TEXT: Frog God 
  Games
  An adventure brought to you by 
  Bill Webb of  Necromancer Games.
  An adventure brought to you by 
  ONS2
  — Death in the Painted Canyons —
  By Kenneth Spencer
  
  2
  Author
  Kenneth Spencer
  Developers
  Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Greg A. Vaughan
  Pathfinder Conversion
  Skeeter Green
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rowena Aitken
  Interior Art
  MKUltra Studios
  Cartography
  Robert Altbauer
  Credits
  Frog 
  God 
  Games
  tough 
  adventures 
  for tough 
  players
  ©2011 Bill Webb, Frog God Games and Kenneth Spencer. All rights reserved. All rights 
  reserved. Reproduction without the written permission of the publisher is expressly forbid-
  den. Frog God Games, Frog God Games. and the Frog God Games logo, One Night Staands: 
  Jungle Ruins of Madaro-Shanti is a trademark of Frog God Games and Scott Casper. All 
  rights reserved. All characters, names, places, items, art and text herein are copyrighted by 
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  is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfi nder Roleplaying Game requires the Pathfi nder Roleplaying 
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  mation on the Pathfi nder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
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  3
  Table of Contents
  Introduction ............................................................................... p. 4
  The Satrap’s Request  .................................................................... p. 5
  The Painted Canyons  ................................................................... p. 13
  The Two Bloody Spears  ................................................................ p. 16
  Legal Appendix  ........................................................................... p. 24
  
  4
  Death in the Painted Canyons is an adventure for the Pathfinder 
  Roleplaying Game for 4-6 characters levels 5-6. The Pathfinder 
  Roleplaying Game GameMastery Guide is helpful for the use of this 
  adventure as many of the NPC stat blocks appear in it, though other 
  stats can be substituted as necessary. The party should includes a mix of 
  abilities, especially characters with investigative and survival skills. It 
  would be helpful, but not necessary, if at least one PC has some knowledge 
  of the Painted Canyons, or at least some experience with desert survival. 
  Also, a PC or companion with the scent ability (or who has an item or 
  spell that grants it) would be helpful, but is not needed. If your party lacks 
  investigative skills, there are clues as to the criminal conspiracy in the 
  gnoll encampment, or you can just drop that aspect of the adventure and 
  run it as a stand up fight. Parties lacking survival skills or desert experience 
  can hire a guide at Salt Springs for 3 silver shekels (gp) a day. There is a 
  hidden secret behind all the events of Death in the Painted Canyons; a 
  great deal of combat can be expected, and those attempting this adventure 
  should be prepared for a vicious battle before resolving the plot.
  The adventure takes place in a hilly, arid region called the Caliphate, but 
  can be set in any campaign world. A well-defined caravan route dotted 
  with caravanserai, small walled oasis communities that provide safe 
  locales for the caravans to rest and resupply, crosses this region. Each 
  caravanserai is almost an independent fiefdom, their isolation resulting in 
  the local rulers possessing great leeway in the exercise of their authority. 
  If you wish to use this adventure in conjunction with other adventures by 
  Frog God Games, then the Caliphate can be set in the exotic northern 
  lands beyond the Desolation as described in The Slumbering Tsar Saga.
  Adventure Background
  Caravans passing from the caravanserai at Salt Springs through 
  the Painted Canyons and on towards the oasis town of Beni-Hadith 
  are being attacked by a band of gnolls. These gnolls have been 
  particularly lucky, always seeming to strike the caravans that are the 
  least guarded and where the most valuable items are being carried. 
  The Satrap of Salt Springs has offered a bounty  for the destruction of 
  these gnolls but is unaware that treachery from within actually lurks 
  behind the attacks.
  Adventure Summary
  All is not as it seems, as the gnolls are in the employ of Hiram 
  Parth, a corrupt merchant in Salt Springs. Parth has been supplying 
  them with information concerning the caravans and then fencing the 
  goods through his criminal contacts in the distant city of Bhutan. As 
  the adventurers poke around they alert Parth, and he will warn the 
  gnolls. To solve the mystery, the heroes must not only face the gnolls, 
  but also uncover the traitor in Salt Springs. But all know that only 
  death awaits in the Painted Canyons.
  Introduction
  Death in the Painted Canyons
  
  5
  The Satrap’s Request
  The PCs are traveling through an area not far from Salt Springs 
  when they notice that placed in the markets are several offi cial 
  announcements calling for adventurers and mercenaries to come to 
  the aid of the Satrap of Salt Springs. Alternately, the PCs can hear 
  about the job through idle gossip in taverns or from a crier hired by 
  the pasha’s agents to spread the word.
  The PCs can fi nd out more with a successful DC 15 Knowledge 
  (local), (history), or (nobility) check. Success reveals that His 
  Wisdom, Pasha Hari Abubakkar, has a reputation for being an honest, 
  if somewhat harsh, man. Caravans passing through his territory can 
  expect to receive decent treatment. Criminals, on the other hand, can 
  expect the maximum punishment allowed by law, if not more. In the 
  past, wandering, loose swordsman and such riff-raff have received 
  little assistance from His Wisdom, and more than a little offi cial 
  harassment. That he is openly requesting the aid of such folk is a sign 
  that he has grown desperate, a situation that an enterprising party can 
  work to their advantage.
  It should take the PCs no more than a day or two to reach Salt 
  Springs. The trip is uneventful.
  The Satrapy of Salt Springs
  The caravanserai at Salt Springs is a sprawling walled compound 
  encompassing the springs themselves, as well as stables, markets, 
  inns, and the Satrap’s Palace. Salt Springs sits at the edge of a large 
  erg, a region of open sandy desert. Its location is the sole reason for its 
  existence, and the entire population is engaged in providing services 
  — both legal and otherwise — to the many caravans traveling through 
  the region. Daily a string of camels and more exotic draft animals 
  trundles into the maw of Salt Springs. The journey from distant 
  lands is long and arduous, and so most merchants work one stage 
  of the Great Caravan Road. In Salt Springs they can rest, resupply, 
  and exchange goods brought from one end of the Great Road for 
  goods from another. The pasha collects a tax on every transaction, 
  and forwards a portion of it to the caliph far to the west. The next 
  treasure caravan is due to depart in a few months, and worries over 
  the gnoll raids are what have prompted His Wisdom to stoop to hire 
  adventurers.
  Most of the structure is fully roofed, thus limiting entrance 
  to a few choice, and well guarded, doors. Slaves are routinely 
  tasked with shoveling away dunes that have piled up against the 
  caravanserai’s walls and gates. The structure itself is built from 
  limestone quarried from the Painted Canyons and artfully arranged 
  in bands of color. The roof is also of stone, though centuries of 
  torches and lanterns have stained the vivid colors a dull black. 
  Navigating the caravanserai is diffi cult, and a local guide is highly 
  suggested, less one become lost in the maze of covered streets and 
  markets. Lanterns light the merchant and market areas, as well as 
  some of the residential neighborhoods, but beyond these a wanderer 
  should bring his or her own light source.
  Salt Springs is divided into six quarters based on the type of people 
  who live there or the tasks they perform. 
  Local Currency
  You can give the adventure a more exotic feel by referring 
  to the monetary currency by the local names. In the Caliphate, 
  a silver shekel (a heavy silver coin) is the equivalent to a 
  standard gold piece (1 gp), while a gold daric (1 pp), a 
  silver drachma (1 sp), and a copper obol (1 cp) round out 
  the currency equivalencies. PCs can exchange their normal 
  currency prior to the adventure at this rate, or if it is easier 
  you can simply ignore the Caliphate designations and use 
  the standard currencies (given in parentheses throughout the 
  adventure).
  Salt Springs
  LN large town
  Corruption +2; Crime –2; economy +2; Law +3; Lore +3; 
  Society –3
  Qualities prosperous, rumormongoring citizens, strategic 
  location
  Danger +5
   
  Government overlord
  Population 3,500 (2,900 humans; 250 dwarves; 175 elves; 
  125 halfl ings; 50 other)
  Notable NPCs
  Pasha Hari Abubakkar, Satrap of Salt Springs (LE male 
  human aristocrat 4: Diplomacy +9, Intimidate 
  +9, Sense Motive +9)
  Hiram Parth, corrupt merchant (NE male human expert 3: 
  Bluff +8, Diplomacy +8, Sense Motive +8)
  Samir ibn Faoud, caravan master (N male human expert 2: 
  Handle Animal +9, Knowledge [local] +7, 
  Knowledge [nature] +7, Survival +7)
   
  Base Value 2,800 shekels (gp); Purchase Limit 15,000 
  shekels (gp); Spellcasting 5th
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4
   
  Note All goods and services cost 150% of list price.
  ADVeNTUReRS AND MeRCeNARIeS WANTeD!
  By His Wisdom, Pasha Hari Abubakkar,
  The Satrap of the Salt Springs Caravanserai
  To Rid His Wisdom of a Plague of Gnolls that, in their 
  Perfi dy, have troubled His Wisdom,
  Especially The Most Villainous Leaders of this Savage 
  Band, Red Mane and Talking Dog.
  Success will be Greatly Rewarded:
  5 Silver Shekels per Pair of Gnoll’s Ears
  200 Silver Shekels Each for Red Mane and Talking Dog
  An Additional Reward and His Wisdom’s 
  Eternal Gratitude and Respect For Disposing 
  of this Issue Once and for All.
  
  6
  1. The Pasha’s Palace
  The central quarter is the Pasha’s Palace, a network of rooms and 
  corridors decorated in a restrained opulence and heavily guarded. These 
  areas are well lit at great expense by glass jars that have had continual 
  flame cast within them. The pasha is wealthy enough to maintain a 
  small garden at the center of the palace so that he and his favorites may 
  enjoy natural light, water fountains, and green vegetation.
  2. Merchant’s Quarter
  Close to the palace, but also adjacent to the Central Souk, is the Merchant 
  Quarter. In addition to the resident merchants, traveling merchants can find 
  high-class accommodations here. The area is lit by lanterns and well tended 
  by a cadre of slaves (owned by the pasha and rented to the merchants). 
  Guards regularly patrol here, and a guard station sits in the middle of the 
  quarter. It is here that the infamous bitter springs of the caravanserai flow 
  (Area A), closely controlled by the merchant’s consortium and only open 
  to public use during certain hours of the day.
  3. Central Souk
  The Central Souk is the largest of several open markets within the walls 
  and roof of the caravanserai. Goods of all kinds exchange hands here, most 
  of it in bulk. A few vendors work the edges selling food and water, but the 
  souk is largely given over to the larger merchants. Other souks throughout 
  Salt Springs are dedicated to various types of goods, such as preserved 
  food, bulk water, livestock, clothes, and manufactured goods. 
  4. Dwarven Souk
  The Dwarven Souk is home to the small Stoneholme clan of dwarves 
  from the near-fabled Northlands who operate a large smithy and are 
  willing to repair or manufacture metal goods, weapons, and armor.
  5. Caravaneers’ Quarters
  At the East Gate and West Gate are twin Caravaneers’ Quarters 
  designed to serve the caravans directly. Here there are stables, 
  inns, taverns, brothels, wine shops, and gambling dens. All these 
  businesses, even those of ill repute, are legal in Salt Springs, provided 
  that they pay their taxes to the pasha. Large beasts cannot navigate 
  the deeper corridors of the caravanserai, and so must remain in the 
  stable areas. Smaller animals (anything smaller than size Large) are 
  permitted, provided the owner is willing to put forth a deposit against 
  any damages they cause (and defecating outside a privy is considered 
  damage) This amount varies based on the nature of the creature, 
  though a minimum of 3 drachmas (sp) will be levied. These quarters 
  are lit by torches or lanterns and only loosely patrolled.
  6. Laborers’ Quarters
  Backing onto the Caravaneers’ Quarters and forming a narrow band 
  from gate to gate is the Laborers’ Quarter. This is the home to the free 
  men and women who load and unload the caravans, shuttle goods from 
  one gate to the other, and perform most of the day-to-day work of the 
  caravanserai. This area is rarely patrolled and is lit only by what means 
  the locals can afford, which means very little and only when necessary. 
  7. Slave Quarter
  Adjacent to the Laborers’ Quarter, but only connected to it by two 
  narrow, guarded corridors at the east and west ends, is the small Slave 
  Quarter. Slaves are used for the least pleasant tasks in Salt Springs, such 
  as cleaning out privies and hauling the muck to the roof to be dried for 
  use as low cost fuel or fertilizer. Below the Slave Quarter is a large natural 
  cavern that has been expanded, and is used to grow certain varieties of 
  the satrap's request
  
