TEXT: 1
  Player's Guide to the Colonies 
  
  2
  Shadows over Vathak Setting
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  Open Game Content.
  Shadows 
  over
  Vathak
  Written by John Bennett
  Line Developer John Bennett
  Layout and Design by Rick Hershey
  Editing by Rick Hershey
  Shadows over Vathak Contributing Designers 
  Chris Bayes, Christopher Huff, Doug Lilly, Eugene Black, Jason Stoffa, 
  Kyle Patrick Smith, Landon Bellavia, and Troy Daniels
  Published by Fat Goblin Games
  Shadows over Vathak: Silhouette of a Shadow ©2014 Fat Goblin Games.
  All rights reserved. fatgoblingames@gmail.com
  Silhouette   
  of a Shadow
  1st level Adventure for 4-6 players
  
  3
  Player's Guide to the Colonies 
  Contents
  Introduction 
   4
  Adventure Background 
   5
  Adventure Summary 
  5
  Gazetteer 
   6
  Smelts Run 
  6
  Map 
   10
  Timeline of Events 
  11
  Part One: The Investigation 
   12
  Key Investigation Locations 
   16
  Part Two: The Reformation Church of the     Elder Sign 
   33
  Infiltrating the Church 
  33
  The Church’s  Features 
  34
  Part Three: Assault on the Lazard Ruins 
   43
  Information on Lazard Ruins 
  43
  Conclusion 
  55
  
  4
  Shadows over Vathak Setting
  Introduction
  Silhouette of  a Shadow is a 1st level adventure for 4-6 PCs. The module takes place in 
  and around the city of Skalan, located in the Colonies region of Vathak. More infor-
  mation about Vathak can be found in the Shadows over Vathak Campaign Guide. Addition-
  ally, the Player’s Guide to the Colonies and the Colonies- Game Master’s Guide provide addi-
  tional information about the Colonies to help bring the adventure and the region to 
  life. This adventure can also be easily ported to your favorite campaign world with little 
  effort. It works best to place the adventure in a coastal large city.
  
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  Player's Guide to the Colonies 
  Adventure 
  Background
  With the rise of the Great Old Ones devas-
  tated Vathak, many of the remaining vampire 
  and werewolf clans fled to the island known as 
  the Colonies. Greatly reduced in numbers, these 
  creatures of the night kept a low profile from 
  humanity while they privately warred with one 
  another for hunting grounds. Fighting for their 
  very survival, they naturally listened with trepida-
  tion to the rumors about a new religion called the 
  Church of Unspeakable Masses. Many feared 
  that these so called Elder Gods would seek to 
  annihilate them much like the Great Old Ones. 
  Therefore, the Bloodmoon werewolves, the Colo-
  nies largest werewolf pack, decided to send one 
  of their own, Rolistair Bloodmoon, a werewolf 
  with magical ability, to infiltrate the church and 
  act as a spy.
  Rolistair is a bit of an outcast. Possibly due 
  to his magical abilities, he was born completely 
  human but as a close relative of Heinrich Blood-
  moon, the clan’s alpha male, he was infected with 
  lycanthropy as a child. Still, he is not completely 
  accepted and Heinrich hopes that Rolistair’s suc-
  cess in his mission will increase his standing.
  It was not long before Rolistair was discov-
  ered by the Mi-Go manipulating the church. 
  Relishing the chance to experiment on a lycan-
  thrope, the Mi-Go performed many unnecessary 
  experiments, one of which involved a partial 
  lobotomy that greatly reduced Rolistair’s magical 
  powers. Desiring to the see the results of their 
  experiments tested in the field, the Mi-Go set 
  Rolistair loose. Rolistair has no recollection of 
  the Mi-Go, just visions of a shadowy entity that 
  spoke to him.
  Now half-mad and abandoning 
  the original mission for his clan, 
  Rolistair’s twisted mind seeks to bring about a 
  true reformation of the Church of the Unspeak-
  able Masses- removing its human leaders from 
  power and bringing about the rise of the Elder 
  Gods he believes are whispering to him. These 
  whispers led him to seek out strange rituals and 
  rites to study. Now armed with an incantation of 
  his own devising to summon and bind servants 
  of the Elder Gods, Rolistair plans to put his 
  dangerous plan into action. As a focus, Rolistair 
  needs a number of willing victims to assist him in 
  conducting the ritual. To this end, for the last few 
  months, Rolistair has been leading services at his 
  own reformist church, a church that constantly 
  moves to different locations within one of the 
  seediest quarters of Skalan to avoid detection. 
  He recruited a number of con men to help him 
  perpetuate the illusions he uses to perpetuate the 
  power of his new faith. Wearing yellow robes, 
  Rolistair’s “followers” lurk about, bringing in 
  young, rich nobles to attend services. If Rolistair 
  succeeds at his devious plan, a new shadow will 
  rise over Vathak, one that can now only faintly 
  be seen.
  Adventure Summary
  The PCs can become involved with the 
  adventure in a number of ways-
  • 
  Members of the Church of Unspeak-
  able Mass discreetly solicit the PCs for aid. Ru-
  mors of Rolistair’s reformist church have reached 
  a few of the high ranking human members of 
  the Church. Not wanting the public to know 
  about schisms and infighting within the Church, 
  they seek outside agents to quietly deal with the 
  problem of Rolistair.
  •  
  After losing contact with Rolistair, a 
  representative of the Bloodmoon clan seeks the 
  PCs out. Using the pretense of a lost relative, 
  the representative hires the PCs to 
  find Rolistair, saying that he may have 
  fallen in with a bad crowd. They tell 
  
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  Shadows over Vathak Setting
  the PCs that they believe he is involved with the 
  Church of Unspeakable Masses. He asks that the 
  PCs bring Rolistair back to him.
  •  
  An ally or patron of one of the PCs 
  may want Rolistair dealt with for his own reasons 
  and asks the PCs to find him. The ally informs 
  the PCs that Rolistair is involved with the Church 
  of Unspeakable Masses.
  •  
  A son or daughter of a noble has gone 
  missing and the PCs are asked to find him or 
  her. All the noble knows is that the offspring 
  was spending a lot of time with a man named 
  Rolistair who led a congregation belonging to the 
  Church of Unspeakable Masses.
  Regardless of the hook the PCs are given, Ro-
  listair is described as being in his late 30’s, with 
  scruffy black hair, heavily grayed, and goatee. He 
  rented a flat in one of Skalan’s many decrepit 
  tenements in the Smelts Run district but has not 
  been heard from in awhile. 
  The PCs’ employer offers to pay them 250 
  gp each with 50 gp up front now to find Rolistair 
  (dead or alive depending on the particular hook). 
  A DC 20 Diplomacy check increases the upfront 
  payment to 100 gp.
  Gazetteer
  Smelts Run is where Parts 1 and 2 of the 
  adventure take place. The gazetteer detailed here 
  is to assist the GM in bringing the location alive 
  whether for this adventure or future adventures. 
  Included are descriptions of notable locations, 
  and a chart of general rumors 
  Smelts Run
  The ripe smell of fish hovers over the 
  crooked, cracked brick streets and swaying tene-
  ment buildings of Smelts Run, one of Skalan’s 
  poorest districts. Home to approximately 3,000 
  souls, Smelts Run originally began as a small 
  fishing village founded just as Skalan began its 
  enormous growth. Possessing a small, natural 
  cove, the fishermen hauled in salt water smelts 
  that came to the cove to breed, giving the village 
  its name. The village was not in existence long 
  before being absorbed by the steadily growing 
  Skalan, however, the industry of fishing smelts 
  remained and the name of the village became 
  the name of the district. 
  Most of the population of Smelts 
  Run consists of native romni inhabit-
  The Fragility of 1st Level Characters
  Running an adventure with 1st level characters, while exciting if it is the start of a new, long term 
  campaign, is also fraught with its own headaches- namely that 1st level characters are extremely frag-
  ile. With only 1 HD, a couple of lucky rolls can spell doom for a character or the entire party. Addi-
  tionally, 1st level PCs do not possess a lot of resources to weather a long string of combats. The GM 
  should keep this in mind when running this adventure. Silhouette of  a Shadow strives to give the PCs a 
  choice in how they confront the challenges in the module, whether it is through combat or guile. If 
  you know your PCs like more action, you may wish to start them at 2nd level, reduce the number of 
  combatants in each fight, or simply let the dice fall where they may. Finally, the final “dungeon” in 
  this adventure, Lazard’s ruins, is not meant to be gone through room by room in one go, however, it 
  is a design choice so that the PCs do not feel railroaded into going in the “correct” direction. If the 
  PCs seem to be struggling a little, feel free to add additional resources like a useful magic potion that 
  happens to be hidden on a defeated foe.
  
  7
  Player's Guide to the Colonies 
  ants, many with roots going back generations. 
  Traditional romni culture dominates the district 
  which is alive in their bright colors but mired in 
  their superstitions. However, the district sees a 
  constant influx of foreigners and others down 
  on their luck. As such, the district is beginning to 
  become overcrowded, leading many to eke out 
  a living in the cavernous sewer systems below. A 
  once relatively quiet district, it has seen a rise in 
  criminal activity in gangs, mostly composed of 
  youths either unable or unwilling to find gain-
  ful employment. Instead they work the docks, 
  dealing in illegal goods and services. Others assist 
  smugglers entering into Skalan, working as fences 
  for their wares.
  Locations
  1. The Tower- Nicknamed “the Tower” by 
  district natives, this looming 5 story tenement 
  building is the largest in the district. Even more 
  impressive is the sprawling labyrinthine caverns 
  below, dug out by residents desperate for more 
  space. The caverns often intersect with the large 
  sewer system that runs under all of Skalan. 
  Generally, nonnatives rent out rooms in the 
  Tower, owned by an absentee vindari landlord 
  who leaves the day to day business to a group of 
  thugs. Foreigners, prostitutes, and drug addicts 
  make up most of the Tower’s inhabitants. Theft 
  and worse occurs daily so most of the residents 
  keep their doors stoutly looked (DC 20 Disable 
  Device). The thugs managing the Tower keep 
  rooms and an office on the 1st floor, rarely inter-
  fering to break up fights or other crimes unless 
  bribed to do so. They forcefully collect rent and 
  steal regularly from the renters.
  The rooms in the Tower are small, measuring 
  10 ft. by 15 ft., containing a bed, desk, cabinet, 
  and a barred window (hardness 10, hp 30, Break 
  DC 23). Rooms with multiple ten-
  ants often contain dirty mattresses. 
  The thin wooden walls do little to 
  block out noises from the neighbors 
  on either side. Underneath, a level of crooked 
  narrow tunnels meanders haphazardly, widen-
  ing into small caverns hosting entire families. A 
  few open up into the large sewer complex that 
  runs below Skalan. These labyrinthine tunnels, 
  constructed from rotting brick and stone, stretch 
  below the streets of Skalan and are used by vari-
  ous thieves guilds and worse. Scattered scorch 
  marks mar the outside of the Tower from arson-
  ists that have tried to set the building ablaze- the 
  only incident to which the thugs managing the 
  building respond to without provocation.
  2. Marketplace- Numerous brightly col-
  ored stalls, reminiscent of the traveling romni 
  wagons crowd together, selling everything from 
  smelt soup to items more useful to adventurers 
  such as weapons, armor, and some alchemical 
  items. Any nonmasterwork item under 100 gp 
  can be purchased here but the merchants are no-
  torious hagglers. Nonnative residents of Smelts 
  Run pay an extra 20% on any items purchased in 
  the marketplace unless they succeed on a DC 15 
  Bluff or Diplomacy check which reduces it down 
  to 10%. The marketplace operates from sun up 
  to sun down. Due to the number of people in the 
  area, Diplomacy checks made to gather informa-
  tion in the marketplace gain a +2 circumstance 
  bonus.
  3. The Docks- Rickety wooden planks form 
  a sprawling pier over a rocky beach and lean out 
  over a small, natural cove in the district’s north 
  end. Fishing boats launch daily to ply the waters 
  looking for smelts which are more plentiful in the 
  spring when they enter the cove to breed. The 
  smelts form the staple of the resident’s’ diet, a 
  versatile fish that can be prepared a number of 
  ways. The district hosts a small festival in the 
  spring to welcome the smelts back. Unfortu-
  nately, the criminal element prowls the docks. 
  The Night Berserkers, Rat Callers, Skum Run-
  ners, and Stitchfaced Sisters are just a 
  few of the numerous gangs that war 
  amongst each other for territory.
  
  8
  Shadows over Vathak Setting
  4. Odarian House- While Skalan boasts a 
  large red light district, small pleasure houses lie 
  scattered throughout the districts. Madam Evelie 
  (CN female romni expert 2) operates one such, 
  the Odarian House- a two story townhouse with 
  red window shutters (a nod to Skalan’s infamous 
  district). Richly appointed rooms, house drinks, 
  and music await those wishing to find compan-
  ionship for a short time.
  5. Tanbaran’s Magic Shop- Tanbaran 
  Kraum (LE male vindari wizard 6) runs the one 
  magic shop in the district. Exiled from vindari 
  nobility for unorthodox use of enchantment spells 
  with other men’s wives, he sells useless potions 
  and trinkets in the cluttered shop to the supersti-
  tious natives. However, he does keep a stock of 
  magical components for those who actually know 
  something of the arcane arts which he is will-
  ing to sell if they can answer a few 
  simple questions (DC 10 Knowledge 
  [arcana]). He keeps 1d4 minor po-
  tions, scrolls, and wands locked away in a safe 
  in the back room. Considering himself a “lady’s 
  man”, females with a Charisma score of 12 or 
  higher gain a +2 circumstance bonus to Diplo-
  macy when dealing with him. Tanbaran wears 
  heavy dark blue robes overly embroidered in gold 
  thread to depict arcane symbols. He wears his 
  grey hair slicked back with a well-oiled goatee in 
  the latest vindari fashion.
  6. The Svelte Pig- A painting of an anthro-
  pomorphic pig drinking from a glass, faded and 
  cracking from age, covers the wall next to the 
  entrance of a seedy bar situated below tene-
  ment apartments. Worn, crooked, and shoddily 
  repaired tables crowd a small common room 
  containing a small, smoky hearth. During the 
  daylight hours, a few drunkards can be found 
  sitting alone, nursing cups of watery ale. The tav-
  ern attracts day laborers drawn to its 
  cheap ale and liquor in the evening 
  hours. Owner and barkeep, Szaro (N 
  
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  Player's Guide to the Colonies 
  male romni expert 2), slings drinks all hours of 
  the day. His shirts find it difficult to reach over 
  his rotund stomach. A long, greasy beard hangs 
  limply from his face which usually has a gap-
  toothed smile.
  7. The Bearded Mermaid- A brightly 
  painted sign depicting a crudely drawn mermaid 
  with a flowing beard that hides her chest adorns 
  the entrance over Smelts Run’s most popular 
  gambling hall. Inside, numerous gambling 
  tables fill a large central room with a massive 
  bar against one wall. All manner of gambling 
  can be found here, whether it is dice, cards, or 
  other games of chance. Burly guards lurk in the 
  corners, ready to break up fights and haul off 
  anyone suspected of cheating (whether or not 
  they actual did, they get a sound beating in the 
  alley behind the building). A number of offices 
  reside in the back, all guarded by members of 
  the Red Sabers thieves’ guild which takes a cut of 
  the profits for their protection. A secret entrance 
  (DC 25 Search) in one of the offices leads down 
  into the sewers from which the thieves come and 
  go. Its proprietor, Tolio (CN male romni rogue 
  4), runs the establishment, keeping a close eye on 
  the gambling floor from behind the bar. He obse-
  quiously greets guests, knowing that 
  sooner or later, he will have their 
  money in his pockets. Tolio wears 
  traditional romni clothing, his neck 
  and fingers heavy with silver and gold jewelry 
  and cheap gems.
  8. Former Church of the Unspeakable 
  Masses- This location used to serve as a small 
  Church of the Unspeakable Masses that sought 
  to grow roots in the district. It never gained in 
  popularity due to the native romni’s superstitious 
  nature and general xenophobia. After Rolistair 
  went insane, he returned to the church, mur-
  dered the priests living there and burnt it down. 
  The district residents did not see it as a loss and 
  in fact have already pretty much forgotten about 
  the church’s existence.
  9. Lawana’s House- This sagging house, 
  its windows boarded up and covered with gang 
  related graffiti, rests at the dead end of a street 
  containing houses in similar states of disrepair. 
  Believed to be haunted, the native romni inhabit-
  ants avoid this area, making signs to ward off 
  evil when they pass by. The brave few who try to 
  inhabit the houses on this street leave after only a 
  few nights, stricken with fear by a shadow in the 
  darkness. The house, in fact, belongs to a swan 
  maiden (Pathfinder RPG Bestiary 4) named Lawana. 
  Captured by slavers to be sold as an exotic menu 
  offering at the infamous Lepenstalder House (see 
  Colonies- Game Master’s Guide), Lawana 
  escaped her captors upon arriving in 
  Skalan. Since then, she has acted as a 
  Law and Order in Smelts Run
  The insular, romni population of Smelts Run prefers to avoid bringing themselves or their prob-
  lems to the attention of the local authorities, a mix of vindari and romni guardsmen under the direc-
  tion of Constable Jacques Screedy (LN vindari male fighter 4). Few of the guardsmen were recruited 
  from the district, so the natives view them as outsiders. Corruption is not unheard of and Screedy 
  gets a kickback to stay away from the docks. Still, the guardsmen attempt to keep relative order and 
  safety within the district and will intervene in cases where overzealous PCs disturb the peace (rough 
  handling NPCs in the streets, fighting, setting fire to buildings, etc.). As outsiders themselves, the PCs 
  are more likely to be reported for any suspicious or illegal action they are involved in. A typical patrol 
  of guardsmen consists of a squad of 4 guards (CR 5; see the stats for “guards” in Pathfinder Game 
  Mastery Guide).
  
  10
  Shadows over Vathak Setting
  
  11
  Player's Guide to the Colonies 
  secret guardian angel of the district, her recent 
  focus being her investigation into Rolistair’s 
  church. Unusual even amongst her own kind, La-
  wana’s feathers are jet black. Valuing her privacy, 
  she scares intruders away that attempt to move 
  into any of the houses on the street. Her house is 
  further detailed in this adventure.
  10. Madam Rasha’s House of Fortune- 
  The district’s most prominent fortune teller, 
  Madam Rasha (CN old female romni rogue 
  3) divines fortunes from a small shop near the 
  market. Unable to actually tell genuine fortunes, 
  Madam Rasha makes prolific use of her Bluff 
  and Sense Motive skills (+9 each) to “discern” 
  people’s futures and is a fixture in the community 
  for her abilities, however erroneous they are. 
  Thick, cloying incense constantly burns in her 
  little shop where she peers over a glass ball while 
  lighting candles, additional incense, and using 
  Sleight of Hand (+6) to mimic the arrival of spir-
  its. While not a necessary part of the adventure, 
  if players are drawn here to ask questions about 
  Rolistair or the Church of Unspeakable Masses 
  she tries coaxing as much information as she can 
  out of the PCs without seeming to, giving them 
  vague answers which may seem plausible if she 
  succeeds on her Bluff check. In fact, she knows 
  nothing about Rolistair and his church beyond 
  the rumors found on the Rumor Table.
  Romni Prejudice
  The romni make up the majority of the 
  residents within the district and view outsiders 
  with some distrust. They believe that the influx 
  of outsiders is to blame for the decline of the 
  district and the rise in crime (though many of the 
  gangs are composed of romni youth). As such, 
  nonromni characters suffer a -2 penalty to all 
  Diplomacy and Knowledge (local) checks within 
  the Smelts Run. Romni characters 
  however, gain a +2 bonus to all 
  Diplomacy and Knowledge (local) 
  checks within the district.
  Timeline of Events
  At the start of the adventure, Rolistair is 
  still preparing with his followers to set off to the 
  Lazard Ruins in Part 3 of the adventure. You do 
  not have to stick to this timeline. It is provided to 
  assist you with an idea of the PCs and Rolistair’s 
  probable movements.
  Day 1- The PCs begin conducting their 
  investigation around Smelts Run and should con-
  clude with the PCs investigating Lawana’s house 
  at the end of Part 1. Rolistair, meanwhile, gives 
  his instructions to Daros to continue the services 
  while he makes the final preparations to depart 
  for the Lazard Ruins. 
  Day 2- The PCs investigate one of the 
  houses belonging to the Church of the Elder 
  Sign. There they find clues as to Rolistair’s 
  whereabouts at the Lazard Ruins a day’s journey 
  from Skalan. Rolistair departs early with a group 
  of young nobles to the Lazard Ruins while Daros 
  and the remaining cultists prepare for another 
  service that night.
  Day 3- If the PCs leave early, they arrive at 
  the Lazard Ruins as night begins to fall. Rolistair, 
  having arrived at the ruins, begins preparing for 
  the hours long summoning ritual.
  
