t approach them. In a fight, the 
  crocodiles attempt to swallow their 
  opponents whole and withdraw 
  further into the river to digest the 
  meal. A crocodile reduced to fewer 
  than 50 hit points realizes the PCs are 
  more trouble than they are worth and 
  flees downstream.
  JOLIZPAN CROCODILES (3) 
  CR 10
  XP 9,600 each
  Advanced dire crocodile (Pathfinder 
  RPG Bestiary 294, 51)
  hp 162 each
  Once the PCs deal with or 
  avoid the crocodiles, they most 
  like make their way to Jolizpan 
  itself. When the PCs arrive, the city is preparing for an 
  upcoming festival (this adventure assumes that the city is 
  celebrating the summer solstice, but you should change 
  the festival to match the appropriate season for your 
  campaign). The city’s hundreds of stone buildings are 
  each decorated with large flowers and stylized imagery of 
  the sun. 
  As the PCs enter the city, they catch the attention of a 
  few citizens decorating a nearby home. The residents are 
  confused by the PCs’ appearance but greet them warmly 
  in Razatlani, the common language of Xopatl. Whether 
  or not the PCs overcome this language barrier, after 
  a moment, an elderly woman steps out from the home 
  and also addresses them. If the PCs aren’t yet able to 
  communicate, she casts tongues. The woman introduces 
  herself as Miraina Olviris (see page 58), a scientist. The 
  bystanders politely defer to Miraina’s authority and 
  expertise and let her take the lead in the conversation. 
  Likely questions and Miraina’s answers are given below.
  Where are we? “You are in the city of Jolizpan, in the 
  Jolizpan Forest. You are currently in the nation of Xopatl, 
  in central Arcadia. You’re on the planet Golarion.” Miraina 
  recognizes the name of any Inner Sea nations and major 
  locations, and she is quick to reiterate that the PCs are, in 
  fact, in Arcadia.
  Arcadia? Are you sure? “Yes, as sure as I am that flowers 
  bloom in spring. I’m not sure how you ended up here, 
  but it’s true.” 
  Who are you? “I am Miraina Olviris. Until recently I 
  was a botanist at a facility called the Blue Gardens of Tlil, 
  in charge of overseeing the growth of Jolizpan’s plants 
  and crops.”
  We’re supposed to seek the kumaru. Do you know 
  what that means? “Ah, yes, all of us in Jolizpan know 
  of the kumaru tree. It is a sacred 
  tree, part of our history. This 
  is a long story, which is 
  both happy and sad.”
  Arazni sent us here. 
  Do you know where she is? 
  “Arazni? The warrior‑mage? 
  She died millennia ago. Do 
  you mean she somehow 
  lives again?”
  How do we get back home to 
  the Inner Sea? “Well, the simplest 
  way I know would be to take a boat, 
  but that would require several 
  months. Also, you’d have to head 
  north for that. None of the boats 
  from Xopatl leave for the Inner Sea. You 
  would be most likely to find passage from Segada. Powerful 
  magic can also get you there. I have the connections to 
  arrange for that, and I may even have the expertise to 
  employ it, but it’s not magic to undertake lightly.” 
  Miraina takes the time to give the PCs a quick 
  description of both the nation of Xopatl and the city of 
  Jolizpan. She offers her condolences to any PCs upset 
  by the fact that they are no longer anywhere near home 
  and is happy to offer them rooms in her house while they 
  figure out what they plan to do. 
  While the PCs are speaking with or traveling with 
  Miraina, her permanent arcane sight and extensive 
  familiarity with the kumaru tree eventually causes her 
  to take notice of the obols embedded within their hearts. 
  When she does, she interrupts the PCs with the following.
  Miraina grows distracted and interrupts. “Curious… now, what 
  are those things right there within your hearts?” Miraina peers 
  closer. “Ah, yes, it’s not entirely there, but it is… between 
  worlds. Does everyone have one of those where you come 
  from? Hmm, no matter. Let me think for a moment. Yes, 
  curious, curious…” she mutters to herself. After a few seconds 
  of examination, her eyes grow wide with excitement. “My 
  goodness, do you know what you have here? You bear shards 
  of the kumaru! This, this could be the key!” An excited grin 
  grows on her face. “With your permission, I would like to 
  examine you a bit more closely. Such luck that you come now, 
  bearing fragments of the kumaru within your very bodies!”
  Miraina explains that the fragments in the PCs’ hearts 
  are made of a unique, magical wood called kumaru. 
  Kumaru comes from a special tree that grows in Tumbaja 
  7
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Miraina Olviris
  
  Mountain, a pyramid located north of the city. She 
  describes how the city—and, in fact, the entire nation of 
  Xopatl—once used the arcane power of a magical network 
  called the Veins of Creation to improve the everyday lives 
  of all people. Great magic flowed from the kumaru tree 
  throughout the land and helped the nation prosper. Just 
  over a century ago though, the kumaru tree died and the 
  entire network failed. 
  Miraina and her fellow botanists have worked for 
  decades to bring the kumaru back to life and reactivate 
  the Veins of Creation, only to fail every time. Although 
  the botanists have spent the last century replicating the 
  power of the Veins of Creation on much smaller scales—
  creating networks just large enough to power a building 
  or a neighborhood—every Jolizpani botanist dreams of 
  being the one to reawaken the kumaru and reignite the 
  Veins of Creation. The PCs’ obols appear to be made from 
  fragments of living kumaru, something that hasn’t been 
  seen in more than a century. Miraina believes that if she 
  were able to study the PCs’ obols—and perhaps extract one, 
  although she is reluctant to undertake any experiment 
  that would kill or even seriously harm a PC—she could 
  be the one to finally reactivate the Veins of Creation.
  Miraina has a simple laboratory in her home, and the 
  rooms she provides to the PCs are near it. The guest 
  rooms are tidy and pleasant, but her office is cluttered. 
  While the PCs make themselves at home, Miraina busies 
  herself with preparing the PCs a meal of chilled stew 
  with seasoned goat meat and vegetables, a fruit salad, 
  and sweet breads. During the meal, Miraina asks the PCs 
  about their journeys. She is excited to hear about their 
  encounters with Arazni, as she is a regional hero, though 
  she is surprised and saddened to hear that Arazni became 
  a lich. 
  If the PCs detail the Whispering Tyrant and his history, 
  she is appalled at his actions and promises to do her best 
  to get the PCs home as soon as possible so that they can 
  put an end to his horrors. If they mention Aroden while 
  discussing the Whispering Tyrant’s history, Miraina scoffs 
  at the name. “Of course, Aroden would be involved. He 
  was always trying to be the center of attention.” Miraina 
  explains the history of the Veins of Creation as provided 
  in the adventure’s introduction and presents the generally 
  held consensus that Aroden’s meddling somehow caused 
  the network’s downfall. If the PCs don’t link the year of 
  Aroden’s death with the year of the kumaru tree’s death, 
  Miraina does so and remarks that this foreigner must 
  have linked his energy to that of the kumaru far more 
  closely than anyone ever realized. 
  Any discussion of the kumaru tree certainly leads to a 
  discussion of the sacred pyramid that houses it, Tumbaja 
  Mountain. Tumbaja Mountain lies outside of Jolizpan, 
  but within the Jolizpan Forest. The pyramid was created 
  by the hero‑gods, known locally as saints, who long ago 
  walked the earth and created the nation of Xopatl. Even 
  at the best of times, access to the pyramid is restricted—
  only those with Jolizpan’s best interests at heart and a 
  thorough knowledge of history and botany are permitted 
  inside. That has been the case for millennia, but the last 
  few weeks have seen another upheaval. A frightful undead 
  dragon calling itself the Scion of Nightmares came to 
  Tumbaja Mountain and killed or scattered the guards. 
  The dragon has since taken over Tumbaja Mountain 
  completely. Jolizpan’s greatest warriors entered the 
  pyramid to reclaim it and have not returned; none have 
  gone near the pyramid since. The dragon’s motivation 
  puzzles Miraina; the pyramid held few treasures except 
  the kumaru tree, and the kumaru tree has been dead for 
  more than a century. She knows that recovering Tumbaja 
  Mountain is important, but as the city’s greatest defenders 
  were already killed trying to reclaim it, she’s not sure what 
  else can be done. If the PCs insist on facing the dragon, 
  she nods enthusiastically but insists that they must first 
  learn the city—and she must study the obols they bear 
  before they run off and do something so dangerous. In 
  truth, Miraina isn’t so certain that the PCs can survive a 
  direct attack against the Scion of Nightmares, as it already 
  is presumed to have killed Jolizpan’s greatest warriors. 
  She therefore discourages the PCs from confronting the 
  dragon until she’s learned what the obols within the PCs 
  can teach her.
  Miraina encourages the PCs to take a day or two to 
  tour the city and learn more about Jolizpan and Xopatl. 
  During their downtime, she wants to examine their obols 
  more closely, consult some books, and make some notes 
  about the phenomena. She eventually concludes that she 
  lacks the proper equipment and texts to determine the 
  nature of the obols, and at the start of Part 2, she asks the 
  PCs to retrieve them from the Blue Gardens of Tlil.
  PCs who venture into the city soon learn its layout 
  and key locations, as provided on page 64. The people of 
  the city are fond of celebration, and all are excited about 
  the upcoming festivities. Feel free to use any or all of the 
  events below to deepen the PCs’ connection to Jolizpan. 
  Except for the Attack on Jolizpan section, in which the 
  Children of Kumaru make strikes against the city, these 
  events are tangential to the main plot but provide the PCs 
  with helpful items, information, or XP. 
  Shopping in Jolizpan
  The PCs are free to buy and sell items in Jolizpan. Though 
  the PCs’ coins and gear look different, the people of 
  Jolizpan are more than happy to trade. As the PCs may not 
  have had access to a large city’s market since the events 
  of “Last Watch,” they may have a lot of leftover loot to 
  sell. In addition, this is a perfect time to provide unusual 
  8
  
  or powerful magic items, or ones that the PCs aren’t 
  accustomed to seeing. Even common magic items the PCs 
  find for sale might have a unique twist to reflect Jolizpan’s 
  affinity with plants, such as a magic weapon with a handle 
  made of living roots that wrap around a PC’s hand, or a 
  cloak of resistance that resembles an enormous leaf. 
  QueSTioning The localS
  If the PCs ask around about recent events, most people are 
  aware that a dragon called the Scion of Nightmares has 
  come to Tumbaja Mountain. They tell of the bravery of 
  the Golden Claws, Jolizpani soldiers who wear ceremonial 
  jaguar skins, chosen for their skill. The Golden Claws went 
  to Tumbaja Mountain, but they have not returned and are 
  presumed dead. Although a dragon in Tumbaja Mountain 
  is worrisome, it isn’t considered an immediate threat—
  the dragon hasn’t ever come as far as the city, and it seems 
  content to remain within the pyramid. Since most people 
  aren’t allowed into the sacred pyramid anyway, the direct 
  impact on their lives isn’t large.
  Many people have heard of the Blue Gardens of 
  Tlil—the valuable improvements to daily life made at 
  the facility are usually quite popular, if expensive—but 
  the existence of rebel botanists at the Blue Gardens 
  isn’t public knowledge. Further, few common people of 
  Jolizpan understand why one group of scientists might 
  be more or less dangerous than another—although the 
  attacks on Jolizpan will soon show them how this can be.
  Many residents of Jolizpan know of Miraina; she is well 
  liked and well respected throughout the city. If the PCs 
  make it clear that they are helping Miraina with some 
  research or that they are subjects of her current research, 
  their reputation automatically grows. A Jolizpani citizen 
  hearing the PCs are staying with Miraina might give a 
  playful jab to the ribs and an assurance that the PCs are 
  sure to be fed well while there.
  BloSSom parade
  The summer solstice is Jolizpan’s biggest festival, an event 
  known as the Blossom Days. The Blossom Days celebrate 
  the birth of Xopatl—and specifically Jolizpan—after 
  Earthfall. Legends say that one of the countless meteorites 
  that fell from the sky during Earthfall landed nearby and 
  empowered the rapid growth of what is now the great 
  Jolizpan Forest. The ancient Arcadians who sought this 
  fallen meteorite found a beautiful forest circling an 
  enormous tree. These Arcadians gained great power from 
  the meteorite and the surrounding forest, and they went 
  on to become known among the populace as saints.
  Jolizpan’s celebration is full of brilliant colors, beautiful 
  decorations made from flowers and seeds, decorative 
  masks, and energetic music. The celebration lasts the 
  entire week leading up to the solstice, and citizens plan 
  and decorate for weeks in advance. The final day of the 
  celebration culminates with a somewhat somber event 
  on the solstice itself wherein Jolizpan’s citizens carry 
  thousands of large, carefully dried flowers to the river 
  to commemorate family members and friends who have 
  been lost in past years. The ghostly glow of the flowers’ 
  fading bioluminescence is said to carry tiny motes of light 
  into the River of Souls to brighten the souls of departed 
  loved ones and to encourage them to blossom into their 
  final state in the afterlife.
  The biggest event during the celebration, however, 
  is the Blossom Parade, a grand spectacle of floats, 
  performers, and music that takes place the day before 
  the solstice. The parade travels through every district of 
  the city over the span of several hours and ends with a 
  large dance in Umbarez Plaza. The parade follows the 
  main thoroughfares of the city, and many vendors set up 
  along these roads, enjoying their busiest sales day of the 
  year. The participants in of the Blossom Parade vary and 
  constantly change as the parade progresses, with members 
  and floats joining and leaving the parade throughout its 
  travel; as a result, the parade at the beginning of the day 
  looks significantly different by the end.
  The PCs are unable to avoid the parade if they are 
  in Jolizpan the day before the solstice. If the PCs are 
  interested, they are free to join in the festivities and 
  take part in the parade. The PCs can join in at any point 
  during the parade’s travels, even if they just wish to walk 
  alongside one of the floats. Showy PCs can try to perform 
  as part of the parade simply by joining in. A PC who 
  succeeds at a DC 30 Perform check earns the interest of a 
  wealthy nearby vendor. Such vendors know that popular 
  performers attract attention, and ostentatiously offer a 
  gift of a magic item of up to 1,000 gp in value to each 
  remarkable performer.
  claSh of SainTS
  The ancient saints who founded Xopatl are important 
  figures in Jolizpan, individuals (or amalgamations of 
  individuals) who overcame oppression to rise as heroes. 
  After the saints liberated Xopatl from the grasp of the 
  Razatlani Empire—making it the first nation to break 
  free—they began to work to improve themselves so they 
  might better help their new nation. One way they did so 
  was by developing innovative combat techniques. The 
  saints sparred with each other and with other powerful 
  figures around Golarion, including great warriors from 
  Garund and the hero‑gods of Iblydos.
  Xopatl’s people enjoy recounting these great battles. 
  While many of these tales were written into collections 
  of stories, Xopatl’s people also told these stories through 
  reenactment. 
  These 
  battle 
  reenactments 
  quickly 
  became very popular events, as the physical exhibitions 
  9
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  are typically impressive. Initially, the reenactments 
  re‑created known matches between the saints and other 
  notable figures, but the people of Xopatl soon hungered 
  for new stories. The warriors who took part crafted new 
  tales wherein the saints fought against other figures, 
  such as Razatlani generals or powerful fiends. The fact 
  that the saints never actually clashed with such figures 
  historically—or that these foes might not have existed 
  at all—was irrelevant to the dramatic stories that could 
  be told. Over the years, the stories of more recent heroes 
  have been added to the mix, and some of these figures 
  became as popular, if not more so, than some of the 
  original saints. Today, these reenactments serve to retell 
  ancient tales, to honor combat‑focused deities like Cihua 
  Couatl and Kazutal, and simply to provide entertaining 
  spectacles. Some of these contests have even made their 
  way outside of Arcadia, with Tian and Garundi visitors 
  taking the tradition of storytelling battles to their 
  homelands and adapting it to local figures and customs.
  The city of Jolizpan holds its largest reenactments 
  during the celebration of the summer solstice, in an 
  event called the Clash of Saints. The Clash of Saints is 
  a daylong event that takes place in Couatl Stadium. A 
  large sparring ring stands in the center of the stadium, 
  surrounded by several smaller rings situated across the 
  field. Each ring has a trio of wooden posts on one edge. 
  These posts originally represented the different levels of 
  ascension for the saints, with each post indicating to the 
  audience the saint’s power before and after a match. In 
  modern matches, the participants also use the posts to 
  make great, death‑defying leaps, a feat that garners great 
  responses from audiences.
  If the PCs decide to visit the Clash of Saints, they find 
  the stadium packed with people. The audience fills the 
  stadium seats and mingles on the field, watching the 
  matches up close. Some matches are classical retellings 
  of the saints’ exploits or liturgical performances of battles 
  between gods. The main event of the Clash of Saints this 
  year is the culmination of an ongoing tale, detailing the 
  rise of the Midnight Serpent—a more recent Jolizpani 
  hero—in his attempt to put a stop to the Captain of the 
  Lost, a fictional Razatlani pirate. The Midnight Serpent’s 
  eventual victory despite the Captain of the Lost gradually 
  stealing his power over the multi‑battle event causes the 
  stadium to erupt in cheers.
  The Clash of Saints is also popular because it features 
  new entrants in the smaller rings. The PCs can enter 
  the event by speaking with one of the dozens of event 
  managers. These individuals help coordinate matches 
  and make sure each event runs smoothly. While 
  combat‑focused PCs make obvious entrants, any PC 
  capable of winning over a crowd with Bluff, Diplomacy, 
  Intimidate, or Perform skills can flourish in these matches. 
  Religious PCs representing Inner Sea deities who aren’t as 
  well known in Xopatl, such as Cayden Cailean or Iomedae, 
  are particularly popular, as the crowd is intrigued by these 
  new characters. 
  A PC who elects to participate in the Clash of Saints 
  must commit to three different one‑on‑one contests, as 
  follows, plus a final confrontation if victorious.
  firST conTeST: The BiTing Wind
  The first contest is an unarmed fight against a masked 
  foe named the Biting Wind. Once the fight begins, it lasts 
  until a combatant is knocked out or yields. Although 
  this woman is a skilled hand‑to‑hand fighter, she has 
  never performed before a crowd nearly this large and is 
  particularly easy to rattle. A successful Intimidate check 
  to demoralize the Biting Wind also causes her to drop 
  out of her Snake Style stance and prevents her from 
  reentering this stance for 1 round. A PC can identify 
  this weakness before the fight begins with a successful 
  DC 18 Sense Motive check or by asking around the 
  crowd and succeeding at a DC 18 Diplomacy check to 
  gather information.
  THE BITING WIND 
   CR 8
  XP 4,800
  Female human monk 9
  LN Medium humanoid (human)
  Init +7; Senses Perception +13
  DEFENSE
  AC 20, touch 17, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 monk, +1 Wis)
  hp 80 (9d8+36)
  Fort +9, Ref +10, Will +8; +4 vs. being knocked prone, 
  +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +10/+5 (1d10+4) or
  unarmed strike flurry of blows +11/+11/+6/+6 (1d10+4)
  Special Attacks flurry of blows, stunning fist (9/day, DC 15)
  TACTICS
  During Combat The Biting Wind deals nonlethal damage 
  with her unarmed strikes. She uses flurry of blows as often 
  as possible to defeat her opponent quickly, relying on 
  her Snake Style to avoid attacks and deliver debilitating 
  strikes when she is missed. She uses Stunning Fist on her 
  first attack each round, attempting to trip an opponent 
  she successfully stuns and using Vicious Stomp against 
  opponents who fall.
  Morale The Biting Wind doesn’t yield; she fights until defeated.
  STATISTICS
  Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +12; CMD 26 (30 vs. trip)
  10
  
  Feats Combat Reflexes, Dodge, Improved Initiative, Improved 
  Unarmed Strike, Mobility, Snake FangUC, Snake SidewindUC, 
  Snake StyleUC, Stunning Fist, Toughness, Vicious StompUC
  Skills Acrobatics +15 (+19 to avoid being knocked prone, 
  +36 when jumping), Knowledge (history) +8, Perception 
  +13, Sense Motive +15, Stealth +15, Survival +5
  Languages Razatlani
  SQ fast movement, high jump, ki pool (5 points, cold 
  iron, magic, silver), maneuver training, slow fall 40 ft., 
  wholeness of body (9 hit points)
  Gear amulet of mighty fists +1, bracers of armor +3, cloak of 
  resistance +1, beaded mask with wind patterns
  Second conTeST: grandSTanding againST 
  michano The lovely
  The second contest isn’t a fight at all. Instead, this match 
  consists of a series of boasts against an elaborately 
  costumed man named Michano the Lovely. The boasting 
  occurs over three phases of several minutes each. In the 
  first phase, Michano and the PC each try to woo the crowd; 
  the winner is determined by an opposed Diplomacy 
  check. In the second phase, Michano and the PC each tell 
  of their own exploits; the PC determines whether to use 
  Bluff, Diplomacy, or Intimidate, and Michano and the PC 
  attempt opposed checks of the chosen skill to determine a 
  winner. In the final phase, Michano and the PC undercut 
  each other’s professed exploits with fanciful, mocking 
  embellishments; the winner is determined by an opposed 
  Bluff check. In any tie, the participants repeat the phase to 
  determine a winner. The winner of at least two phases is 
  announced the winner of the boasting contest. 
  Michano’s greatest weakness is that he’s not particularly 
  intimidating; therefore, a PC who chooses Intimidate in 
  the second phase has a higher chance of victory. A PC can 
  identify this weakness before the match begins with a 
  successful DC 21 Sense Motive check or by asking around 
  the crowd and succeeding at a DC 21 Diplomacy check to 
  gather information.
  MICHANO THE LOVELY 
  CR 11
  XP 12,800
  Male dilettante (Pathfinder RPG NPC Codex 151)
  hp 57 
  Languages Dwarven, Elven, Gnome, Halfling, Razatlani
  Third conTeST: The drunKen fiend
  The third contest is an unarmed fight against a man 
  named Octarn Juniz dressed as a horned fiend. As with 
  the first contest, weapons aren’t allowed, and the fight 
  lasts until a combatant is knocked out or yields. Octarn 
  is a crowd favorite because he sips from a clay jug during 
  fights and acts progressively drunker, although his combat 
  abilities improve rather than suffer. A PC opponent who 
  succeeds at a DC 26 Perform (act or comedy) check can 
  work Octarn’s jug into the act, in which case Octarn 
  passes his jug back and forth with the PC so they each 
  can sip and entertain the crowd with these antics. Octarn 
  intentionally loses against a PC who succeeds at this 
  check, ultimately pretending to pass out to great cheers.
  OCTARN JUNIZ 
  CR 11
  XP 12,800
  Male human monk (drunken master) 12 (Pathfinder RPG 
  Advanced Player’s Guide 110)
  LN Medium humanoid (human)
  Init +3; Senses Perception +18
  DEFENSE
  AC 23, touch 21, flat-footed 19 (+2 armor, +1 deflection, +3 
  Dex, +1 dodge, +3 monk, +3 Wis)
  hp 129 (12d8+72)
  Fort +14, Ref +13, Will +13
  Defensive Abilities improved evasion
  OFFENSE
  Speed 70 ft.
  Melee unarmed strike +10/+5 (2d6+1/19–20) or
  unarmed strike flurry of blows +11/+11/+6/+6/+1 
  (2d6+1/19–20)
  Special Attacks flurry of blows, stunning fist (12/day, DC 19)
  TACTICS
  Before Combat Octarn has consumed enough ale before the 
  contest to gain 5 additional drunken ki points.
  During Combat Octarn deals nonlethal damage with his 
  unarmed strikes. He prefers to use flurry of blows, shifting 
  around his opponent as a swift action using his drunken ki 
  ability. Whenever he feels like he has the upper hand, he 
  spends a move action to dramatically sip from his jug, to 
  the crowd’s amusement, and makes only a single attack.
  Morale Octarn yields if reduced to fewer than 20 hit points, 
  making a comical show of passing out in a drunken daze.
  STATISTICS
  Str 13, Dex 16, Con 18, Int 8, Wis 16, Cha 10
  Base Atk +9; CMB +13; CMD 31
  Feats Combat Reflexes, Deflect Arrows, Dodge, Fast DrinkerAPG, 
  Improved Critical (unarmed strike), Improved Unarmed 
  Strike, Lunge, Mobility, Power Attack, Spring Attack, 
  Stunning Fist, Toughness, Vital Strike
  Skills Acrobatics +18 (+46 when jumping), Bluff +6, Climb +7, 
  Perception +18, Perform (comedy) +15, Sense Motive +9
  Languages Razatlani
  SQ abundant step, drunken ki, fast movement, high jump, ki 
  pool (9 points, cold iron, lawful, magic, silver), maneuver 
  training, slow fall 60 ft., wholeness of body (12 hit points)
  Combat Gear clay jug with 1 gallon of ale; Other Gear belt 
  of mighty constitution +2, bracers of armor +2, cloak of 
  resistance +2, headband of inspired wisdom +2, ring of 
  protection +1, horned fiend mask
  11
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  1 SQUARE = 5 FEET
  A1. GARDEN CIRCLE
  A3. JOLIZPAN PARK
  A4. JOLIZPAN STREETS
  A5. UMBAREZ PLAZA
  A2. JOLIZPAN DOCKS
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  12
  
  final conTeST: rudaBa
  A PC who wins all three of the contests goes on to fight 
  a masked local champion named Rudaba. Rudaba is a 
  lean, powerful halfling woman with a brilliant green 
  mask made of iridescent beetle shells. Spectators like to 
  throw various objects into the ring, such as drinking cups 
  and flower pots, to see Rudaba hurl them at foes. When 
  Rudaba misses with one of these improvised weapons, 
  she wags a finger accusingly at whoever threw it into the 
  ring, as though they were to blame. Despite her antics, 
  Rudaba is a serious fighter and does her best to win; she 
  doesn’t throw items if she is hard pressed and a rain of 
  unarmed strikes would be a tactically superior choice.
  RUDABA 
  CR 14
  XP 38,400
  Female halfling monk (monk of the empty hand) 12/ranger 3 
  (Pathfinder RPG Advanced Player’s Guide 111)
  LN Small humanoid (halfling)
  Init +8; Senses Perception +22
  DEFENSE
  AC 25, touch 21, flat-footed 20 (+4 armor, +4 Dex, +1 dodge, 
  +3 monk, +1 size, +2 Wis)
  hp 116 (15 HD; 12d8+3d10+42)
  Fort +16, Ref +19, Will +15; +2 vs. fear
  Defensive Abilities improved evasion
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +17/+12/+7 (1d10+4) or
  unarmed strike flurry of blows +18/+18/+13/+13/+8 
  (1d10+4)
  Special Attacks combat style (archery), favored enemy 
  (humans +2), flurry of blows, ki weapons (enchanted 
  weapons, unarmed damage), stunning fist (12/day, DC 19), 
  versatile improvisation
  TACTICS
  During Combat Rudaba deals nonlethal damage with her 
  unarmed strikes, and she keeps on the move to foil 
  opponents. She likes to run up the wooden posts at 
  the edge of the ring and launch herself at opponents, 
  incorporating these stunts with Spring Attack or as 
  Acrobatics checks made to jump.
  Morale Rudaba yields if reduced to fewer than 20 hit points.
  STATISTICS
  Str 15, Dex 18, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +12; CMB +16; CMD 33
  Feats Blind-Fight, Catch Off-Guard, Deflect Arrows, Dodge, 
  Endurance, Improved Initiative, Improved Unarmed Strike, 
  Improvised Weapon Mastery, Lightning Stance, Point-Blank 
  Shot, Skill Focus (Acrobatics), Spring Attack, Stunning Fist, 
  Throw Anything, Toughness, Wind Stance
  Skills Acrobatics +30 (+54 when jumping), Climb +11, 
  Intimidate +18, Knowledge (history) +7, Perception +22, 
  Perform (dance) +8, Sense Motive +9, Stealth +13, Swim +7; 
  Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Halfling, Razatlani
  SQ abundant step, fast movement, favored terrain 
  (plains +2), high jump, ki pool (8 points, cold iron, lawful, 
  magic, silver), ki throw, maneuver training, slow fall 
  60 ft., track +1, wholeness of body (12 hit points), wild 
  empathy +3
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds; Other Gear amulet of mighty fists +2, lesser 
  belt of mighty hurlingUE, bracers of armor +4, cloak of 
  resistance +3, beetle shell mask
  Treasure: The presentation of prize money is a popular 
  part of the Clash of Saints, and is performed to great 
  cheers from the crowd. Event managers award a PC 
  500 gp in prize money for each contest she wins, and they 
  award an additional 5,000 gp in prize money for defeating 
  Rudaba in the final contest. 
  Story Award: As the PCs aren’t in real danger during 
  these contests, instead of awarding XP for defeating these 
  foes normally, instead award the PCs 9,600 XP for each 
  contest a PC wins (to a maximum of 38,400 XP).
  A. ATTACK ON JOLIZPAN
  While the PCs are experiencing the sights of Jolizpan, 
  Umbarno Xipali decides to take a risk. Realizing that 
  Jolizpan’s elite guards were defeated by Istravek, he’s 
  decided he could easily cripple Jolizpan, thus making it 
  easier for the Children of Kumaru to take control of the 
  city so he can use its resources to further his research. 
  Aware that many of the Children of Kumaru might oppose 
  this drastic action, Umbarno plans to use the wyrwoods 
  grown by the Children of Kumaru to destabilize the 
  city without informing the rebels themselves. Unlike 
  wyrwoods of the Inner Sea region, Umbarno’s wyrwoods 
  don’t have ioun stones as their animating force; they 
  instead draw power from the arcane botany of their 
  creation. This causes them to act more like automatons 
  in undertaking their tasks, but ensures their loyalty to the 
  Children of Kumaru. 
  The wyrwoods make targeted strikes around the city, 
  in the locations described below. The PCs should learn 
  of these attacks while they are out in Jolizpan. At your 
  discretion, the PCs might see Jolizpani city guards (use 
  the statistics for guard officers or watch captains on page 
  261 of the Pathfinder RPG GameMastery Guide) bravely 
  attempting to intervene, but the Jolizpani city guard are 
  few in number and are most often stationed at the edges 
  of the city to protect it from dangers from the forest. The 
  city guard is therefore slow to react to dangers within 
  the city itself, and in any case they are outclassed by the 
  dangers Umbarno has unleashed. 
  13
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  As soon as the PCs intervene in the first attack, the people 
  of Jolizpan realize that the PCs are powerful warriors and 
  capable protectors, and they ask the PCs to follow up on 
  rumors of other attacks as well. The five attacks need not 
  occur in a specific order, and should be instead appear 
  based on where the PCs go in the city. The attacks are 
  spaced out enough that the PCs can take some time to rest 
  back at Miraina’s house between them, if required.
  Although Umbarno set these attacks in motion, 
  he doesn’t capitalize on them right away. Instead, he 
  falls into increasing periods of fearful distrust and 
  second‑guessing himself, locking himself in the 
  underlevel of the Blue Gardens of Tlil. This doesn’t 
  affect the wyrwoods’ adherence to their original 
  directives, however, and they could cause significant 
  disruption to the city if not dealt with.
  The map on page 6 shows the city of Jolizpan and the 
  location of each of the attacks. Use the encounter maps 
  on page 12 to show the terrain of each attack.
  A1. Garden Circle (CR 15)
  Jolizpan’s largest market fills the large circle of the Garden 
  District. During the festivities, hundreds of stalls and 
  stands crowd Garden Circle and the surrounding city 
  blocks with wares of all kinds, ranging from local crafts to 
  magical items. The density of the stalls and the crowds of 
  patrons makes it difficult to navigate the market; Medium 
  and larger creatures treat the crowded market as difficult 
  terrain. Small and smaller creatures aren’t impeded, as they 
  can more easily pass between stalls or under tables. The 
  stalls provide cover, and their draped cloths and colorful 
  canopies provide ample places to hide.
  Umbarno sent a trio of wyrwoods to infiltrate the 
  market and steal any items that might be of value to the 
  Children of Kumaru. The wyrwoods have been directed to 
  cause as much mayhem as possible to disrupt the market 
  in the event they’re discovered. Additionally, they have 
  instructions to eradicate any strangers who might serve as 
  strong defenders of Jolizpan; as soon as the PCs intervene 
  in their thievery, they identify the PCs as defenders they 
  should eliminate.
  This attack might occur as the PCs are shopping, or 
  any time they pass through the Garden District during 
  their explorations of the city. It might even occur during 
  the Blossom Parade, as the portion of parade in which the 
  PCs are participating winds its way through the stalls of 
  the Garden Circle.
  Creatures: Three wyrwood skulks move through the 
  stands, searching for any valuable wares to steal. They 
  begin hidden among the stands, rummaging through 
  the wares on display. Perceptive PCs might spot the 
  wyrwoods and catch them unawares, or they might 
  catch the wyrwoods trying to steal from the PCs directly. 
  Otherwise, if the PCs have interfered with any attacks at 
  other locations in Jolizpan, these wyrwoods might decide 
  to eliminate the PCs with a well‑placed ambush. 
  In any fight here, the wyrwood skulks use the crowded 
  stands to their advantage, using hit‑and‑run tactics for as 
  long as they can.
  WYRWOOD SKULKS (3) 
  CR 12
  XP 19,200 each
  Wyrwood rogue 13 (Pathfinder RPG Bestiary 4 280)
  N Small construct
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +17
  DEFENSE
  AC 23, touch 18, flat-footed 17 (+4 armor, +1 deflection, 
  +6 Dex, +1 natural, +1 size)
  hp 105 each (13d8+43); fast healing 5
  Fort +8, Ref +16, Will +9
  Defensive Abilities arcane reinforcement, evasion, improved 
  uncanny dodge, trap sense +4; Immune construct traits; 
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +16/+11 (1d4+3/19–20), +1 short 
  sword +16/+11 (1d4+2/19–20)
  Special Attacks share space, sneak attack +7d6
  TACTICS
  During Combat A wyrwood skulk does it best to share a 
  space with a fellow skulk whenever possible to make 
  use of its Outflank feat and opportunist talent. It uses a 
  bead from its necklace of fireballs when foes are grouped 
  together, even if it means catching other wyrwoods or even 
  innocent citizens in the blast. 
  Morale A wyrwood skulk fights until destroyed.
  STATISTICS
  Str 14, Dex 22, Con —, Int 14, Wis 13, Cha 8
  Base Atk +9; CMB +10; CMD 27
  Feats Combat Reflexes, Great Fortitude, Improved 
  Two-Weapon Fighting, Iron Will, OutflankAPG, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (short sword)
  Skills Acrobatics +22, Climb +18, Disable Device +26, Escape 
  Artist +22, Perception +17, Sleight of Hand +22, Stealth 
  +26, Survival +14, Swim +18, Use Magic Device +15
  Languages Dwarven, Orc, Razatlani
  SQ rogue talents (befuddling strikeAPG, fast stealth, fast 
  tumbleAPG, improved evasion, opportunist, weapon 
  training), trapfinding +6
  Combat Gear necklace of fireballs (type II); Other Gear 
  +2 leather armor, +1 short swords (2), amulet of natural 
  armor +1, belt of incredible dexterity +2, cloak of 
  resistance +2, ring of protection +1
  SPECIAL ABILITIES
  Arcane Reinforcement (Ex) A wyrwood skulk is made from 
  14
  
  magically grown material that grants it several benefits. 
  The wyrwood gains fast healing 5 and fire resistance 10. 
  It can see through all types of fog and smoke, and it is 
  treated as two size categories larger when determining 
  bonus hit points based on its size.
  Share Space (Ex) A wyrwood skulk is specifically designed to 
  fight alongside other skulks. Two wyrwood skulks can share 
  the same square without penalty. If two wyrwood skulks in 
  the same square attack the same foe, they are considered 
  to be flanking that foe. Wyrwood skulks in the same square 
  are also considered adjacent to each other for the purpose 
  of any abilities or effects.
  Treasure: The wyrwoods have so far collected a periapt 
  of wound closure, a shifter’s headbandUE +4 (Wis), and a xorn 
  robeUE from the various stands. If the PCs attempt to 
  return these items to their owners, the owners offer to sell 
  them to the PCs at only a tenth of their price as thanks for 
  stopping the thieves. The owners do so with particularly 
  ostentatious displays, hoping that their praise of the PCs 
  and evidence of generosity earns them additional custom 
  from among the onlookers.
  A2. Jolizpan Docks (CR 15)
  Jolizpan’s river docks are economically vital, acting as a 
  lifeline between the city and the rest of Xopatl, particularly 
  due to the dangers of the Jolizpan Forest. Knowing this, 
  Umbarno directs a pair of wyrwood mages to attack the 
  docks in hopes of denying the city outside resources 
  until after the Children of Kumaru are in control of 
  the city. Since the PCs don’t have much reason to 
  visit the docks, this encounter assumes they hear 
  about the fires at the dock after the mages have 
  begun their attack.
  Even though the docks are on fire when 
  the PCs arrive, they haven’t had much time 
  to burn. If they PCs act quickly, they can 
  prevent any significant damage. When 
  the PCs arrive at the docks, roll 2d4+2 to determine the 
  number of rounds until the docks are significantly and 
  permanently damaged. If the PCs can put out the fire 
  before this time elapses, such as by using spells like 
  quench or control water, the docks are saved. Note that most 
  mundane means to put out a dock fire take much longer 
  than these few rounds; although the people of Jolizpan 
  can ensure the fire doesn’t spread past the docks, the 
  docks are ultimately a loss if the citizens or the PCs must 
  combat the fires by normal means.
  The area of the docks is treated as a forest fire 
  (Pathfinder Core Rulebook 426), subjecting the PCs to heat 
  damage and a risk of catching on fire. In addition, the 
  smoke fills the area 60 feet above the docks and obscures 
  sight as fog cloud. 
  Creatures: The two wyrwood mages fly above the 
  burning docks, harrying anyone trying to put out 
  the fires. They prioritize targets that are attempting 
  to quell the fires with spells or other magical effects. 
  The mages can see through the smoke due to their 
  arcane reinforcement, while they still benefit from its 
  concealment. This advantage increases the CR of this 
  encounter by 1.
  15
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Wyrwood Skulk
  
  WYRWOOD MAGES (2) 
  CR 12
  XP 19,200 each
  Wyrwood wizard 13 (Pathfinder RPG Bestiary 4 280)
  N Small construct
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE
  AC 26, touch 17, flat-footed 22 (+4 armor, +2 deflection, +4 Dex, 
  +1 natural, +4 shield, +1 size)
  hp 104 each (13d6+56); fast healing 5
  Fort +9, Ref +11, Will +14
  Defensive Abilities arcane reinforcement; Immune construct 
  traits; Resist fire 10
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee dagger +7/+2 (1d3/19–20)
  Special Attacks hand of the apprentice (7/day)
  Wizard Spells Prepared (CL 13th; concentration +17)
  7th—mass hold person (DC 21)
  6th—chain lightning (DC 22), greater dispel magic
  5th—hold monster (DC 19), overland flight, waves of 
  fatigue, wall of force
  4th—ball lightningAPG (DC 20), black tentacles, dimension 
  door (2), wall of fire
  3rd—dispel magic, fireball (2, DC 19), lightning bolt (DC 
  19), slow (DC 17)
  2nd—acid arrow, flaming sphere (DC 18), mirror image, 
  scorching ray (2)
  1st—burning hands (DC 17), feather fall, mage armor, 
  magic missile (2), shield
  0 (at will)—arcane mark, daze (DC 14), prestidigitation, ray 
  of frost
  TACTICS
  Before Combat A wyrwood mage casts mage armor, 
  overland flight, and shield.
  During Combat A wyrwood mage keeps it distance using 
  flight, harrying its foes with spells or its wand. It uses 
  its metamagic mastery ability to maximize or widen a 
  casting of fireball or lightning bolt when necessary to catch 
  multiple opponents.
  Morale A wyrwood mage fights until destroyed.
  STATISTICS
  Str 10, Dex 18, Con —, Int 20, Wis 13, Cha 10
  Base Atk +6; CMB +5; CMD 21
  Feats Combat Casting, Great Fortitude, Greater Spell Focus 
  (evocation), Improved Initiative, Iron Will, Maximize Spell, 
  Scribe Scroll, Spell Focus (evocation), Toughness, Widen Spell
  Skills Acrobatics +17, Fly +27, Knowledge (arcana) +21, 
  Perception +14, Spellcraft +21, Stealth +21, Use Magic 
  Device +13
  Languages Draconic, Dwarven, Elven, Gnome, Orc, Razatlani
  SQ arcane bond (ring of protection +2), metamagic mastery 
  (3/day), programmed spells
  Combat Gear scroll of expeditious retreat, scroll of grease, 
  scroll of hypnotism, scrolls of invisibility (2), scroll of 
  obscuring mist, wand of fireball (16 charges); Other Gear 
  dagger, amulet of natural armor +1, belt of incredible 
  dexterity +2, cloak of resistance +3, ring of protection +2
  SPECIAL ABILITIES
  Arcane Reinforcement (Ex) A wyrwood mage is made from 
  magically grown material that grants it several benefits. 
  The wyrwood gains fast healing 5 and fire resistance 10. 
  It can see through all types of fog and smoke, and it is 
  treated as two size categories larger when determining 
  bonus hit points based on its size.
  Programmed Spells (Ex) A wyrwood mage is specifically 
  programmed with a number of spells equal to its 
  Intelligence modifier. The wyrwood mage can prepare 
  these programmed spells without referring to a spellbook, 
  and other creatures can attempt to learn a programmed 
  spell from a destroyed wyrwood mage as though its 
  body were a spellbook. These wyrwood mages are 
  programmed with fireball, greater dispel magic, mass 
  hold person, overland flight, and wall of fire.
  Story Award: If the PCs stop the fire before it causes 
  lasting damage to the docks, award them an additional 
  19,200 XP.
  A3. Jolizpan Park (CR 15)
  Jolizpan’s citizens enjoy its parks, particularly for 
  afternoon strolls or for winding down in the evening. 
  All of Jolizpan’s parks once had direct connections to the 
  Veins of Creation, which once allowed the city’s botanists 
  to create instantaneous bursts of colorful flowers, 
  sprays of glittering seeds, and other botanical marvels. 
  Today, the parks are maintained using more mundane 
  gardening techniques, but Jolizpan’s gardeners do their 
  best to replicate the colorful displays of flowers depicted 
  in illustrations of those long‑gone days. Wide paths 
  wind all throughout the park, and people having picnics, 
  strolling casually, or admiring the healthy plants and 
  brightly colored flowers are common.
  Although the Veins of Creation are inoperative, 
  the city parks still retain these ancient connections. 
  Jolizpan Park is built on a slight incline, and one of its 
  attractions is the exposed rootlike structure of the Veins 
  of Creation. This arcane network is plainly visible; each 
  of the roots is over a foot across and consists of the 
  same wood as the kumaru tree in Tumbaja Mountain. 
  The Veins of Creation are obviously defunct, however; 
  the roots are dried and withered, and no amount of 
  rain or careful horticulture can make them look any 
  different. Past city administrators have suggested that 
  the dead Veins of Creation should be buried or planted 
  over, to hide the city’s greatest failure, but common 
  16
  
  wisdom holds that doing so would be tantamount to 
  burying their legacy.
  Though defunct, Jolizpan Park’s exposed arcane 
  network 
  provides 
  Umbarno 
  an 
  opportunity 
  to 
  experiment with some of the reckless and dangerous 
  discoveries he’s made. From the safety of the Blue 
  Gardens of Tlil, Umbarno channeled uncontrolled 
  energy into the Veins of Creation, hoping to reactivate 
  the arcane network with the sudden charge. The effort 
  is ultimately a failure, as the energy discharges here in 
  Jolizpan Park, where the arcane network lies closest to 
  the surface. The energies find purchase in the ordinary 
  plants of the park, transforming them into monstrous 
  plant creatures with a hunger for flesh. 
  This sudden mutation might occur as the PCs are 
  passing through Jolizpan Park, whether they are on their 
  way to some other location or taking a look at the defunct 
  Veins of Creation in person. If the PCs are not present 
  when the monstrous plants arise, they might instead 
  hear the screams of citizens fleeing the park in horror, 
  insisting that vines have woven together into massive 
  serpentine creatures.
  Creatures: Umbarno’s influx of energy through the 
  arcane network causes several flowers and vines to coalesce 
  into a pair of viper vines, which rip themselves free from 
  the ground and attack anyone within reach. Though 
  dangerous, the creatures are slow; most citizens can 
  outrun them and quickly evacuate the park. Once the 
  viper vines find that no prey remains in Jolizpan 
  Park, they slither slowly out into the city in search 
  of prey. The viper vines fight until destroyed.
  VIPER VINES (2) 
  CR 13
  XP 25,600 each
  hp 190 each (Pathfinder RPG Bestiary 2 279)
  A4. Jolizpan Streets (CR 14)
  This encounter can take place at any time as the PCs 
  move through Jolizpan’s streets, and it therefore 
  isn’t marked on the Jolizpan city map. In this part 
  of the city, the buildings are two stories tall, rising 
  20 feet above the streets. A large stone planter in the 
  street contains a profusion of flowers and is a good 
  place to gain cover or concealment from attackers; once 
  combat breaks out, several citizens cower behind it.
  Creatures: Umbarno has directed his wyrwood soldiers 
  to walk the city streets, attacking any defenders of the city 
  that they see, such as city guards. They ignore ordinary 
  folk, but the PCs likely bear arms and armor that draw the 
  wyrwoods’ notice. 
  WYRWOOD SOLDIERS (2) 
  CR 12
  XP 19,200 each
  Wyrwood fighter 13 (Pathfinder RPG Bestiary 4 280)
  N Small construct
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE
  AC 28, touch 15, flat-footed 25 (+8 armor, +3 Dex, 
  +1 deflection, +6 shield, +1 size)
  hp 132 each (13d10+56); fast healing 5
  Fort +12, Ref +9, Will +9; +3 vs. fear; +2 vs. spells and 
  spell-like abilities
  Defensive Abilities arcane reinforcement, bravery +3; 
  DR 2/—; Immune construct traits; Resist fire 10
  OFFENSE
  Speed 30 ft.
  17
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Wyrwood Soldier
  