  7
  the satrap's request
  edible mushroom and raise stunted, blind cows (both originally brought 
  at great expense from the Dwarven Holds to the north).
  Most districts of Salt Springs are safe; the pasha makes sure 
  travelers and merchants can pass though unmolested. However, 
  there are no laws or rulership so draconian as to completely stamp 
  out crime, and smuggling as well as con games and the occasional 
  robbery do occur. The areas around the Caravaneers’ Quarter, the 
  Laborer’s Quarter, and Slave Quarters are the most notorious.
  Meeting the Satrap
  The PCs are asked their business when they approach the gates, 
  and if they reply that they are here to answer the Satrap’s call for 
  adventurers, they are escorted to a set of rooms inside the gates 
  where they may rest and recover from their journey. Although treated 
  with respect, they are not able to wander the caravanserai without 
  an escort. After some time, they are brought to the palace for an 
  audience with His Wisdom, Pasha Hari Abubakkar.
  The audience room is small, but well decorated with rich tapestries 
  and ornaments of gold. The fl oor is covered with a detailed mosaic map 
  of the satrapy, including the Great Caravan Road through the Painted 
  Canyons. As His Wisdom explains matters to the party, he leaves his 
  throne and walks around the tile, pointing out areas as he mentions them.
  “I am an open and honest man, so I will tell you what is in my 
  mind and heart. I fi nd your kind abhorrent; your unbound and 
  vagabond lifestyle mocks all that is good and orderly in society, 
  and you are little more than bandits, renegades, and cutthroats. 
  However, I fi nd myself in need of your sort of scum, and so you 
  can expect fair and equitable treatment from me. During your 
  stay in my satrapy, you will receive food and lodgings equal to 
  the task I am placing before you, and not equal to you station — 
  that is, you will be treated far better than you deserve. 
  “Caravans traveling from here to the oasis at Beni-Hadith must 
  pass through a region 100 miles in length known as the Painted 
  Canyons. As they travel through that blasted and desolate land, 
  they are often being attacked by a band of unclean beastmen — 
  gnolls. These brutes, less than savages in my view, have so far 
  eluded my soldiers and managed to escape back into the maze 
  of canyons from which they spring forth.
  “The gnolls are lead by an infamous savage named Red Mane, 
  a beast of great size and cunning. A pagan shaman called Talking 
  Dog assists him in his depredations. We have reason to believe 
  that these base creatures enslave captives taken in these raids, 
  and that some have even been sacrifi ced to their dark gods.
  “The attacks have been well planned, and seem to strike at the 
  caravans when they are at their most vulnerable. Furthermore, 
  the most valuable cargoes are targeted with too much regularity 
  to be a mere coincidence. Red Mane has managed to even sniff 
  out hidden cargoes and carry these off. How such lowly and 
  barely intelligent creatures — who all know are not much more 
  than animals — have managed this is beyond me. You have no 
  doubt seen the posts I have had placed throughout the region 
  and are thus aware of the rewards I am offering. That will be 
  your total reward for this enterprise, as I wish to have any goods 
  taken by the gnolls returned to their rightful owners or, if such 
  cannot be found, I will gift their value to worthy causes.
  “If you have any needs that must be addressed, please feel 
  free to bring them to Hiram Parth, a respected merchant of this 
  caravanserai and my wisest advisor. You may now leave my 
  presence until you can return in triumph and glory. May the 
  gods be with you.”
  
  8
  the satrap's request
  The pasha’s starting attitude towards the party is indifferent, and 
  a Diplomacy check can be made to alter this. If made friendly he 
  will be more respectful towards the PCs and provide them with 
  better accommodations. A failure in this check shifts his attitude to 
  unfriendly and equals a chilling end to an already chilly reception. 
  In this case the party can expect a minimum of assistance; they are 
  servants tasked with an unpleasant chore after all. The party is then 
  escorted back to their quarters and told that Hiram Parth will be 
  available to meet with them the next morning. 
  If the pasha is made friendly, the PCs are quartered in the servants’ 
  quarters of his palace (Area B) and given a fi ne meal to fortify them 
  before their coming endeavors. They may come and go from these 
  quarters as they please for up to 1 week before the pasha grows 
  impatient and his attitude changes back to indifferent. If the pasha 
  is helpful, that night the PCs are given lavish guest chambers in 
  the palace (Area C) and are treated to fi ne food and wine, as well 
  as, entertainment provided by a minstrel and several dancing girls. 
  They are given free run of the palace (including passwords to the 
  dungeon) and the caravanserai. His favor remains for 2 weeks after 
  which it changes to friendly, followed by indifferent. If he remains 
  indifferent, they will be barracked in unused bunks in the guardhouse 
  of the Pasha’s Dungeon (Area F2) but given the password to come 
  and go freely. If the pasha has become unfriendly or worse, the 
  party is on its own and must fi nd and pay for its own lodgings out 
  in the caravanserai while in Salt Springs. If they have not left the 
  caravanserai within a week of accepting their audience, the pasha 
  grows impatient, and there is a 30% chance each day that one of them 
  is arrested by the pasha’s secret police and thrown in the dungeons 
  for 1d4 days for some minor violation, e.g. vagrancy, loitering, etc. 
  (see “Complications in Salt Springs”).
  The House of Parth 
  (Area D)
  The morning following their audience with the pasha, the PCs are 
  again escorted through the caravanserai, this time to the house of 
  Salt Spring’s most prosperous merchant, Hiram Parth. Parth lives in 
  a modest home built on the inside of the caravanserai’s outer wall 
  (Area D). The outside lacks adornment of any type, but once inside, 
  the party is struck by the sheer opulence of the dwelling. Golden 
  threaded tapestries hang on the walls, the furnishings are made of 
  exotic hardwoods, every possible ornament is made from gold or 
  silver, and the cushions upon which Hiram and his guests sit are 
  covered with silk. Servants abound, and during their interview, the 
  PCs each have their own personal attendant to fi ll their drinks, bring 
  them food, and stand ready with bowls of water with which to clean 
  their fi ngers. After being led into Parth’s opulent dining salon and 
  being seated upon silk cushions around a low table, their jewel-
  bedecked host arrives. He is fat and jowly, wearing fi ne silks, silken 
  slippers, and a bright green turban ornamented with strings of tiny 
  pearls. Once all the PCs have seated themselves and been attended to 
  by their assigned servants, Parth seats himself and addresses them.
  A DC 10 Knowledge (local) check recognizes that customary 
  protocol for wealthy merchants in this part of the world requires 
  at least an hour of small talk. If the PCs do not do so, word will 
  spread that they are rude fellows, and may taint further dealings with 
  the locals at Salt Springs (–1 on all Diplomacy checks). However, 
  His Wisdom despises this sort of time-wasting nonsense, and they 
  will rise, slightly, in his estimation if they are businesslike and to 
  the point. Though visibly distressed if they do not show the proper 
  decorum, at any point the PCs may ask Hiram for anything they may 
  need, and within reason (100 shekels or less per individual), receive 
  it. The party may very well wish to question the fat merchant about 
  “Greetings to you, O brave souls, I am pleased beyond 
  words that His Wisdom has chosen such bold and heroic 
  fi gures such as yourselves to rid us of these bothersome 
  pests. Please, sit and break your fast with me, I wish to hear 
  tales of your many exploits.”
  Questioning Hiram
  If the PCs question Hiram Parth, he freely provides the 
  information in normal font below if the right questions are 
  asked. For each of these items of information, there is more to 
  the story as can be determined by a successful Sense Motive 
  check opposed to Parth’s Bluff check (+8). If the PCs sense 
  that Parth is hiding something, the additional information in 
  italics can be gleaned for each of these pieces of information 
  with a successful Bluff check (opposed by Hiram’s Sense 
  Motive) or a successful DC 20 Intimidate check. If the PCs 
  attempt to use magic or force to coerce Hiram Parth, or if an 
  Intimidate check fails by 5 or more, he calls for his guards 
  — 3 large eunuchs armed with falchions — who arrive in 1 
  round and attempt to take the PCs captive. They will resort to 
  deadly force if Hiram is threatened or one of them is killed. 
  Captured PCs are turned over to the pasha on charges of 
  “assault upon a person of station” and sentenced to 10 days 
  in the dungeons and garner consequences as explained under 
  “Complications in Salt Springs.” Killing any of the eunuchs 
  does not produce additional charges against the PCs. Killing 
  Parth results in a death sentence unless they are able to prove 
  his guilt (see “Rewards and Further Adventures”).
  PARTH’S eUNUCHS 
   
  CR 5
  XP 1,600
  AC 19, touch 12, fl at-footed 15 (+7 armor, +3 Dex, +1 dodge, 
  –2 rage,)
  hp 57  (Pathfi nder Roleplaying Game GameMastery Guide 
  “Gladiator”)
  Melee mwk falchion +13/+8 (2d4+7/18–20)
  What Parth Knows
  • The attacks have been at random locations along the Great 
  Caravan Road through the Painted Canyons but always at 
  the most opportune places and upon specifi c pack camels 
  carrying the most valuable goods.
  • The gnolls are little more than fi lthy beasts, attacking 
  like savage animals but appear to show a shrewd grasp of 
  military strategy, relying on different and varied tactics in 
  their ambushes.
  • The gnolls are of the Two Bloody Spears tribe that has 
  dwelt in the depths of the Painted Canyons for hundreds of 
  year, however they have only become this aggressive and 
  coordinated since the coming of the chief Red Mane and his 
  shaman Talking Dog.
  • His Wisdom has dispatched men to track the gnolls and, 
  though the gnolls apparently make no effort to hide their trail, 
  the men have returned empty handed or not at all. The gnolls 
  apparently plant traps and false trails for pursuers and take 
  prisoner those that fall into their hands.
  • None of the goods taken from the caravans has reappeared 
  in the markets of Salt Springs but there are other markets 
  available farther afi eld such as the distant city of Bhutan 
  beyond the Painted Canyons at the western end of the 
  Caravan Road.
  • The settlement of Beni-Hadith is small and could be easily 
  avoided by anyone seeking to circumvent it in order to reach 
  the markets of Bhutan, but if the gnolls were doing so they 
  would need some sort of merchant contacts within that city in 
  order to sell their ill-gotten goods.
  