  12
  Shadows over Vathak Setting
  Part One:         
  The        
  Investigation
  Regardless of the hook the PCs are given, 
  Rolistair is described as being in his late 30s, 
  with scruffy black and gray hair and goatee. He 
  rented a flat in a place called “The Tower” in 
  one of Skalan’s poorest districts, Smelts Run. At 
  this point, the PCs decide how to proceed.
  Knowledge (local) Checks
  Listed here are tables for PCs wishing to 
  make Knowledge (local) checks to aid in their 
  investigation.
  Outside of Smelts Run
  Knowledge (local) checks made outside of 
  Smelts Run regarding Rolistair or his church 
  yield no results. The table below lists the results 
  of a Knowledge (local) check made regarding 
  Smelts Run. A higher result learns the informa-
  tion listed under the lower result as well.
  DC
  Knowledge (local) Result
  10
  Smelts Run is a romni ghetto known for 
  its harvest of smelt, a small fish that annu-
  ally come to breed in the natural cove at the 
  district’s northern end.
  15
  A number of foreigners have begun im-
  migrating into Smelts Run which does not sit 
  well with the native romni inhabitants. Ru-
  mors abound that an unsanctioned offshoot 
  of the Church of the Unspeakable Masses 
  resides within the district.
  20+
  Strange men in yellow robes have been 
  seen in the district, often in the company of 
  young nobles from some of Skalan’s most 
  affluent families.
  Inside of Smelts Run (General Informa-
  tion and Rumors)
  Use the following table for PCs making gener-
  al inquiries within the district of Smelts Run. On 
  a DC 10 Diplomacy check, the PC learns one 
  rumor from the following table. For each 5 that 
  PC’s check exceeds the DC, roll one additional 
  time on the table below but roll again if the PC’s 
  initial result is rolled.
  d8
  Diplomacy Result
  1
  A romni merchant claims that the district 
  was a peaceful place until all the foreign-
  ers started showing up, bringing crime and 
  unrest with them.
  2
  A ragged looking vindari man (after ask-
  ing for some coppers) states that the romni 
  look down on everyone. He, himself, has to 
  live with his wife and three children in the 
  caverns below the Tower because the romni 
  won’t rent rooms to any nonromni.
  3
  A young romni woman sighs that she’s 
  afraid her younger brother has gotten 
  involved in one of the gangs in the district. 
  Sometimes, she does not see him for days 
  because he spends all his time at the docks 
  where most of the gangs operate.
  4
  An old romni woman attempts to sell 
  the PC a good luck charm (2 sp). Evil spirits 
  abound here; she’s seen one of them- a 
  black, feathered bird of ill omen.
  5
  A twisted cambion boy cleaning cham-
  berpots happily exclaims how a beautifully 
  feathered woman saved him from some thugs 
  a few nights back. 
  6
  A pair of young vindari siblings, richly 
  attired, ask the PCs if they know where the 
  Church of Unspeakable Masses is. They 
  claim they heard about it from their friends 
  and the church opens your eyes to unimagi-
  nable wonders.
  7
  A romni man tells the PC that if you 
  want answers, the person to go to is Madam 
  Rasha. She can see the future!
  8
  A romni woman preparing smelt soup 
  at a stall laments the erosion of traditional 
  romni ways. A group of yellow priests have 
  been hanging around the district, trying to 
  sell people on some new religion.
  
  13
  Player's Guide to the Colonies 
  Use the following table for PCs using Diplo-
  macy to gather information regarding Rolistair. 
  A higher result learns the information listed 
  under the lower result as well.
  DC
  Diplomacy Result
  10
  A romni man frowns as he hears the 
  name, saying, “Doesn’t sound like someone 
  from around here. Is a foreigner? Probably 
  living in the Tower, then, if he knows what’s 
  good for him.”
  15
  A vindari woman in garish makeup 
  relates, “Aye, Rolistair? I’ve heard the name. 
  Some say he’s a wizard or something, 
  though Tanbaran might know more about 
  that. I think he’s the one leading that church, 
  Reformation or something. I think they have 
  a church around here somewhere.
  20+
  A one-eyed homeless romni man in 
  his cups spits on the ground before angrily 
  exclaiming, “Rolistair! I called him out for 
  cheating at cards at the Bearded Mermaid. 
  The bastard took my eye out. He’s crazy, 
  that one, I could see it in his eyes. Him and 
  his damn yellow priests!
  Use the following table for PCs using Di-
  plomacy to gather information regarding the 
  Church of Unspeakable Masses. A higher result 
  learns the information listed under the lower 
  result as well.
  DC
  Diplomacy Result
  10
  An old romni crone makes a sign to ward 
  off evil before saying, “There was one of 
  those foul churches here, but it burnt down 
  months ago and good riddance. Evil sorcer-
  ers, the lot of them.”
  15
  A vindari man who has seen better days 
  gives the following, “Shortly after the church 
  burnt down, I started seeing yellow priests 
  in the streets. Seems like they were related. 
  When I asked these new priests who they 
  were, they wouldn’t tell me anything.”
  20
  A street tough looking romni girl smirks, 
  “I’ve seen those yellow rats scampering about 
  in the sewers. I hear they move their church 
  a lot and you can get to a lot of places, a lot 
  of homes, using those sewers.”
  
  14
  Shadows over Vathak Setting
  The Yellow Priests
  While undergoing the invasive surgical experiments of the Mi-Go, a shadowy, nebulous being 
  appeared before Rolistair, whispering dread arcane rituals into his ear. Believing this to be a herald 
  of the Elder Gods and a mark of their favor, when the Mi-Go finally set him free, Rolistair imme-
  diately set to work on creating a new church based on what he had learned. Unfortunately, due to 
  the debilitating surgeries, much of what Rolistair learned from the unknown servitor was lost. Still, 
  that did not stop him. After burning down the small Church of the Unspeakable Masses in Smelts 
  Run as an act of defiance, Rolistair began recruiting local thugs and con men to be part of his new 
  reformist church. They targeted the young sons and daughters of nobles and wealthy merchants, 
  using trickery to stage elaborate rituals to impersonate eldritch forces. These sons and daughters in 
  turn squandered their money which Rolistair used to further his research into summoning the dark 
  power he met while captive. Rolistair has now completely abandoned his original mission to spy on 
  the Church, instead solely consumed by the visions he witnesses which may or may not have been a 
  result of the surgery or intended by the Mi-Go.
  The so-called priests Rolistair employs wear yellow robes devoid of any ornamentation. They 
  prowl the streets of Skalan, looking for disillusioned and jaded youths with money to entice into their 
  schemes. Attempting to avoid the notice of the much larger Church of the Unspeakable Masses, the 
  yellow priests hold their services in a rotating series of abandoned buildings, making them difficult to 
  track. Often, they utilize the sewers to avoid being seen on the streets. The priests, themselves, do not 
  believe in Rolistair’s ideology. They know he is clearly insane, but he pays them well and so far, their 
  racket is proving to be lucrative.
  After the PCs learn of the existence of the yellow priests and Rolistair’s connection to them, it 
  is conceivable that they may try and track one down before confronting them at the end of Part 1. 
  Provided here are some suggestions on how to handle this avenue of investigation.
  A DC 15 Diplomacy check to gather further information about the yellow priests reveals that 
  while people have seem them around here and there, no one knows where exactly they are located. 
  They are often spotted in the company of young, richly dressed people.
  The PCs discover a yellow priest talking to a teenaged, well to do vindari boy. The yellow priest 
  wants nothing to do with the PCs and will attempt to slip down a nearby alley and escape. If cap-
  tured and questioned, the yellow priest can point the PCs to a location of your choice. This option 
  works well to get the PCs back on track of the investigation or help them if they are struggling with 
  their investigations. This particular yellow priest does not yet have the location for the next meeting.
  
  15
  Player's Guide to the Colonies 
  Random Encounters
  Listed below are random encounters that can be quickly inserted to liven up the PCs’ investigation. 
  Additionally, these encounters can also serve as roleplaying encounters to provide clues to the PCs if 
  they become stuck. Be careful to not throw too many random encounters at the PCs due to their low 
  levels.
  d10
  Encounter
  CR
  Source
  1
  3 dire rats crawl up from the sewer, hungry.
  1
  “Dire Rat”- Pathfinder RPG Besti-
  ary
  2
  3 thugs appear to shake down the PCs.
  1
  “Thugs”- p. XX
  3
  A yellow priest (cultist) is seen talking to a young, 
  richly dressed noble.
  1/3
  “Cultists”- p. XX
  4
  A guard patrol drags along a rough looking vindari 
  man in manacles.
  5
  “Guards”- Pathfinder Game Mastery 
  Guide
  5
  Two men attempt to follow the PCs, suspicious of 
  their activities.
  1
  “Cultist Enforcers”- p. XX (not 
  wearing their yellow robes).
  6
  A man runs by the PCs, screaming, “She’s after 
  meeee!” He dashes down an alleyway. There is a dark 
  shadow as something carries him off (Lawana).
  1/2
  “Tough”- p. XX
  7
  The PCs see a man taking a beating by a gang of 
  street youths (3 thugs and 2 toughs)
  2
  “Thugs”- p. XX
  “Toughs”- p. XX
  8
  2 guards roughly interrogate a man in front of the 
  PCs, asking about a black swan of all things.
  1/2
  “Guards”- Pathfinder Game Mastery 
  Guide
  9
  A wild, hungry dog leaps out of an alley at a ran-
  dom PC.
  1/2
  “Riding Dog”- Pathfinder RPG 
  Bestiary
  10
  A disturbed cockroach swarm pours out of a nearby 
  abandoned building in the PCs direction.
  2
  “Cockroach Swarm”- Pathfinder 
  RPG Bestiary 2
  
  16
  Shadows over Vathak Setting
  Key        
  Investigation 
  Locations
  The locations in this section give the PCs 
  more detailed information regarding Rolistair 
  and his activities.
  The Tower (#1) 
  The Tower - Outside
  A massive five story wooden edifice squats before you, 
  dozens of  barred windows gazing out sullenly. Scorch 
  marks from previous fires stain its grimy walls. Lines of  
  dirty laundry stretch to the nearby buildings that crowd 
  around. Even from this distance, a din of  noise- screams, 
  raucous laughter, and heated arguments, spill from the 
  building. A group of  ragged children chase a chicken 
  through a puddle while an elderly couple sit on a bench 
  near the building’s small entrance.
  Rolistair lived in a dingy flat here 
  in the Tower when he first came to 
  Skalan. However, since being ex-
  perimented on and then starting his 
  reformist church, he spent less and less time here, 
  now having abandoned his rooms days ago.
  The children remember Rolistair as a funny 
  looking man- “the hairy man,” they called him. 
  On a successful DC 10 Diplomacy check or a 
  DC 8 Intimidate check (after which the child 
  goes and gets his parents and additional Diplo-
  macy checks suffer a -2 penalty at this location), 
  one of the children reveals Rolistair’s room as 
  #421. The elderly couple does not respond to 
  the PCs’ questions, staring straight ahead in their 
  own world. The man has a habit of pushing out 
  his wooden dentures with his tongue before suck-
  ing them in again.
  The Tower - Foyer   
          CR 1
  The building’s single entrance opens up into a 
  20 ft. by 30 ft. filthy foyer where a worn, muddy 
  rug covers the bare floor. Rickety stairs on either 
  side spiral up to the 2nd floor and a long hallway 
  stretches off opposite from the door. 
  Creatures: A rough looking vindari man, 
  one of the thugs hired to manage the building, 
  sits behind a counter, picking his dirty fingernails 
  with a worn knife. He spits a wad of dark fluid 
  into a nearby bucket as he eyes the PCs while 
  chewing something in his mouth between yellow 
  stained teeth. He informs the PCs that there are 
  not any rooms left to rent, but for 1 gp a month, 
  they can camp below in the caverns.
  If the thug is attacked, one of his 
  fellows arrive the next round from a 
  The Sewers
  The city of Skalan is riddled with a complex network of sewer tunnels stretching the length and 
  breadth of the city. PCs may attempt to explore the sewers in search of Rolistair or the yellow priests. 
  It is easy to get lost in the sewers and the PCs will have to make a DC 20 Survival check every 5 min-
  utes of exploration or become lost. The best way to handle this, since there is nothing to be gleaned 
  from the sewers, is to have lost PCs end back up where they started. Numerous creatures live in the 
  sewers like dire rats and the like which you can use to get persistent PCs to return to the surface. Ad-
  ditionally, you can have the PCs arrive at a location beneath a residential dwelling. The residents will 
  not be happy, however, to have the PCs poking around in their homes.
  
  17
  Player's Guide to the Colonies 
  door behind the counter and an another appears 
  in 1d4 rounds from the hallway. If at least 2 of 
  their number are defeated, the remaining thug 
  attempts to immediately flee.
  Thug (3)  
   
   
      CR 1/3
  XP 135
  Human warrior 1
  CN Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 14, touch 12, flat-footed 12 (+2 armor, 
  +1 Dex, +1 dodge)
  hp 5 (1d10)
  Fort +2, Ref +1, Will -1
  Offense
  Speed 30 ft.
  Melee short sword +3 (1d6+2) or sap +3 
  (1d6+2 nonlethal)
  Ranged sling +2 (1d4+2)
  sTaTisTiCs
  Str 14, Dex 13, Con 11, Int 10,  
  Wis 9, Cha 8 
  Base Atk +1; CMB +3; CMD 15
  Feats Dodge, Intimidating Prowess
  Skills Intimidate +5, Stealth +2
  Languages Common
  Gear leather armor, sap, short sword, sling 
  (10 bullets)
  Scale Up (CR 2): Add 1“Tough” or re-
  place all 3 “Thugs” with “Toughs.”
  Development: The thug knows the below 
  information if made indifferent with a DC 15 
  Diplomacy check. Every 5 gp he is given grants 
  a +2 circumstance bonus to the check. Addition-
  ally, he will reveal the following information on 
  a DC 10 Intimidate check, however, in 1d6 x 10 
  minutes, he and two other thugs 
  seek the PCs out for a beating if 
  they are still in the Tower. 
  Rolistair: He states that Rolistair lives here, 
  or did- he has not seen him in quite a few 
  days. He says that his neighbors have begun to 
  complain about a foul smell coming from his 
  room, so it might be him. However, no one has 
  paid him to go looking for a dead body. If the 
  PCs are willing to dispose of it for him, they 
  can keep whatever they find in the room and 
  he gives them the room number, 421.
  Church of Unspeakable Masses: He 
  shrugs, claiming that in Skalan, there are more 
  gods than he can count. He only follows the 
  One True faith and the rest are heathens as far 
  as he is concerned. He does not know anything 
  in particular about the church or its where-
  abouts in the district.
  The Tower -                                      
  Outside Rolistair’s Room
  Rolistair’s room can be found easily near the 
  end of a long hallway where a number of drunks 
  lie passed out. The stench of something rotting 
  wafts through the thin door. The door (hardness 
  5, hp 10, Break DC 13) is locked (DC 20 Disable 
  Device). No one in the room responds to any PC 
  knocking or calling for Rolistair. If a PC listens 
  at the door and succeeds on a DC 25 Perception 
  check, that PC hears a faint scurrying along the 
  floor (which is one of the fast zombie monkeys in 
  the room).
  The Tower -                                             
  Inside Rolistair’s Room       CR 1/2
  The overwhelming stench of  death greets you as you 
  enter the room, causing you to gag. Yet, strangely enough, 
  no grisly corpse greets you. Instead, an immaculately made 
  bed rests against one wall. Papers and other objects, how-
  ever, lie scattered in disarray on a desk across from the bed. 
  A broken iron cage lies on the middle of  a threadbare rug 
  covering the floor, faintly illuminated by the stray strands 
  of  sunlight trying to squeeze through the shut-
  tered windows.
  Dim illumination fills Rolistair’s 
  
  18
  Shadows over Vathak Setting
  room, which is 10 ft. by 15 ft. with 7 ft. ceilings. 
  Two fast zombie monkeys hide in the darkness 
  under the bed. Search checks fail to reveal any 
  additional information unless a PC looks under 
  the bed in which case the fast zombie monkeys 
  immediately attack.
  A number of objects can found on Rolistair’s 
  desk.
  A half- written letter: Written in common, 
  this appears to be addressed to a woman named 
  Jeselda saying how much he loved her but that 
  he had somewhere important to go and would 
  not be coming back. The letter ends abruptly 
  mid-sentence as if Rolistair had more to say but 
  never finished writing it.  Follow-up: A DC 10 
  Diplomacy check to gather information finds 
  a man who smirks when he hears the name, 
  “Jeselda.” He states that if the PC is looking to 
  have a little fun with her, she can be found at the 
  Odarian House (location X), a popular brothel in 
  the district.
  A package of spell components:  A cloth 
  pouch contains standard wizard spell compo-
  nents. A small folded piece of paper inside with 
  the heading “Tanbaran’s Magic Shop” lists the 
  ingredients in the pouch, mostly inconsequen-
  tial material components for 1st and 2nd level 
  spells. Follow-up: A DC 10 Diplomacy check to 
  gather information finds a young romni boy who 
  can give the PCs directions to Tanbaran’s Magic 
  Shop (location X) or he can lead them there for 
  a copper.
  Romni smoking weed and pipe: A vial 
  rests on the desk containing the romni smoking 
  weed “dreamy smoke” (see Shadows over Vathak 
  Campaign Guide) which can be identified with a 
  DC 10 Knowledge (nature) check. A crudely 
  drawn skinless head adorns a label on the vial. 
  Next to it appears to be a well-used and elabo-
  rate pipe (worth 10 gp). Follow-up: 
  A DC 10 Diplomacy check finds a 
  gaptoothed homeless vindari man 
  who states that the label belongs to 
  one of the districts gangs, the Skin Scalpers that 
  hang out on the docks (location X)
  Missives: A number of crumpled reports 
  lie on the desk that Rolistair never sent back to 
  his clan, though they are written in a cipher (DC 
  20 Linguistics check to crack). If deciphered, 
  they contain uneventful run of the mill activities 
  regarding a Church of the Unspeakable Masses, 
  although its location is not given. More disturb-
  ing are a few missives scrawled in an unsteady 
  hand that do not contain a cipher. Most of them 
  contain nonsensical writing but a few phrases 
  jump out to the reader:
  “Dead, dead, like the voices in my head said, I made 
  them all dead.”
  “The rats ate all the cheese in my brain.”
  “The Shadow speaks to the beast in me. Summon it 
  from the stars.”
  “I will purify by fire the evil of  the world.”
  Creatures: Two fast zombie monkeys hide 
  under the bed, attacking intruders 2 rounds after 
  they enter the room. Former pets of Rolistair, 
  after his experimentation, he attempted some of 
  the strange rituals he heard as whispers in head. 
  The result ended up turning the two monkeys 
  into zombies. The creatures have no tactics or 
  strategy, fighting until destroyed.
  fasT ZOmbie mOnkey (2)        CR 1/4
  XP 100
  NE Tiny undead
  Init +3; Senses darkvision 60 ft.; Per-
  ception +0
  Defense
  AC 15, touch 15, flat-footed 13 (+3Dex, 
  +2 size)
  hp 7 (1d8)
  Fort +0, Ref +3, Will +2
  Immune undead traits
  