  Melee +2 shortspear +22/+17/+12 (1d4+14), +2 heavy steel 
  shield +23 (1d3+6)
  Ranged mwk heavy crossbow +19 (1d8+1/19–20)
  Special Attacks weapon training (spears +3, close +2, 
  crossbows +1)
  TACTICS
  During Combat A wyrwood soldier initially focuses on 
  confronting melee combatants. It does its best to attack 
  alongside another wyrwood soldier to take advantage 
  of its Shield Wall feat. It uses its shield bash to push foes 
  away before repositioning in combat to avoid attacks of 
  opportunity. If a spellcaster targets a soldier with a spell 
  that damages it or that it fails a saving throw against, the 
  soldier changes its focus to attack the spellcaster instead.
  Morale A wyrwood soldier fights until destroyed.
  STATISTICS
  Str 20, Dex 16, Con —, Int 12, Wis 13, Cha 10
  Base Atk +13; CMB +17; CMD 30
  Feats Great Fortitude, Greater Shield Focus, Greater Weapon 
  Focus (shortspear), Greater Weapon Specialization 
  (shortspear), Improved Shield Bash, Iron Will, Shield Focus, 
  Shield Master, Shield Slam, Shield WallAPG, Toughness, 
  Two-Weapon Fighting, Weapon Focus (shortspear), Weapon 
  Specialization (shortspear)
  Skills Acrobatics +15, Climb +20, Perception +14
  Languages Draconic, Razatlani
  SQ armor training 3
  Gear +2 agile breastplateUE, +2 heavy steel shield, +2 
  shortspear, mwk heavy crossbow with 15 bolts and 5 
  +1 bolts, belt of giant strength +2, cloak of resistance +2, 
  ring of protection +1
  SPECIAL ABILITIES
  Arcane Reinforcement (Ex) A wyrwood soldier is made from 
  magically grown material that grants it several benefits. 
  The wyrwood gains fast healing 5 and fire resistance 10. 
  It can see through all types of fog and smoke, and it is 
  treated as two size categories larger when determining 
  bonus hit points based on its size.
  Armored Defender (Ex) An armored wyrwood soldier can use 
  its armor to gain additional defensive abilities. A wyrwood 
  soldier wearing medium or heavy armor gains DR 2/— and 
  a +2 insight bonus on saving throws against spells and 
  spell-like abilities.
  A5. Umbarez Plaza (CR 15)
  The largest plaza in all of Jolizpan features a stone 
  monument at its center—an ancient, crumbling landmark 
  depicting a blooming flower. The plaza always contains 
  people relaxing and enjoying the sights, particularly 
  during the early evenings when its night‑blooming flowers 
  emerge, making it an ideal target for the wyrwoods. 
  Creature: Umbarno commanded a wyrwood to lure a 
  beast from the Jolizpan Forest into the city proper, and the 
  wyrwood was particularly effective at its task. By carrying 
  large chunks of meat stolen from a street vendor, the 
  wyrwood attracted the attention of a hungry ypotryll. The 
  creature caught up to the wyrwood here in Umbarez Plaza 
  and, in its haste to gorge itself on the meat, destroyed 
  the wyrwood as well. Confused and overwhelmed, the 
  ypotryll is a menace to anyone in the plaza.
  The ypotryll charges and tramples about the plaza, 
  destroying everything in its path and attacking anyone 
  who comes near. Although the stone fountain at the 
  center of the plaza provides cover, the ypotryll simply 
  charges through the water to get at targets on the other 
  side. Alternatively, if the ypotryll lacks a target, it simply 
  charges at the stone fountain in a rage, destroying it. If 
  the fountain is destroyed, its water sprays out in a fine 
  mist, as obscuring mist, centered on the fountain’s location. 
  The ypotryll is an exceptionally straightforward attacker; 
  it simply focuses on trampling and devouring the last 
  creature that hit it with an attack. The panicked beast 
  fights until slain. 
  YPOTRYLL 
  CR 15
  XP 51,200
  hp 253 (Pathfinder RPG Bestiary 4 285)
  Story Award: If the PCs pacify the ypotryll or otherwise 
  remove it from the city without slaying it, reward them 
  XP as if they had defeated it in combat.
  PART 2:  
  DIGGING UP SECRETS
  Once the attacks on the city are over, or any time the 
  PCs rest between attacks, they can try to find the attack’s 
  instigators. So long as the PCs have defeated at least one 
  of the wyrwoods, Miraina can help provide information 
  about the attackers. Miraina recognizes the wyrwoods as 
  the type grown at the Blue Gardens of Tlil. She explains 
  that until recently, she worked at the Blue Gardens, but 
  a small splinter group of botanists seized the facility to 
  conduct their own research into regrowing the kumaru 
  tree using radical and dangerous techniques. Miraina is 
  afraid to return to the facility due to her advanced age. 
  None of the other ousted botanists could stand up to 
  the might of the splinter group, and with the region’s 
  most powerful defenders lost trying to reclaim Tumbaja 
  Mountain, Jolizpan’s government has been reluctant to 
  intervene in what they see as an academic dispute. Called 
  the Children of Kumaru, this group is led by a brilliant 
  but increasingly erratic botanist named Umbarno 
  Xipali. In addition to having suborned some of the 
  Blue Gardens’ best scientists and guards, the Children 
  18
  
  of Kumaru have used dangerous techniques to grow 
  servant constructs. Mariana is certain the wyrwoods 
  used in the attacks on Jolizpan were the outcome of 
  their experiments. For the PCs to find out more about 
  the attacks, they should go to the Blue Gardens outside 
  of Jolizpan.
  If the PCs agree to visit the Blue Gardens of Tlil, 
  Miraina requests that they retrieve two items she needs 
  to properly complete her study of their obols: her notes 
  on the Veins of Creation, found in the facility’s library 
  (area B16) and her soulsight goggles, in her office in the 
  underlevel (area C11). Additionally, Miraina confides 
  that she has kept a few kumaru seeds in a safe in her 
  office. She gives the PCs the key to her safe and asks 
  them to retrieve the seeds for safekeeping.
  Miraina shares the layout of the Blue Gardens of Tlil 
  with the PCs; she has worked at the facility for years 
  and knows it well. She notes that the rebels wore masks 
  during the takeover, but because the staff all knew each 
  other, she recognized most of those she encountered. In 
  particular, she knows that the group’s leader, Umbarno 
  Xipali, has become more reclusive and erratic in the past 
  few months, and she cautions the PCs that he could be 
  dangerous. Miraina asks the PCs to avoid killing any of 
  the rebels if they can, but she understands that restoring 
  the Blue Gardens isn’t likely to be easy or bloodless, and 
  the rebels’ attacks on Jolizpan warrant a strong response. 
  The PCs are free to take any valuables they find while 
  at the Blue Gardens; Miraina assures them she will 
  compensate their owners.
  ON THE FOREST PATH (CR 15)
  The Blue Gardens of Tlil stand a mile west of Jolizpan, 
  surrounded by the Jolizpan Forest. The forest, which is 
  never safe even at the best of times, is particularly wild 
  around the facility; Jolizpani law prohibits cultivation 
  around the facility to keep its connection to the natural 
  arcane network undisturbed. A single, winding forest 
  path leads to the site, sheltered by the dense canopy 
  60 feet overhead.
  Miraina warns the PCs that while the Jolizpani city guard 
  once worked hard to defend citizens traveling through the 
  forest around the city, including people traveling to and 
  from the Blue Gardens, the attack on Tumbaja Mountain 
  and the more recent attacks on Jolizpan itself have stretched 
  the city guard much too thin to aid the PCs.
  Creature: The Children of Kumaru enlisted the aid of 
  a local alraune named Finissario to defend the trail to 
  19
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  1 SQUARE = 5 FEET
  B. BLUE GARDENS OF TLIL
  C1
  C2
  C3
  C4
  C5
  C6
  C7
  C8
  C9
  C10
  B18
  B15
  B14
  B4
  B5
  B9
  B10
  B11a
  B11b
  B11c
  B11d
  B11e
  B7
  B12
  B13
  B2
  B3a
  B3b
  B3c
  B6
  B8
  B1
  B16
  B19
  B20
  B21
  B17a
  B17b
  B17c
  C11
  B. BLUE GARDENS OF TLIL
  C. BLUE GARDENS UNDERLEVEL
  UPPER LEVEL
  1 SQUARE = 5 FEET
  LOWER LEVEL
  20
  
  the Blue Gardens. In exchange for allowing the alraune 
  feed on volunteers among the Children of Kumaru—a 
  process that is debilitating but not fatal if the volunteer is 
  recovered after an hour—the rebels earned the creature’s 
  loyalty. Unfortunately, none of the rebels have come by 
  in the past few days, and Finissario is quite agitated due 
  to hunger. The alraune feels that its agreement with the 
  Children of Kumaru is now void, and thus it is free to feed 
  on any travelers. Finissario believes that an easy meal is 
  likely to come down the trail eventually.
  When the PCs encounter Finissario, the alraune 
  threatens to squeeze the PCs like ripe papayas and devour 
  their pulped flesh. This likely leads to a confrontation, 
  although a PC offering himself as a meal to the plant can 
  calm hostilities. If the PCs agree to let Finissario feed on 
  a single PC for 2 hours (or on two PCs for 1 hour each), the 
  alraune allows all of the PCs to pass. If sated, the alraune 
  tells the PCs about its prior deal with the Children of 
  Kumaru and asks that if they see anyone wearing the 
  beaded masks—referring to the Tlil masks, although 
  Finissario doesn’t know them by that name—to be sure 
  to make them suffer.
  FINISSARIO 
  CR 15
  XP 51,200
  Alraune mesmerist 4 (Pathfinder RPG Bestiary 3 13, 
  Pathfinder RPG Occult Adventures 38)
  NE Large plant
  Init +6; Senses low-light vision; Perception +30
  Aura calming fragrance (60 ft., DC 26)
  DEFENSE
  AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, –1 size)
  hp 222 (23d8+119)
  Fort +17, Ref +14, Will +22
  Immune plant traits; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 4 vines +25 (1d10+9 plus grab and bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), bold stare (psychic inception), 
  constrict (1d10+13), hypnotic stare (–2), mesmerist 
  tricks 9/day (astounding avoidance, mesmeric mirror, 
  misdirection), painful stare (+2 or +1d6+2)
  Spell-Like Abilities (CL 13th; concentration +20)
  At will—charm monster (DC 21), detect thoughts (DC 19), 
  suggestion (DC 20)
  3/day—quickened glitterdust (DC 19), hold monster (DC 22)
  1/day—commune with nature, mind fog (DC 22), wall 
  of thorns
  Mesmerist Spells Known (CL 4th; concentration +11)
  2nd (3/day)—enthrall (DC 19), mirror image
  1st (5/day)—command (DC 18), faerie fire, obscuring mist, 
  undetectable alignment (DC 18)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 
  17), mage hand, message, prestidigitation
  TACTICS
  Before Combat Finissario implants the astounding avoidance 
  trick in itself. If intruders are obviously approaching, it casts 
  mind fog and mirror image.
  During Combat Finissario blocks the trail by casting wall of 
  thorns. Against a flying or particularly dangerous PC, it 
  uses a hypnotic stare just prior to casting hold monster. 
  The alraune attempts to snatch a likely PC to feed upon 
  and then uses suggestion to convince the rest of the PCs to 
  return to Jolizpan, leaving it with its meal.
  Morale If reduced to fewer than 30 hit points, Finissario flees.
  STATISTICS
  Str 28, Dex 15, Con 20, Int 14, Wis 17, Cha 24
  Base Atk +17; CMB +27 (+31 grapple); CMD 39 (can’t 
  be tripped)
  Feats Alertness, Cleave, Deceitful, Great Cleave, Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Power Attack, Quicken Spell-Like Ability 
  (glitterdust), Stunning AssaultAPG, Vital Strike
  Skills Bluff +35, Diplomacy +21, Disguise +14, Intimidate +21, 
  Knowledge (nature) +13, Perception +30, Sense Motive 
  +33, Stealth +12
  Languages Aklo, Elven, Gnome, Razatlani, Sylvan, Treant
  SQ consummate liar +2, feed, touch treatment 10/day (minor)
  Story Award: If the PCs offer themselves as a meal to 
  Finissario and continue to the Blue Gardens without 
  conflict, award them XP as if they had defeated the 
  alraune in combat.
  B. BLUE GARDENS OF TLIL
  A large fence surrounds the grounds of this impressive facility. 
  The fence doesn’t appear to have been built for security; it has 
  one wide opening to the north and two openings to the south. 
  The main building’s walls are made from a distinctive wood 
  that wraps around itself, giving the impression of twisting 
  vines. Dozens of colorful flowers and verdant plants grow along 
  the outside of this building. 
  An outbuilding and a few greenhouses stand near a riotous 
  garden in the southeast corner of the grounds.
  The Blue Gardens of Tlil is a state‑of‑the‑art scientific 
  facility designed for arcane research and botany. 
  Many of the facility’s amenities are as‑yet unreleased 
  advancements that the botanists discovered. Although the 
  facility has space for several dozen workers, scientists, and 
  guards, the Children of Kumaru have chased away anyone 
  who isn’t part of their organization. 
  The perimeter fence and buildings are made of 
  magically enhanced wood that is particularly resilient 
  21
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  (hardness 15, hp 90, break DC 40) and resistant to fire (fire 
  resistance 10). The facility’s doors are made from similar 
  wood to the walls (hardness 10, hp 45, break DC 30). The 
  ceilings within the facility rise to a height of 10 feet except 
  where indicated. The natural shape of these walls makes 
  it an easy task to climb them; doing so requires only a 
  successful DC 15 Climb check. 
  All the doors within the Blue Gardens have durable 
  wooden locks made of intertwining plants that can 
  be magically programmed to open or close for certain 
  individuals. Most locks are currently set to open whenever 
  touched by a wyrwood or anyone wearing a Tlil mask. A PC 
  can instead bypass each of these locks with a successful 
  DC 30 Disable Device, Knowledge (arcana or nature), or 
  Use Magic Device check. An appropriate key—such as that 
  in area B5—also opens these doors. Umbarno changed 
  the locks to the arcane nexus (area B12), the hazardous 
  containment chamber (area B20), and the upstairs storage 
  closet (area B21); opening those doors is more difficult, as 
  described in those areas.
  The windows throughout the Blue Gardens of Tlil are 
  kept closed, but not locked. Opening a window from the 
  outside requires a full‑round action, while opening one 
  from within the building is only a move action. Specialized 
  vines with bioluminescent flowers line the ceiling and the 
  outer walls of the grounds. These vines provide normal 
  light inside the facility at all times and dim light to the 
  grounds after sunset. Each room has a small mechanism to 
  control the amount of energy flowing through these vines, 
  allowing anyone to adjust the light level in the room. 
  Use the map on page 20 for encounters in the Blue 
  Gardens of Tlil.
  oppoSing The children of Kumaru
  The Children of Kumaru include the facility’s most 
  powerful arcane botanists and guards. Nearly all strive 
  to reignite the Veins of Creation and improve Jolizpan’s 
  well‑being, but they each have their own motives and 
  pursue their own pet projects. They all wear Tlil masks as 
  a sign of solidarity, and they assume that anyone wearing 
  such a mask is supposed to be at the facility.
  The Children of Kumaru are either ignorant of 
  Umbarno’s evil, or are too narrowly focused or deep in 
  denial to see the harm they are causing the city. Most have 
  buried themselves in their work and avoid thinking too 
  much about the ramifications of Umbarno’s actions. Each 
  encounter with Children of Kumaru provides the PCs an 
  option to convince the rebels to abandon the group and 
  leave the facility, although the specific methods differ. 
  Ultimately, the PCs need not fight any of the humanoids 
  in the Blue Gardens of Tlil—even Umbarno. If the PCs 
  convince a member of the Children of Kumaru to leave 
  the group, award them XP as if they had defeated that 
  person in combat.
  Treasure: Each member of the Children of Kumaru 
  who the PCs peacefully persuade to leave the Blue Gardens 
  soon realizes that the PCs were right to do so. That 
  member contacts the PCs the next time they are in Jolizpan 
  and offers the PCs a single magic item of their choosing 
  worth 24,000 gp or less. The intent is that the PCs can gain 
  a significant amount of useful treasure this way, offsetting 
  the fact that they aren’t able to loot these NPCs’ gear.
  Story Award: If the PCs remove the Children of Kumaru 
  botanists and wardens from the Blue Gardens without 
  killing any of them, award the PCs an additional 51,200 
  XP, in addition to the awards for convincing individual 
  members to leave.
  B1. Storage Shed
  This large shed holds a number of tools and supplies for 
  tending to the gardens, such as shovels, sickles, trowels, 
  and fertilizer. 
  Treasure: In addition to the mundane tools, the 
  botanists of Tlil keep a staff of earth and stone here to help 
  with the tilling and landscaping.
  B2. Grounds (CR 16)
  Large plots of worked land lie in the southeastern quadrant 
  of the grounds, containing a variety of fruits, vegetables, 
  enormous flowers, and tall vines. Several plants rise to a height 
  of a dozen feet, peeking over the fence. The tall plants writhe 
  and squirm slowly, as if attempting to find a comfortable 
  position to rest. Three greenhouses stand to the north of the 
  garden beds, and a shed stands to the west.
  These gardens serve as both a food source and 
  testing ground for the facility. The Tlil botanists grow 
  the majority of their food in one of the beds. The other 
  two beds are dedicated to large experimental plants 
  that don’t fit in the smaller labs inside; their squirming 
  movements are eerie but harmless. One of the Children 
  of Kumaru visits the garden daily to collect any ripe 
  fruits and vegetables.
  Blue Gardens on Alert
  If the facility goes on alert, a number of changes go into 
  effect. First, the lighting in the facility increases to bright 
  light, imposing a –2 penalty on Stealth checks to hide. 
  All Children of Kumaru receive a +2 circumstance bonus 
  on their Initiative checks during alerts. Additionally, any 
  attempts to convince members of the Children of Kumaru 
  to depart the facility take a –4 penalty, regardless of what 
  check is used. An alert generally lasts for 4 hours, unless 
  a specific situation indicates otherwise.
  22
  
  Creatures: Four wyrwood soldiers patrol the grounds 
  inside the fence in pairs. They keep a strict schedule, 
  walking among the gardens and then around the other 
  buildings every 10 minutes. They do not leave the 
  grounds unless they hear sounds of intruders in the 
  surrounding forest, in which case a pair of wyrwoods 
  hurries to investigate while the other pair continues to 
  patrol. Every 12 hours (roughly at dusk and dawn), these 
  wyrwoods return to the central greenhouse (area B3b) 
  and activate four wyrwood soldiers recharging within it 
  as their replacements, leaving a gap of 10 minutes when 
  the grounds are unguarded.
  If a patrolling pair encounters the PCs, they raise the 
  alarm, and the other patrol joins them as soon as possible. 
  As soon as a wyrwood falls in combat, another wyrwood 
  rushes to the southern greenhouse (area B3C) to release 
  the moss golem before returning to the fight. 
  WYRWOOD SOLDIERS (4) 
  CR 12
  XP 19,200 each
  hp 132 each (see page 17)
  Story Award: If the PCs sneak past the wyrwoods or 
  otherwise enter the facility unnoticed, award them XP as 
  if they had defeated the wyrwoods in combat.
  B3. Greenhouses (CR 16)
  A trio of large glass structures, each the size of a house, stands 
  in the northeast portion of the grounds. Each structure has small 
  panels of wooden slats on the rooftop for ventilation. The glass 
  panels are cloudy and obscured with moss and vines growing 
  inside, making it difficult to see inside the greenhouses. Each 
  greenhouse has a door in its south wall.
  These greenhouses house smaller experiments and 
  unique plants that would have trouble growing inside the 
  labs of the main building, but the botanists haven’t come 
  to the greenhouses recently. A PC who succeeds at a DC 25 
  Perception check can get a better look at what’s inside a 
  greenhouse through the cloudy glass.
  B3a: This greenhouse contains only ordinary plants, 
  including many edible varieties. They have been untended 
  for several days.
  B3b: This greenhouse holds vines attached to small 
  humanoids made of rune‑marked bark. This is the main 
  storage for the facility’s wyrwoods. A total of eight wyrwood 
  soldiers are inside this greenhouse at any point during 
  the day, each connected to a large network of vines that 
  collect sunlight and combine it with their innate arcane 
  energy to power the wyrwoods. When it comes time 
  to swap out patrols, the active wyrwoods return to this 
  greenhouse and remove four of the other wyrwoods from 
  the network. The process of being removed from the 
  network and reactivated takes 10 minutes, after which the 
  newly activated wyrwoods begin patrolling. Meanwhile, 
  the wyrwoods that just finished their patrol connect to the 
  network to begin recharging their own energy, a process 
  that takes 24 hours and renders the wyrwoods inactive 
  (they are helpless and effectively unconscious). The PCs 
  can tamper with the network here to disable the wyrwoods. 
  A PC who studies the network for at least 10 minutes can 
  attempt a DC 40 Knowledge (arcana) or Knowledge (nature) 
  check to disable the network connection for a wyrwood (a 
  PC can also disable this network connection from area 
  B12, as described there). A PC who watches a patrol change 
  gains a +10 insight bonus on these checks. On a success, the 
  wyrwood won’t reactivate and stands unmoving when it is 
  removed from the network. If the PCs fails this check by 5 
  or more, a surge of arcane energy immediately activates the 
  wyrwood, which immediately fights any intruders. If the 
  PCs to disable all eight wyrwoods here, and then disable 
  the four wyrwoods in area B2 when they return from patrol, 
  the Children of Kumaru don’t notice the lack of patrols for 
  1d4 days. After this, they restore two sets of patrols (as only 
  eight can be connected at a time) and remain on alert for 24 
  hours while they wait for the patrols to reactivate.
  B3c: This greenhouse contains several varieties of 
  mosses and a large heap of vines, moss, and wood. This 
  heap is a unique type of golem called a moss golem; a 
  successful DC 30 Knowledge (arcana) check is required to 
  identify the heap as a construct rather than a tangle of 
  plant matter. 
  Creature: The moss golem in area B3c is made from 
  special reinforced plant material not unlike that of the 
  facility’s walls. The Children of Kumaru consider the 
  creature a failure, as they can’t control it as they can the 
  wyrwoods. They therefore set the creature aside in this 
  little‑used greenhouse while they research how to correct 
  mistakes in its growing process. The creature remains 
  dormant until the door to the greenhouse is opened or 
  until it detects another creature in the greenhouse with it; 
  it then lurches into action.
  MOSS GOLEM 
  CR 16
  XP 76,800
  Variant mithral golem (Pathfinder RPG Bestiary 2 139)
  N Huge construct
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 
  natural, –2 size)
  hp 172 (24d10+40)
  Fort +8, Ref +15, Will +8
  Defensive Abilities evasion; DR 15/adamantine; Immune 
  construct traits, magic; Resist fire 10
  23
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  OFFENSE
  Speed 50 ft.
  Melee 2 slams +33 (4d10+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks quickness
  TACTICS
  During Combat The moss golem attacks the nearest 
  non-wyrwood creature it can see, using its climbing form 
  to assault enemies that are hard to reach. The moss golem 
  doesn’t attack wyrwoods, but it attacks any other creatures, 
  including Children of Kumaru.
  Morale The moss golem fights until destroyed.
  STATISTICS
  Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1
  Base Atk +24; CMB +37; CMD 55
  Feats DodgeB, MobilityB, RunB, Spring AttackB
  SQ climbing form
  SPECIAL ABILITIES
  Climbing Form (Ex) A moss golem can rearrange its 
  constituent plants into an elongated and extremely 
  flexible form as a swift action. While in this form, the 
  moss golem’s reach increases to 30 feet, it gains a 
  30-foot climb speed, and its DR becomes 15/slashing 
  and adamantine. A moss golem in this form can 
  also move through any crack or hole in a wall or 
  door, no matter how small, without impeding its 
  movement. A moss golem can maintain this form 
  for up to 10 rounds per day, but these rounds do 
  not need to be consecutive. Reverting to its normal 
  form is a free action.
  Immunity to Magic (Ex) A moss golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain spells 
  and effects function differently against a moss 
  golem, as noted below.
  • A diminish plants spell cast on the moss 
  golem causes it to lose its quickness ability for 
  1d6 rounds.
  • A plant growth spell restores 1d6 points of 
  damage per level of the caster (maximum 
  10d6) to the moss golem.
  • Hitting a moss golem in its climbing form with 
  any spell of 6th level or higher with the acid 
  descriptor causes the moss golem to take 10d6 
  points of acid damage (no save) and lose the 
  use of its climbing form ability for 24 hours.
  Quickness (Ex) A moss golem is incredibly quick. It can 
  take an extra move action during its turn each round. 
  This means it can move up to its speed and still make a 
  full attack.
  B4. Lobby (CR 15)
  A set of couches, tables, and chairs are arranged here for 
  guests’ comfort. Portraits of distinguished individuals hang 
  on the walls above the couches, each bearing a small plaque 
  with names and dates, and the floors are covered with rugs 
  featuring bands of geometric motifs.
  The facility’s botanists would normally greet visitors 
  here, but this lobby has gone unused since the Children 
  24
  Moss Golem
  
  of Kumaru took over. The portraits are of past head 
  researchers and the dates of their tenure. The current 
  head researcher is a middle‑aged woman with thin lips 
  and a striking nose; a plaque beneath the portrait gives 
  her name as Hidarra Iznisa and indicates that she has 
  been the head researcher for the past seven months.
  Creatures: Two Children of Kumaru wardens patrol 
  the main halls of the facility at all times of the day. 
  Although these are among the most fervent believers 
  in the rebels’ cause among the guards, the lack of 
  threats in the past days has caused them to grow 
  lax. They frequently dawdle on their patrols, taking 
  as much as an hour and a half to complete a circuit 
  of the facility’s halls. If the wardens spot any 
  unauthorized individuals during their patrol, 
  they immediately raise the alarm, yelling 
  out and alerting as many other Children of 
  Kumaru as possible; see the Blue Gardens 
  on Alert sidebar on page 22. The wardens 
  don’t raise the alarm for anyone wearing 
  Tlil masks, even if the individuals are not 
  humans, as they don’t question Umbarno’s 
  authority to recruit other people into the 
  Children of Kumaru.
  CHILDREN OF KUMARU WARDENS (2) 
  CR 13
  XP 25,600 each
  Human brawler 14 (Pathfinder RPG Advanced Class Guide 23)
  N Medium humanoid (human)
  Init +1; Senses Perception +10
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+7 armor, +1 Dex, +3 dodge)
  hp 151 each (14d10+70)
  Fort +14, Ref +12, Will +8
  OFFENSE
  Speed 30 ft.
  Melee +3 great terbutje +23/+18/+13 (1d10+12/17–20) or
  flurry of blows +17/+17/+12/+12/+7 (2d6+5) or 
  unarmed strike +19/+14/+9 (2d6+5)
  Special Attacks brawler’s flurry, brawler’s strike (cold iron, 
  evil, magic, silver), close weapon mastery, knockout 2/day 
  (DC 22), maneuver training (trip +3, disarm +2, bull rush 
  +1), martial flexibility 10/day
  TACTICS
  Before Combat The warden applies oil of greater magic 
  weapon and uses martial flexibility to gain the Lunge, 
  Power Attack, and Staggering Critical feats.
  During Combat The warden rushes forward to trip the nearest 
  foe and attempts to make full attacks against prone 
  opponents thereafter.
  Morale The warden attempts to flee the Blue Gardens if 
  reduced to 50 hit points or fewer. If unable to escape, the 
  warden surrenders. 
  STATISTICS
  Str 20, Dex 13, Con 16, Int 12, Wis 10, Cha 8
  Base Atk +14; CMB +19 (+20 bull rush, +21 disarm, +26 trip); 
  CMD 33 (34 vs. bull rush, 35 vs. disarm, 38 vs. trip)
  Feats Combat Expertise, Critical Focus, Exotic Weapon 
  Proficiency (great terbutje), Following StepAPG, Greater Trip, 
  Improved Critical (great terbutje), Improved Trip, Improved 
  Unarmed Strike, Iron Will, Step Up, Step Up and StrikeAPG, 
  Toughness, Weapon Focus (great terbutje), Weapon 
  Specialization (great terbutje)
  Skills Acrobatics +17, Climb +21, Knowledge (arcana, nature) 
  +8, Perception +10, Profession (gardener) +10, Sense 
  Motive +10, Survival +7, Swim +21
  Languages Draconic, Razatlani
  SQ brawler’s cunning, martial training
  Combat Gear oil of greater magic weapon (CL 12), potions of fly 
  (2); Other Gear +3 chain shirt, mwk great terbutjeUE, belt of 
  giant strength +2, cloak of resistance +2, Tlil mask (see sidebar)
  Tlil Mask
  Tlil masks were once considered no more than useful 
  oddities: masks with traditional floral motifs and imbued 
  with abilities botanists found situationally useful. Several 
  Tlil masks sat unused in a storeroom in the Blue Gardens 
  of Tlil facility for many years. When the Children of Kumaru 
  took over the facility, they used Tlil masks to mark their 
  allegiance to the group. 
  TLIL MASK
  PRICE
  3,700 GP
  SLOT head
  CL 3rd
  WEIGHT 1 lb.
  AURA faint divination
  This colorful, beaded mask bears floral patterns 
  and attunes the wearer’s senses to flora 
  of all varieties. The wearer gains a +3 
  competence 
  bonus 
  on 
  Knowledge 
  (nature) checks relating to plants, 
  seasons, or weather. The wearer can 
  use a command word to gain the effects 
  of greensight (Pathfinder RPG Ultimate 
  Wilderness 231), except that the wearer 
  can freely focus her vision to see through 
  plant matter for any distance up to 60 feet 
  (for example, to examine the inner core of a 
  reed) during the effect’s duration. The greensight 
  ability can be used a total of 10 times; when these uses 
  are expended, the mask loses its magic and becomes 
  a normal beaded mask. Most Tlil masks are discovered 
  with 1d10 uses of greensight remaining; reduce the 
  price by 300 gp for each expended use.
  CONSTRUCTION REQUIREMENTS
  COST 1,850 GP
  Craft Wondrous Item, greensightUW 
  25
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Treasure: A visiting wizard lost his bonded ring, a 
  minor ring of spell storing containing nondetection, among 
  the couch cushions. The PCs can locate this ring with a 
  successful DC 38 Perception check. 
  Development: If the PCs defeat or drive off the wardens, 
  two more arrive from the dormitory (area B13) after a few 
  hours to take their shift on patrol; reduce the number of 
  wardens in the dormitory accordingly.
  B5. Office
  A large wooden desk sits in the center of this ample office. A 
  small couch and side table sit in the corner. Several bookshelves 
  line the walls, and carefully pruned vines grow up the west 
  wall in complex geometric patterns around a frosted window. 
  A door stands in the southeast corner.
  This office serves the head researcher of the facility, 
  currently a botanist by the name of Hidarra Iznisa. 
  Hidarra is in Jolizpan, having left to demand action 
  from the Jolizpani government after the Children of 
  Kumaru took over. The office has remained empty since 
  and would be a good hiding spot for the PCs as they plan 
  and recover. Unless the facility is on alert, the Children 
  of Kumaru ignore this office entirely. Even during an 
  alert, they give this office only a cursory look and take 
  a –8 penalty on Perception checks to notice creatures 
  hiding inside.
  Hidarra kept an extra copy of the facility’s master key 
  in her desk in case of emergencies. It resembles a large, 
  ornate key, but it is made of wood with several floral 
  designs carved into its surface. With a successful DC 
  20 Perception check, a PC finds the key among the 
  desk clutter. This key can unlock any door in the 
  Blue Gardens of Tlil except the doors to the arcane 
  nexus (area B12), hazardous containment (area 
  B20), and the upstairs storage closet (area B21).
  B6. Growing Chambers (CR 14 or CR 16)
  This large laboratory is filled with counters and tables, 
  all covered in shreds of plant matter and various pieces 
  of equipment, including cutting instruments, stacks of 
  sieves, small prisms, and glass containers. The equipment is 
  scattered about the room, and plant matter is heaped untidily 
  all over the floor. A basin in the northeast corner of the room 
  overflows with water. Four large glass containers, each as 
  tall as the room, rest along the eastern wall. Three of these 
  containers holds wet masses of fronds and thorny vines that 
  writhe and pulse. The fourth contains a smaller shrub with 
  vibrant blue leaves. Doors to the north, west, and south 
  lead out of the room.
  This room serves as the facility’s main laboratory. 
  Many experiments or projects begun elsewhere in 
  the facility make their way here after earning enough 
  support from the botanists or when they grow too 
  large for the smaller laboratories to comfortably 
  house. The botanists primarily use the specialized 
  equipment here to create new plant material and 
  to create miniature versions of arcane networks 
  to test new plants.
  26
  Children of Kumaru Warden
  
  Currently, the Children of Kumaru are using the room 
  to aid in the creation of loyal minions. They initially 
  used the room to create wyrwoods, but they have since 
  relocated the wyrwoods to the greenhouse (area B3b) and 
  moved on to attempting to improve on these models. 
  The laboratory is messy because the Children of Kumaru, 
  eager to prove their rebellion was morally right by quickly 
  achieving success, don’t take the time to clean up failed 
  attempts before moving onto their next projects. 
  Three of the glass containers contain the latest attempts 
  to create new plant life using small fragments of the 
  kumaru tree. The botanists plan to grow heaps of fronds 
  and vines that can take humanoid form, but the project is 
  a long way from completion, and the impatient botanists 
  continually tinker with the nutrients and arcane energies 
  the plants receive. Their latest modification was to grow 
  sharp thorns on vines to better absorb arcane energy, but 
  the thorns are thus far useful only for drawing blood. 
  These plant creatures are likely to escape when the PCs 
  enter the room, as described below. The plant that had 
  been growing in the fourth glass container died recently, 
  so the botanists repotted a magical plant there instead 
  (see Treasure).
  The west door leads out into the hall. The north door 
  leads to the research supply room (area B7) and the south 
  door leads to the environmental room (area B8).
  Creatures: Two Children of Kumaru botanists watch 
  over the plants growing in the containers and stridently 
  insist that any intruders leave them to their important 
  work. If the intruders aren’t wearing Tlil masks, the 
  botanists assume the facility is under assault and fight to 
  defend themselves. 
  Whether or not a fight breaks out with the botanists, 
  the three plant creatures in the glass containers—
  powerful blood brambles—writhe more vigorously 
  when the PCs enter the lab. The presence of the PCs’ 
  obols causes the kumaru fragments within the creatures 
  to resonate with arcane energy, animating them 
  prematurely. The blood brambles burst from their 
  glass containers 2 rounds after a PC enters the room. In 
  combat, the blood brambles attack the PCs in preference 
  to the botanists. The botanists assume this is because 
  they’ve established a rapport with the plant creatures, 
  but in fact it’s because the blood brambles are drawn to 
  the obols within the PCs. 
  If the botanists haven’t already started a fight with the 
  PCs when the blood brambles attack, the botanists don’t 
  intervene on either side; otherwise, they fight alongside 
  the blood brambles to defeat the PCs.
  ADVANCED BLOOD BRAMBLES (3) 
  CR 11
  XP 12,800 each
  hp 150 each (Pathfinder RPG Bestiary 6 288, 48)
  CHILDREN OF KUMARU BOTANISTS (2) 
  CR 13
  XP 25,600 each
  Human arcanist 14 (Pathfinder RPG Advanced Class Guide 8)
  N Medium humanoid (human)
  Init +5; Senses Perception +14
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, 
  +2 natural)
  hp 108 each (14d6+57)
  Fort +10, Ref +7, Will +11
  OFFENSE
  Speed 30 ft.
  Melee mwk sickle +7/+2 (1d6–1)
  Ranged acid jet +8 touch (7d6 acid)
  Special Attacks arcane reservoir (7/17), arcanist exploits 
  (acid jet, counter drain, counterspell, dimensional slide, 
  lingering acid, quick study, see magic), consume spells
  Arcanist Spell-Like Abilities (CL 14th; concentration +20)
  At will—detect magic
  Arcanist Spells Prepared (CL 14th; concentration +20)
  7th (2/day)—plant shape III
  6th (5/day)—chain lightning (DC 22), disintegrate (DC 22)
  5th (5/day)—blight (DC 21), cloudkill (DC 21), teleport
  4th (5/day)—acid pitAPG (DC 20), contagion (DC 20), greater 
  flaming sphereACG (DC 20), stoneskin
  3rd (5/day)—aqueous orbAPG (DC 19), blink, fly, lightning 
  bolt (DC 19)
  2nd (6/day)—blur, false life, gust of wind (DC 18), hideous 
  laughter (DC 18), summon swarm
  1st (6/day)—endure elements, identify, mage armor, 
  shield, vanishAPG (DC 16)
  0 (at will)—acid splash, arcane mark, detect poison, light, 
  mage hand, mending, prestidigitation, ray of frost, 
  read magic
  TACTICS
  Before Combat The botanist casts mage armor and false life 
  every morning. The botanist also casts blur, shield, and 
  stoneskin if expecting combat, but these three spells aren’t 
  reflected in the statistics above.
  During Combat The botanist tries to keep out of melee, 
  usually by capturing foes in an acid pit or an aqueous orb. 
  The botanist then makes use of chain lightning, greater 
  flaming sphere, or the acid jet exploit to attack foes. If 
  forced into melee, the botanist attempts to defensively cast 
  plant shape III to transform into a treant.
  Morale The botanist flees the Blue Gardens if reduced to 
  40 hit points or fewer, either with the dimensional slide 
  exploit or the teleport spell. If retreat seems impossible, 
  the botanist surrenders.
  STATISTICS
  Str 8, Dex 13, Con 14, Int 22, Wis 10, Cha 16
  Base Atk +7; CMB +6; CMD 18
  Feats Combat Casting, Craft Wondrous Item, Dodge, Empower 
  27
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Spell, Great Fortitude, Improved Initiative, Skill Focus 
  (Knowledge [nature]), Toughness
  Skills Acrobatics +15, Appraise +23, Knowledge (arcana) 
  +23, Knowledge (nature) +29, Perception +14, Profession 
  (gardener) +17, Spellcraft +23, Survival +14, Use Magic 
  Device +20
  Languages Aklo, Draconic, Dwarven, Elven, Gnome, 
  Razatlani, Sylvan
  Combat Gear potions of cure serious wounds (2), scroll 
  of greater dispel magic, scroll of summon monster IV, 
  scroll of wall of force; Other Gear mwk sickle, amulet of 
  natural armor +2, belt of mighty constitution +2, cloak of 
  resistance +2, headband of mental prowess +2 (Int, Cha), 
  Tlil mask (see sidebar on page 25), spellbook, granite and 
  diamond dust worth 500 gp
  Treasure: Prior to the takeover by the Children 
  of Kumaru, the botanists of the Blue Gardens were 
  experimenting with mass‑producing magic items. 
  Unfortunately, the botanists had made only minor 
  progress when the Children of Kumaru took over. The 
  Children of Kumaru overlooked these items, and they 
  have since become covered by discarded plant 
  matter. With a successful DC 20 Perception check, 
  a PC locates a belt of spirit vinesUW and a ring of natural 
  attunement (leshy)ACG.
  The shrub growing in the fourth glass cylinder 
  was recently replanted from a different laboratory; it 
  is a healthy sheltershrubUW.
  Development: If the PCs defeat the blood brambles 
  without making any attacks against the Children of 
  Kumaru, the botanists realize their creations were less 
  stable than they thought. They decide that the Children 
  of Kumaru are being too reckless in their research and 
  exposing themselves to danger in their desperate pursuit 
  of success. The botanists decide to leave the facility to 
  avoid any future danger. 
  B7. Research Supply Room
  Several shelves here hold basic scientific equipment such as 
  cutting instruments, vials, and sieves, as well as drying racks 
  for flowers, pressing boards, and miniaturized spyglasses to 
  better view small objects. A door in the southern wall allows 
  egress from this room.
  This room holds the majority of the supplies used at 
  the Blue Gardens of Tlil, particularly for the adjacent 
  growing chamber (area B6). The supplies here are in 
  disarray due to the carelessness and desperation of the 
  Children of Kumaru, but the room is well stocked despite 
  its disorganization.
  Treasure: The equipment stored here includes two 
  orbs of bottled sunlightUW and a hollywreath bandUE. The 
  three miniaturized spyglasses act as magnifying glasses 
  that cannot be used to light fires, but they are worth 150 
  gp each due to their fine construction. 
  B8. Environmental Room
  This room has two large glass enclosures, one along the 
  28
  Children of Kumaru Botanist
  
  eastern wall and one along the western wall. A glass door 
  allows entry into each partitioned area. The eastern enclosure 
  holds several shelves, each bearing planters containing small 
  plants. A bright light glows above each planter. The western 
  enclosure is similarly equipped, though different plants grow 
  within. Large racks stand along the southern wall, each covered 
  with plants in varying stages of drying. A door to the north 
  leads in and out of this room.
  The botanists of Tlil created this room to accommodate 
  plants that require specific growth conditions the 
  region doesn’t naturally provide. The glass doors aren’t 
  locked and open easily. The western partition draws out 
  humidity to support plants that grow in arid conditions, 
  and its air is noticeably drier. The eastern partition is 
  kept cool for plants from colder climates. The drying 
  racks on the south side of the room are used to dry plants 
  for use as medicines, perfumes, or decorations. A small 
  pile of tools rests on top of this rack; it includes tweezers, 
  pruning shears, and two aprons.
  Treasure: The tools on the rack to the south include 
  a pair of goggles with a thin strap made from stretchy 
  plant fibers. These function as goggles of minute seeing. The 
  largest of the plants in the western partition is a salvation 
  cactusUW bearing 4 doses of fluid and 4 flowers. 
  B9. Refectory
  This large dining area holds three long tables surrounded 
  by chairs. Three narrow windows look out onto the facility’s 
  perimeter fence but allow natural light into the room. A sink 
  stands near a door to the east, and a large bin stands near a 
  door to the north.
  The workers at the Blue Gardens would often gather 
  here for breakfast and dinner, washing up as necessary 
  in the sink. The Children of Kumaru gather here only 
  sporadically and almost never as a group. Most are too 
  wrapped up in their own experiments to have much time 
  for meals, and they usually just grab something from the 
  kitchen to the north (area B10). The facility’s dishes and 
  utensils are crafted from dried leaves that are durable, 
  disease‑resistant, and easily composted in the bin here. A 
  few of these plates, covered with the remnants of hastily 
  eaten meals, are scattered on the tables.
  B10. Kitchen (CR 3)
  This large kitchen has a table in the southwestern corner and 
  another in the northeastern corner, both covered with scraps 
  of food and unwashed dishes. Pots, pans, and other cookware 
  hang from racks in the ceiling. A large basin in the northeast 
  corner holds clear water and a large oven is built into the 
  angled northwest wall. One door leads south, while another 
  door is ajar and reveals a sizable pantry.
  This kitchen is where the facility’s cooks created large 
  meals for the workers at the Blue Gardens. The oven is 
  one of the few simple accommodations that does not 
  use the localized arcane network to function. The pantry 
  holds stores of dried meats, grains, vegetables, and other 
  staples, as well as firewood for the kitchen’s large oven. 
  Enough stores remain to provide food for the Children of 
  Kumaru for at least a month. The door to the south leads 
  to the dining hall (area B9).
  Creature: The botanists hired four cooks to provide the 
  facility with daily meals. Since the takeover, only the chief 
  cook, Ilnizo Junilez, remains. Umbarno promised Ilnizo 
  triple his usual salary to stay and serve the rebels, but he 
  has grown tired of having to do all of the work by himself. 
  He’s normally found here or cleaning up the dining hall, 
  in either case muttering under his breath about all the 
  work he has to do. Ilnizo assumes the PCs are supposed to 
  be in the facility whether or not they’re wearing Tlil masks. 
  He’s happy to chat with the PCs for a few moments, but 
  he isn’t willing to take a break from his duties for long. 
  The PCs can convince the cook that effort isn’t worth the 
  promised payoff. Ilnizo is initially indifferent to the PCs; 
  convincing him to leave his post requires a successful 
  DC 20 Diplomacy check. If attacked, Ilnizo leaves for to 
  Jolizpan and does not return.
  ILNIZO JUNILEZ 
  CR 3
  XP 800
  Male barkeep (Pathfinder RPG GameMastery Guide 303)
  hp 23
  Skills Profession (cook) +13 (replaces Profession [barkeep])
  Development: If the PCs convince Ilnizo to leave 
  the facility, he shuts and locks the only doors that he has 
  the authority to lock: the doors to the dining hall and the 
  kitchen. The Children of Kumaru consider being locked 
  out a puzzling inconvenience the first day, but they grow 
  increasingly hungry and discontent at having to fend for 
  themselves. As Umbarno won’t come out of his seclusion in 
  the lower level to change the lock, the Children of Kumaru 
  eventually have to burst the doors or use powerful magic to 
  get at the stores of food. After Ilnizo leaves, the PCs gain a +4 
  bonus on skill checks to convince members of the Children 
  of Kumaru other than Umbarno to abandon their goals, 
  as the inconvenience of interrupting their experiments to 
  acquire food makes them reconsider their position.
  Story Award: Due to the gradual effects on the rebels’ 
  morale of the facility’s food supply being inconveniently 
  locked away, award the PCs 19,200 XP if they convince 
  Ilnizo to leave.
  29
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  B11. Laboratories (CR 16)
  These five laboratories are all similar in appearance. In 
  each, scientific equipment and potted plants rest upon a 
  large counter against the west wall. A small closet to the 
  north stands next to a narrow window and across from 
  a wooden door. The botanists use these laboratories for 
  small‑scale experiments and personal projects. The same 
  mechanism that controls the light in each room also 
  adjusts its humidity and temperature, although neither 
  can be adjusted significantly enough to be more than 
  mildly uncomfortable.
  Creatures: At any time during the day, three Children 
  of Kumaru botanists work in these labs. Each is normally 
  in a separate lab, but they sometimes come together to 
  compare notes or show off their findings to each other. 
  When the PCs first approach this area, and each time they 
  come back after more than an hour or so away, determine 
  the placement of each of the three botanists randomly 
  within these five labs. 
  These botanists are more interested in their personal 
  research than in Umbarno’s crusade and are reluctant 
  to get in a fight unless they’re provoked or an alarm 
  has already been raised. If the facility isn’t on alert, 
  the botanists are willing to enter into a dialogue with 
  the PCs, even if the PCs aren’t wearing Tlil masks. If the 
  alarm has been raised, the botanists still assume anyone 
  wearing a Tlil mask is supposed to be in the facility, and 
  they might make an offhand comment about the alert 
  distracting them from their work. A PC who talks with a 
  botanist and succeeds at a DC 30 Diplomacy, Knowledge 
  (arcana), or Knowledge (nature) check convinces the 
  botanist that their skills are better served helping 
  the people of Jolizpan directly instead of supporting 
  Umbarno’s hostile agenda. If a PC fails this check, the 
  botanist considers the PCs dangerous, shouts an alarm, 
  and attacks.
  Although the botanists are most likely to be encountered 
  individually in these labs, once a combat begins with one 
  botanist, the others from the other rooms join the fight 
  as well.
  CHILDREN OF KUMARU BOTANISTS (3) 
  CR 13
  XP 25,600 each 
  hp 108 each (see page 27)
  Development: If the PCs defeat or drive off the 
  botanists here, three more arrive from the dormitory 
  (area B13) after a few hours to work; reduce the number of 
  botanists in the dormitory accordingly.
  B12. Arcane Nexus
  When the PCs first approach either entrance to this room, 
  read or paraphrase the following.
  The door to this room is covered in thick vines in a twisting 
  spiral. The center of the cluster has a deep, empty depression 
  the size of a fist. The vines are calcified and studded with 
  crystals, making the door impassable. 
  The doors to this room each normally bear a unique 
  lock specifically grown to secure this room, but the 
  lock mechanism is missing from every door; Umbarno 
  extracted the lock cores to make the doors impossible 
  to open by normal means. Furthermore, the vines that 
  cover the doors are particularly sturdy (hardness 20, 
  hp 100, break DC 40). If the PCs recover a lock core in 
  the hazardous containment room (area B20), they can 
  reinsert it into the indentation in either door. When 
  they do, the vines twine around the core and hold it in 
  place. Even with a lock core back in place, the door opens 
  only for Umbarno. A PC can manipulate the lock core to 
  open the door with a successful DC 35 Disable Device, 
  Knowledge (arcana or nature), or Use Magic Device check. 
  If a PCs fails one of these checks, the lock actively works 
  to prevent access via that method, increasing the DC for 
  that check (but not other checks) by 10 for 1 hour. If the 
  PCs successfully restore and manipulate the lock core, the 
  vines on both doors part and allow access to the room. 
  When the PCs make their way inside, read or paraphrase 
  the following.
  A large mass of vines and other large plants grows along 
  the walls of this room. The vines glow with a bright inner 
  light that constantly shifts in hue as they pulse and shake 
  like a beating heart. Doors stand in the northwestern and 
  southeastern corners, and a trapdoor lies open in the center 
  of the floor. The vines wind down the shaft beneath the 
  open trapdoor.
  This room is the main hub of the local arcane network 
  that powers the Blue Gardens of Tlil. A PC who spends 
  at least 1 hour studying the hub and succeeds at a DC 30 
  Knowledge (arcana or nature) or Use Magic Device check 
  learns how to manipulate this network. This allows the 
  PCs to alter the light level on the grounds or in the facility, 
  change the locks on some or all of the locked doors in 
  the facility (such as to unlock them all, or to set them to 
  unlock for only a specific person), disable the network 
  inside the greenhouses (see area B3b), and control the 
  lifting vines that lead to the underlevel.
  The shaft leads down 100 feet to the landing of the 
  Blue Gardens underlevel (area C1). Although anyone can 
  climb the vines as easily as a ladder, those in control of 
  the facility’s arcane network can ascend or descend much 
  more easily. Anyone with control of the lifting vines 
  can direct them to grasp up to 5 willing creatures and 
  transport them up or down the shaft in 1 minute.
  30
  