  9
  the satrap's request
  the gnolls, the Painted Canyons, or other issues (see sidebox below).
  In addition to their audience with Hiram Parth, at some point 
  the PCs may wish to break into his home and search it for clues if 
  they become suspicious of his involvement. He stays out late at his 
  warehouses most nights, so it would be a simple matter to try and 
  gain entry after the servants have left for the day and before he has 
  returned. He has a personal contingent of a dozen guards who are 
  always posted at the gates to his manor, but these could be avoided 
  with proper planning (at the GM’s discretion) or a successful DC 
  23 Stealth check by each party member that attempts to do so. In 
  addition, a DC 20 Disable Device will be necessary to gain entry 
  through a locked window or side door.
  GUARDS (12) 
   
  CR 1
  XP 400
  hp 19  (Pathfinder Roleplaying Game GameMastery Guide “Guard”)
  Once inside, the PCs may search his personal quarters. A DC 16 
  Perception check turns up several bottles that are marked as a cheap 
  vintage of wine (certainly out of place in his house) but if uncorked 
  are revealed to hold a colorless oil with a peculiar odor. To anyone 
  with the scent ability, the odor is particularly sharp and noticeable. A 
  DC 20 Perception check uncovers a list of names among his personal 
  papers that includes both merchants of distant Bhutan among 
  their number and a number of notable smugglers and bandits. No 
  explanation is given for the presence of these names, and they do 
  not comprise incriminating evidence in of themselves, but a DC 20 
  Knowledge (history) or (local) does recognize them to be members 
  of the notorious thieves’ guild known as the Zuma Qulldishi.
  While the PCs search Parth’s residence, there is a 40% chance 
  that he and his eunuch guards return from their business. If the PCs 
  do not keep a lookout, then Parth takes note of their entry due to 
  several small telltale signs that are prepared throughout his houses 
  and attempts to ambush them as they leave. In this case they fight to 
  the death to prevent anything the PCs have discovered from leaving 
  the house.
  HIRAM PARTH  
  CR 9
  XP 6,400
  hp 58  (Pathfinder Roleplaying Game GameMastery Guide “Mer-
  chant Prince”)
  Further Trouble with Hiram Parth
  After their meeting with Hiram Parth, the PCs are free to travel 
  about Salt Springs at their leisure. If Hiram suspects the PCs may 
  be competent, or if they are getting close to discovering his crimes, 
  he will first approach them under the pretense that he does not wish 
  for His Wisdom’s reputation to be sullied by consorting with hired 
  mercenaries and offer up to 10,000 silver drachmas (sp) to just forget 
  the whole thing and leave town. If they refuse the money, or if they 
  seem too trustworthy, Hiram then hires some itinerate ne’er-do-wells 
  from the Laborers’ Quarter to kill them. 
  The 8 assassins lack finesse, and will simply kick in the door 
  of the party’s quarters one night in an attempt to slaughter them 
  before they are armed and armored (even if they are staying in 
  the palace servants’ quarters, which have an exterior entrance). 
  If slain or captured, they still have the 200 silver drachmas on 
  them that they were paid. They will not rat out Hiram (for fear of 
  reprisal) unless put under torture, a process that will require 1d3 
  days and that the pasha will attend to with relish if friendly or 
  better towards the PCs. If Hiram’s involvement is uncovered, he 
  will claim it was done to protect the honor of his satrap and will 
  be given a stern rebuke and placed under house arrest for 30 days 
  by a slightly bemused pasha.
  If the party leaves town before the guards get their chance or is 
  staying in the palace guest quarters, these curs will simply take 
  Hiram’s money and leave town in the opposite direction — you just 
  can’t hire good scum these days.
  HIRAM’S “ASSASSINS” (8) 
  CR 1/2
  XP 200
  hp 11  (Pathfinder Roleplaying Game GameMastery Guide “Bandit”)
  The Investigation
  The PCs can use whatever means they deem necessary to find 
  the clues that lead to Hiram Parth and his scheme. Several options 
  exist, and enterprising parties will no doubt invent their own. 
  They can follow a caravan and hope it is attacked, talk to locals 
  and witnesses, press Hiram for more information, or simply go to 
  the site of the latest attack and attempt to follow the tracks back 
  to the gnoll’s encampment. If they decide to follow a caravan or 
  investigate the site of the latest attack, go to “The Ambush at the 
  Ford”, in The Painted Canyons chapter. If the PCs decide to return 
  to Hiram Parth’s residence to gain more information, see “The 
  House of Parth” above.
  Talking to locals and witnesses requires a good deal of 
  legwork for the party. Hiram Parth has been instructed to aid 
  the party in their investigation, and he will search for any 
  witnesses or survivors of previous raids. Sadly, he finds none 
  (or at least that is what he tells the party), and will explain 
  that other than the resident merchants (who rarely leave) most 
  of the population is rather transitory, and it seems that all 
  witnesses have moved on. If they investigate on their own, the 
  PCs will face a certain level of reluctance by the residents of 
  Salt Springs. 
  A better avenue would be to work the Caravaneers’ and 
  Laborers’quarters. A DC 20 Diplomacy check is needed to find a 
  witness (multiple witnesses can be found with multiple successes), 
  and each attempt takes 1d4 hours. Apply the following modifiers to 
  the DC as necessary.
  
  10
  DC MoD. 
  CAUSe
  +5 
  Asking among local population rather than caravan folk 
  +2 
  Non-humans, spellcasters, and clerics of foreign 
   
  deities in the party
  +1 
  Failed to follow proper etiquette in meeting Hiram  
   
  Parth
  –5 
  PCs are people of the Caliphate, caravan folk 
   
  themselves or follow a local religion
  –2 
  Successful DC 15 Bluff check to pretend to have the 
   
  pasha’s authority
  –2 
  Successful DC 15 Knowledge (local) to find the best 
   
  person to talk to
  If the party is successful in finding a witness, 1d3 of the following 
  information can be gleaned from each:
  • The gnolls used differing tactics each attack, sometimes swooping 
  out of a side canyon, other times causing a rock fall to separate the 
  caravan into easily picked off pieces.
  • The gnolls are lead by a large and particularly ferocious packmaster 
  called Red Mane. He wields a magical flaming great axe in battle.
  • Talking Dog, the shaman of the Two Bloody Spears tribe, is a 
  potent spellcaster, and his acolytes aren’t unskilled either.
  • Most of the attacks took place at the far end of the Caravan Road, 
  nearer to Beni-Hadith than Salt Springs.
  • The gnolls seemed to single out certain camels, usually ones with 
  more valuable loads — even if those loads have been disguised or 
  there are decoy camels included in the caravan.
  • One caravan scout allegedly was able to follow the gnolls back 
  to their encampment and escape back to Salt Springs. His name is 
  Hurgash, but he is currently imprisoned in the Pasha’s Dungeon for 
  murdering a man in a bar fight and faces execution soon.
  Complications in Salt 
  Springs
  Salt Springs is in an isolated and barren region, and so nearly all 
  raw materials and manufactured items need to be imported at great 
  expense. Adding to this are the pasha’s high taxes and tariffs on all 
  goods that pass through the caravanserai, as well as, all transactions 
  that occur within its walls. This means that all legal purchases 
  and services are increased by 150% over the list price. Goods and 
  services can be found for less if the buyer is willing to turn to the 
  black market. This requires a DC 15 Knowledge (local) or DC 20 
  Diplomacy check. Failure by 5 or more on these checks results in 
  the character being caught by the pasha’s secret police, tried, and 
  imprisoned until he can pay a fine of 300% of the list price of 
  whatever he was trying to buy (See The Pasha’s Dungeon below).
  PCs who are arrested find that the pasha is unhappy that the 
  adventurers he has hired proceeded to break his laws. He will not 
  meet with them, but if they obtained a favorable reaction during their 
  initial interview, the pasha will allow them to pay the fine out of their 
  reward, though in this case an additional 200% will be levied for 
  “court fees”. If any PC that has been arrested has not met with the 
  pasha yet, he is out of luck and must pay the fine. Furthermore, the 
  pasha’s initial attitude with him is unfriendly, and he and any party 
  he is with cannot obtain a result better than indifferent when meeting 
  with the pasha.
  In addition, losing the pasha’s favor, run ins with Hiram Parth, 
  attempts to break into Parth’s house, heavy handed tactics during the 
  investigation, or any number of other acts undesirable to the pasha 
  can land the PCs in hot water with the caravanserai’s soldiers or 
  its secret police and result in arrest and imprisonment. In addition, 
  attempts to reach and/or rescue the caravan scout Hurgash might lead 
  the PCs to the Pasha’s Dungeon on their own.
  The Pasha’s Dungeon 
  (Area F)
  It is a very poor idea to try to break out of the Pasha’s Dungeon, but 
  PCs being what they are, someone will no doubt attempt this approach if 
  so incarcerated. The Pasha’s Dungeon is built beneath the caravanserai 
  and is constructed from the same stone as the rest of Salt Springs. The 
  dungeon lies beneath the palace proper and can be reached through the 
  Court of Wisdom and Justice (Area E), which is full of guards and court 
  officials during the day but has a single night watchman (see “Guards” 
  below) making rounds at night every few minutes.  In addition, it has 
  many large windows that could be forced with a DC 15 Strength check 
  or DC 12 Disable Device.
  There is but the one entrance to the dungeon, and it is heavily guarded. 
  Any attempt, successful or not, to free prisoners from the dungeons 
  results in the guilty parties being branded as outlaws in the Satrapy 
  of Salt Springs. This means the PCs are not able to collect any reward 
  should they decide to strike against the gnolls on their own. Of course 
  this also means that they would be able to keep any treasure acquired. 
  As word of these misdeeds spreads, legal authorities throughout the 
  Caliphate will be alerted about the criminals. A wise move on the part 
  of the party at this point would be to flee the region, at least until things 
  die down. The Northlands are nice this time of year, and a sojourn in that 
  far-off lawless land is no doubt in order.
  Ceilings are 10 feet high, and light is provided by continual flame 
  globes. Doors are of stout oak reinforced with bands of iron. The guard 
  captain carries the keys.
  Locked and Banded oak Door: 4 in. thick; Hardness 5; hp 40; Break 
  DC 25; Disable Device DC 30.
  F1. Entrance (CR 5)
  Beyond the reinforced door it lies a room for receiving prisoners, 
  complete with a holding cell and a table at which the guard captain 
  can fill out the necessary paperwork on any prisoners entering or 
  leaving the dungeon. The far door leads to a set of stairs. These steps 
  go down deeper into the dungeon. Continual flame globes mounted 
  on the walls light the room and the stairs. Locked in a drawer in 
  the table (DC 20 Disable Device, the guard captain has the key) is 
  a list of four passwords. One of them is the daily password for the 
  dungeon, but there is no indication of which is correct.
  Creatures: There are 2 guards and a guard captain are on duty at 
  all times. The two guards stand ready at the far door. There is a 30% 
  chance each half hour that another pair of guards may come in to 
  transport a prisoner to or from the dungeon.
  GUARD CAPTAIN 
  CR 3
  XP 800
  hp 34  (Pathfinder Roleplaying Game GameMastery Guide “Guard 
  Officer”)
  GUARDS (2) 
   
  CR 1
  XP 400
  hp 19  (Pathfinder Roleplaying Game GameMastery Guide “Guard”)
  F2. Guardhouse (CR 3 and 7)
  At the bottom of the stairs is another door and another 2 guards. 
  They do not allow anyone to enter or leave unless the daily password 
  is given, and they shout an alarm if it is not.
  GUARDS (2) 
   
  CR 1
  XP 400
  hp 19  (Pathfinder Roleplaying Game GameMastery Guide “Guard”)
  the satrap's request
  
  the satrap's request
  11
  Beyond this door is the main guardroom, a combination bunk and ready 
  room for the guards. The room is a spacious and features three exits: a 
  reinforced door that leads to the cells, another reinforced door that leads 
  up to the entrance, and a doorway blocked by a curtain of beads that leads 
  to the adjacent slave quarters. A curtained-off bunk area fills one corner. 
  A small round table with four chairs sits in the middle of the room, and 
  normally has either a meal or a quirkat game spread out upon it. Two small 
  braziers of coal are in the room, one in the bunk area and one near the 
  table. Spare clothes, suits of half-plate, heavy crossbows, and halberds 
  line the walls (as do crude drawings of an adult nature), along with any 
  equipment and belongings taken from the prisoners in Area F2.
  Creatures: A total of 8 guards can be found in the guardhouse at any 
  time, half sleeping in the bunk area and the other half loafing until needed. 
  Additionally, there is a 30% chance per half hour that an additional 2 
  guards come through escorting a prisoner to or from the dungeon.
  GUARDS (8) 
   