  19
  Player's Guide to the Colonies 
  Offense
  Speed 40 ft., climb 30 ft.
  Melee bite -1 (1d3–3) and slam -1 (1d3-
  1)
  Space 2-1/2 ft.; Reach 0 ft. 
  Special Attacks quick strikes
  sTaTisTiCs
  Str 5, Dex 17, Con --, Int --, Wis 10, Cha 
  10
  Base Atk +0; CMB +1; CMD 8
  Feats ToughnessB
  Quick Strikes (Ex) Whenever a fast 
  monkey zombie takes a full-attack 
  action, it can make one additional 
  slam attack at its highest base attack 
  bonus.
  Scale Up (CR 1): Add two additional fast 
  zombie monkeys or add the advanced template 
  to both fast zombie monkeys.
  The Docks (#3)        CR 1/2+
  A stretch of  rickety wooden boards and piers juts over 
  a rocky beach, reaching towards the sea. Fishing boats 
  crowd together, their crews unloading nets filled with the 
  smelts that give the district its name. Rows of  small tav-
  erns, shops, and warehouses crowd the dock’s edge under a 
  cacophony of  noise. Furtive youths, their eyes wary, dodge 
  in and out of  the dark alleys between the buildings.
  Many of the districts youth gangs operate out 
  of the docks area, peddling narcotics and other 
  illegal goods. They frequently engage the other 
  gangs in petty turf wars or for the sheer thrill of 
  fighting.
  PCs asking around about the vial of romni 
  smoking weed that make a DC 10 
  Diplomacy check learn the insignia 
  on the vial belongs to a gang called 
  the Face Peelers and are pointed to-
  wards one of the many narrow alleys. The same 
  information can also be forced out with a DC 11 
  Intimidation check.
  If the PCs follow the directions to the Face 
  Peelers, read the following:
  The narrow alley opens up after 30 ft. into a small 
  courtyard encircled by tenement buildings. Seven feral look-
  ing youths lounge about throwing dice by a cracked well in 
  the courtyard’s center. 
  The small courtyard is roughly 50 ft. in diam-
  eter an enclosed by two-three story buildings. A 
  50 ft. deep well lies in the courtyard’s center.
  Creatures: Unless the PCs 
  attempt to be stealthy, the youths sud-
  denly spring up as the PCs approach, 
  grabbing their weapons and attempt-
  
  20
  Shadows over Vathak Setting
  ing to look menacing. The gang’s leader, Rumio, 
  a wild haired teenager with an overly large smile 
  steps forward. His initial impression is that the 
  PCs are here to do business but he is ready for 
  trouble. If asked about Rolistair, Rumio laughs, 
  stating that he does not give out information. 
  If the PCs make a DC 20 Diplomacy check, 
  Rumio is willing to part with the information for 
  25 gp. A DC 11 Intimidate check gets Rumio to 
  talk, however, as soon as the PCs turn to leave, 
  he orders the gang to attack them. If the PCs 
  fail in either the Diplomacy check or the Intimi-
  date check or refuse to bribe Rumio, the gang 
  members begin hooting, banging their clubs and 
  shouting encouragement to Rumio to fight the 
  PCs. Wanting to appear tough and retain his po-
  sition as leader, Rumio, probably unwisely, makes 
  the offer that if one of the PCs can beat him in 
  a fight, he will tell them what they want to know. 
  He informs them that his gang will not interfere 
  and he keeps his word unless the other PCs inter-
  vene, in which case the youths attack.
  If a PC takes Rumio up on his offer for a 
  fight, Rumio attacks using a well-used and nicked 
  short sword. He wants to look tough in front of 
  his gang and so does not surrender until reduced 
  to 4 or less hit points. If another PC besides the 
  one engaged with Rumio interferes with the fight, 
  or if Rumio is outright killed, the other gang 
  members attack, fighting until half their number 
  is defeated. Use the “Tough” statistics for Rumio 
  and “Thug” statistics for the remaining youths.
  TOugh  
   
   
      CR 1/2
  XP 200
  Human warrior 2
  CN Medium humanoid (human)
  Init +1; Senses Perception +1
  Defense
  AC 14, touch 12, flat-footed 12 (+2 armor, 
  +1 Dex, +1 dodge)
  hp 11 (2d10)
  Fort +3, Ref +1, Will -1
  Offense
  Speed 30 ft.
  Melee short sword +4 (1d6+2) or sap +4 
  (1d6+2 nonlethal)
  Ranged sling +3 (1d4+2)
  sTaTisTiCs
  Str 14, Dex 13, Con 11, Int 10, Wis 9, Cha 8
  Base Atk +2; CMB +4; CMD 16
  Feats Dodge, Intimidating Prowess
  Skills Intimidate +5, Perception +1, Stealth +3
  Languages Common
  Gear leather armor, sap, short sword, sling 
  (10 bullets)
  Thug (6)  
   
   
      CR 1/3
  XP 135
  Human warrior 1
  CN Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 14, touch 12, flat-footed 12 (+2 armor, 
  +1 Dex, +1 dodge)
  hp 5 (1d10)
  Fort +2, Ref +1, Will -1
  Offense
  Speed 30 ft.
  Melee short sword +3 (1d6+2) or sap +3 
  (1d6+2 nonlethal)
  Ranged sling +2 (1d4+2)
  sTaTisTiCs
  Str 14, Dex 13, Con 11, Int 10, Wis 9, Cha 8
  Base Atk +1; CMB +3; CMD 15
  Feats Dodge, Intimidating Prowess
  Skills Intimidate +5, Stealth +2
  Languages Common
  Gear leather armor, sap, short sword, sling 
  (10 bullets)
  
  21
  Player's Guide to the Colonies 
  Scale Up (CR 1): Add the advanced 
  monster template to Rumio or change Rumio’s 
  conditions for the fight to himself plus two of his 
  gang members.
  Development: If made to talk, Rumio can 
  relate the following information.
  Rolistair: Rumio admits that a man matching 
  Rolistair’s description used to come by to buy 
  their special grown smoking weed every couple 
  of weeks but he has not seen him in a few 
  months. He does not know much about Ro-
  listair- he paid in gold, a rarity since many of 
  their clients do not carry around that kind of 
  money. He remembers one time that Rolistair 
  came and there was a dog that suddenly went 
  wild, barking like crazy. Rolistair gave it a stern 
  look and the dog whimpered and ran off. 
  Church of the Unspeakable Masses: Ru-
  mio laughs. He has heard rumors about one of 
  those churches in the district but last he knew, 
  it burnt down, and he makes a sign to ward 
  off evil. He claims it was never popular in 
  the district and most refused to have anything 
  to do with it. If asked where the church was 
  located, he shrugs, saying again that it was not 
  a popular place. Rumio does seem surprised if 
  he is told Rolistair belonged to the church and 
  claims he would never have sold to him if he 
  knew that.
  Odarian House (#4)
  A madam at the door ushers you into a richly ap-
  pointed parlor room containing plush, overstuffed chairs 
  and couches. A blind romni girl in the corner plays a 
  pleasant tune on her lute. The sound of  giggling emanates 
  from behind a closed door. The madam beckons you to sit.
  The madam, Lady Evelie assumes the PCs 
  are here for pleasure. If asked to 
  see Jeselda for questioning, the 
  madam states the PCs can ask 
  Jeselda all the questions they want 
  but have to pay her hourly fee of 5 sp. If made 
  at least friendly with a DC 15 Diplomacy check, 
  Evelie is willing to lower the fee to 3 sp. If the 
  PCs attempt to intimidate Lady Evelie (DC 12 
  Intimidate check), she storms off and fetches 
  Jeselda. Afterwards, she sends four “Toughs” to 
  get revenge on the PCs.
  Once the fee is paid, Jeselda (N female romni 
  commoner 1) appears a few minutes later. An at-
  tractive woman in her early twenties, she appears 
  nervous when she sees the PCs but is willing to 
  answer their questions.
  Rolistair: Jeselda met Rolistair over a year ago 
  when he first arrived in Skalan but he never 
  did tell her where he was from originally. At 
  first, he was a client, but he seemed lonely and 
  her pity gradually turned into love for a brief 
  time. A few months ago, he disappeared with-
  out word for about a week. When he returned, 
  she could tell immediately he had changed. 
  He always had a bit of an aggressive, violent 
  side, but now he was worse. He demanded 
  that she come with him to a church of his and 
  when she refused, he tried to drag her off. She 
  tried stabbing him in the leg with a dagger but 
  it did not even draw blood. He just laughed, 
  threw her on the bed, and walked out. She 
  has not seen him since. She thinks something 
  happened to him caused by the Church of the 
  Unspeakable Masses. There was one in the 
  district but she does not know exactly where it 
  was. Other than that, Rolistair spent his time 
  either drinking at the Svelte Pig (location 6) or 
  gambling at the Bearded Mermaid (location 7). 
  She does not know anything about the magic 
  components found in his room but she does 
  state that he liked his smoking weed if asked. 
  She can tell the PCs that smoking weed can be 
  easily purchased at the docks (location 3). She 
  can provide directions to any of the locations 
  she mentioned if asked.
  
  22
  Shadows over Vathak Setting
  Church of the Unspeakable Masses: 
  Jeselda does not know much about the church, 
  despite the fact that Rolistair seemed heavily 
  involved in it. He never did talk about what he 
  did there or why he believed their nonsense. 
  She never asked him about it. Now, though, no 
  one really talks about it. She has heard some 
  rumors about yellow priests in the district that 
  supposedly belong to the church, but she has 
  not seen them.
  Tanbaran’s Magic Shop (#5)
  Herbs hang from the rafters over shelves cluttered with 
  numerous vials and decanters labelled in the language of  
  magic. The fragrant herbs do little to dispel the musty 
  smell that clings to everything. A vindari male wearing 
  heavy blue robes embroidered with arcane symbols, his fine 
  goatee shining with oil, looks up at you as you enter the 
  shop.
  Tanbaran initially assumes the PCs have 
  come to buy one of his fake concoctions- love po-
  tions, truth elixirs, hair growth, etc., and quickly 
  tries to sell one to a PC. He takes immediate 
  interest if there is a female in the group with a 
  Charisma score of 12 or higher or any PC dis-
  playing symbols of the arcane. These individuals 
  gain a +2 circumstance bonus on Diplomacy 
  checks to deal with Tanbaran. Additionally, if 
  there is a member in the party that practices 
  arcane magic, Tanbaran asks them three ques-
  tions regarding magic to ascertain that they are 
  a true student of the arts. On two successful DC 
  10 Knowledge (arcana) and one DC 15 Knowl-
  edge (arcana), Tanbaran is willing to sell that 
  individual any of the magic items he has stored 
  in the backroom which include a scroll of  alter self  
  (25 gp), scroll of  charm person (25 gp), and a wand of  
  sleep (5 charges, 75 gp).
  Tanbaran is willing to answer questions if 
  made friendly with a DC 15 Diplo-
  macy check or forced with a DC 19 
  Intimidate check. Purchasing one of 
  his fake potions or tinctures for 10 gp grants a +2 
  circumstance bonus to Diplomacy checks made 
  to improve his attitude.
  Rolistair: Tanbaran had frequent dealings with 
  Rolistair starting from when he arrived in the 
  district over a year ago, often selling him spell 
  components. He says that a few months ago, 
  Rolistair had not come into his shop for a 
  while and he thought that he had moved away. 
  When Rolistair did finally come in, Tanbaran 
  noticed an immediate change about him. He 
  had a wild look in his eye and bought some 
  books Tanbaran had on summoning magic. 
  After that, Rolistair came in less and less, but 
  each time, he looked wilder than before, his 
  features haggard like he had not been getting 
  a lot of rest. He found this strange as before 
  he always kept his appearance neat for his 
  woman, Jeselda, a prostitute at the Odarian 
  House (location 4). If he was not spending 
  time with her, he knew he often spent evenings 
  as the Svelte Pig (location 6), a seedy bar in the 
  district. He provides the PCs directions to both 
  places if asked.
  Church of the Unspeakable Masses: 
  Tanbaran states that Rolistair was a member at 
  a small local church belonging to the Church 
  of the Unspeakable Masses. Tanbaran regards 
  the church as nothing more than shysters and 
  con artists, a view he says he shared with Ro-
  listair many times. It never seemed to bother 
  Rolistair. He does not know the location of the 
  church since it is a subject he finds loathsome 
  and not worth his time.
  The Svelte Pig (#6)
  Worn, battered, and hastily repaired chairs crowd 
  around small, dirty tables inhabited by a few locals 
  already deep in their cups. A small hearth at the far end 
  of  the common room emits more smoke than 
  heat, furthering adding to the dank, dark at-
  mosphere of  the place. Behind a bar, a heavy 
  
  23
  Player's Guide to the Colonies 
  set romni man washes mugs, his faded shirt vainly trying 
  to, but ultimately failing to, cover his large stomach.
  The patrons do not even spare a glance to the 
  PCs and are unresponsive to any questioning, 
  merely shrugging if asked anything before going 
  back to their drinks.
  The barkeep, Szaro, flashes the PCs a gap-
  toothed smile, setting down mugs as they ap-
  proach. An affable man even with nonnatives, he 
  is willing to talk to the PCs if they succeed on a 
  DC 10 Diplomacy check or a DC 12 Intimidate 
  check. Buying a drink grants a +2 circumstance 
  to Diplomacy checks when dealing with Szaro.
  Rolistair: Szaro remembers Rolistair as a regu-
  lar up until a few months ago. He remembers 
  that Rolistair had a woman named Jeselda, a 
  prostitute at the Odarian house (location 4). 
  He states that Rolistair used to come in here 
  for a drink before heading over to the Bearded 
  Mermaid (location 7), a popular gambling den. 
  Since he has not seen Rolistair in a while, he 
  assumed that maybe he ran up some bad gam-
  bling debts and took off. He can give directions 
  to both locations if asked.
  Church of the Unspeakable Masses: He 
  remembers there being a church in the district 
  somewhere but it is not operating anymore as 
  far as he is aware. He has seen some strange 
  priests dressed in yellow robes that he has 
  heard belong to the church, but again, he 
  is not too sure as he does not know anyone 
  that attends any of the church’s services. He 
  explains that due to the church’s unpopularity, 
  many in the district simply refuse to acknowl-
  edge the church’s existence.
  The Bearded Mermaid (#7)
  A large common area hosts a collection 
  of  tables dedicated to various games of  
  chance mostly involving dice or cards. A 
  long, heavy wooden bar dominates one side 
  
  24
  Shadows over Vathak Setting
  of  the room where a few patrons sullenly sip their drinks, 
  mourning their losses. Two burly looking men stand by a 
  door in the back while two other equally large men quietly 
  survey the room from the far corners. An ostentatiously 
  jewel bedecked man with a well-oiled mustache greets you 
  as you enter.
  The gambling den’s owner, Tolio, greets the 
  PCs with a large, affectatious smile, asking them 
  what their pleasure is- cards or dice. He brushes 
  off questions unless the PCs succeed at a DC 15 
  Diplomacy check. Taking Tolio up on his offer 
  to gamble grants a +2 circumstance bonus to 
  Diplomacy checks when dealing with him. The 
  PCs can attempt to coerce the information out 
  of Tolio with a DC 15 Intimidate check, though 
  this immediately calls down the wrath of the four 
  bouncers (treat as “Cult Enforcers”).
  Rolistair: Tolio nods smugly when he hears 
  about Rolistair. He remembers Rolistair well- 
  he used to frequent his establishment regularly 
  until a few months ago. He had an uncanny 
  luck about him- winning big, but then los-
  ing it all. He recalls that Rolistair came from 
  somewhere outside of Skalan, but he never 
  said where. Tolio remembers an incident with 
  a dog he had just purchased for his wife. At the 
  mere sight of Rolistair, it began barking and 
  Tolio had to restrain it and drag it out of the 
  room though Rolistair did not seem affected by 
  it. He always gambled in gold, never is silver 
  or copper, a trait that Tolio liked about him. 
  Tolio recollects that Rolistair used to talk about 
  a woman, Jeselda, who worked at the Odar-
  ian House (location 4). That surprised him 
  somewhat, as he knew Rolistair was affiliated 
  with the Church of Unspeakable Masses, a 
  very unpopular religion in the district. But as 
  Tolio says, money is money. He has not seen 
  Rolistair in a few months and assumed that he 
  had either moved on or something happened 
  to him.
  Church of the Unspeakable 
  Masses: Tolio’s expression dark-
  ens a bit when asked about the Church. He has 
  heard that it is a popular religion in other parts 
  of the Colonies but it is not in this district. The 
  romni hold to the old ways and the old super-
  stitions, he says, and know better to meddle 
  with forces they do not understand. There was 
  a church in the district but it burned down a 
  few months ago in a mysterious fire. He states 
  that most of the locals have forgotten about it- 
  a force of habit when confronted with things 
  they find distasteful. However, he does remem-
  ber its approximate location and will give PCs 
  directions to where it once stood (location 8).
  Former Church of the          
  Unspeakable Masses (#8)
  A vacant, hollow eyed building stares vacantly, char 
  coating the edges of  its open second story windows. Boards 
  cover its front door and the few windows on the first floor. 
  A few passersby scurry past the building without giving it 
  a second glance.
  This two story building served as a small 
  congregation of the Church of the Unspeakable 
  Masses that Rolistair was involved with. After 
  the Mi-Go experiments, Rolistair returned to 
  the church, murdered the few priests that lived 
  here and set fire to the place before fleeing. The 
  citizens of Smelts Run quickly put the fire out 
  before it spread but no one has decided to rebuild 
  it. Local superstition amongst the romni states 
  that it is cursed and many refuse to talk about 
  the church or have forced themselves to forget its 
  presence.
  The boards over the door and windows can 
  be removed fairly easily with a DC 15 Strength 
  check or smashed open (hardness 5, hp 20, Break 
  DC 15). PCs can attempt to climb up (DC 15 
  Climb) and enter the second story windows but 
  the floor has mostly been burnt away and what 
  remains is unstable (DC 15 Reflex 
  save every round or the PC falls 
  through the floor taking 1d6 points 
  
  25
  Player's Guide to the Colonies 
  of nonlethal falling damage). Inside, it is appar-
  ent that a fire swept through the building. A few 
  beams barely hold up what remains of the sec-
  ond floor. Rolistair made sure to be thorough and 
  destroyed any incriminating evidence. Nothing 
  useful can be found inside.
  Characters searching the building (or loiter-
  ing around outside) making a DC 10 Perception 
  check notice a stooped old woman across the 
  street watching them while absently sweeping the 
  front door of a small house. If approached, she 
  grabs her broom defensively and makes a sign to 
  ward off evil. She quickly states that she wants 
  no trouble.
  If the PCs succeed on a DC 15 Diplomacy 
  (PCs stating that they mean her no trouble gain 
  a +2 circumstance bonus) or a DC 11 Intimidate 
  check get the following information from the 
  old woman if questioned about Rolistair or the 
  Church of the Unspeakable Masses.
  Rolistair: The old woman does not know who 
  Rolistair is even if described. She says it was al-
  ways a bunch of strange folk, mostly outsiders 
  from the district that attended the church (and 
  again she makes a sign to ward off evil).
  Church of the Unspeakable Masses: 
  Again, she states that the people that attended 
  the church weren’t native to Smelts Run- 
  mostly pompous young aristocratic looking 
  folk. She was happy to see the church burn a 
  few months ago, though it gave everyone a bit 
  of a scare. Afterwards, though, she remembers 
  some strange folk in yellow robes that spent a 
  good part of the day going through the build-
  ing and then they boarded up the door and 
  windows. She has not seen them since but she 
  has heard the rumors of the strange men in 
  yellow robes in the district.
  After being questioned, the old 
  woman looks around to make sure 
  no one is watching her and then 
  leans up to the closest PC to slip 
  that PC a single black swan’s feather. She whis-
  pers that when night falls, they should speak the 
  name, “Lawana,” and the feather will lead them 
  to someone who might know more about the 
  yellow priests. If the old woman was intimidated, 
  she throws the feather at the PC, telling them to 
  ask Lawana if they want to know more before 
  fleeing inside her house and locking the door. 
  Either way, the old woman refuses to answer any 
  questions about Lawana, instead pretending to 
  be deaf and absent minded. 
  Lawana’s House (#9)
  The feather the PCs receive is from the swan 
  maiden, Lawana, a guardian of sorts of the 
  people of Smelts Run. The feather is a single use 
  item (moderate divination) that when Lawana’s 
  name is spoken at night, instantly acts as a find the 
  path (CL 10th, 100 minute duration) spell keyed 
  directly to Lawana’s location through her feather 
  cloak ability. Once activated, the holder of the 
  feather knows Lawana’s exact location as per the 
  spell description but if the feather is dropped, the 
  holder automatically forgets her location until 
  he or she picks up the feather again. The feather 
  can be transferred to another holder but only 
  the current holder can detect Lawana’s location. 
  Lawana gifts these feathers to the few people 
  she trusts so they can find her if trouble arises. 
  This is a unique ability to Lawana that even she 
  herself does not fully understand. If the PCs did 
  not learn how to use the feather from the old 
  woman, its properties can be identified with a 
  DC 26 Knowledge (arcana) or Spellcraft check. 
  Tanbaran (location X) will identify the feather 
  for a small fee (50 gp, or 25 gp if he was made 
  friendly earlier).
  PCs curious about Lawana can attempt to 
  learn more about her. Use the following table for 
  PCs using Diplomacy to gather infor-
  mation regarding Lawana. A higher 
  result learns the information listed 
  under the lower result as well.
  
