TEXT: 518948
  ADVENTURE PATH  PART 1 OF 6
  by Tim Hitchcock
  Stolen Land
  Stolen Land
  ®
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  Source: Wanted poster at Oleg’s Trading Post
  Task: Every Greenbelt hunter has a story about 
  Tuskgutter, each wilder than the last. Whoever 
  manages to kill the ill-tempered beast will get a 
  nice reward from old, retired Vekkel Benzen, who 
  lost his leg to the monster pig a year ago.
  Completion: Deliver Tuskgutter’s head to Oleg’s.
  Reward: Vekkel has promised his masterwork longbow 
  and six +1 animal bane arrows to whoever can kill 
  Tuskgutter. He also promises to share the head 
  cheese he plans to make out of this trophy. 
  Source: Wanted poster at Oleg’s Trading Post
  Task: The way everyone talks about tatzlwyrms, 
  one might think they’re swarming throughout the 
  Stolen Lands. This isn’t the case; they’re actually 
  quite rare. A tatzlwyrm head would be a great 
  conversation piece at Oleg’s. He has promised a 
  reward for anyone who can deliver one.
  Completion: Slay a tatzlwyrm and deliver its head.
  Reward: Oleg will pay 600 gp for a relatively 
  undamaged tatzlwyrm head. 
  Source: Wanted poster at Oleg’s Trading Post
  Task: The Sootscale kobolds dwell in a cave 
  somewhere in the Kamelands. Normally not a 
  problem, they’ve been riled up by something lately. 
  Find their lair and ensure that the kobolds aren’t 
  going to continue being a threat.
  Completion: Either slay the kobolds or forge an 
  alliance of peace with them.
  Reward: The swordlords send a reward of 800 gp 
  once the kobold activity is under control.
  Source: Wanted poster at Oleg’s Trading Post
  Task: The bandits in the Greenbelt need to be 
  shown that their actions will not be tolerated. 
  Capture or defeat at least six of them to send 
  a message. 
  Completion: Any six bandits defeated completes this 
  quest.
  Reward: One week after the sixth defeat, bandit 
  activity is noticeably affected and the swordlords 
  send a reward of 400 gp.
  Wanted: tuskgutter
  Wanted: tatzlWyrm
  kobolds in the hills
  Wanted: bandits
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  ADVENTURE PATH PART 1 of 6
  ®
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  ®
  “Stolen Land” is a Pathfinder Adventure Path scenario designed for four 1st-level characters. By the end of this adventure, characters should reach 4th level.  
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found on page 92 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open 
  Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Pathfinder © 2010, Paizo Publishing, LLC. All Rights Reserved.
  Paizo Publishing, LLC, the golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;  
  Pathfinder Chronicles, Pathfinder Companion, Pathfinder Roleplaying Game, and Titanic Games are trademarks of Paizo Publishing, LLC. 
  Printed in China. 
  credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Christopher Carey, Rob McCreary, and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Erik Mona, Sean K Reynolds, and Vic Wertz
  Editorial Interns • Tyler Clark and Matthew Lund
  Production Specialist • Crystal Frasier
  Senior Art Director • James Davis
  Publisher • Erik Mona
  Cover Artist
  Vincent Dutrait
  Cartographers
  Rob Lazzaretti and Corey Macourek
  Contributing Artists
  Eric Belisle, Pavel Guzenko, Jon Hodgson, Peter Lazarski,  
  Anna Mohrbacher, Scott Purdy, and Kyushik Shin
  Contributing Authors
  Ed Greenwood, David Hill, Tim Hitchcock, James Jacobs, 
  Steve Kenson, Rob Manning, F. Wesley Schneider, and James L. Sutter 
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  Ed Greenwood and 
  the Paizo Customer Service, Website, and Warehouse Teams
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  table of contents
   
  Foreword 
  4
  Stolen Land 
  6
  by Tim Hitchcock
  Exploration 
  56
  by James Jacobs
  Brevoy 
  60
  by Steve Kenson
  Pathfinder’s Journal: Prodigal Sons 1 of 6 
  68
  by James L. Sutter
  Bestiary 
  74 
  by Ed Greenwood, David Hill, Steven Kenson, 
  Rob Manning, and F. Wesley Schneider 
  Kingmaker Campaign Outline 
  88
  Pregenerated Characters 
  90
  Preview 
  92 
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  4
  Part 1 
  of 6
  Part 1 
  of 6
  King of the Sandbox
  King of the Sandbox
  A
  dventure 
  Path 
  aficionados 
  might 
  recall 
  something of a rant-flavored foreword by 
  yours truly a few months ago, back at the start 
  of Legacy of Fire’s “The End of Eternity” in Pathfinder 
  Adventure Path volume #22. In said foreword, I went on 
  about how these things are called “Adventure Paths” and 
  not “Adventure Lots Of Little Paths,” arguing that an 
  Adventure Path is first and foremost a story. While your 
  players will have plenty of opportunities to help shape 
  such a story’s development, on a certain level the story’s 
  going to happen one way or another. The evil wizard is 
  going to wake up and raise an army of giants, the evil 
  queen is going to ruin her city, or the sky is going to 
  fall. If your players are intrigued by an Adventure Path’s 
  story and are interested in seeing how the story plays 
  out, you’re set. But what if your players want to make 
  their own story? What if they want to explore the ruined 
  lighthouse the old man casually mentioned in the read-
  aloud text when the adventure wants to send them to the 
  haunted house down the coast instead?
  Well, I think maybe Wes noticed a bit of pride and 
  arrogance in my rant, because he took my forewords 
  away from me for a while. He tells me he did it because I 
  was too busy, but now I think maybe he did it to put me 
  in a time-out. “You can come back when you’re not so 
  cranky, James!” he might be saying. I managed to sneak 
  in a foreword in the middle of Council of Thieves once, 
  but for the most part, I’ve been banished from the front 
  of Pathfinder Adventure Path by Wes (and twice by James 
  Sutter). So when they tried to take this one away from 
  me, I threw a tantrum. “I’m all right now,” I told them. 
  “I was feeling strange for a while, but I got better. I’m 
  all right!”
  And you know what? I think I might have been a little bit 
  wrong back in #22.
  In the next six volumes, we’ll be presenting a very 
  unusual Adventure Path. In Kingmaker, there’s still 
  an underlying story—this one involving a bitter 
  nymph princess and a crazed bandit lord and trolls 
  and barbarians and missing villages and superstitious 
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  Foreword
  Foreword
  5
  kobolds and drunk thugs and so much more—but how 
  that story unfolds is going to be left in large part up to 
  your players. In each adventure in Kingmaker, you’ll find 
  more than one quest—you’ll find several of them for the 
  PCs to complete. And don’t be surprised if your players 
  make up their own quests as they explore the land!
  And there’s more! Not only are we tackling a more non-
  linear approach to adventure construction (which means 
  that it’s very likely your PCs won’t even follow the order 
  in which encounters are presented in this book—chances 
  are good they’ll work through this adventure’s chapters 
  and encounters in a completely unique order), but as the 
  Kingmaker Adventure Path unfolds, your PCs will settle 
  towns, gather followers, raise nations, and fight wars. That 
  level of mayhem doesn’t really get underway until the next 
  volume, of course, but by the end of Kingmaker, chances 
  are good that one of your PCs will, indeed, be king or 
  queen of his or her own nation!
  Off the edge
  Exploration of the wilds is a major theme in “Stolen Land,” 
  but the map of the first region of the Stolen Lands the PCs 
  will be thrust into (a forested and hilly area known as the 
  Greenbelt) does not extend forever in every direction. So 
  what do you do if the PCs want to wander off the edge of 
  the map?
  The PCs are chartered at the opening of this adventure 
  to focus on a fairly explicit area of land, so for starters, 
  they should have little reason beyond curiosity to go north 
  back into Rostland, west into the swampy reach of the 
  Slough, east into the rugged Nomen Heights, or even into 
  the southern portion of the Greenbelt itself. Exploration 
  beyond the charter’s bounds, at least for the purpose of this 
  initial adventure, is thus not in the party’s best interests 
  (with the eventual exception of traveling to the Stag Lord’s 
  fortress, of course).
  Nevertheless, there’s no physical barrier preventing the 
  PCs from wandering out of the northern Greenbelt. If the 
  PCs do near the edge of the map or wander too far south, 
  you should remind them that they’re beginning to overstep 
  the boundaries laid out by their charter. If the PCs insist 
  on continuing forward, you have two choices. You can 
  simply ad-lib what they encounter in the regions beyond, 
  or you can use the other adventures in the Kingmaker 
  Adventure Path and the resources in this volume or in 
  Pathfinder Chronicles: Guide to the River Kingdoms to continue 
  their adventures. Of course, beyond the Greenbelt, the 
  dangers that await them swiftly become quite significant, 
  and if the PCs wander too far, they’ll find themselves 
  facing encounters they have little or no hope of surviving. 
  You should certainly consider going gentle on the PCs the 
  first time this happens—even if they run into a hydra or 
  a wyvern or a large group of boggards or centaurs, give 
  them a chance to flee from the overwhelming fight. This 
  not only helps to give the Stolen Lands a proper feeling of 
  danger, but also foreshadows the adventures to come while 
  helping to prove to the PCs why they should, for now at 
  least, constrain their exploration to the region indicated 
  by their charter.
  North: To the north lie the increasingly civilized 
  farmlands and villages of Rostland. There is little 
  wilderness to explore in this direction, and if the PCs 
  insist on spending more time in the area, you should 
  consult the gazetteer of Brevoy beginning on page 60 of 
  this volume for ideas and inspiration as to what they’ll 
  encounter there.
  West: The lands west of the Greenbelt slope gently 
  away into a large and dangerous swampland known as 
  Hooktongue Slough. This region is infested with tribes of 
  boggards and lizardfolk, but also by dangerous monsters 
  like hydras, nagas, creepy bug people, and worse. At the 
  far side are the rugged hills of the Glenebon Uplands, no 
  less safe with the presence of the barbarian tribes of the 
  Tiger Lords. This region, known as the Slough, is detailed 
  in Pathfinder Adventure Path volume #34.
  East: East of the Greenbelt, the Kamelands continue to 
  rise, eventually becoming a legitimate mountain range 
  known as the Tors of Levenies. These craggy peaks are 
  dangerous as well, home to all manner of monsters, trolls, 
  and worse—numerous ruins here hint that the Tors were 
  once the home of a strange and towering race of giants. 
  Beyond the tors lie the ragged steppes of Dunsward, 
  claimed by a barbaric tribe of centaurs known as the 
  Nomen. This region, known as the Nomen Heights, is 
  detailed in full in Pathfinder Adventure Path volume #33.
  South: The PCs’ charter does not ask them to explore all 
  of the Greenbelt—merely the northern and less dangerous 
  half of it. The southern Greenbelt becomes increasingly 
  dangerous and hostile, with rumors of sinister fey, 
  lumbering owlbears, lizardfolk tribes, and a particularly 
  dangerous tribe of trolls. The secrets and dangers of the 
  southern Greenbelt are presented in Pathfinder Adventure 
  Path volume #32.
  Now, what are you waiting for? Get out there and explore! 
  The Kingmaker Adventure-Lots-Of-Little-Paths is about 
  to begin!
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
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  B
  e it so known that the bearer of this charter has been charged 
  by the Swordlords of Restov, acting upon the greater good and 
  authority vested within them by the office of the Regent of the 
  Dragonscale Throne, has granted the right of exploration and travel 
  within the wilderness region known as the Greenbelt. Exploration 
  should be limited to an area no further than thirty-six miles east and 
  west and sixty miles south of Oleg’s Trading Post. The carrier of 
  this charter should also strive against banditry and other unlawful 
  behavior to be encountered. The punishment for unrepentant banditry 
  remains, as always, execution by sword or rope. So witnessed on this 
  24th day of Calistril, under watchful eye of the Lordship of Restov 
  and authority granted by Lord Noleski Surtova, current Regent of 
  the Dragonscale Throne.
  6
  Part 1 
  of 6
  Part 1 
  of 6
  Stolen Land
  Stolen Land
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  Stolen Land
  Stolen Land
  Adventure BAckground
  The Stolen Lands have long resisted attempts at 
  colonization. Wedged between the River Kingdoms and 
  Brevoy, the approximately 35,000-square-mile swath 
  of wilderness has a long history of being regarded as 
  “stolen”—from and by whom depending on the point 
  of view. In Brevoy, the lands are considered stolen 
  from that nation’s southern expanse by bandits and 
  barbarians variously from Numeria, Iobaria, or the 
  River Kingdoms themselves. In the River Kingdoms, 
  the general impression is that Brevoy allowed the lands 
  to fall into the hands of monsters and worse in order to 
  rob the lords of the River Kingdoms of more lands to 
  rule. Even within the wildlands themselves, lands are 
  stolen and conquered in constant struggles between 
  bickering tribes of centaurs, kobolds, fey, trolls, bandits, 
  lizardfolk, boggards, barbarians, and more, all constantly 
  skirmishing to expand their holdings while not ceding 
  their own lands to the enemy.
  In truth, the Stolen Lands belong to no one, and are 
  stolen from no one. Many have tried to claim them, but 
  the abandoned ruins that dot the swath of wilderness 
  stand as testaments to the difficulty of ruling these savage 
  lands. They have remained wild with a fierce tenacity, a 
  haven for monsters and criminals and dangerous secrets, 
  and as such have posed a menace to their neighboring 
  nations as long as anyone can remember. And unknown 
  to many who look upon these lands from surrounding 
  nations and empires, a hidden hierarchy of latent power 
  resides within the Stolen Lands, organized under the 
  watchful eyes of Nyrissa, a beautiful but mad princess 
  from the mysterious realm of the First World. See the 
  Campaign Outline on page 88 for more details on 
  Nyrissa’s motivation and goals.
  Yet these times of relative calm in the Stolen 
  Lands are coming to an end. Spurred to action in 
  part by an increase in aggression among the bandits 
  and barbarians of the Stolen Lands and by building 
  political tensions to the north, the swordlords of 
  Restov have sent agents and colonists into the disputed 
  region to explore and settle and, if need be, conquer. 
  The establishment of four new puppet kingdoms, 
  all beholden to Restov’s swordlords and the rest of 
  Rostland, would not only bring freedom from banditry 
  and raids along Rostland’s southern border, but also 
  the resources and clout needed to make a play for a 
  higher station in Brevoy’s complicated political scene. 
  If all goes well, the just return of the Stolen Lands to 
  Brevic control could well give Rostland the footing it 
  needs to challenge the Surtova hold on the crown.
  Working quickly and quietly through pawns and 
  minions, numerous agents have set into motion four 
  separate campaigns against the Stolen Lands, each on the 
  surface appearing to address minor elements of banditry 
  or securing of trade routes, while in fact they are preparing 
  the way for annexation and conquest of the entire region. 
  Unfortunately, the swordlords did not anticipate the result 
  of these four pushes into the Stolen Lands, for in each of 
  these regions agents and allies of the nymph Nyrissa are 
  laying their own plans, and when confronted by explorers 
  and expansionists from the north, their reactions will be 
  anything but calm and serene. The swordlords may not 
  realize it, but they are bringing war to their border, and 
  their own agents may well become liabilities and enemies 
  when they gain a taste of what it is to rule.
  Adventure SummAry
  The adventure begins with the PCs, each bearing a charter 
  from the Lord Mayor of Restov granting license to explore and 
  map the section of the Stolen Lands known as the Greenbelt, 
  arriving at a small, remote trading post at the southern edge 
  of rural Rostland. There, the PCs help defend the post from 
  bandits before setting out to survey the wilderness.
  The rate at which the PCs explore the Greenbelt, and 
  the paths they take, are up to them—many wonders and 
  dangers await discovery, and as their explorations take 
  them deeper into the Narlmarches and the Kamelands, 
  the PCs begin to learn that the bandits in the region are 
  far more organized than anyone thought—and find that 
  they even have a leader, a mysterious figure called the 
  “Stag Lord.” If allowed to continue building his army of 
  bandits, the Stag Lord could well become a great danger 
  to Rostland—that, and the reward on his head for his 
  capture or death, should be all the new adventurers need 
  to spur them onward.
  PArt one: trouBle At oleg’S
  The Kingmaker Adventure Path begins at a rugged 
  trading post on the southern border of Rostland. If your 
  players are using the Kingmaker Player’s Guide (available 
  as a free download at paizo.com), they’ll have already 
  Advancement Track
  Characters should be 1st level when they begin “Stolen Land.” The sandbox nature of this adventure means that the PCs can 
  encounter any of the locations at any level, although the more difficult encounters are placed farther to the south. By the time the PCs 
  are ready to challenge the Stag Lord and his bandits, they should be well into 3rd level, and should end the adventure at 4th level.
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  selected Campaign Traits for their characters—these 
  Campaign Traits are designed to give each PC a reason 
  to be interested in joining Restov’s call for action against 
  the bandits who use the Stolen Lands as staging grounds. 
  If you’re not using the Kingmaker Player’s Guide, tell your 
  players that they’ve gathered at a trading post called 
  “Oleg’s” and that each of them has answered a call from 
  the city of Restov to aid in exploring the Stolen Lands and 
  help get the bandits who live there under control. The 
  PCs can come from anywhere, but Brevoy makes the most 
  sense, as this adventure begins on that nation’s southern 
  border. Note that if the PCs are from Brevoy, it’s best if 
  they’re not closely tied to that nation’s noble families—
  explain to the players that while the Kingmaker Adventure 
  Path begins at the edge of that nation, it doesn’t actually 
  take place in Brevoy. Characters who are pilgrims, 
  mercenaries, or otherwise have traveled from elsewhere 
  in the Inner Sea region likely came to Brevoy as part of 
  a larger trade caravan that arrived from Numeria to the 
  west, as the overland and river trade routes to Brevoy 
  through the Stolen Lands have been more dangerous 
  than normal of late—yet another reason Restov has 
  commissioned so many groups to explore and tame the 
  notorious region.
  Give your players time to establish themselves and 
  make introductions—you can use the market at Oleg’s 
  as a place for the PCs to come together for the first time 
  and hear of the trouble the trading post has recently been 
  having with bandits.
  A copy of the charter given the PCs by the swordlords of 
  Restov is presented on the first page of this adventure.
  oleg’S trAding PoSt
  Oleg’s Trading Post is located at the southern edge of 
  Rostland (and thus Brevoy). To the south, the green line 
  of the Narlmarches looms only a few miles away. Owned 
  and operated by a stern and somewhat unimaginative man 
  named Oleg Leveton (CG male human expert 2) and his 
  wife Svetlana (NG female human expert 2), the trading 
  post’s remote location and inconvenient distance from 
  a major river has prevented it from realizing significant 
  financial success. This is fine with Oleg, who in truth 
  decided to move to such a remote location to get away from 
  the constant machinations and political maneuverings that 
  dominated urban life in Restov. All Oleg ever really wanted 
  with his trading post was a place for him and his wife to 
  live far enough from the sins of civilization without living 
  so far that he couldn’t enjoy all of its benefits. Accepting a 
  charter from Restov to rebuild an abandoned border fort 
  into a trading post seemed like the perfect solution.
  Oleg and Svetlana have spent the past few months 
  rebuilding the old fort. Their customers are few and far 
  between, consisting mostly of trappers, hunters, and an 
  eccentric local hermit named Bokken, but the trade in 
  furs, jerky, and the occasional magic potion from Bokken 
  are enough to keep them in business. At least, until word 
  of the trading post caught the attention of the bandits who 
  infest the Greenbelt to the south.
  Oleg is a middle-aged man with a no-nonsense attitude 
  and fierce pride. Were it not for the fact that he feared 
  for his wife’s fate, he would have doubtless sacrificed his 
  life to the bandits in a foolish attempt to defend his stock 
  when they first paid a visit 3 months ago. The fact that he’s 
  been forced to turn over each month’s stock to the bandits 
  shames him, but he does his best to mask that shame with 
  a stubborn and gruff attitude. His wife Svetlana knows 
  how much the situation pains him, and knows that she’s 
  the reason that he hasn’t stood up to the bandits and how 
  that act of humility is crushing his soul. She’s pleaded 
  with him several times to abandon the post and return 
  to Restov, but Oleg has stubbornly refused to give in that 
  completely. His only concession to Svetlana’s wishes has 
  been to send several requests to the city for reinforcements 
  whenever a trapper or hunter stops by on their way back 
  to civilization—he’s recently received word back with a 
  promise that a group of guards will soon be sent, but no 
  sign of such protection has yet arrived. The PCs are the 
  first chance Oleg’s had to stand up to the bandits.
  locAtionS At oleg’S
  Oleg’s trading post is surrounded by a wooden palisade that 
  stands 10 feet high. At each corner of the palisade are 20-foot-
  square watchtowers, each armed with a run-down catapult 
  left over from the site’s original use as a border fort. These 
  catapults are in no condition to be fired, and repairing them 
  would take many weeks of work—they’ll be no use against 
  the soon-to-arrive bandits as a result. There’s one entrance 
  through the palisade—a 30-foot-wide wooden gate. It’s a DC 
  15 Climb check to scale the walls of the palisade.
  Specific locations within the palisade are listed in 
  brief below.
  A1.  
  Market Yard: This open area is where trade takes 
  place. The two tables near the fire pit are used to 
  display wares and serve food to visitors, while bulky 
  trade goods are offloaded into the storage pen.
  A2.  
  Guesthouse: Oleg rents out the beds in this 
  guesthouse to anyone who wishes to stay the night 
  at a rate of 5 sp a bed per night. A rustic breakfast 
  and filling dinner is included in that price.
  A3.  
  Stable: Oleg keeps his jittery horse Claptrap here. 
  He rents out the other stalls to visitors’ steeds at a 
  rate of 2 sp per stall per night—that price includes a 
  day’s worth of water and feed and a complimentary 
  rub down for the horse.
  A4.  
  Storage Pen: This fenced area has a wooden roof to 
  keep off most of the rain and snow—trade goods 
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  Oleg’s Trading Post
  N
  One square = 5 feet
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  A8
  A9
  A11
  Oleg’s Trading Post
  N
  One square = 5 feet
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  A8
  A9
  A11
  Stolen Land
  Stolen Land
  like furs and other goods are stored here until 
  enough build up to warrant a trip to the city to sell 
  them off. The pen is currently empty, as Oleg’s been 
  forced to turn over his stock to the bandits.
  A5.  
  Middens: Three 3-foot-deep composting pits and 
  middens.
  A6.  
  Main Hall: This squat but solid wooden building is 
  Oleg and Svetlana’s home and the storeroom for the 
  trading post. The double doors leading out into the 
  market yard can be barred but not locked.
  A7.  
  Dining Room: This is a comfortable room with a 
  few chairs and a table—the Levetons use this room 
  primarily as a dining room.
  A8.  
  Office: This room is where Oleg keeps his ledgers 
  and meets with important visitors—in theory. As 
  of yet, no one of importance has bothered visiting 
  the trading post.
  A9.  
  Stockroom: This room is used to store the trading 
  post’s stock. The stock currently consists of a suit 
  of leather armor, a heavy wooden shield, two hand 
  axes, five javelins, a longbow, two dozen arrows, a 
  scythe, two spears, two potions of cure light wounds, 
  a potion of shield of faith +2, two vials of antitoxin, 
  six torches, two weeks of trail rations, a number 
  of animal furs worth a total of 120 gp, and a chest 
  containing 1,080 cp, 577 sp, and 140 gp.
  A10.  Storeroom: This room contains two barrels of 
  drinking water, a half-full barrel of lantern oil, 
  three common lamps, a dozen candles, a week’s 
  worth of firewood, a hooded lantern, 70 feet of 
  hemp rope, a tent, and enough food (mostly cheese, 
  hard bread, and dried venison) to last for 2 weeks.
  A11.  Bedroom: This modest bedroom is where the 
  Levetons sleep.
  ArrivAl At oleg’S
  Oleg and Svetlana expect visitors to the trading post—
  they recently received a message delivered by a traveling 
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  hunter returning to the wild from a visit to Restov that 
  the Levetons’ request for more defenses against the 
  bandits is just about approved, but it will still be a few 
  days before a patrol can be sent. The message went on 
  to inform the Levetons that a group of adventurers was 
  on its way. Although these adventurers were chartered 
  to explore the Greenbelt, this letter indicates that they 
  could well be of use in defending the post against  
  the bandits.
  Oleg and Svetlana take this news in different ways. 
  When the PCs arrive, they’re greeted warmly by Svetlana, 
  who has prepared a hearty stew, warm bread, and has 
  even opened a bottle of wine to thank them for coming to 
  their aid. Oleg makes sure to be busy repairing a leak in 
  the roof over the area A2 when the PCs arrive—when he 
  climbs down to greet them he’s sweaty and gruff. While 
  Oleg likes the idea of having extra help to defend against 
  the bandits, he’s disturbed by the implications that the 
  PCs are being sent to explore the Greenbelt. Even though 
  the bandits have been causing him trouble, he doesn’t 
  welcome even the hint of an attempt by Restov to expand 
  civilization into the Stolen Lands, for this would engulf 
  his new home back into the society he’s worked so hard 
  to avoid. He knows better than to voice his opinions 
  aloud, and instead opts for a gruff attitude and leaves the 
  majority of the interactions with the PCs to his wife.
  Of course, the PCs are unlikely to know in advance 
  about the bandit problems the trading post is facing—a 
  small bit of foreshadowing, perhaps, to possible future 
  problems with dealing with the bureaucracy and politics 
  of Brevoy. When the Levetons realize that the PCs aren’t 
  here expressly to aid them, or worse, had no idea that 
  there was a bandit problem in the first place, Oleg reacts 
  by throwing his hands in the air and cursing loudly 
  while Svetlana does her best to humbly ask the PCs for 
  assistance. If she thinks it’ll help sway the PCs to their 
  side, she’ll offer them free room and board for the night if 
  they’ll only help deal with the bandits the next day when 
  they arrive—an offer that Oleg mutters unhappily about 
  but knows better than to countermand.
  The PCs should arrive at the trading post the day 
  before the bandits are scheduled to arrive for their 
  monthly “tax collection.” Once the PCs agree to help 
  with the bandits, the Levetons can tell them what they 
  know about the thugs.
  •	 The	 bandits’	 first	 visit	 was	 3	 months	 ago—they	
  threatened to burn down the trading post and abduct 
  Svetlana for their own amusements back at their camp 
  if the Levetons didn’t agree to hand over all of the furs 
  and trade goods they’d accumulated over the past month 
  from hunters and trappers.
  •	 Since	then,	the	bandits	have	returned	twice	more,	each	time	
  within an hour of sunrise on the first day of the month. 
  The Levetons have learned to have their “taxes” ready and 
  hand them over quickly—the bandits usually seem eager 
  to return to their camp somewhere in the Greenbelt, 
  which makes Svetlana think their camp is about a day’s 
  ride away.
  •	 The	first	time	the	bandits	visited,	there	were	a	dozen	
  of them—10 lower-ranking thugs led by a cloaked man 
  armed with a bow, and a woman who carried two small 
  hatchets. The woman did the majority of the talking 
  on that first trip, and her black sense of humor and 
  the way she smiled when she spoke of what fate would 
  await Svetlana if the Levetons didn’t comply frightened 
  Svetlana all the more. The woman also seemed to be 
  particularly sharp and observant, whereas the man 
  seemed to be a bit more crude and foolish. This, plus the 
  fact that the woman quite nearly lopped off Oleg’s right 
  hand with one of her hatchets in a cruel bit of mockery, 
  convinced the Levetons that she was the most dangerous 
  of the bandits. As it was, the woman took Svetlana’s 
  wedding ring right off her hand and tossed it to one of 
  her men as payment for “not shortening Oleg’s reach.”
  •	 On	the	second	and	third	visit,	only	the	crude	hooded	
  man accompanied the bandits. The second visit, he 
  came with only six other men, while on the third he only 
  came with four. The Levetons suspect that the bandits 
  have let down their guard and think the owners of the 
  trading post are completely cowed. Hopefully, when 
  they visit tomorrow they’ll be even fewer in number, and 
  hopefully the scary woman with the hatchets won’t be 
  with them.
  AmBuShing the BAnditS (cr 2)
  Once the PCs know what the Levetons do about the 
  bandits, they’ll have the reminder of the day and all night 
  to set up their defenses and prepare for the bandits. The 
  Levetons favor having the PCs hide in the guest house or 
  the stable, and when the bandits are busy loading furs and 
  other goods onto their horses, the PCs can rush out of the 
  stable and the guest house to attack them. The Levetons 
  have no love for their tormentors and hope to see them 
  all dead—Oleg has plans to hang the bandits’ bodies 
  from the southern palisade wall as a warning to the other 
  brigands. Yet they readily admit that they are not soldiers, 
  and will agree to aid in any plan the PCs might come up 
  with for dealing with the bandits as long as it doesn’t place 
  themselves or their trading post in undue danger and the 
  end result is teaching the bandits a lesson to seek easier 
  victims elsewhere.
  Give the PCs all the time they need to plan their ambush, 
  allowing them to explore the trading post and come up 
  with uses for the supplies and buildings found therein. 
  The map of the trading post is taken from GameMastery 
  Flip-Mat: Bandit Outpost, a miniatures-scale map available 
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  from paizo.com and local gaming stores, so you can use 
  this accessory to run the entire ambush if you wish.
  Creatures: The bandits arrive as scheduled, approaching 
  from the south on horseback about an hour after sunrise. 
  If the gate to the trading post isn’t open, they array 
  themselves nearby and begin calling out threats to the 
  Levetons to “open up or we’ll start tossing some fire in to 
  speed your asses up!”
  The bandits don’t expect any sort of resistance—if 
  the trading post is open to them, they arrogantly ride 
  in and begin making crude comments at Svetlana and 
  threats against Oleg while they begin loading their 
  horses. Left to their own devices, they finish the job in 
  20 minutes and leave the Levetons physically unharmed 
  but devastated emotionally.
  If the PCs ambush the bandits, the PCs automatically 
  gain a surprise round—in addition, the bandits themselves 
  are so agog at this unexpected development that they all 
  suffer a –8 penalty on their Initiative checks. Oleg agrees 
  to serve as “bait” for this plan, but insists Svetlana hides 
  in the safety of their bedroom—though once the fighting 
  starts, Oleg runs for cover.
  If the PCs don’t bother hiding, and are waiting to meet 
  the bandits, they’ll lose this element of surprise. The 
  bandits don’t immediately attack, but they’ll be on their 
  guard at once. They pretend to be travelers seeking a 
  quick breakfast and maybe a few hours of rest, hoping the 
  “strangers” will move on and leave the bandits to collect 
  their “taxes.” In this case, if Oleg and Svetlana are forced 
  to interact with the bandits, they can either simply endure 
  the treatment if you wish, or you can have Oleg foolishly 
  roar and attack one of the bandits in an attempt to force 
  a confrontation. If the PCs merely try to wait the bandits 
  out, they’ll thank the Levetons for their food and leave 
  without revealing their true purposes—but they’ll return 
  with their entire compliment of thugs in 2 days’ time 
  to try again. If the bandits find the PCs still there, they 
  won’t be so cowardly this time, and will add “rob the 
  idiot strangers” to their crimes for the day. Oleg and 
  Svetlana, in this case, certainly grow less friendly 
  to the PCs, worrying that these “heroes” who 
  have come to their home might not be any 
  better than the bandits themselves.
  These bandits are led by a cruel and vindictive 
  woman named Kressle—although she’s not present at 
  this time, having entrusted the collection to her second-
  in-command and sometime-lover Happs Bydon. Happs is 
  a crude and foul-mouthed man who turned to banditry 
  after he was caught running a protection racket in Restov 
  while also, in theory, serving as a soldier and city guard. 
  He fled the city when he learned that the law was coming 
  for him, abandoning a wife and two children to suffer the 
  shame of his crimes. He’s found that banditry agrees with 
  him—he quite enjoys the outdoors, and the occasional 
  tumble with Kressle is nice too. He suspects that she’s 
  working for an even more important bandit, but for now is 
  content being the second-biggest fish in the bandit camp 
  at Thorn Ford (area K). As an officer in the Stag Lord’s 
  army, Happs wears a small silver amulet shaped in the 
  likeness of a stag’s skull—even though Happs has yet to 
  actually meet the Stag Lord in person.
  Happs Bydon 
   