  CR 1
  XP 400
  hp 19  (Pathfinder Roleplaying Game GameMastery Guide “Guard”)
  F3. Slave Quarters
  Creatures: This small room is the home of the 3 slave women (N 
  female human commoner 1) who clean the dungeon and cook the 
  meals for the guards. They are violently unattractive women, long 
  ago broken in body and spirit by the hopelessness of their life and 
  the drudgery of their tasks. The three share one dirty pile of rags as 
  a bed and own nothing more than their raggedy clothes. They are 
  noncombatants.
  F4. Cells
  A long corridor stretches into the darkness. Continual flame globes 
  light this area, though it is the custom of the guards to throw a heavy 
  cloth over them when not in the room. When entering from the 
  guardhouse, the right hand wall is broken into seven cramped cells. 
  Each cell is closed by an iron gate. The cells contain little save for 
  prisoners, a bed of straw, and a necessaries bucket.
  Iron Cell Doors: 2 in, thick; Hardness 10; hp 60; Break DC 28; 
  Disable Device DC 25.
  Creatures: Six of the cells are full, and any PCs will be stuffed into 
  the last cell (Cell G). Cell A contains Hirus Burningwrath, a local 
  merchant (N male dwarf expert 2) who was convicted of falsifying 
  weights; he will be beheaded in the morning. Nasim Ba, a known 
  and convicted smuggler (NE male human rogue 1), languishes in 
  Cell B; he will also be executed in the morning. Cell C is currently 
  the home of Sara bint Hamza (NG female human expert 4), who has 
  been convicted of teaching slaves to read; she is sentenced to 30 
  days in the dungeon. As the PCs pass Cell D, Hurgash the Mighty 
  calls to them to free him from false imprisonment on trumped up 
  charges. Though he really did beat a man to death in a tavern brawl, 
  Hurgash acted in self-defense, but his victim was a citizen, and so the 
  caravan scout loses his head in the morning. Estevan Cordoba strums 
  his lute in Cell E, serving 30 days for public performance without a 
  license, while his traveling companion, Chani Morning Star awaits 
  50 lashes in Cell F for interfering with the satrap’s soldiers when she 
  intervened in Estevan’s arrest.
   
  HURGASH THe MIGHTY  
  CR 2
  XP 600
  NE Male human fighter 1/rogue 1
  hp 16  (Pathfinder Roleplaying Game GameMastery Guide “Street 
  Thug”)
  eSTeVAN CoRDoBA 
   
  CR 1
  XP 400
  CG Male half-elf bard 2
  hp 26  (Pathfinder Roleplaying Game GameMastery Guide “Story-
  teller”)
  CHANI MoRNINGSTAR 
  CR 2
  XP 600
  CG Female elf cleric 3
  
  12
  the satrap's request
  hp 16  (Pathfinder Roleplaying Game GameMastery Guide “Cult-
  ist”)
  Domains Good, Healing
  Development: Obviously Hurgash may be of interest to the party, 
  and if they mention a desire to find the Two Bloody Spears gnoll 
  encampment, he quickly promises to guide them there if freed. He 
  can be used as an NPC to join the party or can replace a PC casualty 
  if you wish. Nasim Ba will also make this promise but is lying and 
  attempts to flee at his first chance. Hirus Burningwrath likewise 
  knows something of the Two Bloody Spears because a number of 
  his clansmen were captured by them a few years back. If given his 
  freedom, he offers this tidbit, “My cousin, Havrak’s a vengeful dwarf 
  and a master stoneworker. If he’s still alive, don’t be surprised if 
  he’s fixed up some nasty trick in order to have his vengeance on his 
  captors. Bring him or any of our kin home to the Dwarven Souk, and 
  you’ll be well rewarded.” Estevan and Chani don’t know anything of 
  value, but can serve as henchmen if needed out of gratitude if given 
  their freedom.
  
  13
  The Painted Canyons are a stretch of badlands that lie two days’ 
  journey outside of Salt Springs. They are a maze of canyons, colorful 
  sandstone bluffs, and limestone escarpments, mostly devoid of water 
  and forage save for a thin strip of green along the Havari River. 
  This relatively verdant strip is the route that caravans take from Salt 
  Springs to the oasis town of Beni-Hadith. The caravans have been 
  seemingly nowhere, strike, and are gone almost as quickly as they 
  appeared.
  Navigating the Painted Canyons is difficult, as the badlands are 
  riven with blind canyons, side passages, rock jumbles, and sheer 
  bluff walls. Finding water and food, especially forage for horses, is 
  not easy, though those who are familiar with desert environments 
  should fare nicely. Survival checks to navigate the Canyons are DC 
  25, and to find food and water are DC 20. 
  Thirst and starvation are not the only dangers in the canyons. The 
  locals say that everything in the Painted Canyons either bites or 
  stings, and this includes the native plant life. Movement through the 
  canyons is difficult due to the rugged terrain, so that a caravan only 
  makes about 15 miles a day and usually requires a week or more to 
  pass through the dreaded region. From the edge of the canyons, it 
  is less than a day to reach Beni-Hadith. Parties should roll daily on 
  the random encounter table below while they are within the Painted 
  Canyons. Encounters may be direct or indirect, at the GM’s whim, 
  as the canyons cut line of sight to tens of feet within them, but 
  someone on a bluff can see for miles. Encounters marked with an 
  asterisk do not occur as long as the PCs follow the main trail along 
  the Havari River and should be treated as no encounter. The Attack 
  Site encounter can only be encountered along the Caravan Road and 
  is otherwise treated as no encounter.
  No encounter: Nothing unusual occurs that day.
  Band of Gnolls: Five gnoll warriors, their 5 mates and 7 cubs are 
  out hunting. If they spot the party, or if the party attacks and any 
  gnolls escape, they return to The Gods’ Needles and warn Red Mane. 
  Any captured gnolls can be coerced into giving away information 
  about the band and its encampment in exchange for their freedom 
  or with a successful Intimidate check. See “The Gnolls” on page 16 
  for their stats.
  High Desert Nomads: A group of ten camel-mounted nomads 
  and their sheep, the nomads are knowledgeable about the territory 
  and gladly offer to guide the party though the Painted Canyons. If 
  the party hires a nomad as a guide, he expects to be paid 5 silver 
  drachmas (sp) a day, and leads the PCs away from danger and to 
  sources of food, fodder, and water. For an additional 20 silver shekels 
  (gp) he will take them to The Gods’ Needles (Area H). If the party 
  is in a sad state, the nomads may rescue them and take them back to 
  their camp to recover if you choose.
  HIGH DeSeRT NoMAD 
  CR 1
  XP 400
  hp 15  (Pathfinder Roleplaying Game GameMastery Guide “Vaga-
  bond”)
  Bloodlizard: A deadly bloodlizard is out hunting, and has caught 
  the party’s scent. It follows the PCs and attacks if they are otherwise 
  engaged or begin to look weak. 
  BLooDLIZARD  
  CR 5
  XP 1,600
  hp 59  (Pathfinder Roleplaying Game Bestiary “Lizard, Giant 
  Frilled”)
  Pack of Coyotes: These large coyotes follow the party, staying 
  out of sight as best they can, hoping someone will eventually drop 
  something tasty or, better yet, die of thirst. In the meantime, they 
  shadow the party, which could cause a rising of paranoia amongst 
  intrepid adventurers. The coyote moon songs at night are lovely, if 
  that’s any consolation.
  CoYoTeS (7) 
   
  CR 1
  XP 400
  hp 13  (Pathfinder Roleplaying Game Bestiary “Wolf”)
  Sun Worshipers: These three giant lizards have recently finished 
  eating a stray camel and are now sunning themselves on a large rock. 
  They hiss at any who approach them, but are currently too lazy and 
  well fed to bother attacking except in self-defense.
  GIANT LIZARDS (3) 
  CR 2
  XP 600
  hp 22  (Pathfinder Roleplaying Game Bestiary “Lizard, Monitor”)
  Giant Scorpion: This monster lies in wait along the party’s route, 
  hidden under sands or in a cave alongside the trail. When the PCs 
  are close, the giant scorpion springs out, attempts to grab something 
  meaty, and then scuttles off to enjoy its meal.
  GIANT SCoRPIoN 
  CR 3
  XP 800
  hp 37  (Pathfinder Roleplaying Game Bestiary “Scorpion, Giant”)
  Lesser Giant: This poor brute has been lost in the Painted Canyons 
  for some time, and is getting tired of a diet of cactus fruit and giant 
  lizard. As soon as he spots the party, he charges in and fights to the 
  death.
  oGRe 
   
   
  CR 3
  XP 800
  hp 30  (Pathfinder Roleplaying Game Bestiary “Ogre”)
  Smoke on the Horizon: The party spots several pillars of smoke 
  The Painted Canyons
  Random Encounters in the 
  Painted Canyons
   3D10 
  eNCoUNTeR
   3–6 
  No encounter
   7–9 
  Band of Gnolls
   10–11 
  High Desert Nomads
   12–14 
  Bloodlizard
   15–16 
  Pack of Coyotes
   17-18 
  Sun Worshipers
   19–21 
  Giant Scorpion
   
  22 
  Lesser Giant
   23–25 
  Smoke on the Horizon
   
  26 
  Hidden Spring*
   
  27 
  Dead Bodies*
   
  28 
  Ant Colony*
   
  29 
  Attack Site
   
  30  
  Escaped Slave
  
  14
  on the horizon. If they follow them, they find the gnoll encampment. 
  Use the notes for following the gnoll’s tracks under “Attack Site” 
  below. 
  Hidden Spring: The party comes across a spring of fresh water 
  hidden in a side draw.
  Dead Bodies: The party comes across the bodies of three dwarves, 
  long dead in the desert sun, their flesh picked clean. There are signs 
  of violence, and the bodies have been looted. These are members of 
  Hirus Burningwrath’s clan that have been missing for over a year.
  Ant Colony: This canyon is riddled with huge mounds of a giant 
  ant colony; the party must either backtrack risk causing the ants to 
  swarm. The area of the colonies covers 100 feet of the canyon. Each 
  round that a PC passes through this area, he must make a Stealth 
  check opposed to the ant’s Perception (+4). On a failed check, one 
  swarm forms from the nearest mound and attacks. Once this happens, 
  1d2 new swarms form each round and converge on anyone in the 
  area until a total of 4 swarms have formed. The swarms only pursue 
  200 feet before returning to their nests.
  ANT SWARM 
   