  26
  Shadows over Vathak Setting
  DC
  Diplomacy Result
  10
  A romni woman hanging laundry while 
  children play at her feet tells the PCs that 
  Lawana is a popular myth in Smelts End, a 
  sort of guardian angel that gives the people 
  hope.
  15
  A twisted cambion boy cleaning cham-
  ber pots happily explains that Lawana is 
  an angel. She saved him from a beating by 
  some thugs. He did not get a good look at 
  her but he thought she had bird wings and 
  looked entirely black. Afterwards, she flew 
  off like a bird!
  20
  A one-eyed grizzled fisherman takes a 
  long pull off his pipe. Aye, he’s heard of 
  Lawana, the Bird Lady, some call her. She 
  came from somewhere overseas but now 
  lives in the district, but no one knows where. 
  It’s said she gives certain people one of 
  her feathers so that they can find her when 
  there’s trouble. She’s a shining beacon of 
  hope in these dark times!
  Once properly activated, the feather leads 
  the holder to an almost abandoned part of the 
  district and a street of half-collapsed tenement 
  buildings ending in a U shaped dead end where a 
  large three story house rests, its windows boarded 
  over (hardness 5, hp 10, Break DC 20). The 
  street feels eerily quiet. Lawana appears to be 
  somewhere in the three story house. 
  As the PCs approach within 50 ft. of the 
  house, a sudden scream rends the air, sounding 
  like the pained cry of some sort of bird and not 
  a warning call. The front door of the house rests 
  in splinters at the entrance as if hacked to pieces. 
  The house appears dark and no movement is 
  detected.
  Unbeknownst to the PCs, a group of cult-
  ists discovered Lawana’s hideout and Rolistair 
  ordered her dealt with since she had begun inter-
  fering in his plans (she long suspected Rolistair of 
  burning the Church of the Unspeakable Masses 
  in the district and has been trying to figure out 
  what the yellow priests are up to- she correctly 
  assumes it is no good). Lawana should normally 
  have had no problem dealing with 
  the cultists but they caught her un-
  aware and in game terms- a couple 
  of critical hits and sneak attacks severely wound-
  ed her. The leader of the cultists, a rogue named 
  Jael, is in the process of removing her swan cloak 
  to keep as a trophy.
  If the PCs are indecisive about entering the 
  building, they hear a woman scream, “No, no, 
  give it back!” in a very pained voice. If the PCs 
  decide to wait and attempt to ambush anyone 
  coming out the front door, the cultists, led by Jael 
  who is smart enough to use another exit, slips 
  away as described in Event #1 with Lawana’s 
  cloak. If this occurs, Lawana refuses to help the 
  PCs until they retrieve the cloak. She can point 
  the PCs to the exit that Jael and the remaining 
  cultists used after leaving her for dead. If this oc-
  curs, skip directly to Event #4.
  Lawana’s House Features
  Lawana lives in an abandoned three story 
  house that local legend believes is haunted (a 
  legend she encourages). The sprawling house has 
  many rooms, but they are mostly empty except 
  for a few pieces of broken and dust covered 
  furniture. The walls are made of wood (hardness 
  5, hp 60, Break DC 20) with ceilings 7 ft. high. 
  All the rooms are dark and typically are 10 by 
  10-20 ft. in dimension. Most of the windows are 
  boarded up (hardness 5, hp 20, Break DC 15).
  Lawana’s House - Interior
  If the PCs decide to enter the house when 
  they hear Lawana’s screams (or subsequent 
  scream if they were loitering), they detect flashes 
  of light coming from a room at the end of a 30 
  ft. long hallway which is 5 ft. wide. The lights 
  appear to be cast from small lanterns somewhere 
  within the room. Voices shout to finish “her” 
  off. This section is played as a series of events, 
  though not all events may occur.
  
  27
  Player's Guide to the Colonies 
  evenT #1-sCene Of The baTTle         (CR 1)
  From the gaps between the boarded up windows high 
  along the wall in this large room, moonlight spills through 
  in thin beams, appearing to form prison bars over the 
  huddled form of  a woman lying on the floor, blood pooling 
  around her from multiple wounds. A man stands next 
  to her, clutching a glistening, black feathered cloak in his 
  hands. Three men in yellow robes watch the woman, their 
  breath ragged from exertion and holding lanterns in their 
  hands whose garish light shines down on the forms of  four 
  crumpled yellowed robed figures on the ground. Behind the 
  woman, a twin flight of  stairs leads 15 ft. up to a balcony 
  that runs along the perimeter of  the room, numerous doors 
  branching off  and leading deeper into the interior of  the 
  building.
  This large room is 30 ft. by 30 ft. with twin 
  set of stairs, one either side of the room running 
  15 ft. up to a balcony running along the perim-
  eter of the room. The ceiling is 25 ft. high and a 
  massive boarded up window sits at the back of 
  the room, casting faint moonlight. A number of 
  doors on both floors lead of into the interior of 
  the house.
  If the PCs hurried inside, they find three re-
  maining cultists and Jael still here. Lawana killed 
  four of the cultists before they took her down to 
  0 hp with some very lucky hits. Unless the PCs 
  attempt to be stealthy, the cultists immediately 
  whirl around to face the PCs. If the PCs go 
  unnoticed, in 2 rounds, Jael announces that he 
  thinks Lawana is dead and the cultists hurry up 
  the stairs and through a door, making their way 
  to the roof.
  Creatures: If the cultists are aware of the 
  PCs, the three cultists immediately turn to attack, 
  their nerves already frayed. Tired, the cultists 
  attack with little regard for tactics and fight to 
  the death as Lawana showed no quarter to their 
  now dead allies and they assume the PCs will not 
  either. They attempt to intercept 
  any PC heading towards Jael. Jael 
  immediately attempts to flee up the 
  stairs using a double move action 
  or as a withdrawal action if engaged. He darts 
  through the nearest door as Lawana, lifting her 
  head, takes a partial action to shout, “Please, 
  catch that thief!” If any PC follows after Jael, run 
  Event #2- “Chase through Lawana’s House.” If 
  no PC races off after Jael, she makes the same 
  plea each round in a weak voice. If a PC applies 
  magical healing to Lawana, in a stronger voice, 
  she implores the PCs to hurry and go after the 
  “thief ” (Jael) as she needs the cloak.
  CulTisT  
   
            CR (3) 1/3
  XP 135
  Human Expert 1
  CE Medium humanoid (human)
  Init +1; Senses Perception +3
  Defense
  AC 13, touch 12, flat-footed 11 (+1 armor, 
  +1 Dex, +1 dodge)
  hp 4 (1d8)
  Fort +0, Ref +1, Will +1
  Offense
  Speed 30 ft.
  Melee sickle +0 (1d6)
  Ranged dagger +1 (d4+1/19-20)
  sTaTisTiCs
  Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 11
  Base Atk +0; CMB +0; CMD 11
  Feats Dodge, Persuasive
  Skills Bluff +6, Diplomacy +6, Intimidate +4, 
  Perception +3, Sense Motive +3, Sleight 
  of Hand +5, Stealth +5, Use Magic Device 
  +4
  Languages Common
  Combat Gear thunderstone; Other Gear 
  padded armor, dagger (2), sickle, thieves’ 
  tools, 5 gp
  Scale Up (CR 2): Add 1 “Cultist Enforcer” 
  or change all 3 “Cultists” to “Cultist 
  Enforcers.”
  
  28
  Shadows over Vathak Setting
  lawana  
   
   
         CR 6
  XP 2,400
  Variant swan maiden (Pathfinder Besti-
  ary 4)
  CG Medium fey (shapechanger)
  Init +5; Senses low-light vision; Percep-
  tion +14
  Defense
  AC 20, touch 15, flat-footed 15 (+4 ar-
  mor, +4 Dex, +1 dodge, +1 natural)
  hp 55, currently 0 (10d6+20)
  Fort +5, Ref +12, Will +8
  DR 5/silver; Resist cold 10, electricity 
  10; SR 17
  Offense
  Speed 30 ft., fly 40 ft. (good)
  Melee mwk rapier +11 (1d6+1/18–20)
  Ranged longbow +10 (1d8/×3)
  Spell-Like Abilities (CL 10th; concen-
  tration +12)
  At will—dancing lights
  1/day—confusion (DC 16), deep slumber 
  (DC 15), entangle (DC 13), glitterdust 
  (DC 14), major image (DC 15)
  sTaTisTiCs
  Str 13, Dex 20, Con 15, Int 10, Wis 12, 
  Cha 15
  Base Atk +5; CMB +10; CMD 22
  Feats Agile Maneuvers, Dodge, Flyby 
  Attack, Skill Focus (Perception), 
  Weapon Finesse
  Skills Acrobatics +11, Bluff +10, Fly 
  +20, Knowledge (nature) +8, Percep-
  tion +14, Sense Motive +9, Stealth 
  +20; Racial Modifiers +4 Stealth
  Languages Common, Sylvan
  SQ change shape (trumpeter swan, 
  beast shape I), feather cloak, trackless 
  step, transformation ritual
  eCOlOgy
  Environment temperate lakes 
  or swamps
  Organization solitary, pair, or 
  flock (3–10)
  Treasure standard (chain shirt, mwk 
  longsword, longbow with 20 arrows, 
  other treasure)
  speCial abiliTies
  Feather Cloak (Su) Without her feather 
  cloak, Lawana can’t use her change 
  shape ability. Additionally, a feather 
  from Lawana’s cloak can be used to 
  find it as if by a find the path spell (CL 
  10th). Once activated, the holder of 
  the feather knows the cloak’s exact lo-
  cation as per the spell description but 
  if the feather is dropped, the holder 
  automatically forgets its location until 
  he or she picks up the feather again. 
  The feather can be transferred to 
  another holder but only the current 
  holder can detect the cloak’s location.
  Transformation Ritual (Su) Lawana 
  can transform a willing good female 
  humanoid into a swan maiden via 
  a ritual that takes 24 hours. Lawana 
  loses her class and racial abilities.
  Swan maidens are fey shapechangers who 
  vow to protect unspoiled wilds from the en-
  croachment of civilization or evil. They live in 
  small flocks along secluded lakeshores. Because 
  stealing a swan maiden’s cloak robs her of her 
  shapechanging ability, most maidens avoid 
  humanoids and take up armor and weapons to 
  defend themselves.
  Development: If the PCs kill the cultists 
  without chasing Jael, Lawana asks the PCs to 
  hurry after him and bring her cloak back and she 
  will reward them. A DC 10 Sense Motive check 
  reveals she is sincere and very desperate in her 
  desire to get the cloak back.
  Treasure: In addition to the gear listed on 
  the dead cultists, 4 vials of silver sheen 
  can be found amongst them. Each 
  cultists’ sickle currently is affected 
  by silver sheen but the effect will wear 
  
  29
  Player's Guide to the Colonies 
  off in 1d4x10 minutes. The cultists learned that 
  Lawana had a unique weakness to silver.
  evenT #2- Chase ThROugh lawana’s hOuse
  This event only occurs if a PC goes after Jael 
  as he flees Event #1. Spooked by the PCs, Jael 
  hopes to lose them in the interior of the house 
  as he makes for the roof, trusting in his acrobatic 
  skills to escape. A burglar, Jael is very familiar 
  with the basic layouts of most homes and navi-
  gates the house easily.
  This section utilizes the rules for “Chases” 
  found in the Pathfinder Game Mastery Guide with the 
  following modifications-
  Jael’s automatically passes the checks needed 
  to advance on the track at a rate of one track 
  per round. The PCs will still be able to catch 
  up to Jael, but each round he gains on the PCs 
  before they catch up to him on the rooft affects 
  his actions as described in Event #3. However, a 
  PC that is able to jump multiple tracks a round 
  and starts on Jael’s track before he moves on his 
  initiative can take an action (such as cast a spell, 
  attack, attempt a combat maneuver) as normal, 
  though Jael automatically moves to the next track 
  on his turn (provoking an attack of opportunity). 
  If Jael is defeated this way, jump to the develop-
  ment section of Event #3.
  Each round that a PC fails a check to advance 
  on the track, the PC gains a +5 circumstance bo-
  nus if attempting the same check. This represents 
  progress made by the PC’s continued efforts.
  Jael’s headstart is determined by the number 
  of rounds between when he exited Event #1 and 
  when the first PC exited the same event.
  Track #1- Cluttered Hallway
  Dusty, old furniture, mostly wooden chairs 
  and tables, clutters this long hallway. Closed 
  doors line the side of the hallway 
  but an open door lies at its far end.
  DC 13 Acrobatics check to 
  swiftly navigate around the furniture.
  DC 13 Combat Maneuver check to plow 
  through the furniture, pushing it aside.
  Track #2-Former Bedroom
  The bare bones of a rotting bed dominate 
  this room while a series of dressers decay along 
  the walls. An open door along one of the walls is 
  the only other exit, however, a large cabinet has 
  fallen across the entrance.
  DC 12 Reflex save to avoid tripping over it. 
  Anyone failing this check falls prone.
  DC 16 Acrobatics check to jump, clear the 
  dresser, and dive through the door.
  DC 15 Strength check to smash through the 
  cabinet’s rotting timbers.
  Track #3-Bat Infested Hallway
  A small colony of bats roost in this hallway, 
  now disturbed by Jael running through. Another 
  stairway at the end leads up.
  DC 15 Acrobatics check to tumble through 
  the bats.
  Attack roll against AC 16 to disperse the bats 
  with a weapon by waving it wildly around as the 
  bats swoop through.
  Casting a spell that creates a sudden burst 
  of light such as light, flare, and burning hands as 
  examples.
  Track #4- Stairway Up
  A decrepit set of stairs leads up into the shad-
  owy darkness.
  DC 14 Perception to detect and avoid indi-
  vidual stairs that look unsafe.
  DC 15 Reflex save to run up the 
  stairs and not lose footing when an 
  individual stair breaks.
  
  30
  Shadows over Vathak Setting
  DC 15 Escape Artist to untangle foot from a 
  broken step.
  Track #5-To the Rooftop
  The stairway ends at a short hallway with 
  closed doors on one side and an open window on 
  the other, the boards over it having recently fallen 
  off during a storm. At the end of the hallway, a 
  short, rickety ladder leads up to the roof.
  Note that this track requires two checks. If 
  only one check is made, the PC can attempt to 
  make the remaining check the following round.
  A DC 10 Escape Artist check to squeeze out 
  the window and then a DC 15 Climb check to 
  grab a gabel and clamber up onto the roof.
  A DC 11 Reflex save to start climbing the 
  ladder which begins to fall apart followed by a 
  DC 14 Climb check to scramble up it and onto 
  the roof.
  evenT #3-ROOfTOp COnfROnTaTiOn (CR 1)
  The rooftop area is actually a large widow’s 
  walk approximately 25 ft. by 25 ft. in area with 
  a short but rotted 3ft. tall fence surrounding it 
  perched on top of the sloping roof. Its one en-
  trance is through a door on the floor from Track 
  #5. Falling off the roof ends with a 40 ft. drop.
  Jael hopes to lose his pursuers by escaping 
  across the rooftops, something he has had to do 
  countless times as a burglar. The following lists 
  the actions Jael takes when he arrives on the roof 
  on his initiative count.
  Round 1- Winded from the fight with La-
  wana and mad flight through the house, Jael is 
  forced to pause to catch his breath (consider him 
  fatigued for this round).
  Round 2- Jael tosses a handful of caltrops 
  near the entrance to the roof while 
  he quickly surveys the surrounding 
  buildings.
  Round 3- Jael secures a short length of rope 
  with a spike near the edge of the roof.
  Round 4- Jael swings the rope with a grap-
  pling hook, securing it to a fixture on a smaller 
  two story house 20 ft. away.
  Round 5- Jael begins to shimmy down across 
  the rope to the nearby rooftop at the other end.
  If Jael makes it to the roof, he runs across 
  it, jumping to another rooftop before climbing 
  down into a back alley and racing for a sewer 
  entrance. If the PCs have not caught up to him 
  at this point, see optional “Event #4- Tracking 
  Jael.”
  Creatures: If confronted by the PCs, Jael 
  tries to maintain his distance, firing his light 
  crossbow before switching to his short sword. If 
  faced with multiple opponents, Jael backs into a 
  corner in an attempt to keep from getting sur-
  rounded. Not wishing to die, Jael surrenders if 
  dropped to 4 or fewer hit points. 
  Jael  
   
   
         CR 1
  XP 200
  Human rogue 2
  CE Medium humanoid (human) 
  Init +7; Senses Perception +3
  Defense
  AC 16, touch 13, flat-footed 13 (+3armor, 
  +3 Dex)
  hp 14 (2d8+2)
  Fort +1, Ref +6, Will -1
  Defensive Abilities evasion
  Offense
  Speed 30 ft.
  Melee short sword +4 (1d6+1/19-20)
  Ranged light crossbow +4 (1d8/19-20)
  Special Attacks sneak attack 1d6
  sTaTisTiCs
  Str 13, Dex 17, Con 12, Int 14, Wi
  s 8, Cha 10
  Base Atk +1; CMB +2; CMD 15
  