  CR 1/2
  XP 200
  Male human ranger 1 
  LE Medium humanoid (human)
  Init +2; Senses Perception +5
  DefenSe
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  11
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  hp 11 (1d10+6)
  fort +4, Ref +4, Will +1
  OffenSe
  Speed 30 ft.
  Melee dagger +3 (1d4+2/19–20)
  Ranged composite longbow +3 (1d8+2/×3)
  Special Attacks favored enemy (elf +2)
  TACTICS
  During Combat Happs is overconfident and enjoys boasting 
  during battle, calling out attacks and hollow threats that he’s 
  ill-equipped to carry out. As a battle progresses, if his insults 
  and threats continue to fail, he grows increasingly grim and 
  quiet. He prefers to fight with his longbow, letting his men 
  take the risks in melee. He uses his alchemist’s fire against 
  PCs in a tight group, or perhaps as a distraction against the 
  stables to draw the PCs out of combat and into firefighting or 
  controlling panicked horses.
  Morale Happs knows that his position as second-in-command 
  is tenuous at best and won’t back down from a fight in 
  front of his men—as long as one other bandit can see him, 
  he fights to the death. If all other bandits are slain, Happs 
  flees or surrenders immediately if he’s taken any damage (or 
  immediately upon suffering any damage otherwise).
  STATISTICS
  Str 14, Dex 15, Con 15, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 15
  feats Point-Blank Shot, Toughness
  Skills Intimidate +4, Knowledge (nature) +3, Perception +5, Ride +6, 
  Stealth +6, Survival +5
  Languages Common
  SQ track +1, wild empathy +1
  Combat Gear alchemist’s fire (2); Other Gear leather armor, 
  dagger, composite longbow (+2 Str) with 20 arrows, 2 days of 
  trail rations, silver Stag Lord amulet worth 20 gp, 35 gp
  Bandits (3) 
   
  CR 1/3
  XP 135 each
  Male human warrior 1 
  NE Medium humanoid (human)
  Init +5; Senses Perception +0
  DefenSe
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 9 each (1d10+4)
  fort +3, Ref +1, Will –1
  OffenSe
  Speed 30 ft.
  Melee short sword +2 (1d6+1/19–20)
  Ranged longbow +2 (1d8/×3)
  TACTICS
  During Combat These bandits are classic bullies, eager to inflict 
  pain but cowards at heart. They do their best to team up to 
  flank foes at the start of a fight, but sometimes make poor 
  tactical decisions (such as wasting rounds of combat chasing 
  a foe at range rather than switching to their longbows, or 
  sometimes changing targets and leaving other bandits without 
  a flanking partner).
  Morale A bandit shrieks in pain and fear as soon as he’s reduced 
  to fewer than 6 hit points and attempts to flee back to the 
  bandit camp (area K), on horseback if possible. If Happs is 
  defeated, all surviving bandits immediately flee.
  STATISTICS
  Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
  Base Atk +1; CMB +2; CMD 13
  feats Improved Initiative, Toughness
  Skills Intimidate +3, Perception +0, Stealth +2
  Languages Common
  Gear leather armor, longbow with 20 arrows, short sword, 2 days 
  of trail rations, 10 gp
  Horses (6) 
   
  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 177)
  Settling in At oleg’S
  This adventure assumes that the PCs defeat, or at least 
  drive off, the bandits. While Oleg worries that the 
  remaining bandits might eventually come for revenge, 
  he also suspects that they’re cowards at heart and won’t 
  try anything against the trading post for some time—
  hopefully before then, the promised guards sent from 
  Restov will have arrived to bolster the post’s defenses. 
  Oleg lets the PCs take any bits of gear they want from 
  the bandits—anything left over he’ll claim as new stock. 
  If the PCs claim the gear and then propose selling it to 
  Oleg, he’ll gladly purchase the gear from them at full price 
  (as long as he’s got the money and stock to carry out the 
  transaction). In any event, if the PCs protected the trading 
  post, Oleg offers the group a reward consisting of 50 gp 
  and all three potions in his stockroom. Further, he tells 
  the PCs that they’re welcome to stay free of charge in his 
  guest house as long as they want. He and his wife will even 
  provide meals for them for free.
  Oleg’s Trading Post should serve the PCs as a “home 
  base” for much of this adventure. You can use the trading 
  post to introduce new quests to the PCs in the form of 
  rumors or wanted posters as you wish, utilizing the 
  handouts on the inside front covers of this book or the 
  rumors listed in Appendix I at the end of this adventure.
  PArt two:  
  exPloring the greenBelt
  Once the immediate threat of bandits is dealt with, 
  Oleg’s trading post can become “home base” for the PCs’ 
  exploration of the Greenbelt. As the PCs explore the 
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  wilderness south of the post, they’ll start to uncover more 
  and more of the many plots and secrets hidden within the 
  Stolen Lands—the order and speed at which the PCs do so 
  should be set by them.
  The PCs’ charter requests them to fully explore the 
  Greenbelt, which includes the construction of a detailed 
  map. Simply walking through the wilderness and jotting 
  down a few notes makes a good start toward this goal, but 
  in order to fulfill the requirements of their charter, the 
  PCs must fully explore large portions of the Greenbelt. 
  Rules and advice for exploring the wilderness appear after 
  this adventure on page 56—make sure to be familiar with 
  these rules before starting this part of the adventure.
  greenBelt wAndering monSterS
  As the PCs travel in the Greenbelt, you can liven things 
  up with wandering monsters generated from the tables on 
  page 75 of this book. There’s a 5% chance of an encounter 
  occurring each time the PCs enter a hex, and a 15% chance 
  per day or night spent exploring or camping. Take care not 
  to overwhelm the PCs with encounters it’s usually good to 
  limit wandering monster encounters to once per day. 
  northern greenBelt QueStS
  As the PCs explore the northern Greenbelt, they’ll do more 
  than just encounter its dangers and mysteries. They’ll also 
  have opportunities to solve mysteries, help locals, defeat 
  evil, and otherwise become involved in the unfolding saga 
  of events that compose the Kingmaker Adventure Path. 
  These individual quests are often not connected to each 
  other, but taken as a whole weave a complex web of plots.
  These quests are presented throughout this adventure as 
  Quest Sidebars. The PCs can begin these quests by speaking 
  to specific NPCs, finding strange locations, picking up 
  wanted posters, discovering old journals, finding treasure 
  maps, or any number of other methods. In addition, the 
  inside front and back covers of this book provide eight more 
  optional quests for the PCs to attempt.
  All of these quests are presented in the same format, as 
  detailed below. Note that these quests do not reveal any 
  spoilers or other hidden information—they can thus be 
  used as handouts to be given to the PCs during play so 
  they can keep track of what quests they’re on.
  All Northern Greenbelt Quests are worth 400 XP when 
  completed. This is in addition to any experience points the 
  PCs might earn while attempting to complete the quest.
  Name: This lists the quest’s name.
  Source: This lists the quest’s source, be it a found 
  document, a needy NPC, or something else.
  Task: This lists the quest itself, providing the details of 
  what tasks need be done.
  Completion: This reveals what the PCs must do in order 
  to complete the quest to earn the reward.
  Reward: This lists the reward, if any, for completing the 
  quest. Note that this line does not list the XP reward—
  that number is not listed, so you as the GM can adjust 
  the award away from the standard 400 XP if you wish, 
  allowing you to use quest rewards as a way to accelerate 
  experience advancement if you wish.
  northern greenBelt locAtionS
  The remainder of this chapter provides a list and 
  descriptions for many of the encounter areas awaiting 
  discovery in the northern Greenbelt. Several of these 
  encounter areas are particularly complex and are detailed in 
  their own parts later in this adventure—these are indicated 
  as such. Others are relatively simple and are summarized 
  below. Complex encounters do not receive CR scores, but 
  simple ones with hazards or monsters do. For encounters 
  that are not supported by specific maps, consider using a 
  GameMastery Flip-Mat such as River Crossing or Woodlands. 
  The GameMastery Map Packs Ancient Forest, Campsites, 
  and Ruins can also come in handy when running these 
  encounters or others dealing with wandering monsters. 
  All of these are available for purchase online at paizo.com 
  or at better gaming stores near you.
  Note that each set encounter area is given a category: 
  Landmark, Standard, or Hidden. These categories indicate 
  how difficult it is to locate an encounter site. See page 59 
  for further details.
  Other Chartered Explorers
  The PCs’ party is but one of four groups chartered by the 
  swordlords to explore and settle the Stolen Lands. If any of 
  the PCs expresses an interest in learning more about the other 
  three groups, each of the following paragraphs of information 
  can be discerned with a DC 15 Knowledge (local) check.
  Glenebon Uplands: The swordlords sent a relatively 
  experienced band of adventurers known as the Iron Wraiths 
  into the Glenebon Uplands, charging them with purging the 
  hills of the Tiger Lord barbarians and, eventually, to make 
  diplomatic contact with Pitax to work out border issues.
  nomen Heights: The centaurs of the Nomen Heights 
  have always been trouble, and in an attempt at a show 
  of force, the swordlords sent a group of mercenaries led 
  by one of their own, a low-ranking but eager-to-impress 
  swordlord named Maegar Varn to establish a town and 
  make peace with the Nomen centaurs.
  The Slough: The East Sellen River runs through the 
  swamps known as Hooktongue Slough. As the most 
  vital trade route from the south, this area has been the 
  most important to Brevoy—as a result, a large group of 
  diplomats and high-ranking soldiers has been sent into 
  this area to ensure the trade route is open and safe.
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  The Stolen Lands: The Greenbelt
  N
  One hex = 12 miles
  A. Oleg’s Trading Post
  B. Barbarian Cairn
  C. Trap-Filled Glade
  F. Fairy Nest
  E. Dead Trapper
  I. Frog Pond
  N. Statue of Erastil
  O. Boggard Lair
  P. Tuskgutter’s Lair
  T. Dead Unicorn
  U. Tatzlwyrm’s Den
  V. Trapped Thylacine
  Y. Sootscale Caverns
  J. Temple of
  the Elk
  D. Bokken’s Hut
  H. Spider’s Nest
  G. Radish Patch
  M. Forgotten Cache
  S. Nettle’s
  Crossing
  R. The Old 
  Sycamore
  W. Fangberry 
  Thicket
  L. Gold Mine
  Q. Rickety Bridge
  K. Thorn River 
  Camp
  X. River Crossing
  Z. Stag Lord’s 
  Fort
  The Stolen Lands: The Greenbelt
  N
  One hex = 12 miles
  A. Oleg’s Trading Post
  B. Barbarian Cairn
  C. Trap-Filled Glade
  F. Fairy Nest
  E. Dead Trapper
  I. Frog Pond
  N. Statue of Erastil
  O. Boggard Lair
  P. Tuskgutter’s Lair
  T. Dead Unicorn
  U. Tatzlwyrm’s Den
  V. Trapped Thylacine
  Y. Sootscale Caverns
  J. Temple of
  the Elk
  D. Bokken’s Hut
  H. Spider’s Nest
  G. Radish Patch
  M. Forgotten Cache
  S. Nettle’s
  Crossing
  R. The Old 
  Sycamore
  W. Fangberry 
  Thicket
  L. Gold Mine
  Q. Rickety Bridge
  K. Thorn River 
  Camp
  X. River Crossing
  Z. Stag Lord’s 
  Fort
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  A. oleg’S trAding PoSt (lAndmArk)
  Oleg’s Trading Post is detailed in Part One of this 
  adventure.
  As “Stolen Land” continues the PCs are likely to 
  return time and time again to Oleg’s to rest, sell 
  treasure, replenish gear, and more. In addition, 
  the first time the PCs return to Oleg’s, they’ll 
  find that the long-promised additional security 
  from Restov has arrived—although perhaps not 
  to the extent Oleg had hoped.
  Selling: At the adventure’s opening, Oleg’s 
  Trading Post has a small amount of trade 
  goods and coins available. As a trading post 
  owner, Oleg is happy to buy anything the 
  PCs find during their exploration, from 
  looted weapons and armor to magic items 
  taken from treasure caches. Page 9 lists 
  all of Oleg’s initial funds—the coinage 
  effectively amounts to about 206 gp. 
  Fortunately, as the adventure progresses, 
  Oleg is able to sell his own stock to traveling merchants 
  and even receives a loan from agents in Restov to increase 
  his holdings. While you can certainly track Oleg’s 
  financials down to the last copper piece, it’s easier to 
  assume that the first time the PCs return to the Trading 
  Post, he has enough resources to purchase 500 gp worth 
  of goods per week. If the PCs exceed this number, Oleg 
  can arrange to have additional funds delivered from 
  Restov in a week. The primary concern is that you should 
  work to accommodate the PCs’ requirements if possible, 
  preventing the need for them to abandon their duties in 
  the Greenbelt just to sell loot.
  Purchasing: Over time, as word of the PCs’ exploration 
  of the Greenbelt spreads, and as they begin selling more 
  and more at Oleg’s, the trading post’s ability to provide 
  things the PCs want increases as well. Oleg and Svetlana 
  have a keen eye for the types of things that adventurers 
  want, and it’s easiest (rather than keeping a detailed list 
  of Oleg’s inventory) to simply assume that the trading 
  post has 500 gp worth of stock every week, comprising 
  all manner of weapons, armor, and gear. This amount 
  replenishes every week, increasing by 100 gp each time it 
  replenishes to a maximum of 1,000 gp after 5 weeks. If the 
  PCs wish to purchase something more expensive than the 
  trading post’s current capacity, Oleg can place a special 
  order for the item and it will be available for purchase 
  in a week.
  Kesten Garess’s Arrival: Late in the day 
  after the PCs first set out to explore the 
  Greenbelt, Kesten Garess (CN male 
  human fighter 3) arrives at the trading 
  post with a group of three 1st-level 
  warriors 
  under 
  his 
  command. 
  Kesten is a member of one of Brevoy’s 
  noble houses in name only. A DC 20 
  Knowledge (nobility) check is enough 
  to recall the scandal when an affair 
  between Kesten and a lowborn woman 
  named Tania, a weaver’s daughter, 
  became public knowledge. His father Evan, 
  a cousin of the Garess family patriarch, 
  disowned Kesten, who fled to Restov to 
  serve as a mercenary. He volunteered to 
  lead the small group of soldiers to help 
  guard Oleg’s Trading Post after his own 
  depression and shame grew too much to handle. 
  Kesten hopes to either make a name for himself as the 
  defender of a remote fort, or to find an honorable death 
  among the bandits and other dangers in the region.
  In addition to bringing with him an opportunity for 
  another quest (see the inside back cover), Kesten could well 
  grow into an important NPC as the PCs continue to settle 
  the Stolen Lands and grow their nation. For now, Kesten 
  need only be a somewhat moody and morose guard. If 
  the PCs get into more trouble than they can handle, you 
  can have Kesten and his men come to their rescue, but 
  otherwise, he should remain at the trading post, if only to 
  give the post protection and relieve the PCs of any need to 
  do that job themselves.
  Kesten and his men set their small tents up just south 
  of the stable, in the shadow of the palisade.
  Jhod Kavken’s Arrival: A day after Kesten Garess arrives at 
  the Trading Post, another traveler comes to the area. This is a 
  priest of Erastil named Jhod Kavken (NG male human cleric 
  4), a traveling cleric and hunter who claims to have heard 
  of the exploration charter and came to Oleg’s to offer his 
  help. In truth, Jhod has been all but excommunicated from 
  the priesthood after he helped form a lynch mob against a 
  traveler his home village thought was a werewolf responsible 
  for several recent killings. Only a few hours after they lynched 
  15
  Jhod Kavken
  RIP
  Map Icons
  Bridge
  Dead Body
  Trap
  Structure
  Hut
  Monster
  Plant
  Lair
  Resource
  Ruin
  Landmark
  Camp
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  the man, the true killer was caught by a hunter and revealed 
  to be nothing more sinister than a particularly wily worg. 
  An investigation by the church of Erastil followed, and they 
  found Jhod’s involvement in the village’s overly aggressive 
  pursuit of the traveler’s lynching to be actionable. Only the 
  fact that the traveler happened to be a bandit spy sent to town 
  to look the place over (a fact that Jhod discovered only after 
  the man was executed and his belongings were searched) 
  kept the church from fully excommunicating the priest—
  and even then, only if he accepted exile. And so Jhod traveled 
  from his home in Galt up the Sellen and into Numeria. From 
  there, his wanderings eventually brought him east into 
  Brevoy, where he had a particularly vivid dream about an 
  overgrown temple of Erastil guarded by a huge, angry bear. 
  Upon waking from the dream, Jhod felt an irresistible tug to 
  the south, and realized that Erastil had given him a chance 
  to redeem himself. The tugging led Jhod to Oleg’s Trading 
  Post, but there it stopped—and soon after he learned about 
  the PCs and their charter from Svetlana. Jhod has also heard 
  rumors of “lost temples” to Erastil in the Stolen Lands, and 
  the first time the PCs return to the trading post after his 
  arrival, he tracks them down and asks them to keep an eye 
  out for anything of that nature—particularly an old temple 
  guarded by an angry bear.
  Jhod, like Kesten, has a larger role to play in the 
  Kingmaker Adventure Path. For now, though, he can offer 
  the PCs a quest and, perhaps more importantly, serve 
  as a reliable and affordable source of additional healing 
  between forays into the Stolen Lands.
  B. BArBAriAn cAirn (hidden)
  Amid an overgrown section of blackberries lies a hidden 
  cairn of stones marking the grave of a long forgotten 
  barbarian. A DC 20 Perception check is required to notice 
  the cairn while exploring this hex. The skeleton buried 
  under the mound of stones was once the son of a minor 
  chieftain among the Tiger Lords, from a time when that 
  tribe’s territory stretched all the way from Numeria to the 
  Narlmarches—patrols from Rostland have forced these 
  barbarians back to the east, and the majority of their 
  cairns were toppled and the bodies looted—but this one 
  has been forgotten, obscured as it is by brambles.
  Treasure: Toppling the stones and digging up the body 
  below takes a good 30 minutes of work. Once exhumed, 
  the body still wears tattered and rotted remnants of hide 
  armor, and the skull still displays the crushed-in side 
  that spelled this barbarian’s doom. Of all the barbarian’s 
  gear, only a strange ring made of green wood on one 
  finger seems of interest—the ring depicts an eel and 
  a frog locked in a tangle. This is a ring of swimming, but 
  its unique appearance makes it quite recognizable, and 
  openly displaying this ring could solve or cause problems 
  in “Blood for Blood,” the fourth Kingmaker adventure.
  c. trAP-Filled glAde  
  (cr 1; StAndArd)
  Trappers are common in the northern Greenbelt, for the furs 
  and hides of minks, foxes, deer, and similar creatures common 
  to the area can make a skilled hunter rich. Most of them 
  monitor their traps and are relatively responsible in indicating 
  their presence so that other trappers or wanderers won’t fall 
  victim to them, but one misanthropic trapper in particular, 
  a man named Breeg Orlivanch, takes a cruel entertainment 
  from hiding his traps even from two-legged prey. Breeg’s 
  current trapping grounds are located in this hex.
  Trap: Breeg has placed dozens of bear traps across this 
  area, and as the PCs explore this hex, there’s a cumulative 
  20% chance per hour of stumbling into one of the traps. If 
  the PCs wish to attempt to locate and flag the locations of all 
  the traps in this area, they can do so once the hex is explored 
  by taking a day and making a DC 15 Perception check—
  failure by 5 or more indicates that the searching PC steps 
  in one of the traps. During or after this procedure, a PC can 
  disarm all of the traps either by manually triggering them 
  with a stick or by making a DC 20 Disable Device check.
  Bear Trap 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 15; Disable Device DC 20
  effeCTS
  Trigger location; Reset manual
  effect Atk +10 melee (2d6+3); sharp jaws spring shut around the 
  victim’s ankle and halves the creature’s base speed (or holds 
  the victim immobile if the trap is attached to a solid object); 
  the trap can be escaped with a DC 20 Disable Device check, 
  DC 22 Escape Artist check, or a DC 24 Strength check.
  Quest: Temple of the Elk
  The PCs restore a lost temple of Erastil.
  Source: Jhod Kavken, at Oleg’s Trading Post.
  Task: Jhod asks the PCs to seek out a lost temple of 
  Erastil somewhere to the south. He warns them that a large 
  bear seems to be guarding the site, and that something 
  isn’t quite “right” about the bear. He won’t reveal the fact 
  that he had a vision of the temple without the PCs making 
  a DC 17 Diplomacy check to make him more trusting.
  Completion: If the PCs discover the temple’s site at 
  area J, Jhod implores them to return and put the tortured 
  bear to rest and escort him to the temple. To complete this 
  quest, Jhod or a PC worshiper of Erastil must restore the 
  temple to functionality (see area J for details).
  Reward: Jhod agrees to provide all of his spellcasting 
  for free to the PCs for life (with the exception of expensive 
  material components, which the PCs must still supply).
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  d. Bokken’S hut (StAndArd)
  Although the Greenbelt is far from safe, the seclusion 
  promised is too much to resist for some, such as local 
  eccentric and potion-maker Bokken (CN male human 
  adept 4). His manner is that of a nervous bird or a 
  jittery child, and his speech is swift and clipped as if 
  he’s eager to finish every conversation he starts. Yet 
  Bokken is no hater of gold, and his eagerness to sell the 
  potions he makes is well known to many of the travelers 
  in the area—he usually sells directly to Oleg, but he’s 
  willing to sell to the PCs if they ask. He can craft any 
  potion of a spell of 2nd level or less on the adept spell 
  list, and generally keeps two potions of cure light wounds, 
  two potions of endure elements, and a potion of cure moderate 
  wounds handy.
  Bokken also has a favor to ask the PCs as well—see 
  the inside back cover of this book. Further, he’s likely 
  to mention his younger brother if any conversation is 
  allowed to go on long enough—Bokken spits as he does 
  so, bitterly holding up his right hand and indicating his 
  missing pinky finger: “Bastard cut that offa me the last 
  time he hit my mother, Desna rest her soul. But he took off 
  right after to live in a hollow tree down south rather than 
  face the guards, so I guess it all worked out well enough.” 
  Bokken decided to become a hermit a few years after his 
  brother (whose name, like many other details of his 
  childhood, he can’t quite recall due to senility) left 
  home and their parents passed away. Originally, 
  Bokken had toyed with the idea of tracking his bully 
  of a brother down and getting revenge, but the wildlife 
  in the Greenbelt was too frightening and dangerous, 
  so instead he settled down not far from the edge of 
  Rostland to live the rest of his life in nature.
  e. deAd trAPPer (StAndArd)
  Breeg 
  Orlivanch, 
  the 
  disreputable 
  trapper 
  responsible for the traps in area C to the northeast, 
  has set his final trap. In an attempt to rig a deadfall 
  along the south bank of the Thorn River here, he 
  overstepped his skill and was pinned to the ground 
  by several large logs when his half-completed trap 
  collapsed on him. In fact, his trap was prematurely 
  triggered by the faerie dragon Perlivash (see area F), who 
  had grown tired of Breeg’s cruelty. A DC 
  25 Perception check of the deadfall reveals 
  that the ropes that snapped and allowed 
  the logs to crush Breeg’s legs and pin him 
  to the ground appear to have been severed by 
  something sharp (Perlivash’s teeth).
  Treasure: Breeg’s hatchet, stuck in the 
  stump of a tree a few feet from his 
  dead body’s outstretched arm, is a 
  masterwork hand axe.
  F. FAiry neSt (hidden)
  The fey have a strong presence in the Stolen Lands, 
  although in the northern reaches of the Greenbelt, 
  where the land is regularly traveled by human bandits, 
  trappers, hunters, and explorers, they are less common. 
  Yet one creature in particular, a grig named Tyg-Titter-
  Tut, has always lived in the northern Narlmarches, 
  sharing her tree with her close friend, the faerie dragon 
  Perlivash. The two small creatures have long enjoyed 
  taunting, teasing, and occasionally frightening the 
  human “bigginses” they encounter in the woods. Once 
  in a great while, their pranks turn deadly (see area E), 
  but never without proper cause.
  The two creatures’ nests are high in a fir tree at area F, 
  although the PCs are likely to encounter the duo even if 
  they don’t make the DC 25 Perception check to notice the 
  two nests 40 feet up in the tree’s branches.
  Creatures: Tyg-Titter-Tut and Perlivash are hard at 
  work playing tag high in the leafy canopy when they first 
  notice the PCs. You can have them encounter the PCs at 
  any point in the northern Narlmarches, but you should 
  strive to have them run into the PCs before their nests or 
  the bandit camp at area K is encountered.
  At first, the two take the PCs for bandits. Being 
  cautious, they spy upon the PCs for a bit, following 
  them about and keeping close inspection upon their 
  mannerisms and belongings. They take care never 
  to approach closer than 30 feet off the ground  
  and follow the PCs as stealthily as they can. 
  While doing so, Tyg-Titter-Tut playfully 
  challenges Perlivash to a small wager to see 
  which of them can pull the most jokes 
  upon these bigginses without 
  getting caught.
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  For the next few days, these two trail the PCs and take 
  turns playing their pranks at a rate of once per creature 
  per day (for a total of two pranks per day). The longer the 
  game continues, the more outlandish the pranks become 
  as each one attempts to outdo the other. However, these 
  goodly creatures also keep watch over the PCs, even as 
  they sport with them. Should an untimely encounter 
  threaten the PCs, the pair aids the PCs as best they can, 
  but expose themselves if doing so is the only option to 
  save a PC’s life.
  As the pranks continue, a DC 15 Knowledge (nature) 
  check is enough to confirm that the pranks are likely 
  caused by mischievous fey creatures. A PC who wishes 
  to make contact with these unseen tricksters can try to 
  stay alert and catch one in the act of pulling a prank 
  (a difficult task for low-level PCs), but the successful 
  Knowledge (nature) check also reveals that trickster 
  fey can often be befriended with bribes (although fey 
  generally think of these as gifts, eschewing the ugly 
  word “bribe”).
  Gifts of shiny bits of jewelry, alcohol, sugary food, 
  and potions are particularly useful, although items 
  that incorporate cold iron are generally hated. Each 
  time a PC leaves a gift, he can make a special Diplomacy 
  check, modifying the result by +1 for each 10 gp of 
  value possessed by the gift. Once a gift results in a DC 
  23 Diplomacy check, that PC is no longer targeted by 
  pranks. Once all of the PCs in a group successfully give 
  gifts, the grig and the faerie dragon reveal themselves 
  to thank the PCs. If the PCs manage to contact the two 
  before befriending them with gifts, they must make a 
  normal DC 23 Diplomacy check to befriend the pair.
  If the two are befriended, they immediately cease their 
  pranks and thank the PCs for being such fine sports. The 
  pair have no love for the bandits in the area, and eagerly 
  ask the PCs if they’re here to “kick out the mean bigginses.” 
  The fey know that there’s a camp of bandits at area K, and 
  can even provide a map (drawn in the dirt) of their campsite 
  and an accurate list of the number of bandits and their 
  descriptions. The two also know about the traps in area C, 
  the radish patch located at area G, the hot springs at area I, 
  and the location of the Temple of the Elk at area J, although 
  they don’t want to accompany the PCs on their adventures. 
  While they know about the dead trapper at area E, they 
  don’t tell the PCs about this unless the PCs ask if they were 
  responsible, in which case they bashfully admit to killing 
  the man but then eagerly point out how bad he was.
  Perlivash is a small, butterfly-winged dragon with 
  shining eyes and a quick wit. He is quite fond of doing 
  loops in the air while flying, sipping wine and mead 
  (but not beer!), and perching on the heads or hats of 
  friendly bigginses. Tyg-Titter-Tut is an excitable grig, a 
  cat-sized fey with the upper body of a waifish humanoid 
  and the lower body of a cricket. She enjoys music and 
  can sit for hours listening even to poor performances, 
  and always has something nice to say about the music 
  when it ends.
  Perlivash 
   