  Story Award: If the PCs learn to manipulate the arcane 
  nexus, award them 51,200 XP.
  B13. Dormitory (CR 19)
  The workers at the Blue Gardens rested in this 
  communal dormitory when they chose not to make 
  the trip back to their homes in Jolizpan. Ever since 
  the Children of Kumaru took over the facility, they 
  have slept here or napped at their work stations. A 
  washroom adjacent to the dormitory provides clean, 
  running water and an efficient disposal system that 
  recycles water and waste. 
  Creatures: Eight members of the Children of Kumaru 
  rest in this room at any given time. Half of them are 
  normally asleep. The Children of Kumaru here are 
  usually tired and prefer to rest rather than evict 
  intruders, although they defend themselves if they 
  believe the facility is under attack. The Children of 
  Kumaru don’t pursue enemies who flee this area unless 
  they believe that their enemies will endanger other 
  people in the facility.
  If the PCs seem interested in talking rather than 
  fighting, the rebels listen to what they have to say. The 
  PCs can convince the Children of Kumaru here to give 
  up on their misguided work with a successful DC 40 
  Bluff, Diplomacy, or Intimidate check, as appropriate 
  for the PC’s subject (such as by using Bluff to assert 
  that Umbarno has disbanded the Children of Kumaru, 
  Diplomacy to convince them that leaving the Blue 
  Gardens is best for the city, or Intimidate to insist that 
  their present course of action is dangerous and will get 
  them hurt). If the PCs have already peacefully convinced 
  other members of the Children of Kumaru to leave the 
  Blue Gardens of Tlil, those departing members have 
  already stopped by here to gather their things and say 
  their goodbyes. For each such rebel who has already 
  left, the PCs gain a cumulative +2 circumstance bonus 
  on their skill checks to convince the people here in the 
  dormitory to leave as well.
  CHILDREN OF KUMARU BOTANISTS (6) 
  CR 13
  XP 25,600 each
  hp 108 each (see page 27)
  CHILDREN OF KUMARU WARDENS (2) 
  CR 13
  XP 25,600 each
  hp 151 each (see page 25)
  Treasure: The Children of Kumaru keep their various 
  personal gear in small footlockers at the base of the beds. 
  Most of this gear consists of mundane clothing, notes, 
  and personal items, but the rebels also keep three spare 
  Tlil masks (see page 25) here. 
  B14. Fungal Lab (CR 7)
  This small lab holds a stone table bearing several small 
  containers of mushrooms, toadstools, and other types of fungi. 
  A door to the north is ajar and leads to a small closet filled with 
  blankets and pillows in a makeshift bed. Another door stands 
  in the east wall.
  This lab is specifically dedicated to researching the use 
  of fungi, rather than plants, for an arcane network. This 
  endeavor hasn’t produced much in the way of significant 
  results and has attracted few champions among the 
  botanists, although the few botanists dedicated to this 
  line of research are very determined. 
  Creature: Chiyana Bernadez, an ambitious researcher, 
  is one of several botanists who believe that fungus 
  research might unlock new advances in arcane networks. 
  Chiyana isn’t part of the Children of Kumaru and was 
  ejected from the facility when the rebels seized control. 
  Rather than wait for the Jolizpani authorities handle the 
  rebels, Chiyana let her impatience get the better of her, 
  and she snuck back into the Blue Gardens only a few days 
  after the Children of Kumaru took over. She stole a Tlil 
  mask from among the spares in the dormitory and was 
  pleasantly surprised to find that the rebels didn’t pay her 
  much attention when she was wearing it—they assumed 
  she was one of them. Chiyana returned to this lab and 
  has diligently continued her work, leaving only to gather 
  food from the kitchen when she gets hungry. When she 
  grows tired, she rests on the impromptu bed she made 
  in the closet. 
  When the PCs enter this room, they find Chiyana 
  hard at work, observing fungi and taking notes. Due to 
  her distraction, Chiyana takes a –8 penalty on Perception 
  checks to notice the PCs. Once she’s aware she has 
  company, she scrambles to grab her Tlil mask and put 
  it on, believing the PCs to be Children of Kumaru. If 
  attacked, she assumes her ruse has been discovered and 
  attempts to flee the Blue Gardens as quickly as possible. 
  If she leaves, she doesn’t return. 
  If the PCs don’t attack Chiyana, she quickly deduces 
  that they are not Children of Kumaru and asks about their 
  presence in the facility. She’s more interested in whether 
  the PCs are likely to cause any further interruptions 
  to her work than any motivations they have about 
  reclaiming the facility or stopping Umbarno. If the PCs 
  agree to let Chiyana continue her work, she tells them 
  what she knows about the Children of Kumaru and even 
  lets them rest in her lab if they wish (as long as they are 
  quiet). Chiyana is quite friendly and her enthusiasm for 
  her work is obvious. She excitedly raves about the various 
  fungi throughout the lab and answers the PCs’ questions 
  about her work in overwhelming detail.
  31
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Chiyana can provide the PCs information about where 
  the Children of Kumaru are usually working within the 
  facility, and she explains that a Tlil mask has 
  allowed her to get around unchallenged. She 
  even offers to acquire more Tlil masks for 
  the PCs if they ask, making a quick trip 
  to the dormitory (area B13) to recover 
  the extra Tlil masks stored there. 
  CHIYANA BERNADEZ 
  CR 7
  XP 3,200
  Female human alchemist (horticulturist) 8 
  (Pathfinder RPG Advanced Player’s Guide 
  26, Pathfinder RPG Ultimate Wilderness 33)
  N Medium humanoid (human)
  Init +0; Senses Perception +2
  DEFENSE
  AC 15, touch 11, flat-footed 15 (+4 armor, 
  +1 deflection)
  hp 47 (8d8+8)
  Fort +8, Ref +7, Will +7
  OFFENSE
  Speed 30 ft.
  Melee +1 mithral sickle +8/+3 (1d6+2)
  Ranged bomb +7 (4d4+4 fire)
  Special Attacks bomb 12/day (4d4+4 fire, DC 18)
  Alchemist Extracts Prepared (CL 8th; concentration +12)
  3rd—cure serious wounds, summon nature’s ally III, 
  thorn bodyAPG
  2nd—barkskin, detect thoughts (DC 16), lesser restoration, 
  resist energy, summon nature’s ally II
  1st—comprehend languages, identify, summon nature’s 
  ally I (2), true strike
  TACTICS
  During Combat Chiyana fights defensively until she can cast 
  her defensive spells such as thorn body and barkskin. She 
  summons plant creatures with her summon nature’s ally 
  spells to aid her in a fight.
  Morale Chiyana has no wish to die in a pointless combat; she 
  flees or surrenders as soon as she’s injured.
  STATISTICS
  Str 12, Dex 10, Con 8, Int 18, Wis 14, Cha 14
  Base Atk +6; CMB +7; CMD 18
  Feats Brew Potion, Combat Expertise, Great Fortitude, Iron Will, 
  Skill Focus (Knowledge [nature]), Throw Anything, Toughness
  Skills Appraise +15, Bluff +6, Climb +5, Heal +13, Knowledge 
  (arcana) +15, Knowledge (nature) +18, Profession 
  (gardener) +13, Spellcraft +15, Survival +13, Use Magic 
  Device +13
  Languages Draconic, Elven, Goblin, Razatlani, Sylvan
  SQ alchemy (alchemy crafting +8), discoveries (infusion, 
  precise bombs [4 squares]), herbal bombs, plant familiar 
  (cat), plant voice, seed extract, swift alchemy
  Combat Gear potion of bear’s endurance, potion of cure 
  light wounds, tanglefoot bags (2); Other Gear +2 leather 
  armor, +1 mithral sickle, cloak of resistance 
  +1, ring of protection +1, Tlil mask (see 
  page 25), formula book
  Story Award: If the PCs befriend 
  Chiyana, award them XP as if they 
  had defeated her in combat.
  B15. Herbarium (CR 16)
  This large room is filled with shelves, each 
  holding dozens of glass containers. The 
  containers are each neatly labeled and 
  filled with various dried flowers, 
  leaves, and roots. A door stands to 
  the south.
  This herbarium holds most of the facility’s 
  dried plants, meticulously organized based on 
  species and purpose.
  Creatures: Not all the Children of Kumaru 
  share Umbarno’s vision; some are self‑serving. 
  These three Children of Kumaru wardens are taking 
  advantage of their access to the Blue Gardens to make 
  a profit, secretly stealing valuable plants and passing 
  them to a contact in Jolizpan to sell at exorbitant 
  prices. They were initially subtle about their thefts, 
  but they’ve realized that none of the other Children 
  of Kumaru care much about the dried plants here, so 
  they’ve become more overt in taking anything they 
  think might turn a profit. 
  When the PCs enter this room, the wardens are 
  rummaging through the stores, emptying containers 
  of herbs into sacks and casually discussing the value of 
  each. If questioned, the wardens attempt to spin a tale 
  about collecting the herbs for an experiment elsewhere 
  in the facility, but they aren’t very good liars. If their 
  clumsy deception is brought to light and a PC succeeds 
  at a DC 30 Diplomacy or Intimidate check to insist 
  the wardens reform their ways, the wardens decide to 
  give up their scheme and make amends in Jolizpan. 
  Alternatively, the PCs might not care about the theft; if 
  they agree to let the wardens go with as many herbs as 
  they can carry, the wardens leave the Blue Gardens and 
  don’t return.
  If the PCs attack the wardens or denounce their theft, 
  the wardens attack.
  CHILDREN OF KUMARU WARDENS (3) 
  CR 13
  XP 25,600 each
  hp 151 each (see page 25)
  32
  Chiyana Bernadez
  
  B16. Library
  Tall bookshelves fill the west wall of this library. The collected 
  tomes range in age from pristine books to weathered volumes. 
  An empty table sits in the center of the room and a door opens 
  in the eastern wall.
  This library holds most of the facility’s collected 
  knowledge from the past decades, including meticulously 
  filed notes and logs of past experiments. A character who 
  uses the library to research ley lines or magical plants 
  gains a +8 bonus on such checks. 
  Treasure: Hidden among the countless tomes here is a 
  book of the loremasterUE that has been bound in a lead‑lined 
  cover, making it impossible to detect with detect magic or 
  similar spells. A PC who succeeds at a DC 35 Perception 
  check locates the book.
  Development: The PCs can find Miraina’s notes 
  here with an hour of searching and a successful DC 25 
  Perception check.
  B17. Sterile Workrooms (CR 16)
  These three workrooms are all similar in appearance. 
  Each has as short hall with a glass wall to the south and 
  a pair of doors serving as an airlock. The glass walls are 
  magically reinforced (hardness 5, 30 hit points, break 
  DC 20). The isolated workroom beyond is maintained as 
  a sterile environment where delicate plants can be tended 
  without external influence and arcane experiments can 
  be performed in isolation. Each sterile workroom also 
  contains a small closet with cleaning supplies. 
  The airlock for each workroom is designed so that 
  only one door can be opened at a time. While both doors 
  are closed, creatures and objects within the airlock are 
  subject to a combination of prestidigitation, purify food 
  and drink, and similar magic to ensure cleanliness. This 
  process takes 1 round.
  Several of the Children of Kumaru use these 
  workrooms to further research into using medicinal 
  plant grafts to strengthen and maintain arcane networks. 
  They are currently testing their methods on miniature 
  networks and have met with initial success treating 
  damage induced on their test networks.
  Creatures: One botanist is at work in each of these 
  workrooms at any time of the day. A botanist who spots 
  someone in the hall through the glass partition motions 
  to the airlock; the botanists insist that visitors go through 
  the appropriate sterilization process before they talk. If 
  the PCs take the time to talk to any of these botanists, 
  a successful DC 20 Sense Motive check reveals that the 
  botanists have grown more attached to this specific 
  research than Umbarno’s goals. A PC can convince a 
  botanist to leave the Children of Kumaru and focus on 
  their medicinal research with the ousted botanists in 
  Jolizpan with a successful DC 30 Diplomacy, Heal, or 
  Knowledge (nature) check. 
  If the PCs break into a workroom without going 
  through the sterilization process, the botanist within flies 
  into a rage and attacks. The sound of combat or breaking 
  glass brings the other botanists to join in the fight from 
  the other workrooms.
  CHILDREN OF KUMARU BOTANISTS (3) 
  CR 13
  XP 25,600 each
  hp 108 each (see page 27)
  Development: If the PCs defeat or drive off the 
  botanists here, three more arrive from the dormitory 
  (area B13) after a few hours to work; reduce the number of 
  botanists in the dormitory accordingly.
  B18. Balcony
  Flowers and colorful plants grow in planters on this balcony. 
  A few chairs offer a place to relax and enjoy the view of the 
  grounds and the surrounding forest. 
  Many workers at the Blue Gardens used the balcony as 
  a place to relax or ponder scientific challenges, though 
  the Children of Kumaru no longer make time for such 
  distractions. The botanists keep many personal plants up 
  here, such as favorite flowers and sweet‑smelling herbs, 
  and they grow well in the outside air. 
  B19. Incubation Room (CR 15)
  The smell of fresh earth fills this large room. Several low shelves 
  with long planters line the walls, each planter containing rich, 
  brown soil and tiny, sprouting plants. Beneath the shelves 
  are several watering cans and sacks containing more dirt. A 
  wooden door stands in the east wall.
  The main purpose of this room is to allow new seeds 
  to grow to a usable size. Although the dirt in the planters 
  appears identical, each planter’s soil has a different 
  origin and chemical composition; the sacks are marked 
  with origin coordinates all over northwestern Xopatl. 
  Many of the seeds here are experimental, specifically 
  bred to allow for greater affinity with the Blue Gardens’ 
  localized arcane network. As the seedlings here are used 
  in experiments throughout the facility, this room is 
  considered critical.
  Creatures: Two Children of Kumaru wardens are 
  always stationed here to watch over the seedlings in 
  their delicate state, but this job is particularly dull. The 
  wardens jump up from their stools as soon as anyone 
  33
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  enters; a PC who succeeds at a DC 20 Sense Motive check 
  can tell the wardens are grateful for the intrusion, if only 
  to break up the monotony. Canny PCs might use the 
  wardens’ boredom to their advantage by convincing the 
  wardens to leave the facility. The attempt requires a DC 30 
  Bluff, Diplomacy, or Perform (any) check. On a successful 
  check, the wardens realize that “sprout guard duty” isn’t 
  worth their time and return to their homes in Jolizpan. 
  On a failure, the wardens suspect that the PCs are here to 
  harm the seedlings and attack. 
  CHILDREN OF KUMARU WARDENS (2) 
  CR 13
  XP 25,600 each
  hp 151 each (see page 25)
  B20. Hazardous Containment (CR 15)
  Umbarno changed the lock on this door so that he alone 
  can open it; a PC must succeed at a DC 30 Disable Device, 
  Knowledge (arcana or nature), or Use Magic Device check 
  to open the door to this room. The walls of this room are 
  reinforced and have double the typical hit points (180 hit 
  points rather than 90).
  This unpleasantly warm room is in a shambles, with shattered 
  glass, dirt, broken trays, and overturned shelves strewn 
  throughout. Large vines and other plants grow throughout 
  the room, overgrown and uncontained. A few piles of bones, 
  decomposing body parts, and the relatively intact carcass of a 
  large goat lie in the center of the room. A wooden door opens 
  in the eastern wall.
  This room is designed for containing specifically 
  dangerous materials and plants. It is normally kept at a 
  low temperature to hinder unwanted growth. In one of 
  his fits of irrational distrust, Umbarno removed the lock 
  cores from the doors to the arcane nexus (area B12) and 
  placed them in this room. He then raised the room’s 
  temperature and tossed several animal carcasses inside to 
  encourage the plants within to flourish. As a final element 
  of security, Umbarno changed the lock on the door. The 
  resulting mess has led to the room becoming completely 
  overgrown. The floor of the room is difficult terrain for 
  Medium and smaller creatures.
  Creature: Hidden among the overgrowth is a dangerous 
  plant known as a corpse lotus. This particular corpse 
  lotus has become enriched with the volatile materials 
  stored here, making it unusually powerful. The corpse 
  lotus hides in the corner among the overgrown foliage, 
  waiting for the PCs to come close before it attacks.
  ADVANCED CORPSE LOTUS 
  CR 17
  XP 102,400
  Variant corpse lotus (Pathfinder RPG Bestiary 5 60)
  N Huge plant
  Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 
  30 ft.; Perception +25
  Aura preserving mists (30 ft.)
  DEFENSE
  AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size)
  hp 220 (21d8+126)
  Fort +18, Ref +14, Will +8
  Defensive Abilities all-around vision; DR 10/slashing; 
  Immune plant traits; Resist acid 10, electricity 10
  OFFENSE
  Speed 10 ft.
  Melee 4 vines +27 (2d6+13 plus grab)
  Space 15 ft.; Reach 25 ft.
  Special Attacks constrict (2d6+13), swallow whole (4d6 acid 
  damage, AC 18, 22 hp)
  TACTICS
  During Combat The corpse lotus attacks multiple opponents 
  with its vines to grab as many meals as possible. Once 
  it has all of its targets within reach grabbed, it constricts 
  them until they stop moving and swallows them one at a 
  time, starting with the largest. If badly injured, the corpse 
  lotus consumes the goat carcass in this room to grant itself 
  fast healing.
  Morale The corpse lotus fights until it is destroyed.
  STATISTICS
  Str 36, Dex 20, Con 23, Int 2, Wis 13, Cha 14
  Base Atk +15; CMB +30 (+32 bull rush, +34 grapple); CMD 45 
  (47 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Blind-fight, Cleave, Combat Reflexes, 
  Great Cleave, Improved Bull Rush, Improved Natural Attack 
  (vine), Lightning Reflexes, Power Attack, Vital Strike, 
  Weapon Focus (vine)
  Skills Perception +25
  SQ camouflage, digest corpse, preserving mists
  Treasure: In addition to the lock cores in the detritus, 
  a greater monkey beltUE hangs on a hook behind the door.
  B21. Storage Room
  As with the door to the hazardous containment chamber 
  (area B20), Umbarno changed the lock on this door so 
  that he alone can open it; a PC must succeed at a DC 
  30 Disable Device, Knowledge (arcana or nature), or Use 
  Magic Device check to open the door to this room.
  This large closet is jammed with shelves full of scientific 
  equipment, tools, protective clothing, and other supplies. A 
  wooden door stands in the east wall.
  The botanists keep most of their spare equipment 
  and supplies in this closet. Umbarno scoured the 
  facility immediately after the takeover and collected 
  34
  
  all the magic items he could find. He did so under the 
  pretense of keeping the Children of Kumaru from 
  becoming distracted from their work, but he in fact he 
  was motivated by his growing sense of isolation and a fear 
  that the Children of Kumaru might use the items against 
  him, even though most of these items are not offensive 
  in nature.
  Treasure: The treasure here includes an all tools vestUE, a 
  broom of flying, dryad sandalsUE, ghostvision glovesUE, and six 
  +2 undead bane arrows.
  C. BLUE GARDENS UNDERLEVEL
  Using their magic, the botanists of the Blue Gardens of 
  Tlil carved out a level deep beneath the facility where 
  fragments from the kumaru tree from Tumbaja Mountain 
  could be protected and studied. As the Veins of Creation 
  run only a few dozen feet beneath the surface and the 
  botanists didn’t want their experiments interfering with 
  that network, they built their new chambers significantly 
  deeper. Their first and most significant breakthrough was 
  creating arcane power networks similar to the Veins of 
  Creation on a much smaller scale, which allowed Jolizpan 
  and other communities throughout Xopatl to function 
  even though the Veins of Creation were inactive. As 
  research led to many breakthroughs that each stimulated 
  further study, the botanists continually expanded these 
  chambers into the underground facility used today for 
  long‑term studies of the kumaru fragments. The most 
  recent advances have been made by the Children of 
  Kumaru, who use the energy of the kumaru fragments to 
  create arcane constructs made of plant matter (including 
  the wyrwoods who attacked Jolizpan and who defend the 
  facility). The leader of the Children of Kumaru, Umbarno 
  Xipali, works alone in the center of the underlevel.
  The ceilings in the underlevel are 10 feet high except 
  where indicated. Crisscrossing networks of blossoming 
  vines wind throughout the ceilings of all halls and 
  chambers, supplying power. Some of the blossoms emit 
  light, so the underlevel is in normal light at all times 
  except where noted otherwise. The doors are made of 
  sturdy wood and are unlocked except where noted. 
  Use the map on page 20 for encounters in the Blue 
  Gardens underlevel.
  C1. Landing
  The ladder from the arcane nexus (area B12) descends 
  100 feet before arriving in this small room carved out 
  beneath the facility. Vines wind along the ladder, but 
  they don’t impair its use. In fact, these vines can gently 
  grasp creatures and then quickly and safely move them 
  along the ladder, if the PCs reactivated the lifting vines 
  as described in area B12. This room is otherwise empty. A 
  door leads south into the common rooms (area C2). 
  C2. Common Rooms (CR 17)
  These three large, connected rooms each contain tables, chairs, 
  and couches. The western room contains comfortable lounging 
  chairs, the central room contains three bookshelves along the 
  south wall, and the eastern room holds shelves stocked with 
  dried food and a small basin of fresh water. A network of leafy 
  vines with glowing flowers extends across the ceiling in all 
  three rooms, leading out of the room in gaps above doors to 
  the north, west, and east. 
  The oldest area of the underlevel, these rooms were 
  originally used for research but were repurposed into a 
  common area when the underlevel was extended. The 
  botanists now use these rooms to relax and discuss their 
  findings. The books are an eclectic collection of texts 
  brought in by botanists over the years, ranging from 
  exciting adventure tales to scientific journals. The eastern 
  room holds basic food stores to avoid the constant need 
  to visit the refectory upstairs and to feed the botanists in 
  case of a collapse. The botanists mostly use the western 
  room for reading.
  Creature: A dark fog roils against the bookshelves at 
  the south end of the central room, obscuring the bottom 
  half of the shelves. This is the room’s occupant, the ximtal 
  sahkil Palderren, in its miasma form. Palderren has been 
  fueling the fires of Umbarno’s paranoia over its long 
  association with the troubled priest, but it knows that it 
  must frequently stay away from Umbarno to enhance his 
  feelings of loneliness and isolation. Palderren therefore 
  usually remains here, where it can intercept any Children 
  of Kumaru who make it to the underlevel and might 
  undo its delicate corruption.
  A PC can recognize the miasma in the room as a 
  ximtal sahkil with a successful DC 32 Knowledge (planes) 
  check. Whether the PCs recognize it or not, the fog 
  surges toward them, attempting to cover as many PCs 
  as possible and use its isolation ability. During combat, 
  Palderren does its best to separate the PCs with its spell‑
  like abilities. It attempts to flee if reduced to 100 hit 
  points or fewer, either using its skip between ability or 
  passing through area C3 or C6 as a miasma if necessary 
  to deter pursuit. It then finds a good hiding spot from 
  which to ambush the PCs; the second time around, it 
  fights to the death. 
  PALDERREN 
  CR 17
  XP 102,400
  Ximtal sahkil (Pathfinder RPG Bestiary 6 244)
  hp 279
  Development: Even when Palderren is defeated or 
  absent, a stain like a dark haze remains in the air at the 
  south end of this room. This haze disperses in a few days 
  35
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  and has no ill effect, although the books it has touched on 
  the lower half of the shelves have all been corrupted: only 
  one random, lonely letter remains on each page.
  C3. Collapse
  A large pile of rubble fills the hall here, blocking passage. 
  The vines along the ceiling seem withered and crushed, their 
  glowing blossoms emitting only a feeble light. 
  As Umbarno experimented with the network core 
  in the underlevel, he caused sizable disruptions in the 
  arcane network. One of these disruptions caused the 
  network’s plants to convulse in this part of the hall, 
  triggering a major collapse. The rubble prevents creatures 
  larger than Diminutive in size from passing 
  through, although a Tiny creature can 
  squeeze through with a successful 
  DC 30 Escape Artist check. It would take a dozen hours of 
  backbreaking work to remove enough of the rubble to be 
  able to slip through to the other side of the hall. If the PCs 
  undertake the task, the noise alerts the wyrwood guards 
  in area C9.
  Due to the withered blossoms, this section of the hall is 
  in dim light rather than normal light.
  C4. East Dormitory
  Bunk beds line the north wall of this large chamber. A table and 
  pair of comfortable chairs sit in the corner. The room’s only door 
  stands in the south wall.
  This dormitory is large enough to hold a dozen 
  inhabitants, although it has never been full and the bunks 
  were rarely in use for more than a few days at a time. It is 
  currently unused.
  C5. Bare Office
  A bare wooden desk stands in the center of this office. An 
  empty shelf is built into the eastern wall and several chairs 
  sit along the southern wall. Doors lead to the north and west.
  The botanists of Tlil use this office as needed, either 
  to complete notes and logs on a study or as a meeting 
  room. The west door leads to the hall, while the north 
  door leads to a sizable closet filled with writing 
  supplies such as paper, scrolls, quills, and the like.
  C6. Overgrown Vines
  Several thick, overlapping vines block the hall 
  here, growing up through the ceiling and 
  into the floor.
  Umbarno’s 
  manipulation 
  of 
  the network core created several 
  disruptions in the arcane network 
  powering the facility. One of these 
  disruptions 
  caused 
  the 
  vines 
  here to grow to a tremendous 
  size, filling the hall. Diminutive 
  and smaller creatures can move 
  through the dense jumble of vines 
  unimpeded, and a Tiny creature 
  can squeeze through with a 
  successful DC 30 Escape Artist 
  check. 
  Larger 
  creatures 
  need 
  to find another way around or cut 
  through the vines (300 hit points, 
  DR 10/slashing). Clearing the vines 
  36
  Palderren
  
  is relatively simple, if tedious, but the noise alerts the 
  wyrwoods in area C9. 
  Due to the oversized blossoms, this section of the hall 
  is bright light rather than normal light.
  C7. Network Core (CR 17)
  Large flowering vines run along the length of the ceiling here, 
  coming together in a tight, coiling mass in the center of the 
  ceiling twenty feet overhead. The coiling mass pulses with light 
  that alternates in hue between azure and gold. Vines hang 
  freely from the ceiling; a few even reach the floor. Hallways 
  extend from the southwest and southeast corners from this 
  room, and a wide hall leads north. 
  The coiling mass in the center of this room holds a 
  piece of the kumaru tree taken from Tumbaja Mountain. 
  This kumaru fragment serves as the primary energy 
  source for the Blue Gardens of Tlil, even though it is 
  long dead, and studying it directly has always been a 
  high honor for the botanists who work here. The piece 
  is woven so tightly into the facility’s power network that 
  it can’t be removed without destroying it—although 
  that hasn’t stopped Umbarno from trying as part of his 
  increasingly desperate experiments.
  The exits to the southeast and southwest lead to 
  hallways of the underlevel, while the exit to the north 
  leads to the underlevel’s laboratory (area C8).
  Creatures: Umbarno has spent the last several days 
  here studying the nexus. His continual encounters with 
  Palderren have left him in a poor state, and he believes that 
  he is utterly alone in his goal of reactivating the Veins of 
  Creation. Due to his feelings of isolation, Umbarno’s last few 
  days of experimentation and tinkering have been focused on 
  creating a living body for the kumaru tree fragments locked 
  into the arcane network here. While he has yet to succeed 
  in finding a way to fully animate the plants surrounding 
  the fragments, he has achieved a significant breakthrough. 
  Using some of the other plant matter in the room, he’s 
  created a construct powered directly by the kumaru 
  fragments Istravek gave him, called a verdant bombardier. 
  Unfortunately for him, the verdant bombardier can’t leave 
  this room, although Umbarno is working hard to overcome 
  this limitation and further empower his creation.
  When the PCs encounter Umbarno, they find a troubled 
  man, unsure about his decisions. The past weeks have 
  caused him to realize that fault for his failure may not lie 
  with his former deity, Kazutal, after all. The PCs have an 
  opportunity to convince him to abandon his goal of taking 
  over Jolizpan and to return control over the Blue Gardens 
  of Tlil to the ousted botanists. This requires a successful 
  DC 45 Diplomacy or Intimidate check, though the PCs may 
  have an easier time doing so depending on their previous 
  actions in the facility. Each time they convince one of 
  the Children of Kumaru to abandon their mission, that 
  member might mention some bit of Umbarno’s history 
  (as detailed in pages 60–61), allowing the PCs to gradually 
  piece together his story. This grants the PCs a cumulative 
  +1 bonus on checks to convince Umbarno to give up his 
  plans for each of the Children of Kumaru they convince 
  to leave the Blue Gardens. If the PCs slay Palderren before 
  meeting Umbarno, the sahkil’s oppressive pall lifts, and the 
  DC of checks to sway Umbarno is reduced to 40. If the PCs 
  convince Umbarno to stand down, he realizes the error of 
  his ways and commits himself to the long, arduous road to 
  redemption. Otherwise, he sees the PCs only as obstacles 
  to his often‑frustrated research and attempts to eliminate 
  them as quickly as possible.
  Should Umbarno enter into a fight with the PCs, he 
  instructs the verdant bombardier to interpose itself and 
  attack the most dangerous foes. Umbarno considers the 
  construct to be valuable, but ultimately expendable.
  UMBARNO XIPALI 
  CR 15
  XP 51,200
  hp 139 (see page 60)
  VERDANT BOMBARDIER 
  CR 15
  XP 51,200
  Variant cannon golem (Pathfinder RPG Bestiary 3 135)
  N Large construct
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, –1 size)
  hp 140 (20d10+30)
  Fort +6, Ref +13, Will +8
  DR 15/adamantine; Immune construct traits, magic; Resist 
  fire 10
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +29 (2d10+10)
  Ranged arcane mortar +26/+21 (6d6+10/19–20/×4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane mortar
  TACTICS
  During Combat The verdant bombardier follows Umbarno’s 
  orders, entering melee to prevent enemies from 
  reaching Umbarno. It uses its arcane mortar liberally, 
  even if doing so provokes attacks of opportunity from 
  its foes.
  Morale The verdant bombardier fights until destroyed.
  STATISTICS
  Str 30, Dex 24, Con —, Int —, Wis 15, Cha 2
  Base Atk +20; CMB +31; CMD 48
  Feats Improved Critical (arcane mortar)B
  SQ arcane munitions, blasting critical, reinforced mortar
  37
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  SPECIAL ABILITIES
  Arcane Mortar (Ex) An arcane bombardier’s mortar has 
  a range increment of 50 feet and deals 6d6 points of 
  bludgeoning and force damage on a hit with a ×4 critical 
  modifier. The bombardier must spend a swift action to 
  charge an arcane munition; this allows the golem to take 
  two shots per round with the mortar.
  Arcane Munitions (Ex) A verdant bombardier’s slam and 
  mortar attacks count as adamantine, cold iron, magic, and 
  silver for the purpose of overcoming damage reduction.
  Blasting Critical (Ex) When a verdant bombardier confirms 
  a critical hit with a slam attack, it can make one mortar 
  attack against that target as a free action (as long as the 
  mortar is loaded).
  Immunity to Magic (Ex) A verdant bombardier is immune 
  to spells and spell-like abilities that allow spell resistance. 
  Certain spells and effects function differently against it, as 
  noted below.
  • Any spell with the electricity descriptor that affects a 
  verdant bombardier renders its arcane mortar unusable 
  for 1 round (no save).
  • A shocking grasp spell additionally causes the 
  bombardier’s mortar to instantly backfire, dealing 6d6 
  points of damage to the bombardier and staggering it 
  for 1 round (no save).
  Reinforced Mortar (Ex) A verdant bombardier adds its 
  Strength modifier to the damage dealt by its mortar.
  Story Award: If the PCs are able to convince Umbarno 
  to end his mission to take over Jolizpan, award them XP 
  as if they had defeated him and his verdant bombardier 
  in combat.
  C8. Laboratory
  Long tables line the eastern and western walls of this laboratory. 
  Shelves line the northern wall, each filled with arcane and 
  scientific equipment. Small planters sit on the lower shelves, 
  though the planters currently hold no plants and are filled only 
  with soil. A hallway extends south from the room.
  The botanists used this lab to conduct specific 
  experiments focused on fragments of the kumaru tree. 
  The lab has mostly fallen into disuse in the past years, 
  as most the facility’s botanists have moved on to 
  improve on the current version of the network 
  rather than seek new breakthroughs with the 
  dead kumaru fragments.
  The hallway extends a short distance 
  to the network core (area C7).
  C9. West Hall (CR 15)
  This long hall is mostly isolated, due 
  to the collapse at the south end and the 
  vines blocking the north end.
  Creatures: The Children of Kumaru 
  assigned three wyrwoods to guard 
  the halls of the underlevel, but the 
  three have confined themselves to the 
  west hall since Umbarno’s tampering 
  blocked off the passage’s north and 
  south ends, as they seek to avoid disturbing 
  Umbarno by entering the network core (area 
  C7). A soldier and a mage generally remain in the 
  passage leading to the west dormitory (area C10), 
  while the other soldier remains in the passage 
  leading to Miraina’s office (area C11). These 
  guards quickly respond to signs of intrusion 
  in areas C3 or C6, but they won’t enter the 
  network core (area C7). Palderren delights in 
  their unwillingness to disturb Umbarno, as it 
  38
  Verdant Bombardier
  