  31
  Player's Guide to the Colonies 
  Feats Improved Initiative,Weapon Finesse
  Skills Acrobatics +8, Bluff +4, Climb +5, 
  Diplomacy +4, Disable Device +8, Dis-
  guise +5, Escape Artist +8, Intimidate 
  +5, Knowledge (local) +6, Perception 
  +3, Sense Motive +4, Sleight of Hand 
  +8, Stealth +8, Swim +5, and Use Magic 
  Device +5
  Languages Common
  SQ rogue talents (fast stealth) trapfinding +1
  Combat Gear elixir of  hiding,potion of  cure 
  light wounds (2), potion of  disguise self; 
  Other Gear masterwork studded leather, 
  dagger (2), light crossbow with 20 bolts, 
  short sword, disguise kit, thieves’ tools, 6 gp 
  Scale Up (CR 2): Add the advanced mon-
  ster template to Jael or add 1 “Cultist Enforcer” 
  who is waiting on the rooftop to assist him.
  Hazards: If Jael had time, caltrops surround 
  the entrance to the roof in a 5 ft. area. Addition-
  ally, at the GM’s desire, feel free to depict a storm 
  having suddenly rolled in, bringing with it rain 
  and moderate winds per the Environment rules 
  in the Pathfinder Core Rulebook.
  evenT #4- TRaCking Jael
  If Jael escapes the PCs, he heads for a safe 
  house in the sewers. Luckily for the PCs, a num-
  ber of feathers from Lawana’s cloak fall off in 
  Jael’s haste to escape, allowing PCs to track Jael 
  to the safe house with a DC 15 Survival check 
  or by using a feather to locate were the cloak is. 
  The safe house is a small nook within the sewer, 
  blocked by a reinforced and locked door (hard-
  ness 5, hp 20, Break DC 23, DC 25 Disable 
  Device). The safe house is a simple 20 ft. by 20 
  ft. room with 8 ft. tall ceilings. Cots line the walls 
  and crates contain a dozen torches and food and 
  water for 10 days.
  Wrapping Up
  If Jael is still alive, he is willing to bargain 
  with the PCs to save his own life. He returns the 
  cloak and can answer the following:
  Rolistair: Jael met Rolistair a few months ago 
  when Rolistair needed help recruiting for some 
  new church of his called the “Reformation 
  Church of the Elder Sign.” Rolistair seemed 
  pretty convinced that some entity had spo-
  ken to him but he needed money to conduct 
  his research. Rolistair had Jael round up a 
  bunch of other con men and thugs to serve as 
  priests. While Jael honestly thinks that Rolistair 
  believes in this new church, he, himself, does 
  not attend the ceremonies- usually he is busy 
  hustling rich, young people to attend Rolistair’s 
  services or doing other odd jobs like this. He 
  does know that there is going to be another 
  service the following night and he will give the 
  PCs the location if they let him go. Rolistair’s 
  gig pays well, but it is not worth his life. He can 
  tell the PCs that a number of cultists will be in 
  attendance and that Rolistair is usually there 
  (he does not actually know Rolistair’s current 
  plan as Rolistair did not want Lawana to dis-
  cover it in case Jael failed his mission).
  Church of the Unspeakable Masses: Jael 
  knows only the common rumors about the 
  Church, the same information the characters 
  would know. He is not sure how Rolistair’s 
  church is different but he has heard from some 
  of the others that Rolistair uses a strange 
  device to project images into people’s minds 
  which is why his services are becoming popular 
  amongst the rich and bored. He does not know 
  exactly what the device is- another reason for 
  him to not assist with services.
  Lawana: Jael does not know much about La-
  wana except that she is some sort of freak or 
  monster. She has been confronting the cultists 
  lately and Rolistair thought she was a 
  threat to be dealt with though it took 
  some time for them to track her down 
  here.
  
  32
  Shadows over Vathak Setting
  If Jael is killed in the fight with the PCs, they can 
  learn the same information from one of the 
  cultists that Lawana defeated who was only 
  unconscious. The cultist asks for the same deal 
  that Jael does.
  The PCs will most likely return to Lawana with 
  the cloak. She is in very bad shape but man-
  aged to drink a potion of  cure moderate wounds she 
  had on her person. Lawana thanks the PCs for 
  saving her and tells them she will be right back. 
  She goes into a nearby room and returns a 
  minute later with a wand of  cure moderate wounds 
  with 10 charges left. She cannot use the wand 
  but hopes it will be helpful to them. Listed 
  below are some of the common questions 
  the PCs are likely to ask and her responses to 
  them.
  Who are you?: Lawana smiles, explaining 
  that she is not from around here, in fact, she 
  comes from a land far away. She was taken cap-
  tive and spent a long dark journey by wagon and 
  then ship before she arrived in Skalan where she 
  managed to escape. Who took her and why, she 
  does not know. She has been living her in Smelts 
  Run the last few years. The poor conditions, 
  poverty, and rise in criminal activity rankles her 
  alien fey sensibilities and she acts as a guardian 
  angel, though she tries to be careful to not be too 
  active, fearing that whoever captured her might 
  still be looking for her. She wishes someday to 
  return home but she does not even know where 
  her home is in relation to Skalan (remember that 
  she is fey and her concepts of home, time, and 
  distance are difficult for mortal minds to compre-
  hend).
  Why were you attacked?: Lawana grew 
  suspicious when she heard from one of her con-
  tacts that yellow robed priests were seen snooping 
  around the burned down Church of Unspeak-
  able Masses. She was trying to learn more about 
  them to see if they were a threat 
  and had managed to meet a few but 
  those meetings always turned into 
  a fight as they seemed to not want her knowing 
  their business.
  What do you know about Rolistair?: 
  Lawana knows nothing about Rolistair or his 
  connection to either his new church or the 
  Church of the Unspeakable Masses. She would 
  be grateful for any information the PCs had.
  What do you know about the Church of 
  the Unspeakable Masses?: Not a native to 
  this area, Lawana only knows the same informa-
  tion about the Church that the PCs do.
  Can you help us find Rolistair/fight 
  the cultists?: Lawana shakes her head sadly, 
  saying that it is going to take her some time to 
  recuperate. If the PCs offer to use either the 
  wand or their own healing, Lawana politely re-
  fuses- they should save it for themselves, besides, 
  she has a natural distrust for divine magic, only 
  willing to use something like a potion if it is life 
  or death. She will offer the PCs any advice on 
  how to track the church if they ask her. Her 
  plan would be to try and sneak in during one of 
  their services instead of forcing her way in- as 
  seen, the cultists can be quite capable in a fight if 
  pushed.
  Before leaving, Lawana asks them to not 
  reveal anything she told them about herself to 
  anyone else. Fey are strange creatures with myste-
  rious powers and the GM is encouraged to think 
  up a suitable curse or punishment for any PC 
  that does speak to others about Lawana.
  After the PCs leave, Lawana also vacates and 
  takes up residence in one of her small safe houses 
  so unless the PCs obtain another feather (which 
  she does not offer), they will have a very difficult 
  time trying to track her down again unless they 
  managed to keep any of the feathers from her 
  cloak.
  
  33
  Player's Guide to the Colonies 
  Part Two:    
  The Reformation 
  Church of the     
  Elder Sign
  Once the PCs have the location of the next 
  meeting of the Reformation Church of the Elder 
  Sign, they can plan how to infiltrate it.
  The church is located in a renovated base-
  ment of an old, seemingly abandoned two story 
  tenement house. During the day, the reinforced 
  front door (hardness 5, hp 20, Break DC 23) is 
  locked (DC 25 Disable Device). Boards cover the 
  windows which are also barred (hardness 10, hp 
  30, Break DC 23). At night, the cultists keep the 
  front door unlocked. Upon entering the foyer, 
  another reinforced and locked door (during the 
  day), a depiction of an open eye painted on it, 
  opens to a flight of steps leading down to A1. 
  The rest of the tenement building contains noth-
  ing of value or interest.
  Infiltrating the 
  Church
  Getting in the church will not be an easy task. 
  If the PCs left any of the cultists alive after the 
  encounter with Lawana, the cultists will be look-
  ing for trouble, granting them a +2 circumstance 
  bonus to their Perception and Sense Motive 
  checks. They are not, however, on alert as de-
  scribed in each room’s entry.
  Infiltrating during the 
  day
  The PCs might decide to 
  infiltrate the church during the day 
  which is trickier but not impossible. The cultists 
  are preparing for the night’s ceremony, therefore 
  the front door to the tenement and the basement 
  are both locked. 
  Picking the Locks
  The locks of both doors can be picked. If a 
  PC decides to take 20 on a Disable Device check, 
  there is a 25% chance per door that a cultist is on 
  the other side, on his way out to conduct a quick 
  errand before the ceremony. The cultist will not 
  be wearing his yellow robe, however.
  Breaking Down the Door
  A less subtle way to enter during the day is to 
  break down the door. Each round that the PCs 
  spend attacking the door, allow the cultists on 
  guard in A1 to make a DC 15 Perception check 
  for the front door and a DC 5 Perception check 
  for the basement door to notice. If the cultists 
  discover the PCs, they automatically go on alert 
  as detailed in each room’s entry.
  If the PCs break off their attack and retreat, 
  the cultists do not pursue, instead spending 1d4 
  hours repairing any damaged doors and dou-
  bling the guard in A1. They remain vigilant for 
  the PCs return, receiving a +4 bonus to Percep-
  tion and Sense Motive checks.
  Infiltrating during the night
  PCs waiting until night will find infiltrating 
  the church easier as the cultists are expecting 
  people to arrive. As soon as night falls, small 
  groups of 2-3 richly dressed young nobles (N 
  romni or vindari aristocrat 1) begin arriving, 
  furtively entering the tenement through the 
  unlocked front door. They then proceed through 
  the unlocked marked door in the foyer into 
  A1 where they are greeted by the cultists and 
  brought to area A2 to wait until the ceremony 
  begins.
  
  34
  Shadows over Vathak Setting
  It is still up to the PCs to concoct a plan on 
  entering the church. Listed here are some com-
  mon plans the PCs might think up.
  The PCs could attempt to disguise themselves 
  as nobles but they will need some sort of clothing 
  equivalent to “noble’s clothing” (Pathfinder Core 
  Rulebook) or spell replicating the look. The young 
  nobles arriving are not looking for trouble and 
  many of them are already slightly intoxicated, 
  making them easy marks. Wearing noble clothing 
  grants the PC a +4 circumstance bonus on Bluff 
  and Diplomacy checks when dealing with the 
  cultists unless the PC takes an overtly aggressive 
  action.
  If the PCs kept any of the yellow robes, they 
  can attempt to impersonate the yellow priests. 
  Unless the PCs take further attempts to disguise 
  themselves, the cultists in church receive a +4 
  bonus to their Perception checks to notice the 
  PCs as they recognize each other on sight. The 
  cultists assume that PCs are the cultists who went 
  after Lawana the night before.
  The PCs might act as bodyguards for a noble 
  (either one of their own disguised as such or 
  an actual young noble they coerced into help-
  ing them). Either the PC acting as the noble or 
  the young noble (+5 Bluff and Diplomacy) will 
  have to make either a Bluff check or a DC 20 
  Diplomacy check against the guards in A1 to be 
  allowed entry as usually the cultists do not allow 
  armed individuals into the church.
  One or two PCs could attempt to imperson-
  ate a yellow priest with the other PCs being 
  possible new recruits to the church. The PC at-
  tempting the ruse will have to succeed on either a 
  Bluff check or a DC 15 Diplomacy check to get 
  past the guards in A1.
  Other plans are possible, including the use of 
  magic. When adjudicating the PCs’ 
  plan, the key thing to remember is 
  that the cultists are expecting young 
  nobles and are not in the habit of 
  admitting anyone else, especially armed adven-
  turers. 
  The Church’s   
  Features
  Unless otherwise noted, the church has stone 
  and brick walls, floors, and ceilings (hardness 8, 
  hp 90, Break DC 35). The ceilings are 7 ft. high 
  and all the doors are reinforced (hardness 5, hp 
  20, Break DC 23) and can be locked (DC 25 Dis-
  able Device).
  A1 Church Foyer   
      CR 1
  You descend down a flight of  stairs leading into a bare 
  room with a stone floor and rotting brick walls. Two men 
  in yellow robes lounge next to a stout wooden door set in 
  the opposite wall. The air smells damp and musty. Gut-
  tering torches in the wall emit thick black smoke that cakes 
  the ceiling while providing shadowy illumination.
  Two cultist enforcers guard the foyer, their 
  primary job to let people in. As described in the 
  “Infiltrating the Church” section, the cultists are 
  expecting young nobles. If the PCs make it past 
  the cultist enforcers without alerting them, they 
  are directed to wait in A2 until the ceremony 
  begins.
  Creatures: Two cultist enforcers guard the 
  eastern door, admitting the young nobles as they 
  arrive. The PCs will have to come up with a 
  plan to gain access. If attacked or if a PC takes 
  an overtly aggressive action, the cultist enforcers 
  immediately go on alert, shouting for aid and 
  the cultists and cultist enforcers from A3 arrive 
  in 1d4+1 rounds provided one of them makes 
  a DC 10 Perception check to hear the battle. If 
  one of the cultist enforcers is slain or if both are 
  reduced to less than half their hit points, they 
  make a withdrawal action into the 
  hallway, retreating to A3 where they 
  hope to join up with reinforcements.
  
  35
  Player's Guide to the Colonies 
  
  36
  Shadows over Vathak Setting
  During the day, the cultist enforcers guard 
  the door, however, they commonly pass the time 
  playing games of cards and dice.
  CulTisT enfORCeR (2)              CR 1/2
  XP 200
  Human fighter 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +2
  Defense
  AC 18, touch 13, flat-footed 17 (+4 ar-
  mor, +2 Dex, +1 dodge, +1 shield)
  hp 11 (1d10+1)
  Fort +3, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee longsword +5 (1d8+3/19–20) or 
  dagger +5 (1d4+3/19–20) or 
  sap +5 (1d6+3 nonlethal)
  Ranged light crossbow +3 
  (1d8/19–20)
  sTaTisTiCs
  Str 17, Dex 14, Con 12, Int 8, Wis 13, 
  Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Dodge, Power Attack, Weapon 
  Focus (longsword)
  Skills Climb +7, Perception +2, Sur-
  vival +5
  Languages Common
  Combat Gear potion of cure light wounds, 
  thunderstone (3); Other Gear buckler, 
  chain shirt, dagger (3), light crossbow 
  with 20 bolts, longsword, sap, climb-
  ers’ kit, 7 gp
  Scale Up (CR 2): Add 2 “Cultist En-
  forcers.”
  Mi-Go Sensation Transmitter and Recorder
  Aura faint divination and enchantment CL 4th
  Slot --; Price 3,250 gp; Weight 25 lbs.
  DesCRipTiOn
  A sensation transmitter and recorder device appears as an oddly shaped black box with a number 
  of indentations on its top. A Mi-Go, or other creature skilled in the box’s use, can program the sensa-
  tion transmitter and recorder to project out an image that acts as an enthrall (Will DC 13) spell on 
  anyone viewing the image for up to one hour. Creatures that fail their Will save must make another 
  Will save (DC 13) or be subjected to an effect that works as a detect thoughts spell which is recorded in 
  the box. The box can contain 50 different thoughts before coming full. Each recorded thought can 
  be accessed as a full round action and examined that round. The recorded thoughts can be deleted as 
  a standard action. The device can only be used 3 times in a 24 hour period before having to recharge 
  over the course of a 24 hour period.
   
  The Mi-Go use the sensation transmitter and recorder device to calm subjects, projecting 
  pleasant images in their mind while reading the subjects’ thoughts to determine if their brains are 
  suitable for harvesting.
  COnsTRuCTiOn 
  Craft Wondrous Item, detect thoughts, enthrall; Cost 1,635 gp
  
  37
  Player's Guide to the Colonies 
  A2 Waiting Room
  Large, stained couches line the walls underneath two 
  smokeless torches providing garish illumination.
  The cultists use this room as a waiting room 
  for their congregation prior to the ceremony. If 
  the PCs arrive here at night, the room is already 
  packed with 23 young nobles reclining on the 
  couches or milling about in conversation with 
  one another. The two torches on the walls are 
  inferior everburning torches and only provide 
  half the illumination.
  After a time, a cultist opens the door, direct-
  ing everyone to proceed to A3.
  Creatures: A group of 23 young nobles 
  lounge about engaged in conversation and 
  drinking while waiting until the ceremony starts. 
  The PCs can engage any of the young nobles in 
  conversation. If questioned about the cult or the 
  ceremony, they all give a variation of the same 
  answer- the church expands their conscious-
  ness, connecting them to the stars and what lives 
  behind them. About Rolistair, the young nobles 
  know that he frequently conducts ceremonies, 
  but not always. They do not know if he is in 
  residence tonight.
  If the PCs arrive here during the day, the 
  room is empty.
  yOung nOble (23)                   CR 1/3  
  XP 135
  Human Aristocrat 1
  N Medium humanoid (human)
  Init +1; Senses Perception -1
  Defense
  AC 11, touch 11, flat-footed 10 (+1Dex)
  hp 4 (1d8)
  Fort +0, Ref +1, Will +1
  Offense
  Speed 30 ft.
  Melee rapier +1 (1d6/18-20)
  Ranged dagger +1 (1d4/19-20)
  sTaTisTiCs
  Str 10, Dex 12, Con11, Int 9, Wis 8, Cha 15
  Base Atk +0; CMB +0; CMD 11
  Feats Skill Focus (Bluff), Weapon Finesse 
  (rapier)
  Skills Bluff +9, Diplomacy +6, Intimidate +6, 
  Sense Motive +3; 
  Languages Common
  Other Gear dagger, rapier, noble’s outfit, 
  signet ring, wine skin, 53 gp
  Hazard: If the PCs have put the cult-
  ists on alert, the young nobles cower 
  fearfully in this room, listening to the 
  sounds of battle and trying to figure 
  out what is happening on the other 
  side of the door. At the sight of a PC, 
  the young nobles immediately try to 
  flee through the door unless they can 
  be calmed with a DC 20 Diplomacy 
  check. The young nobles flee as a 
  mob for 4 consecutive rounds and 
  deal 1d6 points of bludgeoning dam-
  age a round (DC 15 Reflex negates) to 
  all creatures in the hallway and A1 in 
  their mad dash to escape. 
  A3 Ceremony Room          CR 2
  A short set of  stairs leads into a large, vaulted room. 
  A haze of  fragrant smoke coming from two braziers near 
  the entrance swirls around you. Ahead, rows of  pews lead 
  to a dais rising up from the floor where three yellow robed 
  priests congregate by a wooden altar. Resting upon the 
  altar is a black box made out of  a strange glossy mate-
  rial. It almost seems to undulate, its hard lines turning to 
  curves and then back again. A heavy velvet curtain hangs 
  behind the dais. 
  The cultists hold their ceremonies in this 
  room. The flight of stairs from the 
  western wall descends 4 ft. where two 
  braziers give off a dizzying smoke. 
  Unlike the other rooms in the church, 
  