   
  CR 5
  XP 1,600
  hp 49  (Pathfinder Roleplaying Game Bestiary “Army Ant Swarms”)
  Attack Site: This is one of the sites where the gnolls have 
  previously ambushed a caravan and can be encountered multiple 
  times. Investigating the site requires a DC 15 Perception check. The 
  sites show a level of organization normally unheard of amongst the 
  more savage humanoids. Several different tactics have been used, 
  such as wild ambushes from the side canyons, dropping rock falls to 
  break the caravan up into pieces, and some signs point to lookouts 
  and archers being posted on the cavern walls.
  Searching the sites of the latest attacks does yield some clues. 
  A DC 20 Survival check reveals gnoll tracks, as well as those of 
  several hyenas, camels, and assorted humanoids. These lead off into 
  the Painted Canyons, and require additional checks every six hours 
  to follow until eventually reaching the gnoll encampment (Area H).
  escaped Slave: One of the slaves in Area H-6 or H-7 of the Gnoll 
  Encampment has escaped. He or she is almost dead from thirst 
  and exposure but if rescued can lead the party back to Red Mane’s 
  encampment but will not assist in battle or risk recapture.
  Ambush at the Ford 
  (Area G, CR 10)
  If the PCs decide to follow a caravan and look for an attack, there 
  will be one leaving in 1d3+1 days. This caravan, led by Samir ibn 
  Faoud, consists of 36 camels, 30 guards (LN male human warrior 1), 
  40 drovers (N male or female expert 1), and 12 camp followers (N 
  female human commoner 1). It is carrying the usual assortment of 
  silks and bundles of tea, plus a collection of rare and exotic feathers 
  from the fabled flying lizards of Tyrnos Island valued at 3,000 gold 
  darics (pp). The feathers are hidden on one particular camel whose 
  non-descript nature fails to hint at the small fortune riding on its 
  back. Characters with the scent ability can make a DC 10 Perception 
  check to detect a strange smell on the camel (recognizable as the oil 
  from Parth’s house if the PCs managed to locate it). Hiram Parth 
  personally sees off every caravan in his official capacity as His 
  Wisdom’s personal advisor. His attention to detail is legendary, and 
  he goes so far as to check the straps on random loads, inspect the 
  camels and other beasts of burden, and direct the guards as to their 
  duties.
  As the party travels with Samir’s caravan, they have a tense, but 
  fairly uneventful journey thorough the twisting passages of the 
  Painted Canyons (roll for encounters normally but subtract 5 from the 
  die result due to the 30 armed guards that accompany the column). 
  Side canyons open off of the main canyon that the Havari River passes 
  through. The vibrantly colored bluffs rise up on either side, casting at 
  least half of the canyon in shadow. Natural rock falls line both banks 
  of the river, creating numerous opportunities for ambushers to take 
  cover. The Great Caravan Road stays to the southern bank of the 
  river, crossing at the only good ford near the far western end of the 
  canyons (Area G). There is a cumulative 50% chance each day that 
  Samir points out a place where the gnolls have ambushed caravans 
  (see “Attack Site” above), and the party may investigate these if they 
  wish. However, the caravan is not waiting for them, and will press on 
  even if the adventurers are left many miles behind. If the PCs become 
  separated, roll for encounters normally.
  As the caravan approaches the ford, everybody is tense in 
  anticipation of the threat. At the ford the caravan can easily be caught 
  with half on one side of the Havari, and half on the other. Guards are 
  posted on both banks as side canyons open up to the east and west. 
  The party needs to decide how they are arranging themselves for 
  the crossing, and it would not be unreasonable to split the party into 
  teams in order to watch both sides. Samir will wait with a party of 
  mounted guards on the far side of the river, figuring that since the 
  last time the gnolls attacked at the ford they attacked the part of the 
  caravan waiting to cross, and will likely vary their tactics somewhat.
  Creatures: When the caravan is about halfway across, one of Red 
  Mane’s subchiefs leads his warriors in a howling charge out of the 
  side canyon (previously screened by seemingly impassable thorny 
  brush) at Area G1. They are targeting the marked camel with their 
  scent ability but will grab other camels that are nearby, striking 
  down any who get in their way. The grizzled subchief is obvious 
  in directing his raiders, pointing out a specific camel and barking 
  orders. While the warriors are busy with this, Talking Dog leads 
  his acolytes in rounding up prisoners for eventual sacrifice, with a 
  special eye towards attractive females, as these seem to please the 
  packmaster the best (unless Talking Dog and both of his acolytes are 
  slain, assume that they make off with 1d4+4 captives from among 
  the camel drovers and camp followers). The attacking force that the 
  PCs must contend with consist of Talking Dog, 2 gnoll acolytes, 
  the gnoll subchief, 2 gnoll veterans, 8 gnoll warriors, 2 hyenas, 
  and a dire hyena. Do not subtract or add any of these forces to 
  the Gnoll Encampment (Area H) other than Talking Dog himself. 
  Other attackers are present, but assume that they are occupied by 
  the caravan guards fighting under the direction of Samir. In total, 
  1d10+10 guards and drovers are slain. Samir will not pursue any 
  stolen property, hurrying instead towards Beni-Hadith and its relative 
  safety. See “The Gnolls” sidebar below for gnoll stat blocks and the 
  “Talking Dog” sidebox on page XX for more information regarding 
  the mad shaman.
  Development: The whole thing will be done with as much speed 
  as possible, and unless thwarted, the raiders will be back up and into 
  the canyons within 6 rounds. There Red Mane awaits with a reserve 
  force that hampers pursuit by his use of tactics he picked up while 
  serving as a mercenary, one of which is to cover his retreat. As soon 
  as the ambushers and the loot are clear (and possibly Talking Dog 
  and the prisoners if there is time) Red Mane will trigger a rock fall 
  that seals off the canyon behind them causing a delay of several 
  hours unless the PCs have the means to fly over or otherwise bypass 
  the obstacle quickly. Red Mane’s reserve force never openly engages 
  the PCs and will never be seen by them as they make their way back 
  to the encampment by hidden routes.
  the painted canyons
  
  15
  
  16
  The Two Bloody Spears gnoll tribe has lived in the Painted 
  Canyons for generations. For many years their depredations were 
  minor, the occasional raid of a small caravan or harassing the high 
  desert nomads who wandered the region. All this changed when a 
  young gnoll warrior called Red Mane returned from a long journey 
  to the north. There he had served as a mercenary for less-than-finicky 
  humans and dwarves, learning a great deal about how the world 
  outside of the Canyons functions. He also made contacts with a large 
  criminal organization in the city of Bhutan, the Zuma Qulldishi. 
  Mostly the Zuma engage in smuggling operations and robbery, though 
  they have been known to occasionally commit highway banditry or 
  take on contracts for murder. Through his contacts Red Mane managed 
  to make an arrangement whereby his tribe would raid the caravans 
  passing through the Painted Canyons and the Zuma collect the loot, 
  and return every few months with goods for the gnolls. This has made 
  the Two Bloody Spears tribe prosperous and Red Mane’s rule stable.
  The tribe is well armed and armored and this wealth has allowed 
  the tribe to conquer the other gnolls in the area and drive off other 
  savage humanoids. The Two Bloody Spears tribe is now poised to 
  become the dominant force in the Painted Canyons.
  The Gnoll Encampment 
  (Area H)
  The encampment of the Two Bloody Spears tribe lies deep in the 
  canyons, and is a 50-mile journey from the Caravan Road. Finding 
  the encampment requires either tracking the gnolls after a raid, or a 
  bit of luck.
  Red Mane has chosen a defensible and difficult to locate part of 
  the Painted Canyons to be his base of operations. The encampment 
  sits on two large pillars of rock called The Gods’ Needles and an 
  adjacent bluff in a small and out of the way box canyon. The Needles 
  are hard limestone pillars that rise 200 feet above the canyon floor, 
  surrounded on three sides by the softer sandstone canyon walls. 
  Unlike the brightly colored sandstone that comprises most of the 
  Painted Canyons, the Needles are a flat whitish grey in color.
  There are two ways to get onto The Gods’ Needles, from the 
  canyon below or from the surrounding bluffs. The top of each Needle 
  connects at two points to one of the surrounding bluffs via shoddy 
  rope bridges that are treacherous to cross. The bridges connecting 
  the Needles to each other and to the bluff lack hand lines and are 
  not of the highest quality. Anyone fighting or moving faster than a 
  walk on the bridges risks falling off. A DC 10 Acrobatics check is 
  required each round to keep one’s feet, and any failure results in the 
  character prone and hanging off the bridge. A DC 10 Climb check 
  allows anyone hanging off a bridge to pull themselves back up, but 
  failure of this check should result in a plummet to the canyon floor 
  below (20d6 damage).
  The Needles themselves may be scaled, though this is difficult 
  requiring a series of DC 20 Climb checks (but does provide total 
  concealment to the climbers from any gnoll guards above). The top 
  of the Needles themselves are strewn with rubble and sliced with 
  small fissures.
  The gnolls have built huts and structures within in their encampment 
  out of a mixture of construction types. Smaller structures are constructed 
  from the semi-fossilized rib bones of gargantuan animals excavated from 
  the canyon walls in the vicinity of The Gods’ Needles. These are lashed 
  together at the top and covered with cured hides. At the apex of the rib 
  bones is an adjustable flap that allows smoke to escape (it gets cold 
  at night in the high desert, and thus every evening a fire is lit). Larger 
  structures are composed of adobe with flat roofs braced by wooden 
  beams, long-dried in the desert sun, and occasionally reinforced by more 
  of the mysterious megafauna bones. Doorways are slightly shorter than 
  a gnoll, about 6 feet in height, and are covered by a hide drape. The 
  interior of the typical dwelling contains a pallet of dirty furs for each 
  gnoll or captive living there, a central stone fire circle, the weapons and 
  armor of any gnolls currently in the huts, assorted food stuffs, several 
  water gourds, 1d4 shrunken heads of various humanoids and gnolls and 
  other items unique to each hut listed in the descriptions below.
  The Gnolls
  The gnolls of the Two Bloody Spears tribe are unique among 
  their kind in that they all possess the scent special quality. Gnolls 
  encountered have the following attributes:
  ReD MANe, GNoLL PACKMASTeR 
  CR 7
  XP 3,200
  Male gnoll fighter 6 (Pathfinder Roleplaying Game Bestiary “Gnoll”)
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft., scent; Perception +1
   
  AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
  hp 76 (2d8+6 plus 6d10+18 plus 6)
  Fort +11; Ref +3; Will +1 (+3 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft.
  Melee +1 flaming greataxe +16/+11 (1d12+13/x3 plus 1d6 fire)
  Ranged mwk throwing axe +10/+5 (1d6+7)
  Special Attacks weapon training (axes +1)
   
  Str 23, Dex 12, Con 17, Int 8, Wis 9, Cha 13
  Base Atk +7; CMB +13 (+15 sunder); CMD 24 (26 vs. sunder)
  Feats CleaveB, Great CleaveB, Improved Sunder, Intimidating 
  Prowess, Power Attack, Quick Draw, Weapon Focus (greataxe) B, 
  Weapon Specialization (greataxe)
  Skills Climb +7, Intimidate +11, Linguistics +0, Perception +1, 
  Survival +4
  Languages Common, Gnoll
  SQ armor training 1
  Gear +2 dragonhide plate, +1 flaming greataxe, belt of giant 
  strength +2, 3 masterwork throwing axes, pouch with 27 gold dar-
  ics (pp) and 2 shrunken heads filled with gold dust worth 35 silver 
  shekels (gp) each
  TALKING DoG, GNoLL SHAMAN 
  CR 7
  XP 3,200
  Male gnoll cleric of Alquemedak 6 (Pathfinder Roleplaying Game 
  Bestiary “Gnoll”)
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft., scent; Perception +8
   
  AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +1 natural, +2 
  shield)
  hp 61 (2d8+4 plus 6d8+12 plus 6)
  Fort +10; Ref +3; Will +8
  Resist fire 10
   
  Speed 20 ft.
  Melee +1 keen sickle +7 (1d6+2/19–20)
  The Two Bloody Spears
  
  the two bloody spears
  17
  Special Attacks channel negative energy 7/day (DC 15, 3d6), spon-
  taneous casting (inflict spells)
  Domain Spell-like Abilities (CL 6th, melee touch +6, ranged touch +6):
  6/day—fire bolt (1d6+3 fire), touch of evil (3 rounds)
  Spells Prepared (CL 6th):
  3rd—dispel magic, fireballD (DC 16), prayer, searing light (ranged 
  touch +6)
  2nd—align weaponD (evil only), bear’s endurance, bull’s strength, 
  death knell (DC 15), summon monster II
  1st—bane (DC 14), detect good, doom (DC 14), magic stone 
  (ranged +7, 1d6+1), protection from goodD
  0 (at will)—bleed (DC 13), detect magic, read magic, virtue
  D domain spell; Domains Evil, Fire
   