  Soulsight Goggles
  Miraina has spent a large portion of her life tinkering and 
  creating different types of magical items. She created the 
  following goggles to better study the leftover soul energy 
  within the kumaru tree.
  SOULSIGHT GOGGLES
  PRICE
  15,000 GP
  SLOT eyes
  CL 15th
  WEIGHT 1 lb.
  AURA strong divination
  This set of goggles is engraved with geometric 
  patterns and arcane runes. The wearer can 
  immediately see and discern magical auras 
  within 60 feet, as arcane sight. In addition, 
  the wearer is more clearly able to see 
  the animating forces of incorporeal 
  creatures and can therefore 
  harm incorporeal creatures 
  with nonmagical attacks, 
  though these attacks deal only 
  half damage. If the wearer uses a magic 
  weapon to attack an incorporeal creature, the attack 
  deals full damage instead. The goggles have no 
  effect on attacks made with ghost touch weapons. 
  Once per day on command, the wearer can amplify 
  the goggles’ ability to sense animating forces for 1 
  hour. This amplification allows the wearer the ability 
  to notice, locate, and distinguish between living and 
  undead creatures within 30 feet, just as if she had 
  a psychopomp’s spiritsense ability (Pathfinder RPG 
  Bestiary 4 308). The goggles do not grant the wearer 
  the ability to discern magical auras while amplified.
  CONSTRUCTION REQUIREMENTS
  COST 7,500 GP
  Craft Wondrous Item, arcane sight, true seeing
  only exacerbates the botanist’s loneliness and isolation. 
  The wyrwoods fight until destroyed.
  WYRWOOD SOLDIERS (2) 
  CR 12
  XP 19,200 each
  hp 132 each (see page 17)
  WYRWOOD MAGE 
  CR 12
  XP 19,200
  hp 104 (see page 16)
  C10. West Dormitory
  This dormitory is virtually identical to area 
  C4, except that Umbarno spends 1 or 2 
  hours of restless sleep in the easternmost 
  bed each night.
  C11. Miraina’s Office
  Bookshelves line the walls of this tidy office, each stocked with 
  of journals, notes, and tomes. A large wooden desk stands 
  in the center of the room, with several comfortable chairs 
  scattered around it. A door opens in the southeastern corner 
  opposite another door to the northwest.
  Miraina maintained this office for her regular studies 
  of the kumaru fragment within the network core. Like 
  the bare office (area C5), this room was supposed to be 
  shared between any researchers currently working in the 
  underlevel, but Miraina used it for so long that it was 
  widely considered her personal office. 
  The southeastern door leads to the hall, while the 
  northwestern door leads to a small closet. This closet 
  contains a small safe. Unlocking the safe requires a 
  successful DC 35 Disable Device check, but the PCs most 
  likely have Miraina’s key.
  Treasure: The safe contains a few mundane records 
  and Miraina’s clear spindle ioun stone, ring of mind shielding, 
  and soulsight goggles (see sidebar), as well as a small packet 
  of precious kumaru seeds.
  reTurning To miraina
  Once the PCs have recovered Miraina’s notes (from area 
  B16) and the soulsight goggles (in area C11), they can return 
  to her Jolizpan and allow her to study their obols in closer 
  detail. This process takes a few days but doesn’t occupy the 
  PCs entire time, leaving them the opportunity to explore 
  Jolizpan further and bask in the gratitude of citizens 
  thankful for the PCs’ timely intervention in the attacks on 
  the city and recovery of the Blue Gardens. 
  Eventually, Miraina has a breakthrough on her study 
  of the obols and theorizes that they might help reactivate 
  the Veins of Creation. She gathers the PCs and explains 
  that Aroden infused the tiniest fragment of his soul into 
  the kumaru tree at the center of Tumbaja Mountain. This 
  allowed him to create his shield, which eventually became 
  the Shattered Shield of Arnisant. A piece of this shield must 
  have shattered when the PCs were nearby—specifically, 
  during the destruction of Roslar’s Coffer during the 
  initial test of the Whispering Tyrant’s superweapon—and 
  its slivers found purchase in the PCs’ hearts. Without the 
  echo of Aroden’s soul energy within the shield, the slivers 
  would have simply killed the PCs. Instead, the slivers and 
  the PCs’ souls shared a similar “metaphysical frequency,” 
  allowing the slivers to embed themselves not only in 
  the PCs’ hearts, but in their very souls. The slivers were 
  attuned to the overwhelming positive energy of the Radiant 
  Fire, becoming the obols and providing the PCs with the 
  protections against negative energy they have enjoyed since 
  the campaign’s beginning. This process occurred within a 
  39
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  fraction of second, something that Miraina believes is a 
  minor miracle or evidence of the PCs’ great destiny. 
  The obols allow the PCs to help Xopatl in a way they 
  may never have expected. The kumaru tree in Tumbaja 
  Mountain was tainted by Aroden’s death, and therefore 
  it cannot live and grow again—even seeds taken from 
  it won’t sprout. But the Shattered Shield of Arnisant wasn’t 
  a living thing when Aroden died, and therefore neither 
  are the obols within the PCs. The obols represent a source 
  of “pure” kumaru energy that Miraina can use to flush 
  out the echoes of Aroden’s death and restore the Veins 
  of Creation to their original unaltered state. Assuming 
  the PCs can defeat the evil forces in Tumbaja Mountain, 
  the process would likely take several days of work with the 
  PCs, once they plant new kumaru seeds in the soil of the 
  pyramid, but Miraina is both excited and optimistic that 
  this could be the breakthrough Xopatl’s botanists have 
  been seeking for a century.
  Regarding the obols themselves, however, Miraina has 
  only grim news. Removing an obol from a PC is absolutely 
  impossible without tearing the PC’s soul apart. This 
  would be worse than mere death, as it would render the 
  PC unrecoverable by any form of resurrection; the PC 
  would simply have no soul to enter the River of Souls and 
  receive a final judgment. An obol could be overwhelmed 
  and destroyed if the PC experienced an intense amount 
  of either positive or negative energy, such as detonation 
  of the Radiant Fire. Instead of protecting the PC against 
  such a blast, the obol would be obliterated along with the 
  PC’s body and soul.
  Although the PCs’ obols can’t safely be removed, with 
  enough time and access to Tumbaja Mountain, Miraina 
  can “flip” their metaphysical frequency. Doing so removes 
  an obol’s ability to absorb negative energy damage 
  and grant spell resistance against necromancy spells, 
  although the PCs retain the ability to their treat natural 
  and melee weapon attacks as magic, cold iron, and silver 
  for the purpose of overcoming the damage reduction of 
  undead opponents. The PCs instead gain a measure of 
  positive energy amplification; they treat all healing spells 
  and effects that rely on positive energy (such as cure spells 
  and channeled positive energy) that they benefit from 
  as automatically maximized, as Maximize Spell. More 
  importantly, the PCs’ obols emit an inverse attunement 
  that affects the metaphysical arcane frequency of the 
  Radiant Fire. If the Whispering Tyrant were to detonate a 
  blast of the Radiant Fire in an area containing the PCs, its 
  positive energy would be amplified and reflected back to 
  the source. The explosive positive energy would destroy 
  the PCs’ obols, but it would also destroy the Whispering 
  Tyrant and the fragment of the Shattered Shield of 
  Arnisant within his hand. The PCs could thus ensure the 
  Whispering Tyrant’s destruction (which is unlikely to be 
  permanent, as his phylactery would eventually restore 
  him) but, more importantly, it would deny him the 
  Radiant Fire forever after. Stopping the Whispering Tyrant 
  and stripping him of his powerful superweapon would be 
  a truly heroic task, but the need to be within a blast of the 
  Radiant Fire to do so means this victory would come at the 
  cost of the PCs’ bodies and souls.
  Story Award: Once the PCs learn about their obols and 
  how they can use them to stop Tar‑Baphon, award them 
  51,200 XP.
  PART 3:  
  INTO THE SACRED MOUNTAIN
  Once Miraina has completed her study of the PCs’ obols, 
  she seeks to clear out the dead kumaru tree and plant new 
  kumaru seeds in the presence of the PCs’ obols. Accessing 
  Tumbaja Mountain won’t be easy, however, as the undead 
  dragon Istravek has foiled all attempts to reclaim the 
  sacred pyramid since his arrival. If anyone can do so, 
  however, Miraina is convinced it is the PCs, so she asks 
  them to perform this second great favor. Once the PCs 
  rid the pyramid of the Scion of Nightmares, Miraina can 
  reactivate the Veins of Creation and give the PCs a vital 
  tool to foil the Whispering Tyrant.
  Tumbaja Mountain lies on the northern edge of 
  Jolizpan Forest, near the Mildanesi Mountains. The 
  pyramid is approximately 30 miles northeast of Jolizpan. 
  The PCs can travel through the forest, following an 
  We Have to Die?
  Miraina’s revelation about reversing the obols is likely 
  bittersweet for the PCs. While they may be excited to 
  learn they have a path to defeat the Whispering Tyrant 
  and deny him the destructive power of the Radiant Fire 
  forever, the cost of their own souls may seem too high. 
  The events of the rest of the Tyrant’s Grasp Adventure 
  Path, and particularly its final volume, “Midwives to 
  Death,” proceed with the fatalistic assumption that 
  the PCs are consciously and intentionally planning the 
  ultimate sacrifice for victory against evil.
  If this is too high a cost for your PCs, and they seem 
  likely to hide rather than face their obliteration as the cost 
  of a truly heroic ending, you might decide that Miraina 
  can offer to lock a portion of their souls in the kumaru 
  tree, just as Aroden did millennia ago. These soul echoes 
  allow the PCs to be resurrected here in Xopatl after their 
  climactic battle against Tar-Baphon, although such a 
  resurrection might take months or years. In this event, 
  the PCs can face the Whispering Tyrant secure in the 
  knowledge that it’s not the end of their road.
  40
  
  overgrown path alongside the Jolizpan River, to reach the 
  pyramid. This takes a little over a day of travel for most 
  groups. Feel free to make use of the Xopatl Encounters 
  table on page 80 to add some encounters to the journey if 
  the PCs haven’t yet reached 15th level.
  D. TUMBAJA MOUNTAIN
  Shortly after Earthfall dropped a destructive trail of 
  meteorites across Arcadia, the people who investigated 
  the fallen debris found themselves infused with great 
  divine energy. These empowered saints used their 
  newfound power to found Xopatl. When this task was 
  done, the saints used the recovered meteorite fragments 
  to build a large temple they named Tumbaja Mountain. 
  This temple was originally a meeting place where the 
  saints shared their knowledge with each other and honed 
  their abilities. As the saints ascended to divinity after the 
  Age of Darkness, the temple was left unattended.
  Several decades later, Xopatli travelers found the 
  pyramid and realized that the structure itself was still 
  infused with great power. While, they initially lacked 
  the ability to tap into the power contained within the 
  pyramid, they saw that the flora growing within the cracks 
  of the stone—particularly in the pyramid’s innermost 
  chamber—was infused with the same magical energies of 
  the pyramid. Over the next several years, they learned to 
  grow plants specifically to tap into these energies, creating 
  the prototype for the Veins of Creation. These first arcane 
  botanists used this knowledge to build Jolizpan, using the 
  orderly and geometrical architecture of Tumbaja Mountain 
  as a basis for engineering buildings and cities. The most 
  powerful of the plants they grew within Tumbaja 
  Mountain, the kumaru tree, grew in 
  the pyramid’s high central chamber, 
  nourished by the pyramid’s magic 
  rather than sunlight.
  When 
  Istravek 
  arrived 
  at 
  Tumbaja Mountain a few 
  weeks ago, his first order of 
  business was to secure the 
  site. He realized there were two 
  methods to enter the pyramid: the 
  ground‑level entrance through a 
  narrow tunnel, and the hole at the 
  top of the pyramid. As the former 
  was too small for him to navigate and 
  might allow attackers easy access, 
  he collapsed it with transmute rock 
  to mud. The mud has dried 
  in the weeks since, and now 
  only the stone posts that 
  once marked the entrance 
  stick out of the ground 
  (see area D1). Istravek now comes and goes through the 
  hole in the pyramid’s roof (see area D2). Istravek further 
  supplemented the pyramid’s defense by opening a rift to 
  the Negative Energy Plane, just as he had seen on his home 
  of the Isle of Terror many years ago. However, though 
  the rift allowed several powerful minions through, it is 
  currently unstable (see area D16).
  Use the map on page 42 for encounters within 
  Tumbaja Mountain.
  TumBaJa mounTain feaTureS
  The pyramid is primarily built of mythically reinforced 
  stone with veins of empowered djezet (Pathfinder 
  Campaign Setting: Technology Guide 56) and gold. The 
  stone is nearly impossible to destroy (hardness 30, hp 
  500, break DC 60); only a mythic creature or attacks that 
  count as mythic for the purpose of damage reduction can 
  affect the stone. The djezet veins branch out endlessly 
  throughout the stone, creating an effect similar to a 
  wall of force all around the structure. These veins glow 
  a bright crimson, illuminating the exterior and interior 
  of Tumbaja Mountain with dim red light at all times. 
  Except for the central chamber (area D8), which extends 
  up through the center of Tumbaja Mountain, the ceilings 
  inside the pyramid are 20 feet high.
  Several rooms in Tumbaja Mountain contain mirrors. 
  These mirrors are all constructed of durable, polished 
  41
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Tumbaja Mountain
  
  1 SQUARE = 5 FEET
  D. TUMBAJA MOUNTAIN
  D2
  D4
  D3
  D5
  D6
  D7
  D11
  D10
  D12
  D8
  D15
  D16
  D9
  D13
  D14
  D1
  1 SQUARE = 10 FEET
  1 SQUARE = 5 FEET
  42
  
  steel, and once acted as a communication system within 
  the pyramid. Although the mirrors can no longer be used 
  to communicate with each other, they still radiate faint 
  auras of divination magic. Each mirror has a hardness of 
  10 and 10 hit points. A damaged mirror slowly regenerates 
  over the course of 24 hours unless all its pieces are 
  removed from the pyramid.
  The saints who created Tumbaja Mountain incorporated 
  a powerful, specialized forbiddance effect (CL 20th) on the 
  entirety of the structure to prevent magical ambushes and 
  impede thieves. The effect targets only evil creatures that 
  enter Tumbaja Mountain (12d6, Will DC 35)—including 
  the invaders from the Negative Energy Plane that currently 
  occupy the pyramid’s lowest level. 
  D1. Tumbaja Grounds (CR 17)
  A large multi-tiered pyramid made from a dark blue stone 
  veined with red streaks stands in the soft earth of this expansive 
  clearing. The pyramid sides sink deep in the ground, suggesting 
  a larger structure beneath. Flights of stairs rise along the four 
  sides of the pyramid, each rising to its top level. To the west 
  of the pyramid, a few old stone posts rise a few feet from 
  the dirt.
  Tumbaja Mountain was the location of 
  many local celebrations, including major 
  religious events and holidays, over the 
  millennia since its creation. Overs 
  time, the pyramid slowly sank 
  into the soft earth of Jolizpan 
  Forest. 
  Initially, 
  Jolizpan’s 
  botanists did their best to 
  combat this sinking, but 
  they soon realized that this 
  process seemed to empower the 
  Veins of Creation and allowed 
  it to proceed. Even partially 
  sunken, 
  Tumbaja 
  Mountain 
  remained an important fixture in 
  Jolizpan traditions.
  Currently, the only entrance to the 
  pyramid is through the platform at its top 
  (area D2). The stone posts once marked 
  a subterranean tunnel into the pyramid, but 
  Istravek collapsed it soon after he arrived. If 
  excavated, it leads to the History of the 
  Sufferers chamber (area D9).
  Creature: Weeks ago, Istravek 
  discovered the ancient remains of 
  a destroyed tzitzimitl among the 
  Mildanesi Mountains while out 
  hunting. Istravek undertook the 
  slow process of restoring and reanimating the tzitzimitl, 
  hoping to use it as a guardian here and, ultimately, as an 
  ally when he rejoined Tar‑Baphon. The ravener’s progress 
  was interrupted when the kumaru tree responded to 
  the PCs’ presence, so he only got as far as animating the 
  creature in its partially completed state and placing it as a 
  guard. The creature’s head is fully animated, but its body 
  is atrophied and dangles from its neck as the tzitzimitl 
  floats around the pyramid watching for intruders.
  INCOMPLETE TZITZIMITL 
  CR 17
  XP 102,400
  Unique variant tzitzimitl (Pathfinder RPG Bestiary 3 276)
  NE Huge undead
  Init +8; Senses arcane sight, darkvision 60 ft., true seeing; 
  Perception +27
  DEFENSE
  AC 32, touch 12, flat-footed 28 (+4 Dex, +20 natural, –2 size)
  hp 256 (19d8+171); fast healing 10
  Fort +14, Ref +10, Will +16
  Defensive Abilities channel resistance +2, light to dark; 
  DR 15/bludgeoning and good; Immune cold, electricity, 
  undead traits; Resist fire 15; SR 28
  OFFENSE
  Speed 5 ft., fly 60 ft. (good)
  Melee bite +25 (2d8+19 plus 3d6 electricity and 
  energy drain)
  Ranged eye beam +16 touch (8d6 electricity and 
  8d6 force)
  Space 15 ft.; Reach 15 ft.
  Special Attacks eclipse, energy drain (2 
  levels, DC 27)
  Spell-Like Abilities (CL 16th; 
  concentration +24)
  Constant—arcane sight, fly, true 
  seeing
  At will—bestow curse (DC 
  22), deeper darkness
  3/day—animate dead, 
  contagion (DC 22), greater 
  teleport, haste
  1/day—wail of the banshee (DC 27)
  TACTICS
  During Combat The tzitzimitl casts 
  haste and moves closer to intruders on 
  the first round of combat. It thereafter 
  casts wail of the banshee, then attacks 
  with its bites and eye beams.
  Morale The tzitzimitl fights until 
  reduced to fewer than 100 hit 
  points, at which point it retreats 
  long enough for its fast healing 
  to restore it before seeking 
  43
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Incomplete Tzitzimitl
  
  out the PCs again. When it renews its attack, the tzitzimitl 
  fights until destroyed.
  STATISTICS
  Str 37, Dex 19, Con —, Int 18, Wis 21, Cha 26
  Base Atk +14; CMB +29 (+31 bull rush); CMD 43 (45 vs. 
  bull rush)
  Feats Awesome Blow, Combat Reflexes, Hover, Improved Bull 
  Rush, Improved Initiative, Point-Blank Shot, Power Attack, 
  Precise Shot, Toughness, Vital Strike
  Skills Fly +26, Knowledge (arcana, nature, religion) +26, 
  Perception +27, Sense Motive +27, Spellcraft +26, 
  Survival +27
  Languages Abyssal, Aklo, Celestial, Razatlani
  SPECIAL ABILITIES
  Eclipse (Su) Any creatures in the area of an incomplete 
  tzitzimitl’s deeper darkness when it is created take 8d6 
  points of cold damage (Fortitude DC 27 half). A creature 
  that takes damage from this effect becomes staggered for 
  as long as it remains in the area of darkness and for 1d4 
  rounds after it leaves it. The save DC is Charisma-based.
  Eye Beam (Su) As a standard action, the incomplete tzitzimitl 
  can fire a glowing beam of force from its eyes at a range 
  of 100 feet as a ranged touch attack dealing 8d6 points of 
  force damage and 8d6 points of electricity damage.
  Light to Dark (Su) Once per day as an immediate action, the 
  incomplete tzitzimitl can convert a positive energy effect 
  that affects it into negative energy. Doing so transforms 
  the entire effect, such that it affects other creatures in the 
  effect as well. A tzitzimitl can transform channeled positive 
  energy in this way even if the positive energy would not 
  otherwise harm it.
  D2. Sentry Building
  A stone building stands upon the flat top of this pyramid. A 
  wide doorway stands in each of the building’s four walls, and 
  a large hole in the floor of the building’s interior allows access 
  into the pyramid below. 
  This building was originally constructed to shelter 
  the pyramid’s guards, who could watch over the pyramid 
  and the surrounding area from this high vantage point. 
  Although this platform wasn’t intended to serve as an 
  entrance to the pyramid, over time the kumaru tree grew 
  so tall that it cracked through the ceiling of the central 
  chamber (area D8) into area D3, and eventually through 
  the ceiling of area D3 into this area. If the kumaru tree 
  hadn’t died when Aroden did, it might have eventually 
  broken through the roof of this sentry building as well. 
  When Istravek attacked Tumbaja Mountain, he killed 
  or drove off the sentries stationed here. He found the 
  ground‑level entrance to the pyramid too cramped, so he 
  comes and goes through the hole here. 
  D3. Balcony
  A wide walkway encircles a large opening that leads to a larger 
  chamber below. A great, withered tree extends from the floor 
  far below through the opening and rises just through the broken 
  ceiling above. The tree’s dry, brittle branches reach out and meld 
  with the stone, which seems to be the only thing that keeps the 
  dead tree standing. A hallway extends out from each corner of 
  the walkway into rooms beyond. Alcoves in the northern and 
  southern walls hold staircases that lead to the floor below.
  The saints—and, later, the botanists—often gave 
  speeches in the central chamber (area D8) below. This 
  balcony was intended for the audience to these lectures; 
  the saints believed that, by speaking from a lower position 
  than their audience, they would remain humble. Later, the 
  botanists used this chamber to tend to the upper branches 
  of the kumaru tree, which grew up from the central 
  chamber. A short stone railing at the edge of the balcony 
  prevents the careless from falling into the lower room, but 
  the railing isn’t large enough to provide cover in a fight. 
  Both staircases lead down to the central chamber. The 
  openings in the room’s corners lead to the exchange 
  room (area D4), the lecture room (area D5), the meditation 
  chamber (area D6), and the meeting hall (area D7). The 
  openings to each room were once concealed behind 
  curtains, but the Istravek pulled the curtains down and 
  only tatters remain.
  Development: Once the PCs arrive in this part of the 
  pyramid, the branches of the kumaru tree periodically 
  shudder, reacting to the energy within their obols.
  D4. Exchange Room (CR 15)
  A large stone table stands in the center of this room, with a 
  stone chair at either end. A pair of stone tablets rests on the 
  table, each covered with writing that glows with a dim light. A 
  large mirror hangs from the center of the north wall, reflecting 
  the table and its tablets. The corpses of several warriors wearing 
  torn jaguar pelts over damaged armor lie scattered about the 
  room. A doorway in the southeast wall leads out of this room, 
  with Intricate characters carved into the wall above its lintel.
  The saints intended this meeting room for personal 
  exchanges of ideas and discussions between two 
  individuals. The participants weren’t required to 
  remain in the room against their wishes, but they were 
  encouraged to remain in the room until both parties were 
  satisfied that they had achieved their goal for the meeting 
  or understood their counterpart’s position. The Ancient 
  Razatlani words above the doorway serve as a reminder 
  of this, explaining that “one cannot leave in peace without 
  what the other has come to give.”
  44
  
  The bodies here were savaged by monstrous felines: the 
  nightprowlers who now stalk the pyramid’s lower levels. 
  Their equipment has been ruined and is now valueless. 
  Haunt: The bodies in the room belong to an elite 
  squadron of Jolizpani soldiers who were sent to defeat 
  Istravek mere days after the ravener took over the 
  pyramid. Known as the Golden Claws, these soldiers were 
  handpicked for their skill and wore ceremonial jaguar 
  skins over their armor. The Golden Claws were prepared 
  to face Istravek, but not for his undead reinforcements. 
  Hard‑pressed and separated from their leader, Numoz 
  Yantis, the Golden Claws made their last stand in this 
  room. Their unfulfilled task has caused them to arise as a 
  single, collective haunt.
  RAGE OF THE GOLDEN CLAWS 
  CR 15
  XP 51,200
  NE persistent haunt (area D4)
  Caster Level 15th
  Notice Perception DC 35 (to hear distant shouting of soldiers)
  hp 67; Trigger proximity; Reset 1 day
  Effect A horde of shimmering shortspears made of force 
  appear in the room, each held by a spectral soldier wearing 
  armor and jaguar skins. On the haunt’s initiative count, it 
  attacks each creature in the room with a shortspear (Atk 
  +21 melee, 4d6+3 points of force damage). The spectral 
  soldiers and force shortspears cannot be attacked or 
  harmed, but they disappear when the haunt is dispersed. 
  Destruction The Golden Claws can rest only once the 
  nightprowlers in Tumbaja Mountain are destroyed. 
  Alternatively, if Numoz Yantis enters this room, he can 
  command the Golden Claws to stand down and relieve 
  them of duty, ending the haunt once and for all.
  Treasure: The two tablets are each variants of a codex of 
  conversationUI. Unlike normal codices of conversation, these 
  tablets can’t duplicate other books, only similarly sized 
  stone tablets. Further, the tablets don’t have typical pages; 
  instead, the user “turns a page” by tapping the right side 
  of the tablet to advance the recorded text or by tapping 
  the left side to move back through the text. The writing 
  on the tablet glows like a candle and is legible even in the 
  dark. The two tablets are currently filled with the agonizing 
  screams and desperate last words of the Golden Claws.
  D5. Lecture Room
  This large room holds stone benches lined up in rows with 
  a small dais in the northeast corner. A small, stone podium 
  bearing complex geometric carvings stands on the end of the 
  dais. Several armored corpses lie slumped about the room, 
  each wearing cloaks of acid-pitted jaguar fur. A hallway leads 
  out of the room to the southwest, next to a large mirror.
  The saints of Xopatl used this room for intimate 
  lectures on magic or history, and the Jolizpani botanists 
  later used this room for similar purposes. Several injured 
  Golden Claws retreated to this room, where Istravek 
  killed them. Their corpses retain gruesome evidence of 
  Istravek’s sharp claws and acidic breath.
  Treasure: The armor and gear of the soldiers are 
  too damaged to be useful, except for an acid‑scarred +2 
  shortspear and a dented iron ring of protection +2.
  D6. Meditation Chamber (CR 16)
  The floor of this room is shallowly indented, like a large bowl. 
  Eight large mirrors line the walls at slightly different angles, 
  each reflecting the others. A short passage leads out of this 
  room to the northwest.
  This chamber was once used for personal reflection. 
  The mirrors not only allow anyone sitting or standing 
  in the room’s central depression to see themselves 
  from multiple angles but also, more importantly, 
  served as a reminder to evaluate any difficulties from 
  multiple perspectives.
  Creature: Numoz Yantis, an inquisitor of Cihua Couatl 
  (see page 66), was the leader of the guards stationed at 
  Tumbaja Mountain. A serious and pious man, Numoz 
  was well respected by the guards of Jolizpan and Tumbaja 
  Mountain alike. When Istravek first arrived, Numoz was 
  one of the few survivors to make it to Jolizpan and raise 
  the alarm. He was also one of the first warriors to return, 
  leading the Golden Claws in their ill‑fated expedition 
  to retake the pyramid. Unfortunately, even with the 
  blessings of Cihua Couatl behind him, Numoz was no 
  match for Istravek. Mortally wounded, Numoz retreated 
  to this room before dying. His soul could not move on, 
  however, due to his twofold failure to protect the sacred 
  pyramid, and his restlessness and shame caused him to 
  rise as a ghost. Once driven by duty and faith, Numoz is 
  now obsessed with revenge. Numoz sees only his failures 
  reflected in the mirrors of this room; they capture his 
  thoughts, and he can’t work out how to leave so long as 
  they reflect his image. 
  When the PCs enter this room, Numoz materializes to 
  demand that the PCs release him so he may face Istravek 
  once more. In his desire to make up for lost time, Numoz 
  is abrasive toward anyone who doesn’t immediately 
  aid him with his cause. The PCs most likely have little 
  understanding as to what is keeping Numoz in this room, 
  but a PC can mollify the ghost with a successful DC 20 
  Diplomacy check (increase the DC to 30 if the PC doesn’t 
  speak Razatlani). If the PCs don’t attempt to calm Numoz 
  down, or if they fail the Diplomacy check to do so by 5 or 
  more, the ghost attacks. 
  45
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  If the PCs can calm Numoz, he becomes friendlier and 
  explains his predicament to them. He is a short‑tempered 
  and serious man, viewing the world as a 
  series of conflicts to overcome. The easiest 
  way to allow Numoz to leave is to cover or 
  destroy all eight mirrors in this chamber. 
  Alternatively, the PCs might allow 
  Numoz to possess one of them 
  to exit, or use more powerful 
  magic such as antimagic field 
  to 
  suppress 
  the 
  supernatural 
  compulsion that keeps him bound 
  to the room. Finally, a PC can help 
  Numoz overcome the feelings of guilt 
  that entrap him with a successful DC 35 
  Diplomacy check. 
  Once he is free of this chamber, 
  Numoz heads directly to area D8 to 
  fight Istravek; without the PCs’ 
  help, however, he’s likely to fail 
  and rejuvenate in this room, where he 
  is trapped by the mirrors yet again. 
  NUMOZ YANTIS CR 16
  XP 76,800
  Male human ghost 
  inquisitor of Cihua Couatl 
  15 (Pathfinder RPG Bestiary 144, 
  Pathfinder RPG Advanced Player’s Guide 
  38, see page 66)
  N Medium undead (augmented humanoid, incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +34
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+4 deflection, +1 Dex)
  hp 161 (15d8+90)
  Fort +13, Ref +8, Will +13
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation, stalwart; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee +2 ghost touch holy shortspear +15/+10/+5 (1d6+3 
  plus 2d6 vs. evil) or
  corrupting touch +12 (16d6)
  Special Attacks corrupting gaze (DC 21), exploit weakness, 
  frightful moan (DC 21), greater bane (15 rounds/day), 
  judgment 5/day (2 simultaneous), malevolence (DC 21), 
  might of the gods (+15, 15 rounds/day), telekinesis (DC 21)
  Domain Spell-Like Abilities (CL 15th; concentration +19)
  6/day—strength surge (+7)
  Inquisitor Spell-Like Abilities (CL 15th; concentration +19)
  At will—detect alignment, discern lies (15 rounds/day)
  Inquisitor Spells Known (CL 15th; concentration +18)
  5th (3/day)—flame strike (DC 19), greater 
  command (DC 18), mark of justice, spell resistance
  4th (5/day)—cure critical wounds, hold monster (DC 18), 
  holy smite (DC 18), spell immunity
  3rd (6/day)—cure serious wounds, daylight, 
  heroism, keen edge, prayer
  2nd (6/day)—aid, cure moderate wounds, 
  detect thoughts (DC 16), hold person (DC 16), 
  see invisibility, spiritual weapon
  1st (6/day)—bane (DC 15), cure light 
  wounds, divine favor, protection from evil, 
  remove fear, true strike
  0 (at will)—detect poison, guidance, light, 
  resistance, stabilize, virtue
  Domain Strength
  TACTICS
  During Combat Numoz identifies 
  a capable warrior and attempts to 
  possess her with his malevolence 
  ability. If unable to find a 
  suitable target or if the attempt 
  fails, Numoz uses his greater 
  command spell to compel 
  his foes to locate Istravek 
  and defeat him. If these 
  strategies fail, Numoz 
  attacks his opponents with 
  a combination of his shortspear 
  attacks and his offensive spells, 
  augmenting his melee attacks with his 
  greater bane ability.
  Morale Numoz fights until destroyed, only to re-form in this 
  room in 2d4 days.
  STATISTICS
  Str —, Dex 12, Con —, Int 14, Wis 19, Cha 18
  Base Atk +11; CMB +12 (+14 disarm); CMD 26 (28 vs. disarm)
  Feats Alertness, Combat Expertise, Combat Reflexes, EnforcerAPG, 
  Improved Disarm, Improved Initiative, Lightning Reflexes, 
  LookoutAPG, OutflankAPG, Shield WallAPG, Shielded CasterAPG, 
  Swap PlacesAPG, Toughness, Weapon Focus (shortspear)
  Skills Climb +14, Diplomacy +22, Fly +9, Intimidate +29, 
  Knowledge (local) +17, Knowledge (religion) +20, 
  Perception +34, Sense Motive +33, Stealth +22, Survival 
  +22, Swim +14; Racial Modifiers +8 Perception, +8 Stealth
  Languages Celestial, Razatlani, Sylvan
  SQ monster lore +4, solo tactics, stern gaze +7, track +7
  Gear +2 ghost touch holy shortspear
  SPECIAL ABILITIES
  Rejuvenation (Su) Numoz is doomed to remain a ghost until 
  Istravek is destroyed.
  Story Award: If the PCs are able to win over Numoz and 
  release him from this room, award them XP as if they had 
  defeated him in combat.
  46
  Numoz Yantis
  
  D7. Meeting Room
  Several stone benches are stacked against the southern wall 
  of this room. Two small stone tables sit beside the stack and 
  a large mirror rests against one of the tables. A hallway leads 
  out to the northeast.
  Never knowing when a lecture or meeting might take 
  up one of the other chambers, this room was designed to 
  serve the needs of anyone at any time. The benches and 
  tables allowed those who needed the room to arrange 
  the furnishings as required. This room went unused for 
  the majority of the saints’ time here, and as a result, the 
  mirror was never hung up.
  D8. Central Chamber (CR 18)
  A great, dead tree stands in an open plot of earth in the stone 
  floor of this enormous room. The tree rises through a hole in 
  the roof eighty feet above ringed by a balcony, and its branches 
  splay out across the ceiling and upper floor. The floor is flooded 
  with muddy waters. Hallways lead away from the room to the 
  east and west, and steep stairs in the northern and southern 
  ends of the room lead up to the balcony.
  The saints originally used this chamber for large 
  meetings, lectures, sermons, and ceremonies. Once the 
  citizens of Jolizpan claimed the structure, they left the 
  chamber unused for some time. When they learned that 
  the local plants were drawing upon Tumbaja Mountain’s 
  power, they dedicated this room to serve as the central hub 
  of their attempts to tap into this energy. With exceptional 
  difficulty, the botanists removed several of the floor’s stones, 
  exposing the ground beneath. They then planted the seed 
  of a kumaru tree descended from the legendary Tree of the 
  Thousand Eyes in the southern Jolizpan Forest. The tree 
  began to grow, nourished by the red glow of the pyramid’s 
  stones, even in the absence of sunlight. The kumaru tree 
  empowered the Veins of Creation for millennia, but it 
  withered instantly when Aroden died. 
  The kumaru tree’s branches limit visibility between 
  this room and the upper floor. Creatures in the main 
  chamber have partial cover from attacks originating on 
  the upper floor, and vice versa.
  The dead tree visibly stirs in the presence of the PCs’ 
  obols, drawing strength from the artifact shards lodged 
  within them. This presence causes the tree to constantly 
  attempt to reconnect with the Veins of Creation, a process 
  it can never complete due to a blockage created by the 
  echo of Aroden’s dead soul energy still lodged within the 
  arcane network. 
  Both staircases lead up to the balcony (area D3). The 
  western hallway leads to the entry chamber known as the 
  History of the Sufferers (area D9), and the eastern hallway 
  leads to the History of the Rising (area D13). 
  Creatures: Istravek has spent the past few weeks 
  studying the dead kumaru tree. Given the tree’s recent 
  quivering, Istravek is certain that some outside force is 
  causing the tree to react. He suspects that mastering this 
  outside source might allow him to derive some genuine 
  insights from the tree.
  When Istravek meets the PCs, he eyes them curiously. 
  Like Miraina, Istravek has a permanent arcane sight spell 
  in effect and a deep knowledge of the kumaru tree, 
  which allow him to notice the PCs’ obols. If the PCs don’t 
  immediately attack, Istravek takes some time to question 
  the PCs about their obols. He is willing to provide 
  information to the PCs in exchange; Istravek is proud of 
  his association with the Whispering Tyrant and pleased 
  he was able to reach an arrangement with Umbarno 
  Xipali. He offers to remove the obols from the PCs, citing 
  his millennia seeking knowledge and his unsurpassed 
  magical prowess as guarantees of his inevitable success. 
  This is a mere ploy on Istravek’s part to convince the PCs 
  to trust him, and he’s genuinely surprised if the PCs fall 
  for his ruse. He intends to use the time this ploy buys 
  to determine what magical effects the PCs have in place, 
  before attacking. If the PCs take Istravek up on his offer, 
  he does his best to hide his surprise and asks to examine 
  each PC individually so that the “emanations of the 
  obols don’t unduly influence each other.” Once they are 
  separated, Istravek attacks. 
  ISTRAVEK 
  CR 18
  XP 153,600
  hp 297 (see page 56)
  Development: Once the PCs defeat Istravek, they may 
  consider their task done. However, the negative energy of 
  the nearby rift (area D16) suppresses the life‑giving energy 
  needed to grow the kumaru seeds, which Miraina quickly 
  realizes if she is brought here. The PCs must therefore 
  close the rift and clear out the remaining dangers of 
  Tumbaja Mountain before they can proceed. 
  D9. History of the Sufferers
  This large room features large bas-relief carvings in each of its 
  four corners. The reliefs depict several humans crouched over, 
  crying tears. The tears grow into corn, squash, and other crops 
  at the ground. Standing over each of these humans are different 
  individuals clad in regalia adorned with great feathers and large 
  flowing cloaks. Open passages lead in all four directions.
  The saints created this entry chamber to remind 
  anyone visiting Tumbaja Mountain of their earliest, 
  47
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  humble history. This relief depicts the life of the people 
  of Xopatl before Earthfall, when they lived as slaves 
  of the Razatlani Empire. A PC who succeeds at a DC 25 
  Knowledge (history) check understands that this carving 
  refers to this ancient time of servitude. Each of the other 
  rooms around the exterior of the lower level (areas D11, 
  D13, and D15) continues the history of Xopatl. 
  The passage to the west leads to a wall of natural earth. 
  This passage once led out of the pyramid, through its 
  guardians had to repeatedly dig it deeper as the pyramid 
  slowly sank. Istravek collapsed the passage with transmute 
  rock to mud, and the mud has dried to ordinary dirt in the 
  few weeks since. Although it’s possible to dig out of the 
  pyramid from this direction, doing so takes many hours. 
  D10. Ancient Library (CR 16)
  Several tall stone bookshelves stand against the walls of this 
  room and crisscross in its center. Books bound in metal or 
  thick leather fill the shelves, although the books on the lowest 
  shelves appear badly damaged from the shallow pool of dirty 
  water in the room. A doorway in the northwest corner leads out 
  of the room, with a large mirror hanging nearby.
  The books here all recount adventures or fables, each 
  written by a saint or by a mortal companion of a saint. 
  The books are made of exceptionally durable materials, 
  and many have been treated with unguent of timelessness to 
  extend their ability to survive the ages. All of these stories 
  have since been reproduced and distributed throughout 
  Xopatl, but the originals remain here. The water in the 
  room is recent, due to the gradual sinking of the pyramid 
  and Istravek’s sodden efforts to seal the passageway to the 
  pyramid’s lower level.
  Creature: When Tar‑Baphon was imprisoned in 
  Gallowspire, many of his agents fled to distant parts of 
  the world to escape the wrath of the Knights of Ozem. 
  One of these—a unique rawhead from the Shadow 
  Plane who calls herself Cucuy—fled to Arcadia long ago. 
  Istravek reached out to Cucuy as soon as he arrived in 
  Xopatl, insisting that the rawhead return to Tar‑Baphon’s 
  service by helping Istravek in Tumbaja Mountain. Cucuy 
  had since built a fearful reputation in her own right and 
  was reluctant to accept any master, but she didn’t want to 
  risk angering Tar‑Baphon, even half a world away. Cucuy 
  therefore reluctantly serves Istravek, primarily assisting 
  the dragon with planar lore about the Void Rift in area 
  D16 and the creatures that have emerged from it. 
  Cucuy is currently scouring the library on Istravek’s 
  orders, seeking information that can be used to stabilize 
  the rift. Although Cucuy seemed eager to engage in this 
  tedious task, she’s actually planning to betray Istravek; in 
  addition to seeking information about planar rifts, Cucuy 
  is looking for information that might help her wrest 
  control of the planar rift away from Istravek. 
  Cucuy is tall and gaunt, with clothing and limbs that 
  occasionally fade away into shadow and back to reality 
  again. Although she’s intent on her research when the 
  PCs arrive, she’s alert for danger and quickly hides if she 
  suspects intruders.
  CUCUY 
  CR 16
  XP 76,800
  Female shadow rawhead assassin 3 (Pathfinder RPG Bestiary 
  4 238, Pathfinder RPG Bestiary 6 241)
  NE Medium outsider (augmented monstrous humanoid)
  Init +12; Senses darkvision 60 ft., low-light vision, see in 
  darkness; Perception +26
  Aura frightful presence (120 ft., DC 24)
  DEFENSE
  AC 30, touch 19, flat-footed 21 (+3 armor, +8 Dex, +1 dodge, 
  +8 natural)
  hp 253 (19 HD; 3d8+16d10+152)
  Fort +14, Ref +20, Will +15; +1 vs. poison
  Defensive Abilities blur, freedom of movement, negative 
  energy affinity, shadow blend, uncanny dodge; DR 10/
  magic, 15/good and silver; Immune bleed, fear; Resist 
  cold 15, electricity 15; SR 25
  OFFENSE
  Speed 40 ft.; air walk
  Melee Hushing Blade +29/+24/+19/+14 (1d6+10/17–20), bite 
  +22 (1d6+4), claw +22 (1d4+4 plus 1d4 Cha damage) or
  bite +27 (1d6+9), 2 claws +27 (1d4+9 plus 1d4 Cha damage)
  Special Attacks create bloody bones, death attack (DC 17), 
  sneak attack +5d6
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—air walk, blur, freedom of movement
  At will—command undead (DC 18), suggestion (DC 19)
  3/day—clairaudience/clairvoyance, deeper darkness, hold 
  person (DC 19), phantasmal killer (DC 20)
  1/day—gaseous form, greater scrying (DC 23), shadow walk
  TACTICS
  During Combat Cucuy keeps to the shadows to hide and 
  uses her death attack against obviously dangerous targets 
  like well-armored foes. Once she is spotted, she uses 
  phantasmal killer and Improved Feint to dispatch her 
  foes as quickly as possible. Cucuy prefers to attack the 
  youngest-looking target in any group last, muttering “I’m 
  saving you for later, sweet one.”
  Morale If reduced to fewer than 100 hit points, Cucuy 
  retreats to find allies to join her in the fight, starting with 
  the voidbones in area D12 but asking for aid from the 
  nightshades if the voidbones have already been defeated. 
  She then returns to attack the PCs, preferably by making a 
  death attack while the PCs are occupied with fighting her 
  allies. She thereafter fights to the death.
  48
  
  STATISTICS
  Str 28, Dex 27, Con 26, Int 18, Wis 19, Cha 23
  Base Atk +18; CMB +27; CMD 46
  Feats Combat Expertise, Combat Reflexes, Dodge, Greater 
  Feint, Improved Critical (short sword), Improved Feint, 
  Improved Initiative, Mobility, Skill Focus (Stealth), Weapon 
  Focus (short sword)
  Skills Acrobatics +27, Bluff +25, Disguise +18, Intimidate 
  +28, Knowledge (local, planes) +23, Perception +26, Sense 
  Motive +23, Stealth +36
  Languages Abyssal, Common, Infernal, Razatlani
  SQ bloody bones mastery, hidden terror, poison use
  Gear +2 padded armor, Hushing Blade (a mithral sword of 
  subtlety that provides a +2 enhancement bonus to the 
  wielder’s Dexterity)
  Development: If the PCs attack Istravek and retreat, 
  Istravek likely sends Cucuy out to hunt them down and 
  eliminate them. Pleased with the break from tedious 
  research, Cucuy patiently seeks out the PCs and awaits a 
  good time to strike.
  D11. History of the Fallen Sky
  Halls lead out of this room to the east and west. A large relief 
  depicting two women is carved into the south wall of this 
  room. One woman is wearing long, flowing robes, has a pair 
  of wings, and bears a halo made from flame with small 
  embers dropping before her face like a veil. She wields 
  an elegant sword in one hand, and her other hurls 
  a ball of flame. Despite her armaments, she has 
  a pleasant, caring demeanor behind her 
  veil of embers. The other woman 
  has dark hair in a massive braid. 
  She carries a thick blade and 
  wears leather armor and a jaguar pelt across her shoulders. 
  This armored woman is screaming at the winged woman 
  as she strikes the ball of flame with her blade, shattering it 
  into pieces.
  This room depicts the ancient Xopatli saints’ 
  understanding of Earthfall. They saw a large ball of flame 
  appear in the sky and believed it to be a gift from Sarenrae, 
  the goddess of cleansing, dance, and the sun. This gift was 
  to be the destruction of the Razatlani Empire, a burning 
  away of their oppressors. Razatlan was not without 
  their own gods, however, and they believed Kazutal, the 
  Razatlani goddess of war, interceded and shattered the 
  mighty flame to shield her people. A PC who succeeds 
  at a DC 20 Knowledge (history) check recognizes this 
  depiction of Earthfall, and a PC who succeeds at a DC 25 
  Knowledge (religion) check recognizes the depictions of 
  Sarenrae and Kazutal.
  While the saints’ explanation for Earthfall was incorrect, 
  Earthfall ultimately heralded the end of the Razatlani 
  Empire. The event led to the rise of the saints and of Xopatl, 
  the first nation to successfully fight back against Razatlan.
  D12. Haunted Guest Room (CR 15)
  Stone slabs line the walls of this L-shaped room, each about 
  seven feet long and three feet wide. Large mirrors hang in the 
  centers of the north, east, and south walls, their frames bearing 
  elaborate carvings of jungle creatures. Muddy water pools on 
  the floor. A hallway leading northeast is the room’s only exit.
  49
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Cucuy
  
  The saints mostly used this temple during the day, 
  returning to their homes or attending to other duties 
  in the evening. On the rare occasion that a saint or a 
  guest remained overnight, they slept here. The stone 
  slabs served as beds, although their once‑comfortable 
  coverings are now only tattered scraps, and the curtains 
  that once provided privacy are long gone.
  Creatures: When Cucuy came to Tumbaja Mountain 
  to aid Istravek, the rawhead brought a trio of bloody 
  bones with her to serve as her minions. The bloody bones 
  happened to be near the Void Rift in area D16 when it 
  opened, and the rift’s energy imbued them with strange 
  powers. These negative energy–charged bloody bones—
  which Cucuy calls her voidbones—now hide in the 
  mirrors in this room, waiting for Cucuy to call on them.
  If the voidbones notice the PCs entering this room, they 
  wait until a PC examines a mirror before they all attack. If 
  no PC does so, the voidbones instead monitor the PCs as 
  they travel around Tumbaja Mountain, using their mirror 
  jump ability to travel from mirror to mirror throughout 
  the pyramid. The voidbones might later attack from 
  some other mirror, if they can do so with surprise. If the 
  voidbones don’t detect a PC near a mirror within the next 
  several minutes, they start to worry that the PCs might 
  leave the pyramid entirely; in this case, the voidbones leap 
  out of the mirrors here and hunt the PCs down.
  The rawhead Cucuy in area D10 knows as soon as any of 
  the voidbones take damage, and she comes stealthily over 
  to investigate.
  VOIDBONES (3) 
  CR 12
  XP 19,200 each
  Negative energy–charged bloody bones (Advanced Bestiary 
  213, Pathfinder RPG Bestiary 6 49)
  NE Medium undead
  Init +10; Senses darkvision 60 ft., lifesense; Perception +20
  DEFENSE
  AC 30, touch 25, flat-footed 22 (+6 Dex, +2 dodge, +5 natural, 
  +7 profane)
  hp 161 each (14d8+98)
  Fort +9, Ref +17, Will +12
  Defensive Abilities channel resistance +4, obscuring energy, 
  strong resistance; DR 10/bludgeoning, 5/good; Immune 
  undead traits; Resist positive energy 10
  OFFENSE
  Speed 60 ft.
  Melee bite +20 (1d8+10 plus 1d6 negative energy, bleed, 
  and energy drain), 2 claws +20 (1d8+10/19–20 plus 1d6 
  negative energy and bleed)
  Ranged searing darkness +16 touch (7d8 negative energy)
  Special Attacks bleed (1d6), energy drain (1 level, DC 
  24), mirror jump (DC 24), negative energy attacks, rend 
  (2 claws, 1d8+15), searing darkness
  Spell-Like Abilities (CL 10th; concentration +17)
  At will—dimension door (via reflective surfaces only)
  3/day—mass inflict moderate wounds (DC 23)
  TACTICS
  During Combat The voidbones prefer to flank foes in melee, 
  abandoning foes who are bleeding to move on to other 
  enemies. They use their searing darkness ability against 
  foes they can’t reach in melee. 
  Morale A voidbones reduced to fewer than 50 hit points uses 
  its mirror jump ability to flee, then waits to ambush the 
  PCs the next time a PC approaches a mirror anywhere in 
  Tumbaja Mountain.
  STATISTICS
  Str 31, Dex 23, Con —, Int 14, Wis 16, Cha 25
  Base Atk +10; CMB +20; CMD 45
  Feats Improved Critical (claw), Improved Initiative, 
  Intimidating Prowess, Lunge, Power Attack, Skill Focus 
  (Intimidate), Stealthy
  Skills Acrobatics +20, Climb +27, Escape Artist +24, Intimidate 
  +38, Perception +20, Stealth +27
  Languages Razatlani
  SQ hide in plain sight, unholy grace
  SPECIAL ABILITIES
  Negative Energy Attacks (Su) A voidbones deals an 
  additional 1d6 points of negative energy damage with 
  its natural attacks. Its natural attacks are treated as 
  evil-aligned weapons for the purpose of damage reduction.
  Obscuring Energy (Su) Flickering shadows and wisps of black 
  smoke surround a voidbones, granting it concealment (20% 
  miss chance). When the voidbones stands still, the shadows 
  grow stronger and it benefits from total concealment (50% 
  miss chance).
  Searing Darkness (Su) Three times per day as a standard 
  action, a voidbones can blast a creature with a dark ray of 
  negative energy as a ranged touch attack. This ability has a 
  range of 240 feet and deals 7d8 points of negative energy 
  damage. This ray instead restores double this amount to 
  undead creatures.
  Strong Resistance (Su) If a voidbones takes enough positive 
  energy damage in a single attack to destroy it (such as 
  from a cleric’s channeled energy), it can attempt a Will 
  save (the DC is equal to the damage dealt by that attack) 
  to reduce the damage taken by half. Against other effects 
  that can banish or destroy a voidbones outright, it can 
  attempt a Will save, even if that effect normally wouldn’t 
  allow a save. If the effect normally allows a save, the 
  voidbones rolls twice and uses the better result, and on a 
  success, the voidbones is unaffected by the effect.
  D13. History of the Rising
  A carving in this room’s wide eastern wall depicts an enormous 
  mountain with several tiny humans standing on and around it. 
  50
  