  CR 2
  XP 600
  Male faerie dragon (Pathfinder RPG Bonus Bestiary 9)
  CG Tiny dragon 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  DefenSe
  AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 
  natural, +2 size)
  hp 22 (3d12+3)
  fort +4, Ref +6, Will +5
  Immune paralysis, sleep; SR 13
  OffenSe
  Speed 30 ft., fly 60 ft. (perfect), swim 30 ft.
  Melee bite +4 (1d3–1)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks breath weapon
  Spell-Like Abilities (CL 3rd; concentration +6)
  3/day—greater invisibility (self only)
  Sorcerer Spells Known (CL 3rd; concentration +6)
  1st (6)—grease (DC 14), silent image (DC 14), sleep (DC 14)
  0 (at will)—dancing lights, flare (DC 13), ghost sound, mage 
  hand, open/close
  TACTICS
  Before Combat Perlivash casts greater invisibility before combat.
  During Combat The faerie dragon prefers to defeat foes by 
  using his spell-like abilities and breath weapon to confuse and 
  disorient creatures, hopefully causing them to flee the area 
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  or giving Perlivash himself a chance to flee. He only resorts 
  to his bite when he fears that letting a foe live would lead to a 
  greater evil.
  Morale Perlivash flees if brought below 10 hit points, unless a 
  friend is in peril, in which case he only flees if he can bring his 
  friend with him—otherwise, he fights to the death.
  STATISTICS
  Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
  Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
  feats Acrobatic, Dodge
  Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +23, Perception +8, 
  Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  SPeCIAL ABILITIeS 
  Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 
  Fortitude negates. Affected creatures are staggered, sickened, 
  and immune to fear effects for the duration of the euphoria. 
  A faerie dragon can use this breath weapon once every 1d4 
  rounds. The save DC is Constitution-based. 
  Tyg-Titter-Tut 
   
  CR 1
  XP 400
  Female grig
  NG Tiny fey 
  Init +4; Senses low-light vision; Perception +5
  DefenSe
  AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
  hp 4 (1d6+1)
  fort +1, Ref +6, Will +3
  DR 5/cold iron; SR 12
  OffenSe
  Speed 20 ft., fly 40 ft. (poor)
  Melee short sword –1 (1d3–3/19–20)
  Ranged longbow +6 (1d4–3/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 3rd; concentration +5)
  3/day—disguise self (DC 12), entangle, invisibility (self only), 
  pyrotechnics
  TACTICS
  During Combat Tyg-Titter-Tut prefers to use her longbow in battle, 
  keeping foes from reaching her by flying or using entangle.
  Morale Tyg-Titter-Tut flees if she takes any damage at all.
  STATISTICS
  Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
  Base Atk +0; CMB +2; CMD 10 (18 vs. trip)
  feats Dodge
  Skills Acrobatics +8, Escape Artist +8, Fly +8, Perception +5, 
  Perform (string) +6, Stealth +16
  Languages Common, Sylvan
  Story Award: If the PCs befriend these two and gain their 
  aid in exploring the Greenbelt, award them XP as if they 
  had defeated the faerie dragon and the grig in combat.
  g. rAdiSh PAtch (cr 1; StAndArd)
  A large patch of delicious moon radishes grows in an 
  arrowhead-shaped clearing here. 
  Creatures: The radishes are a particular delicacy among 
  the kobolds of the region, and the first time the PCs come 
  upon this area, they find four moaning kobolds lying on 
  their backs in the center of the patch, bellies full of the spicy 
  roots and three overfilled baskets of the same lying nearby. 
  The kobolds ate too many radishes as they gathered them 
  and are now sickened, but not so sick that they don’t shriek 
  and clamber to their feet if they see people approaching. 
  Normally cowardly, the four kobolds fight to the death to 
  defend what they think of as their radish patch.
  Kobolds (4) 
   
  CR 1/4
  XP 100 each
  hp 4 each (Pathfinder RPG Bestiary 183)
  h. SPider’S neSt (cr 1; StAndArd)
  This area is the den of a giant trapdoor spider, a black 
  and red brute the size of a pony. The area surrounding the 
  spider’s den is strewn to a radius of nearly 200 feet with 
  the skeletons of boars, deer, bears, and a few humans, but 
  the spider hiding in the center just under the ajar lid to its 
  lair is hard to see—a Perception check against the spider’s 
  Stealth +11 allows someone passing too close to notice the 
  spider before it attacks. This particular species of spider 
  lacks offensive web-spinning ability or the bonus on 
  Acrobatics checks most hunting spiders have, but it does 
  have Spring Attack as a bonus feat, allowing it to lunge out 
  of its trap to bite a creature and then retreat to the safety of 
  its lair. As long as it is within the trap itself with the door 
  ajar, the spider has cover.
  Giant Trapdoor Spider 
   
  CR 1
  XP 400
  hp 16 (Pathfinder RPG Bestiary 258)
  feats Spring Attack
  Treasure: The spider’s lair is a 5-foot-diameter, 
  25-foot-deep shaft. The thick webbing along the walls 
  makes it relatively easy to clamber up and down the 
  shaft (DC 10 Climb check). Although the spider often 
  cleans out the skeletons that accumulate within its den, 
  it hasn’t done so for a week or so and a few bodies still 
  remain at the bottom of the shaft, including the body of a 
  dead bandit, still dressed in leather armor and carrying 
  a short sword and 10 gp. He also wears about his neck a 
  silver Stag Lord amulet worth 20 gp. Of perhaps more 
  interest is a scrap of paper tucked in the bandit’s left 
  boot (DC 20 Perception check to discover) that bears 
  a simple drawing of a claw-shaped dead tree atop an 
  otherwise barren hill, with an “X” in blood scrawled by 
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  N
  One square = 5 feet
  Temple of the Elk
  N
  One square = 5 feet
  been carved in the likeness of an immense elk, its antlers 
  drooping down from its weathered face to frame a 50-foot-
  wide cave entrance. A flight of stone steps leads up to this 
  cave entrance from the forest clearing—both the steps 
  and elk face feel quite old and are thickly encrusted with 
  layers of moss. A 50-foot-long oval pool sits in the middle 
  of the clearing, its waters thick with algae.
  Like many ancient things, the Temple of the Elk lies 
  forgotten in the forest depths. Travelers can easily bypass 
  the overgrown temple, which is surrounded by numerous 
  thorny plants. A DC 15 Perception check made while 
  exploring the hex reveals the location—alternatively, 
  either the faerie dragon or the grig at area F can tell the 
  PCs how to reach this site.
  Once a small but well-tended shrine to Erastil, 
  the Temple of the Elk has stood abandoned for many 
  years since Taldor’s last attempt to occupy this region. 
  Unfortunately, the last keeper of the shrine went a 
  little mad after he finally admitted to himself that the 
  indigenous tribes of trolls, savage humanoids, and other 
  monsters had “won” and would drive the Taldan colonists 
  out. Frustrated, the cleric lured a large bear to the temple 
  and sacrificed it in the name of “any who would answer 
  the call” to aid against the humanoids. His lack of faith in 
  Erastil proved his undoing, and the god of the hunt drove 
  the tree’s roots. This is a crude treasure map that should 
  give a clue to the PCs about the treasure hidden beneath 
  the old tree at area M. 
  i. Frog Pond (cr 3; StAndArd)
  Two hot springs bubble at the source of the Skunk River, 
  filling the surrounding area with the distinctive odor of 
  rotten eggs. Despite the smell, the hot springs are really 
  rather pleasant to relax in.
  Creatures: A 150-foot-diameter pond at the river’s 
  source is home to a pair of giant frogs—these creatures are 
  aggressive and attack anyone who approaches the pond.
  Giant frogs (2) 
   
  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 135)
  J. temPle oF the elk  
  cr 3; hidden)
  The thick tangle of brambles gives way into a large clearing 
  in the woods, its border partially defined by ruined stone 
  pillars. The western face of the clearing is dominated by a 
  looming, upthrust ridge of rock, nearly 300 feet across and 
  rising to a moss-topped height of 100 feet at the center. 
  The side of this towering boulder facing the clearing has 
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  Stolen Land
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  the priest mad, and stripped him of his abilities and even 
  his humanity. The mad priest became a large grizzly bear 
  to replace the one whose life he had sacrificed, and Erastil 
  granted him immortality in his new form but not enough 
  intellect to make much of it, forcing him to remain at the 
  site as a guardian until someone worthy of Erastil could 
  come to lift the curse.
  The water in the pool is foul and stagnant. A DC 10 
  Knowledge (religion) check establishes the entire site as 
  a shrine dedicated to Erastil, although also one that has 
  long since fallen into disuse.
  Creature: The ancient cursed priest of Erastil lives on 
  still, bound forever in the body of a grizzly bear. While 
  in this form, the priest’s intellect is dulled to that of a 
  bear, and the sound of spoken words drives him into a 
  frenzy as if a nest of bees were buzzing in 
  his head. Eager to destroy the source of this 
  torment, he rumbles out of the cave to issue 
  a bellowing roar.
  This should give the PCs ample opportunity to 
  turn and flee from the clearing if they aren’t up to 
  the challenge of fighting a bear. The bear fights to 
  the death to “defend” its lair, even if it doesn’t 
  understand or remember the reason why.  
  It won’t pursue foes out of the immediate 
  area, and if an obvious worshiper of  
  Erastil is present, the bear focuses his wrath 
  on that target.
  Although a bear is a terrifying foe for a 
  low-level group, this bear’s cursed condition 
  makes it slightly less so. The bear is effectively 
  permanently sickened, suffering a –2 penalty 
  on all attack and damage rolls, saving throws, 
  and skill checks—these penalties are doubled 
  against worshipers of Erastil. In addition, 
  worshipers of Erastil gain a +4 sacred bonus 
  on attack rolls and weapon damage rolls against 
  it. Finally, the bear has fewer hit points than a 
  typical grizzly.
  If the Guardian is slain, it makes  
  an almost human-sounding sigh of relief, 
  then collapses in on itself, transforming 
  first into an incredibly old human 
  man with a look of peace in his eyes, 
  and then a moment later crumbling 
  into a skeleton and thence to dust. At 
  this moment, the entire shrine seems 
  to grow more vibrant and colorful. The 
  water in the pool becomes crystal clear, 
  and for 24 hours the waters grant the 
  effects of a cure light wounds spell (CL 
  5th) to anyone who drinks directly 
  from the pool.
  Guardian of the elk 
   