  38
  Shadows over Vathak Setting
  the ceiling is 11 ft. high with a vaulted ceiling. 
  Six wooden pews lead to a wooden dais rising 3 
  ft. of the floor. Resting on the altar on the dais is 
  a busted Mi-Go device called the Mi-Go sensation 
  transmitter and recorder that Rolistair filched before 
  the Mi-Go released him. The box is particularly 
  useful to project programmed images into the 
  viewer’s mind. Behind the dais on the eastern 
  wall, a thick, heavy purple curtain serves as a 
  backdrop. Split in the middle, the curtain can 
  be easily pushed aside to reveal a door along the 
  eastern wall. 
  During the day, only the western door is 
  locked and remains locked until the cultists are 
  ready to perform the night’s ceremony. The east-
  ern door is unlocked.
  Creatures: Two cultist enforcers, wearing 
  strange alien looking masks, stand at the bottom 
  of the stairs next to the braziers. Three cultists 
  prepare for the ceremony on the dais, wearing 
  dark gauze masks. If suddenly attacked by the 
  PCs, the cultist enforcers rush the PCs, focusing 
  on whichever PC initiated the aggression. Two of 
  the cultists drop down, using the pews as cover to 
  launch daggers while the remaining cultist runs 
  to alert the cultists in A4 and A5. Not used to 
  facing any sort of resistance, the cultists attempt 
  to flee if reduced to half their numbers.
  If any of the young nobles are in the room, 
  they cower under the pews, acting as difficult ter-
  rain. Each round 1d6 of them attempt to crawl 
  away towards the western door to escape. They 
  actively avoid any cultists or PCs, however, the 
  cultists are not above cutting them down to reach 
  a PC.
  If the cultists reach the end of the ceremony 
  without being attacked, they exit the room to A4 
  shortly after the young nobles leave, however, 
  they will engage any PCs loitering about, hoping 
  to con additional donations out of 
  them.
  If the cultists in this room have been put on 
  alert, the 2 cultist enforcers and the 2 cultist go 
  to reinforce their comrades in A1 while the third 
  cultist grabs the Mi-Go sensation transmitter and 
  recorder and runs to warn Daros in A6.
  During the day, the same five cultists can be 
  found here, preparing for the ceremony.
  CulTisT enfORCeR (2)              CR 1/2
  XP 200
  Human fighter 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +2
  Defense
  AC 18, touch 13, flat-footed 17 (+4 ar-
  mor, +2 Dex, +1 dodge, +1 shield)
  hp 11 (1d10+1)
  Fort +3, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee longsword +5 (1d8+3/19–20) or 
  dagger +5 (1d4+3/19–20) or sap +5 
  (1d6+3 nonlethal)
  Ranged light crossbow +3 (1d8/19–20)
  sTaTisTiCs
  Str 17, Dex 14, Con 12, Int 8, Wis 13, 
  Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Dodge, Power Attack, Weapon 
  Focus (longsword)
  Skills Climb +7, Perception +2, Sur-
  vival +5
  Languages Common
  Combat Gear potion of cure light wounds, 
  thunderstone (3); Other Gear buckler, 
  chain shirt, dagger (3), light crossbow 
  with 20 bolts, longsword, sap, climb-
  ers’ kit, 7 gp
  
  39
  Player's Guide to the Colonies 
  CulTisT (3)   
   
      CR 1/3
  XP 135
  Human Expert 1
  CE Medium humanoid (human)
  Init +1; Senses Perception +3
  Defense
  AC 13, touch 12, flat-footed 11 (+1 armor, 
  +1 Dex, +1 dodge)
  hp 4 (1d8)
  Fort +0, Ref +1, Will +1
  Offense
  Speed 30 ft.
  Melee sickle +0 (1d6)
  Ranged dagger +1 (d4+1/19-20)
  sTaTisTiCs
  Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 11
  Base Atk +0; CMB +0; CMD 11
  Feats Dodge, Persuasive
  Skills Bluff +6, Diplomacy +6, Intimidate +4, 
  Perception +3, Sense Motive +3, Sleight 
  of Hand +5, Stealth +5, Use Magic Device 
  +4
  Languages Common
  Combat Gear thunderstone; Other Gear 
  padded armor, dagger (2), sickle, thieves’ 
  tools, 5 gp
  Scale Up (CR 3) Add 1 additional “Cultist 
  Enforcer.”
  Development: If the PCs arrive at night 
  and have not put the cultists on alert, the young 
  nobles from A2 filter in, sitting down in the pews. 
  Once everyone is seated, one of the cultists on 
  the dais begins the ceremony, first apologizing 
  for Rolistair’s absence, stating that he is with a 
  group of loyal followers engaged in a ritual that 
  will show the world the true power of his beliefs. 
  The cultist then launches into a 15 minute litany 
  about the glory that awaits them 
  beyond the stars- beings of light 
  that will drive away the scourge of 
  both the Great Old Ones and the 
  One True God and leading the loyal to a new 
  state of transcendence. A DC 20 Sense Motive 
  check reveals that the cultist’s words lack real 
  conviction or fervor, however many of the young 
  nobles in attendance listen in rapt attention due 
  to the debilitating effects of the yaekel incense. 
  The cultist then activates the device on the 
  altar as the two other cultists begin to drone in an 
  alien and fake language (DC 15 Linguistics check 
  to detect). Once the Mi-Go sensation transmitter and 
  recorder is activated, it stays on for 30 minutes. 
  Any character affected by the device experiences 
  floating peacefully through a field of stars while 
  shining beings of light urge them on to some 
  distant nirvana. Afterwards, the cultist relates 
  how what they just witnessed is the divine love of 
  the Elder Gods for their wayward children whom 
  they only want to lead from the terror enveloping 
  all of Vathak. However, the church desperately 
  needs coin to spread the word and then one of 
  the cultists passes around a collection plate which 
  generates 100+1d100 gp in assorted 
  coins. Once the collection plate has 
  been passed around, the cultist enforc-
  
  40
  Shadows over Vathak Setting
  ers open the western wall and the young nobles, 
  their faces beaming with rapture, stumble out.
  Hazards: The cultists utilize yaekel 
  incense to drug the attendees. When 
  the PCs first enter the room, they are 
  affected by the smoke from the yaekel 
  incense burning in the braziers flank-
  ing the western door. Once seated on 
  the pews, the yaekel incense is not 
  potent enough to affect them. The 
  cultists in the room are unaffected 
  due to their masks.
  yaekel inCense
  Type poison, inhaled; Save Fortitude 
  DC 14
  Frequency 1/round for 6 rounds
  Initial Effect 1d4 Wis drain; Cure 1 
  consecutive save.
  A4- Preparation Room     CR 1
  Workbenches line the brick walls and a sturdy, scarred 
  worktable dominates the room. Lanterns hung on the walls 
  provide illumination.
  The cultists use this room as a workroom 
  to fashion any additional props needed for the 
  ceremony. Additionally, they count the donation 
  money on the table before it is recorded and 
  stored in a safe in A6. None of the doors in this 
  room are locked.
  Creatures: Three cultists sit at the worktable 
  mending worn robes. If attacked, they immedi-
  ately begin calling for Daros in A6 who arrives 
  the following round if he makes a DC 10 Percep-
  tion check to hear the fighting. One of the cultists 
  reaches for the vials of acid on the workbench 
  and tosses it at the nearest PC. Cornered, the 
  cultists fight to the death unless they see Daros go 
  down in which case they immediately surrender, 
  begging for their lives. Unfortuante-
  ly, they do not know where Rolistair 
  went, only that he has left Skalan.
  If put on alert, one cultist guards the door 
  while the 2 other cultist begin grabbing equip-
  ment including the safe in A6. After 3 minutes, 
  the cultists flee down into the sewers through A7.
  During the day, the three cultists are here do-
  ing odd jobs with various bits of equipment that 
  the cultists employ.
  CulTisT (3)  
   
   
         CR 1/3
  XP 135
  Human Expert 1
  CE Medium humanoid (human) 
  Init +1; Senses Perception +3
  Defense
  AC 13, touch 12, flat-footed 11 (+1 armor, 
  +1 Dex, +1 dodge)
  hp 4 (1d8)
  Fort +0, Ref +1, Will +1
  Offense
  Speed 30 ft.
  Melee sickle +0 (1d6)
  Ranged dagger +1 (d4+1/19-20)
  sTaTisTiCs
  Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 11
  Base Atk +0; CMB +0; CMD 11
  Feats Dodge, Persuasive
  Skills Bluff +6, Diplomacy +6, Intimidate +4, 
  Perception +3, Sense Motive +3, Sleight 
  of Hand +5, Stealth +5, Use Magic Device 
  +4
  Languages Common
  Combat Gear thunderstone; Other Gear 
  padded armor, dagger (2), sickle, thieves’ 
  tools, 5 gp
  Scale Up (CR 2): Add 1 “Cultist En-
  forcer.”
  Treasure: The workbenches contain 3 sets 
  of common Artisan’s tools, a thieves’ 
  kit, and an abacus. Two vials of acid 
  rest on the southern bench.
  
  41
  Player's Guide to the Colonies 
  A5- Supply Room
  Stacks of  crates rest under a row of  yellow robes hung 
  from a central rod running lengthwise through the room.
  The cultists keep supplies in this room which 
  consists of 5 spare robes and 10 crates containing 
  5 back packs, 5 bedrolls, 3 50 ft. lengths of hemp 
  rope with grappling hooks, 20 days of rations, 
  and 2 tents. These supplies were for the addition-
  al cultists in the church to journey to the Lazard 
  ruins where Rolistair is conducting his ritual.
  A6- Church Office  
      CR 2
  A squat, wooden desk sits by the northern wall while a 
  worn out couch rests against the room’s eastern wall where 
  an empty bookcase stares back at you forlornly. In the 
  southwestern corner, a glowing hot brazier emits a plume 
  of  smoke as fire curls a ream of  paper into ashes.
  Rolistair uses this room as an office when he 
  is in residence. However, since he is gone, one of 
  his most trusted men, a particularly nasty thug 
  named Daros, has claimed it. The book shelf is 
  currently empty. Once containing Rolistair’s col-
  lection of arcane books, he has taken them with 
  him to the Lazard ruins.
  The ream of paper burning in the brazier 
  is Rolistair’s instructions to Daros. PCs who 
  salvage the paper within 2 rounds of entering the 
  room can after 1d4 x 10 minutes and a DC 10 
  Intelligence check piece together enough of the 
  remaining fragments to determine the follow-
  ing- Rolistair is preparing a ritual to summon 
  servants of the Elder Gods for the following night 
  at the Lazard ruins and that Daros and 4 other 
  cultists should join him there. It instructs Daros 
  continue holding the ceremonies at the church to 
  convert more to their cause until the night of the 
  ceremony.
  Creatures: Daros sits over by the desk, his 
  feet up on it unless he hears commotion in A6 
  or is alerted by the cultists in A3. 
  A former underground romni pit 
  fighter, Daros serves as Rolistair’s 
  personal enforcer and delights in bullying the 
  other cultists. The features of his face are oddly 
  aligned, a result of unattended fractures, breaks, 
  and other injuries over the course of his fighting 
  career. In addition to his gear, Daros carries a 
  map Rolistair gave him that leads to the Laz-
  ard ruins. Daros can confirm everything in the 
  burning ream of paper on a successful Diplo-
  macy check (treat as initially hostile) or a DC 
  14 Intimidate check. If reduced to 5 hp or less, 
  Daros attempts to flee into the sewers through 
  A7 using a withdraw action. If pursued, he uses 
  his increased movement rate, knowledge of the 
  tunnels, and Stealth to throw off the PCs. He 
  will eventually make his way to Rolistair ahead 
  of time to tell him about the church, though at 
  this point, Rolistair hardly cares. He can show up 
  later in the adventure to harass the PCs.
  If put on alert, Daros supervises the cultists 
  gathering up equipment in A4. He burns Ro-
  listair’s instructions (and the PCs will still be able 
  to find it). Spoiling for a fight, Daros moves to A7 
  and covers the cultists’ escape.
  During the day, Daros berates the cultists in 
  A4 in between his exercises and training.
  DaROs  
   
   
         CR 2
  XP 400
  Human monk (martial artist) 3
  CE Medium humanoid (human) 
  Init +5; Senses Perception +6
  Defense
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 
  dodge, +1 Wis)
  hp 24 (3d8+7)
  Fort +4, Ref +5, Will +4
  Defensive Abilities evasion
  Offense
  Speed 40 ft.
  Melee unarmed strike+5 (1d6+3) 
  or mwk kama +7 (1d6+3) or 
  mwk kama flurry of blows +6/+6 
  (1d6+3)
  
  42
  Shadows over Vathak Setting
  Ranged light crossbow +4 (1d8/19-20)
  Special Attacks flurry of blows, stunning fist 
  (3/day, DC 13)
  sTaTisTiCs
  Str 16, Dex 15, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +2; CMB +6CMD 18
  Feats Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, 
  Stunning Fist, Toughness, Weapon Focus 
  (kama)
  Skills Acrobatics +8 (+12 when jumping), 
  Climb +8, Escape Artist +7, Intimidate +4, 
  Perception +6, Sense Motive +6, Stealth 
  +8, and Swim +8
  Languages Common 
  SQ fast movement, maneuver training, 
  pain points
  Combat Gear elixir of tumbling, potion of 
  cure light wounds (2), potion of mage 
  armor, thunderstone; Other Gear light 
  crossbow with 20 bolts, master-
  work kama, 11 gp 
  Scale Up (CR 3): Add the advanced monster 
  template to Daros or 1 “Cultist Enforcer.”
  Treasure: The desk has a cubby space 
  containing a small metal safe (hardness 10, hp 
  30, Break DC 25, DC 25 Disable Device) that if 
  opened contains 43 gp, 112 sp, and a blood-
  stone worth 50 gp.
  A7- Hallway to Sewer
  A narrow tunnel ends at a brick wall. A small round 
  hole in the floor descends into darkness.
  The tunnel serves as a backdoor entrance into 
  the basement that the church uses. Examining 
  the hole in the floor discovers that it is a nar-
  row tunnel 3 ft. in diameter with a series of iron 
  rungs that serve as a ladder. This tunnel leads 
  into the sewers. Both tunnels are dark. See the 
  sidebar “Traveling in the Sewers” for PCs who 
  wish to explore further.
  
  43
  Player's Guide to the Colonies 
  Part Three: 
  Assault on 
  the Lazard 
  Ruins
  At this point, the PCs should realize that Ro-
  listair is the leader of the Reformation Church of 
  the Elder Sign and is planning to conduct a ritual 
  the following night at the Lazard Ruins that he 
  believes will call forth servants of the Elder Gods 
  to usher in a new age. Rolistair has already left 
  with a group of young nobles who will act as 
  additional performers in the ritual. A number of 
  Rolistair’s cultists are also on hand to make sure 
  there is no outside interference (or that none of 
  the nobles with Rolistair get cold feet).
  Information on 
  Lazard Ruins
  The Lazard Ruins sit about 25 miles out-
  side of Skalan in the shadow of the Kardathan 
  Mountains and will take a full day of travel on 
  foot to reach it. An exiled vindari noble, Maurice 
  Lazard, built the structure on what he believed 
  to be a convergence of ley lines. The ruins 
  possesses an odd geometric structure as Lazard 
  designed it based on his research that its unique 
  design would focus the energy of the ley lines to 
  power the occult rituals he practiced as a leader 
  of a doomsday cult (and the reason for his exile). 
  Lazard never found success with his the ritu-
  als (though they often resulted in 
  wild parties) and after his death, it 
  became a bit of a family embar-
  rassment. Eventually, Lazard’s 
  descendants abandoned the structure in an effort 
  to distance themselves from his legacy. However, 
  one of their young scions, Jon Lazard, became 
  involved with Rolistair’s cult. Rolistair seized on 
  the idea of using the ruins as a focal point for 
  the ritual he had been researching. Believing in 
  the work of Maurice Lazard, Rolistair hopes to 
  use the ruins to focus the energy produced by 
  his ritual to aid in summoning and controlling 
  servants of the Elder Gods.
  PCs wanting to know more about the ruins 
  can make a Knowledge (local) check or Diplo-
  macy check to gather information. Any PC 
  originally from Skalan gains a +2 circumstance 
  bonus to the check. A higher result yields all the 
  information of a lower result.
  DC
  Knowledge (local) or                        
  Diplomacy Result
  10
  The Lazard ruins are one of a num-
  ber of old structures that lie outside the 
  environs of Skalan. Such structures were 
  usually built by rich, eccentric nobles who 
  wanted privacy.
  15
  Maurice Lazard was the leader of an 
  old doomsday cult and built a structure 
  to conduct the rituals he believed would 
  bring him and his followers into an 
  elevated state of being in preparation for 
  the coming destruction of the world. His 
  cult fell out of favor after the death of a 
  young noblewoman.
  20
  Maurice Lazard believed that ley 
  lines traveling under the earth could be 
  harnessed by creating a building with a 
  unique structure. This special geometry 
  supposedly harnessed the energy of the 
  ley lines to empower magic. As such, the 
  Lazard ruins feature oddly shaped rooms 
  in the efforts to channel and focus the 
  energy. After his death however, his heirs 
  abandoned the structure in an effort to 
  put its past and Maurice’s bizarre theories 
  behind them.
  Travel to the Lazard Ruins is uneventful. 
  Though no roads lead to the ruins, if the PCs 
  have the map, it is easy to locate as the way there 
  is through open fields and sparse 
  woodlands before reaching a series 
  of gentle hills that give rise to the 
  towering slopes of the Kardathan 
  
  44
  Shadows over Vathak Setting
  Mountains. If the PCs are traveling by day, it 
  is recommended that no encounters take place. 
  Unless they are using horses, PCs leaving early in 
  the morning should reach the ruins just as night 
  falls.
  If the PCs are a bit ahead of schedule be-
  cause they assaulted the church during the day 
  and leave right after, it is recommended to use 
  some additional encounters to use their resources 
  so they have to rest. Additionally, you can make 
  the ritual take place the same night as the PCs in-
  vestigation of the church, though it will make the 
  following encounters more difficult for 1st level 
  PCs if they have already expended resources.
  Rolistair’s ritual is quite long and extensive, so 
  even if the PCs get to the ruins before night, they 
  will still find him in the middle of conducting it.
  Outside the Lazard Ruins
  The Lazard Ruins rest in the valley between 
  two steep hills and would be easy to miss if the 
  PCs did not have a map. Built from stone, the 
  tallest point of the ruins, a rusting metal capped 
  dome, rises 25 ft. in the air. Each individual room 
  in the structure is of varying height, the smallest 
  being 7 ft. in height and the next tallest to the 
  dome, 15 ft., with seemingly no reason as to why 
  some sections are taller than others. There are 
  no windows- Maurice believed that energy would 
  be lost if he put in any. Moss and ivy grow over 
  large portions of the building but overall, it ap-
  pears structurally sound.
  Lazard Ruins General Features
  The Lazard Ruins are built entirely from 
  stone (hardness 8, hp 9, Break DC 35, Climb DC 
  25). The wooden doors of its interior have suf-
  fered neglect from age (hardness 5, hp 10, Break 
  DC 20). The individual height of a room is noted 
  in its description. The interior of the 
  ruins is dark except the areas where 
  the cultists have set up camp.
  Maurice designed the building to channel 
  the magical energy that flows under the site. 
  Through years of rituals, some of that energy 
  remains trapped within the ruins creating odd 
  effects. Every time the PCs enter a new area, 
  except B11, roll on the table below or choose 
  one. Some rooms already have odd lingering 
  effects so reroll if the room’s effect conflicts with 
  your result.
  d10
  Result
  1
  Magic surges in this room, detectable 
  with a DC 15 Spellcraft check. All arcane 
  spells cast in this room are cast at 1 level 
  higher.
  2
  Fluctuations of residual magical 
  energy, noticeable with a DC 15 Spellcraft 
  check, make spellcasting difficult in this 
  room. All arcane spells cast in this room 
  require a Concentration check as if cast-
  ing defensively.
  3
  Upon entering the room, a dozen 
  ghostly figures appear created by residual 
  magical energy. Dressed in robes, they 
  mutter in indecipherable voices to each 
  other as they sip from goblets. A DC 10 
  Sense Motive check detects a festive at-
  titude amongst the figures, as if they were 
  at some sort of social gathering. The fig-
  ures do not interact with the PCs or detect 
  as undead and disappear after 3 rounds.
  4
  The room feels unnaturally hot as if 
  by a sweltering heat. A DC 10 Survival 
  check knows this is not normal. Charac-
  ters remaining in the room more than 10 
  rounds must make a DC 10 Fortitude save 
  each round or feel sickened while in the 
  room (numerous failures do not stack). 
  The condition ends once the PC leaves 
  the room.
  5
  An apparition of a woman with the 
  lower half of a snake appears, yelling in a 
  sibilant voice, “Begone!” before disap-
  pearing. Motes of light, like tiny stars, 
  drift throughout the room for the next 5 
  minutes. A DC 16 Knowledge (arcana) or 
  Knowledge (nature) identifies the creature 
  as a lunar naga.
  6
  Light flashes erratically in the room, 
  illuminating everything for 1d6 rounds 
  before going dark for 1d6 rounds. It re-
  quires a successful Concentration check as 
  if casting defensively to cast any spell with 
  the light descriptor when the room is dark.
  