  The humans at the base of the mountain appear weak and 
  emaciated, while the humans higher on the mountain are 
  healthier, stronger, and larger. At the top of the mountain stand 
  a man and a woman. They are holding hands, and their free 
  hands rise to the sky, holding what appears to be a mote of 
  pure light. Passages lead out of this room to the north, west, 
  and south.
  The saints carved the depictions in this room to 
  immortalize the power they received after Earthfall. It 
  was this power that granted them their mythic abilities. 
  A PC who succeeds at a DC 35 Knowledge (history) check 
  realizes that the human figures are the saints who gained 
  the power to found Xopatl.
  The relief conveys two important lessons that the 
  saints wanted to instill in any visitors to Tumbaja 
  Mountain. The first is that anyone can achieve greatness 
  through sufficient effort; the second, that no one 
  can achieve true success alone. Even PCs who do not 
  understand the historical significance of the carving 
  understand these inspiring lessons with a successful DC 
  15 Perception check.
  The mote of light glows brightly, as a permanent 
  continual flame effect, and it cannot be suppressed 
  or dispelled by non‑mythic magic; as a result of this 
  tenacious illumination, the creatures from the Negative 
  Energy Plane that inhabit the pyramid avoid this room 
  if possible.
  Treasure: Because the glow here keeps other creatures 
  in the pyramid at bay, Istravek placed his hoard in this 
  room. A combination of treasures Istravek brought from 
  Avistan and those taken from the defeated guards of 
  Tumbaja Mountain, the dragon’s hoard consists of 
  60,040 cp; 8,500 sp; 4,650 gp; and 931 pp. In addition 
  there is a large diamond worth 5,000 gp, an opal 
  statuette in the shape of two serpents twisting 
  around each other worth 3,500 gp, two dozen 
  masterfully carved silver statuettes of rearing 
  dragons worth 350 gp each, a +2 shock shortbow, a 
  pair of arachnid gogglesUE, a chime of opening, a suit of 
  dragonhide plate made from the scales of a bronze 
  dragon, a potion of gaseous form, a ring of sustenance, a 
  rod of negation, a scroll of banishment, a scroll of disrupting 
  weapon, a scroll of greater teleport, a scroll of prismatic wall, 
  and a summon-slave crystalUE.
  D14. Sauna (CR 15)
  A series of floor‑to‑ceiling walls crack a winding entrance 
  to this large chamber, which the saints used as a sauna for 
  hygiene and ritual purification. The thick, close walls were 
  designed to keep the heat of the room safely contained. 
  The botanists considered this room dangerous, however, 
  and rarely entered it.
  Hazard: The west wall of the main chamber ignites as 
  soon as any living creature passes through the narrow 
  halls and enters the sauna, quickly glowing red‑hot and 
  putting out intense waves of heat, as a permanent wall 
  of fire (CL 17th). The wall cools just as quickly once the 
  room is empty of living creatures. The buckets of water 
  once found in this room—which, when thrown on the 
  wall, created steam—are long gone, as are the comfortable 
  reclining benches that could be moved to varying 
  distances from the heated wall for comfort.
  Several purple crystals, like tumorous crystalline 
  growths, sprout from the corners of the room near 
  51
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  Voidbones
  
  the western wall. These are the budding forms the 
  sceaduinars in this room are carefully tending. Each has 
  only 20 hit points, and therefore quickly overheats and 
  shatters if the heated wall burns for long.
  Creatures: The Void Rift pulled in four crystalline 
  natives of the Negative Energy Plane called sceaduinars. 
  Passionately hateful of life and undeath alike, the 
  sceaduinars fought against the nightshades caught 
  up in the rift with them. Hopelessly outclassed by the 
  nightshades, two of the sceaduinars were quickly slain, 
  and the two survivors were driven away. These survivors 
  however, were geotrophoses—geometer‑midwives among 
  the sceaduinars—who carried with them crystals that will 
  eventually hatch other sceaduinars. They are undertaking 
  the gradual process of rebuilding their numbers to 
  overwhelm the nightshades and return home to the 
  Negative Energy Plane.
  The sceaduinars are paranoid, but they consider 
  themselves well defended here because the passages are 
  too small for the nightshades to easily fit through, and 
  they know the forbiddance effect prohibits dimensional 
  travel. In actuality, the nightshades don’t particularly 
  care where the sceaduinars have gone and don’t intend 
  to pursue them. 
  The sceaduinars don’t count as living creatures for 
  triggering the heated wall in the room and, in fact, don’t 
  realize the danger they’ve put their fragile crystals in by 
  placing them up against that wall. If living creatures enter 
  this room and the heated wall ignites, the sceaduinars fly 
  into a frenzy and attempt to kill intruders, seeking to save 
  or avenge their crystals. 
  If the PCs parley with the sceaduinars without stepping 
  into the sauna—such as by calling out to them from the 
  narrow halls—the sceaduinars respond with their harsh, 
  grating voices. The sceaduinars want the fragments of 
  purple crystal near the rift in area D16; these are the 
  remains of their fallen kin and can be used to force the 
  crystals here to develop more quickly. The sceaduinars 
  know that living creatures value riches, so they offer 
  exorbitant sums that they don’t have—such as fist‑sized 
  rubies or heaps of platinum coins—in an effort to secure 
  the PCs’ cooperation. Of course, these offers are all lies, 
  and the sceaduinars betray and attack anyone who brings 
  them the shattered purple crystals once they have the 
  coveted crystals in hand. The sceaduinars don’t pursue 
  any foes who flee the sauna, out of fear of being led into 
  a trap by the nightwalker or the nightprowlers they know 
  are lurking nearby.
  SCEADUINAR GEOTROPHOSES (2) 
  CR 13
  XP 25,600 each
  Advanced sceaduinar witch 9 (Pathfinder RPG Bestiary 2 292, 
  239, Pathfinder RPG Advanced Player’s Guide 65)
  NE Medium outsider (extraplanar)
  Init +7; Senses darkvision 120 ft., lifesense, low-light vision, 
  see invisibility; Perception +32
  DEFENSE
  AC 28, touch 18, flat-footed 20 (+4 armor, +7 Dex, +1 dodge, 
  +6 natural)
  hp 179 each (18 HD; 9d6+9d10+99)
  Fort +14, Ref +16, Will +14
  Defensive Abilities entropic flesh, negative energy affinity, 
  void child; DR 10/adamantine or good; Immune cold, 
  death effects, disease, energy drain, poison; Resist acid 10, 
  electricity 10, sonic 10; SR 18
  OFFENSE
  Speed 40 ft., fly 90 ft. (good)
  Melee bite +20 (1d6+7), 2 wings +18 (1d6+3)
  Special Attacks energy drain (1 level, DC 21), entropic touch, 
  hexes (blight, evil eye, misfortune, slumber, tongues)
  Spell-Like Abilities (CL 9th; concentration +16)
  Constant—entropic shield, hide from undead (DC 18)
  At will—bleed (DC 17), dimension door (self only), 
  dispel magic
  3/day—death knell (DC 19), deeper darkness, enervation, 
  inflict serious wounds (DC 20), silence (DC 19), stone 
  callAPG (DC 19)
  1/day—antilife shell, greater teleport (self plus 50 lbs. of 
  objects only), harm (DC 23), slay living (DC 22)
  Witch Spells Prepared (CL 9th; concentration +15)
  5th—feeblemind (DC 22), waves of fatigue
  4th—black tentacles, crushing despair (DC 21), wandering 
  star motesAPG (DC 20)
  3rd—glyph of warding (DC 19), rage, screechAPG (DC 19), 
  vampiric touch
  2nd—blindness/deafness (DC 18), daze monster (DC 19), 
  fog cloud, glitterdust (DC 18), see invisibility, web 
  (DC 18)
  1st—beguiling giftAPG (DC 18), lesser confusion (DC 18), ill 
  omenAPG, mage armor, ray of enfeeblement (DC 17), 
  unseen servant
  0 (at will)—guidance, mending, message, resistance
  Patron EntropyHA
  TACTICS
  Before Combat A geotrophos casts mage armor and see 
  invisibility if it suspects trouble.
  During Combat A geotrophos uses enervation, ill omen, and 
  its evil eye hex to impair its opponents’ saving throws, 
  then uses more powerful effects such as feeblemind and 
  harm. Geotrophoses avoid melee and cast antilife shell to 
  keep determined melee opponents at a distance.
  Morale Enraged with their predicament, the geotrophoses 
  fight until destroyed.
  STATISTICS
  Str 24, Dex 24, Con 20, Int 22, Wis 20, Cha 25
  Base Atk +13; CMB +20; CMD 38
  52
  
  Feats Dodge, Improved Familiar, Mobility, Multiattack, Skill 
  Focus (Perception), Spell Focus (enchantment), Spell 
  Penetration, Step Up, Weapon Finesse
  Skills Acrobatics +25, Bluff +28, Escape Artist +28, Fly +23, 
  Heal +26, Intimidate +28, Knowledge (nature) +18, 
  Knowledge (planes) +31, Perception +32, Sense Motive 
  +26, Stealth +36; Racial Modifiers +4 Knowledge (planes), 
  +8 Stealth
  Languages Abyssal, Aklo, Common, Draconic, Infernal, 
  Protean, Terran
  SQ witch’s familiar (isitoq [Pathfinder RPG Bestiary 4 159] that 
  resembles a purple crystalline eye with wings)
  D15. History of the Aspirants (CR 16)
  A relief carved into the north wall of this room depicts two 
  groups of humans. One group consists of bald men and 
  women with their hands outstretched and beams shooting 
  from them. The beams travel across the relief towards the 
  hearts of the humans in the other group. This group is clad 
  in resplendent cloaks and headdresses marked with beautiful 
  feathers, but they weep, and their tears grow into flowers at 
  the ground beneath them. Openings to the east and west lead 
  out of this room.
  The saints believed that cooperation was the greatest 
  virtue of all. When one works and learns with another, it 
  improves the self. This relief depicts a hopeful image of 
  forgiveness. The saints hoped that there would be a time 
  that the people of Xopatl would forgive the Razatlani and 
  work together. The flowers represent the new life this 
  possibility could hold. This time has not yet come to pass, 
  even after millennia, but the saints carved it among their 
  histories out of hope.
  Creatures: Three powerful feline nightshades called 
  nightprowlers were among the creatures drawn through 
  the rift in area D16, along with their master, a nightwalker 
  named Kalhezzar. 
  Curious and stealthy, the nightprowlers occasionally 
  skulk around the other chambers of Tumbaja Mountain 
  looking for intruders—which is why they were in the 
  upper levels of the pyramid to help Istravek repel the 
  Golden Claws—but they lair here, near their master, and 
  they are most often encountered in this chamber. 
  ADVANCED NIGHTPROWLERS (3) 
  CR 13
  XP 25,600
  Advanced nightprowler nightshades (Pathfinder Adventure 
  Path #102: Breaking the Bones of Hell 90)
  CE Large undead (extraplanar, nightshade)
  Init +10; Senses darksense 30 ft., darkvision 60 ft., detect 
  magic, low-light vision, scent; Perception +25
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 
  natural, –1 size)
  hp 179 (18d8+98)
  Fort +12, Ref +16, Will +17
  DR 10/good and silver; Immune cold, undead traits; SR 24
  Weaknesses light aversion
  OFFENSE
  Speed 50 ft.
  Melee bite +23 (3d6+11/19–20 plus creeping dark and grab), 
  2 claws +23 (1d8+11 plus creeping dark)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel negative energy (7d6, DC 26, 7/day), 
  creeping dark, rake (2 claws +23, 1d6+11), shadowpounce
  Spell-Like Abilities (CL 13th; concentration +17)
  Constant—detect magic, greater magic fang
  At will—deeper darkness, unholy blight (DC 18)
  3/day—contagion (DC 18), dispel magic, quickened 
  invisibility
  1/day—air walk, confusion (DC 18), cone of cold (DC 
  19), haste, hold monster (DC 19), summon (level 4, 
  2 shadows)
  TACTICS
  Before Combat The nightprowlers cast invisibility if they 
  suspect intruders.
  During Combat One nightprowler casts haste on itself and 
  its allies while the others attack with their shadowpounce. 
  They thereafter alternate using their channeled negative 
  energy, spell-like abilities, and physical attacks to keep 
  their foes off-balance. 
  Morale Relentlessly fierce and bloodthirsty, the nightprowlers 
  fight until destroyed.
  STATISTICS
  Str 27, Dex 22, Con —, Int 14, Wis 19, Cha 19
  Base Atk +13; CMB +22; CMD 39 (43 vs. trip)
  Feats Combat Reflexes, Command Undead, Dodge, Improved 
  Critical (bite), Improved Initiative, Lightning Reflexes, 
  Power Attack, Quicken Spell-Like Ability (invisibility), Skill 
  Focus (Stealth)
  Skills Acrobatics +27 (+35 when jumping), Climb +29, 
  Knowledge (religion) +23, Perception +25, Stealth +29 (+37 
  in dim light and darkness), Survival +25; Racial Modifiers 
  +8 Stealth in dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Creeping Dark (Su) The nightprowlers’ natural attacks 
  leave a stain of dark shadows that linger in and around 
  the wound, known as the creeping dark—this condition 
  can be resisted with a successful DC 23 Fortitude save. If 
  the victim fails, it becomes staggered for 1 round, after 
  which the creeping dark affects the victim further by 
  preventing healing and hampering vision. A character 
  attempting to use magical healing on a creature damaged 
  53
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  by a nightprowler’s creeping dark must succeed at a DC 
  26 caster level check, or the healing has no effect on the 
  injured creature. As long as a creature suffers the creeping 
  dark, its vision is obscured with shadows as well—all 
  creatures gain a 20% miss chance from attacks by the 
  victim. The creeping dark is a curse effect that lasts until 
  removed or until all damage to the victim is healed. The 
  save DC is Charisma-based.
  Shadowpounce (Su) Nightprowlers have the pounce ability, 
  and when they use this ability, they can also make rake 
  attacks. Up to three times per day when a nightprowler 
  pounces from an area of dim illumination, it generates a 
  shimmering aura of false images that grants it a 50% miss 
  chance, as if under the effects of a displacement spell, for 
  1d4 rounds.
  D16. Void Rift (CR 16)
  A large, shuddering rift of darkness fills an alcove on the east 
  side of this large, L-shaped room, emanating a numb cold. 
  Small chunks of purple crystal litter the floor near it. A small 
  hallway in the southwestern corner connects with the larger 
  hallway outside. 
  To solidify his control over Tumbaja Mountain, Istravek 
  created a portal to the Negative Energy Plane just as he 
  had seen his mother, Karamorros, do during his youth. 
  Istravek lacked his mother’s knowledge and control, 
  however, and his erratic rift ripped several denizens of 
  the Negative Energy Plane from that realm and deposited 
  them here when it opened. With a combination of 
  promises and bullying, Istravek gained the extraplanar 
  creatures as allies, although few feel any true allegiance 
  to the dragon.
  Furthermore, the Void Rift that Istravek created is 
  erratic, opening and closing the portal to the Negative 
  Energy Plane at random. When the PCs first arrive, the 
  rift is open. The rift thereafter opens (if it is closed) or 
  closes (if it is open) every 1d10 minutes. If the PCs return 
  here after an extended period of time, simply determine 
  randomly whether the rift is open or closed.
  The rift can be permanently closed or permanently 
  opened with a successful DC 40 Knowledge (planes) 
  check or a successful DC 30 Use Magic Device check. 
  Up to two other characters can assist on this check. The 
  use of antimagic field, gate, mage’s disjunction, or similar 
  powerful magic lowers the DC to manipulate the rift by 
  10. On a success, the rift is permanently opened or closed, 
  as desired by the character making the check. On a failure 
  by 5 or more, the rift becomes even more unstable; it 
  alternates between remaining open or closed for 1d10 × 
  10 minutes, and the DC to manipulate the rift further 
  increases by 5.
  The chunks of purple crystal on the floor are the 
  remains of two sceaduinars who faced the nightshades 
  here and lost; the surviving sceaduinars in area D14 
  desperately want their return and falsely promise 
  extraordinary amounts for them. 
  Creatures: The most powerful creature the rift pulled 
  into Tumbaja Mountain is Kalhezzar, a nightwalker 
  whose mastery over her powerful hunting cats—the 
  nightprowlers in area D15—is well‑known among her 
  kind. Kalhezzar dislikes the confining stone and magical 
  wards of Tumbaja Mountain, but she’s concerned that 
  some of her rivals in the Negative Energy Plane might 
  discover the beachhead in the Material Plane and put it 
  to use. Determined to deny them the opportunity, she 
  watches the gate warily, particularly while it is open, to 
  ensure that no other creatures come through it. When 
  the rift is closed, she makes short excursions around the 
  pyramid’s lowest level, but she never goes far, as she’s 
  concerned the rift will open in her absence and her 
  enemies will sneak through it.
  Kalhezzar wants the rift permanently closed, preferring 
  to forever deny her rivals access, but she’s hesitant to 
  attempt to do so on her own for fear of the unstable 
  rift trapping her on this side of it. Istravek has already 
  offered to help close the rift in exchange for a year of 
  Kalhezzar’s servitude, but the nightwalker is too proud 
  to take the dragon up on his offer. If the PCs seem 
  competent and knowledgeable, Kalhezzar offers to 
  withdraw through the rift with her nightprowlers if the 
  PCs agree to permanently close it behind her. Kalhezzar 
  certainly makes this offer if reduced to fewer than 60 hit 
  points—not only does she respect the PCs’ prowess, but 
  she realizes that a negotiated retreat might be her only 
  chance of survival. If the PCs agree, Kalhezzar aids them 
  in closing the rift from the other side, lowering the DC of 
  checks to manipulate the rift by 10. If the PCs fail to close 
  the rift, however, Kalhezzar assumes treachery and hunts 
  the PCs down to enact revenge.
  KALHEZZAR 
  CR 16
  XP 76,800
  Nightwalker nightshade (Pathfinder RPG Bestiary 2 201)
  hp 241
  Development: So long as the rift remains open, 
  Tumbaja Mountain isn’t safe. If the PCs point out the 
  problem to Miraina, she offers to help them by preparing 
  antimagic field and using her Knowledge (planes) or Use 
  Magic Device skills to help the PCs close the gate (or to 
  close the gate herself, if the PCs lack these skills). Miraina 
  is particularly suspicious of Kalhezzar, however, and she 
  refuses the nightwalker’s aid unless the PCs negotiate on 
  Kalhezzar’s behalf.
  54
  
  CONCLUDING THE ADVENTURE
  Once the PCs clear out all of the enemies from Tumbaja 
  Mountain, the hardest part of their work in Xopatl 
  is done. Miraina heaps praise upon the PCs for the 
  tremendous tasks they’ve accomplished. She and several 
  other botanists from Jolizpan—which might include 
  Children of Kumaru botanists whom the PCs convinced 
  to leave the Blue Gardens—get to work on clearing out 
  the dead kumaru tree and preparing the soil for the 
  seeds that the PCs recovered from Miraina’s safe in the 
  Blue Gardens. 
  Once this work is complete, Miraina and the botanists 
  ask the PCs to be the ones to plant the kumaru seeds in 
  the soil, so the energy of their obols can recharge them. 
  The botanists enact a ritual as the PCs do so, using their 
  arcane botany to encourage the seeds’ viability. Almost 
  immediately, the seeds sprout and show new life. The 
  sprouts are too fragile to survive further accelerated 
  growth, but they are just powerful enough to reactivate 
  the Veins of Creation. The network must regrow naturally 
  over the following years, but the PCs have granted Jolizpan 
  and all of Xopatl a great boon, and their gift goes down in 
  legend. The PCs can feast, celebrate, and rest as much as 
  they would like—the people of Jolizpan are in no hurry to 
  see their new heroes leave.
  Before the PCs depart, however, Miraina reminds them 
  that she must invert the energy of their obols, to give them 
  an unexpected weapon against the Whispering Tyrant and 
  his Radiant Fire. The process is fairly straightforward, but 
  it requires them to spend a few days in the presence of 
  the kumaru seedlings in Tumbaja Mountain. Their obols 
  thereafter amplify positive energy rather than absorbing 
  negative energy, as described on page 40. This may allow 
  them to survive long enough to confront the Whispering 
  Tyrant and goad him into using the Radiant Fire against 
  them. These events are addressed in the next adventure in 
  the Tyrant’s Grasp Adventure Path, “Midwives to Death.”
  Returning to the Inner Sea region on the other side of 
  the planet is likely straightforward for heroes of the PCs’ 
  power. If they lack the magic to reach the other side of the 
  world (such as greater teleport, or a pair of plane shift spells), 
  Miraina acquires a scroll of greater teleport and, if necessary, 
  casts the spell herself. In any case, Miraina gives each PC a 
  mighty hug and wishes them good luck in the dangerous 
  journeys ahead.
  55
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  ISTRAVEK	
  CR	18
  XP	153,600
  Male ancient black dragon ravener (Pathfinder RPG Bestiary 92, 
  Pathfinder RPG Bestiary 2 230)
  NE Huge undead (water)
  Init	+4; Senses arcane sight, blindsense 120 ft., darkvision 
  240 ft., dragon senses, true seeing; Perception +44
  Aura cowering fear, frightful presence (300 ft., DC 28)
  DEFENSE
  AC 41, touch 11, flat-footed 41 (+3 deflection, +30 natural, 
  –2 size)
  hp 297 (22d8+154)
  Fort +21, Ref +14, Will +21; +2 resistance vs. good
  Defensive	Abilities channel resistance +4, soul ward (22 hp); 
  DR 15/good; Immune acid, undead traits; SR 29
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +34 (2d8+19/19–20 plus 4d6 acid), 2 claws +33 
  (2d6+13/19–20), tail slap +31 (2d6+19/19–20), 2 wings 
  +31 (1d8+6/19–20)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special	Attacks acid pool (50-ft. radius, 20d6 acid), acidic 
  bite, breath weapon (100-ft. line, 20d6 acid plus 2 negative 
  levels, Reflex DC 28 half), corrupt water, crush (Small, DC 
  28, 2d8+19), soul consumption (DC 28), soul magic
  Spell-Like	Abilities (CL 22nd; concentration +29)
  Constant—speak with animals (reptiles only)
  At will—darkness (100 ft.), insect plague, plant growth
  Sorcerer	Spells	Known (CL 16th; concentration +23)
  8th—horrid wilting (DC 25)
  7th—finger of death (DC 24), greater teleport
  6th—acid fog, greater dispel magic, true seeing
  5th—baleful polymorph (DC 22), telekinesis (DC 22), 
  transmute rock to mud (DC 22), waves of fatigue
  4th—acid pitAPG (DC 21), black tentacles, fear (DC 21), 
  remove curse
  3rd—gaseous form, haste, hold person (DC 20), ray of 
  exhaustion (DC 20)
  2nd—acid arrow, blindness/deafness (DC 19), blur, false 
  life, invisibility
  1st—cause fear (DC 18), ear-piercing screamUM (DC 18), 
  expeditious retreat, hold portal, protection from good
  0—acid splash, arcane mark, bleed (DC 17), detect magic, 
  mage hand, message, ray of frost, read magic, touch of 
  fatigue (DC 17)
  TACTICS
  Before	Combat Istravek casts both protection from good and 
  true seeing.
  During	Combat Istravek keeps to higher ground as best as 
  he can. He uses spells like acid fog and black tentacles to 
  block the pyramid’s exit, intent on keeping his foes inside, 
  then casts baleful polymorph and horrid wilting on them. 
  Istravek resorts to physical combat only if he has no other 
  way to prevent a foe from slipping out of the pyramid.
  Morale Istravek fights until destroyed.
  STATISTICS
  Str 37, Dex 10, Con —, Int 22, Wis 25, Cha 24
  Base	Atk +22; CMB +37; CMD 50 (54 vs. trip)
  Feats Alertness, Combat Expertise, Flyby Attack, Greater 
  Spell PenetrationB, Greater Vital Strike, Improved Initiative, 
  Improved Vital Strike, Multiattack, Power Attack, Skill Focus 
  (Stealth), Spell PenetrationB, Vital Strike, Weapon Focus (bite)
  Skills Fly +17, Handle Animal +29, Intimidate +40, Knowledge 
  (arcana, geography, history, nature) +31, Perception +44, 
  Sense Motive +9, Spellcraft +31, Stealth +31, Swim +46, 
  Use Magic Device +32; Racial	Modifiers +8 Intimidate, +8 
  Perception, +8 Stealth
  Languages Common, Draconic, Giant, Necril, Orc, Razatlani
  SQ arcane plates, swamp stride, water breathing
  SPECIAL	ABILITIES
  Arcane	Plates	(Su) While wearing his golden plating, 
  Istravek’s natural attacks count as magic for the purpose of 
  bypassing DR and striking incorporeal creatures. Istravek 
  treats his sorcerer level as 2 higher for the purposes of 
  determining spells per day, spells known, and effective 
  level of spellcasting. Once per week, he can replace one of 
  his spells known with any other spell on the sorcerer spell 
  list of the same level. The plating also grants him Spell 
  Penetration and Greater Spell Penetration as bonus feats. It 
  crumbles to dust if removed.
  Permanent	Spells	(Sp) Istravek has used permanency to gain 
  the effects of arcane sight and resistance.
  Istravek
  The vile black dragon ravener Istravek has committed his life and his unlife to 
  serving the Whispering Tyrant. He is intent on finding any knowledge that can 
  aid his master in retaking Avistan.
  56
  
  Long before his battle with Aroden, the necromancer 
  Tar-Baphon identified the Isle of Terror as an ideal place 
  for his capital, but he was stymied by three powerful 
  natives of the Isle of Terror: the black dragon Karamorros 
  and her children, Istravek and Naraga. With honeyed 
  words and promises of arcane power, Tar-Baphon lured 
  Istravek and Naraga into his service away from the island. 
  Although both dragons served the wizard-king loyally for 
  several years, the arrangement was in fact Tar-Baphon’s 
  ploy to claim the Isle of Terror from their mother. When 
  he deemed the time right, Tar-Baphon imprisoned the 
  draconic siblings in one of his laboratories and demanded 
  Karamorros’s obedience. At first, the dragon resisted, but 
  when Tar-Baphon presented her with flayed strips of skin 
  from her offspring, she relented, and the Isle of Terror 
  fell to Tar-Baphon’s control at last. 
  Despite his promises to Karamorros to leave Istravek 
  and Naraga unharmed, Tar-Baphon continued his 
  experiments and transformed both of them into undead 
  dragons called raveners. Naraga fought the transformation, 
  but Istravek recognized the power undeath could offer 
  and willingly accepted Tar-Baphon’s “gift.” He knew that 
  Tar-Baphon surpassed his mother in power and decided 
  his future was better spent serving the wizard-king 
  rather than his kin. When Tar-Baphon called for a 
  powerful servant to test a passage to the Negative 
  Energy Plane he had crafted on the Isle of 
  Terror, Istravek craftily nominated his 
  sister. Tar-Baphon took Naraga to the 
  Isle of Terror and returned with a 
  helm crafted from her horns—
  the only parts of the undead 
  dragon to survive.
  The Whispering Tyrant 
  gave Istravek very explicit 
  instructions about what he 
  must do once Gallowspire 
  was opened and the ravener 
  and his master were free. 
  Within moments of release, 
  Istravek sprang into action. He 
  teleported to Tumbaja Mountain 
  and slew or drove off its defenders. 
  Istravek eagerly began studying 
  the kumaru tree within the 
  pyramid, but he was stymied by 
  the fact the tree was long dead. 
  Even the unexpected aid of the 
  traitorous botanist Umbarno Xipali didn’t provide 
  Istravek with answers. Only once the dead tree 
  began quivering in the presence of the PCs did 
  Istravek believe he might be able to serve his 
  master’s will after all.
  CAMPAIGN ROLE
  Istravek is the main antagonist of the adventure, putting 
  into motion several events that the PCs will deal with 
  directly. The dragon is entirely irredeemable, obsessed 
  only with serving the Whispering Tyrant and advancing 
  his master’s knowledge. Istravek desperately wants to 
  understand the connection between the 
  PCs’ obols and the kumaru tree, and he plans 
  to rip the answers from the PCs’ hearts.
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  57
  
  MIRAINA	OLVIRIS	
  CR	16
  XP	76,800
  Female old human expert 6/transmuter 11
  NG Medium humanoid (human)
  Init +4; Senses arcane sight, see invisibility; Perception +23
  DEFENSE
  AC 21, touch 13, flat-footed 21 (+4 armor, +3 deflection, 
  +4 shield)
  hp 114 (17 HD; 11d6+6d8+45)
  Fort +12, Ref +9, Will +21
  OFFENSE
  Speed 30 ft.
  Arcane	School	Spell-Like	Abilities (CL 11th; concentration +20)
  At will—change shape (beast shape II or elemental body I, 
  11 rounds/day)
  12/day—telekinetic fist (1d4+5 bludgeoning)
  Transmuter	Spells	Prepared (CL 11th; concentration +20)
  6th—greater dispel magic, mage’s lucubration, move earth
  5th—baleful polymorph (DC 24), break enchantment, 
  elemental body II, plant shape I, wall of force
  4th—charm monster (DC 23), confusion (DC 23), 
  dimensional anchor, mnemonic enhancer, remove 
  curse, stone shape
  3rd—clairaudience/clairvoyance, deep slumber (DC 22), 
  dispel magic, fly, haste, secret page, tongues
  2nd—bear’s endurance, cat’s grace, darkvision, detect 
  thoughts (DC 21), false life, resist energy, scorching ray
  1st—burning hands (DC 20), charm person (DC 20), feather 
  fall, mage armor, shield, unseen servant
  0 (at will)—detect magic, detect poison, light, read magic
  Opposition	Schools conjuration, illusion
  TACTICS
  Before	Combat Miraina casts cat’s grace, mage armor, and 
  shield in anticipation of any combat.
  During	Combat Miraina does her best to separate herself 
  from her foes through the use of spells like stone shape 
  and wall of force. If she finds herself in unavoidable melee, 
  she resorts to elemental body or plant shape to fight.
  Morale Miraina attempts to escape from combat as soon as 
  possible. She remains only if others are in danger; in that 
  case, she fights to the death so that others may live.
  Miraina Olviris
  Base	Statistics Without her preparations, Miraina’s statistics 
  are Init +2; AC 11, touch 11, flat-footed 11; Ref +7; Dex 7; 
  CMD 25; Fly +8.
  STATISTICS
  Str 5, Dex 11, Con 12, Int 28, Wis 16, Cha 16
  Base	Atk +9; CMB +6; CMD 27
  Feats Brew Potion, Combat Casting, Defensive Combat 
  Training, Eschew Materials, Great Fortitude, Improved 
  Counterspell Improved Initiative, Iron Will, Maximize Spell, 
  Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
  Skills Appraise +19, Diplomacy +23, Fly +10, Heal +13, 
  Knowledge (arcana, geography, history, local, nature, 
  planes) +29, Perception +23, Profession (gardener) +23, 
  Sense Motive +23, Spellcraft +29, Use Magic Device +23
  Languages Celestial, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Orc, Razatlani, Sylvan, Treant
  SQ arcane bond (ring), physical enhancement (+3)
  Combat	Gear potion of invisibility, scroll of dimension door, 
  wand of cure moderate wounds (19 charges); Other	Gear 
  cloak of resistance +4, headband of vast intelligence +6, 
  ring of protection +3, spellbook
  SPECIAL	ABILITIES
  Permanent	Spells Miraina used permanency to gain the 
  effects of arcane sight and see invisibility. 
  As a child, Miraina grew up hearing stories of a better 
  time—a time when the Veins of Creation, a gift of the 
  saints, provided for Xopatl. People in Xopatl, and in 
  Jolizpan especially, had come to rely in their daily lives 
  on the arcane power that coursed through the network. 
  Determined to help her people reclaim these past glories, 
  Miraina studied botany and magic, just like the legendary 
  arcane botanists from her parents’ stories.
  The botanists of the renowned Blue Gardens of Tlil 
  achieved a breakthrough when Miraina was a teenager, 
  exhibiting the first miniaturized arcane network to 
  the people of Jolizpan. This new development inspired 
  Miraina even more, as she saw there were concrete 
  advances to be made, and she applied at Kimanéz 
  University to continue her studies. Miraina was an 
  excellent student and joined the ranks of the botanists 
  Jolizpan’s most experienced arcane botanist, Miraina Olviris is a kind-hearted 
  figure with a great love for her home. She is intent on doing what she can to help 
  the people of Jolizpan with her knowledge and her arcane skill.
  58
  
  of the Blue Gardens a few years later. There, she provided 
  significant contributions to further the development of 
  the smaller, more limited arcane networks. While she 
  helped restore much of Jolizpan’s power, she still believed 
  that there must be a way to restore the original network.
  Miraina spent the next several years visiting Tumbaja 
  Mountain and studying the defunct network and the 
  dead kumaru tree directly. After many years, Miraina 
  identified a peculiar energy echoing within the dead 
  kumaru tree—the first breakthrough in understanding 
  what happened to the Veins of Creation in many years. 
  She studied this energy and the sacred pyramid’s history, 
  eventually piecing together Aroden’s part in deactivating 
  the network. She hoped to expel the spiritual echo caught 
  in the tree and restore it to life, but she did not know how.
  Miraina eventually married a local farmer from Kimanéz 
  Farm, a local farm that collaborated with the Blue Gardens 
  and Kimanéz University. She took a break from her work at 
  the Blue Gardens to focus on her family, but she continued 
  her research at home. Once her children became adults and 
  set off on their own, Miraina returned to the Blue Gardens.
  When Istravek came to Tumbaja Mountain and 
  proved too powerful to drive off, Miraina was devastated. 
  Without access to the kumaru tree, there was little hope 
  for restoring the Veins of Creation. Miraina attempted 
  to improve her magical repertoire in hopes of facing 
  the dragon herself, but realistically she is far too old 
  to confront a dragon directly. Rather than risk her life, 
  Miraina resigned herself to aiding the next generation of 
  botanists, spellcasters, and warriors. 
  Miraina is a jovial soul who always puts others 
  before herself. She is known for her generosity and 
  her love of socializing. She frequently invites people 
  she meets to her home for food and pleasant 
  conversation. Miraina is a gifted academic and a 
  natural teacher. When she is out of her depth, she calls 
  upon her expansive contacts to find the right person 
  to help with a given situation.
  Miraina is a short, stout, grandmotherly woman 
  in her early seventies. She has a deeply lined, 
  expressive face and keen eyes. She likes wearing 
  the traditional floral patterns of Jolizpan and often 
  adorns her gray hair with flowers. 
  CAMPAIGN ROLE 
  Miraina acts as the PCs’ guide in an unfamiliar land. She 
  warms to the PCs almost immediately and treats them 
  as if they were family, but this is not due to her natural 
  kindness alone—she recognizes that the PCs represent 
  the first significant chance of reclaiming Tumbaja 
  Mountain and possibly restoring the Veins of Creation. 
  She offers the PCs rooms in her house to use while they 
  are in Jolizpan and gladly shares what she knows. Miraina 
  can also escort the PCs through the city to help them 
  find whatever they may need by way of equipment or 
  information. If the PCs need magical aid, Miraina is 
  happy to cast any spells within her power or direct the 
  PCs to another spellcaster who can. If the PCs are kind 
  to Miraina in turn, she’s likely to cover any costs for 
  such spellcasting.
  Miraina is a valuable source of information for the PCs 
  throughout their time in Arcadia. She can detail the layout 
  of the Blue Gardens of Tlil and Tumbaja Mountain, as she 
  has spent a great deal of time in both locations. During 
  downtime, Miraina asks the PCs to recount stories of 
  their endeavors and of the Inner Sea region. She gladly 
  sits for hours trading stories of her life in Jolizpan and of 
  Xopatl’s legends.
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  59
  
  UMBARNO	XIPALI	
  CR	15
  XP	51,200
  Male human cleric of Ah Pook 16 (see page 72)
  NE Medium humanoid (human)
  Init	+3; Senses true seeing; Perception +7
  DEFENSE
  AC 23, touch 11, flat-footed 23 (+10 armor, +2 deflection, 
  –1 Dex, +2 natural)
  hp 139 (16d8+64)
  Fort +16, Ref +6, Will +19
  Defensive	Abilities freedom of movement; SR 28
  OFFENSE
  Speed 30 ft.
  Melee +2 terbutje +18/+13/+8 (1d8+6/19–20)
  Special	Attacks channel negative energy 6/day (DC 21, 
  8d6), scythe of evil (8 rounds, 3/day)
  Domain	Spell-Like	Abilities (CL 16th; concentration +23)
  10/day—touch of darkness (8 rounds), touch of paranoia 
  (8 rounds)
  Cleric	Spells	Prepared (CL 16th; concentration +23)
  8th—death clutchHA (DC 25), fire storm (DC 25), unholy 
  auraD (DC 25)
  7th—blasphemy (DC 24), quickened cure serious wounds, 
  destruction (DC 24), power word blindD, quickened 
  searing light
  6th—antilife shell, blade barrier (DC 23), greater dispel 
  magic, harm (DC 23), phobiaD, HA (DC 23)
  5th—flame strike (DC 22), greater command (DC 22), 
  quickened shield of faith, spell resistance, summon 
  monster VD (1d3 shadows), true seeing
  4th—air walk, dismissal (DC 21), divine power, freedom 
  of movement, they knowD, UI (DC 21), tongues
  3rd—bestow curse (DC 20), blindness/deafness (DC 20), 
  cure serious wounds, deeper darknessD, dispel magic, 
  magic vestment, prayer
  2nd—bear’s endurance, cure moderate wounds, 
  haunting mistsD, UM (DC 19), hold person (DC 19), lesser 
  restoration, resist energy, spiritual weapon
  1st—bane (DC 18), cause fear (DC 18), command (DC 18), 
  divine favor, protection from goodD, remove fear, 
  sanctuary (DC 18)
  Umbarno Xipali
  0 (at will)—bleed (DC 17), detect magic, light, resistance
  D domain spell; Domains Darkness, Evil (Sahkil 
  subdomain, see page 61)
  TACTICS
  Before	Combat Umbarno casts magic vestment on his armor 
  each day. Prior to combat, he casts bear’s endurance, 
  freedom of movement, spell resistance, and true seeing.
  During	Combat In the first round of combat, Umbarno casts 
  quickened shield of faith on himself and unholy aura on 
  himself and his verdant bombardier. He thereafter keeps 
  his distance and uses his spells to harm or disable his 
  foes, resorting to melee only if cornered.
  Morale If reduced to fewer than 50 hit points, Umbarno 
  casts quickened cure serious wounds to recover. If reduced 
  to fewer than 50 hit points again, he surrenders, fighting 
  to the death only if there appears to be no other option.
  Base	Statistics Without his spells, Umbarno’s statistics are 
  AC 20, touch 11, flat-footed 20; hp 123; Fort +15; Con 12.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 14, Wis 24, Cha 12
  Base	Atk +12; CMB +15; CMD 26
  Feats Blind-Fight, Combat Casting, Extra Channel, Great 
  Fortitude, Improved Channel, Improved Initiative, Quicken 
  Spell, Skill Focus (Knowledge [nature]), Toughness, 
  Weapon Focus (terbutje)
  Skills Diplomacy +20, Knowledge (arcana, religion) +21, 
  Knowledge (nature) +24, Profession (gardener) +18, 
  Spellcraft +21
  Languages Abyssal, Infernal, Razatlani
  SQ eyes of darkness (8 rounds/day)
  Combat	Gear potion of displacement, potion of spider 
  climb, scroll of slay living; Other	Gear +1 breastplate, +2 
  terbutjeUE, amulet of natural armor +2, belt of physical 
  might +2 (Str, Con), cloak of resistance +2, headband of 
  inspired wisdom +4, ring of protection +2, Tlil mask (see 
  page 25), verdant bootsUE, 375 gp
  Once a priest of Kazutal, Umbarno Xipali set out a 
  decade ago to travel through Arcadia and find what 
  he could to help restore the Veins of Creation. He left 
  Jolizpan to great fanfare and great promise, vowing he 
  Umbarno Xipali is a misguided scientist swept up in an imprudent commitment 
  to his people. His unbridled dedication has led him to slip into immoral acts 
  for the sake of his goals.
  60
  
  would not return without the knowledge to restore 
  the defunct arcane network. Instead, Umbarno found 
  only frustration and despair, spiraling into a malaise 
  that caught the attention of Ah Pook, god of death and 
  destruction. As Umbarno’s despondency twisted into 
  an unhealthy mixture of insecurity and pride, Ah Pook 
  sent a powerful servitor—a sahkil named Palderren—to 
  shepherd Umbarno’s gloom and to entice him to evil.
  Umbarno became convinced Kazutal had failed him when 
  he was facing his peoples’ greatest problem. He returned 
  to Jolizpan dejected, and was surprised to 
  receive a hero’s welcome—the people there 
  remembered the confidence and faith 
  of the priest who had left, and they were 
  confident he would not have returned 
  without success. Feeling trapped, Umbarno 
  lied, insisting that he had newfound 
  knowledge about the Veins of Creation when 
  he in fact had none. This desperate 
  falsehood compelled him to push on 
  in his research, taking dangerous 
  risks with the plants at 
  the Blue Gardens of Tlil 
  and with the remnants of 
  the kumaru tree in Tumbaja 
  Mountain. He soon attracted a 
  group of like-minded scientists 
  fed up with decades of fruitless 
  research. This group dubbed 
  themselves 
  the 
  Children 
  of Kumaru, and they shared 
  techniques 
  of 
  radical 
  botany in their private 
  meetings. Umbarno never 
  shared that he’d first 
  heard whispers of these 
  techniques from Palderren. 
  When 
  Istravek 
  took 
  over Tumbaja Mountain, 
  the Jolizpani botanists 
  were 
  overcome 
  with 
  dismay. Umbarno made 
  a secret trip to the pyramid to 
  speak with the undead dragon, 
  offering his knowledge of the 
  Veins of Creation and Tumbaja 
  Mountain in exchange for the 
  opportunity 
  to 
  plunder 
  the lore and materials left 
  behind in the researchers’ 
  hasty flight. Yet even with 
  this 
  ill-gotten 
  knowledge 
  and a successful takeover of 
  SAHKIL SUBDOMAIN
  You tap into the fear inherent to the soul of every 
  mortal to further your will.
  Associated	Domain: Evil.
  Associated	Deities: Ah Pook, sahkil tormentors.
  Replacement	Power: The following granted power 
  replaces the touch of evil power of the Evil domain.
  Touch of Paranoia (Su): You can imbue a target with 
  great suspicion and doubt as a melee touch attack. A 
  creature affected by your touch does not have allies and 
  is not considered to be an ally to any other creature, 
  including other creatures affected by this effect. The 
  affected creature cannot move freely through its allies’ 
  spaces, flank creatures with them, cooperate with 
  them using teamwork feats, or give or receive benefits 
  from the aid another action or any spells or effect that 
  affects only allies. This ability lasts for a number of 
  rounds equal to 1/2 your cleric level (minimum 1). 
  You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Replacement	
  Domain	
  Spells: 
  2nd—
  haunting mistsUM, 4th—they knowUI, 6th—
  phobiaHA.
  the Blue Gardens, 
  Umbarno 
  remains 
  stymied 
  in 
  his 
  research. 
  Convinced he needs more 
  resources 
  to 
  reach 
  a 
  breakthrough, Umbarno 
  has begun plans to take 
  over all of Jolizpan. 
  Umbarno 
  drives 
  himself 
  hard 
  and sleeps little, and it shows. once 
  well groomed, he has since spiraled 
  downward into an unfortunate lack of 
  self care. He wears the armor and 
  weapons from his traveling 
  days out of habit, not out 
  of genuine worry that he 
  might face combat, and 
  this 
  equipment 
  is 
  as 
  neglected and worn as 
  Umbarno himself. 
  CAMPAIGN 
  ROLE
  As leader of the Children of 
  Kumaru, Umbarno is the PCs’ 
  ultimate foe in the Blue Gardens. 
  Compassionate PCs might work to 
  redeem the traitorous priest.
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  61
  
  Xopatl Gazetteer
  “I’ve never seen anything like it. The land is beautiful, and the people 
  just as much. It took some time for them to warm up to me, as they 
  seem very wary of outsiders. After a few months, I was able to win them 
  over, and let me tell you, being included in all the local customs was the 
  most rewarding experience I’ve had. Daresay, it was… fun! The people 
  of Xopatl know how to celebrate, and it must be something they have 
  lots of practice doing, as it seems they have some kind of festival every 
  week. I’m happy to say that the initial reports of Arcadians being some 
  kind of savage people or Arcadia being a land lost to time are severely 
  incorrect. I believe these previous accounts should be stricken from 
  the record and corrected. Now, if you’ll excuse me, I hear another song 
  starting, and I shan’t leave my dance partner alone any longer.”
  —Pathfinder Julien Imkaro’s final report on Arcadia, ca. 4713
  62
  