  CR 3
  XP 800
  Insane cursed grizzly bear (Pathfinder RPG Bestiary 31)
  hp 30
  k. BAndit cAmP (StAndArd)
  This area is detailed in Part Three.
  l. gold mine (hidden)
  A particularly rocky crag rises from the hills here. At 
  the crag’s base is an overgrown 5-foot-wide crack (DC 20 
  Perception check to discover while exploring) that leads 
  down 20 feet to a 30-foot-diameter cave. The cave wall 
  directly across from the entrance sparkles 
  slightly—a DC 20 Appraise or Knowledge 
  (dungeoneering) 
  check 
  is 
  enough 
  to 
  recognize this as a vein of gold. Indeed, this 
  cave can be transformed into a healthy gold 
  mine with the proper time and equipment—this 
  procedure is detailed in Pathfinder Adventure Path 
  volume #32.
  m. Forgotten cAche 
  (hidden)
  An old lightning-struck oak tree stands atop a 
  low hill at this spot—the only tree in a 2-mile 
  radius, in fact. Approached from the north, 
  the tree looks eerily like a claw reaching for 
  the clouds. In a hollow amid the tree’s roots 
  on the north side, a DC 20 Survival check 
  reveals that a section of earth there has been 
  disturbed (rangers can apply their Track 
  bonus to this check). Several months ago, one 
  of the Stag Lord’s bandits robbed a particularly 
  rich traveling wizard and decided to hide some of 
  the loot here so as to avoid giving the Stag Lord 
  his cut. The Stag Lord found out that the bandit 
  had withheld treasure and executed him to make 
  an example of him, but not before he sketched a 
  picture of the tree and told his lover about 
  the stash. Unfortunately, that other 
  bandit met an entirely different (but 
  no less final) fate on his attempt to 
  track down the cache (see area H).
  Treasure: Digging up the cache 
  takes 10 minutes—the cache itself 
  is wrapped in a heavy leather cloak 
  and consists of a masterwork dagger, 
  a wand of burning hands (CL 2nd, 4 
  charges), a silver ring worth 75 gp,  and 
  a spellbook. Unfortunately, rain 
  seeping down into the cache has 
  damaged much of the spellbook, 
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  but five of the spells (identify, mage armor, reduce person, 
  silent image, and unseen servant) remain intact.
  n. StAtue oF erAStil (StAndArd)
  A 15-foot-tall statue of Erastil stands near the edge of 
  the Narlmarches, partially overgrown at the base but 
  towering above the surrounding shrubbery. Once the 
  stony sentinel standing before an old hunter’s lodge, the 
  lodge has long since vanished after a fire and centuries 
  of growth, but the statue remains. Yet despite years of 
  neglect, the site remains sacred to the god of the hunt, 
  for the priest who built it was particularly favored among 
  the Taldan explorers. A worshiper of Erastil feels safe 
  and at peace within 60 feet of this statue, and no wild 
  animals will approach within that range—any wandering 
  monster rolls resulting in a wild animal encounter in this 
  area should be treated as no encounter, making this an 
  excellent site for a camp.
  If the statue is cleaned and a worshiper of Erastil prays 
  before it, the god of the hunt takes note. All slashing and 
  piercing weapons within 60 feet of the statue gain the 
  benefit of a keen edge spell (CL 20th) for 1 week if this small 
  respect is paid to the statue—further cleanings and prayer 
  do not cause a repeat of this one-time blessing.
  o. BoggArd lAir (cr 4; StAndArd)
  The ground just east of the Skunk River here slumps away 
  into a soggy mire, notable for the fact that a pair of ruined 
  stone buildings jut from the soggy ground. These buildings 
  have been claimed by a lone boggard and his monstrous 
  frog-like pet, a tusked slurk. This boggard is Garuum, 
  once a member of the greater boggard tribes found to 
  the west in the Hooktongue Slough, but Garuum made a 
  terrible mistake the day he decided he should be the one 
  to rule his tribe. In order to prepare for his one-boggard 
  coup, he gathered and devoured several dozen of the tribe’s 
  sacred blue dragonflies, hoping to gain great power and 
  skill from the insects. Alas, while the feast bolstered his 
  self-confidence, it did nothing for his battle skills. He 
  rode his slurk into the center of his tribe to declare war, 
  whereupon the tribe’s priest-king immediately captured 
  him and sentenced him and his slurk to death after a day 
  of humiliating punishment.
  Fortunately for Garuum, luck had not entirely 
  deserted him. He was placed in a pen, but his captors 
  soon lost track of him after growing insensibly drunk 
  on bog whiskey. Late in the evening, after the moon 
  sank to shadow, he escaped his bonds by using a rock 
  to pulverize his left hand in order to tear it free from 
  his manacle, then freed his slurk and fled eastward into 
  the Narlmarches. Following his escape, the priest-king 
  branded him an exile and demanded that he be slain on 
  sight should he ever return.
  Creatures: Garuum knows his previous life is over, and 
  has made do for himself as best he can. He moved into 
  this small marsh and thinks of the two ruined buildings 
  within as his empire. The larger of the two structures he 
  leaves to his slurk pet to wallow in, while in the smaller 
  one he cultivates a small grove of strangely colored and 
  foul-tasting (but harmless) mushrooms to supplement 
  his diet of bugs and swamp tubers. Garuum sleeps in a 
  “nest” made of swamp reeds, soggy planks, and mud in 
  the ruins of the smaller building’s tower. His pet slurk 
  is a lumbering, pale purple frog-like creature with sickly 
  green eyes, a healthy covering of slime, and two huge, 
  walrus-like tusks. Neither reacts kindly to intruders, 
  croaking loudly to alert the other of trespassers.
  Yet Garuum is unlike his kin in another way—he’s 
  not as prone to violence and cruelty. He even knows 
  a few words of Common. As soon as he sees the PCs, 
  and assuming they don’t immediately attack him or 
  Ubagub, his slurk, he holds up his hands (one a poorly 
  healed, mangled mess) and croaks out, “Truce! Truce!” 
  Garuum essentially just wants to be left alone, but 
  his limited knowledge of Common (the only words he 
  knows are “boggard, bug, slurk, snake, truce, hungry, 
  me, you, die, and go”) might make communication 
  difficult. Garuum is quick to interpret attempts to 
  simply walk through his “kingdom” or to search it as 
  offensive acts, and attacks.
  If the PCs do manage to establish a line of 
  communication with the boggard, he tells them his story 
  and that he doesn’t want to cause problems; if the PCs 
  leave him be, he’ll reciprocate. In fact, he’s willing to tell 
  the PCs what he knows of the nearby woods in payment 
  for them leaving him alone. He can tell the PCs about the 
  statue of Erastil in area N, the location of the Temple of 
  the Elk at area J, where Tuskgutter lives at area P, and of 
  the tatzlwyrms living at area U. At your discretion, if the 
  PCs treat Garuum particularly well, he might even offer to 
  help them in other ways, such as letting them rest in his 
  kingdom (an uncomfortable but rather safe place to sleep) 
  or even accompanying them on their adventures. Garuum 
  could become a valuable ally or contact in the fourth 
  Kingmaker adventure, when the PCs turn their attention 
  westward to the Slough.
  Garuum 
   
  CR 2
  XP 600
  CN male boggard (Pathfinder RPG Bestiary 37)
  hp 22
  Ubagub 
   
  CR 2 
  XP 600
  Male slurk (Crown of the Kobold King 31)
  N Medium magical beast 
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  Boggard Lair
  N
  One square = 5 feet
  Boggard Lair
  N
  One square = 5 feet
  Stolen Land
  Stolen Land
  Init +6; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 17 (2d10+6)
  fort +6, Ref +5, Will +0
  Defensive Abilities belly grease
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee bite +4 (2d6+2)
  Special Attacks back slime
  STATISTICS
  Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, overrun, 
  and trip)
  feats Improved Bull Rush, Improved Initiative, Improved Overrun
  Skills Acrobatics +16, Climb +14
  Languages Boggard (cannot speak)
  SQ hunker
  SPeCIAL ABILITIeS
  Back Slime (ex) A slurk’s back is crusted with thick, dry slime 
  and dozens of nodules. As a standard action at will, a slurk 
  can squirt a jet of this slime from one of these nodules, 
  making a +4 ranged touch attack against any target within 
  30 feet. The slime quickly hardens to the texture of cold 
  tar, imparting a –2 penalty on all attack rolls, Reflex saves, 
  and skill checks—the slime also reduces the creature’s base 
  speed by 10 feet. Anyone the slurk successfully bull rushes 
  or overruns is exposed to the creature’s back slime as well. 
  The slime can be removed as a full-round action requiring 
  a DC 15 Strength check. The slurk’s back slime grants a 
  creature riding it a +8 bonus on Ride checks made to stay in 
  the saddle, but a –8 penalty on Ride checks to dismount. 
  Belly Grease (ex) The slurk exudes a slippery grease from its 
  belly that grants it a +4 bonus on Escape Artist skill checks 
  and to its CMD versus grapple. A slurk may wallow on a 
  solid surface as a full-round action to coat the area within 
  a 5-foot radius with its grease up to once per minute. The 
  grease smear created functions as a grease spell (CL 3rd); but 
  it is not a magical effect and thus cannot be dispelled.
  Hunker (ex) The slurk gains a +4 bonus to its CMD to avoid bull 
  rush or overrun attempts.
  Treasure: Garuum has gathered a small hoard of 
  treasure over the past several months, and has hidden it 
  in a hollow under a board near his nest. This stash can be 
  found with a DC 20 Search check, and consists of 210 gp, a 
  chunk of iolite worth 50 gp, a deep green spinel worth 90 
  gp, and a shard of blue quartz worth 25 gp.
  Story Award: If the PCs befriend Garuum, award them 
  XP as if they had defeated him and his slurk in combat.
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  P. tuSkgutter’S lAir  
  (cr 3; StAndArd)
  Creature: Boars are among the more aggressive wild 
  animals native to the Stolen Lands, but none are as 
  notorious as Old Tuskgutter, a grizzled monster who’s 
  vexed and avoided hunters for years. Identifiable by the 
  distinctive gray bristles on his face, few hunters in the 
  Greenbelt have not heard of this particular ill-tempered 
  denizen. Tuskgutter’s lair is a hollow under a large fallen 
  pine tree, the branches of which have created a natural 
  shelter. Bones litter the den, and there’s a 75% chance the 
  wild boar is present when the PCs discover the lair. If he’s 
  not present, a DC 15 Knowledge (nature) check reveals the 
  den as belonging to a particularly large boar. Tuskgutter 
  returns in 1d6 hours.
  Tuskgutter 
   
  CR 3
  XP 800
  Advanced boar (Pathfinder RPG Bestiary 36, 294)
  hp 22
  Q. rickety Bridge (lAndmArk)
  The Thorn River winds through a 20-foot-deep gulch 
  here between a pair of hills. An old wooden bridge spans 
  the gulch, allowing passage over the river provided that 
  not many attempt it at once. The bridge can support 
  one Medium creature at a time, and groans and creaks 
  ominously while it does. If two Medium creatures (or one 
  Large creature) crosses the bridge, it groans and creaks 
  even louder—there’s a 50% chance the bridge’s planks 
  give way. A creature on the bridge can make a DC 15 Reflex 
  save to dive for safety on either side; otherwise it falls into 
  the river below, taking 1d6 points of damage from falling 
  debris but none from landing in the deep water (although 
  if the creature cannot swim, drowning is a possibility). If 
  more than two Medium or one Large creature cross at once, 
  the bridge collapses automatically. The local bandits know 
  better than to cross the bridge more than one at a time.
  r. mite lAir (lAndmArk)
  This area is detailed in Part Four.
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  Stolen Land
  Stolen Land
  S. nettleS’ croSSing  
  (cr 3; lAndmArk)
  Not so long ago, a retired Brevic engineer named Davik 
  Nettles ran a simple but profitable toll bridge across a 
  narrow reach of the Shrike River. He made no judgments 
  on those who chose to use his bridge—as long as they had 
  the coin, be they bandit or trapper, he would allow them to 
  cross the Shrike. As this crossing was the only significant 
  one to be had over the Shrike in the Kamelands, Davik 
  made a fair amount of money for his hard work.
  Unfortunately, not long after he finally made enough 
  to recoup the cost of building the rope bridge, the bandit 
  king known as the Stag Lord rose to power on the north 
  shore of the Tuskwater downriver. When the Stag Lord 
  paid a visit to the crossing and informed Davik that not 
  only would the men bearing his badge be granted free 
  passage over the bridge, but that Davik would pay the Stag 
  Lord two-thirds of his monthly take in return for the Stag 
  Lord’s “protection,” Davik made a foolish error. He not 
  only refused the Stag Lord’s offer, but ran the bandit and 
  his men off downriver with the aid of his three slavering 
  hounds. After the incident, Davik rewarded himself with a 
  meal of fresh fish and went to bed early. Not surprisingly, 
  the Stag Lord did not stay away for long. 
  Later, in the dead of night, the bandits returned. 
  They surrounded Davik’s house and lit the 
  building on fire with flaming arrows. Davik 
  woke in terror as his dogs’ frantic barking 
  alerted him, but as he stumbled out of his 
  burning home and fled for his bridge, 
  the bandits awaited him. More flaming 
  arrows rained down, killing his 
  hounds and wounding Davik. With 
  his nightshirt aflame, the doomed 
  bridge keeper tumbled down 
  the path toward the river. After 
  dousing himself with water, 
  he clambered up to the bridge 
  and tried to escape to the 
  north shore. Unfortunately, 
  the bandits had followed, 
  and as Davik passed the 
  midpoint on his bridge, the 
  Stag Lord cut one of the ropes that held 
  the bridge intact. The bridge immediately 
  collapsed, plunging the shrieking Davik 
  into the deep, icy water. By the time 
  his body lodged downriver in the debris of his ruined 
  bridge, he had drowned. 
  Onshore, the bandits watched, gleefully chuckling, their 
  leering shadows dancing before the hovel’s flames as it 
  collapsed into cinders. The Stag Lord returned to his fort, 
  leaving behind several bandits with the task of rebuilding 
  the bridge and taking up the positions of toll takers.
  Yet one night later, as the remaining bandits argued 
  over which of them would get to be the “boss” of the 
  new bridge, Davik rose from the river, an undead spirit 
  of vengeance. The undead stalked out of the water and 
  into the bandit camp, swiftly murdering them all and 
  dragging their bodies into the river. The Stag Lord sent 
  more bandits to investigate several days later, and when 
  Davik rose again and killed several of them, three of the 
  bandits escaped and fled back to report to their lord. The 
  Stag Lord wisely decided to abandon his plans to rebuild 
  the bridge (traffic there was never that busy anyway), and 
  in the months since has all but forgotten about Davik and 
  his bridge.
  Today, Nettles’ Crossing is a soggy, 
  abandoned remnant. A thick, sagging 
  rope still hangs across the river, all that 
  remains of the bridge that once spanned 
  it. A signpost at either end of the ruined 
  bridge reads “Nettles’ Crossing—5 
  coppers—ring bell for service.” A 
  rusty bell hangs by each sign. On the 
  south bank of the river, the crumbled 
  remains of a burnt-down wooden 
  building are slowly being overgrown by 
  encroaching vegetation.
  Crossing the river by shimmying along 
  the hanging rope is possible with a DC 12 
  Climb check. If more than two Medium 
  creatures attempt 
  this at once, the 
  rope snaps. Anyone 
  who falls into the river 
  is carried downstream to 
  eventually snag on the rubble of old 
  bridge remnants, but without several 
  successful Swim checks, drowning is a 
  very real possibility.
  Creature: If either bell is rung on either 
  shore, or if anyone attempts to cross the 
  river, Davik’s haunted remains take note. 
  Now a unique undead menace, Davik’s 
  rotting body climbs from the rubble 
  downstream and makes its inexorable 
  way across the river’s surface, 
  walking over the water 
  toward the PCs. The sight 
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  of the obviously long-dead man, flesh putrescent and 
  dripping ranseur clutched in his hands, is likely to drive 
  the PCs to attack. Yet as Davik rises from the waters, he 
  calls out to the PCs in an eerie, soggy voice: “You are not 
  my tormentors. Throw the Stag Lord’s body into the river 
  that I may look upon his death, or join me instead.”
  If the PCs attack Davik, he fights back with a furious 
  rage. If destroyed, his bones and gear melt into water that 
  runs back into the river, leaving nothing behind—he rises 
  again the next night, completely healed, but now he has 
  imprinted his unholy anger on the PCs as well. While 
  he cannot travel more than a mile from the site of his 
  death, he can use a nightmare spell to plague one of the 
  PCs—in this nightmare, he threatens to come for the PC 
  and drag him to a drowning death unless the Stag Lord’s 
  body is given to the river. A dispel evil spell can also remove 
  the strange link between Davik and a PC, removing the 
  undead’s ability to use nightmare on him again unless the 
  PC returns to this location. Note that as long as the PCs do 
  not abandon their goal of defeating the Stag Lord, Davik 
  remains content and does not plague their nights.
  Davik nettles 
   
  CR 3
  XP 800
  Male unique undead
  NE Medium undead 
  Init –1; Senses darkvision 60 ft.; Perception +9
  Aura stench (DC 16, 1 minute)
  DefenSe
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 34 (4d8+16); fast healing 5
  fort +5, Ref +0, Will +6
  Immune fire, undead traits
  OffenSe
  Speed 30 ft., swim 30 ft.
  Melee +1 ranseur +7 (2d4+5/×3) or
  slam +6 (1d6+4)
  Special Attacks fear gaze
  Spell-Like Abilities (CL 4th; concentration +8)
  Constant—water walk
  1/day—nightmare (DC 19)
  TACTICS
  During Combat Davik Nettles wants vengeance, and the PCs 
  are a handy tool. If they attack him, he continues to speak 
  his request for the Stag Lord’s death, and if the PCs cease 
  their attack and agree to do as Davik commands, the undead 
  creature breaks off his attacks, nods, and melts back into the 
  river. While fighting, Davik relies on his hideous stench and 
  fear gaze to disrupt organized attempts to surround him. 
  Morale Davik fights until destroyed.
  STATISTICS
  Str 17, Dex 9, Con —, Int 9, Wis 15, Cha 18
  Base Atk +3; CMB +6; CMD 15
  feats Ability Focus (fear gaze), Power Attack
  Skills Climb +10, Perception +9, Swim +15
  Languages Common
  SPeCIAL ABILITIeS
  fear Gaze (Su) Shaken, range 30 feet, Will DC 16 negates. This fear 
  effect does not stack with itself. The save DC is Charisma-based.
  Ranseur As long as Davik Nettles continues to exist, his +1 
  ranseur cannot be taken from him. If disarmed of the +1 
  ranseur, or if he drops it, it melts into water—he can retrieve 
  his +1 ranseur by pulling it out of any body of water as a move-
  equivalent action that provokes an attack of opportunity. 
  If Davik is put to rest permanently, his +1 ranseur loses this 
  ability and can be claimed by someone else.
  t. deAd unicorn (StAndArd)
  The stink of moldering plants and a strange quiet in the 
  sound of birdlife surrounds a somewhat sunken clearing 
  in the woods here. At the center of the clearing, the soggy 
  ground becomes an insect-infested, stagnant, swamp-like 
  pond, and sprawled at the pond’s southern edge is what 
  appears to be a dead horse. Further investigation reveals 
  the creature to be a dead unicorn, its horn broken off at 
  the brow and its body strangely untouched by insects or 
  other necrophages. The stink of mold comes not from the 
  body, which is weirdly odorless, but from the fouled water 
  of the pond.
  An examination of the unicorn reveals no obvious 
  cause of death, although the creature’s eyes are milky 
  and sightless, indicating the creature was blind at the 
  time of its death. A DC 20 Heal check confirms that the 
  creature’s horn was removed after its death, and that the 
  lack of obvious wounds would indicate the unicorn was 
  likely slain by some form of death effect, such as finger of 
  death. The fact that the bugs and scavengers don’t seem 
  interested in the body is a mystery, although a DC 30 
  Quest: Davik’s Revenge
  The PCs help Davik Nettles’ unquiet spirit achieve 
  vengeance against the Stag Lord.
  Source: Encountering the undead guardian of Nettles’ 
  Crossing.
  Task: In order to aid Davik in getting revenge, the PCs 
  must seek out and slay the Stag Lord.
  Completion: Only when the Stag Lord’s body is thrown 
  into the waters of the Shrike can Davik find peace. When the 
  PCs do this, the undead menace lurches up from the river, no 
  matter where along its length the event occurs, to grab the 
  Stag Lord’s body and pull it down into the water forever.
  Reward: As soon as the Stag Lord’s body is given over to 
  the river, Davik’s magic gear washes up onto the shore at 
  the PCs’ feet, a final gift from the grateful undead.
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  Nettles’ Crossing
  N
  One square = 20 feet
  Nettles’ Crossing
  N
  One square = 20 feet
  Stolen Land
  Stolen Land
  Knowledge (the planes) check recalls certain tales of 
  how the acts of some powerful fey creatures from the 
  First World can leave their victims “marked” in a way 
  that even their bodies shed a strange aura of repulsion 
  to natural life—as if animals and vermin could sense 
  the anger of such powerful fey and knew better than 
  to involve themselves with such a victim. Speaking to 
  animals about the dead unicorn reveals only that the 
  body “feels bad-wrong,” but the animal lacks the ability 
  to explain its feelings further. Detect magic reveals 
  a faintly lingering necromancy aura, identifiable as 
  being caused by a finger of death with a DC 33 Knowledge 
  (arcana) check.
  The unicorn itself had the unfortunate fate of being in 
  the wrong place at the right time—the nymph Nyrissa, 
  as she prepares the Stolen Land for capture, is gathering 
  “trophies” from certain creatures native to the area, 
  almost as keepsakes from the time before its eventual 
  transevolution to the First World. She killed the unicorn 
  with a finger of death and took its horn—the PCs might 
  find this horn and other trophies in the nymph’s lair in 
  the final Kingmaker adventure. If the PCs can arrange to 
  have the unicorn resurrected it can certainly tell them 
  more about its killer, although it remains at a loss as to 
  why a powerful nymph would murder it. Speak with dead is 
  a more affordable line of inquiry, although results should 
  be evasive—if asked “who killed you,” the unicorn’s body 
  should simply answer “purest corrupted beauty.”
  u. tAtzlwyrm den  
  (cr 4; StAndArd)
  Several sandy islets create a ford across this remote section 
  of the Skunk River. The sandy islands make for a natural 
  choke point in the river, but the thick piles of rubble, 
  branches, leaves, and dead bodies that partially block the 
  river’s flow are anything but natural—they compose a 
  nest for a pair of mated tatzlwyrms. 
  Creatures: One of the tatzlwyrms spends most of its time 
  coiled leisurely upon one of the islands, sunning itself, 
  while the other generally remains hidden in the rubble, 
  sleeping or digesting a meal. There’s a 50% chance that one 
  of the tatzlwyrms is out hunting the first time the PCs come 
  to this area—otherwise, they’ll swiftly anger both dragons 
  into battle by their mere presence in their territory.
  Tatzlwyrms (2) 
   
  CR 2
  XP 600 each
  hp 22 each (see page 82)
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  Tatzlwyrm Den
  N
  One square = 10 feet
  Tatzlwyrm Den
  N
  One square = 10 feet
  Treasure: Though difficult to spot in the powerful, 
  churning currents, the skeletal remains of a long-dead 
  explorer makes up the tatzlwyrms’ meager horde. A DC 12 
  Perception check spots the skeleton wedged in the debris. 
  The skeleton still wears a suit of +1 scale mail, while clutched 
  in one bony hand is a masterwork cold iron longsword. A 
  DC 18 Perception check reveals additional treasure in the 
  rubble and mud below the skeleton within a rotting leather 
  backpack that contains 38 gp, 520 sp, a pewter drinking 
  stein worth 12 gp, a silver ring worth 35 gp, a jade carving 
  of a nude female elven monk worth 85 gp, and a watertight 
  scroll tube. Inside the tube is a partially completed map of 
  the northwest corner of the Greenbelt that seems to indicate 
  that the explorer approached from the north, reached 
  the source of the Skunk River, and was working his way 
  downriver. The PCs can use this partially completed map 
  to aid in exploring all of the hexes of the map that form a 
  triangle between areas A, B, and U—exploring these hexes 
  with the map’s aid takes half as long as normal, and areas 
  I, J, and N are noted on the map.
  v. trAPPed thylAcine  
  (cr 3; StAndArd)
  Creature: A series of quick, yipping barks come from an 
  open pit in a clearing here. The pit, once covered by a 
  layer of branches, has claimed a brush thylacine, and the 
  hungry creature paces the confines of the 10-foot-square, 
  20-foot-deep pit in a frenzy.
  Anyone who comes within 5 feet of the pit’s edge causes the 
  side to slip away. A DC 15 Reflex save prevents a 20-foot-fall 
  into the pit and exposure to the frantic thylacine’s hunger.
  Brush Thylacine 
   
  CR 2
  XP 600
  hp 25 (see page 86)
  w. FAngBerry thicket  
  (cr 1; StAndArd)
  A dense patch of rare raspberry-like berries known as 
  fangberries grows in a long, thin valley between two 
  low hills here. Much of the thorny thicket is draped in 
  the white gossamer silk of spider webs. The best of the 
  berries lie at the heart of the thicket, but harvesting must 
  be done slowly to avoid being lacerated by the thousands 
  of fangberry thorns. Gathering enough for one potion 
  or a day’s meal requires 10 minutes of work and a DC 20 
  Survival check, with failure indicating the forager takes 
  1d6 points of piercing damage from the plant’s sharp 
  thorns. In addition, each round that a person within the 
  thicket takes more than one move equivalent action, he 
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  Stolen Land
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  takes 1 point of piercing damage from the thorns. Any 
  creature with an armor or natural armor bonus of +7 or 
  higher automatically ignores this damage.
  Creature: The webs that infest the thicket are the product 
  of a swarm of chew spiders—a species of aggressive spider 
  the size of a man’s thumb and with particularly large, 
  serrated fangs. The chew spiders scuttle out to attack 
  anyone who enters the thicket—note that while the spiders 
  are immune to the thorn damage, larger foes are not.
  Chew Spiders 
   