  45
  Player's Guide to the Colonies 
  7
  A DC 15 Spellcraft check notices an 
  almost dangerous concentration of magic 
  in the room. All arcane spells cast in the 
  room deal 1d4 points of damage to the 
  caster unless the caster succeeds on a Con-
  centration check as if casting defensively.
  8
  The ghostly form of a robed man 
  appears in the room. He pours a vial into 
  a wine cup before approaching a female 
  figure. Both of them drink from the wine 
  cup and then a ghostly voice says in won-
  der, “The stars…they are changing…”
  9
  The sound of rain and distant thunder 
  reverberates in the room. PCs feel the wa-
  ter hitting them even though they cannot 
  see it and are not getting wet.
  10
  The mirror image of a PC appears in 
  the room, grinning wildly before worms 
  begin pouring out of the image’s mouth, 
  ears, nose, and eyes. Within 2 rounds, the 
  image collapses into a very real pile of 
  harmless worms.
  Getting In
  The PCs will have find a way to get into the 
  Lazard ruins and how they do that is up to them. 
  Below are listed the most common scenarios.
  Direct Assault
  The most obvious way to gain entrance is a 
  direct assault on the front entrance where the 
  cultists are concentrated. If the PCs attack at 
  night, remember to make opposing Perception 
  checks to see which group notices the other first.
  Sneaky PCs may think to clamber up on 
  the roofs of the ruins and hit the cultists from 
  behind. Without climbing gear, the Climb DC is 
  25. Because each room is a different height, PCs 
  may need to make multiple Climb and Stealth 
  checks to move about undetected. 
  Bluffing Their Way In
  If the PCs were able to piece together the 
  burning reams of paper in A6, they may recall 
  that Rolistair had given orders for Daros and 4 
  other cultists to join them. Therefore, the cultists 
  at the front entrance are expecting Daros and the 
  other cultists. They PCs can attempt to disguise 
  themselves as the cultists or even Daros with a 
  disguise kit or the disguise self  spell. The cultists 
  guarding the front entrance get a +4 bonus on 
  their Perception checks as they recognize Daros 
  and the other cultists on sight.
  The Secret Entrance
  PCs making a DC 15 Perception check easily 
  notice that the cultists’ attention is focused on the 
  front entrance as it appears to the only way to gain 
  access. As long as the PCs remain quiet, they can 
  examine the exterior of the ruins in safety. PCs 
  making a DC 15 Perception check notice that the 
  ivy clinging to the eastern wall of B5 appears to 
  be disturbed. A DC 15 Perception check while 
  searching the area of the disturbance discovers a 
  secret door leading into the ruins- a secret exit that 
  Maurice had installed in case he needed a quick 
  escape from those who did not find his views to be 
  very popular (or the angry husbands of the wives 
  that Maurice was wont to seduce).
  B1- Outside the Front           
  Entrance   
   
       CR 2
  A large stone structure looms in the distance, dominat-
  ed by a central metal capped dome at its center. The walls 
  of  the structure rise and fall, suddenly dropping a few feet 
  and then rising twice that many more. Ivy and moss curl 
  about much of  its exterior which, strangely, has no win-
  dows or any point of  egress except for one large wooden 
  door in its northern end. Ahead, the glowing light from two 
  lanterns on a low roof  stretch out into the 
  darkness, faintly illuminating shadowy figures 
  behind them as well as two additional figures 
  standing by the door.
  
  46
  Shadows over Vathak Setting
  Rolistair posted guards out front to make sure 
  no one interferes. Even if he has not learned 
  about the PCs (through an escaped cultist), 
  he fears being discovered by members of the 
  Church of Unspeakable Masses. He also wants 
  to ensure that none of his “guests” leave.
  Two bullseye lanterns hang from posts atop 
  the roof of B2 sending out a 120 ft. cone of light 
  directed in front of the entrance (the first 60 ft. is 
  considered normal light, the second 60 ft. is dim 
  light).
  If the PCs arrive before night falls, the lan-
  terns are not lit.
  Creatures: Four cultist enforcers stand 
  guard by the door leading into B2, two flanking 
  the entrance and two on the 10 ft. tall roof of 
  B2. If attacked and not surprised, all four cultist 
  enforcers open fire with their ranged weapons. 
  The two cultist enforcers by the doors switch to 
  melee weapons if the PCs engage them. The two 
  cultist enforcers on the roof continue to provide 
  ranged support, aiming at PCs using ranged fire 
  or spells. These two cultists remain on the roof 
  and only engage in melee if the PCs confront 
  them there. If the PCs flee into the ruins, any 
  remaining cultist enforcers pursue. They fight to 
  the death, fearing Rolistair’s wrath.
  CulTisT enfORCeR (4)  
      CR 1/2 
  XP 200
  Human fighter 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +2
  Defense
  AC 18, touch 13, flat-footed 17 (+4 ar-
  mor, +2 Dex, +1 dodge, +1 shield)
  hp 11 (1d10+1)
  Fort +3, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee longsword +5 (1d8+3/19–20) or 
  dagger +5 (1d4+3/19–20) or sap +5 
  (1d6+3 nonlethal)
  Ranged light crossbow +3 (1d8/19–20)
  sTaTisTiCs
  Str 17, Dex 14, Con 12, Int 8, Wis 13, 
  Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Dodge, Power Attack, Weapon 
  Focus (longsword)
  Skills Climb +7, Perception +2, Sur-
  vival +5
  Languages Common
  Combat Gear potion of cure light wounds, 
  thunderstone (3); Other Gear buckler, 
  chain shirt, dagger (3), light crossbow 
  with 20 bolts, longsword, sap, climb-
  ers’ kit, 7 gp
  Scale Up (CR 3): Add 2 “Cultist En-
  forcer.”
  
  47
  Player's Guide to the Colonies 
  B2
  Cracked, water stained mosaic tiles on the floor form 
  the disturbing image of  a horned beast hovering over a 
  city against a red sky. People try futilely to escape from 
  the huge beast, many of  them plummeting to their certain 
  deaths. Bas-reliefs along the eastern and western walls 
  depict similar apocalyptic scenes- various monsters feasting 
  on humankind. Two doors, one to the east and the other to 
  the west, exit the room.
  Maurice spared no expense in creating this 
  structure, filling it with artwork and imagery de-
  picting an end of the world where monsters rose 
  from the earth, eerily prescient of the rising of the 
  Great Old Ones though the forms of the monsters 
  depicted tend to be less tentacled and squamous 
  than the Spawn of the Great Old Ones. While 
  the eastern door is unlocked, the western door is 
  locked (DC 25 Disable Device). The cultists use a 
  series of secret knocks and rappings (DC 20 Bluff 
  to attempt) on the door to alert their fellows in B7 
  if they need entry. The ceiling is 10 ft. high.
  B3  
   
   
   
       CR 1
  Faded tapestries cover the curved southwestern walls 
  of  this oddly shaped room. The marble bust of  a noble 
  looking man with a thick mustache rests covered in dust 
  on a small table along the east wall. Its stone glossed eyes 
  seem to follow you as you enter the room.
  Two tapestries adorn the wall depicting the 
  supposed armageddon that Maurice believed 
  would befall Vathak- strange, grostesque crea-
  tures rise from the earth, devouring unrepentant 
  sinners who are shown being tortured in the bel-
  lies of the monsters. The tapestries are worth 50 
  gp to collectors of the bizarre but weigh 15 lbs. 
  each due to their size and thickness. The room is 
  dark with a 7 ft. high ceiling.
  Trap: The bust on the table depicts Maurice 
  Lazard, built in the last days of his 
  life when he saw his world crum-
  bling around him as both friends 
  and family abandoned him. The bust’s eyes 
  appear to follow anyone who enters the room. 
  Maurice found the trap useful to convince nay-
  sayers about his doomsday predictions. Anyone 
  stepping within 5 ft. of the bust triggers the trap 
  which starts with a magic mouth spell intoning:
  Fools, I, Maurice Lazard see great beasts from the 
  earth arising to devour us. We must seek absolution for our 
  worldly sins or we’re doomed!
  Afterwards, the trap is immediately sprung.
  Cause feaR TRap   
         CR 1
  Type magic; Perception DC 14; Disable 
  Device DC 14
  Trigger proximity (alarm); Reset auto-
  matic
  Effect The creature closest to the trap 
  is affected by a cause fear spell. The 
  affected creature becomes frightened. 
  If the subject succeeds on a Will save, 
  it is shaken for 1 round. Creatures 
  with 6 or more HD are immune to 
  this effect.
  Scale Up (CR 2): Increase the Percep-
  tion check or the Disable Device 
  check to DC 19.
  B4  
   
   
                CR 1
  Bones lie strewn about the floor of  this long hallway 
  amidst tatters of  yellow cloth, its western wall curved. A 
  heavily boarded door sits in the east wall.
  This room is dark with 12 ft. high ceilings. 
  The cultists reinforced the door to B5 with mul-
  tiple pieces of wood (hardness 5, hp 20, Break 
  DC 23). Anyone examining the bones determines 
  with a DC 15 Perception check notices the deep 
  bite marks on the bones. The yellow tatters ap-
  pear to be the same color as the robes 
  worn by the cultists.
  
  48
  Shadows over Vathak Setting
  Creatures: Three cultists were killed and de-
  voured by the young volwearm in B5 before the 
  remaining cultists arrived and drove it back. Un-
  able to kill it, they instead boarded up the door 
  to prevent it from wandering into the rest of the 
  complex. Unfortunately, whether due to lingering 
  energy in the ruins or a side effect of Rolistair’s 
  ongoing ritual, the bones of the dead cultists 
  form into skeletons 3 rounds after anyone enters 
  the room. The skeletons fight until destroyed.
  skeleTOn (3)  
   
      CR 1/3
  hp 4 (Pathfinder RPG Bestiary)
  Scale Up (CR 2): Add 2 “Skeletons”
  B5  
   
   
   
       CR 2
  Elaborate stained glass windows rising from the floor 
  of  the eastern wall depict a ghastly apocalypse- a burning 
  sky rains down on cities while the claws of  great beasts 
  burst forth from the ground. Rubble lies strew about room’s 
  floor while books molder in sagging bookcases.
  Maurice’s doomsday prophecies predicted 
  an event similar to that of the awakening of the 
  Great Old Ones, though he believed in a swift 
  and catastrophic destruction which he cap-
  tured with magic in art such as the stained glass 
  windows in this room. A detect magic spell reveals 
  the presence of moderate illusion magic on the 
  stained glass windows. A character making either 
  a DC 26 Knowledge (arcana) or a DC 21 Spell-
  craft check confirms that a permanent illusion (DC 
  22) spell has been cast on the windows to make 
  them appear as stone from the outside. A charac-
  ter examining the windows on a DC 15 Percep-
  tion check discovers a secret glass door within the 
  stained glass windows that leads to the outside.
  Two bookcases rest against the north and 
  south wall. The elements and age have mostly 
  destroyed the books sitting on the shelves though 
  a few lines of text concerning various cults and 
  other doomsday prophesies can 
  be read here and there before the 
  pages crumble. A character making 
  a thorough examination of the book case on a 
  DC 20 Perception check finds three copper tubes 
  hidden amongst the books. Each one contains 
  a different scroll- burning gazeAPG, color spray, and 
  memory lapseAPG.
  Bits of rubble lie strewn about the floor but 
  particularly in the center of the room where a 
  pile of sticks and leaves bunch together. A DC 15 
  Perception check notices brown splotches stain-
  ing the ground near the pile- dried blood. The 
  pile covers the entrance to a tunnel burrowed out 
  by a young volwearm that came up through the 
  floor into the room.
  The ceiling in this room is 10 ft. high.
  Creatures: A young volwearm lairs here in 
  the ruins. A group of cultists exploring the ruins 
  encountered the beast but lost three men before 
  driving the creature back into the room where 
  they then boarded up the door to ensure the 
  beast did not follow them. The volwearm uses its 
  scent ability to detect intruders and immediately 
  bursts up through the ground when any creature 
  comes within 5 ft. of its tunnel entrance. Not a 
  stupid creature, the volwearm escapes into its 
  tunnel if reduced to a quarter of its hit points, 
  retreating into the nearby hills. A medium sized 
  creature can fit into the tunnel which drops 12 ft. 
  before widening into the creatures lair, a 15 ft. by 
  10 ft. lair 8 ft. high. 
  yOung vOlweaRm   
         CR 2
  XP 600
  NE Alignment Large Magical beast (Col-
  onies- Game Master’s Guide, Pathfinder 
  RPG Bestiary)
  Init +2; Senses darkvision 60 ft., low-
  light vision, scent; Perception +8
  Defense
  AC 14, touch 12, flat-footed 10 
  (+4 Dex, +1 natural, -1 size)
  hp 30 (4d10+8)
  Fort +7, Ref +6, Will +2
  
  49
  Player's Guide to the Colonies 
  Offense
  Speed 40 ft., burrow 40 ft.
  Melee bite +5 (1d6+1)
  Reach 10 ft.
  Special Attacks extended reach, sweep-
  ing headbutt
  sTaTisTiCs
  Str 12, Dex 19, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +4; CMB +6; CMD 20 (cannot 
  be tripped)
  Feats Skill Focus (Perception), Weapon 
  Focus (bite)
  Skills Stealth +6, Survival +2 (+6 scent 
  tracking); Racial Modifiers +4 Sur-
  vival when tracking by scent
  speCial abiliTies
  Extended Reach (Ex) A young vol-
  wearm’s long neck rests coiled under 
  its head and between its body. As a 
  move action, a young volwearm can 
  uncoil its neck, gaining a 10 ft. reach. 
  It is another move action to recoil the 
  neck. Because a young volwearm’s 
  neck is sensitive and vulnerable while 
  extended, all critical hits against 
  it gain a +4 circumstance bonus to 
  confirm.
  Sweeping Head (Ex) Young volwearms 
  utilize their long necks to avoid mul-
  tiple creatures swarming them. As a 
  full round action, a young volwearm 
  can extend its neck and make a bull 
  rush attempt against all opponent’s 
  within its 10 ft. reach. This does not 
  provoke an attack of opportunity.
  Scale Up (CR 3): Use a volwearm (Colonies- 
  Game Master’s Guide) or add the advanced monster 
  template.
  Treasure: Within the lair 
  amongst a pile of bones, 115 cp, 
  95 silver, 38 gold, and two moon-
  stones worth 50 gp each can be found- coinage 
  from previous meals that the volwearm could not 
  digest.
  B6  
   
   
   
       CR 1
  Wooden screens, rotted with age, their paper images 
  long since turned to dust, surround the collapsed remains 
  of  a large, four poster bed flanked by a pair of  statues 
  depicting entwined lovers, their features weathered into 
  blank, expressionless masks.
  Maurice used this room with 14 ft. high ceil-
  ings to entertain female visitors, typically young, 
  impressionable types. Often, Maurice and his 
  guest would imbibe the venom from a lunar naga 
  in an effort to receive prophetic visions of the 
  future. The room once held lavish paper screens 
  depicting fantastic creatures from far off lands 
  but they are wrecked now beyond repair and 
  worthless as is the bed. The two statues are so 
  weathered from age that the identities and sexes 
  of the figures are indistinguishable.
  Haunt: Maurice’s cult began to lose popular-
  ity after the death of a young noblewoman who 
  died, apparently frightened to death by whatever 
  she saw in her prophetic vision. The lingering 
  energies in the structure cause her to manifest as 
  she was in the last moments of her life- scream-
  ing about a beast coming after.
  sCReaming wOman  
         CR 1
  XP 400
  CE haunt (5 ft. by 5 ft. square)
  Caster Level 1st
  Notice Perception DC 14 (to hear a sud-
  den terrified whimpering)
  hp2; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, the 
  ghostly form of a young woman sud-
  denly appears, wide-eyed with 
  terror. The nearest target is 
  affected as if by an ear-piercing 
  screamUM(save DC 11) spell.
  