  T
  he Lands of Promise are unique, even by 
  Arcadian standards. Nestled securely between the 
  Mildanesi Mountains and Lake Tapipallati, Xopatl 
  (so-PAH-tul) has had very little in the way of unwanted 
  outside contact, allowing the nation to focus on its own 
  endeavors undisturbed. Xopatl is a land of kind, helpful 
  people with a distinctive culture and, at least until recently, 
  unbridled magic. The direct access to the power of the Veins 
  of Creation in Tumbaja Mountain has allowed the nation 
  to prosper and craft unique magical relics that both help 
  keep the nation safe and make everyday life simpler. This 
  common reliance on magic has come at a cost, however, as 
  the loss of this magic at the beginning of the Age of Lost 
  Omens caused major disruptions in Xopatl. Over the last 
  century, everyday life in the nation has shifted significantly, 
  and most people have now adapted to this vastly different 
  lifestyle, but whether this is just another trial for the people 
  of Xopatl or the beginning of a major decline for the great 
  nation remains to be seen.
  HISTORY
  The history of Xopatl, like that of most regions of Arcadia, 
  is tied to the nation of Razatlan and the ancient Razatlani 
  Empire. This great empire once stretched across the 
  entirety of the continent, from the Land of the Northern 
  Lakes all the way to the southernmost point of Arcadia. 
  Thousands of years ago, the people of Razatlan forcibly 
  subjugated dozens of other nations, and the empire used 
  its influence to claim resources, technology, and cultural 
  aspects wherever it saw fit. Razatlan’s hold over Arcadia 
  went unchallenged for centuries, until Earthfall marked 
  the start of the mighty empire’s decline.
  When the Starstone fell on Golarion, Arcadia saw its 
  share of the devastation. Many small fragments rained 
  down upon the continent, bringing skymetals, raw 
  magical essence, and other mysterious energies with 
  them. One such fragment fell deep into the Mildanesi 
  Mountains, crashing in the land now known as Xopatl. 
  Locals of the nearby land of Innazpa sought out this 
  fragment and discovered that a vibrant forest had sprung 
  up in the mountains where the fragment had crashed. At 
  the center of the forest was a mystical stone not unlike 
  the Starstone. Albeit significantly less powerful, this stone 
  still had enough potency to grant these explorers great 
  mythic power and elevate them into hero-gods. These 
  hero-gods, referred to as yans and yantis in local legend, 
  used their newfound power to fight back against their 
  Razatlani oppressors.
  These hero-gods swiftly pushed Razatlan out of 
  Innazpa and established their own independent 
  nation. Though the loss of the region was relatively 
  minor for the Razatlani Empire as a whole, this initial 
  uprising served as inspiration for several other nations 
  throughout Arcadia, eventually leading to Razatlan’s 
  slow decline over the following centuries. 
  Freed from their oppressors, the new hero-gods sought 
  to learn more about the mysterious stone fragment, 
  and some settled in the new forest. They soon learned 
  to control the plants around them—a foundational 
  knowledge that later became a unique form of arcane 
  botany. This great power allowed the hero-gods to 
  weather away the surrounding Mildanesi Mountains 
  and carve out their own new land, a process they were 
  able to complete in mere decades. The hero-gods named 
  their new land Xopatl, meaning Land of Promise, to 
  represent both the empire they had recently escaped and 
  the gifts that had allowed them to do so. The name, they 
  hoped, would serve as a reminder to be cautious with 
  this power, lest they become like Razatlan and use their 
  might for greedy or selfish reasons.
  Over the following centuries, the power of the hero-gods 
  waned, but their might allowed Xopatl to flourish while 
  most of Golarion suffered during the Age of Darkness. 
  When the last of the hero-gods died or ascended, at the 
  start of the Age of Anguish, Xopatl was left to survive on 
  its own. The legacy of the hero-gods remains, however, 
  with many of Xopatl’s citizens now referring to these 
  hero-gods as living saints, easily recognized by their 
  unique names beginning with the title of Yan or Yanti. 
  While the saints left Xopatl in a prosperous state, the 
  nation’s prosperity has ebbed and flowed over millennia, 
  much like that of other Arcadian nations. Its unique 
  geography allowed Xopatl to remain relatively intact to 
  the present day, but when the Veins of Creation failed 
  upon Aroden’s death just over a century ago, everyday life 
  in Xopatl had to suddenly adapt to unimagined changes.
  GOVERNMENT
  Xopatl’s national government is a democracy, with major 
  elected officials selected in semiannual elections. No 
  central figure acts as the nation’s leader; instead, this 
  responsibility falls to a council of 19 elected officials, one 
  from each of Xopatl’s major settlements. This Chosen 
  Council is the final arbiter of major decisions for the 
  nation, while a second body called the House of Elders 
  handles everyday matters throughout the nation, such as 
  building roads and providing education. All cities are free 
  to govern themselves as they wish, but they are required to 
  provide at least one representative to the House of Elders 
  to advocate on behalf of that city’s populace—though 
  smaller settlements may instead designate a neighboring 
  city’s representative to act on their behalf.
  Xopatl is relatively isolated, geographically speaking, 
  but the nation maintains favorable relations with its 
  neighbors. Xopatl borders Razatlan to the north, Innazpa 
  to the east, and Nalmeras to the south, all of which are 
  63
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  major trade partners. The common exchange of resources 
  between these four nations has only strengthened their 
  relationships in the past centuries. With the decline 
  of Xopatl’s magical production over the past century, 
  economic relations have grown somewhat strained, but 
  Xopatl still remains among the greatest exporters of 
  magical relics in Arcadia. Tourism between the nations is 
  at an all-time high, with many traveling to cheer on their 
  local teams in the regional boundball league. 
  NOTABLE SITES
  The following are some of the more notable locations 
  found in Xopatl.
  Apertan: The city of Apertan is home to Xopatl’s largest 
  market. Merchants from across the nation travel the 
  land’s rivers to reach Apertan in hopes of selling in the 
  market circle. The market is a dizzying, open-air tower 
  with stands lining every floor of the structure. Visitors 
  use a system of platforms raised via pulleys to reach their 
  desired stand to purchase wares.
  Bundózo: This small town rests beside the Lake of the 
  Blessed Prince, itself home to a massive underwater keep. 
  The keep was once home to a hero-god who chose to 
  submerge the structure upon his ascension, and Bundózo’s 
  economy is based on dives into this sprawling fort. The fort 
  seems to be dozens of storeys tall, and Bundózan divers 
  have yet to fully scour the keep for all of its treasures. 
  Chilémbi: Most know the town of Chilémbi as the 
  origin of the greatest steeds in Xopatl. The town tames 
  the tunbaros of the Xopatl grasslands to sell as mounts. 
  These large, feathered lizards are able to outrun a 
  horse with ease, which makes the capture of a tunbaro 
  a difficult feat, let alone the taming of one. Tunbaros 
  roam constantly, so Chilémbi locals follow them for 
  weeks in hopes of an opportunity to capture one of the 
  elusive creatures.
  Clear Waters: The city of Clear Waters floats on the 
  lake of the same name, deep in the center of the Forest 
  of the Sacred Eye. Traversing this beautiful city requires 
  constant use of small boats or other personal vessels. 
  Most of these boats are decorated with colorful flowers 
  that bloom every new moon. The city sees a surge of 
  visitors every full moon, as the lake begins to glow with 
  brilliant light when the moon’s reflection reaches the 
  center of the lake.
  Footprint of the Lost Saint: Located deep among 
  the arid grasslands, the Footprint of the Lost Saint is 
  the name of a massive cenote—a hole in the bedrock 
  exposing the groundwater beneath—believed to be 
  created after the death of one of the hero-gods. Few who 
  0
  100 MILES
  Xopatl
  • Jolizpan
  Garizés City •
  • Chilémbi
  • Hidden Lake
  Ziplatna •
  • Orjotoro
  • Tulaupan
  Grand Pass •
  • Clear Waters
  • Yan Tlomíl
  • Apertan
  • Yanti Iñulde
  • Bundózo
  • Zilpatzi
  • Ñarula
  Low Isle •
  • High Isle
  • Talípas
  ◊ ISLE OF THE DREAMERS
  ◊ TREE OF THE THOUSAND EYES
  ◊ RUINS OF CHÍDANZA
  ◊ QULDARI’S 
   VAULT
  HOUSE OF YANTI ◊ 
  PURNÁLLO
  ◊ FOOTPRINT OF THE LOST SAINT
  ◊ YAHUIMA SPRING
  ◊ VALLEY OF THE CHOSEN CHILDREN
  YAN ULVEDRO’S FORT ◊
  ◊ XOPATL MOUNTAIN
  YLLALDO CASTLE ◊
  GUJARALDI
  ★
  Jolizpan
  Forest
  Manzinago
  Forest
  Lake of the 
  Blessed Prince
  Forest of 
  Theives
  Forest of 
  the Sacred Eye
  R
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  ver
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  f t
  h
  e 
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  th
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  s 
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  64
  
  Denizens Of Xopatl
  The demographics of Arcadia vary greatly from those 
  of Avistan or Garund. Humans form the majority of the 
  populace, with different ethnicities including Balveris, 
  Calani, Caldaru, Kansari, Kurosha, Mahwek, Razatlani, 
  and Ouerfaseans. Additionally, halflings, rougarous, 
  skinwalkers, and wyrwoods are relatively common in 
  parts of Arcadia. Other races common to the Inner Sea 
  region, such as dwarves, elves, gnomes, and orcs, are also 
  found throughout Arcadia, though they are less common, 
  and their general cultures and habits differ greatly from 
  those of their Avistani and Garundi cousins. 
  The majority of the humans in Xopatl are Razatlani, 
  with some Balveris and Caldaru among them. Xopatl is 
  also home to a large number of dwarves, halflings, orcs, 
  skinwalkers, and wyrwoods. Beyond these populations, 
  Xopatl is a dangerous land. Monsters and other creatures 
  inhabit the wilds, making it impossible to travel with a 
  guarantee of safety. Many common creatures can be found 
  here, including aurochs, coyotes, deer, eagles, giant crabs, 
  mountain lions, reefclaws, snakes, tunbaros, and wolves. 
  In addition, dangerous creatures common throughout 
  Xopatl include bulettes, chupacabras, death worms, 
  megafauna of all kinds, saguarois, and thunderbirds. 
  Less common creatures include chaneques, couatls of all 
  kinds, drakes, encantados, lloronas, dark nagas, sayonas, 
  tunches, water nagas, and xtabays.
  have explored this cenote have returned, but those few 
  surviving spelunkers tell stories of enormous creatures 
  made from living crystal. These reports suggest that the 
  sinkhole connects to a large, abandoned vault in the 
  Darklands, though some instead believe it to be a prison.
  Garizés City: This city is home to Xopatl’s most 
  prominent musical style. Garizans travel through Xopatl 
  playing lively music using a combination of common 
  instruments like flutes, guitars, and trumpets, along with 
  unique local instruments like the garizan, a compact 
  instrument made from intertwining plant matter that 
  produces different notes as it is squashed and stretched. 
  The instrument is so central to garizan music that the 
  entire musical style is named after it. Garizés City is the 
  primary city that produces this instrument, and garizans 
  purchased outside of Garizés are considered inferior.
  Grand Pass: The small city of Grand Pass originally 
  grew from a small watch point overlooking the 
  mountain pass between Xopatl and Innazpa. When 
  the threat of the Razatlani Empire was no more, many 
  of the watch point’s soldiers established this city, 
  which today is home to one of the most prestigious 
  fighting schools in Xopatl. The school holds a biannual 
  tournament that draws combatants from across Arcadia 
  and culminates in a spectacular fight on the peak of the 
  nearby Panischo Mountain.
  Gujaraldi: Said to be the location of the hero-gods’ 
  final ascension, Gujaraldi now stands as the capital of 
  Xopatl. This large city is built among the ruins of ancient 
  hero-god settlements and now houses tens of thousands 
  of citizens. In addition to serving as the seat of the 
  nation’s government, Gujaraldi is known for its fine arts 
  and crafts. Its textile production is particularly notable, 
  with many popular Arcadian clothing styles finding their 
  origins in Gujaraldi. The other major feature of the city is 
  Xopatl Stadium, a large boundball stadium that can hold 
  thousands. Gujaraldi is commonly among the seven cities 
  hosting Arcadia’s yearly boundball tournament, and the 
  stadium was built centuries ago to hold the thousands of 
  people who travel the continent to watch the event.
  Hidden Lake: The city of Hidden Lake is a curiosity, 
  as one can only visit when they are not wishing to do so. 
  The magic of the surrounding Forest of Thieves causes 
  anyone traveling through it to find their way out of the 
  forest in the span of an hour. Only an explorer who clears 
  their mind and chooses to get lost within the woods has a 
  chance of locating the city. The city is home to many great 
  alchemists who use the forest’s magical plants to create 
  especially potent concoctions. 
  High Isle and Low Isle: The sister cities of High 
  Isle and Low Isle are Xopatl’s primary source for fish, 
  shellfish, and other seafood. High Isle fishers are known 
  for weeks-long expeditions into Lake Tapipallati to 
  search for giant catfish, lake monsters, or other massive 
  creatures. The fisherfolk of Low Isle instead remain close 
  to their home, capturing giant crabs, freshwater eels, and 
  various sea creatures.
  House of Yanti Purnállo: The hero-god Purnállo is the 
  only one of her kin who still lives. Instead of meeting 
  death or ascending to divinity, Purnállo began to meditate 
  while ritually wrapping herself in leaves and vines. This 
  process eventually caused the hero-god to mummify 
  within her wrappings, though her heart continues to 
  beat at an extremely slow rate. The people of Xopatl 
  built a temple around her body, and thousands make the 
  pilgrimage every decade to listen to her next heartbeat.
  Isle of the Dreamers: A thin veil between planes 
  on this island allows easy access to the Dimension of 
  Dreams. The dimension’s planar energies constantly 
  seep through, transforming much of the local wildlife 
  into radiant creatures known as alebrijes. These 
  creatures are said to be able to travel into dreams to 
  guide or inspire individuals.
  Jolizpan Forest: This rich jungle grew around a 
  fragment of raw magic that fell in the Mildanesi 
  Mountains during Earthfall. Local legends claim that the 
  fragment struck a chicome couatl in flight, and the forest 
  65
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  grew from its body. Local botanists use magical energies 
  radiating from Tumbaja Mountain to grow plants infused 
  with great arcane power.
  Manzinago Forest: This thick, coniferous forest was 
  once the main source for much of Xopatl’s lumber, 
  which helped the nearby cities of Ñarula and Zilpatzi to 
  flourish. In recent years, the forest has become extremely 
  dangerous to traverse. A terrible change within its heart 
  has led to the rise of several monstrous carnivorous 
  plants, and local coalitions patrol the outskirts of the 
  forest in hopes of containing the force locals have 
  dubbed the Deepweave.
  Ñarula: The local logger’s guild here accrued most 
  of its finances by exporting much of their 
  lumber to Nalmeras and other nations to 
  the south. With the rise of the dangerous 
  Deepweave infestation in the nearby 
  forest, the loggers have turned to 
  other ways of life. Most recently, 
  the logger’s guild has borrowed 
  arcane research from Jolizpani 
  botanists to create something akin 
  to ley lines near their ranches. This 
  has led to a boom of super-sized 
  livestock, though some locals fear they 
  may grow too large to control.
  Orjotoro: As the center city of the three 
  Follower’s Rests, Orjotoro is the home of the 
  merchant’s guild that coordinates trade between 
  Innazpa, Razatlan, and Xopatl. The guild is in charge of 
  tracking imports and exports up and down Follower’s 
  River, and the city acts as a large way station with 
  constant traffic from the river stopping to pick up or 
  deliver the latest shipments.
  Quldari’s Vault: One of the last hero-gods to remain 
  in Xopatl was a skinwalker man by the name of Quldari. 
  Understanding that the time of hero-gods in Xopatl had 
  come to an end, he created an enormous obsidian vault 
  and buried it deep in Xopatl’s grasslands. He declared 
  that the vault held all that Xopatl would need to survive 
  in the new upcoming age. Xopatli mages successfully 
  opened the vault door in –2311 ar, only to find additional 
  doors and arcane locks. To date, 33 doors have been 
  opened, but none have revealed anything more than 
  additional obstacles.
  Ruins of Chídanza: The city of Chídanza was once 
  Xopatl’s greatest farming settlement, providing much 
  of the food for the nation. Originally nestled beside the 
  Arpretzí River, the town began to struggle as the river 
  began to mysteriously dry up in 4622 ar. As the river dried, 
  fewer and fewer farmers could sustain their families, and 
  they moved away. Today, an overgrown riverbed is the 
  only sign of the Arpretzí’s existence. The ruins of the city 
  are now overrun with magical beasts, but a few farmers 
  remain, seemingly able to continue to grow crops even 
  without the river’s waters.
  Talípas: While Talípas was originally a fishing 
  settlement by trade, it has branched out into the business 
  of distillation in the last centuries. The lake plants 
  growing around Talípas and its surrounding islands are 
  ground into a paste that is then fermented for weeks to 
  create a highly intoxicating drink, named talípas after 
  its home. The process of producing talípas is a highly 
  guarded secret, and the local distillers are even willing to 
  kill to protect their trade.
  Cihua Couatl
  The War Children
  NG god of childbirth, protection, and warfare
  Domains Good, Healing, Protection, 
  Strength, War
  Subdomains 
  Agathion, 
  Defense, 
  Ferocity, Resolve, Restoration, Tactics
  Favored Weapon shortspear
  Symbol two couatls consuming 
  each other’s tails with their wings 
  overlapping in the center
  Sacred Animal hawk
  Cihua Couatl, a dual being of two individual 
  couatls  joined in their divinity, are the 
  patron god of those who defend others in the 
  name of righteous causes. Cihua Couatl take the form 
  of a chicome couatl and a tletli couatl that share one body. 
  Each has a distinct head and tail, but the two share a pair 
  of arms, one holding a shortspear and the other holding a 
  shield. These items represent the combative and protective 
  aspects of the god. Cihua Couatl teach that conflict is an 
  inevitability, and that one must be ready to defend those 
  who cannot defend themselves. This can take the form of 
  teaching kindness, to encourage helping those in need, 
  or taking arms against those who would cause harm to 
  innocents. They encourage quick and decisive action in 
  combat, and their warrior priests are masters of strategy 
  and tactics. This prowess allows Cihua Couatl’s followers 
  to efficiently bring an end to combat while limiting the 
  number of injuries and fatalities on both sides of a conflict. 
  Outside of combat, Cihua Couatl teach that to care for 
  one’s self and others only makes everyone stronger. They 
  also serve as a patron god of midwives, encouraging 
  their followers to learn how to care for children. The two 
  couatls are of fluid gender and constantly shift between 
  roles as attacker and defender, symbolizing Cihua Couatl’s 
  message that anyone can care for others and rise to defend 
  them when needed. Their common servitors are healers, 
  warriors, and all types of couatls. 
  66
  
  Tree of the Thousand Eyes: This towering tree rises 
  far above the other treetops of Jolizpan Forest and is 
  marked with countless eyes resembling a peafowl’s spots. 
  The Jolizpani locals believe this tree grew from the heart 
  of the chicome couatl that birthed the forest as it died. 
  Legends say that the couatl’s heart remains intact in the 
  tree’s center and that it could be made to beat once more, 
  bringing the couatl back to life.
  Tulaupan: One of the three Follower’s Rests, the city 
  of Tulaupan is pivotal to Xopatli trade with Innazpa. The 
  city is home to innovative smiths who build clockwork 
  engines to power boats, allowing them to travel upstream 
  on the Follower River. The smiths’ guild has begun 
  working on a new engine that could possibly propel carts 
  across the great distances of Xopatl.
  Valley of the Chosen Children: This sprawling 
  canyon lies where the Naurepzi River branches from the 
  Follower’s River. Locals claim that the laughter of dozens 
  of children echoes through the canyon every night, 
  and that the children grant their blessing to those who 
  travel the length of the canyon in one trip from sunset 
  to sunrise.
  Xopatl Mountain: This large volcano is the only 
  mountain that remains after the hero-gods carved out 
  the lands of Xopatl from the Mildanesi Mountains. The 
  hero-gods intentionally manipulated the mountain to 
  never erupt except by their own command, should Xopatl 
  ever need to be destroyed due to an invading force. The 
  volcano has since built up ten thousand years’ worth of 
  explosive force, but the magical command has been lost 
  to time.
  Yahuima’s Spring: The hero-god Yahuima wept as 
  her lover ascended to divinity, and her tears created this 
  large geyser. The geyser is suffused with divine energies, 
  and its eruptions cause the grasslands around it to 
  bloom in an explosive, verdant display. These blooms 
  last for up to a week and draw many visitors during 
  the geyser’s active season in winter. Lately, though, 
  the geyser has been creating only blighted fields and 
  corrupting animals with its eruptions.
  Yan Tlomíl: Resting at the end of the Naurepzi 
  River, the city of Yan Tlomíl is now Xopatl’s greatest 
  agricultural center. The superior land produces large, 
  plentiful bounties of that year’s crop. Unfortunately, the 
  local farmers are never sure which crop will yield in a 
  given year and must plant several different crops at the 
  start of the season. Eventually, one crop thrives, and the 
  farmers scramble to sew more of that year’s plant in a wild 
  dash for land and seeds. The inconsistent nature of this 
  harvest has kept Yan Tlomíl from rising to the heights of 
  production that Chídanza once had.
  Yan Ulvedro’s Fort: Fearing additional attacks from 
  Razatlan, the hero-god Ulvedro built this fort high on 
  the peaks of the Mildanesi Mountains. While the fort did 
  help during the few attacks the nation saw, it soon became 
  a place more akin to a monastery. Today, travelers from 
  Xopatl and Innazpa both visit the fort to learn mystical 
  techniques from the resident sages in a process that 
  requires temporarily drawing an individual’s soul from 
  their body in hopes of achieving enlightenment.
  Yanti Iñulde: The hometown of the last hero-god born 
  in Xopatl, the city of Yanti Iñulde is now a religious center 
  for the nation’s people. The city holds dozens of temples 
  to various deities and hero-gods, some whose names have 
  been lost over the ages. The city holds a week of festivities 
  every year to revere all gods and demigods with a temple 
  or shrine in the city, whether they have active worshippers 
  or not.
  JOLIZPAN
  NG small city
  Corruption +1; Crime +1; Economy +4; Law –1; Lore +5; 
  Society +7
  Qualities broad-minded, magically attuned, prosperous, 
  unique magic
  Danger +5
  DEMOGRAPHICS
  Government council
  Population 7,840 (5,500 humans; 700 skinwalkers; 
  500 halflings; 300 orcs; 200 dwarves; 200 wyrwoods; 
  150 half-orcs; 290 others)
  NOTABLE NPCS
  Head Botanist Miraina Olviris (NG old female human 
  expert 6/wizard 11)
  High Mediator Jesolis Olviris (LG male human 
  aristocrat 4/investigatorACG 9)
  Lady of the Divine Blade Amircia Moldanos (NG female 
  skinwalker fighter 12; Pathfinder RPG Bestiary 5 233)
  MARKETPLACE
  Base Value 8,000 gp; Purchase Limit 100,000 gp; 
  Spellcasting 9th
  Minor Items 4d4; Medium Items 3d4; Major Items 1d6
  SPECIAL QUALITIES
  Broad-Minded: The citizens of Jolizpan are open, 
  friendly, and tolerant, and they react positively toward 
  visitors. (Lore +1; Society +1)
  Unique Magic: Jolizpan’s rare and distinct form of 
  magic draws a large amount of economic interest. 
  (Economy +1; Lore +4; increase base value by 50%; 
  increase purchase limit by 30%; increase spellcasting 
  by 2 levels; there is a 50% chance that any item 
  up to twice the community’s base value or lower 
  and a 25% chance that any item up to triple the 
  community’s base value or lower can be found for 
  sale in the community)
  67
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Yllaldo Castle: Built during the Age of Darkness, 
  this enormous structure was designed to act as a watch 
  point against any threats from Nalmeras to the south. 
  A sprawling network of tunnels extends beneath the 
  castle, containing dozens of rooms and passages that 
  haven’t been explored in millennia. Today, an order of 
  monks tends to the crumbling structure, doing their 
  best to keep the castle intact while constantly patrolling 
  stretches of the tunnels beneath to clear out those 
  terrors that still remain.
  Zilpatzi: As the nearby Manzinago Forest became 
  too dangerous to log, much of Zilpatzi’s economy 
  has suffered. The city originally focused on floating 
  caravans, using magically enhanced boats to travel the 
  rivers of Xopatl and sell lumber. These caravans have 
  now turned to offering delivery services that span 
  the continent, leading in some cases to months-long 
  voyages. Within the city, local legends claim that a 
  smoke dragon lives beneath the local church of Cihua 
  Couatl. Some residents have gathered to visit the 
  church catacombs in hopes of finding the dragon and 
  convincing it to destroy the Deepweave infestation in 
  the nearby forest.
  Ziplatna: This city is the northernmost of the three 
  Follower’s Rests that act as trade checkpoints between 
  Innazpa, Razatlan, and Xopatl. Ziplatna is a hub of 
  labor, and anyone in need of work can visit the city to 
  be assigned to one of the countless vessels that travel to 
  and from the port. The local laborer’s guild takes on the 
  massive task of providing every shipment with enough 
  hands to complete a successful delivery.
  JOLIZPAN AT A GLANCE
  Jolizpan, the City of Flowers, is wholly unique among 
  the cities of Xopatl. While it still is composed of the 
  typical stone structures found in all other Xopatli cities, 
  Jolizpan’s proximity to Tumbaja Mountain and the Veins 
  of Creation means plant life is an important focus for the 
  city. Arcane botanists used their abilities and the power of 
  the Veins of Creation to manipulate the plant life in and 
  around the city to create a settlement that can function 
  independently from the rest of the region. 
  Unique networks of large roots, vines, flowers, and 
  other plants allow the delivery of water to Jolizpan’s 
  citizens. These networks draw water from the nearby 
  Jolizpan River and transport it beneath the city to 
  specialized wells and artificial lakes, making access to 
  water easy for all. These same networks continually filter 
  waste and contaminants from Jolizpan’s water, negating 
  the need for a sewer system—which would be impossible 
  anyway, as digging beneath the city poses a risk to these 
  networks and the Veins of Creation. This filtration 
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  180 FEET
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  Jolizpan
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  68
  
  network is highly sophisticated, drawing whatever 
  nutrients and beneficial components it can from the 
  waste and returning them to feed the network’s plants 
  or serve as fertilizer for the city’s gardens. Any toxins 
  and detrimental elements are rushed beyond the city 
  into specific locations throughout the Jolizpan Forest 
  where unique plants can break down such substances 
  into usable components that are then cycled back into 
  the forest.
  A large canal surrounds the city, filled with water from 
  the nearby Jolizpan River. This canal helps channel water 
  in and out of the city and serves as a 
  natural barrier against the terrors of 
  Jolizpan Forest. 
  The city itself consists of stone 
  structures 
  based 
  on 
  Razatlani 
  architecture, but each building stands 
  on a unique foundation constructed 
  from plants. While these foundations 
  originally allowed the city’s botanists 
  to uproot and move buildings around as 
  needed to maintain the Veins of Creation, they 
  have now fallen inert, as the city lacks the proper 
  arcane resources for such undertakings.
  The majority of Jolizpan’s economy is based around 
  their exclusive wares. Though the Veins of Creation 
  no longer function, local botanists have found ways 
  to replicate the network on far smaller scales. These 
  small networks allow for the creation of plants capable 
  of receiving arcane programming similar to that of a 
  construct. These plants enable the Jolizpani locals to 
  craft unique objects, like boats with self-paddling oars 
  and shields that subtly move to protect the wielder’s 
  heart in the heat of battle. These unique creations 
  give Jolizpan a significant amount of economic 
  influence, and outside traders frequently visit or send 
  shipments to the city in hopes of earning an opportunity 
  to commission one of these wares. The breakdown of 
  the Veins of Creation has prevented Jolizpan from 
  increasing production of these magical items, however, 
  and they remain a rarity outside of the City of Flowers.
  The people of Jolizpan are unlike those found within 
  the rest of Xopatl. As many people remain either in the 
  city or Jolizpan Forest for the majority of their lives, 
  most citizens learn to get along with their neighbors. 
  Neighboring homes create tight-knit communities 
  that freely support each other, both emotionally and 
  financially. Many homes find themselves stuffed with 
  two, three, or even more families as some communities 
  grow exceptionally close and move freely through each 
  other’s homes. In cases where tensions run high or 
  particular citizens find that their community is not a 
  suitable fit, multiple communities come together to 
  find them a better home. In some cases, entire families 
  exchange homes to find a better fit for themselves among 
  other communities.
  Jolizpan’s Districts
  Jolizpan’s unique position as the main nexus for the 
  Veins of Creation required careful planning and plenty of 
  changes over the centuries. As botanists’ understanding of 
  the arcane network improved, so did the arrangement of 
  the city to accommodate the specific needs of the Veins 
  69
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  of Creation. As the needs of the network grew, Jolizpan 
  rearranged its layout and that of the outgoing Veins of 
  Creation to maximize output and prevent any blockages 
  or arcane mishaps. When the Veins of Creation failed after 
  the death of Aroden, the arcane botanists found themselves 
  unable to further move the city, and so Jolizpan remains 
  in its current arrangement. These five distinct districts 
  are all approximately equivalent in size, separated by large 
  thoroughfares made from the manipulated roots of the 
  kumaru tree.
  The Bloom: The city’s westernmost portion is its main 
  residential district, where most people live within small 
  hub communities. These communities are centered 
  around shared green spaces filled with gardens, which 
  provide fruits and vegetables while also serving as perfect 
  gathering spots for local festivities.
  The Garden: The Garden district lies between the Grove 
  and the Topiary. The Garden houses the primary markets 
  of the city, including general stores and more specialized 
  shops. These shops usually sell wares imported from 
  greater Xopatl as well as certain wares from local artisans 
  and crafters. Having an item for sale in the Gardenis a 
  great honor, as the specialized shops must pay the crafter 
  a fee to sell their products, and therefore shop owners 
  tend to pick what they consider the best of the best to put 
  up for sale.
  The Grove: The central district serves as the home for 
  much of Xopatl’s entertainment. Bars, dance halls, and 
  gathering places of all types fill the Grove. While there 
  are usually minor festivities taking place on any given 
  day, the Grove comes to life on notable holidays, with 
  businesses keeping their doors open for several days 
  straight during weeks of celebration.
  The Hive: Located between the Bloom and 
  the Grove is the city’s main commercial district, 
  the Hive. The Hive is home to vendors of all kinds, 
  including artists, cooks, crafters, and smiths. Vendors’ 
  wares spill out into the streets, allowing passersby to 
  inspect a potential purchase or sample a bit of food that 
  catches their attention.
  The Topiary: The city’s easternmost district is the 
  seat of its government. In addition to the city hall 
  and other government structures, the Topiary 
  is also where many of the city’s churches and 
  shrines are located. Of particular note are the 
  churches of Abadar, Cihua Couatl, Kazutal, 
  Pharasma, Sarenrae, and the various 
  shrines to Xopatl’s saints.
  city locations
  The following are some of the most notable locations in 
  and near Jolizpan.
  1. Kimanéz Farm: This large farm is composed of 
  several layers of deep soil raised on living platforms 
  at regular intervals. These platforms 
  allow the farm to make do with the 
  small amount of space it has to grow 
  crops. Magically treated soil helps crops 
  grow at accelerated rates, allowing them 
  to provide enough food for the majority of 
  70
  
  the city’s residents. The structure at Kimanéz Farm was 
  originally designed to watch and oversee production, 
  though local botanists have recently turned into a 
  makeshift laboratory for their research. As the botanists 
  have recently lost access to their main facility at the Blue 
  Gardens of Tlil (see page 5), they are making do with what 
  they have at this location.
  2. Almidro Park: The largest park in the city hosts 
  hundreds of visitors daily. In addition to nearby residents 
  visiting the park, many locals from other districts come 
  here to walk among the amazing trees and plants that 
  grow exclusively in Almidro Park. A monthly gathering 
  at the park encourages locals to visit and learn about 
  the plants currently in bloom as well as the fauna that 
  live within the park. Children in particular are fond of 
  visiting the park, especially with the recent claim that a 
  magical flower near the lake takes them underground to 
  visit a beach filled with colorful sand.
  3. Jolizpan Docks: Resting on the western Jolizpan 
  River, the city docks are the city’s safest connection with 
  the rest of Xopatl. Using boats made from magically 
  treated wood, the local fisherman and ship captains 
  can travel downstream to Lake Tapipallati and reach 
  the rest of the western part of the nation. Traveling the 
  lake to reach the rest of the region is a lengthy process, 
  however, and many captains have formed a union in 
  hopes of gaining traction with the city council to create 
  new inland waterways.
  4. Limariz Academy: While Jolizpan has many 
  schools throughout the city to serve its several 
  districts, the Limariz Academy is the largest. This 
  preparatory academy focuses primarily on the sciences, 
  with a clear emphasis on botany and biology. Many 
  of the academy’s graduating students continue their 
  education at the local Kimanéz University. The academy 
  holds a semiannual exhibition where all students are 
  encouraged to present a project of their choosing, 
  ranging from art pieces to science experiments. The 
  academy sees this an opportunity for the greater 
  community to learn from the up-and-coming youth, 
  and several students have found their projects heralded 
  for their creativity and innovation.
  5. Jolizpan Commune: Local artists tend to share 
  their tools and materials freely, but some intentionally 
  choose to share spaces and work together. This set of 
  buildings is constantly filled with artists of all kind, 
  rotating in and out at their muses’ whims. Several sets 
  of tools are available for anyone to use, left here over 
  the decades by names now forgotten. Of particular 
  note are a group of artists known as the Sundown 
  Disciples, who have been hard at work on a single piece 
  for several years, though no one outside of the group 
  knows anything about what it is.
  6. Kimanéz University: Originally established by 
  Rimarino Kimanéz, one of the early botanists who helped 
  establish the techniques used to manipulate the Veins 
  of Creation, this large school still teaches the magical 
  botany techniques that are important to Jolizpan. Since 
  the deactivation of the Veins of Creation, the school’s 
  curriculum has shifted to the small-scale plant networks 
  that are currently in use, while expanding to other focuses 
  like arcane theory and mathematics. The dean of the 
  botany department is Head Botanist Miraina Olviris (see 
  page 58). Olviris has her own small laboratory on campus 
  that she uses to further her research, where she allows her 
  top students to experiment as they see fit.
  7. Umbarez Plaza: This plaza is the largest gathering 
  spot in the city, populated by visiting individuals, families, 
  and partners on most evenings. The plaza’s unique plants 
  bloom in the evening, attracting thousands of fireflies 
  that light the plaza. Local vendors stroll through selling 
  snacks and treats to the visitors. On holidays, the plaza 
  fills and the air rings with the chatter of locals, songs of 
  musicians, and the sound of dancing feet.
  8. The Free Oven: This large, open-air kitchen is the 
  pinnacle of glory for the cooks of Jolizpan. A monthly vote 
  by locals and critics determines which local restaurant 
  earns the honor of taking the Free Oven for the upcoming 
  month. Locals trust these votes as a sign of the food’s 
  quality, and hundreds flock to the Free Oven at the 
  beginning of every month for a taste from whichever 
  restaurant currently occupies the coveted spot. Particularly 
  high-quality or popular restaurants can hold the Free Oven 
  for several months in a row, but regardless of how long an 
  establishment holds the Free Oven, it usually sees a large 
  boost in customers for several months afterwards.
  9. Couatl Stadium: This lush field is home to the 
  local boundball team, the Couatls. The stadium seats 
  up to a thousand fans, though it has not seen that many 
  in decades, as the dangers of the Jolizpan Forest make 
  it difficult for any other teams to visit for matches. The 
  stadium has fallen to disrepair over the years, but rumors 
  of the creation of new teams and a local league are 
  inspiring hope for the revival of the stadium.
  10. Jolizpan Gardens: The largest botanical garden in 
  the city is constantly filled with beautiful flowers and 
  foliage. The plants in the garden are specifically chosen 
  to always have at least one species in bloom at any point 
  during the year. The garden is angled at a downward slope, 
  sunken far into the ground, creating a unique formation 
  that allows visitors to see a small part of the now-inactive 
  network of the Veins of Creation running beneath the 
  city. The gardens are also the main location for the city’s 
  largest festival, the Festival of Blossoms, where thousands 
  of flowers bloom at once on the spring equinox, to much 
  joy and celebration.
  71
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  11. Museum of the Saints: This ancient building is 
  reinforced with hundreds of pounds of pure adamantine 
  and is believed to have been created by a hero-god shortly 
  after Xopatl’s creation. Jolizpan’s citizenry is in constant 
  disagreement as to whether they should dismantle the 
  building for its precious adamantine, but so far, the 
  structure has remained intact. The building houses 
  artworks, relics, writings, and other historical artifacts 
  held from as far back as the establishment of the Veins 
  of Creation. The exhibits here are on constant rotation, 
  trading out with exhibits from other museums across 
  Xopatl. The current exhibit is the Blade of Vinarimos, 
  an intelligent dagger that once belonged to the mighty 
  Xopatli general, Junatsi Vinario, who used the dagger at Yan 
  Ulvedro’s Fort against an army of sahuagin raiders. The 
  former owners of the blade explained that it had expressed 
  its desire to visit every city in Xopatl and have relinquished 
  their ownership to help the dagger achieve its goals. 
  12. Garden Circle: The center of the Garden district 
  is a large, open-air market. Stands clutter the circle on 
  any given day, and it becomes almost impossible to 
  navigate during the weekly Garden Market, when 
  hundreds of local vendors’ stands fill the circle 
  from sunrise to sunset. Savvy shoppers 
  know to wait for the final hours of the day, 
  when haggling becomes most effective.
  13. Statue of the Lost Heroes: With 
  the end of the Age of Darkness, 
  Xopatl lost many of its saints, and 
  ordinary heroes rose to guide the 
  fledgling nation. In most cases, these 
  heroes were merely mentors, providing 
  their sage advice to help the nation prosper, 
  but some of these heroes gave their very lives to 
  defend the populace of Xopatl. The large statue in the 
  center of Humbartlí Park stands in honor of one group 
  of these heroes. A half-dozen adventurers known as the 
  Band of the First Couatl traveled much of Xopatl slaying 
  dangerous beasts and keeping natural menaces away 
  from the citizenry. They met their greatest challenge in 
  the form of a vile creature named the Lord of Stolen 
  Flame, a terrifying horseman with a cockatrice’s head 
  that rode a cauchemar nightmare. The Lord of Stolen 
  Flame traversed the countryside, unleashing Hell’s 
  minions in his wake; many stories claim that he was in 
  fact Asmodeus in disguise. The Band of the First Couatl 
  struck down the horseman just outside of Jolizpan, and 
  as the Lord of Stolen Flame was pulled into a Hellish 
  rift, he cursed the band. The group was turned to stone, 
  and all attempts to restore them have failed. The six 
  were placed within the city to honor their bravery and in 
  hopes that some day they might yet be restored. 
  14. Jolizpan Bank: The largest bank in the city also 
  acts as the local church of Abadar, god of charity, 
  commerce, and trading. The bank houses large vaults 
  as well as personal security boxes to hold the majority 
  of Jolizpan’s valuables. While this includes the likes of 
  gold, jewels, and other objects of monetary value, the 
  city’s large artistic and scientific communities also keep 
  many of their personal belongings in the bank’s vaults. 
  This includes incomplete works of art with sentimental 
  value, research notes, and valuable local recipes. The rise 
  of dangers in Jolizpan Forest has made it difficult to trade 
  outside of the city, and the Abadaran clerics are doing 
  their best to expand the city’s reach beyond the forest. 
  The most successful attempt so far has been a unique 
  conjuration network through magical gates that allow 
  the bank’s customers to access their funds and valuables 
  from great distances. Slowly, this functionality has begun 
  to expand to other banks throughout Xopatl, allowing 
  exchange without the need for travel, though the security 
  concern of allowing constant access to personal safes has 
  prevented the system from becoming widespread.
  Ah Pook
  The Destroyer
  NE god of death, destruction, and the moon
  Domains Darkness Death, Destruction, Evil, 
  Void
  Subdomains 
  Catastrophe, 
  FearBotD, 
  IsolationBotD, Loss, MoonBotD, Sahkil 
  (page 61)
  Favored Weapon terbutjeUE
  Symbol a skull with a crescent eclipse
  Sacred Animal maggot
  Ah Pook is a vile god who preys on the fears 
  of mortals, twisting their doubt and insecurity 
  until they ultimately self-destruct. This self-
  destruction can be physical, psychological, or social, 
  with many victims ruining the lives of others around 
  them alongside their own. This process usually results 
  in victims losing their loved ones, leaving them even 
  more isolated and miserable, a result Ah Pook revels in. 
  Ah Pook has many followers throughout Arcadia, each 
  committed to corrupting the thoughts of others on their 
  god’s behalf. Many sahkils also serve the Destroyer, 
  as it allows them greater opportunities to further the 
  fears of mortals. Arcadians are well aware of Ah Pook’s 
  machinations, and even less destructive fears are seen 
  as the god’s work. Common anxieties and worries are 
  usually countered by small prayers to ward off Ah Pook, 
  in hopes of relieving these thoughts. The commonality of 
  such fears has earned Ah Pook several names throughout 
  Arcadia, with those living near Xopatl and Innazpa 
  referring to him as Ohachtsik.
  72
  
  15. City Hall: This large building serves as the city’s 
  civic center, with the majority of bureaucratic processes 
  taking place within its walls. The city hall holds monthly 
  open forums for the citizens to voice their opinions on 
  important local matters and a weekly meeting to handle 
  smaller issues. Each district has five volunteer councilors 
  who act on behalf of that district’s desires, and the 
  process of councilors presenting issues relevant to their 
  districts and proposing arguments or solutions forms 
  most of these weekly meetings. The ultimate decision 
  as to how to act upon these issues falls on the three 
  high council members, themselves elected by the 
  volunteer councilors from among their own ranks. 
  High councilors are free to retain their positions 
  for as long as they remain elected. The three current 
  high councilors are the leader of the guard, Amircia 
  Moldanos, who represents the city’s security 
  and stability interests; Head Botanist 
  Miraina Olviris, who represents the city’s 
  infrastructure interests; and Miraina’s 
  son, High Mediator Jesolis Olviris, who 
  acts on behalf of the citizens. 
  16. Jolizpan City Guard: Jolizpan’s 
  city guard makes its headquarters 
  here. Led by Lady of the Divine 
  Blade Amircia Moldanos, the guard 
  members patrol the city to contend 
  with any local crimes, while also 
  keeping watch over the outskirts 
  of the city and the nearby Jolizpan 
  Forest. As danger from the forest’s 
  monsters has outpaced criminal 
  activity within the city itself, the 
  city guard was stretched too thin to 
  handle both, and has since elected to 
  limit its activity to only areas within the 
  city borders. The guard’s headquarters 
  also holds a prison to manage Jolizpan’s 
  criminal elements. This prison has a large 
  focus on the rehabilitation of its prisoners, 
  and many of these prisoners are put to 
  work during their sentences. The work 
  can range from manual labor to local 
  apprenticeships or even as a speaker 
  in local schools, and it is compensated 
  at a full living wage, though a prisoner 
  receives only a portion of this wage 
  during their sentence. This portion can 
  be used to purchase small amenities 
  for a prison cell, such as a 
  personal library or 
  art supplies. The 
  remainder 
  of 
  the 
  wages are given to the prisoner upon their release to 
  allow for an easier reintegration into society. In the 
  unfortunate case where a prisoner perishes during a 
  sentence, the wages are given to the prisoner’s family or, 
  in cases of prisoners without beneficiaries, donated to a 
  local scholarship.
  17. Library of the Roses: The largest library in the 
  city serves a dual purpose. In addition to its role as a 
  typical library, providing books, records, and tomes as 
  needed, the building also acts as a 
  seed library—a living repository of 
  all flora planted and grown throughout 
  Jolizpan’s history. Visitors use the plants 
  within to maneuver the towering bookcases 
  and large shelves of the library, with large 
  vines lifting and lowering visitors across the 
  various floors as needed. Unfortunately, 
  the older plants’ reliance on the Veins 
  of Creation has made many seeds 
  impossible to grow at present, 
  though local botanists continue 
  their efforts to restore both the 
  network and these plants.
  18. Jolizpan Outskirts: Not 
  all of Jolizpan’s residents live 
  within the city boundaries. 
  Many citizens are content 
  to makes their homes 
  just outside of the city’s 
  surrounding canal and 
  travel in and out as 
  necessary. This quieter 
  lifestyle 
  has 
  become 
  rarer 
  in 
  recent 
  years. 
  Without the Veins of Creation 
  and the defenses they provided, it’s 
  become more dangerous to live 
  outside of the city. As such, many of 
  the buildings on the outskirts of the 
  city lie abandoned or have become 
  homes to creatures from the nearby 
  forest. Many who still reside on the 
  outskirts have gained a reputation as 
  particularly skilled monster hunters. 
  The city guard has even hired some 
  of these hunters to aid in the constant 
  effort to defend the city from outside 
  threats. While this tactic has proven 
  effective, the monster hunters 
  have begun to increase 
  the cost of their services, 
  a development that has 
  soured their relationship with the guard.
  73
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk The 
  Passage
  Bestiary
  