  Str 13, Dex 12, Con 15, Int 12, Wis 17, Cha 14
  Base Atk +5; CMB +6; CMD 17
  Feats Channel Smite, Combat Casting, Extra Channel, Power At-
  tack
  Skills Craft (shrunken heads) +6, Intimidate +5, Heal +14, Knowl-
  edge (religion) +10, Perception +8
  Languages Abyssal, Gnoll
  Combat Gear ring of the ram (28 charges), potion of blur; other 
  Gear scale mail, masterwork heavy wooden shield, +1 keen sickle, 
  silver holy symbol set with lizard teeth (worth 35 silver shekels), 
  pouch with 18 gold darics (pp), 35 silver shekels (gp) and a 3 shrunk-
  en humanoid heads stuffed with gold dust (35 silver shekels each)
  GNoLL ACoLYTe 
   
  CR 2
  XP 600
  Male gnoll cleric of Alquemedak 1 (Pathfinder Roleplaying Game 
  Bestiary “Gnoll”)
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft., scent; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +1 natural, +2 shield)
  hp 21 (2d8+2 plus 1d8+1 plus 1)
  Fort +6; Ref +1; Will +4
   
  Speed 30 ft.
  Melee heavy mace +2 (1d8+1)
  Special Attacks channel negative energy 4/day (DC 11, 1d6), spon-
  taneous casting (inflict spells)
  Domain Spell-like Abilities (CL 1st, melee touch +2):
  5/day—touch of chaos, touch of evil (1 round)
  Spells Prepared (CL 1st):
  1st—bane (DC 13), doom (DC 13), protection from goodD
  0 (at will)—bleed (DC 12), detect magic, stabilize
  D domain spell; Domains Chaos, Evil
   
  Str 13, Dex 12, Con 13, Int 8, Wis 15, Cha 12
  Base Atk +1; CMB +2; CMD 13
  Feats Combat Casting, Power Attack
  Skills Knowledge (religion) +3, Perception +4
  Languages Gnoll
  Gear leather armor, heavy wooden shield, heavy mace, 
  wooden holy symbol set with mica chips (worth 15 silver 
  shekels), pouch with 3d10 silver shekels (gp) and a 1d2 
  shrunken humanoid heads stuffed with gold dust (35 silver 
  shekels each)
  GNoLL SUBCHIeF 
   
  CR 4
  XP 1,200
  Male gnoll ranger (guide) 3 (Pathfinder Roleplaying Game Bestiary 
  “Gnoll,” Pathfinder Roleplaying Game Advanced Player’s Guide 
  “Ranger”)
  CE Medium humanoid (gnoll)
  Init +4; Senses darkvision 60 ft., scent; Perception +9
   
  AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 natural)
  hp 48 (2d8+6 plus 3d10+9 plus 3)
  
  18
  Fort +9; Ref +5; Will +0
   
  Speed 30 ft.
  Melee greatsword +8 (2d6+4/19–20)
  Ranged mwk composite longbow [+3 Str] +7 (1d8+3/x3)
  Special Attacks ranger’s focus +2*, two-handed weapon combat style*
   
  Str 17, Dex 14, Con 17, Int 8, Wis 9, Cha 10
  Base Atk +4; CMB +7; CMD 19
  Feats CleaveB, EnduranceB, Power Attack, Pushing Assault*, 
  Weapon Focus (greatsword)
  Skills Climb +9, Handle Animal +6, Intimidate +6, Perception +9, 
  Knowledge (geography) +1, Stealth +4, Survival +7 (+8 follow 
  tracks)
  Languages Gnoll
  SQ favored terrain (desert +2**), wild empathy +3
  **Included in stat block
  Gear +1 leather armor, +2 amulet of natural armor, masterwork 
  composite longbow [+3 Str], 20 arrows, greatsword, pouch with 
  2d20 silver shekels (gp) and a rough gemstone worth 50 gp
  *See Pathfinder Roleplaying Game Advanced Player’s Guide.
  GNoLL VeTeRAN 
   
  CR 2
  XP 600
  Advanced gnoll (Pathfinder Roleplaying Game Bestiary “Gnoll”)
  CE Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft., scent; Perception +4
   
  AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
  hp 15 (2d8+6)
  Fort +6; Ref +2; Will +2
   
  Speed 30 ft.
  Melee greataxe +5 (1d12+6/x3) or spear +5 (1d8+6/x3)
  Ranged spear +3 (1d8+4/x3)
   
  Str 19, Dex 14, Con 17, Int 12, Wis 15, Cha 12
  Base Atk +1; CMB +5; CMD 17
  Feats Power Attack
  Skills Intimidate +3, Perception +4, Survival +7
  Languages Common, Gnoll
  Gear chain shirt, greataxe, 2 spears, pouch with 3d6 silver shekels (gp)
  GNoLL WARRIoR 
   
  CR 1
  XP 400
  Pathfinder Roleplaying Game Bestiary “Gnoll”
  CE Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft., scent; Perception +2
   
  AC 17, touch 10, flat-footed 17 (+4 armor, +1 natural, +2 shield)
  hp 11 (2d8+2)
  Fort +4; Ref +0; Will +0
   
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20) or spear +3 (1d8+2/x3)
  Ranged spear +1 (1d8+2/x3)
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
  Base Atk +1; CMB +3; CMD 13
  Feats Power Attack
  Skills Perception +2
  Languages Gnoll
  Gear chain shirt, heavy wooden shield, short sword, 2 spears, 
  pouch with 1d4 silver shekels (gp) and 2d8 silver drachmas (sp)
  GNoLL FeMALe 
   
  CR 1
  XP 400
  hp 11  (Pathfinder Roleplaying Game Bestiary “Gnoll”)
  Gear leather armor, heavy wooden shield, 2 spears, pouch with 1d6 
  silver drachmas (sp)
  GNoLL CUB 
   
   
  CR 1/2
  XP 200
  Male or female young gnoll (Pathfinder Roleplaying Game Bestiary 
  “Gnoll”)
  CE Small humanoid (gnoll)
  Init +2; Senses darkvision 60 ft., scent; Perception +2
   
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)
  hp 7 (2d8–2)
  Fort +2; Ref +2; Will +0
   
  Speed 30 ft.
  Melee club +2 (1d4)
  Ranged stone +4 (1d2)
   
  Str 11, Dex 14, Con 9, Int 8, Wis 11, Cha 8
  Base Atk +1; CMB +0; CMD 13
  Feats Dodge
  Skills Perception +2, Stealth +6
  Languages Gnoll
  Gear club, pouch with 1d3 stones
  DIRe HYeNA 
   
   
  CR 3
  XP 800
  hp 26  (Pathfinder Roleplaying Game Bestiary “Hyena, Dire”)
  HYeNA  
   
  CR 1
  XP 400
  hp 13  (Pathfinder Roleplaying Game Bestiary “Hyena”)
  Encampment Key
  H1. Guard Post (CR varies)
  At each of these locations, a hyena skull has been mounted upon a 
  short pole. During the day 3 gnoll warriors and a hyena are tasked 
  with keeping watch here for intruders or escaping slaves. At night 
  5 gnoll warriors and a hyena man each of these positions but, as 
  there have never been any intruders and the slaves are locked away 
  before sunset, they are not terribly vigilant, spending most of their 
  time gambling and dozing (–2 on Perception checks). There is a 25% 
  chance at any given time that a more experienced warrior is on duty 
  or checking on the guards, in which case add a gnoll veteran to the 
  location and remove the penalty to Perception checks.
  H2. Slave Grounds (CR 4)
  This area is where the slaves taken by Red Mane’s band in their 
  raids are worked each day. Every day there are clothes to be mended, 
  weapons and armor to be cleaned, and other small tasks the gnolls 
  don’t wish to perform. There are currently 10 captives (see Areas H6 
  and H7) being held — all the previous slaves have been sold, eaten, 
  or sacrificed to Alquemedak. A 3-foot-high wall of poorly dressed, 
  dry-fitted stone surrounds the area. The ground is littered with waste, 
  as the slaves are worked to death and allowed to clean their area only 
  in their “free” time. Whenever slaves are present, 3 gnoll females 
  keep watch over the area.
  H3. Storehouse (CR 3)
  This large structure is the main storehouse for the goods taken from 
  the caravans and destined to be passed on to smugglers. One of the 
  bachelor gnoll warriors and his hyena are always on guard outside 
  this building.
  Every month, a caravan of smugglers sneaks into the valley below 
  the two bloody spears
  
  19
  to collect their ill-gotten goods and pay Red Mane his share. The 
  smugglers are not due for two weeks, and they do not factor into the 
  adventure. However, one of Talking Dog’s acolytes is a clever fellow 
  and has learned how to read. In order to keep from being cheated, Red 
  Mane has ordered the young priest to keep a written record of every 
  item passed on to the smugglers and how much in goods was returned 
  in payment. The bright fellow has gone one step further, and included 
  a list of the names of the people his masters deal with. The inventories 
  and list are written in a very poor form of the Common tongue, but 
  are legible. Anyone who has found the list of names in Hiram Parth’s 
  house (see Area D) recognizes these as the same individuals that Parth 
  has been dealing with. This manifest can be found among the goods 
  within this building with a DC 17 Perception check.
  The building is packed with crates, boxes, and bales of trade goods: 
  silks, tea, exotic furs, imported foodstuffs, and bars of gold are 
  all stacked inside. In one corner is a small portable writing table. 
  Opening the table reveals a stack of papers (the manifest mentioned 
  above), several quills, a jar of ink, a penknife, blotting paper, and 
  an abacus. The goods (should the party just make off with them and 
  not return them to the Satrap) are worth 45,000 silver shekels (gp) in 
  total, though some items are of dubious nature (a few bags of exotic 
  drugs and illegal alchemical ingredients). It would require an entire 
  caravan to move all of these goods, though 10,000 shekels’ worth 
  could be transported in as few as four backpacks if a DC 15 Appraise 
  check is made to pick out the most valuable items.
  H4. Young Bloods’ Lodge 
  (CR varies)
  This hide hut serves as the home of 12 gnoll warriors. These 
  warriors are the youngest and thus lowest warriors in the band and 
  have yet to earn enough of a reputation to have their own dwelling. 
  Half of the warriors are present here at any given time, usually 
  sleeping, and the rest are on duty at the guard posts. There are also 
  1d4 hyenas here at any given time.
  H5. Subchief’s Hut (CR 5)
  A gnoll subchief lives in this hut with his pet dire hyena. Once he 
  was the second-in-command of the band, but he was defeated and 
  cast aside by Red Mane during that packmaster’s rise to power. Now, 
  it is his job to watch the slaves and make sure the younger warriors 
  keep to their tasks. He is more than a little peeved that he has been 
  placed in a position he sees as beneath him. Inside there is a dirty 
  fur pallet, the subchief’s spare armor and weapons (a masterwork 
  battleaxe, heavy wooden shield, and scale mail), several wineskins 
  (mostly empty), and scattered foodstuffs. Most night he picks out a 
  female slave or two to serve him, and is often drunk and passed out 
  by midnight.
  H6./H7.Slave Huts
  These two small huts are the living quarters for the most useful 
  slaves kept by Red Mane’s band (the others having been sold or 
  killed). The slaves are poorly fed, receive a minimum of water 
  rations, and are beaten on a daily basis. Their living quarters are 
  strewn with trash and debris, as they are worked much too hard to 
  be concerned with sanitation or appearances. They are a sullen and 
  oppressed lot, but will fight with utter frenzy if given the chance to 
  turn the tables on their captors. There 4 female slaves in H6 and 6 
  male slaves in H7 (one is the dwarf Havrak Dwellingdeep). All are 
  caravaneers or desert nomads taken in various raids.
  SLAVeS (10) 
   