  CR 1
  XP 400
  Spider swarm (Pathfinder RPG Bestiary 258)
  hp 9
  x. river croSSing (StAndArd)
  The Thorn River grows unusually shallow here just before 
  it empties into the Shrike. The resulting ford is never 
  deeper than 3 feet.
  y. koBold cAvernS (hidden)
  This area is detailed in Part Five.
  z. StAg lord’S Fort (lAndmArk)
  This area is detailed in Part Six.
  PArt three:  
  BAnditS oF the greenBelt
  The Stag Lord keeps a fair number of bandits at his side in 
  his fort on the northern shore of the Tuskwater, but not all 
  of the bandits are loyal to him. Several wander the wilds of 
  the Greenbelt, allowed to do what banditry they can among 
  travelers (even, at times, stealing north into Rostland) as long 
  as they report back to the fort once a month with their dues. 
  He also maintains a secondary camp of bandits many miles 
  north of his fort, at area K on the Thorn River. Not only 
  does this camp give his wandering bandits a guaranteed 
  safe place to gather and share news, but it also allows his 
  followers to control the northernmost ford in the Greenbelt. 
  It is from this bandit camp that Happs Bydon and his men 
  hail, and this camp has been specifically targeting Oleg’s 
  Trading Post. Unless the camp is taken out, these bandits 
  will continue to harass travelers around the trading post, 
  and if left to their own devices long enough, may even 
  gather enough men and resources to launch a major attack 
  on the trading post in an attempt to burn the place down for 
  daring to defy their wishes.
  In the early part of this adventure, finding and defeating 
  the bandits at the Thorn Ford camp is likely to be one of 
  the PCs’ first priorities. Certainly, if they capture one of the 
  bandits alive at the start of the adventure and successfully 
  interrogate him, he can lead the PCs right to this camp. 
  Likewise, if the PCs have a good tracker, it’s merely a DC 
  11 Survival check to follow the four mounted bandits’ trail 
  back into the woods, south to the Thorn River and then 
  along its northern bank to the campsite (the softer ground 
  along the river bank drops the Survival check to DC 6). 
  Remember to increase the DCs for following tracks by +1 
  for each day that passes.
  the thorn Ford cAmP
  The Thorn Ford camp is relatively large, and well 
  defended by numerous hidden platforms placed in the 
  trees. The camp itself is about 60 feet from the Thorn’s 
  north bank—a path winds alongside a shallow creek that 
  leads directly up to the campsite. This path continues for 
  another 200 feet north of the camp before turning into a 
  standard game trail.
  Points of interest within the camp’s bounds are 
  detailed below.
  K1. Clearing: The bandits created this semi-permanent 
  campsite by cutting themselves a small clearing. Tree 
  trunks and logs serve as chairs, all centered about a stone-
  lined campfire. A heap of kindling and smaller sticks lies 
  nearby. The bandits generally prefer to sleep under the 
  stars, but a number of folded tents are stored under the 
  platform at area K2 for wetter nights. 
  K2. East Watchpost: A wooden platform 20 feet off the 
  ground gives a great view of the campsite and the trail to 
  the west. A rope ladder allows access, but if pulled up to the 
  platform, access from below is possible by climbing one of 
  the nearby trees (DC 15 Climb check). Tents, firewood, food, 
  and other supplies are kept under a canvas tarp below this 
  post. The bandits keep their loot under all of this, hidden 
  from casual view. The post itself is somewhat camouflaged, 
  and grants a +2 bonus on any Stealth checks made by 
  creatures situated on it against anyone on the ground.
  K3. West Watchpost: This post is identical to the East 
  watchpost, save that no supplies are stored below it.
  K4. The Logs: Two thick logs lie positioned alongside 
  the forest trail. Bandits sometimes use the logs as cover or 
  roll them across the trail to create obstructions.
  K5. The Wagon: An old, broken-down wagon sits 
  here. The bandits occasionally use it as part of a set-up 
  to dupe travelers. 
  the BAnditS (cr 4)
  The leader of the Thorn Ford camp bandits is a woman 
  named Kressle, a sadistic criminal and career bandit who 
  grew up in the River Kingdoms. Never spending more 
  than a week in one spot, banditry is in her blood—as a 
  young child she was already helping her parents rob 
  travelers and roughen up pilgrims for some quick cash. 
  When her parents were killed after an ambush on a road, 
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  Kressle fled north from Mivon and into the Greenbelt. She 
  managed to make her way through the dangerous region 
  with a bit of luck, only to be caught by a group of the Stag 
  Lord’s men. When two of them lost hands and fingers to 
  her axes, their thoughts turned from rape to escape, and 
  she followed the maimed and frightened bandits right 
  up to the Stag Lord’s fort. Impressed with her skill and 
  bravery, the Stag Lord threw the cowardly would-be rapists 
  to the dead fields and recruited Kressle on the spot. After 
  serving at the fort for a few months, the Stag Lord sent her 
  north to run the Thorn Ford camp—she’s enjoyed the mix 
  of freedom and responsibility, and her arrangement with 
  Oleg is but the latest of her initiatives enacted since her 
  arrival in the area.
  Although the total number of bandits stationed here is a 
  dozen, in actuality there’s usually only half of that number 
  present. Happs took three of the bandits with him on 
  his ill-fated trip to Oleg’s, leaving Kressle and 
  eight other bandits to hold the camp. If the 
  bandits suspect that the PCs are coming and 
  have a day or so to prepare, Kressle makes 
  sure all eight are present and ready 
  to fortify the camp. Otherwise, the 
  first time the PCs reach the camp, 
  they’ll find that four of the eight 
  are out hunting, gathering 
  firewood, or otherwise on patrol. 
  If the PCs take longer than 3 days 
  to reach the camp, the bandits know 
  about what happened to Happs, and 
  they all remain in camp.
  One bandit is always stationed on the 
  watch platform at area K2 and another at 
  area K3; both of these bandits use the 
  thunderstone kept at both sites to raise 
  the alarm and disorient intruders, 
  then begin firing arrows down at the 
  PCs while the remaining bandits 
  at area K1 grab their weapons and 
  come to join the fight. If the bandits 
  expect the PCs, they might even have an 
  additional bandit hiding behind 
  the logs at area K4, and might 
  heap some of their treasure in the 
  wagon at K5 (trapped with a bear 
  trap, of course!) to serve as a lure.
  Kressle 
  CR 1
  XP 400
  Female human ranger 2 
  NE Medium humanoid (human)
  Init +1; Senses Perception +6
  DefenSe
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
  hp 17 (2d10+6)
  fort +5, Ref +4, Will +1
  OffenSe
  Speed 30 ft.
  Melee mwk handaxe +5 (1d6+3/×3), mwk handaxe +5 (1d6+1/×3) or
  mwk handaxe +7 (1d6+3/×3)
  Ranged dagger +3 (1d4+3/19–20)
  Special Attacks favored enemy (human +2)
  TACTICS
  During Combat Kressle spends the first few rounds of combat 
  throwing daggers and waiting for the enemy to fight their way 
  through her bandits to confront her. She’ll switch to using her two 
  axes after a few rounds, focusing her attacks on humans if she can.
  Morale Kressle attempts to flee south to the Stag Lord’s fort if 
  brought below 5 hit points, but if it’s obvious that she can’t 
  escape the PCs, she fights to the death.
  STATISTICS
  Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +5; CMD 17
  feats Dodge, Two-Weapon Fighting, 
  Weapon Focus (handaxe)
  Skills Climb +7, Intimidate +4, 
  Knowledge (geography) +5, 
  Knowledge (nature) +5, 
  Perception +6, Stealth 
  +5, Survival +6
  Languages Common
  SQ track +1, wild empathy +1 
  Combat Gear potion of cure light 
  wounds; Other Gear studded leather 
  armor, 2 masterwork handaxes, 4 
  daggers, 85 gp
  Bandits (4 or 8) 
  CR 1/3
  XP 135 each
  hp 9 each (see page 12)
  Treasure: The bandits’ spoils, 
  kept hidden under less interesting 
  supplies like food, firewood, and 
  tents under the platform at area 
  K2, currently include 321 sp, 90 
  gp, a pair of silver earrings worth 
  150 gp, a wooden music box worth 
  90 gp, three crates of furs and 
  hides worth 50 gp per crate, and 
  a polished wooden case of potent 
  greenish herbal liquor. There are 
  still eight bottles with liquor left 
  in them, each worth 20 gp.
  These bottles of liquor 
  are special requests 
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  Thorn River Camp
  N
  One square = 5 feet
  K1
  K2
  K3
  K4
  K5
  Thorn River Camp
  N
  One square = 5 feet
  K1
  K2
  K3
  K4
  K5
  Stolen Land
  Stolen Land
  from the Stag Lord, who is an alcoholic among his many 
  other character flaws. A captured bandit can inform the 
  PCs that if the Stag Lord doesn’t get this shipment, he’ll 
  likely grow more aggressive. If PCs take the liquor and 
  use it as part of a disguise to enter the fort, the Stag Lord 
  drinks it almost immediately. The precise effects of liquor 
  shipments on the Stag Lord are described on page 45. 
  If the PCs search for Svetlana’s wedding ring, they 
  won’t find it among this treasure. If the PCs capture any 
  of the bandits, they can reveal that a couple of bags of loot 
  were stolen just yesterday by a group of filthy mites—the 
  annoying little bastards escaped with both bags, and the 
  bandits believe that they’ve fled to their lair under the old 
  sycamore tree, but no one’s been eager to go try to get the 
  stolen loot back since the majority of those bag’s contents 
  were just copper coins and some cheap-looking trinkets 
  (the wedding ring included).
  Development: While the bandits remain relatively loyal 
  and well-behaved as long as their boss, Kressle, lives, their 
  loyalty to the Stag Lord vanishes as soon as she’s defeated. 
  Any remaining bandits attempt to flee at that point, and 
  any who realize they can’t escape the PCs are quick to 
  surrender and beg for mercy.
  Like an increasing amount of the Stag Lord's bandits, 
  these thugs are dissatisfied with the rule of their master, 
  whose grip on reality seems to be slipping into the bottom 
  of a whiskey cask. While they continue to support their 
  lord, they aren't foolish enough to die for him, nor do they 
  pass up any seemingly good opportunities. A bandit won’t 
  help the PCs before learning the hard way that he might 
  be outclassed, but a bandit that is captured alive can reveal 
  crucial information concerning both the Stag Lord and 
  the Greenbelt itself. GMs should feel free to give PCs any 
  of the following information as needed or as requested. 
  “Our boss is a monster of a man. Calls himself the Stag 
  Lord. He’s a deadeye with the bow, and I saw him crush a 
  prisoner’s hand to mush in one fist. Come to think of it, 
  I’ve never seen him without his creepy stag helmet on—
  some of my friends think he ain’t got no face under it, but 
  not me—I think that creepy helm is his face!”
  “It’s hard keeping track of who’s working for the boss, 
  so we use a master phrase as a sort of password to get in 
  to the fort on the northeast shore of the Tuskwater. Unless 
  it’s been changed recently, the current phrase is, ‘By the 
  Bloody Bones of St. Gilmorg, who wants to know?’ And no, 
  I have no idea who ‘St. Gilmorg’ is.” 
  “The Stag Lord is a bloody drunk. All that booze under the 
  platform’s for him. He's half of what he used to be, and ain’t 
  never been right in the head. A few weeks ago he punched 
  my horse for spittin' in the yard. Personally, I wouldn't care 
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  if he dropped dead tomorrow, but even drunk out of his 
  mind he's still got a fair amount of fight to him.”
  “The Stag Lord keeps a strange old man locked up in the 
  basement. I suspect the old guy might actually be running 
  the show, using the Stag Lord as a puppet, you know. I got 
  a look into the old guy’s eyes once, and it terrified me. He 
  ain't someone I'd want to cross.”
  PArt Four: the old SycAmore
  Looming over all the hills in the northern Kamelands, 
  a graying hulk of a sycamore tree clings precariously to 
  its last years of life. The 100-foot-tall tree is a well-known 
  landmark and is visible for miles around—but is also well 
  known to be infested with mites. These malicious creatures 
  spend their days perfecting grisly pranks, torturing small 
  animals, and tormenting the Sootscale kobolds who dwell 
  in a cave 12 miles to the south. Recently, the mites stole 
  the Sootscales’ most holy statue and are holding it hostage 
  for the third time in as many months. Though the mites 
  thoroughly enjoy this little game, the Sootscales have 
  finally become fed up and have declared war on the old 
  sycamore—their latest attack on the mites being against 
  a group returning from the bandit camp with a pair of 
  treasure-filled bags. That the kobolds stole treasure that 
  the mites had just stolen even before the mites were able 
  to look through it has outraged the little blue losers, and 
  for the days to follow, the Kamelands between their two 
  lairs becomes the site of a war in miniature. It should 
  be unusually common to stumble across dead kobolds 
  and mites in these two areas, their pitiful gear pitifully 
  stripped by the victors of their pitiful little scraps.
  While the old sycamore itself is a landmark, the mite 
  lair itself has only a single entrance, hidden amid the 
  ancient tree’s roots. It’s a DC 20 Perception check to find 
  the hidden entrance, which consists of a root-lined shaft 
  that drops 10 feet down to the middle of a 40-foot tunnel 
  that runs east-west and connects areas R1 and R2. The roots 
  allow navigation of this shaft with a DC 5 Climb check. 
  Alternatively, if the PCs watch the sycamore from afar, every 
  night they’ll see five or six mites scamper out of the hole to 
  scatter into the surrounding hills, off to gather food, catch 
  animals to torment, or on a foray against the Sootscales.
  The mites are small creatures, and their lair is sized 
  for such. Ceiling height is rarely over 5 feet high, with 
  much of the upper foot a tangle of roots and thin 
  stalactites. Medium creatures in these caves are forced 
  to stoop over or adjust the swing of their weapons, and 
  suffer a –2 penalty on all attack rolls made within the 
  lair as a result.
  The mite hive under the old sycamore contains dozens 
  of mites in all, but the war with the Sootscales has 
  thinned their numbers. Currently, the tribe numbers 31 
  mites, although when the PCs first arrive, only 18 mites 
  are within the hive—if the PCs fail to drive the mites out 
  by killing all of them, they can replenish lost numbers up 
  to their total population of 31.
  r1. PrAnk workShoP (cr 1/2)
  Three crude, wooden workbenches occupy the center of this 
  room, their tops strewn with various tiny tools, metal and 
  wooden hardware, and blocks of wood.
  The mites use this odd workshop to design prank devices, 
  but with their new war against the Sootscales, they’ve taken 
  to making pranks of a more lethal nature. To date, only 
  seven mites have been killed in these risky modifications.
  The slope to the southwest quickly becomes a 30-foot-deep 
  shaft that drops into area R3—it’s a DC 5 Climb check to scale 
  this shaft, the walls of which are thick with hanging roots. 
  The slope to the northeast leads to the junction between the 
  exit shaft and the 20-foot-long tunnel leading to R2.
  Creatures: A pair of mites, Dingetooth and Uurch, 
  scurry about the room engaged in a strange competition 
  using a new device they’ve built. Using a miniature 
  catapult rigged out of bones and branches, the two take 
  turns firing caltrops at one another’s open mouth. The 
  goal is to see who can get the most caltrops into the other’s 
  mouth before they run out of caltrops—since each mite 
  swallows the caltrop when a hit is scored, they’re running 
  out relatively quickly. Since the caltrops are not made of 
  cold iron, swallowing them doesn’t hurt the mites—it 
  does kind of tickle, though.
  When they see the PCs, Dingetooth shrieks and charges 
  to fight in melee, while Uurch uses the caltrop tosser to 
  throw caltrops. This attack resolves as a +0 ranged attack 
  that inflicts only 1 point of damage on a hit. After the first 
  hit, Uurch realizes how ineffectual the tactic is and flees 
  down to area R3 to warn the others. 
  Dingetooth and Uurch 
   
  CR 1/4
  XP 100 each
  Male mites
  hp 3 each (Pathfinder RPG Bestiary 207)
  r2. hAtchery (cr 2)
  The wet-looking floor of this large cavern is crisscrossed by 
  several shallow trenches, each containing trickles of putrid-
  looking fluid. Six foul mounds of compost and dung lie heaped 
  about the room, each studded with small spherical eggs.
  This area serves as a centipede hatchery. The mites here 
  love their many-legged pets, which they hand-feed and 
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  Mite Lair
  N
  One square = 5 feet
  The Old
  Sycamore
  Individual Caves
  R1
  R1
  R2
  R6
  R5
  R4
  R3
  R2
  R3
  to R3
  to R1
  to R1
  to R2
  R5
  R6
  R4
  Mite Lair
  N
  One square = 5 feet
  The Old
  Sycamore
  Individual Caves
  R1
  R1
  R2
  R6
  R5
  R4
  R3
  R2
  R3
  to R3
  to R1
  to R1
  to R2
  R5
  R6
  R4
  Stolen Land
  Stolen Land
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  shower with horridly maudlin displays of affection. The 
  “fluid” in the rooms is runoff of foul-tasting but nutrient-
  rich water that seeps in from the ground above. To the west, 
  the cave cinches down to a tunnel that slopes up toward the 
  junction between the exit shaft and the 20-foot-long tunnel 
  that leads to area R1, while to the east, the tunnel slopes in a 
  corkscrew pattern, descending 20 feet to area R6.
  Creatures: Currently, only a single mite watches the 
  hatchery. Quoggy is the tribe’s most accomplished and 
  respected vermin breeder. If caught unawares, she sits 
  upon a small stool in front of a large wooden bowl filled 
  with a foul-smelling paste made of ground-up kobold 
  bones, kobold blood, and crushed mice. Three giant 
  centipedes happily feed on this mess. The centipedes hiss 
  when they see intruders—Quoggy orders them to attack 
  before she scurries out of the room to seek help from the 
  mites deeper in the hive.
  Quoggy  
   
  CR 1/4
  XP 100
  Female mite
  hp 3 (Pathfinder RPG Bestiary 207)
  Giant Centipedes (3) 
   
  CR 1/2
  XP 200 each
  hp 5 each (Pathfinder RPG Bestiary 43)
  r3. chAmBer oF torment (cr 2) 
  Anyone approaching this room automatically hears 
  high-pitched cries of terror from the room’s unfortunate 
  occupant.
  The walls of this egg-shaped cavern are obscured by thick 
  tangles of long, pallid roots. To the east, the chamber opens 
  into a wide, root-filled chasm.
  Creatures: A group of six mites are joyously tormenting 
  a captured Sootscale kobold—one of four black-scaled 
  kobolds who have been tied into the roots along the wall. 
  The other three already hang limply by their bonds, dead 
  from the mites’ torment. The last kobold shrieks in pain 
  as the six mites take turns poking it with sharp sticks—
  each shriek eliciting a fresh wave of giggles and cheers 
  from the mites. They drop their sticks and draw their tiny 
  knives in rage if interrupted, fighting until at least three 
  mites are slain, at which point the others flee through 
  area R4 to area R5 to regroup.
  Mites (6)  
   
  CR 1/4
  XP 100 each
  hp 3 each (Pathfinder RPG Bestiary 207)
  Mikmek  
   
  CR 1/4
  XP 100
  Male kobold
  hp 4 (currently 1 hp; Pathfinder RPG Bestiary 183)
  Development: The kobold is a young warrior named 
  Mikmek, the last surviving Sootscale of a doomed attack 
  on the mite cavern. If rescued, Mikmek swallows his pride 
  and falls to his knees and thanks his saviors in chirping 
  Common. He promises the PCs “many treasures” if they 
  help him finish his quest to rescue the Sootscales’ holy 
  statue from these nasty blue mites, and if armed with a 
  weapon he can use he squeals in delight and, at least until 
  they reach the chieftain of the Sootscales, will be a loyal 
  companion to the PCs.
  r4. centiPede chASm (cr 3)
  A deep and ominous chasm splits the passage. The chasm 
  is a few yards wide, and twice as deep, but thick ropes of 
  tangled roots fill the entire area. The passage continues 
  on the far side of the chasm, and between the two ledges, 
  numerous loops have been tied into the roots to serve as 
  hand- and footholds.
  The chasm is only 20 feet deep, and its rough walls 
  make for a relatively easy DC 5 Climb check thanks to 
  the numerous roots hanging from the walls. The loop-
  knotted roots between the two passageway ledges form 
  a sort of crossing—by using the loops, a creature can 
  clamber across the chasm with a DC 5 Climb check. 
  Some of the knots, though, are cleverly tied to tear loose 
  as soon as any pressure is put on them. A false knot is 
  obvious to anyone who spends a minute studying the 
  knots from either ledge and makes a DC 16 Perception 
  check. The mites, of course, already know which knots 
  are rigged and clamber across without touching them. 
  Quest: The Sacred Statue
  The PCs find and return the stolen sacred statue to the 
  Sootscale Kobolds.
  Source: Mikmek the kobold prisoner in area R3.
  Task: The PCs must liberate the sacred statue from area R5.
  Completion: The PCs must deliver the statue to Shaman 
  Tartuk at area Y5. Alternatively, they can deliver it to Chief 
  Sootscale in area Y4 to let him free his tribe.
  Reward: Delivering the statue to Tartuk wins the PCs 
  safe passage out of the kobold lair as well as a shiny 500 
  gp topaz and (if the PCs ask for it) Svetlana’s wedding ring 
  from the shaman. Delivering the statue to Chief Sootscale 
  wins them instead the ring, the shaman’s gear, the eternal 
  thanks of the kobold chieftain and, perhaps, an actual 
  alliance with the Sootscale tribe.
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  Anyone who climbs across without stopping to check 
  has a 50% chance of accidentally using a rigged knot, 
  which tears loose and causes the character to fall unless 
  he makes a DC 12 Reflex save.
  Creature: The chasm is far from uninhabited—the 
  pride and joy of the mite tribe dwells here, an immense, 
  25-foot-long giant whiptail centipede. The creature is 
  normally coiled at the far north end of the chasm, but is 
  likely to notice anything other than a mite that attempts to 
  cross the chasm—if it does, it hisses and clambers up the 
  wall to attack—but the width of the chasm and the tangle 
  of roots forces the giant centipede to squeeze, slowing 
  it down and giving the PCs something of an advantage 
  against it. A giant whiptail centipede is recognizable not 
  only for its size, but for the two whip-like tendrils that 
  thrash at the end of its tail.
  Giant Whiptail Centipede 
   