  Barzahk, The Passage
  The death rattles pried from dry lips shine bright as lighthouses to 
  those who walk between life and death, offering navigation sure as 
  stars to those who know the old routes. The Dead Roads between 
  life and death are contemptuous things that defy the purpose of the 
  cosmos, and yet they must exist if psychopomps would reap their 
  grim harvests. But the Hands of Death guard their secret paths 
  jealously and banish trespassers with apparent ease. Few realms of 
  creation are so tightly monitored or so effortlessly secured as the 
  domain of Barzahk the Passage, psychopomp usher of vigils. There 
  is, I can surmise, only one explanation for this efficacy: Barzahk is not 
  merely the keeper of the Dead Roads. Barzahk is the Dead Roads.
  —Tabris the Chronicler, Concordance of Rivals
  74
  
  W
  hile every soul in creation instinctively knows 
  the tug of the River of Souls—strange tide and 
  home shore all at once—few have cause to know 
  the Dead Roads, which psychopomps 
  travel to reach the mortal planes and 
  attend to their duties. These cosmic 
  pathways, which guide souls away from 
  the Boneyard, are antithetical to creation, 
  and their existence and maintenance 
  falls to a small army of psychopomps, 
  atypical outsiders, fey, and their ultimate 
  master, the psychopomp usher Barzahk. 
  Despite their meandering and their 
  wandering attention, Barzahk is a 
  uniquely powerful usher, capable of 
  shedding travelers from their domain 
  as a dog might shake water from its 
  fur. While the established Dead Roads 
  lead to distinct times and places in the 
  Material Plane, the Passage can open new 
  paths as well—either creating new roads 
  or revealing long-forgotten pathways 
  hidden from all other eyes. Hidden 
  doors into the Boneyard would normally 
  leave the plane vulnerable, but Barzahk’s 
  oversight and the relative obscurity of 
  these winding routes have thus far kept 
  most invaders at bay. More powerful 
  outsiders are able to cast plane shift at 
  will, while lesser agents cannot escape the 
  watching eyes of the Roads’ innumerable 
  crows and whippoorwills, who, stories 
  claim, trade their gossip and findings to 
  the usher.
  Barzahk’s origins remain a mystery even among 
  psychopomps. Most ushers spawn from a mortal need or 
  fear related to death, but Barzahk instead spawned from 
  the needs of psychopomps. Most believe that the distant 
  usher is a manifestation of the Dead Roads themselves, a 
  consciousness that can focus themself in only one or two 
  places at a time along its impossibly large cosmic scale. 
  More esoteric scholars believe Pharasma wove the Dead 
  Roads from the veins and vessels of a god that died in 
  a previous incarnation of the cosmos, and Barzahk is all 
  that remains of the predecessor’s divine nature. Whatever 
  the truth, the Passage is intimately bound to the paths 
  they protect and rarely journeys beyond them, even 
  exhibiting a unique agoraphobia when pressed beyond 
  familiar roads by threat or duty.
  PERSONIFICATION AND REALM
  Barzahk manifests as an enormous corvid—a crow, raven, 
  or jay—with arms, swathed in a ragged cloak and carrying 
  a key and keyhole. Their voice changes frequently, often 
  sounding like a chorus as they speak. Many believe they 
  present this form as a simple puppet, crafting it from 
  the countless ravens and other birds that 
  watch the Dead Roads, and that Barzahk 
  themself is either the entirety of the Dead 
  Roads or a force that manifests in that 
  strange place, similar to a genius loci.
  The Dead Roads are an unusual realm. 
  Like a Transitive Plane, they snake through 
  creation, connecting the Boneyard to 
  various points on the Material Plane. The 
  appearance of the roads varies heavily, 
  with stretches of humble packed dirt, 
  paved highways, and marvelous bridges 
  that span impossible distances. To either 
  side of any path, steep, fog-shrouded 
  banks drop away and deposit anyone 
  who wanders from the path back at their 
  point of departure. Way stations across the 
  winding ways act as anchors to maintain the 
  routes and as guardians against trespassers; 
  creatures without the approval of a way 
  station’s guardian cannot pass a length of 
  the Dead Roads, instead finding themselves 
  returned whence they began. This network 
  of guardians and informants helps secure 
  this vulnerable route into the Boneyard, 
  and after countless millennia of existence, 
  no outsiders have learned to trace the 
  Dead Roads back to the Boneyard without 
  Barzahk’s permission.
  On their infrequent travels to the mortal world, Barzahk 
  manifests as a stooped-over traveler of indeterminate 
  gender, bent beneath the weight of a heavy pack and 
  leaning on a willow branch. They often beg charity from 
  roadhouses and inns, leaving rewards for those who offer 
  even a pittance and delivering harsh curses for those with 
  no room or mercy for wanderers fallen on hard times. 
  Ustalavic custom encourages inns to set aside a bowl of 
  porridge or pottage each night for the weary traveler, 
  though this just as often goes to satisfy local fey appetites 
  instead. Either way, the result is good fortune and grateful 
  gifts as often as ants.
  DOGMA AND WORSHIPPERS
  As a servitor of psychopomp needs, Barzahk has few mortal 
  worshippers, though they have many admirers, servants, and 
  even worshippers among psychopomps and duskwalkers. 
  Most of their honor and worship comes secondhand 
  through the faithful of Pharasma. This arrangement serves 
  the itinerant usher well, as priests demand attention and 
  spells granted—commitments Barzahk finds troublesome 
  BORNE BY  
  THE SUN’S  
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  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  75
  To open  
  a way  
  is to open  
  a soul.
  —Songs of Passing
  
  and frustrating. Those few mortals who pray to Barzahk 
  directly must make peace with the fact that their god may 
  sometimes not reply to prayers for days at a time, as these 
  obligations are often forgotten in favor of new sights and 
  sounds that have caught Barzahk’s attention.
  Barzahk accepts only clerics and other faithful who have 
  both been lost and experienced loss themselves. This loss 
  may be literal—former caravaneers, sailors, or travelers 
  who lost their way and lost crewmates in their travelers—
  or more figurative. Many clerics and inquisitors hail from 
  those who lost their own way, such as their faith, their 
  place in the world, their will to live, following the death or 
  disappearance of a loved one. This experience encourages 
  personal growth and defining of the self by one’s own 
  metrics, rather than by relationships with the world. All 
  things die, after all.
  Barzahk’s mortal worshippers take time to tend 
  to travelers and lost things, often feeling a need to 
  step in and assist when their deity loses track of their 
  responsibilities. Most have returned from the dead, and 
  many of their duties involve tending to others raised 
  from the dead. More grimly, Barzahk’s warpriests and 
  inquisitors hunt those who return from the Boneyard 
  unbidden; some of the few evil worshippers among those 
  faithful to Pharasma and her ushers are drawn to this role.
  TEMPLES AND SHRINES
  Worshippers of the Passage establish small roadside 
  shrines where travelers can pray. The best supplied of these 
  hold stores of blankets, clean water, firewood, flint, rations, 
  and other necessities for weary and desperate travelers, 
  alongside curious bird-shaped carvings and key-shaped 
  walking sticks. Many large temples of Pharasma feature 
  small chapels to the ushers, with Barzahk among them, 
  and those praying for a lost friend’s safe return or to draw 
  a departed soul back from the Great Beyond select these 
  shrines for their meditations. Few freestanding temples 
  to the Passage stand on the Material Plane, though many 
  dot the Dead Roads themselves, erected by zealous way 
  station guardians hoping to earn the usher’s favor. On rare 
  occasions, Barzahk has found these creations awkward 
  or revolting and shuddered them from their domain, 
  dropping them haphazardly into lost reaches of the 
  Boneyard or onto the Material Plane.
  A PRIEST’S ROLE
  Those who lead Barzahk’s worship on the Material 
  Plane often serve within temples of Pharasma, acting as 
  special liaisons for those who arrive from the Boneyard. 
  They greet, inform, and tend to psychopomps who 
  arrive on the Material Plane to enact the Gray Lady’s 
  will. They also counsel souls returned from the dead 
  via resurrection and other magic, easing their transition 
  76
  
  back into the living world. Few realize that death 
  causes a bevy of changes in the living world, from 
  consequences for property rights and legal identity, 
  to the mourning, resolve, and ultimately growth 
  in survivors, and a Barzetic is expected to help the 
  resurrected navigate these complex waters as they 
  reacclimate to life. Despite the importance of these 
  roles, these worshippers are rarely called upon; the 
  arrival of death’s servants or resurrected souls is a rare 
  and momentous occasion, and most faithful of Barzahk 
  attend these duties perhaps once or twice in a lifetime.
  With their primary duties also among their rarest, 
  priests of Barzahk busy themselves organizing vigils and 
  pilgrimages on behalf of Pharasmins. Cartography and 
  surveying are common pastimes, with priests leading 
  pilgrimages and long journeys or taking sabbaticals to 
  serve as navigators. Many also dabble in investigations, 
  given their god’s purview and patronage of lost things, and 
  they may assist individuals or law enforcement in finding 
  missing persons. Most are well travelled, journeying 
  between major cities and small towns annually, or else 
  giving in to wanderlust every few years and pulling up 
  roots to move to a new location entirely.
  Barzahk supports an entirely different caste of faithful 
  in the Great Beyond. The Passage appoints various 
  outsiders—primarily psychopomps, but occasionally 
  various “fallen” outsiders of other realms, fey, and even 
  the rare mortal—as guardians over the way stations 
  scattered throughout the Dead Roads. Way stations are 
  minor realms all their own, growing and changing over 
  time to mirror the needs of their masters, who can bar 
  creatures from traveling their stretches of the Dead 
  Roads. Most of these way station masters are little more 
  than toll collectors watching seldom-traveled paths, and 
  consequently they tend to be creatures who take solace in 
  isolation. Many can be cantankerous or slow to receive 
  visitors, demanding strange favors in exchange for the 
  stamp of passage that allows a traveler to continue. A rare 
  few are powerful outsiders in their own right, using their 
  position to gather ephemeral power and over the eons 
  grow to rival even yamaraj psychopomps.
  HOLIDAYS
  Barzahk views time as relative, as they do space; 
  everywhere on a world is simultaneously another day 
  and time. With this perspective, the celebration of 
  specific dates is anathema, and most clerics of the 
  Passage recuse themselves from celebrating holy days, 
  anniversaries, and other recurring events. This dictum 
  does not extend to the casual faithful, and clerics in 
  residence at a Pharasmin temple are still expected to 
  contribute to preparations for the Day of Bones and the 
  Procession of Unforgotten Souls.
  APHORISMS
  While Barzahk is an inconstant divinity, some sayings and 
  philosophies remain consistent through their teachings.
  No road ends, so long as it is trod: Faithful of Barzahk 
  respect the journey far more than the destination, and 
  they commonly use this phrase to acknowledge that any 
  movement on a difficult task—even despite temporary 
  setbacks—is better than nothing at all. It is also commonly 
  used to respect a departed soul’s legacy by continuing the 
  individual’s work.
  What will be lost today?: A humble greeting among 
  Barzahk’s faithful encourages those they meet to be 
  mindful of whatever they hold precious. The assumption 
  is that all roads demand tolls—whether coin or time or 
  blood—and to pay mind to those things valuable to you, 
  lest they serve as payment for passage. It also encourages 
  faithfuls to appreciate what they have, for fate can snatch 
  away anything without warning.
  HOLY TEXT
  The Passage has no formal holy text, but most of Barzahk’s 
  faithful find their deity’s wisdom in the Songs of Passing, 
  a rambling epic poem penned by the pilgrim and priest 
  Sister Chiemelie Umbar, who spent her life walking 
  overland from the southern tip of Garund to the Crown of 
  the World in a journey she claims was inspired by the usher. 
  The poem describes not only the people and places she 
  visited, but also weather conditions, dreams, and wisdom 
  she gleaned from the experience, ultimately providing a 
  valuable example of finding relevance in all things and 
  appreciating what exists as time imposes a constant cycle 
  of change—in effect, every moment is death for what 
  came before. Umbar’s final fate is never recorded in the 
  Songs, but most agree she became a powerful psychopomp 
  upon death and continues her endless sojourn across the 
  cosmos, collecting wayward souls for the Boneyard.
  RELATIONS WITH OTHER 
  RELIGIONS 
  Barzahk travels and shirks their duty as a matter of course, 
  so they have few permanent ties. They respect and honor 
  the goddess of death, Pharasma, and exist because of her. 
  The Lady of Graves seems to be the only being in creation 
  capable of drawing Barzahk’s attention on command 
  and holding it for more than a few minutes. Despite this 
  adoration, the Passage exhibits little responsibility or 
  fealty to even Pharasma’s needs when not in her presence. 
  Among their fellow ushers, Barzahk works alongside 
  Ceyannan and the Pale Horse—the servants of both tread 
  the Dead Roads more than most, so the ushers convene 
  from time to time to ensure those creatures’ passage is 
  swift and unfettered. Barzahk also holds some personal 
  fascination with Mother Vulture and visits her frequently. 
  77
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Some claim that the Passage asks their flesh-devouring 
  sister to occasionally prowl the Dead Roads and sweep 
  away way station guardians who no longer serve their 
  intended function.
  Barzahk shares some kinship with other demigods of 
  travel, lost things, and those afflicted with wanderlust, 
  such as the Black Butterfly and Ssila’meshnik, though 
  these 
  relationships 
  are 
  just 
  as 
  often adversarial. Ssila’meshnik in 
  particular is an object of frustration to 
  the Passage, as the unbound freedom of 
  the protean lord and their coming 
  and going in the Boneyard without 
  respect to the established paths 
  smacks of a snub. 
  The only being in creation Barzahk 
  holds any permanent and unchanging 
  relationship with is the Horseman 
  Charon, whom the Passage deplores 
  and works to undermine whenever 
  the opportunity presents itself. The 
  usher resents this dark traveler 
  and the corruption of movement 
  he represents. Barzahk believes 
  travel should encourage growth 
  and maturation, but Charon’s 
  ministrations 
  funnel 
  souls 
  into corruption and destruction. 
  This enmity extends—as it does 
  for most ushers—to undead and 
  daemons, which represent vile 
  corruptions of the soul’s journey 
  and fulfillment.
  SPELLCASTING
  Clerics of Barzahk can cast 
  tireless pursuitAPG as a 1st-level 
  spell, teleport as a 5th-level spell, 
  and teleport circle as a 9th-level 
  spell. In addition, worshippers 
  of the Passage have access to the 
  following spells.
  KEYHOLE
  School transmutation; Level cleric 
  1, sorcerer/wizard 1, witch 1
  Casting Time 1 round
  Components V, DF
  Range touch
  Target one touched door or portal
  Duration 1 minute/level
  Saving Throw special (see text); 
  Spell Resistance no
  By touching a single door, gate, or other portal, you create 
  a keyhole where none existed before or double the size of 
  an existing keyhole. A conjured keyhole allows you to peer 
  through the door, though the limited perspective imposes a 
  –10 penalty on Perception checks to spot anything beyond. It 
  also allows a sealed door to be locked or picked if it could 
  not be before. Locking or unlocking such a door requires a 
  successful Disable Device check with a DC equal to the barrier’s 
  break DC + 10. Enlarging an existing keyhole allows viewers to 
  peer through to whatever lies beyond, even if the preexisting 
  keyhole did not allow it, and it reduces the Disable Device DC 
  to open or lock the door by 5.
  This spell does not normally allow a saving throw, but 
  magic doors and barriers can resist the effect with a 
  successful Will saving throw, as if they were carried by 
  their original creator.
    OPEN THE DEAD ROADS
  School conjuration; Level cleric 6
  Casting Time 1 minute
  Components V, S, DF
  Range touch
  Target up to one touched creature/level
  Duration 1 hour/level
  Saving Throw Will negates (harmless); 
  Spell Resistance yes
  To cast open the Dead Roads, you must 
  be in an area of fog or dim light. Upon 
  completion of the spell, swirling 
  mists part and deposit you and 
  any creatures you touched on 
  a nearby stretch of the Dead 
  Roads, a network of extraplanar 
  roadways. You can take up to one 
  creature per level, but all targets 
  must be touching each other. You 
  must specify a location known to 
  you or one of your travelers 
  as your destination when 
  casting this spell.
  When 
  traveling 
  the 
  otherworldly paths of the Dead Roads, 
  you move at a speed of 50 miles per 
  hour regardless of the terrain on the 
  Material Plane. Your own movement 
  speed does not change; you simply 
  arrive at distant destinations more 
  quickly because the Dead Roads offer 
  a shorter route. You can exit the Dead 
  Roads at any point before reaching your 
  destination by wandering off the path, 
  in which case you are usually returned 
  to your starting place. If this would place 
  78
  
  you within a solid object, you (and any creatures with you) are 
  shunted to the nearest empty space available.
  Because the Dead Roads occupy another plane, it is 
  impossible to spy on the Material Plane while using this spell 
  without additional spells or supernatural abilities.
  Open the Dead Roads can be used to travel to or from 
  the Shadow Plane, the Ethereal Plane, the Astral Plane, or 
  the Boneyard; any of these destinations requires 10 hours of 
  travel. Thanks to their unique nature, the Dead Roads can be 
  used to travel from any plane to the Material Plane—a trip 
  likewise requiring 10 hours—unless that plane normally bars 
  all extraplanar travel.
  Creatures you bring with you to the Dead Roads are not 
  obligated to follow you. If they wander off, there is an 80% 
  chance they arrive at a random point on the Material Plane 
  within 2d6×10 miles of your starting point, otherwise they 
  arrive in the Boneyard.
  OBEDIENCE
  The following describes the daily rite Barzahk’s followers 
  must perform to take full advantage of the Deific Obedience 
  feat, as well as the boons for the prestige classes found in 
  Pathfinder Campaign Setting: Inner Sea Gods.
  OBEDIENCE (BARZAHK)
  Walk a road for an hour and keep a constant eye out for signs of 
  fallen travelers or roadside graves. Tend to any of either you 
  find. Gain a +4 insight bonus on Knowledge (geography) and 
  Survival checks to find locations and avoid becoming lost, as 
  well as on saving throws against magic effects that would 
  force you to become lost (such as the maze spell).
  EVANGELIST BOONS
  1: Know Who Passed (Sp) alarm 3/day, perceive cuesAPG 2/day, 
  or speak with dead 1/day
  2: Wings of the Wanderer (Su) As a standard action, you can 
  assume the form of a giant raven (Pathfinder RPG Bestiary 6 
  240) as if using the spell beast shape II. While in this form, 
  you gain the raven’s scavenger extraordinary ability, a +2 
  insight bonus to AC, and a +3 insight bonus on Perception 
  checks. You can retain this form for 1 hour per HD you have; 
  this time does not need to be consecutive, but it must be 
  used in 1-hour increments. While in raven form, you can 
  increase or decrease your size as a standard action, as if you 
  had cast reduce person or enlarge person (self only); these 
  spells have their normal duration, treating your Hit Dice as 
  your caster level, but casting either consumes 1 hour of your 
  daily shapeshifting allotment.
  3: Terrain Dominance Your passage is rarely impeded by 
  landscapes or weather. For every 5 HD you have, you gain 
  one terrain dominance (Pathfinder RPG Advanced Player’s 
  Guide 266) as if you were a horizon walker; you do not need 
  to have the terrain mastery class feature to select a terrain 
  dominance. If you do not have a favored terrain bonus from 
  another source, treat your favored terrain bonus as +2 when 
  dealing with creatures native to the terrains over which you 
  have dominance; you do not otherwise gain the benefits of 
  favored terrain.
  EXALTED BOONS
  1: Prepared Traveler (Sp) adjuring stepUC 3/day, animal 
  messenger 2/day, or phantom steed 1/day
  2: Seasoned Traveler (Ex) You no longer take nonlethal 
  damage from moving at a hustle overland. You gain 
  Endurance and Nimble Moves as bonus feats.
  3: Into the Dead Roads (Su) Once per day as a full-round 
  action, you can open a door to the Dead Roads and guide 
  others with you to cross huge distances or travel the planes. 
  This duplicates the effects of a shadow walk or plane shift 
  spell, with a caster level equal to twice your Hit Dice. In the 
  case of a plane shift spell, the effect is not instantaneous, 
  instead requiring 2d6 hours of travel by foot to arrive at a 
  random point on the target plane.
  SENTINEL BOONS
  1: Find the Lost (Sp) tireless pursuitAPG 3/day, locate object 
  2/day, or follow auraAPG 1/day
  2: Studied Hunter (Ex) You are adept at tracking, 
  understanding, and assisting a specific kind of creature. 
  Select a creature type from the ranger’s list of favored 
  enemies. You gain a +2 bonus on Survival checks to track 
  creatures of this type or subtype, and on Diplomacy, Heal, 
  Knowledge, and Sense Motive checks regarding them. You 
  also gain a +1 dodge bonus to AC against attacks from 
  creatures of this type. For every 5 Hit Dice you have, you 
  can select one additional type or subtype to apply these 
  bonuses to, and at each such interval, the bonus gained 
  regarding any one studied type or subtype increases by 2 
  for skill checks and by 1 for AC. 
  3: Warden of the Ways (Su) You no longer need to drink, 
  eat, or sleep to survive, though you must still rest with only 
  light activity for at least 2 hours a day to renew your spells. 
  While on a road, pathway, or tunnel, you gain DR 4/—; 
  your GM has final approval over what qualifies as a road, 
  pathway, or tunnel.
  Customized Summon List
  Priests and clerics of Barzahk the Passage can use 
  their summon monster spells to summon the creatures 
  listed below, in addition to the normal creatures listed 
  in the spell’s description.
  Summon Monster III
  Entropic giant raven (Pathfinder RPG Bestiary 6 288, 240)
  Nosoi (Pathfinder RPG Bestiary 4 220)
  Summon Monster V
  Catrina (Pathfinder RPG Bestiary 4 218)
  Summon Monster VII
  Shoki (Pathfinder RPG Bestiary 6 222)
  79
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Bestiary
  “We held Pindle’s wake near the tomb’s entrance. We’d come too 
  far to go back to Ipeq for a proper funeral. Besides, Pindle would 
  have wanted it this way, for us to make our fortune in their honor. 
  So we trudged in once more, certain that the accident—a ceiling 
  tile that crushed our rogue—was just that: an accident. 
  “How wrong we were.
  “We came to know the true nature of the labyrinthine death trap 
  we were in when the floor suddenly gave way beneath Rodrigo’s 
  feet—beloved Rodrigo, may Pharasma guide him—and afterward 
  we heard that dry, mocking laughter echo down the halls. It soon 
  became clear that within this crumbling ruin, we were no longer 
  treasure hunters. No, this time, we were the hunted.”
  —Munar, sole survivor of Pharasma’s Favored, retired
  80
  
  T
  he bestiary for this Adventure Path volume 
  includes two new couatls—the verdant chicome 
  and the vengeful tletli—a new mortic (a type of 
  undead humanoid first introduced in Pathfinder Adventure 
  Path #139: The Dead Roads) combining the ruinous magic 
  of mummies and the architectural love of dwarves, the 
  musically inclined consoler of survivors known as the 
  calaca psychopomp, and the legendary psychopomp 
  usher and warden of the Dead Roads, Barzahk the Passage. 
  For convenience, Barzahk’s psychopomp usher traits are 
  included on this page.
  XOPATL ENCOUNTERS
  “Borne by the Sun’s Grace” takes the PCs to the distant 
  continent of Arcadia, specifically the nation of Xopatl, 
  Land of Promise. A gazetteer of Xopatl, including 
  more details on its inhabitants and the treasure to be 
  found in this ancient country, can be found starting on  
  page 62.
  The following random encounter table can be used 
  anytime the PCs are exploring the region of Xopatl. You 
  can use this table to roll random monster encounters 
  for PCs who may be lingering in Xopatl and require a bit 
  more treasure or XP in order to reach the recommended 
  level by the end of this adventure.
  Xopatl Encounters
  d%	
  Result	
  Avg.	CR	
  Source
  1–2	
  1d6	muhurus	
  13	
  Bestiary 6	196
  3–4	
  1	animal	lord	and	
  13	
  Bestiary 3	14,	
  	
  1d6	smilodons*	
  13	
  Bestiary 265
  5–7	
  1d4	thunderbirds	
  13	
  Bestiary 2	264
  8–10	
  1	ketesthius	
  13	
  Bestiary 5	150
  11–14	
  1d8	couatls	
  14	
  Bestiary 49
  15–18	
  1	fastachee	and	
  14	
  Bestiary 5 114,	
  	
  2d12	swan	maidens	
  	
  Bestiary 4 257
  19–23	
  1	wakandagi	
  14	
  Bestiary 5 273
  24–28	
  1d4	giant	sundews	
  14	
  Bestiary 6 258
  29–33	
  1d3	psoglavs	
  14	
  Bestiary 6 215
  34–39	
  1d6	taotiehs*	
  14	
  Bestiary 3 260
  40–46	
  1	tletli	couatl	
  14	
  See	page	84
  47–53	
  1d4	titanoboas	
  15	
  Bestiary 6 185
  54–60	
  1	isonade	
  15	
  Bestiary 5 147
  61–67	
  1d8	lukwatas	
  15	
  Bestiary 3 187
  68–73	
  2	royal	nagas	
  15	
  Bestiary 3 198
  74–79	
  1	gold	golem	
  15	
  Bestiary 6 140
  80–84	
  1	ypotryll	
  15	
  Bestiary 4 285
  85–89	
  1	chicome	couatl	
  16	
  See	page	82
  90–93	
  1	sun	giant	
  16	
  Bestiary 5 123
  94–97	
  1	saurian	
  16	
  Bestiary 6 247
  98–100	
  1	tunche	
  17	
  Bestiary 4 265
  *	Use	the	statistics	for	these	creatures	as	written,	but	present	
  the	creatures	as	jaguars	or	cougars.
  PSYCHOPOMP USHER TRAITS
  An usher rules a domain in the Boneyard. Ushers are 
  neutral outsiders with a minimum CR of 25. Ushers share 
  the following traits and have the psychopomp subtype 
  unless otherwise noted.
  • An usher’s natural weapons, as well as any weapon it 
  wields, are treated as epic and as though they have the 
  ghost touch special ability for the purpose of overcoming 
  damage resistance and immunities.
  • Immunity to ability damage, ability drain, charm, 
  compulsion, death effects, energy drain, and petrification.
  • Frightful Presence (Su): An usher can activate its 
  frightful presence as a free action as part of any attack, 
  special attack, spell-like ability, or by speaking aloud.
  • Summon Psychopomps (Su): Three times per day as a 
  swift action, an usher can summon a psychopomp or 
  combination of psychopomps whose total combined 
  CR is 20 or lower. This otherwise functions like the 
  summon universal monster rule with 100% chance of 
  success, and it counts as a 9th-level spell effect.
  • Walk with Death (Su): Ushers share an intimate bond 
  with Pharasma, goddess of death, and they cannot be 
  reduced below 0 hit points while in the Boneyard. Any 
  usher killed beyond the Boneyard dissolves into mist 
  and feathers, leaving behind any gear it carried, and it 
  is immediately restored to life (as true resurrection) in a 
  location of its choice within its domain. An usher can’t 
  use this ability again for 1 year.
  • Telepathy 300 feet.
  • An usher can grant spells as if it were a deity. Each usher 
  has a favored weapon and grants the Repose domain, 
  plus three other domains and four subdomains.
  In addition, a psychopomp usher gains the following 
  powers while in its realm (the statistics presented on the 
  page 90 do not include these abilities):
  • Heightened Awareness (Ex): An usher gains a 
  +10 insight bonus on Sense Motive checks and 
  initiative checks.
  • Mythic: An usher functions as a 10th-rank mythic 
  creature, including having the mythic power ability 
  (10/day, surge +1d12). It can expend uses of mythic 
  power to use the mythic versions of any spell-like 
  ability denoted with a superscript “M,” as if the ability 
  were a mythic spell.
  • Spell-Like Abilities: At will—discern location, fabricate, 
  polymorph any object (when used on objects or creatures 
  that are native to the realm, the polymorph duration 
  factor increases by 6), and rest eternalAPG; 1/day—miracle 
  (limited to physical effects that manipulate the realm 
  or to effects that are relevant to the usher’s area 
  of concern), true resurrection (the usher can use true 
  resurrection to restore slain outsiders to life).
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  81
  
  Couatl, Chicome
  The feathers of this winged serpent are hues of verdant green, 
  save for the crimson feathers on its head and crest. Its wings let 
  forth thin clouds of golden pollen and showers of dew.
  CHICOME	
  CR	16
  XP	76,800
  LG	Huge	outsider	(native)
  Init	+9;	Senses	darkvision	120	ft.,	detect chaos/evil/good/
  law;	Perception	+36
  Aura	resplendence	(1/2	mile)
  DEFENSE
  AC	31,	touch	14,	flat-footed	25	(+5	Dex,	+1	dodge,	+17	
  natural,	–2	size)
  hp	250	(20d10+140)
  Fort	+13,	Ref	+19,	Will	+21
  DR	10/cold	iron	or	evil;	Immune	acid,	disease,	poison;	Resist	
  cold	15,	electricity	15,	fire	15;	SR	28
  OFFENSE
  Speed	30	ft.,	fly	120	ft.	(poor)
  Melee	bite	+28	(2d8+15	plus	grab	and	poison)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	constrict	(2d8+10)
  Spell-Like	Abilities	(CL	18th;	concentration	+26)
  Constant—detect chaos,	detect evil,	detect good,	detect law
  At	will—detect thoughts	(DC	19),	ethereal jaunt,	invisibility,	
  plane shift	(DC	24)
  1/week—reincarnate
  Spells	Prepared	(CL	18th;	concentration	+27)
  9th—antipathy	(DC	28),	regenerate,	summon nature’s ally IX
  8th—control plants	(DC	27),	mass cure serious wounds,	repel 
  metal or stone,	whirlwind	(DC	27)
  7th—animate plants,	control weather,	heal,	transmute 
  metal to wood
  6th—greater dispel magic,	liveoak,	move earth,	transport 
  via plants,	wall of stone
  5th—animal growth	(DC	24),	awaken	(DC	24),	commune 
  with nature,	control winds	(DC	24),	hallow,	wall of thorns
  4th—antiplant shell,	command plants	(DC	23),	control water,	
  dispel magic,	freedom of movement,	repel vermin
  3rd—daylight,	dominate animal	(DC	22),	neutralize poison,	
  quench	(DC	22),	remove disease,	speak with plants
  2nd—animal messenger,	gust of wind	(DC	21),	lesser 
  restoration,	soften earth and stone,	warp wood	(DC	21),	
  wood shape	(DC	21)
  1st—calm animals	(DC	20),	charm animal	(DC	20),	detect 
  animals or plants,	entangle	(DC	20),	faerie fire,	obscuring 
  mist,	speak with animals
  0	(at	will)—create water,	detect magic,	know direction,	
  purify food and drink	(DC	19)
  STATISTICS
  Str	30,	Dex	20,	Con	25,	Int	18,	Wis	29,	Cha	27
  Base	Atk	+20;	CMB	+32	(+36	grapple);	CMD	48	(can’t	be	tripped)
  Feats	Alertness,	Dodge,	Empower	Spell,	Eschew	MaterialsB,	
  Hover,	Improved	Initiative,	Lightning	Reflexes,	Natural	Spell,	
  Spell	Penetration,	Widen	Spell,	Wingover
  Skills	Bluff	+31,	Fly	+20,	Intimidate	+31,	Knowledge	
  (geography)	+27,	Knowledge	(nature)	+27,	Perception	+36,	
  Sense	Motive	+36,	Spellcraft	+24,	Stealth	+20,	Survival	+32
  Languages	Celestial,	Common,	Draconic,	Druidic;	telepathy	100	ft.
  SQ	natural	form,	wild	empathy	+32
  ECOLOGY
  Environment	warm	badlands	or	ruins
  Organization	solitary
  Treasure	standard
  SPECIAL	ABILITIES
  Aura	of	Resplendence	(Sp)	A	chicome	constantly	radiates	an	
  aura	of	plant growth,	as	the	spell,	providing	enrichment	to	
  plants	within	a	half-mile	radius.	The	chicome	can	suppress	
  or	resume	the	aura	as	a	free	action.
  Natural	Form	(Sp)	Once	per	day	as	a	standard	action,	a	
  chicome	can	take	the	form	of	any	animal,	dragon,	magical	
  beast,	or	vermin	with	18	Hit	Dice	or	fewer.	This	functions	
  as	if	using	beast shape IV,	form of the dragon III,	magical 
  beast shapeUW,	or	vermin shape II, as	appropriate,	and	
  otherwise	counts	as	a	druid’s	wild	shape	ability	for	the	
  purposes	of	abilities	and	prerequisites.	The	chicome	
  can	maintain	this	form	indefinitely	and	can	end	the	
  transformation	as	a	free	action.
  Poison	(Ex)	Injury—bite;	save Fort	DC	27;	frequency 1/minute	
  for	10	minutes;	effect 2d4	Str;	cure 2	consecutive	saves.
  Spells	A	chicome	casts	spells	as	an	18th-level	druid,	but	
  cannot	swap	out	prepared	spells	to	cast	summon	spells.
  Wild	Empathy	(Su)	This	works	like	the	druid’s	wild	empathy	
  class	feature,	except	the	chicome	has	a	+6	racial	bonus	on	
  the	check.	The	chicome’s	effective	druid	level	is	18	for	the	
  purpose	of	determining	its	total	modifier	to	the	check.
  Chicomes are a powerful but gentle variety of couatl—
  winged serpentine outsiders who act as agents of lawful 
  good deities—whose purpose is to reestablish nature in 
  destroyed and ravaged lands, especially those that have 
  been recently cleansed of evil. Chicomes accomplish this by 
  way of powerful druidic magic and the cloud of restorative 
  pollen and dew that constantly drifts from their wings.
  Like other couatls, chicomes have varicolored feathers 
  and beautiful, glossy scales. The couatls' wing feathers 
  are typically shades of green or brown, but their crests 
  are always a brilliant crimson. Like for other couatls, the 
  feathers of chicomes are incredibly powerful magic items 
  when bestowed upon chosen mortals. Such a freely given 
  feather can be used as the material component for a planar 
  ally spell (see page 48 of the Pathfinder RPG Bestiary for 
  more details). In addition, if buried in at least 6 inches of 
  soil and undisturbed for 24 hours, the feather can be used 
  82
  
  as the material component to cast a hallow spell; the spell 
  effect tied to the hallowed site is always the enrichment 
  version of plant growth. By using a chicome feather in this 
  way, the caster need not expend the typical payment of 
  gold or other valuables required by the spell.
  A typical chicome is 40 feet long with a wingspan of 30 
  feet and weighs 5,500 pounds.
  ECOLOGY
  Chicomes typically show themselves only in the aftermath 
  of an incredible act of devastation or widespread 
  destruction, such as a massive battle or the razing of a 
  large settlement, and even then only if the couatl deems 
  the area in question worthy of being restored. Their exact 
  criteria for worthy lands are unclear; what is known is that 
  badlands chosen by one of these blessed sky serpents are 
  enormously enriched by the outsider’s presence. When a 
  chicome restores the balance of nature to a ruined area, 
  it cleanses the land of any residual toxins and contagions, 
  such as contaminated earth or water, and plants the seeds 
  of new life. If the restoration of healthy biomes is not 
  enough to draw nearby wildlife back to the region—
  or if all the local fauna has been exhausted—the 
  couatl uses its magic to coax animals from other 
  corners of the world to the fledgling environment.
  HABITAT AND SOCIETY
  Chicomes are strictly solitary creatures 
  who dwell in the lands that need their 
  help. While they are purifying a particular 
  region, chicomes periodically 
  take flight to survey the area 
  and 
  determine 
  whether 
  their 
  presence 
  is 
  still 
  justified. The couatls also 
  scout for worthy guardians 
  in the vicinity to take over 
  stewardship—typically 
  a 
  powerful awakened animal, 
  but sometimes a nemophilist 
  in 
  a 
  nearby 
  settlement. 
  These 
  individuals typically become druids 
  who learn their abilities from the 
  chicome, though anyone the couatl 
  deems worthy may serve as a steward of 
  such lands, regardless of the individual’s 
  magical prowess. Those who have received a 
  chicome’s blessing are sometimes referred to as 
  Children of the Chicome. If ever one such steward is 
  slain while protecting her pocket of wilderness, her host 
  chicome will return its child to life using its powers of 
  reincarnation. The steward is typically reborn as the 
  animal it most identified with in life.
  Though they may serve a range of lawful and good 
  deities, chicomes are typically agents of those gods 
  with an aspect of nature or life, such as Erastil or Cihua 
  Couatl (see page 66), or empyreal lords like Cernunnos 
  or Valani. Some chicomes may even serve neutral-aligned 
  deities such as Gozreh or Feronia. 
  Chicomes never serve deities, no 
  matter how noble, whose portfolio 
  includes the destruction of nature 
  or the spread of civilization, such 
  as Torag. Many chicomes serve no 
  deities at all and are dedicated only to 
  the primordial forces of nature.
  83
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Couatl, Tletli
  This massive flying serpent’s iridescent scales glimmer like opals, 
  and white-hot flames dance along the feathers of its burning wings.
  TLETLI	
  CR	14
  XP	38,400
  NG	Huge	outsider	(native)
  Init	+8;	Senses	darkvision	120	ft.,	detect chaos/evil/good/
  law;	Perception	+30
  DEFENSE
  AC	30,	touch	13,	flat-footed	25	(+4	Dex,	+1	dodge,	+17	
  natural,	–2	size)
  hp	200	(16d10+112)
  Fort	+12,	Ref	+16,	Will	+17
  Immune	fire;	Resist	acid	15,	cold	15,	electricity	15;	SR	25
  OFFENSE
  Speed	30	ft.,	fly	120	ft.	(poor)
  Melee	bite	+25	(2d8+11/19–20	plus	grab	and	poison),	
  2	wings	+20	(1d8+5	plus	burn	and	stoke	fire)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	breath	weapon	(50-ft.	cone,	12d6	fire,	Reflex	
  DC	25	half,	usable	every	1d4	rounds),	burn	(2d6	fire,	DC	
  25),	constrict	(2d8+11	plus	burn)
  Spell-Like	Abilities	(CL	12th;	concentration	+18)
  Constant—detect chaos,	detect evil,	detect good,	detect law
  At	will—detect thoughts	(DC	17),	ethereal jaunt,	invisibility,	
  plane shift	(DC	22)
  1/day—sunburst (DC	24)
  Spells	Known	(CL	12th;	concentration	+18)
  6th	(4/day)—holy word	(DC	22)
  5th	(6/day)—dismissal	(DC	21),	flame strike
  4th	(7/day)—dispel evil	(DC	20),	holy smite,	wall of fire
  3rd	(7/day)—daylight,	dispel magic,	fireball	(DC	19),	
  searing light	(DC	19)
  2nd	(8/day)—castigateAPG	(DC	18),	eagle’s splendor,	flaming 
  sphere	(DC	18),	gust of wind	(DC	18),	scorching ray
  1st	(8/day)—burning hands	(DC	17),	charm person	(DC	17),	
  comprehend languages,	magic missile,	protection from evil
  0	(at	will)—dancing lights,	daze	(DC	16),	detect magic,	
  flare	(DC	16),	light,	mage hand,	message,	read magic,	
  resistance
  STATISTICS
  Str	32,	Dex	19,	Con	24,	Int	17,	Wis	24,	Cha	23
  Base	Atk	+16;	CMB	+29	(+33	grapple);	CMD	44	(can’t	be	tripped)
  Feats	Alertness,	Dodge,	Eschew	MaterialsB,	Hover,	Improved	
  Critical	(bite),	Improved	Initiative,	Improved	Vital	Strike,	
  Lightning	Reflexes,	Vital	Strike
  Skills	Bluff	+25,	Fly	+15,	Intimidate	+25,	Knowledge	(arcana)	
  +22,	Knowledge	(planes)	+22,	Perception	+30,	Sense	
  Motive	+30,	Spellcraft	+19,	Stealth	+15
  Languages	Celestial,	Common,	Draconic;	telepathy	100	ft.
  SQ	holy	fire
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	revelation	(3–6	plus	1–2	angels	
  and	1	chicome	couatl)
  Treasure	standard
  SPECIAL	ABILITIES
  Holy	Fire	(Su)	Fire	damage	dealt	by	a	tletli,	including	that	of	
  its	breath	weapon	and	spells,	is	infused	with	divine	energy.	
  Half	the	damage	of	such	attacks	is	fire	damage,	but	the	
  other	half	is	the	result	of	holy	power	and	thus	not	subject	
  to	being	reduced	by	resistance	to	fire-based	attacks.	Fire	
  damage	dealt	by	a	tletli	is	considered	good-aligned	for	the	
  purpose	of	overcoming	damage	reduction.
  Poison	(Ex)	Injury—bite;	save Fort	DC	25;	frequency 1/minute	
  for	10	minutes;	effect 1d6	Str;	cure 2	consecutive	saves.
  Spells	A	tletli	casts	spells	as	a	12th-level	sorcerer,	and	can	
  cast	spells	from	the	inquisitor	(Pathfinder RPG Advanced 
  Player’s Guide	38)	and	paladin	spell	lists	as	well	as	those	
  normally	available	to	a	sorcerer.	These	divine	spells	are	
  considered	arcane	spells	for	the	tletli,	meaning	that	the	
  creature	does	not	need	a	divine	focus	to	cast	them.
  Stoke	Flames	(Ex)	Once	per	round	when	a	tletli	attacks	
  with	its	wings,	it	can	cause	areas	of	active	fire	within	30	
  feet	to	spread	as	a	free	action.	An	affected	5-foot	square	
  of	fire	spreads	to	one	adjacent	square	that	is	not	on	fire,	
  possibly	burning	objects	or	creatures	in	that	space.	The	tletli	
  determines	which	adjacent	squares	are	set	on	fire.
  Of all the couatls, tletlis are among the most vengeful 
  and easily the most actively destructive, channeling their 
  righteous fury to rid Golarion of large swaths of evildoers. 
  While some couatls may offer redemption to evil individuals, 
  a tletli withholds salvation and exacts punishment on whole 
  sects of people whose crimes they deem warrant oblivion. 
  Tletlis do not hunt down individuals, instead targeting 
  gangs, corrupt governments, and even entire settlements 
  that they believe have fallen beyond redemption.
  The tletli is a terrifying sight to behold. Its wings 
  are continually shrouded in flame, ranging from warm 
  orange at the base to hot blue at the tips, causing the air 
  around the couatl to radiate with an ominous light best 
  described as apocalyptic. Further magnifying the effect, 
  the beast’s opalescent scales seem to reflect a divine light. 
  A typical tletli is 35 long with a wingspan of 25 feet. It is 
  one of the heaviest couatls, weighing nearly 6,000 pounds.
  ECOLOGY
  The tletli has a unique connection to the powers of the 
  firmament, even compared to other couatls. The divine 
  intensity of a tletli’s fire is so great that it can penetrate 
  the defenses of even creatures made from flame, and its 
  conflagration is infused with holy power that can wreak 
  devastation among evil outsiders, dragons, and undead. 
  84
  