  50
  Shadows over Vathak Setting
  Destruction The structure must be torn 
  down to dispel the latent energies 
  trapped within it.
  Treasure: Anyone examining the statues 
  that makes a DC 20 Perception check 
  notices one of them seems hollow and 
  one of its heads can be unscrewed. 
  Inside is a small cache of potions 
  Maurice kept on hand- a potion of 
  expeditious retreat and a potion of invis-
  ibility as well as a pouch containing 
  100 gp.
  Scale Up (CR 2): Increase it to a DC 19 
  Perception check to notice the haunt.
  B7  
   
   
   
       CR 1
  Bedrolls lay unfurled in the corners of  this room 
  strewn about with unpacked crates containing traveling 
  supplies in an unorganized mess.
  Once a sitting room for guests, Rolistair 
  ordered the cultists to clear out this room and es-
  tablish it as their base camp. The cultists, without 
  any real sort of leadership, simply tossed bedrolls 
  and equipment wherever they felt like it. There 
  are 10 bedrolls strewn about and 4 crates con-
  taining 4potions of  cure light wounds, 40 days worth 
  of iron rations, 10 canteens, 4 50 ft. lengths of 
  rope, and 20 torches in total. A half-full barrel 
  of cheap wine sits in the northwest corner. An 
  unlocked door rests in the southern wall.
  Creatures: Two cultist enforcers stand 
  guard in this room. If they hear the PCs making 
  noise in B2 or otherwise become aware of their 
  presence, they take partial cover behind a crate 
  and fire their crossbows at the PCs as they enter. 
  They attempt to keep a distance from the PCs, 
  making a fighting retreat to B8. Fearing punish-
  ment at Rolistair’s hand (or that of his conjured 
  servant), the cultist enforcers fight to the death.
  CulTisT enfORCeR (2)  
      CR 1/2 
  XP 200
  Human fighter 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +2
  Defense
  AC 18, touch 13, flat-footed 17 (+4 ar-
  mor, +2 Dex, +1 dodge, +1 shield)
  hp 11 (1d10+1)
  Fort +3, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee longsword +5 (1d8+3/19–20) or 
  dagger +5 (1d4+3/19–20) or sap +5 
  (1d6+3 nonlethal)
  Ranged light crossbow +3 (1d8/19–20)
  sTaTisTiCs
  Str 17, Dex 14, Con 12, Int 8, Wis 13, 
  Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Dodge, Power Attack, Weapon 
  Focus (longsword)
  Skills Climb +7, Perception +2, Sur-
  vival +5
  Languages Common
  Combat Gear potion of cure light wounds, 
  thunderstone (3); Other Gear buckler, 
  chain shirt, dagger (3), light crossbow 
  with 20 bolts, longsword, sap, climb-
  ers’ kit, 7 gp
  Scale Up (CR 2): Add 1 “Cultist Enforcer.”
  B8  
   
   
   
       CR 1
  A cracked glass roof  offers an open view of  the sky. 
  The brown desiccated remains of  numerous plants still 
  eerily move in the large troughs along the western wall as 
  if  disturbed by a faint wind. The staccato 
  chirping of  crickets cuts in and out suddenly 
  and with no discernible pattern or rhythm. 
  Hideous monsters with horns cavort in a bas 
  
  51
  Player's Guide to the Colonies 
  relief  in the curved eastern wall, gore dripping from their 
  oversized mouths.
  Maurice kept a small but lavish garden in 
  this room for aesthetic purposes. Supported by 
  magic, the exotic plants, set in 3 ft. high stone 
  troughs, lived long after the place was abandoned 
  and only recently succumbed to an infection 
  of russet mold. Part of the magic still lingers- a 
  modified gust of  wind spell stirs the dead plants, 
  however the ghost sounds spell emulating crickets 
  is fading, cutting in and out. Anyone examining 
  the plants making a DC 21 Knowledge (nature) 
  check detects the inert remains of russet mold 
  amongst the plant matter. 
  The ceiling rises to a height of 13 ft. and the 
  roof radiates moderate illusion magic. A charac-
  ter making either a DC 26 Knowledge (arcana) 
  or a DC 21 Spellcraft check confirms that a per-
  manent illusion (DC 22) spell has been cast on the 
  roof to make it appear as stone from the outside.
  Creatures: Rolistair and the cultists man-
  aged to destroy the infestation of russet mold 
  that grew in the garden (formed from water 
  leaking through the cracked ceiling and linger-
  ing traces of magic) but not before two cultists 
  were infected and died. Unbeknownst to them, 
  the two cultists recently spawned as vegepymies. 
  The new creatures are hungry and confused, 
  hiding amongst the dead plants. Though aggres-
  sive, they want food, trying to rip into backpacks 
  though they will defend themselves if necessary. 
  They will leave creatures alone if each of them 
  is given at least the equivalent of 1 day of iron 
  rations. Additionally, offerings of food grant a +4 
  circumstance bonus to Diplomacy checks if treat-
  ing with the creatures.
  vegepymy (2)  
   
      CR 1/2
  hp 5 (Pathfinder RPG Bestiary)
  Scale Up (CR 2): Add 1 “Veg-
  epymy.”
  B9
  Faded tapestries cover the walls of  this oddly shaped 
  room.
  With the many depictions of the end of 
  the world adorning the other rooms, Maurice 
  furnished this room with tapestries of a more 
  hopeful nature. Covering the angular west and 
  southwest walls, the threadbare tapestries show 
  a barely distinguishable glowing human crea-
  ture whose radiance appears to be lifting up the 
  broken bodies of people around him (mostly 
  women). The savior figure was modelled after 
  Maurice, himself, in the belief that he would 
  rebuild the world after the coming apocalypse. 
  In the background behind the savior figure, pale 
  women with snakelike bodies cavort playfully. 
  A DC 16 Knowledge (nature) check reveals the 
  snakelike women as lunar nagas. A follow-up 
  DC 15 Knowledge (religion) check equates them 
  small cults while a DC 20 Knowledge (religion) 
  check pinpoints their association in Vathak with 
  cults belonging to the Elder Gods.
  The ceiling rises 9 ft. high.
  B10   
   
   
     (CR 2)
  A trio of  sweeping buttresses from the east, west, and 
  south walls, carved to appear as some sort of  monstrous 
  mouth, hold up the 15 ft. high ceiling with a domed roof. 
  Though the stone walls are bare of  ornamentation, a 7 ft. 
  tall, double stone door with the bas relief  of  a squatting, 
  bug eyed horned monster rests at the northern apex of  the 
  room.
  The buttresses sweep upwards from the 
  middle of the walls to meet in the center of the 
  domed ceiling. The large stone door to the north 
  is unlocked and designed to open at the slightest 
  push. Anyone making a DC 15 Perception check 
  can hear the arcane chanting of numerous voices 
  beyond the stone door.
  Creatures: While the cult tra-
  versed the sewers, they encountered 
  
  52
  Shadows over Vathak Setting
  a choker that Rolistair managed to recruit to 
  his cause after praising it as a holy being. Per-
  versely delighted, the choker decided to ally with 
  Rolistair who uses the creature as a personal as-
  sassin, a task which delights it. The choker hides 
  at the top of the dome and waits for the PCs to 
  approach the door. It attempts to strike the PC in 
  the rear of the party if they attempt to enter the 
  door to B11. The choker knows a few words of 
  common which it repeats as it attacks the party 
  such as “Die” and “Rolistair, friend.” If reduced 
  to a quarter of its hit points, it takes cover back 
  up in the ceiling, taking full defensive actions as it 
  calls out an alarm to Rolistair (which he does not 
  hear). If attacked again, the choker attempts to 
  scuttle out of the room to B9 where it makes its 
  escape outside the ruins.
  ChOkeR  
   
   
         CR 2
  hp 16 (Pathfinder RPG Bestiary)
  Scale Up (CR 3): Add the advanced mon-
  ster template to the choker or add 1 “Cultist 
  Enforcer” who is guarding the door.
  B11   
   
   
  (CR 3+)
  This enormous circular room rises up to a height of  
  25 ft., the last 10 ft. of  which is taken up by a rusting, 
  metal paned dome. A group of  21 yellow robed figures 
  chant arcane invocations while huddled around a complex 
  magical circle in the center of  the room. One figure in the 
  back has his hood thrown back to reveal a man with feral 
  wolf-like features, his voice rising above the crowd’s in a 
  different chant. Suddenly, the metal dome splits asunder, 
  raining shards down on the heedless figures, while light-
  ning flashes overhead accompanied by the close concussive 
  booming of  thunder. The very air seems alive with almost 
  tangible energy.
  Maurice used this chamber to conduct his 
  ceremonies. A large wheel along the east wall 
  once allowed the metal dome to 
  be opened to the sky, but years of 
  neglect and rain rusted the dome 
  shut until the energies summoned by 
  Rolistair blasted it open. Thunderclouds hover 
  over the opening, raining lighting down around 
  the structure but not in the room. The flashes 
  illuminate the bas reliefs of monstrous creatures 
  combating a robed human figure who blasts 
  them with eldritch energy.
  Unknown to everyone but him, Maurice 
  enslaved a lunar naga to assist with his rituals as 
  the creature and its kind serve the Elder Gods. 
  Maurice frequently employed its venom to distill 
  hallucinogenic drugs he administered to his fol-
  lowers. Following Maurice’s death, the creature 
  returned to a space betwixt the stars. Now, how-
  ever, Rolistair’s inept summoning ritual has in-
  voked the ancient energy stored within the ruins, 
  summoning the creature once again, a creature 
  that is very, very angry at being disturbed and too 
  powerful for Rolistair to control.
  Creatures: This encounter is best played 
  cinematically. A DC 15 Knowledge (arcana) or 
  Spellcraft check detects an enormous amount 
  of magical energy being drawn towards the 
  summoning circle in the middle of the room. 
  Additionally, the same check reveals that Ro-
  listair is the primary caster of an unknown ritual 
  (unknown since it was created by him) and that 
  he is the ritual’s focus and that possibly by stop-
  ping Rolistair (either killing him or knocking him 
  unconscious) that it will disrupt the ritual.
  One round after the PCs enter the room (or 
  if they decide to wait and see, 1 round later), a 
  shimmering pillar of light erupts from the clouds 
  to strike the magic circle, coalescing into a snake-
  like female creature, the lunar naga. Above the 
  dome, lightning flashes in the clouds, illuminat-
  ing similar creatures as Rolistair’s ritual further 
  tears open holes into other dimensions. A DC 
  15 Knowledge (planes) check deduces that more 
  creatures will be arriving soon unless the ritual in 
  stopped.
  On the naga’s initiative, it im-
  mediately fires a scorching ray at one 
  of the yellow robed figures, a young 
  
  53
  Player's Guide to the Colonies 
  noble that Rolistair is using to assist in the cer-
  emony. The young noble appears to be instantly 
  consumed by flame before he disintegrates into 
  ashes. This immediately causes a panic as the 
  young nobles begin to scramble about in terror. 
  The lunar naga continues its assault, alternating 
  between her poison bite and scorching ray. The 
  young nobles cower, beg, and generally get in 
  each other’s way as the naga kills one per round. 
  Obviously, the lunar naga is too powerful of 
  an opponent for the PCs to handle, so describe 
  its power in brutally and efficiently dispatching 
  the young nobles. It is so focused on the young 
  nobles surrounding it, that it does not notice the 
  PCs, nor will it notice them unless a PC attacks 
  it. Treat a 20 ft. radius around the creature as dif-
  ficult terrain due to the young nobles in the way.
  Meanwhile, Rolistair backs away to the far 
  north end of the room, still intent on the ritual in 
  an attempt to control the creature. He only stops 
  the ritual when attacked by the PCs at which 
  point he casts vanish. While under the effects of 
  the spell, he casts shield, summon monster I, and 
  burning hands or magic missile depending on how 
  the PCs are clustered. He uses his move action 
  in the first round to distance himself from the 
  PCs and each additional round, uses his move ac-
  tion to attempt to transform into his lycanthrope 
  hybrid form. Rolistair is a fanatic and fights to 
  the death.
  Play up the chaotic nature of the battle with 
  the lunar naga attacking the young nobles. If a 
  PC attempts to attack the lunar naga, it is best to 
  describe one of her attacks just narrowly miss-
  ing eviscerating the PC or you can have the PC 
  targeted by one of its magic missile spells (the other 
  two missiles strike and kill two adjacent young 
  nobles) or her ray of  enfeeblement.
  lunaR naga  
   
         CR 6
  hp 68 (Pathfinder RPG Bestiary 3)
  ROlisTaiR  
   
   
         CR 3
  XP 800
  Human afflicted werewolf sorcerer 
  (dreamspunAPG) 3
  CE Medium humanoid (human, 
  shapechanger) 
  Init +3; Senses low-light vision, scent; 
  Perception +0
  Defense
  AC 13, touch 13, flat-footed 10 (+2Dex, +1 
  dodge)
  hp 16 (3d6+3)
  Fort +2, Ref +3, Will +3
  Offense
  Speed 30 ft.
  Melee mwk dagger+3 (1d4+1/19/20)
  Ranged mwk dagger +4 (1d4+1/19-20
  Bloodline Spell-Like Abilities (CL 3rd; con-
  centration +9) 
  6/day—lullaby (DC 13)
  Sorcerer Spells Known (CL 3rd; concentra-
  tion +9)
  1st(6/day)—burning hands (DC 14), hyp-
  notism (DC 15), shield, sleep (DC 14), 
  summon monster I, vanishAPG
  0—detect magic, read magic, resistance
  Bloodline dreamspunAPG
  sTaTisTiCs
  Str 12, Dex 14, Con 13, Int 10, Wis 10, Ch
  a 15 
  Base Atk +1; CMB +2; CMD 14
  Feats Combat Casting, Dodge, Magical 
  Aptitude
  Skills Bluff +6, Intimidate+7, Knowledge 
  (arcana) +6, Spellcraft +8, Use Magic 
  Device +10
  Languages common
  SQ bloodline arcana (when 
  
  54
  Shadows over Vathak Setting
  targeting a creature with a spell, insight 
  bonus equal to ½ bonus to AC and saving 
  throws against any attacks or spells from 
  that creature), change shape (human, hy-
  brid, and wolf; polymorph), lycanthropic 
  empathy (wolves and dire wolves), pre-
  cognition (+1 to initiative)
  Combat Gear potion of cure light wounds 
  (2), scroll of mage armor, wand of magic 
  missiles (20 charges); Other Gear master-
  work dagger, 925 gp
   
  ROlisTaiR  
   
   
         CR 3 
  (Hybrid Form)
  XP 800Human afflicted werewolf sorcerer 
  (dreamspunAPG) 3
  CE Medium humanoid (human, 
  shapechanger) 
  Init +3; Senses low-light vision, scent; 
  Perception +0
  Defense
  AC 13, touch 13, flat-footed 10 (+2Dex, +1 
  dodge)
  hp 19 (3d6+6)
  Fort +3, Ref +3, Will +3
  DR 5/Silver 
  Offense
  Speed 30 ft.
  Melee mwk dagger+4 (1d4+2/19/20) or 
  bite -1 (1d6+2 plus trip and curse of 
  lycanthropy)
  Ranged mwk dagger +4 (1d4+2/19-20
  Bloodline Spell-Like Abilities (CL 3rd; con-
  centration +9) 
  6/day—lullaby (DC 13)
  Sorcerer Spells Known(CL 3rd; concentra-
  tion +9)
  1st(6/day)—burning hands (DC 14), hyp-
  notism (DC 15), shield, sleep (DC 14), 
  summon monster I, vanishAPG
  0—detect magic, read magic, 
  resistance
  Bloodline dreamspunAPG
  sTaTisTiCs
  Str 14, Dex 14, Con 15, Int 10, Wis 10, Cha 17
  Base Atk +1; CMB +3; CMD 15
  Feats Combat Casting, Dodge, Magical 
  Aptitude
  Skills Bluff +6, Intimidate+7, Knowledge 
  (arcana) +6, Spellcraft +8, Use Magic 
  Device +10
  Languages common
  SQ bloodline arcana (when targeting a crea-
  ture with a spell, insight bonus equal to 
  ½ bonus to AC and saving throws against 
  any attacks or spells from that creature), 
  precognition (+1 to initiative)
  Combat Gear potion of cure light wounds 
  (2), scroll of mage armor, wand of magic 
  missiles (20 charges); Other Gear mas-
  terwork dagger, 925 gp
  Scale Up (CR 4): Add the advanced 
  monster template to Rolistair or 2 
  “Cultist Enforcers” who serve as his 
  bodyguards.
  Development: If Rolistair is slain or 
  knocked unconscious, a sudden boom of thunder 
  rumbles as the ritual unravels. With a shriek, the 
  lunar naga disappears into tiny motes of starlight 
  flying up towards the dissipating clouds. The 
  young nobles left alive cower fearfully, staring at 
  the PCs in awe. They are all dazed as if awaken-
  ing from a terrible dream.
  Hazards: A strong wind (-2 to ranged 
  attacks and perception, extinguishing small, 
  unprotected flames) whips through the entire 
  room, extinguishing the hundreds of ceremonial 
  candles along the room’s perimeter.
  
  55
  Player's Guide to the Colonies 
  Conclusion
  With Rolistair defeated, the young nobles 
  slink back to their homes and the Reformation 
  Church of the Elder Sign ceases to be. The 
  Lazard family quickly moves in to reclaim the 
  old ruins to prevent anyone else from using it. 
  The adventure hook the GM uses determines 
  Rolistair’s final fate if he was taken alive.
  The Bloodmoons take Rolistair back to their 
  hunting grounds within the Telgotha Forest. His 
  mind irreparably damaged by the Mi-Go experi-
  mentations and the failed ritual, Rolistair lives a 
  short life as an invalid.
  The Church of the Unspeakable Masses locks 
  Rolistair away in their headquarters in Reifswald. 
  However, his brush with eldritch powers intrigues 
  the Mi-Go who now thinks he has thoughts 
  worth harvesting. In short order, Rolistair lives 
  out the rest of his existence as a brain in a Mi-Go 
  brain cylinder.
  If an ally or patron asked the PCs to find 
  Rolistair, it depends on what that ally or patron’s 
  desires are- whether Rolistair was wanted for 
  revenge or perhaps information.
  If the PCs assisted in helping to find a missing 
  son or daughter, they find that person amongst 
  the 20 young nobles that assisted during the 
  ritual. If Rolistair is brought to the nobles who 
  hired them, then his body is found dead, float-
  ing in the sewers just days later, a silver dagger 
  through his heart.
  Further Adventures
  As a 1st level adventure, Silhouette of  a Shadow, 
  can be used simply as an introductory adventure 
  to get players interested in the world of Vathak 
  or as the springboard for a whole 
  campaign. The title of the this 
  adventure refers to the emerging 
  threat of the Church of the Un-
  speakable Masses and their Elder Gods, a new 
  shadow over Vathak that most people only faintly 
  see. Below are outlined some ideas of where to 
  take the adventure afterwards.
  If the PCs were hired by the Bloodmoons, the 
  werewolves may be interested in hiring the PCs 
  to look further into the Church of the Unspeak-
  able Masses. In particular, Bloodmoon patriarch, 
  Heinrich Bloodmoon, harbors suspicions about 
  the church (see Colonies- A Game Master’s Guide for 
  more information). This leads the PCs deeper 
  into the secrets of the Church of the Unspeak-
  able Masses. Additionally, consider what happens 
  when the PCs discover that their employers are 
  werewolves and what happens when the were-
  wolves find out that the PCs have discovered 
  their secret.
  If the PCs assisted the Church of 
  Unspeakable Masses in apprehend-
  ing Rolistair, the Church might try to 
  recruit them as members or contract 
  
  56
  Shadows over Vathak Setting
  them out as agents to recover magical artifacts 
  useful for their purposes. This could send the 
  PCs to all different parts of Vathak. During 
  the course of their adventures, the PCs learn 
  more about the Church of Unspeakable Masses 
  through their actions with them and must decide 
  whether they will try to stop the church or help 
  it.
  The PCs’ actions come to the notice of Baron 
  Hellheimer (particularly if the PCs assisted a 
  noble or perhaps through their ally or patron). 
  Baron Hellheimer is always looking for brave 
  souls to assist in keeping the city of Skalan safe, 
  particularly with dangerous jobs that the city 
  guard is unable to handle. The PCs will be given 
  a variety of different missions that will draw 
  them deeper into the Skalan’s web of politics 
  and perhaps make them targets of the various 
  vampire clans living in the city.
  Maurice Lazard’s prophecies and depictions 
  of titanic beings rising to destroy Vathak seem 
  eerily accurate. Perhaps there is more to his, at 
  first glance, insane theories and predictions. A 
  campaign could be centered on discovering more 
  about Lazard and his beliefs as they may contain 
  information on how to defeat or at least oppose 
  the rising of the Great Old Ones.
  
  57
  Player's Guide to the Colonies 
  
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  Player's Guide to the Colonies 
  
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  Shadows over Vathak Setting
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, 
  Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob 
  McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. 
  Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt 
  James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Book of Beasts: Monsters of the River Nations, copyright 2010 Jon Brazer 
  Enterprises; Author Steven Helt.
  Monster Update, Copyright 2011-2012, Mark Gedak and Stefen Styrsky; 
  Published by Purple Duck Games.
  Mythic Menagerie: Winter Ravagers. Copyright 2009, Super Genius 
  Games. Authors: R. Hyrum Savage and Owen K.C. Stephens
  Quid Novi? Perilous Penguin Edition. Copyright 2011, Spes Magna
  Games; Mark L. Chance.
  Shadows over Vathak: Silhouette of the Shadow© 2014 Fat Goblin 
  Games. Authors; John Bennett
  
  61
  Player's Guide to the Colonies 
  Pay-what-you-Want
  100% raised goes to the
  RPG Creators Relief 
  Fund, INC 
  
  62
  Shadows over Vathak Setting
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Shadows over Vathak/Shadows over Vathak - Colonies, Silhouette of a Shadow.pdf