  CR 2
  XP 600
  hp 26  (Pathfinder Roleplaying Game GameMastery Guide “Prisoner”)
  Development: If Havrak Dwellingdeep is questioned, he will 
  advise the PCs of the trap he built in area H23b). If he is safely 
  returned to the Dwarven Souk of Salt Springs, the PCs will be 
  rewarded with 100 gold darics (pp).
  H8. Midden Pit
  This 12-foot deep pit is used as a rubbish dump by the slaves. It 
  provides a potential hiding place, as the gnolls don’t bother to search 
  it unless a slave is missing.
   H9. Votive Statues
  These crudely carved wooden statues of the various aspects of 
  Alquemedak the Hyena God stand 7-1/2 feet tall and are decorated with 
  thin, beaten sheets of gold (250 shekels worth apiece). From right to left 
  the statues depict: the Master of Fortune, an aspect to which the gnolls 
  pray to bring them fat and soft targets to plunder; the Taker of Slaves, 
  who stands with both hands clutching manacles, ready to add another 
  victim to the Hyena God’s collection of slaves; the Lord of Carrion, who 
  is crouching in offal, a twisted grin on its face; the Giver of Plentitude 
  in Exchange for Sacrifice, its hands holding a bloodstained bowl before 
  it in which small animals and objects are smashed to gain the Hyena 
  God’s favor; and finally the Smasher of Skulls, standing tall and strong 
  with its arms crossed, each hand holding a war club. Each of these 
  may be identified by questioning a gnoll prisoner or making a DC 15 
  Knowledge (religion) check. The gnolls pray to the Smasher of Skulls 
  before each raid, and destroying this totem causes a –2 morale penalty to 
  attack and damage rolls to any gnoll that witnesses its destruction.
  H10. Well
  Dwarven slaves were worked to death to dig this well 100 feet 
  down into the highest aquifer. The current batch of slaves spends a 
  good deal of their time raising water from the well and carrying it to 
  the cisterns and gnoll dwellings. If the party is looking for further 
  adventures, the well no doubt connects with a host of caverns below.
  H11. Storage Huts (CR varies)
  These small huts are only 5 feet high and are constructed in 
  the same manner is the common dwellings. Each is claimed by a 
  particular gnoll warrior (or warriors) who has a 25% chance of 
  looking through its contents at any given time of the day or night. 
  They are filled with foodstuff, looted amphorae mostly filled with 
  water — though there is a 45% chance of finding one filled with 
  expensive wine worth 25 shekels (gp) — tools, clothes, and other 
  assorted household items. Most of the goods are of little value, 
  though looted trade goods worth 1d10+5 silver shekels (gp) can be 
  found with a DC 15 Perception check.
  H12. Veteran’s Hut (CR 9)
  This hut is the sleeping place for 5 gnoll veterans and their 8 
  mates. Five cubs occupy two of the pallets. Each veteran likewise 
  has his own pet hyena. As respected members of the band, these 
  veterans are not required to stand watch at night, and can be found 
  here late in the evening and until morning. The females and cubs stay 
  nearby during the day, and retreat to their hut as night falls. Hidden 
  in the pallets is 35 shekels (gp) in assorted coinage.
  H13. Empty Hut
  This dwelling is normally occupied by 6 gnoll veterans, their 
  the two bloody spears
  
  20
  mates, and 3 cubs. However, they are currently out hunting in the 
  mesas to the north of the Needles, and have taken any items of value 
  with them.
  H14. Warriors’ Lodge (CR 9)
  This hut is inhabited by 8 gnoll warriors. Living with them are 10 
  gnoll females, 6 gnoll cubs, and 4 hyenas. Half the warriors are here 
  at any given time, the others on watch. One pallet has a silver penny 
  whistle worth 20 silver drachmas (sp) hidden in it (DC 14 Perception 
  check to locate).
  H15. Bachelors’ Hut (CR 5)
  This hut is the home to 3 gnoll warriors and their 3 hyenas. These 
  three are all bachelors and the hut looks like it, with items and food 
  debris strewn about. They do not stand watch but are instead tasked 
  with guarding the storehouse (Area H3), where one is always on 
  guard with his hyena. Among the pallets are 4 silver shekels (gp), 45 
  silver drachmas (sp), and 56 copper obols (cp).
  H16.  Feuding Hut (CR varies)
  A hut occupied by 4 gnoll warriors and their families (3 gnoll 
  females, 2 gnoll cubs, and 2 hyenas), there is a pallet for a fifth, 
  but he was killed in a recent caravan raid, and the four remaining 
  gnolls have been busy feuding over his belongings. These four stand 
  opposite watches, two from dawn to midday, the others from dusk 
  to midnight. The belongings in contention consist of a shrunken 
  head filled with gold dust worth 35 silver shekels (gp), and a small 
  collection of coinage worth a total of 22 silver shekels (gp).
  H17.  The Brothers (CR varies)
  Although a large hut and thus usually occupied by a gnoll veterans 
  with families, this hut is the living space of 6 gnoll warriors, all 
  brothers, and their 3 hyenas. They have learned to combine their 
  meager resources. The brothers all stand night watch at various parts 
  of the encampment, and thus are found here sleeping during the day. 
  Unlike most of the bachelor huts, this one is somewhat clean and 
  organized. Among the pallets are: 3 silver shekels (gp), 15 silver 
  drachmas (sp), and 6 copper obols (cp).
  H18. The Dying Gnoll (CR 9)
  A large hut occupied by a gnoll veteran (noncombatant) and his 
  5 gnoll warrior sons. The older gnoll was severely wounded in 
  the last raid, and is barely hanging onto life. In consideration of his 
  decades of service, Red Mane has allowed the old warrior to take his 
  time dying in relative peace. The old gnoll’s sons, on the other hand, 
  have been busy standing day watches and trying their best to out 
  perform each other, all in the hopes of being granted their father’s 
  possessions after he dies (assuming they haven’t already stolen the 
  best parts). Along with the warriors are a total of 8 gnoll females, 7 
  gnoll cubs, and 3 hyenas, representing their various families. The 
  veterans treasures consist of 5 gold dust-filled shrunken heads worth 
  35 shekels (gp) each and assorted stolen trade goods worth a total of 
  100 silver shekels (gp).
   
  H19. Rite of Passage (CR 7)
  Four gnoll females and their 4 hyenas occupy this small hut. They 
  are in seclusion while they await their rite of passage. Two gnoll 
  acolytes guard the entrance to this hut day and night, changing the 
  guard every six hours. Each female wears crude jewelry made of 
  semi-precious stones worth 5 silver drachmas (sp) each.
  H20. Swinging Gnolls
   This small dwelling was once the home of 4 gnoll warriors. These 
  warriors were charged with guarding the storehouse, but were caught 
  pilfering from it and brutally executed by Red Mane. In his anger, 
  they were flayed alive in their corpses left to hang in the hut until 
  they rot. The smell is obvious to anyone within 10 feet of the hut.
  H21. Looted Storage
  This storage hut belonged to the executed gnolls in Area H20. As a 
  result, it has been thoroughly looted. The interior is empty, save for 
  discarded sacks and boxes.
   
   
  H22. Temple of the Hyena God
  Standing upon the western Needle is a massive construction of 
  adobe bricks. The same giant ribs used elsewhere in the camp are 
  incorporated here as decorative ornamentation and load-bearing 
  supports. The exterior surfaces of the building have been etched with 
  crude totemistic images of death, destruction, and fire.
  H22a. Worship Hall (CR 5)
  The peak of this adobe structure rises thirty feet above the ground, 
  and has a 10-foot-diameter circular opening at the top to allow light in 
  and smoke out. The air reeks of offal and blood, and fat red candles 
  give off the sent of frying meat. In the center of the temple is a large 
  statue of Alquemedak carved from gleaming obsidian. The statue 
  depicts the Hyena God, a gnoll-like demonic figure, standing upright, 
  its hands raised towards the heavens, and the shattered remains of its 
  victims at its feet. The god’s hands and face are covered in dried blood, 
  and its elongated, tooth-filled maw is open in a howl of triumph. The 
  statue is 15 feet tall and stands on a dais of more of the gigantic bones.
  Before the statue sits a 6-ft. by 6-ft. by 3-ft. slab of basalt. Chains 
  to hold sacrificial victims are attached at the four corners of the slab. 
  The altar is covered in dried blood, as is the floor and dais around 
  it. Surrounding the altar and the statue is a circle of twenty 3-foot-
  high red candles made from the tallow of humanoids. Each candle is 
  inscribed in Abyssal and punctuated by humanoid teeth pressed into 
  the tallow.
  Creatures: During the day 3 gnoll acolytes accompanied by a 
  dire hyena, tend the sacred candles and stand ready to perform any 
  services required of them.
  H22b. Shaman’s Chamber 
  (CR varies)
  Here Talking Dog and his pet dire hyena (if they survived the 
  Ambush at the Ford) lives and works, unless he is performing 
  ceremonies in the temple, or serving as Red Mane’s advisor. Two 
  gnoll acolytes accompany Talking Dog wherever he goes. Of all 
  gnoll dwellings, this one is the dirtiest. Talking Dog refuses to be 
  bothered with cleaning, and rarely considers the filth here important 
  enough to order a slave to see to it. There is a small bed of furs 
  opposite the entrance, and next to the bed is a locked, iron-bound 
  wooden chest (DC 20 Disable Device). Inside the chest are a potion 
  of spider climb, a ring of animal friendship, horseshoes of a zephyr, 
  15 gold darics (pp), 440 silver shekels (gp), and 76 silver drachmas 
  (sp). A wooden table and chair rests against one wall, but the shaman 
  the two bloody spears
  
  21
  rarely uses it as anything other than a scratching post or acolyte 
  beater.
  H22c. Acolytes’ Hall (CR varies)
  This chamber serves as the living quarters of Talking Dog’s 
  acolytes. There is little in this room save for eight filthy fur pallets — 
  the acolytes know better than to leave anything valuable unattended. 
  Most of the time the room stands empty, as Talking Dog keeps his 
  minions busy. At night 1d4+1 gnoll acolytes can be found here, 
  sleeping off the day’s labors.
  H22d. Larder
  This dark room is used as a larder by Talking Dog and his acolytes. 
  Inside are a private cistern and various foodstuffs — all rotten and 
  scum covered as befits worshipers of Alquemedak.
  H23. Packmaster’s Palace
  Smaller only than the Temple of the Hyena god, this multi-level 
  adobe structure serves as the palace of Red Mane, Packmaster of the 
  Two Bloody Spears tribe.
  H23a. Throne Hall
   The floor is covered with the dirty pelts of various deadly predators, 
  all hunted down and slain by Red Mane himself. A 50-foot long strip of 
  expensive (and now ruined) purple silk leads from the entrance to the 
  base of a dais. Upon this pediment sits Red Mane’s throne of bones. The 
  bones are the remains of his greatest foes, intricately woven to provide a 
  fitting seat for the packmaster. The dais itself stretches 20 feet from the 
  back wall, and is made from the carved shoulder blades and hipbones of 
  some massive beast excavated from the canyon walls below. Along the 
  walls stand eight carved wooden statues, each the likeness of one of the 
  band’s former packmasters, three of whom are Red Mane’s ancestors. 
  Each statue is crudely painted in an effort to make it more realistic. 
  The walls of the throne room are painted in rather gruesome detail with 
  scenes from Red Mane’s life, from his cubhood, through his years among 
  Northmen mercenaries, his rise to power among the gnolls alongside 
  Talking Dog, and his cunning in striking a deal with a human merchant 
  (a successful DC 15 Perception check followed by a successful DC 
  15 Intelligence check recognizes a resemblance between the pictured 
  merchant and Hiram Parth). Behind the throne is a large unlocked 
  ironbound chest that contains the shrunken and preserved heads of every 
  gnoll who has dared to challenge Red Mane for leadership of the band 
  — 17 in all, each stuffed with gold dust worth 35 silver shekels (gp). 
  Unless a council has been called, this chamber is empty.
  H23b. Packmaster’s Bedchamber 
  (CR 8)
  As befits the leader of a prosperous band of gnolls, only the finest 
  decorations and accouterments serve the packmaster’s needs. Against 
  one wall is a feather mattress and carved wooden bed complete with 
  silk canopy looted from a caravan. Sadly, gnolls are hard on their 
  furnishings, and the bed has been cut and rent in multiple places. 
  An actual fireplace, built by dwarven slaves, complete with a brick 
  chimney provides heat and light throughout the day and night. A 
  jumble of wood sits next to the fireplace, and is refilled daily by slaves. 
  Opposite the fireplace is an upright harpsichord, again looted from 
  a caravan. Red Mane does not know how to play it, but is always 
  on the lookout for a slave who can. Currently, that slave is an elven 
  woman named elisa Stardream. Elisa is Red Mane’s favorite, 
  and along with his 3 mates (equal to gnoll warriors) and 2 slave 
  concubines, can usually be found here with Red Mane and is his 
  trained dire hyena. Nearby is a table and chair, at which Red Mane 
  takes his meals (the women must sit on the floor and watch). Nailed 
  to the underside of the table (DC 12 Perception check) is a small 
  wooden box that contains Red Mane’s greatest treasure, a ruby and 
  gold gorget-style necklace worth 3,000 silver shekels (gp).
  eLISA STARDReAM 
   