  CR 3
  XP 800
  N Huge vermin 
  Init +0; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 11, touch 4, flat-footed 11 (+7 natural, –2 size, –4 squeezing)
  hp 38 (4d8+20)
  fort +9, Ref +1, Will +1
  Immune mind-affecting effects
  OffenSe
  Speed 40 ft., climb 40 ft.
  Melee bite +4 (2d6+7 plus poison), tail slap –1 (1d3 nonlethal plus 
  trip)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)
  TACTICS
  During Combat The whiptail attacks the closest target, pursuing 
  it throughout the mite lair but not out of it. These stats have 
  been modified for the fact that the centipede is forced to 
  squeeze in the environs.
  Morale The centipede fights to the death.
  STATISTICS
  Str 25, Dex 11, Con 21, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +12; CMD 22 (can’t be tripped)
  Skills Climb +15
  SQ compact
  SPeCIAL ABILITIeS
  Compact (ex) Although a giant 
  whiptail centipede is a Huge creature, its compact and slender 
  frame allow it to squeeze through areas as if it were a Medium 
  creature—it still suffers normal effects for squeezing into 
  small areas.
  Poison (ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 
  rounds; effect 1d4 Dex; cure 1 save.
  Tail Slap (ex) A whiptail centipede’s tail slap attack inflicts 
  nonlethal damage and gains no bonus from its strength score 
  on damage inflicted. The monster’s reach with its tail slap is 
  20 feet.
  r5. wAr room (cr 4)
  Rows of wooden pegs line the earthen walls, some hung with 
  tiny, filthy cloaks. In the center of the room stands a rickety 
  table held together with twine, covered with a filthy red-
  checked tablecloth and heaped with mounds of dirt and twigs 
  and gravel, apparently arranged to form some sort of map. 
  Sitting at the edge of the map, weighing down a scrap of paper, 
  is a bloodstained ivory statuette of what looks like a crouching 
  reptilian devil. A bulging burlap sack sits under the table.
  This room serves both as a war room and the den of 
  the mite leader Grabbles. He’s created a relatively accurate 
  map of the hexes that contain their lair and the Sootscale 
  tribe—the sycamore tree is represented by a tangle of 
  branches, the Sootscale cave by a pile of bloodstained 
  rocks. A DC 14 Knowledge (geography) check recognizes 
  the map for what it represents, at which point the character 
  can easily find the entrance to the Sootscale caves.
  Creatures: Grabbles stands near the table, squabbling 
  over the next best plan of attack against the kobolds with 
  four of his favorite advisers. Looming nearby is Grabbles’ 
  pet and mount, a stocky tunnel tick the size of a bugbear 
  named Tickleback. Grabbles has a particularly large gap 
  between his teeth, causing him to make whistling sounds 
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  when he talks. A particularly unsightly scattering of 
  pimples decorates his face and tongue.
  In combat, Grabbles clambers onto Tickleback and rides 
  him into battle, although Grabbles can’t take any other 
  action than to hang on and shout orders while riding 
  his tick. The other mites attack as Grabbles commands, 
  fighting to the death as long as he still lives.
  Grabbles 
   
  CR 1/3
  XP 135
  Advanced mite (Pathfinder RPG Bestiary 207, 294) 
  hp 5
  Mites (4)  
   
  CR 1/4
  XP 100 each
  hp 3 each (Pathfinder RPG Bestiary 207)
  Tickleback 
   
  CR 3
  XP 800
  Variant giant tick (Tome of Horrors Revised 344)
  N Medium vermin 
  Init +0; Senses darkvision 60 ft., scent; Perception +0
  DefenSe
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 34 (4d8+16)
  fort +8, Ref +1, Will +1
  Immune mind-affecting effects
  OffenSe
  Speed 20 ft.
  Melee bite +7 (1d6+6 plus grab and disease)
  Special Attacks blood drain
  TACTICS
  During Combat The tunnel tick attacks the target Grabbles 
  directs, or the closest large target if no orders are given.
  Morale The tunnel tick fights to the death.
  STATISTICS
  Str 18, Dex 10, Con 19, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +7; CMD 17 (29 vs. trip)
  SPeCIAL ABILITIeS
  Blood Drain (ex) A tunnel tick drains blood at the end of each 
  turn it grapples a target, inflicting 1 point of Strength and 
  Constitution damage.
  Disease (ex) Red ache: Bite—injury; save Fort DC 16; onset 1d3 
  days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Treasure: The ivory statuette depicts a crouching 
  horned devil. This statue was stolen from the Sootscale 
  kobolds—to the kobolds, the statue is a sacred relic and 
  the focal point of their worship (they worship the statue 
  as a mighty, winged kobold named Old Sharptooth). 
  The statue is nonmagical, but worth 250 gp for its 
  craftsmanship.
  The paper weighed down by the statuette is an 
  accounting of the status of the war, as defined by key pieces 
  of stolen treasure. Written in charcoal in Undercommon, 
  the paper consists of two columns, one labeled “Us” and 
  one labeled “Them.” The “Us” column lists only two 
  things: “kobold statue” and “lots of spears and coins.” The 
  “Them” column lists “magic dust,” “lots of coins” and 
  “shiny human ring.”
  The burlap sack contains the mites’ treasure, much 
  of which has been looted from slain kobolds. Within 
  are 12 Small spears, 193 cp, 120 sp, and 32 gp.
  r6. common room (cr 2)
  This damp room is haphazardly cluttered with broken 
  beds, chairs, wagon wheels, and an assortment of worn, 
  tattered, dingy, and broken objects pilfered or salvaged 
  from big folk. A row of bookcases stands crookedly propped 
  against the far wall, the shelves filled with bits of bone, 
  feathers, and dried centipede legs. Old window frames, cracked 
  and splintered, hang upon the wall like works of fine art. 
  This area serves as the mites’ common room. Here they eat, 
  sleep, and engage in various social and anti-social behavior. 
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  There’s enough beds and hanging hammocks in here to cram 
  in over two dozen sleeping mites.
  An upward sloping passage to the north leads to area R2.
  Creatures: Currently, only six mites occupy this room. 
  Two pitifully attempt to play a folk song on shabby stringed 
  instruments. Two more sit nearby, jeering and throwing 
  rocks at the musicians. Lastly, a pair of mites lie beneath 
  a ragged sheet reading a book with torn pages. The book 
  is upside down. All six rise up in anger and attack upon 
  sighting the PCs, but as soon as one mite is dropped, the 
  remaining mites shriek in fear and run for area R5.
  Mites (6)  
   
  CR 1/4
  XP 100 each
  hp 3 each (Pathfinder RPG Bestiary 207)
  PArt Five: the SootScAleS
  The name of the Sootscale kobold tribe changes each time 
  their chieftain changes—currently, they are ruled by 
  Chief Sootscale, and so they are known as the Sootscale 
  kobolds. They have lived in this old silver mine in the side 
  of a hill just north of the Shrike River for several decades, 
  periodically clashing with bandits or mites or trappers 
  but always enduring even through the most disastrous of 
  times. The Sootscales all have dark gray or black scales, 
  and have a particular fondness for swimming in the 
  Shrike River and catching fish with their tiny teeth.
  In fact, Chief Sootscale is not the actual leader of these 
  kobolds. Their true leader is a frighteningly intelligent and 
  manipulative kobold sorcerer named Tartuk who came to 
  the tribe a year ago from the east. Tartuk is a destructive 
  force—a murderer and a maniac who finds a perverse glee 
  in manipulating his kin into self-destructive spirals of 
  fear and madness. He’s ruined two kobold tribes already, 
  and hopes to add the Sootscales to his list soon. Tartuk’s 
  appearance is as unusual as his loathing of kobold 
  kind—his scales are a deep purple, unlike any other 
  kobold. In fact, Tartuk was not born a kobold—he was 
  born a gnome. He was killed in a fight against a group 
  of ogres who were tormenting his village, but his 
  accidentally heroic sacrifice was enough to give his village 
  a chance to defeat the ogres. The village, sorrowed by 
  Tartuk’s death, unanimously voted to restore him to 
  life—so they decided to use a scroll of reincarnate that had 
  sat in the village treasury for years. In an ironic twist of 
  fate, poor Tartuk came back as a kobold.
  Scandalized, the village didn’t know how to react. 
  Tartuk did—he hadn’t meant to give his life to save 
  the village (he’d actually been trying to surrender to 
  the ogres and offer to help them destroy the village in 
  return for sparing his life, but the ogres crushed him 
  before he got his offer out), and now they’d turned him 
  into one of the most hated of monsters—a kobold! The 
  fact that his new scales were the same deep purple as his 
  hair in his previous life served only to ensure Tartuk’s 
  shame. Enraged, he fled into the woods, only to nurse a 
  deep grudge. He found a tribe of kobolds, joined them, 
  used his magic and manipulative lies to rally them, and 
  led his new army in an attack against his old village. The 
  resulting battle was furious, and only Tartuk survived. 
  That was fine with him.
  Since then, the mad kobold has drifted through several 
  River Kingdoms, periodically haunting towns and 
  murdering gnomes he finds and at others insinuating 
  himself into kobold tribes, taking them over from within, 
  and then driving them to extinction by forcing them into 
  wars they can’t possibly win. The Sootscales are but Tartuk’s 
  latest project. He uses a combination of lies, magic, and his 
  favorite tool—a non-magical statue of a devil—to seize 
  control of a tribe. He’s become quite skilled at convincing 
  tribes that the statue is magic and that it will curse the 
  entire tribe if the chieftain doesn’t follow its commands—
  commands, of course, that only Tartuk can hear.
  y1. mAin entrAnce (cr 2)
  An outcropping of large boulders emerges from the weathered 
  face of a nearby hillock. A narrow opening in the rock leads 
  into darkness below. A fallen sign leans against the side of the 
  cave entrance, and a cage made of branches and sticks sits on 
  the other side.
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  The fallen sign is weathered and bears a few faded 
  words: “Oaktop Silver Mine.” Originally used by 
  Taldan explorers, this mine was abandoned long before  
  its potential was played out as the Taldans realized  
  the mine was far too distant from other settlements to 
  be viable.
  An alcove to the west contains a locked iron gate—the 
  kobold on watch keeps the key (or the gate’s lock can be 
  picked with a DC 20 Disable Device check). In the area 
  beyond, three rope nooses hang from holes in the ceiling 
  above rusty iron hooks set in the floor. When pulled down 
  and looped on the hooks below, these ropes seal shut the 
  three pit traps that guard the entrance.
  Creature: The stick cage contains a single, sobbing 
  mite—his eyes squinted tightly shut against the light 
  during the day. The wretched creature is the only prisoner 
  the kobolds have managed to take alive, and they’ve 
  placed him here as a warning to any mites that might 
  approach. If released, the thankless creature hisses and 
  runs away, attacking with unarmed strikes if prevented 
  from fleeing.
  A lone kobold stands constant watch here, crouched 
  behind one of the big rocks at the cave entrance. If 
  he spots PCs, he chirps loudly in surprise—he was 
  expecting mites, not bigger foes. The kobold hesitates for 
  a few moments, confused since he has no actual orders 
  regarding big folk, then makes an unusual decision 
  driven by an uncharacteristic stroke of logic. He hails the 
  PCs and cries out, “Wait! Wait! I wanna talk!”
  This kobold is Nakpik, and he wants to ask the PCs for 
  help. He explains that his tribe’s special magic statue was 
  stolen recently by mites, and invites the PCs to come with 
  him into the caves to speak to the shaman about a reward 
  for retrieving the statue. If the PCs attack, Nakpik shrieks 
  in terror and runs into the cave to area Y4 to warn the 
  rest of his tribe—otherwise he proudly escorts the fully 
  armed PCs into the cave to area Y6 to speak to Tartuk, 
  picking up 1d6 curious kobolds along the way who follow 
  in their wake, eager to see what happens. Tartuk takes 
  care to show the PCs around the pits to the south as he 
  escorts them.
  nakpik  
   
  CR 1/4
  XP 100
  Male kobold (Pathfinder RPG Bestiary 183)
  hp 4 
  Mite  
   
  CR 1/4
  XP 100 
  hp 3 (1 currently; Pathfinder RPG Bestiary 207)
  Trap: Three 10-foot-deep pit traps with hidden lids 
  protect the entrance to this cave.
  Pit Trap (3) 
   
  CR 1/2
  XP 200 each
  Type mechanical; Perception DC 20; Disable Device DC 20
  effeCTS
  Trigger touch; Bypass remote switch; Reset manual
  effect 10-foot-deep pit (1d6 falling damage); DC 20 Reflex avoids
  y2. AlcoveS (cr 1/2)
  Even for kobolds, these tight tunnel openings are cramped. 
  Small creatures can move through the tunnels in single 
  file, while Medium creatures must squeeze through.
  Creatures: Just beyond the tunnel openings, a pair of 
  shadowy alcoves flank the main passageway. Two kobold 
  guards wait within the alcoves. The kobolds position 
  themselves both in front and behind invaders, attacking 
  when they have the greatest advantage and shrieking an 
  alarm unless the PCs are escorted by Nakpik or Mikmek.
  Kobolds (2)  
   
  CR 1/4
  XP 100 each
  hp 4 each (Pathfinder RPG Bestiary 183)
  y3. temPle
  The walls of this cave have been smeared with what appears 
  to be charcoal and blood to depict multiple representations in 
  red and black of a looming, sharp-toothed reptilian devil. Two 
  low stone tables sit in the middle of the room, one of which is 
  stained with blood.
  This chamber is where Tartuk leads his “sermons” to 
  Old Sharptooth. He takes delight in leading the kobolds 
  in sacrifices to a false, imaginary god, hoping that their 
  sacrificed souls go adrift in the afterlife and become 
  forever lost. The cleaner of the two stone tables is normally 
  used to display the statue of Old Sharptooth, but currently 
  this statue rests deep in the mite lair at area R5.
  y4. common room (cr 4)
  The air in this large cave feels warm and close, thick with a 
  reptilian stink mixed with smoke and burnt meat. Numerous 
  beds of furs lie scattered throughout the room amid 
  smoldering cookfires, while to the south, a ten-foot-wide alcove 
  contains a large mound of furs framed by dozens of sticks on 
  which are mounted the skulls of many birds and small animals,  
  all smeared with ash.
  Creatures: Tartuk’s work has already reduced the size of 
  the Sootscale tribe by half. In all, the tribe currently numbers 
  only 20 kobolds, but many of them are out patrolling the hills 
  at this time—when the PCs arrive, this room contains only 
  six kobolds and their worried chieftain, Sootscale himself.
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  Sootscale knows that tall folk mean trouble, and if he 
  sees them here, he immediately orders an attack. Only if 
  the PCs are escorted by a kobold does he pause long enough 
  for the PCs or their escort to explain themselves. If the 
  PCs have not yet retrieved the statue of Old Sharptooth, 
  Sootscale realizes that sending the PCs to get it might be his 
  tribe’s best hope—he escorts the PCs to meet with Tartuk 
  personally in this case. A DC 20 Sense Motive check made 
  after the PCs spend a few rounds speaking to Sootscale is 
  enough to realize that something seems to be oppressing 
  and haunting the kobold—if pressured to reveal what’s 
  bothering him, Sootscale glumly admits that if the statue 
  of Old Sharptooth isn’t returned soon, Sharptooth’s curse 
  will cause all of the kobolds to turn yellow and die.
  If the PCs have the statue, his eyes shine with excitement 
  and he demands the PCs hand it to him. If they do, 
  Sootscale holds the statue in his hands with a fierce look 
  of concentration, as if he were making a particularly 
  difficult decision. Finally, he shrieks in triumph, holds 
  the statue over his head, and then smashes it down onto 
  the ground, shattering it. The other kobolds in the room 
  freeze in shock while Sootscale, a frantic grin on his snout, 
  thanks the PCs for “freeing us from this curse” and then 
  encourages them to come with him to “kill the usurper.”
  Although there is, in fact, no real curse, Sootscale 
  believes that by breaking the statue he has freed himself 
  from its reach. Emboldened and infused with a rush of 
  self-confidence for the first time since Tartuk displayed 
  the effects of the “curse” many months ago, Sootscale 
  leads his kobolds in a coup against the shaman 
  and, with or without the PCs’ aid, kills the 
  sorcerer and reclaims control of his tribe.
  Kobolds (6)  
   
  CR 1/4
  XP 100 each
  hp 4 each (Pathfinder RPG Bestiary 183)
  Chief Sootscale 
   
  CR 2
  XP 600
  Male kobold rogue 3 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +7; Senses darkvision 60 ft.; Perception +6
  DefenSe
  AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 
  size)
  hp 16 (3d8+3)
  fort +1, Ref +6, Will +1
  Defensive Abilities evasion, trap sense +1
  Weaknesses light sensitivity
  OffenSe
  Speed 30 ft.
  Melee mwk club +4 (1d4)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Chief Sootscale moves in quickly to attack 
  obvious healers on the first round of combat, hoping to get 
  in a sneak attack. He then uses Acrobatics to stay mobile and 
  attack foes who are flanked.
  Morale Chief Sootscale surrenders if brought below 5 hit points, 
  dropping his club and trying to blame Tartuk for “forcing” him 
  to attack the PCs. Sootscale hopes to get the PCs to shift their 
  wrath to the other kobold with this tactic.
  STATISTICS
  Str 10, Dex 17, Con 10, Int 8, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 15
  feats Dodge, Improved Initiative
  Skills Acrobatics +9, Climb +5, Disable Device +9, Intimidate +7, 
  Linguistics +3, Perception +6, Stealth +13, Swim +6
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  sermons and the sacrifice of “bad kobolds” (chosen by him 
  from any kobold who seems to be about to question his 
  right to rule) with shrieking ghosts and smoky spirits. He 
  even convinced Chief Sootscale that the tribe had been 
  cursed by surreptitiously casting prestidigitation on a dead 
  kobold to make it look like his scales had turned yellow. 
  As a result of all of this trickery, Tartuk has the Sootscales 
  convinced that, now that they’ve taken to worshiping Old 
  Sharptooth, their tribe will wither and die out if the statue 
  of the “god” is stolen or lost. He periodically enforces 
  these beliefs by having his “talking bird” Tickbiter deliver 
  ominous messages, creating illusions of eerie omens, or 
  simply by using Bluff to explain everyday bits of luck as 
  signs of Old Sharptooth’s pleasure or anger.
  Tartuk has things planned out, and the introduction of 
  the PCs throws him for a loop. If one of the kobolds brings 
  the PCs to him with the expectation that Tartuk will want 
  them to go retrieve the stolen statue, the kobold sorcerer 
  plays along (even though he’d been intending to use the 
  stolen statuette to fuel the war with the mites for many 
  more weeks). Soon after the party leaves, he has the other 
  kobolds sacrifice poor Nakpik for good luck, then begins 
  brainstorming ideas on how to use the PCs to cause the 
  kobolds further trouble. He finally decides on a simple 
  Sootscale Caverns
  N
  One square = 5 feet
  Y1
  Y2
  Y3
  Y4
  Y5
  Y6
  Sootscale Caverns
  N
  One square = 5 feet
  Y1
  Y2
  Y3
  Y4
  Y5
  Y6
  Languages Common, Draconic
  SQ crafty, rogue talent (surprise attack), trapfinding
  Gear masterwork club, amulet of natural armor +1
  y5. tArtuk'S QuArterS (cr 4)
  The walls of this cavern are decorated by a rickety wooden 
  frame formed from clean-cut branches lashed together with 
  gut and twine. Banners cut from two-foot-wide strips of old 
  blankets and horsehides hang from floor to ceiling, covering 
  much of the walls. The sloppily painted banners bear dozens 
  of primitive icons and mystic symbols. A large cauldron filled 
  with bubbling red liquid boils in the center of the room. 
  Creature: Once the private cavern of Chief Sootscale, 
  Tartuk took over this chamber and redecorated it to make 
  it look more “mystical.” Although Tartuk is not an actual 
  divine spellcaster, the unusual coloration of his scales and 
  his habit of adding unnecessary hand gestures, chants, 
  and strange spell components to his spellcasting has been 
  more than enough to trick the rest of the kobolds in the 
  tribe. The false shaman further keeps the kobolds in line 
  by weekly sacrifices before the (currently stolen) statue of 
  Old Sharptooth, using Still Spell illusions to enhance his 
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  plan—if the PCs successfully return the statue, he’ll 
  order the Sootscale kobolds to attack the PCs at once for 
  daring to defile Old Sharptooth with their soft, scaleless 
  fingers. The kobolds follow this order, fighting to the last 
  as long as Tartuk lives—but if the PCs defeat the sorcerer, 
  the remaining kobolds (Chief Sootscale included) flee the 
  region. Tartuk, of course, hopes the PCs simply kill off 
  the rest of the tribe and spends the battle not helping but 
  trying to sneak away, leaving the tribe to its fate. If Tartuk 
  escapes, he can remain in the region and become a thorn 
  in the PCs’ sides for some time to come.
  Tartuk 
   
  CR 4
  XP 1,200
  Male kobold sorcerer 5 
  CE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +1
  DefenSe
  AC 18, touch 12, flat-footed 17 (+1 armor, +1 Dex, +1 natural, +4 
  shield, +1 size)
  hp 22 (5d6+5)
  fort +1, Ref +2, Will +3
  OffenSe
  Speed 30 ft.
  Melee mwk cold iron sickle +4 (1d4+1)
  Spells Known (CL 5th; concentration +9)
  2nd (5/day)—detect thoughts (DC 16), invisibility, minor image 
  (DC 16)
  1st (7/day)—cause fear (DC 15), identify, shield, silent image (DC 
  15), unseen servant
  0 (at will)—acid splash, detect magic, light, mage hand, message, 
  prestidigitation
  Bloodline arcane
  TACTICS
  Before Combat Tartuk casts shield as soon as he knows he’ll be 
  meeting with the PCs or hears the commotion of approaching 
  kobolds. He casts unseen servant every day as well.
  During Combat Tartuk uses his wand and cause fear against 
  enemies unless forced into melee, in which case he uses 
  Arcane Strike to increase damage done with his sickle (this 
  damage bonus is included in the stats above).
  Morale Tartuk fights to the death, almost as if on some level he 
  seeks it.
  Base Statistics Without shield and Arcane Strike, 
  Tartuk’s stats are: AC 14, flat-footed 13; Melee mwk 
  cold iron sickle +3 (1d4–1)
  STATISTICS
  Str 8, Dex 12, Con 11, Int 14, Wis 8, Cha 18
  Base Atk +2; CMB +0; CMD 11
  feats Alertness, Arcane Strike, Eschew Materials, 
  Improved Initiative, Silent Spell
  Skills Appraise +5, Bluff +12, Fly +0, Knowledge (arcana) 
  +7, Knowledge (geography) +3, Knowledge (religion) 
  +4, Perception +1, Sense Motive +1, Spellcraft +10, Stealth +0, 
  Survival +4
  Languages Common, Draconic, Gnome, Undercommon
  SQ arcane bond (raven familiar named Tickbiter), bloodline 
  arcana, crafty, metamagic adept 1/day
  Combat Gear wand of magic missile (CL 3rd, 28 charges); Other 
  Gear masterwork cold iron sickle, bracers of armor +1, personal 
  journal (see Treasure below)
  Tickbiter  
   