  Tletlis rarely gift their sacred feathers to mortals, but 
  when they do it is a true honor, and one that bestows 
  great power upon the recipient of the holy item. A tletli’s 
  freely given feather acts in all ways as a couatl’s feather 
  (Pathfinder RPG Bestiary 49), allowing a spellcaster to use 
  it as an additional material component to cast planar 
  ally to conjure that specific tletli without expending the 
  typical payment of gold or other valuables—provided the 
  tletli approves of the service asked for by the spellcaster. 
  Alternatively, a tletli’s feather can be used as an additional 
  material component while casting any damage-dealing 
  spell with the fire descriptor; in this 
  case, the spell gains the benefits of the 
  Maximize Spell metamagic feat, and the 
  spell uses up a spell slot 3 levels higher 
  than the spell’s actual level.
  HABITAT AND 
  SOCIETY
  A tletli appears only as a last 
  resort, 
  when 
  a 
  particular 
  settlement or area has become 
  filled with irredeemably evil 
  individuals. Ghost towns overrun 
  with undead, blighted forests 
  plagued by evil fey, and interplanar 
  portals that act as gateways for 
  devils or demons are all likely targets 
  for a tletli’s wrath. In addition to 
  their worship of righteous deities such 
  as Sarenrae and Torag, tletlis serve 
  a 
  disproportionate 
  number 
  of 
  empyreal lords, enacting swift justice 
  on behalf of mighty angels and archons like 
  Ragathiel, Olheon, and Damerrich. Like their 
  masters, they assume the role of divine 
  executioners, meting out the most extreme 
  discipline possible to agents of vileness.
  Although tletlis are near legendary in 
  terms of their scarcity, those who recognize 
  these massive creatures for what they are 
  quickly understand the destruction 
  soon to come. Legend tells that tletlis 
  were more prominent on Golarion 
  shortly after Earthfall as they worked to fight 
  the evils that arose during the Age of Darkness. 
  If and when a tletli is called upon to obliterate 
  an irredeemable region, the couatl enlists 
  mortals to aid its efforts, typically in the form 
  of envoys and delegates who extend a final 
  chance for redemption to the sinners in 
  question. A tletli’s prerogative, 
  however, is punishment, not 
  mercy, and woe be unto any who cavort with the wrong 
  kind of company at the wrong time in a tletli’s presence. If 
  there are genuine innocents within a group or settlement 
  on which the tletli has set its sights, the couatl may send an 
  emissary, such as a charmed person, to forewarn the pure 
  of heart, but it otherwise does not hesitate to incinerate 
  the entire locale. Their deific masters understand tletlis’ 
  unrivaled propensity for holy retribution all too well, and 
  they typically send other couatls or celestials 
  like angels to accompany 
  the tletlis in case there are 
  a number of individuals 
  in a settlement that should 
  be evacuated or protected 
  during the razing.
  85
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Mortic, Relictner
  This withered, decrepit dwarf has crumbling skin and wears 
  ancient leather armor but moves with eerie agility.
  RELICTNER	
  CR	12
  XP	19,200
  LE	Medium	humanoid	(dwarf,	mortic)
  Init	+2;	Senses	darkvision	60	ft.,	ruin	sense;	Perception	+23
  Aura	weathering	aura	(60	ft.)
  DEFENSE
  AC	26,	touch	13,	flat-footed	23	(+3	armor,	+2	Dex,	+1	dodge,	
  +10	natural);	+10	vs.	environmental	effects	and	traps	
  within	bonded	ruin
  hp	162	(17d8+85)
  Fort	+14,	Ref	+9,	Will	+10;	+10	vs.	environmental	effects	and	
  traps	within	bonded	ruin
  Defensive	Abilities	death	gasp,	negative	energy	affinity;	DR	
  5/—;	Immune	curses
  Weaknesses	vulnerable	to	consecration
  OFFENSE
  Speed	20	ft.
  Melee	adamantine	warhammer	+16/+11/+6	(1d8+6/×3)
  Special	Attacks	fatal	accident	(1/day,	12d6	or	6d6	plus	
  maneuver,	DC	21	half)
  Spell-Like	Abilities	(CL	17th;	concentration	+20)
  At	will—meld into stone
  3/day—spike stones	(DC	17),	stone shape
  1/day—wall of stone
  STATISTICS
  Str	19,	Dex	14,	Con	19,	Int	15,	Wis	16,	Cha	17
  Base	Atk	+12;	CMB	+16	(+20	bull	rush,	+20	sunder);	CMD	29	
  (31	vs.	bull	rush,	31	vs.	sunder)
  Feats	Dodge,	Greater	Bull	Rush,	Greater	Sunder,	Improved	Bull	
  Rush,	Improved	Sunder,	Iron	Will,	Lightning	Reflexes,	Power	
  Attack,	Toughness
  Skills	Craft	(traps)	+20,	Knowledge	(engineering)	+19,	
  Perception	+23,	Stealth	+21
  Languages	Common,	Dwarven
  SQ	ruin	bond,	unliving	nature
  ECOLOGY
  Environment	any	ruins
  Organization	solitary,	family	(2–6),	or	clan	(7–12)
  Treasure	standard	(studded	leather	armor,	adamantine	
  warhammer,	other	treasure)
  SPECIAL	ABILITIES
  Fatal	Accident	(Su)	Once	per	day	as	a	standard	action,	a	
  relictner	can	focus	its	deteriorating	curse	to	wreak	havoc	
  around	them.	When	using	this	ability,	a	relictner	chooses	a	
  structure	or	manufactured	object	within	60	feet	no	larger	
  than	15	feet	by	15	feet,	such	as	a	statue,	treasure	chest,	
  or	support	pillar.	The	chosen	object	falls,	crumbles,	or	is	
  otherwise	compromised	in	such	a	way	that	it	damages	any	
  creature	adjacent	to	it,	dealing	12d6	points	of	damage	to	
  each	creature,	or	half	as	much	damage	to	each	creature	
  that	succeeds	at	a	DC	21	Reflex	save.	Alternatively,	the	
  relictner	can	deal	only	6d6	points	of	damage	and	also	
  attempt	a	ranged	bull	rush,	trip,	or	sunder	maneuver	check	
  as	a	free	action	with	a	+4	racial	bonus	against	each	target	
  that	fails	its	Reflex	save	(sundering	in	this	way	deals	6d6	
  points	of	damage).	This	attack	may	deal	more	or	less	
  damage	depending	on	the	object	chosen	and	the	GM’s	
  discretion,	and	it	typically	creates	difficult	terrain	in	the	
  area	around	it.	The	DC	is	Charisma-based.
  Ruin	Bond	(Su)	A	relictner	forms	a	bond	with	the	structure	
  it	calls	home.	Single	relictners	form	bonds	with	huts	or	
  houses,	families	of	relictners	bond	with	castles	or	temples,	
  and	clans	can	bond	with	entire	ruined	cities.	All	structures	
  in	a	relictner’s	bonded	ruin	lose	1	hit	point	per	day	and	
  can	be	reduced	to	a	minimum	of	10	hit	points.	Within	its	
  bonded	ruin,	a	relictner	gains	a	+10	bonus	to	AC	and	on	
  saving	throws	against	environmental	effects	and	any	traps.	
  A	relictner	can	have	only	one	bonded	ruin	at	a	time	but	
  can	create	a	new	one	by	living	in	a	suitable	structure	for	at	
  least	1	week.	A	relictner	who	spends	more	than	24	hours	
  away	from	its	bonded	ruin	becomes	fatigued	and	shaken	
  until	it	returns	to	the	ruin.
  Ruin	Sense	(Su)	A	relictner	is	instantly	aware	of	any	creature	
  that	dies	within	its	bonded	ruin,	as	well	as	the	direction	
  and	approximate	distance	of	the	dead	creature.	
  Weathering	Aura	(Su)	A	relictner	radiates	an	entropic	aura	of	
  decay	and	disrepair.	All	objects	within	30	feet	of	a	relictner,	
  including	held	and	worn	nonmagical	objects,	have	their	
  hardness	reduced	by	5,	to	a	minimum	of	0,	as	long	as	they	
  are	within	the	area	of	the	weathering	aura	and	for	1	round	
  after	leaving	the	area.	This	is	a	curse	effect.
  A relictner mortic is two entities in one: a vicious, 
  grasping curse and its half-undead dwarven host. The 
  hosts resemble gaunt, prematurely aged dwarves, their 
  hair gray and ragged, their faces nothing but masses of 
  wrinkles. The curse, however, is a strong and subtle thing, 
  rotting and weathering everything the relictner sees or 
  touches until only ruins are left. Outcast and eternally 
  bitter, most relictners remove themselves to abandoned 
  halls and forgotten ruins that they remake into shrines 
  of mortal despair, filling their new homes with traps and 
  pitfalls to snare the unwary. 
  A typical relictner stands about 4 feet tall and weighs 
  125 pounds.
  ECOLOGY
  Sometimes, when a dwarf survives the affliction of a 
  mummy’s curse, a sliver of that dread power remains in 
  her blood, lying dormant for years or even generations. 
  The curse mutates, and its host mutates in turn to become 
  86
  
  the half-dead creature known as a relictner. The two grow 
  together in a kind of twisted symbiosis, until it becomes 
  hard to tell where the relictner ends and its curse begins. 
  Removing a relictner’s curse (possible only with wish or 
  miracle) kills it instantly, as the curse has long since taken 
  over the host’s vital biological functions.
  Soon after its curse manifests, a relictner feels an urge 
  to claim some kind of structure or building as its own. A 
  relictner considers its home a vital part of its being, much 
  like a hermit crab’s shell, and few relictners willingly 
  leave their chosen lairs. A relictner forced to leave its 
  home experiences bouts of twitchy, agoraphobic mania 
  interspersed with melancholic lethargy. This is not to 
  say that relictners don’t sometimes grit their teeth and 
  travel—a relictner is an intelligent creature, after all—but 
  it takes quite a lot of motivation.
  A relictner’s curse encompasses its chosen home, 
  weakening it, desecrating it, and turning even the greatest 
  example of dwarven architecture into a barely standing 
  ruin within a matter of months. Relictners’ ruins are places 
  where terrible accidents can happen with little warning, 
  and where lives can be lost in sudden 
  structural collapses. Relictners 
  themselves are almost never 
  in any danger, however. 
  The mortic’s curse may 
  not be alive in any 
  conventional sense, but 
  it does have some tiny 
  spark of awareness, enough to 
  make a point of never harming 
  its host. 
  Whenever 
  someone 
  dies 
  inside the cursed ruins of a 
  relictner, the mortic feels a sudden rush of energy 
  and confidence as its curse fulfills its true purpose. 
  The more painful, agonizing, and despair-ridden the 
  death, the greater the subsequent high. The same ability 
  also makes it easy for relictners to stalk prey within their 
  domiciles, as they can usually find survivors nearby.
  HABITAT AND SOCIETY
  A few relictners try to hide in larger dwarven society, 
  though their destructive aura makes it difficult—
  people tend to notice when fine dwarven workmanship 
  falls to pieces in a matter of weeks, and to dwarves, 
  relictners are nothing less than abominations, horrific 
  blasphemies that by their very nature destroy everything 
  that dwarves strive to create. Those relictners who 
  manage to hide do so by pretending to be older than 
  they are and by living in slums or shantytowns, 
  places where one more ruined building won’t be 
  remarked upon. More often, though, relictners are 
  exiled or forced out. These bitter outcasts seek existing 
  ruins, where they either live alone as hermits or in small, 
  orderly clans, and from which they plan their revenge on 
  the living.
  Relictner ruins tend to be terrifying places to visit. 
  Relictners generally seek out the most impressive 
  ruins they can find, ideally those with curses or undead 
  residents of their own—relictners are immune to 
  other jinxes, and they get along very well with liches or 
  mummies, offering service in exchange for residence. 
  They are expert trapmakers and delight in devising 
  creative ways to violently mutilate and kill their victims.
  Of course, creating traps that never 
  get triggered is boring, so relictners 
  routinely lure visitors to their ruinous 
  homes. 
  Particularly 
  duplicitous 
  relictners have even been known 
  to hire adventuring parties as 
  unwitting meat for 
  their grinders, finding 
  these capable targets 
  a satisfying test for 
  their skills.
  87
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Psychopomp, Calaca
  This figure wears a fine suit, vest, gloves, and ascot and has a 
  guitar at the ready. The creature’s face is hidden by an intricately 
  decorated skull mask.
  CALACA	
  CR	8
  XP	4,800
  N	Medium	outsider	(extraplanar,	psychopomp)
  Init	+3;	Senses	darkvision	60	ft.,	low-light	vision,	spiritsense;	
  Perception	+16
  DEFENSE
  AC	21,	touch	13,	flat-footed	18	(+3	Dex,	+8	natural)
  hp	103	(11d10+44)
  Fort	+7,	Ref	+10,	Will	+11
  DR	5/adamantine;	Immune	death	effects,	disease,	poison;	
  Resist	cold	10,	electricity	10
  OFFENSE
  Speed	30	ft.
  Melee	2	slams	+11	(1d8)
  Ranged	pistol	+14	(1d8/×4)
  Special	Attacks	bardic	performance,	show	stopper
  Spell-Like	Abilities	(CL	11th;	concentration	+15)
  At	will—deathwatch,	greater teleport	(self	plus	50	lbs.	of	
  objects	only),	invisibility	(self	only)
  3/day—good hope,	heroes’ feast
  1/day—irresistible dance	(DC	20),	modify memory	(DC	18)
  STATISTICS
  Str	10,	Dex	17,	Con	18,	Int	16,	Wis	15,	Cha	19
  Base	Atk	+11;	CMB	+11	(+13	disarm);	CMD	24	(26	vs.	disarm)
  Feats	Combat	Expertise,	EnsembleUM,	Improved	Disarm,	Iron	
  Will,	Lingering	PerformanceAPG,	Persuasive
  Skills	Bluff	+18,	Diplomacy	+22,	Disguise	+18,	Intimidate	+19,	
  Knowledge	(planes)	+17,	Perception	+16,	Perform	(string	
  instruments)	+18,	Profession	(musician)	+16,	Sense	
  Motive	+16
  Languages	Abyssal,	Celestial,	Infernal;	tongues
  SQ	antique	weapon,	spirit	touch
  Gear	pistol	with	1	bulletUC,	guitar
  ECOLOGY
  Environment	any	(the	Boneyard)
  Organization	solitary,	pair,	or	band	(3–5)
  Treasure	standard
  SPECIAL	ABILITIES
  Antique	Weapon	(Ex)	Each	calaca	carries	a	single	antique	
  weapon,	typically	a	pistol.	Only	the	calaca	knows	how	to	
  use	its	antique	weapon	properly,	and	is	treated	as	proficient	
  with	it;	all	other	creatures	treat	the	weapon	as	if	it	were	
  broken.	If	the	weapon	is	already	broken,	then	it	does	not	
  work	at	all	for	any	creature	other	than	the	calaca.	If	the	
  weapon	is	a	firearm,	the	calaca	carries	only	a	single	bullet.
  Bardic	Performance	A	calaca	has	the	bardic	performance	
  ability	of	an	11th-level	bard,	granting	it	access	to	the	
  countersong,	distraction,	dirge	of	doom,	fascinate,	inspire	
  courage,	inspire	competence,	inspire	greatness,	and	
  suggestion	performances.
  Show	Stopper	(Sp)	As	a	standard	action,	a	calaca	can	destroy	its	
  guitar,	creating	a	deafening	boom	of	sound	that	immediately	
  halts	each	other	creature	within	30	feet	that	fails	a	DC	19	Will	
  save.	Any	creature	that	fails	its	save	is	affected	as	if	by	mass 
  hold person.	Without	its	guitar,	the	calaca	loses	access	to	its	
  bardic	performance	special	ability.	A	calaca	who	returns	to	
  the	Boneyard	for	24	consecutive	hours	acquires	a	new	guitar	
  to	replace	the	one	that	it	has	destroyed.	This	is	a	sonic,	mind-
  affecting	effect.	The	save	DC	is	Charisma-based.
  Calacas are unusual psychopomps in that their purview is 
  not the dead, but the survivors who must carry on in the 
  dead’s absence. A calaca’s purpose is to abate the sorrow of 
  family members and loved ones of the recently departed. 
  It accomplishes this by way of soothing wisdom and its 
  celebration of the deceased’s life through song. Although 
  mortals who know calacas’ true nature may think them 
  simply magnanimous spirits, these psychopomps have a 
  very pragmatic reason for soothing the aggrieved, which is to 
  dissuade any with the know-how or desire from attempting 
  to raise the dead using necromancy or other foul means.
  In order to mingle with mortals without alerting them 
  to its nature, a calaca disguises itself from head to toe in 
  local finery, wearing gloves and colorful masks to hide its 
  true nature. Beneath its facade, a calaca resembles a large 
  skeleton, its bones a somber gray. A typical calaca stands 
  around 6 feet tall and weighs only 40 pounds.
  ECOLOGY
  Many cultures speak of kindly strangers or masked 
  wanderers who appear in the wake of a beloved’s death 
  to offer words of consolation and songs of catharsis, and 
  calacas are often the root of these myths. A calaca typically 
  arrives at the door of a widow, widower, or next of kin by 
  mysterious means and always claims to be a distant friend 
  or admirer of the dead. The calaca may show up during 
  a wake or other funeral procession—as long as doing so 
  would not be disruptive or insulting—bearing food and 
  drink for the mourners. While they treat the bereaved to 
  sustenance and music, calacas use their social charms to get 
  to know the grieving and to learn more about the deceased 
  so that they can tailor their consolations to each individual. 
  Because they use no compulsion magic and cannot speak 
  with the dead like some psychopomps, calacas must rely 
  on their natural graces and aptitude for conversation while 
  interacting with mortals. 
  Far from mere charlatans, calacas do in actuality feel 
  the sympathy they express so strongly to survivors of the 
  dead. However, their grief stems not from the departure 
  of the individual to the afterlife (in fact, most calacas never 
  88
  
  meet the spirits of the dead for whom they are sharing 
  consolations), but from the pain of knowing that mortals 
  will never fully understand the beauty or necessity of the 
  transition from life to death. They are a forlorn race of 
  psychopomps who express their sorrow in the form of 
  joyful music and mirthful laughter. 
  A calaca’s role is not in combat, and most retreat if a fight 
  seems inevitable, returning another day to give peaceful 
  mediation another try. In spite of calacas’ pacifistic nature, 
  each bears on its person an antique weapon such as a 
  pistol or an exotic sword, which is perhaps the creature’s 
  most mysterious detail. Even the calaca does not know 
  the purpose of this weapon—whether it is a relic from 
  the creature’s past as a mortal or just part of its disguise. 
  However, if asked, a calaca replies that its weapon is an item 
  gifted directly by the gods, and its use will become obvious 
  when the appropriate time has come. 
  A calaca’s second-most important 
  belonging is its instrument (typically 
  a guitar or fiddle), which is capable 
  of unleashing powerful magic if 
  destroyed as a last resort.
  HABITAT AND SOCIETY
  A calaca’s prime directive is to discreetly dissuade 
  any survivors who might consider necromancy 
  or other unnatural means of reviving the dead. 
  Calacas accomplish this through tact and persuasion, 
  not magic or trickery, and by instilling the belief that 
  death is simply a second chapter in the story of one’s 
  life. If a calaca cannot sway a mortal from trying to revive 
  the fallen, it calls upon other psychopomps more suited to 
  handling the threat. 
  Because death is common on Golarion but necromancy 
  is not, calacas do not appear before just anyone who 
  has lost a loved one. Their typical targets are the rich 
  and powerful; after all, individuals with the resources 
  to bring the living back from the dead often need more 
  dissuasion than peasants without means, who simply 
  resign themselves to their loss. For particularly difficult 
  cases or in the instance of mass casualties and thus 
  multitudes of mourners, a number of calacas may band 
  together to combine their efforts, appearing as a troupe. 
  Such troupes typically throw elaborate performative feasts, 
  with each calaca taking up a different instrument or part in 
  the act. As long as their disguise holds, calacas will perform 
  for mortals for days if necessary. Other psychopomps 
  like catrinas may also join them in larger groups, as their 
  abilities complement the calacas’ by calming distraught 
  family members and angry mobs.
  When not performing their core duty consoling the 
  aggrieved, calacas accompany other psychopomps on 
  missions to the Material Plane, either as heralds or to 
  provide support. A calaca typically reports its success or 
  failures to a nosoi, who scribbles details of the calaca’s 
  latest encounter with a mortal. When a morrigna has been 
  given a target for assassination, several calacas may be sent 
  in advance to soften the morrigna’s prey before the attack. 
  Calacas can also be found in the backs of the ranks of 
  vanth forces, maintaining the pace of the psychopomps’ 
  march with their haunting battle dirges. Truly, wherever 
  there are psychopomps, the somber songs of the calaca 
  are never far behind.
  89
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  Psychopomp Usher, 
  Barzahk
  Feathered arms emerge from the shoulders of this hunched 
  raven, clutching a key of bone.
  BARZAHK	THE	PASSAGE	
  CR	28
  XP	4,915,200
  N	Medium	outsider	(extraplanar,	psychopomp,	shapechanger)
  Init	+20;	Senses	darkvision	60	ft.,	detect	chaos,	detect	evil,	
  detect	good,	detect	law,	detect	thoughts,	detect	undead,	
  low-light	vision,	spiritsense,	true	seeing;	Perception	+47
  Aura	frightful	presence	(120	ft.,	DC	37),	loneliness	
  unbroken	(100	ft.)
  DEFENSE
  AC	46,	touch	26,	flat-footed	35	(+4	armor,	+5	deflection,	+10	
  Dex,	+1	dodge,	+16	natural)
  hp	676	(33d10+495);	regeneration	30	(deific	or	mythic)
  Fort	+33,	Ref	+23,	Will	+31
  Defensive	Abilities	freedom	of	movement,	improved	
  evasion,	ominous	bird	of	yore,	uncertain	rustling,	usher	
  traits,	walk	with	death;	DR	20/adamantine	and	epic;	
  Immune	ability	damage,	ability	drain,	acid,	charm,	
  compulsion,	death	effects,	disease,	energy	drain,	
  necromancy	effects,	petrification,	poison;	Resist	cold	30,	
  electricity	30;	SR	39
  OFFENSE
  Speed	60	ft.,	fly	60	ft.	(perfect)
  Melee	Surcease of Sorrows	+43/+38/+33/+28	(2d6+15),	bite	
  +43	(2d6+5)
  Special	Attacks	toss	thee	here	ashore
  Spell-Like	Abilities	(CL	33rd;	concentration	+44)
  Constant—detect	chaos,	detect	evil,	detect	good,	detect	
  law,	detect	thoughts	(DC	23),	detect	undead,	freedom	
  of	movement,	mage	armor,	true	seeing
  At	will—beguiling giftAPG	(DC	23),	calm	spiritOA	(DC	23),	
  dimension	doorM,	dimensional	anchor,	greater	dispel	
  magic,	greater	teleport,	mage’s	magnificent	mansion,	
  major	image	(DC	24),	mirage	arcana	(DC	26),	
  mirror	imageM
  3/day—banishment	(DC	28),	empowered	circle of death	
  (DC	28),	dimensional	lock,	interplanetary teleport	
  (DC	30;	The Inner Sea World Guide	295),	quickened	
  maze,	empowered	undeath to death	(DC	28)
  1/day—freedom,	phase	door
  STATISTICS
  Str	30,	Dex	31,	Con	40,	Int	31,	Wis	32,	Cha	33
  Base	Atk	+33;	CMB	+43	(+47	disarm);	CMD	69	(71	vs.	disarm)
  Feats	Combat	Expertise,	Combat	Reflexes,	Dodge,	Empower	
  Spell-Like	Ability	(circle of death),	Empower	Spell-Like	
  Ability	(undeath to death),	Greater	Disarm,	Improved	
  Disarm,	Improved	Iron	Will,	Improved	Lightning	
  Reflexes,	Iron	Will,	Lightning	Reflexes,	Mobility,	Quicken	
  Spell-Like	Ability	(maze),	Spring	Attack,	Stand	Still,	Wind	
  Stance,	SidestepAPG
  Skills	Craft	(mapmaking)	+46,	Diplomacy	+47,	Fly	+54,	
  Knowledge	(arcana)	+46,	Knowledge	(dungeoneering)	+46,	
  Knowledge	(geography)	+46,	Knowledge	(history)	+43,	
  Knowledge	(local)	+43,	Knowledge	(planes)	+46,	Linguistics	
  +43,	Perception	+47,	Sense	Motive	+57,	Spellcraft	+43,	
  Stealth	+46,	Survival	+44,	Use	Magic	Device	+44
  Languages	all;	telepathy	300	ft.
  SQ	change	shape	(humanoid	or	bird,	polymorph),	entreating	
  entrance,	spirit	touch
  SPECIAL	ABILITIES
  Entreating	Entrance	(Su)	While	in	the	Boneyard,	the	Dead	
  Roads,	or	the	Material	Plane,	Barzahk	can	open	new	
  routes	through	the	Dead	Roads	up	to	three	times	per	
  day.	This	functions	as	if	they	had	cast	teleportation circle,	
  but	this	new	route	lasts	for	only	1	hour	unless	Barzahk	
  appoints	a	master	for	the	route.	A	master	can	be	any	
  willing	humanoid,	monstrous	humanoid,	fey,	or	outsider	
  with	at	least	one	neutral	component	to	its	alignment,	who	
  must	thereafter	reside	permanently	along	that	length	of	
  the	Dead	Roads.	A	master	gains	Barzahk’s	toss	thee	here	
  ashore	ability	while	in	her	domain,	and	creatures	must	gain	
  a	stamp	of	approval	from	the	master	to	use	that	length	of	
  the	Dead	Roads.	A	length	of	the	Dead	Roads	vanishes	if	its	
  master	dies	or	is	absent	for	more	than	1	hour.
  Loneliness	Unbroken	(Su)	As	a	master	of	ways	and	lost	
  things,	Barzahk	can	decide	when	and	if	creatures	leave	
  their	presence.	Creatures	that	approach	within	100	feet	of	
  Barzahk	cannot	leave	that	radius	unless	the	usher	wills	it,	
  always	looping	back	if	they	flee	and	returning	to	a	random	
  point	within	100	feet.
  Ominous	Bird	of	Yore	(Ex)	If	slain	within	their	domain,	
  Barzahk	immediately	re-forms—growing	from	a	random	
  bird	somewhere	along	the	Dead	Roads—with	full	hit	points.	
  They	cannot	use	this	ability	for	1	month	afterward.
  Toss	Thee	Here	Ashore	(Su)	While	on	the	Dead	Roads,	
  Barzahk	can	cast	banishment	at	will,	treating	all	creatures	
  as	if	they	had	the	extraplanar	subtype.	Creatures	
  successfully	banished	are	sent	either	to	the	Material	Plane	
  or	the	Boneyard,	at	Barzahk’s	discretion.
  Uncertain	Rustling	(Su)	Barzahk	never	stands	exactly	where	
  they	seem	to,	their	mastery	of	travel	slightly	displacing	
  them	even	when	at	rest.	They	gain	a	+5	deflection	bonus	
  to	AC,	and	all	attacks	targeting	them	have	a	20%	miss	
  chance.	True	seeing	and	similar	effects	negate	this	miss	
  chance,	but	not	the	deflection	bonus	to	AC.
  Barzahk the Passage is among the youngest of Pharasma’s 
  ushers, having been born alongside (or, some suggest, 
  as) the transitive Dead Roads that psychopomps use to 
  90
  
  travel the planes. Despite this relative youth, they still 
  number among the oldest beings in creation, predating 
  many archdevils, demon lords, empyreal lords, and 
  even gods. Barzahk sees little new in this world, and a 
  powerful boredom drives them to find wonder in small 
  and personal things—the blooming of a flower, the rattle 
  of a last breath, the tears of love that fall at a funeral. 
  Whimsical and distracted, the usher rarely attends to 
  their appointed duties for long and instead takes to 
  wandering the planes to find new small wonders they 
  can experience.
  Even with their disregard for duty, 
  the Passage is obsessively protective 
  of their domain, the Dead Roads, and 
  most of their wanderings use this realm 
  as a path. Barzahk’s awareness extends 
  along the length and breadth of these 
  extraplanar routes, and the usher can 
  cast trespassers from their realm as easily 
  as a dog shakes off water—and often with 
  the same dispassion.
  Enigmatic and distracted, Barzahk 
  seems to have trouble recognizing 
  individual servants and worshippers. 
  It is appropriate that the usher of lost 
  travelers and vigils for missing things 
  likewise seems so lost at all times. With 
  their master prone to long wanderings, 
  those psychopomps who serve under the 
  Passage enjoy an unprecedented level of 
  freedom in how they carry out their duties, 
  with many even establishing their own small 
  domains like more powerful outsiders.
  In addition to the usual army of attendant 
  psychopomps, Barzahk commands a unique resource: the 
  way stations and their masters that pin the Dead Roads 
  in space and time. As such, Barzahk can call upon a 
  strange menagerie of outsiders, fey, and 
  experts for specialized tasks. While the 
  various entities Barzahk appoints have 
  no compulsion to obey the Passage, 
  the usher can easily retract the 
  authority they grant, denying 
  these servants an isolated, secure 
  home and relative power. 
  Barzahk 
  normally 
  wanders 
  the Dead Roads among the faceless 
  flocks of ravens, jays, vultures, and 
  whippoorwills that infest the Dead 
  Roads, but they sometimes assume 
  a larger, more humanoid form. In this 
  form, they stand just over 5 feet tall and 
  weigh 200 pounds.
  Surcease of Sorrows
  The	Passage	is	never	seen	without	their	prized	artifact.
  SURCEASE OF SORROWS
  MAJOR	
  ARTIFACT
  SLOT	none
  CL	27th
  WEIGHT	6	lbs.
  AURA	overwhelming	all
  Surcease of Sorrows	 is	 a	 +4 adamantine impact 
  repositioning heavy mace	 that	 resembles	 a	 simple,	
  key-shaped	walking	stick	of	bone.	A	gift	from	Asmodeus	
  to	the	fledgling	usher	Barzahk—and	subsequently	purged	
  of	 a	 devastating	 curse	 by	 Pharasma—the	 humble-
  seeming	weapon	is	a	beloved	sign	of	the	usher’s	station.
  Surcease of Sorrows	 can	 function	 as	 a	 chime of 
  opening	 with	 unlimited	 charges.	 Three	 times	 per	 day,	
  it	can	be	used	to	dismiss	any	sort	of	magical	barrier	or	
  wall.	This	functions	as	greater dispel magic,	but	affecting	
  only	abjuration	spells	and	spells	whose	names	contain	
  “wall	of,”	and	it	uses	an	attack	roll	with	the	weapon	in	
  place	of	a	caster	level	check.	If	the	spell	to	be	broken	is	
  affecting	a	specific	creature,	the	result	of	the	attack	roll	
  to	dispel	it	must	equal	or	exceed	the	target	spell	DC	or	
  the	creature’s	AC,	whichever	is	higher.
  DESTRUCTION
  Asmodeus	 must	 crush	 the	 mace	 with	 his	 bare	
  hands,	but	only	if	Barzahk	is	first	slain.
  91
  BORNE BY  
  THE SUN’S  
  GRACE
  Part 1:  
  City of Flowers
  Part 2:  
  Digging Up 
  Secrets
  Part 3:  
  Into the Sacred 
  Mountain
  NPC 
  Gallery
  Xopatl Gazetteer
  Barzahk, The 
  Passage
  Bestiary
  
  92
  Open Game License Version 1.0a
  Midwives to death
  By John Compton
  The 
  Tyrant’s 
  Grasp 
  Adventure 
  Path 
  reaches 
  its 
  world‑shaping conclusion! The heroes return to Lastwall 
  to confront the Whispering Tyrant but discover that he has 
  led his army to the Isle of Kortos. There, the Whispering 
  Tyrant plans to blast his way through the city and crack the 
  Starstone Cathedral open, transforming himself into a true 
  god! The PCs must battle the lich’s most powerful allies, 
  turn the power of the Radiant Fire back on the Whispering 
  Tyrant, and end the threat he poses to the world.
  developer showcase
  By the Paizo Staff
  It’s the final Adventure Path volume for the First Edition 
  of the Pathfinder Roleplaying Game! To celebrate the end 
  of an era and close out First Edition with a bang, we’ve put 
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  for the dwarven god Angradd, by Owen K.C. Stephens, 
  and the newly redeemed Nocticula, by James Jacobs.
  • New monsters, including the folk art–inspired alebrije, by 
  Luis Loza, and the memory‑sapping chelarac, designed 
  by PaizoCon 2018 attendees and written by Adam Daigle.
  • New class archetypes, a new prestige class, Iblydan 
  hero‑gods, advice for GMs, and much, much more!
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  published and distributed by Frog God Games; Author: Scott Greene and Erica Balsley.
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  THIS TOME IS CRAWLING WITH CREATURES PERFECT FOR YOUR PATHFINDER ADVENTURES!
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  THE MYSTERIOUS FIRES BURNING ATOP AN ABANDONED HELLKNIGHT CITADEL ARE BUT THE FIRST OF MANY DISCOVERIES 
  WAITING TO BE UNCOVERED IN THIS SIX-PART, MONTHLY PATHFINDER CAMPAIGN OF CONTINENT-SPANNING CONFLICT 
  AGAINST CULTISTS, SLAVERS, AND FIERY DRACONIC DEVASTATION THAT COULD UNLEASH AN AGE OF ASHES UPON THE WORLD!
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  Coming August 2019!
  
  Launch into an exciting universe of science 
  fantasy adventure with the Starf nder 
  Beginner Box! Streamlined rules help you 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  The Starf nder Beginner Box is the ideal 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  characters, blank character sheets, pawns and 
  pawn bases, and a double-sided Flip-Mat.
  AVAILABLE NOW!
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  KSARIK
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  PZO7110-Beginner Box-Pawns.indd   3
  CHOOSE THE ENVOY IF 
  YOU’D LIKE TO…
  BE A CHARISMATIC PEOPLE PERSON
  MAKE FRIENDS AND INTIMIDATE FOES
  INSPIRE YOUR ALLIES
  UNDERMINE YOUR ENEMIES
  ENVOY
  Navasi was raised to inherit her affluent family’s business and join the ranks of 
  society’s most prominent socialites, but she wanted neither—only freedom. On the 
  eve of her eighteenth birthday, Navasi slipped out of her family’s manor and stowed 
  away on a ship to become a space pirate who lived by her own rules. But the reality 
  of life in a pirate enclave hit Navasi like a meteorite, and when the pirates decided to 
  target a medical ship carrying much-needed supplies, it was the last straw. Taking on 
  Navasi believes in freedom for all, and she takes pride in her ability to take care of 
  herself and her crew. As a scoundrel, fast-talker, and brilliant negotiator, Navasi is 
  happiest when the chips are down and lives hang in the balance, as that’s when you 
  CHOOSE THE OPERATIVE 
  IF YOU’D LIKE TO…
  USE A STEALTHY APPROACH
  TRICK YOUR FOES TO DEAL 
  MORE DAMAGE
  EXCEL AT A VARIETY OF SKILLS
  BE BOTH A PERSON AND A MACHINE
  OPERATIVE
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  and hit hard. Brilliant on the battlefield, Obozaya has little patience for intellectual 
  pursuits not directly related to her vocation. She believes that honor demands honesty, 
  and while she’s not against lying by omission, she would rather die than break her 
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  CHOOSE THE MECHANIC 
  IF YOU’D LIKE TO…
  BUILD AND MODIFY MACHINERY
  HAVE THE RIGHT TOOL FOR ANY JOB
  HAVE A CYBERNETIC 
  PROCESSOR IMPLANTED 
  IN YOUR BRAIN
  HIDE OBJECTS IN YOUR CHEEK POUCHES
  MECHANIC
  Quig taught himself the basics of engineering while growing up in a poor scavenger 
  family. One day he witnessed a bounty hunter capturing her quarry, and he realized 
  that this was what he wanted to do for the rest of his life. That afternoon, Quig 
  gathered up all of his belongings, said farewell to his family, and set off into the wider 
  world as an apprentice bounty hunter. When his mentor retired, Quig was ready to 
  Quig is personable and outgoing, and his constant traveling for work has left him 
  with friends and contacts across the Pact Worlds. He prides himself on being a good 
  judge of character, and while he’s savvy enough to withhold actual trust until it’s been 
  earned, he’s not above throwing himself into a fight on behalf of a near-stranger if he’s 
  CHOOSE THE TECHNOMANCER 
  IF YOU’D LIKE TO…
  BLEND MAGIC AND TECHNOLOGY
  TECHNOMANCER
  WIELD MAGIC TO BLAST YOUR 
  ENEMIES
  USE TECHNOLOGY TO POWER YOUR 
  MAGIC
  READ MINDS AND COMMUNICATE 
  TELEPATHICALLY
  CHOOSE THE MYSTIC 
  IF YOU’D LIKE TO…
  HEAL AND HELP YOUR FRIENDS
  SLING PSYCHIC BOLTS AND 
  TELEKINETIC PROJECTILES
  USE AND DETECT MAGIC
  COMMUNICATE TELEPATHICALLY
  MYSTIC
  decision-making. While quite capable in combat, he prefers to act as a healer and 
  medic. Keskodai believes that death is not an ending, but a doorway: an entry into 
  a new existence and way of being. He greets this transition with joyful reverence, 
  STARFINDER BEGINNER BOX: GAME MASTER'S GUIDE
  GAME MASTER'S GUIDE
  . Write down the 
  initiative result of each PC and group of monsters, in 
  Take turns in initiative order. On its turn, a character 
  or creature takes exactly one action, and it can move 
  Start a new round. Everyone takes another turn, using 
  the same order established in step 1. Repeat steps 2 
  ISEPH—ANDROID 
  OPERATIVE
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  ANDROID
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  HUMAN
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  NAVASI—HUMAN ENVOY
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  YSOKI
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  QUIG—YSOKI MECHANIC
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  ANDROID
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  LASHUNTA
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  VESK
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  KESKODAI—SHIRREN 
  MYSTIC
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  ANDROID
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  HUMAN
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  SHIRREN
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  YSOKI
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  OBOZAYA—VESK SOLDIER
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  ANDROID
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  LASHUNTA
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  SHIRREN
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  YSOKI
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  RAIA—LASHUNTA 
  TECHNOMANCER
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  HUMAN
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  VESK
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  CREST-EATER
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  d4
  d6
  d8
  d10
  d12
  d20
  8
  6
  20
  20
  10
  12
  4
  CHARACTER SHEET
   ABILITY 
  MODS
  ABILITY 
  SCORES
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  RACIAL TRAITS (pages 20–23)
  SKILLS (pages 46–51)
  SKILL
  TOTAL
  ABILITY 
  MOD
  CLASS
  LEVEL
  MISC
  ATHLETICS
  STR
  +
  +
  +
  CULTURE
  INT
  +
  +
  +
  INTERACTION
  CHA +
  +
  +
  MEDICINE
  INT
  +
  +
  +
  MYSTICISM
  WIS +
  +
  +
  PERCEPTION
  WIS +
  +
  +
  SCIENCE
  INT
  +
  +
  +
  STEALTH
  DEX +
  +
  +
  SURVIVAL
  WIS +
  +
  +
  TECHNOLOGY
  INT
  +
  +
  +
  Theme Knowledge
  CLASS FEATURES (pages 26–45)
  FEATS (pages 52–55)
  CHARACTER INFORMATION
  NAME
  PRONOUNS
  RACE
  THEME
  CLASS
  LEVEL
  ALIGNMENT
  CURRENT XP
  NEXT LEVEL
  DEFENSE
  ATTACKS (pages 78–79)
  MELEE ATTACK
  TOTAL
  STR +
  CLASS
  RANGED ATTACK
  TOTAL
  DEX +
  CLASS
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  GRENADE (page 64)
  TOTAL
   ATTACK
  DAMAGE
  RANGE
  SPECIAL 
  EFFECT
  REFLEX 
  SAVE DC
  VS
  AC 10
  INITIATIVE
  SPEED
  TOTAL
  FEET
  WEAPON PROFICIENCIES (page 57)
  ¨ Basic Melee
  ¨ Small Arms ¨ Grenades
  ¨ Advanced Melee
  ¨ Longarms
  (–4 to attack if not proficient)
  * Add your STR to melee weapon damage.
  EQUIPMENT AND SPELLS
  ARE ON THE REVERSE
  MISC
  HIT POINTS
  RESOLVE POINTS
  TOTAL
  CURRENT
  TOTAL
  CURRENT
  SAVING THROWS
  TOTAL
  ABILITY
  MOD
  CLASS
  MISC
  FORTITUDE SAVE
  CON +
  +
  REFLEX SAVE
  DEX +
  +
  WILL SAVE
  WIS +
  +
  E
  A
  B
  C
  D
  G
  F
  H
  I
  J K
  ARMOR CLASS (AC)
  TOTAL
  10 + DEX +
  ARMOR +
  MISC
  ARMOR
  ARMOR PROFICIENCIES
  ¨Light   ¨Heavy
  ARMOR UPGRADES
  +
  DEX
  Each turn, you take exactly one action, and you can move 
  before or after you take that action.
  MOVE (optional; Heroes’ Handbook 77)
  TAKE AN ACTION (mandatory; Heroes’ Handbook 78)
  Attack Actions
   
  Melee Attack (Heroes’ Handbook 78)
   
  Ranged Attack (Heroes’ Handbook 79)
   
  Hinder Foe (Heroes’ Handbook 79)
   
  Support Fire (Heroes’ Handbook 79)
  Use an Item (Heroes’ Handbook 81)
  Use a Skill (Heroes’ Handbook 81)
  Use a Special Ability (Heroes’ Handbook 81)
  Cast a Spell (Heroes’ Handbook 82)
  Extra Move (Heroes’ Handbook 82)
  Defend (Heroes’ Handbook 82)
  RESTING
  With 10 uninterrupted minutes 
  of rest, you can spend 1 Resolve 
  Point to regain Hit Points 
  equal to half your total Hit 
  Points (rounded down; Heroes’ 
  Handbook 84).
  With a full night’s rest (8 hours 
  of sleep or more), you regain Hit 
  Points equal to half your total 
  Hit Points (rounded down), all 
  of your Resolve Points (Heroes’ 
  Handbook 84), and all of your 
  daily-use abilities and spell slots 
  (Heroes’ Handbook 72).
  BASIC ROLL: 
  D20 + MODIFIERS
  WHAT CAN I DO ON MY TURN?
  Starfnder Beginner Box
  10/17/18   6:16 PM
  VESK
  VESK
  VESK
  VESK
  VESK
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  of sleep or more), you regain Hit 
  daily-use abilities and spell slots 
  Starfnder Beginner Box
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  Launch into an exciting universe of science 
  Launch into an exciting universe of science 
  Starf nder 
  Starf nder 
  ! Streamlined rules help you 
  ! Streamlined rules help you 
  create and customize your own futuristic hero 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  action-packed battles against dangerous foes! 
   is the ideal 
   is the ideal 
  introduction to the Starf nder Roleplaying 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  cards, a complete set of dice, six pregenerated 
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  EXCEL IN MELEE AND RANGED COMBAT
  
  Calaca
  T
  he skull-masked figure held a guitar in one hand and 
  a brass, wide-mouthed pistol with the other. He held 
  the pistol raised, not the guitar. “Deceiver and defiler!” he 
  challenged. “You feign innocence. You claim to have no 
  knowledge of your stowaway that escaped us!”
  “Calaca, comforter of the living,” I said, stammering, 
  “your business is not with me; I have passed on. Your 
  business is to assuage the unease of those I left behind.” 
  “As I have been,” he said, furious, “and it is where I saw 
  your many published volumes on the lore of sahkils.”
  Catrina
  A
  ll flower and bone, the woman spoke to me 
  softly. “You unknowingly carried a sahkil 
  intruder here into the lands of the dead, like a pebble 
  in your shoe or a seed in your hair. It knew of your 
  scholarly fascination. It lurked quietly behind your 
  eager interest and earnest questions. It was patient. You 
  were not. And thus you brought our enemy here.”
  “O catrina, comforter,” I whispered, “Is it gone?”
  “Gone, as in removed from you? Yes. Gone, as in 
  escaped? Alas, also yes.”
  
  paizo.com/pathfinder
  Printed in Canada. PZO90143
  M 
  ighty magic has hurled the heroes across the world to the continent of Arcadia, but 
  their remarkable travel is no accident. In the land of Xopatl, the heroes find ancient 
  legacies that unlock the secrets they have carried ever since they awoke in the realm 
  of the dead. But this land of magic and wonder is no safe haven—agents of the Whispering 
  Tyrant terrorize even this distant nation. If the heroes can overcome followers of wicked new gods 
  and defend a city desperate to revitalize its lost magic, they might learn how to turn the tide against 
  the Whispering Tyrant and put an end to his fearsome weapon forever. From lively festivals and 
  masked brawlers to undead terrors and arcane botany gone horribly wrong, the heroes are sure to 
  find more than they bargained for in a land unlike any other they’ve seen.
  This volume of Pathfinder Adventure Path continues the Tyrant’s Grasp Adventure Path 
  and includes:
  • “Borne by the Sun's Grace,” a Pathfinder RPG adventure for 14th-level characters, by Luis Loza.
  • An extensive gazetteer of the nation of Xopatl, Lands of Promise, including its legacy of 
  wonders and its modern disasters, by Luis Loza.
  • An examination of the enigmatic and powerful psychopomp usher called Barzahk the 
  Passage, warden of the Dead Roads, by Crystal Frasier.
  • A bestiary of powerful monsters, including new couatls of vengeance and verdant 
  growth, an undead dwarven victim now carrying a mummy's ruinous curse, a psychopomp who 
  ministers to survivors of tragedy, and Barzahk the Passage themself, by Carlos Cabrera, Crystal 
  Frasier, Luis Loza, and Mikhail Rekun.
  Sent to a Distant Land
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF139-144 - Tyrant's Grasp/Tyrant's Grasp - 05 - Borne by the Sun's Grace.pdf