  CR 5
  XP 1,600
  LN female elf bard 6
  hp 30, currently 7  (Pathfinder Roleplaying Game GameMastery 
  Guide “Minstrel”)
  the two bloody spears
  Talking Dog
  “The Great God Alquemedak commands that I offer your 
  soul and flesh to him. His will cannot be denied!”
  Description: Talking Dog is old — at least for a gnoll — 
  and his pelt has grown gray. He walks with a slight hunch and 
  a limp but is still a fearsome warrior who can command the 
  powers of his demonic god.
  Personality: Mad, mad, mad, mad.
  Background: Talking Dog felt the power of the Hyena 
  God at an early age and, while still a cub, ran off into the 
  desert to seek the voices that called to him. He found them, 
  and returned to his band to murder and sacrifice all to the 
  glory of Alquemedak. Since then, he has served a variety of 
  packmasters, killing those who don’t obey his religious laws, 
  and brining up from the ranks those who will. Red Mane 
  obeys and may live for now, at least as long as Alquemedak 
  commands it.
  
  22
  SLAVeS (2) 
   
  CR 2
  XP 600
  hp 26  (Pathfinder Roleplaying Game GameMastery Guide “Prisoner”)
  Traps: The fireplace was built by dwarven slaves now all dead 
  save for Havrak Dwellingdeep (see Area H7). The whole thing is 
  rigged to collapse when the proper stone is depressed (AC 15 to be 
  struck from across the room by a ranged attack). Hidden beneath 
  the wood pile is a waterskin filled with lamp oil as part of the trap 
  planned by the now all but dead dwarves. When the trap is triggered, 
  the hearth and chimney collapse into the 10-ft. by 10 ft. area directly 
  in front of them, dealing bludgeoning and fire damage to anyone 
  occupying those squares. This in turn spreads the burning contents of 
  the fireplace onto the wood pile. In the next round the oil-filled skin 
  explodes dealing fire damage to anyone still in the room for 3 rounds 
  and requiring an additional DC 15 Reflex save to avoid catching on 
  fire (see the “Heat Dangers” section in Chapter 13 of the Pathfinder 
  Roleplaying Game).
  CoLLAPSING CHIMNeY TRAP 
  CR 6
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger touch; Reset repair
  effect Atk +15 melee (6d6 plus 2d6 fire damage); multiple targets 
  (all targets in a 10-ft. square)
  FIRe eXPLoSIoN TRAP  
  CR 7
  Type mechanical; Perception DC na; Disable Device DC na
   
  Trigger multiple dependent; Duration 3 rounds; Reset none
  effect exploding oil (3d6 fire damage plus catching on fire, DC 20 
  Reflex save for half); multiple targets (all targets in the room)
  H23c. Treasury
  Inside this subterranean chamber is Red Mane’s personal treasure 
  hoard of 150 gold darics (pp) 1,280 silver shekels (gp), 3,450 silver 
  drachmas (sp), 9,080 copper obols (cp), and three diamonds worth 
  500 silver shekels (gp) each.
  H23d. Bodyguard Barracks (CR 8)
  This is the home of Red Mane’s personal bodyguard, a troop of 7 
  gnoll veterans and their 3 hyenas. These gnolls are the finest in the 
  band and absolutely loyal to Red Mane — at least as long as he is 
  strong enough to discourage one of them taking over the band. None 
  of them are married, but they do have their pick of available females, 
  and all have their eyes on the young gnoll females awaiting their rite 
  of passage and eventual mating in Area H19. Searching the pelts and 
  crannies of this room (DC 17 Perception check) reveals a +1 dagger, 
  56 silver drachmas (sp), 45 copper obols (cp), and three shrunken 
  heads filled with gold dust worth 35 shekels (gp) each.
  H23e. Packmaster’s Larder
  This foul-smelling chamber is used as a larder by Red Mane, 
  his personal bodyguard, and favored warriors. Inside are a private 
  cistern, various foodstuffs (including haunches of smoked human, 
  elf, and dwarf meat), and thirteen casks of rare Monrovian Fire Wine 
  worth 55 silver shekels (gp) each stolen from a caravan. Drinking at 
  least one glass forces the imbiber to make a DC 15 Fortitude save or 
  suffer a –2 penalty to attacks, damage, saves, skill checks, and ability 
  checks until a successful Fortitude save can be made (one try can be 
  made per hour with a +1 bonus per hour that passes). 
  Rewards and 
  Further Adventures
  Assuming the party is successful, His Wisdom will be more than 
  generous. Payment will be prompt and in full, with additional rewards 
  for exemplary behavior. If the entire gnoll band is wiped out or 
  driven off, he will gives each hero a +1-enchanted weapon or armor 
  appropriate to their class and profession (or has a +1 enchantment 
  added to an existing weapon or armor), plus gives the party an 
  additional 2,000 gold darics (pp). If they managed to uncover Parth’s 
  conspiracy, they will receive the above rewards, plus an extra bonus 
  of one fifth of the value of Parth’s property (His Wisdom comes 
  into possession of it after the trial and execution of the traitor). This 
  sum will total 5,000 gold darics (pp), but the party will have to wait 
  at least three months for the property to be auctioned and sold. If 
  they choose not to wait, the Pasha will happily hold it for them until 
  their return. All rewards are, of course, subject to the taxation of the 
  satrapy at the rate of 33%.
  Bonus experience points for this adventure are available for the 
  completeness of the party’s mission. If the Two Bloody Spears band 
  is destroyed or driven off, the PCs each earn an additional 1,000 XP 
  with an additional 2,000 XP for uncovering Parth’s operation.
  As long as the PCs have not made fools of themselves and have 
  managed to eliminate the gnolls, they will be welcome at Salt 
  Springs anytime for as long as they want to stay, and given the best 
  accommodations and treatment available. If the PCs have become 
  fugitives from the law of Salt Springs, they can clear their names and 
  collect the above reward by proving that Hiram Parth was in league 
  with the Two Bloody Spears (probably by recovering the gnolls’ loot 
  manifest together with the evidence from Parth’s own residence). If 
  the PCs do not clear their name, then they receive no rewards and 
  remain on the run from the pasha’s men.
  If they manage to defeat the gnolls, but fail to uncover Parth’s 
  treachery, His Wisdom will not be very happy with them when the 
  attacks resume. He will issue an arrest warrant for the party, and 
  should they ever find themselves in his satrapy again, they had best 
  be disguised and using assumed names. If they are arrested (and 
  assuming that they don’t do anything stupid such as resisting arrest) 
  they will be taken to Salt Springs and placed in the dungeon for three 
  days. Once they have had a chance to cool their heels a bit, the guards 
  come and escort the PCs to the edge of the satrapy, returning to them 
  any weapons or other items they carried (minus a small amount of 
  coin and jewelry that was ‘lost’). There the guards inform them that 
  they are no longer welcome in the Satrapy of Salt Springs, and to 
  return is to discover that failure is punishable by death. Additionally, 
  the two bloody spears
  Red Mane
  “I will enjoy your death, almost as much as I will enjoy 
  eating your flesh afterwards.”
  Description: Red Mane is a big, scarred gnoll of unknown 
  age — at least twenty-three summers. His namesake hair is 
  kept long and wild, as wild as the rampant rage in his eyes.
  Personality: Red Mane is cruel, callous, demanding, and 
  fearless.
  Background: Once, many summers ago, Red Mane served 
  in a mixed group of mercenaries that fought in the wars 
  of the softer races. There he learned how to lead men in a 
  civilized way, as well as how to seek out the dark underbelly 
  of city life. Red Mane used this knowledge, and the support 
  of the prophet Talking Dog, to cement his hold over the Two 
  Bloody Spears band of gnolls. Now, he tries to balance his 
  instincts with his learning and raise his people up to become 
  a major force in the region. Luckily for the other races, he 
  lacks the intelligence to do this, and instead merely mimics 
  the military discipline and tactics he saw as a mercenary.
  
  23
  His Wisdom will have sent messages to neighboring rulers and to the 
  Court of the Grand Caliph describing the PCs and their perfidious 
  ways. The party can expect complications should they get into 
  trouble in any nearby domain.
  Our heroes adventures need not end here, however, and the Painted 
  Canyons as well as the Satrapy of Salt Springs would be a suitable 
  place to explore and profit from. The Painted Canyons are no doubt 
  filled with other interesting places to explore and loot (where did 
  the strange gigantic bones used by the gnolls come from, and are 
  there more of those creatures still living somewhere in the fathomless 
  depths of the canyons?). The destruction of the Two Bloody Spears 
  tribe has left a power vacuum in the Painted Canyons, one that any 
  number of would be warlords might be happy to fill. Further, rumors 
  abound that somewhere in the Painted Canyons is the Lost City of 
  Omlach-Tur, a cliff-dwelling ruin and once-capital of a long dead 
  empire.
  Having a permanent base is and being the only adventurers the 
  Pasha Abubakkar will allow to operate in his area is a great boon to 
  such endeavors. Seeing the success of paying bounties for the gnolls, 
  His Wisdom may desire to see other foul creatures hunted down in 
  the Painted Canyons. Finally, the PCs could follow the leads learned 
  from Parth and the gnolls and travel to far off Bhutan and root out 
  the Zuma Qulldishi.
  the two bloody spears
  
  24
  legal appendix
  one Night Stands: Death in the Painted Canyons is written under 
  version 1.0a of the Open Game License. As of yet, none of the material 
  first appearing in one Night Stands: Death in the Painted Canyons is 
  considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, including 
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  edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of 
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  15. COPYRIGHT NOTICE
  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 RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying GameAdvanced Player’s Guide Copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, 
  LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide © 2010, Paizo Publish-
  ing, LLC; Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, 
  Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  original Spell Name Compendium, Copyright 2002 Clark Peterson; based 
  on NPC-named spells from the Player’s Handbook that were renamed in 
  the System Reference Document. The Compendium can be found on the 
  legal page of www.necromancergames.com.
  One Night Stands: Death in the Painted Canyon, Copyright 2011,  Frog 
  God Games, Author Scott Casper.
  
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