  CR —
  Raven familiar (Pathfinder RPG Bestiary 133)
  hp 11
  Languages Draconic
  Treasure: Tartuk has had the kobolds pile all of their 
  treasure (plus any new treasures they gain from their war 
  against the mites) in a heap in the eastern alcove of his den. 
  This mound consists of a huge amount of worthless shiny 
  objects, such as quartz and mica crystals, bits of metal, 
  broken weapons and armor, and other garbage. In addition, 
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  the pile contains 7,420 cp, 2,132 sp, 302 gp, a masterwork 
  light metal shield, seven +1 flaming crossbow bolts, a pair of 
  boots of elvenkind, and a soiled leather bag. Inside the bag 
  are the treasures stolen from the mites (who stole from the 
  bandits who stole from Oleg’s). The leather bag contains 321 
  sp, 249 gp, 13 pp, a plain brass wedding ring set with a single 
  pearl (this is Svetlana’s wedding ring—it’s worth 120 gp), 
  and a pouch containing a single dose of dust of illusion.
  Tartuk’s personal journal is written in Undercommon 
  as a simple security feature. The bitter ex-gnome records 
  much of his history in this journal, giving the PCs a chance 
  to gain some insight into his mindset and background. 
  Tucked into the back of the journal is a single scroll of fly; 
  his journal indicates that when he grows tired of his life, 
  he intends to use the scroll to fly up as high as he can, 
  effectively committing suicide when the spell expires in 
  5 minutes and leaves him at a height of nearly 2,000 feet, 
  well out of the safety range for the spell’s expiration.
  y6. eScAPe route 
  A downward-sloping passage trails off into the darkness 
  to the east here. The passage continues for several 
  hundred yards before ending at a wall of hanging roots 
  and leaves obscuring the exit out of the side of the hill. 
  From outside, it’s a DC 30 Perception check to locate the 
  cleverly hidden exit. 
  returning the SAcred StAtue
  If the PCs manage to reclaim the sacred statue of Old 
  Sharptooth from area R5, they have a choice. If they were 
  given the quest by Shaman Tartuk, he expects them to 
  return the statue to him. Likewise, if they get the quest 
  from Mikmek in area R3, the kobold initially suggests 
  that they should return it to the shaman.
  Yet there’s another option—they can return the statue 
  to Chief Sootscale himself, thus “lifting” his curse and 
  restoring him to true power over his tribe. Doing so 
  enrages the shaman, of course, and the PCs will need to 
  defend themselves from Tartuk’s wrath in this case, but 
  in the long run returning the statue to Chief Sootscale is 
  the better option, as this gains the eternal gratitude of 
  the chieftain and a possible alliance with the tribe.
  The PCs might already know about the unusual 
  political situation among the Sootscales, especially if 
  they encounter the kobolds before the mites. While none 
  of the kobolds openly admits his fear of Tartuk, this 
  dread should be obvious to the PCs.
  If the PCs rescue Mikmek, the kobold initially suggests 
  they return the statue to Tartuk, but after they reclaim the 
  statue, Mikmek cheers and lets slip “Death to Tartuk!” 
  before clapping his hands over his snout. If the PCs 
  press him, he admits that no one likes Tartuk, and that 
  everyone, even the chief, is afraid of the scary shaman 
  and doesn’t want to be cursed, but as long as Tartuk has 
  control of the sacred statue, the other kobolds dare not 
  move against him. He timidly suggests returning the 
  statue to Chief Sootscale at this point if the PCs don’t 
  come up with the idea on their own.
  PArt Six:  
  AgAinSt the StAg lord
  The Stag Lord never had a name, for his father only called 
  him “boy,” and then only when the old man demanded some 
  sort of backbreaking chore or was looking for something 
  to beat on. He never knew his mother and never knew a 
  proper home—his father, being a roving and misanthropic 
  druid, stayed on the road at all times, never sleeping in the 
  same town more than 3 days in a row and usually camping 
  out under the stars. Food was often scarce, especially as his 
  father would only share after he’d eaten his fill, so the boy 
  learned to hunt and steal. His father bruised and cut him, 
  and so the boy learned to tend his own wounds. His father 
  left him for death so many times, he came not to fear it.
  Eventually, the druid’s misanthropic ways forced him 
  to abandon civilization or face persecution. And so he 
  headed north into the Stolen Lands, bringing the boy with 
  him. Times grew tougher for the boy, until the night when 
  he had his Dream. In the Dream, a blindingly beautiful 
  woman came to him and told him he was no longer a boy 
  but a man, and she lay with him to prove her claim. After, 
  she asked him why, if he was a man, he still deferred to 
  Quest: The Stag Lord
  The PCs are asked to slay the Stag Lord and thus disrupt 
  the organized bandit activity in the Greenbelt.
  Source: Official charter from Restov—this charter is 
  waiting for the PCs the second time they return to Oleg’s 
  Trading Post after defeating the bandits at area K, and 
  states that the Stag Lord is wanted “dead or alive,” and 
  that if he can be removed from power, the PCs will be 
  rewarded greatly.
  Task: The Stag Lord is not interested in surrendering—
  the PCs will likely need to kill him in order to complete 
  this quest.
  Completion: Word of the Stag Lord’s defeat must be 
  sent to Restov—if his body is not available as proof, an 
  agent of the swordlords shall arrive in the area shortly to 
  confirm the banditry has been addressed.
  Reward: 5,000 gp, plus a new charter to settle land and 
  establish a colony in the Greenbelt—this charter and its 
  ramifications are dealt with in Pathfinder Adventure Path 
  volume #32.
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  his father’s brutality. She gave him a lock of her hair, and 
  told him that the next time his father tried to beat him, he 
  should fight back.
  When he woke, he assumed his Dream was nothing 
  more, but then he saw that he still clutched the lock of hair 
  his nocturnal visitor had gifted him. So when his father, 
  drunk and angry, came at him that afternoon, the 
  boy fought back and beat his father to within an 
  inch of death. Then, with the only lessons he 
  had been given—anger, spite, rage, vengeance, 
  and greed—he became the leader. Yet for all 
  his father’s cruelty, he never let the boy (now 
  a man) die. And so the man kept his broken 
  father with him, caring for him when he 
  had the time, railing upon him when he 
  had the urge, and generally keeping him 
  just this side of death.
  Eventually, the man noticed that 
  other bandits deferred to him 
  when they met on the road, and 
  so he sought others he could easily 
  intimidate, weak-willed things that 
  seemed drawn to his dominance. He lured 
  drunks, petty thieves, and other spineless knaves 
  into his service, and when they came upon the ruins 
  of an ancient Iobarian tower on the north edge of the 
  Tuskwater, the man realized he had found a place to call 
  his own. Within the ruins, he found a grim helmet made 
  of strange bone and graced with a stag’s antlers. He took 
  the helm as his own, and from that point on his men 
  knew him as the Stag Lord.
  In the months to come, the Stag Lord gathered more of 
  the outcast and desperate to his side. He armed them and 
  taught them how to hone their combat skills. And as they 
  grew in number, he ordered them north toward Rostland 
  to take what they willed—and as long as they returned 
  every month to pay him his dues in gold and other wealth, 
  they would never have to fear reprisal from their lord. 
  In time, the Stag Lord hopes to build an army, perhaps 
  one great enough that his Dream might return to him, 
  whereupon he shall become a king and she his queen, and 
  they will rule over the Stolen Lands as one.
  the BAnditS
  Although the bandits involved in the attack on Oleg’s, 
  the bandits stationed at the Thorn River Camp, and the 
  bandits the PCs might run into as wandering monsters 
  all serve the Stag Lord, only a select few are allowed to 
  live in the fort with him. In all, seven bandits live in the 
  fort—if the PCs make multiple forays against the fort, you 
  can assume that there are enough bandits in the hills that 
  each day, the Stag Lord can replenish 1d6 of any bandits 
  slain in battle. He cannot replace his three officers.
  Although the seven bandits are identical as far as game 
  statistics go, they remain unique individuals. Listed below 
  are the names and a brief description of each bandit—you 
  can use these notes to give the bandits a personality, 
  especially if the PCs decide to infiltrate the fort disguised 
  as new recruits.
  Ayles Megesen: Ayles is a soft-spoken man 
  whose calm demeanor should not be taken 
  for passivity—Ayles enjoys the act of torture 
  the most among the bandits, and often 
  spends hours after a fight “exploring” 
  surviving victims.
  Cragger Kench: A former cutpurse, 
  Cragger was beaten senseless by the Stag Lord 
  for drinking a bottle of his liquor, and his 
  injuries have left him a little dim-witted—
  although not so dim-witted as Auchs.
  Dirty Jeb Megesen: Ayles’s younger 
  brother, Dirty Jeb likes to think he 
  got his nickname for his penchant 
  for fighting dirty, when in fact the 
  moniker stems from his aversion to 
  hygiene.
  Falgrim Sneeg: Falgrim Sneeg is an 
  older Varisian with graying hair and an unruly beard. A 
  former mercenary, he possesses an unnerving calm in the 
  face of violence.
  Fat Norry: Behind only Auchs in size, Fat Norry 
  somehow never seems to lose weight despite the hard lives 
  the bandits live. This rotund bandit is rarely seen without 
  some sort of food clutched in a greasy hand.
  Jex the Snitch: The least popular with the men but 
  perhaps the Stag Lord’s favorite minion is this aptly-
  nicknamed man. His penchant for reporting the other 
  bandits’ mistakes to the Stag Lord is likely to earn him a 
  shallow grave before much longer.
  Topper Red: Topper Red was a struggling street poet 
  from the city of Pitax. He fled that city when an affair turned 
  sour, and eventually joined the Stag Lord's ranks while 
  romanticizing the thrilling life of a lawless brigand.
  the lieutenAntS
  In addition to the seven rank-and-file bandits, the Stag 
  Lord keeps three more powerful lieutenants on hand, 
  each for a different reason. Among the lower-ranking 
  bandits, orders from any of these three men are generally 
  followed without hesitation—only when an order directly 
  contradicts the Stag Lord’s commands (implied or 
  otherwise) will they question the lieutenant.
  Akiros Ismort: Of the three lieutenants, Akiros is the 
  least satisfied with his lot in life—but that’s nothing new 
  for him. Simple farmers in a proud rural area in Taldor, 
  Akiros’s parents wanted nothing more for him than life 
  Akiros Ismort
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  as a protector of the town—as a paladin of Erastil, no less. 
  Every moment of Akiros’s life was spent in preparation 
  for his acceptance into the order, yet not one month after 
  he achieved his parents’ dream and became a paladin, 
  Akiros fell in love with the married daughter of one of his 
  hometown’s wealthier merchants, a woman named Rosilla. 
  The affair ended all too soon when Rosilla’s husband found 
  out what she’d been up to and threatened to divorce her. 
  The thought of losing the life of luxury was too much, and 
  she told her husband that Akiros had raped her. Furious, 
  he took Rosilla to the temple of Erastil to confront her 
  attacker. The young paladin was flabbergasted, but when 
  Rosilla took things too far by spitting on him and publicly 
  denouncing him as a rapist, a heretofore unknown rage 
  woke in Akiros’s heart. All of his repressed frustrations 
  and anger poured out in one powerful blow, and with that 
  blow he snuffed out Rosilla’s life. As she crumpled to the 
  floor, Akiros knew his life had been snuffed out as well. 
  He turned on Rosilla’s dumbfounded husband and killed 
  him as well, and with the temple guards still in shock, he 
  fled the city. He barely made it out of Taldor, stowing away 
  on a merchant ship bound for Mendev. Akiros switched 
  ships dozens of times as he fled north, losing himself in 
  the River Kingdoms, living as a bandit, a vagabond, and a 
  criminal, and growing to enjoy his newfound rages. 
  Eventually, his wanderings took him into the Stolen 
  Lands—he’d heard of the Stag Lord, and still unsure of 
  where he needed to be in life, he sought this new liege 
  out. Akiros has been with the Stag Lord’s bandits for only 
  a few months, but already his commanding presence has 
  earned the Stag Lord’s favor—Akiros is now considered to 
  be the second-in-command of the fort, much to Dovan’s 
  displeasure. Ironically, Akiros has come to the realization 
  that life as a bandit is even more hollow than life as a 
  paladin of Erastil, and when the PCs make their attack 
  on the fort, he sees in them an opportunity for a new life 
  and, perhaps, redemption. At some point, once the battle 
  for the fort begins, you should have Akiros tear his amulet 
  of office from his throat, cast it aside, and then step in to 
  fight with the PCs. This can either be at a point where 
  things are looking bad for the PCs and they could use a 
  little extra help, or it can be at the start of the battle. In any 
  event, Akiros could well become an important part of the 
  Kingmaker Adventure Path if the PCs let him.
  Auchs: Auchs is as simple as Akiros is complex. A 
  lumbering lummox of a man, Auchs is simpleminded in 
  everything but cruelty. He loves the sound of sobbing and 
  screaming when the sounds aren’t coming from him, and 
  gleefully crushes and pummels bandits and prisoners alike 
  according to the commands of his fellow lieutenants or the 
  Stag Lord. Illiterate, the only word Auchs can spell is his 
  name—and not even then, since Dovan took perverse glee 
  in telling him that “ox” was spelled “Auchs.” He’s traveled 
  with Dovan for the past 6 months, after the smaller man 
  saved him from being killed for starting a deadly brawl 
  in a marketplace in Daggermark, and is rarely found far 
  from Dovan’s side—although he is taking an increasing 
  liking to Akiros, much to Akiros’s annoyance.
  Dovan from Nisroch: Until Akiros usurped the role, 
  Dovan was comfortably the second-in-command of the fort. 
  Secretly pleased with the Stag Lord’s alcoholism, Dovan has 
  been actively encouraging the man to drink, for as long as 
  the Stag Lord is in his cups, more power over the bandits 
  rests in Dovan’s hands. Dovan himself is a mystery to the 
  bandits—a dark, tattooed figure with an obvious taste for 
  pain and cruelty. All they know of him is that he claims 
  to hail from Nisroch. In fact, Dovan hails from Ustalav, 
  where he grew up amid the horrors of the Widow’s Boudoir 
  in Caliphas, a brothel that specialized in mixing sexual 
  fantasies with murder. When he discovered that he was on 
  the menu for a particularly violent evening, Dovan gathered 
  his things and quietly fled town, spending the next several 
  months enjoying all the decadences and freedoms the River 
  Kingdoms had to offer. After a close call with a press gang, 
  Dovan “recruited” Auchs by saving the huge man from a 
  brawl Dovan engineered. Dovan often grows tired of Auchs’s 
  simpleminded sounds, but is just as pleased with how well 
  the oaf takes to torture—and the security his friendship 
  brings can’t be denied. Of late, Dovan has been plotting 
  ways to kill Akiros, but he can see how much both the Stag 
  Lord and the other bandits admire him, and knows that he 
  needs to make his move subtly. Until the PCs’ arrival, his 
  best idea was to somehow get Auchs to attack and kill the 
  fallen paladin, but he has yet to come upon a reliable way to 
  goad Auchs into attacking Akiros.
  BAndit cAnt 
  The Stag Lord’s bandits often speak in slang and catchphrases 
  to prevent outsiders from understanding their plans. Two 
  key phrases are noted below.
  Master Phrase: The bandits use this phrase to identify 
  themselves to whomever is working the main gate. When 
  spoken, the gate opens. The Stag Lord changes the phrase 
  weekly as a safety precaution, or in the event he believes 
  the phrase has been compromised. The current master 
  phrase is: “By the Bloody Bones of St. Gilmorg, who wants 
  to know?” 
  Infiltrated Phrase: Bandits speak this phrase if they 
  believe an outsider has infiltrated their ranks or they 
  suspect a traitor. The current infiltrated phrase is: “And 
  so the stink marks the jackal in a den of wolves.”
  methodS oF APProAch
  The method the PCs settle on for approaching and 
  handling the Stag Lord’s fort is up to them, but two 
  options are particularly likely.
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  Infiltration: The PCs might bank on the fact that the 
  bandits at the fort don’t know all of the bandits who 
  work for the Stag Lord in the Stolen Lands. Certainly 
  if they learn the Master Phrase from the bandits at the 
  Thorn Ford camp, they’ll have a ticket into the fort. 
  By dressing in defeated bandits’ clothes and openly 
  displaying a stash of stolen goods, the PCs gain a +4 
  bonus on Bluff and Disguise checks made to pass 
  themselves off as bandits here to deliver a shipment of 
  loot to the fort. If they have the alcohol from area K as 
  well, this bonus increases to +8. In this event, the Stag 
  Lord joyfully emerges from his stupor in area Z8, takes 
  possession of the wine and liquor, then tells Akiros to 
  pay these fine men and women a bonus of 20 gold coins 
  before he retires to his quarters to drink himself into 
  a stupor. It takes the Stag Lord an hour to pass out, at 
  which point stealthy PCs might even be able to steal into 
  his chamber and attempt a coup de grace attack on the 
  slumbering bandit lord. Of course, if this attempt fails 
  to kill the Stag Lord, he wakens filled with anger and 
  the PCs might find themselves surrounded by bandits, 
  in which case they’ll need to fight the entire camp at 
  once. Particularly murderous PCs could work to lure 
  off a bandit here and there to a secluded place to kill or 
  incapacitate them. They could even try to sow seeds of 
  dissent—if the PCs interact with the bandits and learn 
  their personalities, getting the bandits to turn on one 
  another is a very real option, provided the PCs are able 
  to make enough successful Bluff or Diplomacy checks.
  Assault: A far less subtle option is an open assault. The 
  Stag Lord’s fort is heavily defended, and even if the PCs 
  can get inside the walls, they find the bandits to be wily 
  and tenacious foes. A combination of infiltration (to get 
  inside) and assault (once the PCs are in position) might 
  work the best. Once a fight begins, the bandits raise the 
  alarm by shouting, but the Stag Lord himself doesn’t 
  immediately respond, misinterpreting the alarm for 
  general bandit roughhousing and then fighting against 
  a sudden bout of sickness and dizziness from his latest 
  binge. You can thus delay the Stag Lord’s entrance into 
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  The Stag Lord’s Fort
  N
  One square = 5 feet
  Z1
  Z5
  Z6
  Z7
  Z8
  Z9
  Z10
  Z11
  a
  b
  c
  up
  up
  up
  Z2a
  Z2b
  Z2c
  Z3a
  Z3b
  Z3c
  Z4
  cut-away view
  Upper Floor
  Ground Floor
  Basement
  The Stag Lord’s Fort
  N
  One square = 5 feet
  Z1
  Z5
  Z6
  Z7
  Z8
  Z9
  Z10
  Z11
  a
  b
  c
  up
  up
  up
  Z2a
  Z2b
  Z2c
  Z3a
  Z3b
  Z3c
  Z4
  cut-away view
  Upper Floor
  Ground Floor
  Basement
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  the battle for a particularly dramatic moment—perhaps 
  just as the PCs think they’re about done with the fight, 
  or after they suddenly gain Akiros’s aid, or maybe even 
  as they’re trying to flee. With the death of the Stag Lord, 
  the will of the remaining bandits breaks and they flee the 
  fort quickly, not eager to face justice at the PCs’ hands. 
  In this event, only Akiros stays behind to offer the PCs 
  his continued aid. Dovan and Auchs flee with the rest, 
  although Dovan could well return later on to plague 
  the PCs, particularly if one of them caught his eye as a 
  possible victim to torture (Dovan prefers blondes for this 
  grisly pursuit).
  the hAunted hillSide (cr 3+)
  A narrow path of hard-packed earth winds up the 
  hillside approaching the Stag Lord’s fort—this path is 
  30 feet wide, 300 feet long, and provides no cover. The 
  remaining hillside surrounding the fort is a swath of 
  hill devoid of shrubbery save for isolated thorny vines, 
  but periodic large boulders provide better cover for a 
  stealthy approach. If the PCs observe the fort from the 
  cover of more heavily vegetated hills 300 feet away, a DC 
  20 Perception check notes that the guards who stand at 
  watch don’t seem to keep much of an attentive eye on 
  the hillsides.
  There’s a reason for this, and one that helped the Stag 
  Lord settle on this location as his fort, for the ruins he has 
  chosen to live in were once a small monastery dedicated 
  to Gyronna, a lesser-known goddess whose faith has 
  always been strongest in the River Kingdoms. Yet when 
  the monks lapsed from proper worship and began to leave 
  their cruel ways behind in favor of a more minimalist 
  monastic lifestyle, Gyronna grew insulted. One night, she 
  caused the dead of the monastery’s extensive graveyard 
  (which surrounded the monastery on the south, east, and 
  west hillsides) to rise up and attack the monks, dragging 
  their still-living bodies back into the graves and leaving 
  the building abandoned.
  Creatures: The unquiet dead still lurk in the soil of 
  the surrounding hillside, even though their unmarked 
  graves are forgotten. The bandits learned the hard way 
  that the dead do not take kindly to intrusions upon 
  their soil—the approach via the main path is safe, but 
  anyone who attempts to approach the fort from any 
  other landward route angers the undead guardians. 
  Halfway to the fort, the ground around the intruders 
  bursts open as a pack of four zombies lurch out of the 
  ground to attack the intruders. There are a total of 
  a dozen zombies haunting the hillside—the ancient 
  curse laid by Gyronna allows them to emerge from 
  the dirt at any point along the hillside, bursting as if 
  from a grave anywhere they need to. The zombies can 
  emerge at a rate of four every 4 rounds, so if the PCs 
  are swift about dispatching the zombies they can avoid 
  being overwhelmed. Of course, a fight against zombies 
  immediately attracts the attention of the bandits, who 
  may or may not take a few pot shots at the PCs with their 
  bows while they watch the fight and jeer.
  Zombies (12) 
   
  CR 1/2
  XP 200 each
  hp 12 each (Pathfinder RPG Bestiary 288) 
  the PAliSAde
  The palisade itself is 15 feet high, consisting of logs which 
  are set no further apart than 6 inches. A 30-foot-wide safe 
  zone around the outer perimeter of the palisade is beyond 
  the reach of the haunted hillside, although already active 
  zombies can certainly pursue PCs into this area. It’s a DC 
  15 Climb check to scale the palisade, and clambering over 
  the top requires a DC 12 Acrobatics check to avoid taking 
  1d4 points of damage from the numerous splinters and 
  sharpened branches there.
  To the southeast of the fort, a slightly sunken section of 
  ground covers a forgotten trap door. A DC 22 Perception 
  check reveals the presence of this door, which can be 
  cleared of earth with 5 minutes of work. Opening the 
  stone trap door is difficult to do quietly, as the ancient 
  stone hinge grinds, imparting a –2 penalty on Stealth 
  checks. Once the door is opened, a 10-foot-deep shaft is 
  revealed, leading down to a 5-foot-wide tunnel supported 
  by ancient timbers. This tunnel leads to a second door 
  that opens inside the palisade, directly under the wooden 
  steps at area Z2c.
  z1. the yArd (cr 3)
  A small, dusty yard separates the palisade from the inner 
  structures. The ground here is of hard-packed barren earth. 
  Dozens of barrels lie stacked against the inner wall of the 
  palisade, each with a wooden or metal bucket sitting nearby.
  This inner yard runs around the entire central structure 
  of the reclaimed building. The dozens of barrels contain 
  water, used for drinking and, in a pinch, to fight fires.
  Creatures: Two horses are kept in the fort by the bandits, 
  should the need arise for one of them to travel quickly to 
  deliver messages. Both horses are somewhat skittish, and 
  are kept under and around the northeast watchtower (area 
  Z3a). As might be expected, bandits don’t make the most 
  thoughtful masters, and the horses aren’t particularly 
  loyal to them. With speak with animals, a PC could learn 
  quite a bit about the bandits, including their personalities 
  (but not names), and the areas where they’re normally 
  found, as well as the fact that there’s a scary monster that 
  likes to eat horses kept inside the fort in a cave.
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  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 177)
  z2. wAlkwAyS
  Two wooden walkways exist in the fort. The northern 
  one (area Z2a) allows access from area Z9 to the northeast 
  watchtower and the central roof. The southern one 
  allows access from the yard (area Z1) to the southwest 
  and northwest watchtowers. Both walkways are 20 feet 
  high, and the stairs leading up to them are quite steep 
  (functioning as difficult terrain). Both walkways are 
  creaky, imparting a –2 penalty on Stealth checks.
  Area Z2c, the southern stairs, sits above a hidden 
  stone trap door (DC 28 Perception check to notice from 
  above) identical to the one just outside of the palisade 
  (see page 47).
  z3. wAtchtowerS (cr 1)
  The bandits erected these three watchtowers to give 
  themselves a sheltered place to keep watches. Each 
  watchtower is 20 feet high (with a peaked roof arching 
  another 10 feet above) and surrounded by a 2-foot-high 
  wooden railing wall that grants those within the tower 
  cover from outside attack.
  Creatures: A bandit stands guard in each tower. The first 
  time the PCs arrive, Ayles Megesen stands watch at Z3a, 
  Falgrim Sneeg at Z3b, and Jex the Snitch at Z3c (this post 
  is regarded as the least desirable, since too much noise 
  can rouse the Stag Lord’s anger in his barracks directly 
  below—more than one bandit has suffered a beating for 
  walking too loudly here). They call out an alarm if they 
  see anyone approaching, then stand ready with their 
  longbows to fire if it becomes apparent that the visitors 
  are troublemakers.
  Bandits (3) 
   
  CR 1/3
  XP 135 each
  hp 9 each (see page 12)
  z4. centrAl tower (cr 2)
  At the center of the ruins, thick stone walls surround a cracked 
  and crumbling platform of heavy stone. Huge chunks of the 
  roof collapsed long ago, shattering into the rooms below. 
  Sediment collects in cracks and along corners of the remaining 
  roof, sprouting tiny blades of grass and rivulets of moss. A 
  bedroll on a pile of straw sits in the center of the platform, a 
  small collection of toy knights and dragons surrounding it.
  This flat-topped central area may look unsafe, but the 
  remaining roof is actually quite sound.
  Creature: This central tower is the “home” of the 
  slowest-witted of the bandits, the lummox Auchs. 
  He doesn’t mind sleeping in the rain at all, and 
  his collection of knights and dragon toys are his 
  pride and joy. If they’re hurt or touched in any way, 
  his rage is instant—he attacks the interloper until 
  the toys are released no matter who it is. The other 
  bandits have come to learn this and avoid messing 
  with the toys as a result.
  Auchs 
   
  CR 2
  XP 600
  Male human fighter 3
  CE Medium humanoid (human)
  Init +0; Senses Perception +7
  DefenSe
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 28 (3d10+12)
  fort +7, Ref +1, Will +2; +1 vs. fear
  Defensive Abilities bravery +1
  OffenSe
  Speed 35 ft.
  Auchs
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  Melee club +9 (1d6+7)
  TACTICS
  During Combat Auchs is singularly unimaginative in battle, 
  roaring wordlessly and wielding his club in both hands.
  Morale Auchs fights to the death if Dovan is visible, but 
  otherwise surrenders and begs for his life if brought below 5 
  hp. If granted mercy, Auchs becomes the loyal companion of 
  whoever “saved him,” but his natural tendency toward cruelty 
  might make for later problems.
  STATISTICS
  Str 20, Dex 11, Con 14, Int 3, Wis 13, Cha 4
  Base Atk +3; CMB +8; CMD 18
  feats Fleet, Great Fortitude, Skill Focus (Perception), Toughness, 
  Weapon Focus (club)
  Skills Perception +7, Swim +11
  Languages Common (illiterate)
  SQ armor training 1
  Combat Gear potion of cure moderate wounds (2), potion of 
  lesser restoration; Other Gear leather armor, club, knight 
  and dragon toys worth 45 gp in all, silver Stag Lord 
  amulet worth 20 gp
  z5. centrAl room (cr 4)
  The edges of this drafty room are crammed 
  with crates, barrels, and boxes. Hammocks 
  strung on wooden posts denote sleeping 
  areas, while dirty bowls and utensils rest 
  atop rickety and makeshift furniture. 
  Elsewhere, chamber pots sit tucked into 
  corners, while a large iron gate is wedged 
  into a ten-foot-wide gap in the western 
  wall. Chips of ancient plaster flake 
  from the walls, exposing the stone 
  construction; whatever plaster still 
  clings to stonework is covered with 
  strange and erratic scribbles and 
  pictographs. The floor consists 
  only of hard-packed earth.
  This area serves as the 
  bandits’ common room. 
  A DC 20 Linguistics 
  check deciphers the 
  wall markings as 
  ancient graffiti 
  left by the long-departed cultists of Gyronna. A rope tied 
  to a stake near the entrance to area Z6 controls the gate 
  into that area—it’s a full-round action to undo the rope 
  and tug on it to open the gate there.
  Creatures: The remaining four bandits, along with 
  Dovan, are found here the first time the PCs visit the 
  place. Cragger, Topper, and Dirty Jeb are quietly playing 
  a complex card game, trying to keep their voices down so 
  as to not annoy the Stag Lord while growing increasingly 
  frustrated with Dirty Jeb’s twisting, endless arguments 
  about the rules. Fat Norry tears into a whole roast turkey at 
  one table, and Dovan sits quietly in a chair in the northwest 
  corner, sharpening his knives. If the PCs approach the 
  gate and the guards on duty raise the alarm, all of these 
  bandits save for Dovan (who remains seated) move out 
  to area Z1 to greet the visitors. If the PCs claim to be 
  bandits with a delivery, they go fetch Akiros from 
  area Z7, and it’s him the PCs need to convince of 
  their honesty in order to gain entrance.
    Dovan from nisroch 
  CR 2
  XP 600
  Male human rogue 3 
  NE Medium humanoid (human)
  Init +3; Senses Perception +5
  DefenSe
  AC 17, touch 14, flat-footed 13 (+3 
  armor, +3 Dex, +1 dodge)
  hp 19 (3d8+6)
  fort +2, Ref +6, Will +0
  Defensive Abilities evasion, trap 
  sense +1, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee +1 rapier +6 (1d6+3/18–20)
  Ranged dagger +5 (1d4+2/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat If the PCs attack the guards 
  in the yard, Dovan watches for a round or two 
  to judge how tough these intruders are. As 
  soon as the PCs drop a bandit, Dovan releases 
  the gate to the owlbear’s cage and then flees 
  into area Z1, luring the owlbear out into 
  the open before he dodges into area Z9 to 
  climb up to area Z2a, leaving the owlbear 
  distracted by the easier-to-reach PCs. If 
  forced into a fight, Dovan attempts to flank 
  opponents, using Mobility to dance out of 
  reach of immediate reprisals.
  Morale Dovan attempts to flee into the 
  wilds if reduced to fewer than 4 hit points, 
  but if cornered, he fights to the death.
  Dovan from Nisroch
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  This room serves two purposes—the first is as storage 
  for basic supplies such as grains, dry goods, firewood, 
  tools, and dried meat.
  Creature: The second purpose this room serves is as 
  housing for the Stag Lord’s bodyguard and second-in-
  command. Until recently, that role was filled by Dovan, but 
  currently, Akiros has that honor—an honor he’s not sure 
  he wants. The awkward combination of bitter resentment 
  and blatant fawning the position creates among the other 
  bandits annoys Akiros, and he’s been patiently waiting 
  for an opportunity to turn on the Stag Lord and perhaps 
  extract himself from membership in the group. He has 
  grown moodier and gloomier as a result, and spends most 
  of his time either sleeping or brooding in this room, 
  sharpening his weapons, oiling his armor, or writing his 
  memoirs in a small journal.
  Akiros Ismort 
   
  CR 3
  XP 800
  Male human ex-paladin 1/barbarian 3
  CN Medium humanoid (human)
  Init +1; Senses Perception +6
  DefenSe
  AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 
  shield)
  hp 47 (4 HD; 3d12+1d10+23)
  fort +10, Ref +2, Will +6
  Defensive Abilities trap sense +1, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee +1 longsword +10 (1d8+5/19–20)
  Ranged composite longbow +5 (1d8+2/×3)
  Special Attacks rage (13 rounds/day), rage powers (quick reflexes)
  TACTICS
  During Combat Akiros fights with the ferocity of one who 
  doesn’t care if he lives or dies; he rages on the first round of 
  combat, and focuses his attacks first on healers, then other 
  spellcasters, and finally on non-spellcasters.
  Morale Akiros fights to the death.
  Base Statistics AC 19, touch 11, flat-footed 18; hp 39; fort +8, 
  Will +4; Melee +1 longsword +8 (1d8+3/19–20); Str 14, Con 16
  STATISTICS
  Str 18, Dex 12, Con 20, Int 10, Wis 8, Cha 15
  Base Atk +4; CMB +8; CMD 19
  feats Iron Will, Quick Draw, Weapon Focus (longsword)
  Skills Intimidate +9, Knowledge (religion) +5, Perception +6, 
  Survival +6, Swim +5
  Languages Common
  Combat Gear potion of cure light wounds (2); Other Gear 
  masterwork chainmail, heavy steel shield, +1 longsword, 
  composite longbow (+2 Str) with 20 arrows and 3 +1 magical 
  beast bane arrows, silver holy symbol of Erastil, silver Stag Lord 
  amulet worth 20 gp, 80 gp
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 13
  Base Atk +2; CMB +4; CMD 18
  feats Combat Reflexes, Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +9, Bluff +7, Diplomacy +7, Escape Artist +9, 
  Intimidate +7, Knowledge (local) +6, Perception +5, Sleight of 
  Hand +9, Stealth +9
  Languages Common
  SQ rogue talents (finesse rogue), trapfinding
  Gear masterwork studded leather, +1 rapier, daggers (3), silver 
  Stag Lord amulet worth 20 gp, turquoise earrings worth 130 
  gp each, 28 gp, 2 pp
  Bandits (4) 
   
  CR 1/3
  XP 135 each
  hp 9 each (see page 12)
  z6. owlBeAr Pen (cr 4)
  This room is little more than an atrocious-smelling cave dug 
  out of a pile of rubble. Large bloody bones, likely from horses 
  or elk, lie scattered on the ground.
  Creature: The bandits brought down an owlbear 2 weeks 
  ago during a hunt, but rather than killing it for food, the 
  Stag Lord took a liking to the strange beast and ordered the 
  bandits to haul the unconscious but still living creature 
  back to the fort. They put the owlbear in this cave and 
  rigged a gate out of an old portcullis they were using at 
  the main entrance—the owlbear has since recovered fully 
  from its wounds, and while it roars and hoots every night 
  (keeping the bandits awake but, strangely, not annoying 
  the Stag Lord, who has taken to calling the monster by 
  the name “Beaky”), the bandits keep it well-fed enough 
  by tossing chunks of elk and other meat through the bars 
  that it hasn’t yet tried to break out of its cage. If the gate 
  is opened, though, the owlbear rumbles out of the cage to 
  attack the closest target. If confronted by the Stag Lord, 
  the monster pauses for a moment before betraying its 
  would-be master and attacking him as well. In any event, 
  releasing Beaky from his cage is enough to rouse the Stag 
  Lord, and he stumbles out of his room in 1d4+4 rounds 
  after rousing himself from his stupor.
  Owlbear 
   
  CR 4
  XP 1,200
  hp 47 (Pathfinder RPG Bestiary 224)
  z7. StorAge room (cr 3)
  This long room contains a large number of crates, bags, 
  salvaged lumber, and food. A cot lies amid the stored goods, a 
  small lantern sitting on a nearby crate.
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  z8. StAg lord’S 
  BArrAckS (cr 6)
  Thick layers of animal hides insulate 
  this room’s walls. In one corner 
  rests a ragged bed draped with 
  threadbare silks and thick furs. 
  On the floor, three stout chests 
  serve as furniture, cluttered with 
  empty liquor bottles. A few more 
  bottles lie scattered about the floor, leaving the 
  room reeking of stale alcohol.
  Creature: Unless the fort is under 
  attack or on alert for intruders, 
  the Stag Lord can be found 
  here, dissolute in his drink 
  and plotting dark and terrible 
  cruelties. A predator and terrorist of ruthless 
  reputation, lately he’s isolated himself, partaking in 
  fewer raids and letting his men do the work for him. 
  In the interim, he’s been languishing in his spoils, 
  particularly the drink, and increasingly relies upon his 
  reputation to maintain his authority. A bitter and violent 
  drunk, he despises everything, including himself, whom 
  he perceives as a hideous monster. The flesh of his entire 
  body and face ripples with thick scars left by acid burns 
  he suffered as a child as the result of his father’s torture. 
  He cannot stand the sight of his own face, and before 
  he had his helm to cover it, he often took to wearing a 
  leather hood.
  The Stag Lord 
   
  CR 6
  XP 2,400
  Male human ranger 3/rogue 5 
  CE Medium humanoid (human)
  Init +4; Senses Perception +10
  DefenSe
  AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 
  natural)
  hp 67 (8 HD; 3d10+5d8+29)
  fort +4, Ref +9, Will +1
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee mwk longsword +7/+2 (1d8/19–20)
  Ranged +1 composite longbow +8/+3 (1d8+5/×3)
  Special Attacks favored enemy (human +2), sneak attack +3d6
  TACTICS
  Before Combat The Stag Lord is in a perpetual state of hangover 
  or drunkenness, and as a result he is sickened—his stats have 
  been adjusted to reflect this (and as a result, his CR is 1 lower 
  than normal). If he sobers up, these stats effectively gain a 
  +2 bonus on attack rolls, weapon 
  damage rolls, saving throws, skill 
  checks, and ability checks.
  During Combat When attacking with 
  his bow, the Stag Lord usually employs 
  his Deadly Aim feat (included in his 
  stats). He prefers to fight with his bow 
  if possible, favoring attacks on foes 
  who are flat-footed, using the insightful 
  shot ability of his stag’s helm or taking 
  time to move into hiding and use 
  Stealth to set up new shots so that 
  he can make sneak attacks. In melee, 
  he shifts and moves to flank foes 
  if possible. Humans are his favorite 
  targets, for in many of them he sees the 
  face of his father. He drinks potions  
  to heal damage if reduced below 20  
  hit points.
  Morale The Stag Lord fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +6; CMB +8; CMD 23
  feats Deadly Aim, Diehard, Dodge, Endurance, Iron Will, 
  Point Blank Shot, Precise Shot, Toughness, Weapon Focus 
  (composite longbow)
  Skills Acrobatics +13, Appraise +9, Climb +11, Intimidate +10, 
  Knowledge (geography) +3, Perception +10, Stealth +13, 
  Survival +8, Swim +11
  Languages Common
  SQ favored terrain (hills +2), rogue talents (combat trick, weapon 
  training), track +1, trapfinding, wild empathy +4
  Combat Gear potion of cure moderate wounds (2); Other Gear +1 
  leather armor, masterwork longsword, +1 composite longbow (+2 
  Str) with 20 arrows, amulet of natural armor +1, stag’s helm
  Treasure: Two of the chests hold bedding and other 
  miscellaneous items, including a bolt of burlap cloth, 
  old clothing, an iron ring, and three crudely stitched 
  leather masks. In the third chest, the Stag Lord keeps his 
  best treasures. This consists of 141 gp, a polished azurite 
  crystal worth 9 gp, a carnelian worth 80 gp, a piece of 
  hematite worth 13 gp, a shard of obsidian worth 14 gp, a 
  red garnet worth 100 gp, a pewter belt buckle depicting a 
  pair of entwined succubi worth 30 gp, and a silver charm 
  bracelet worth 60 gp.
  z9. Armory
  Though ruined walls still separate this area from the other 
  rooms, most of the ceiling has collapsed. The only remaining 
  bit of roof covers the inside corner. Hides strung from a wooden 
  frame partition this corner off, creating a dry storage area.
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  Treasure: Three unlocked crates in the storage  
  area hold 10 longbows, 260 arrows, 5 short swords, 
  5 spears, four 50-foot lengths of hemp rope, a set of 
  chisels, 2 hammers, 3 tins of iron nails, and 4 suits of 
  leather armor.
  Development: Stealth checks made to walk the stairs 
  to area Z2a silently suffer a –4 penalty. Anyone using the 
  creaky stairs risks alerting the bandit guards posted in 
  the nearby watchtower.
  z10. Pig roASt room
  A shallow, stone-lined cooking pit containing ash and partially 
  burnt logs sits in this rubble-filled room.
  The bandits use this area to roast pigs and get drunk. 
  The hole serves as their roasting pit and the various bones 
  are only the remains of their last feast.
  A DC 20 Perception check notes a large slab of wood near 
  the inner wall that covers an opening in the ground. Under 
  the wooden timbers is a hidden stairway that leads down 
  to area Z11; the bandits know about this stairway (since the 
  rooms below are where they store their stolen goods), but 
  they aren’t fond of going downstairs because of the “freak” 
  that lives down there. None of the bandits even suspect 
  this freak is, in fact, the Stag Lord’s decrepit father.
  z11. cellAr (cr 4)
  This room feels miserably damp, and greasy swaths of mold 
  cake the carved stone walls and floor. The ceiling fifteen feet 
  overhead is thick with cobwebs. Three archways in the walls 
  open into other rooms, all of which are filled with mounds of 
  crates, furs, sacks, weapons, and other obviously stolen loot.
  Though it was once used as storage for food, water, and other 
  necessities, the Stag Lord and his bandits have taken to using 
  the basement to store the majority of their stolen goods.
  Creature: The storage cellar is not without a guardian, 
  although the bandits loathe and fear the decrepit old man 
  who lives in these rooms. Only the Stag Lord knows the 
  truth—that this frail, malformed creature is in fact his 
  father. Imprisoned and abused at the hands of his son, 
  Nugrah spends most of his time lurking in the far end of 
  area Z11c in a nest made of ropes, rags, and furs.
  In his youth, Nugrah belonged to the Green Faith. 
  Against the tenets of his cabal, he took for himself a 
  wife—a pretty, much younger girl with dark tresses and 
  pale green eyes. Soon after, she became pregnant, and 
  despite his best efforts, she died in childbirth, leaving 
  him with a son. Agonized by his loss, he turned to blackest 
  magic to bring her back. Enacting an ancient and terrible 
  ritual, he sacrificed another girl in an effort to ask the 
  spirits to release his wife’s soul and have her return to 
  him. Appalled by his monstrous acts, his wife’s spirit 
  appeared before him, cursed his name, then departed 
  forever into the afterlife.
  Soon after, members of his secret druidic order arrived 
  at the scene of his undoing. They tried him on the spot, 
  and upon finding him guilty branded him a heretic. 
  They banished him from the order, sparing his life only 
  that he might care for his infant son. He converted to 
  the worship of Gozreh, finding strange solace in all the 
  violence and impassive cruelty in nature, and in the years 
  that followed, Nugrah blamed his son for his misfortunes 
  and treated him as an animal. Often he threatened to kill 
  him, and made murderous attempts on more than one 
  occasion, such as by leaving him outside in the winter 
  and beating him bloody. Once, he tortured him near to 
  death by dousing him with acid. This event left the boy 
  permanently scarred, so gruesomely that for years he 
  The Stag Lord’s Gear
  The Stag Lord possesses two unusual magic items, both 
  of which he found amid the ruins of the fort when he 
  first arrived in the area. The first is his suit of +1 leather 
  armor; this suit consists of a heavy cloak, gloves, kilt, and 
  boots, but leaves his chest bare—although the armor 
  looks incomplete, it actually functions just as well as any 
  suit of magic leather armor. His second unusual item is 
  his distinctive helmet.
  Stag’s Helm
  Aura faint divination; CL 5th
  Slot head; Price 3,500 gp; Weight 3 lbs.
  DeSCRIPTIOn
  This striking helmet is crafted to resemble the skull of a 
  mighty stag. Although made from bone, the antlers and 
  helm are as strong as metal. When worn, the helm greatly 
  enhances eyesight and hearing, granting a +2 competence 
  bonus on Perception checks. In addition, once per day the 
  helm may be called upon to enhance any ranged attack 
  made by the wearer to make an insightful shot. Activating 
  this ability is a free action, and once activated, your next 
  ranged attack against a target within 30 feet is made as if 
  that target were flat-footed against you—this allows a rogue 
  to gain the benefit of sneak attack with this shot. If you don’t 
  make a ranged attack within 1 round of activating this power, 
  the insight fades and is wasted for that day.
  A worshiper of Erastil who wears this helm may utilize the 
  insightful shot ability up to 3 times per day.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, creator must have at 
  least 5 ranks in Perception, true strike; Cost 1,750 gp
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  covered his frightful face with a burlap sack, and to this 
  day he never removes his helmet.
  Then, one night, the relationship between the two 
  shifted. His son had become a man, one physically and 
  emotionally scarred with terrible, dark desires, and after 
  a near-fatal beating Nugrah realized that he had become 
  the victim in the family. In sour and sickly vengeance 
  his son deals him the same hand the old man once 
  forced him to play. He is abused and beaten frequently, 
  and lives in fear of the son who mercilessly keeps him 
  alive to endure his fate.
  Today, Nugrah obeys his son’s commands to guard the 
  treasures kept here, and uses his magic to heal wounds 
  endured by the bandits as well (although the bandits loathe 
  the old man’s moist touch so much that they generally 
  hide their wounds unless they’re particularly painful, 
  preferring to let them heal naturally rather than spend 
  even a few minutes down here with the old man). Nugrah 
  passes the time crafting twisted fetishes and praying to 
  Gozreh for an end to his wretched existence, but lacks the 
  courage to take his own life.
  Note that Nugrah’s CR score is 1 lower than normal 
  to account for his advanced age and his lack of any 
  appreciable gear.
  nugrah the Decrepit 
   
  CR 4
  XP 1,200
  Male old human druid of Gozreh 6 
  NE Medium humanoid (human)
  Init –1; Senses Perception +14
  DefenSe
  AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)
  hp 39 (6d8+12)
  fort +5, Ref +1, Will +10
  Defensive Abilities resist nature’s lure; Resist acid 10
  OffenSe
  Speed 40 ft.
  Melee club +4 (1d6)
  Special Attacks wild shape 2/day
  Domain Spell-Like Abilities (CL 6th; concentration +6)
  8/day—acid dart
  Spells Prepared (CL 6th; concentration +11)
  3rd—cure moderate wounds, meld into stone, stone shapeD
  2nd—barkskin, soften earth and stone D, summon swarm, spider 
  climb
  1st—cure light wounds (3), longstrider, magic stone D
  0 (at will)—create water, detect magic, light, mending
  D domain spell; Domain Earth
  TACTICS
  Before Combat As soon as Nugrah notices intruders entering 
  the cellar, he casts meld into stone to step into the southern 
  wall of area Z11c to listen and wait. While in the stone, he casts 
  barkskin, spider climb, and longstrider (already included in his 
  stat block). He then clambers out of the wall and up onto the 
  ceiling to scuttle forward to see who’s intruded in his den.
  During Combat Nugrah’s first act is to use wild shape to assume 
  the form of a wolverine, while remaining affixed to the ceiling 15 
  feet above. He swaps out cure moderate wounds to cast summon 
  nature’s ally III to summon a giant ant to attack the PCs, followed 
  by summon swarm. Only then does he scuttle down to attack in 
  melee. He does not pursue foes out of the cellar.
  Morale Nugrah fights to the death.
  STATISTICS
  Str 11, Dex 9, Con 10, Int 12, Wis 20, Cha 10
  Base Atk +4; CMB +4; CMD 13
  feats Combat Casting, Iron Will, Natural Spell, Toughness
  Skills Bluff +6, Intimidate +6, Knowledge (nature) +12, Perception 
  +14, Stealth +5, Survival +16
  Languages Common, Hallit
  SQ nature bond (Earth domain), nature sense, trackless step, wild 
  empathy +6, woodland stride
  Gear club
  Treasure: A large amount of stolen wealth can be found 
  in these three rooms—the bandits have been stockpiling 
  their ill-gotten goods for months. The majority of the 
  wealth kept here consists of mundane trade goods like 
  pelts, furs, tobacco, iron, bronze, miscellaneous weapons 
  and armor (none masterwork or magic), and miscellaneous 
  adventuring gear and tools worth a combined total of 6,850 
  gp. In addition, one chest in area Z11a contains 4,500 cp, 
  2,052 sp, 894 gp, and 21 pp, while a large bag in area Z11b 
  contains 2,900 gp in various pieces of stolen jewelry. This 
  wealth could come in handy in the next adventure as the 
  PCs begin to build their own home in the Greenbelt.
  concluding the Adventure
  The bandits are held together by a combination of greed 
  and fear of their leader. With the Stag Lord’s death, the 
  remaining bandits quickly rout (although the lieutenants 
  could linger in the region to torment the PCs or even offer 
  to join them, depending on the NPC), fleeing into the wild 
  to likely be eaten by trolls, owlbears, or worse.
  Yet the defeat of the Stag Lord doesn’t mean that “Stolen 
  Land” is over. Unless the PCs have completely explored 
  every hex of the northern Greenbelt, their charter to map 
  this region remains in effect. A party that cuts a straight 
  line from Oleg’s Trading Post south along the Thorn River, 
  fights the bandits at the camp, and then moves directly on 
  to challenge and fight the Stag Lord will miss out on a 
  large portion of what “Stolen Land” has to offer (needless 
  to say a lot of experience points and treasure—this path 
  to the Stag Lord is a great way for player characters to get 
  in over their head!). The PCs can continue to explore this 
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  region as they wish, not only after they’ve defeated the Stag 
  Lord, but even after they’ve started the next adventure or 
  the ones thereafter!
  Eventually, when the PCs return to Oleg’s after 
  defeating the Stag Lord, they find that the swordlords 
  of Restov are quite pleased with their progress. The Stag 
  Lord’s defeat signals the end of this adventure, but merely 
  the beginning of the PCs’ time in the Stolen Lands. They 
  can certainly continue to explore areas of the northern 
  Greenbelt, but a new and much more exciting charter 
  awaits them as well—for the swordlords expect them to 
  claim the lands they have explored in Brevoy’s name. Now 
  they are on the road to becoming kings.
  APPendix i: greenBelt rumorS
  In addition to handing out quests or presenting the 
  PCs with wanted posters, you can use rumors and 
  bits of news to both encourage exploration and to 
  foreshadow events to come in the Adventure Path. 
  Oleg’s Trading Post makes for a perfect place to have 
  the PCs hear bits of news about the region, as the 
  Levetons gather numerous rumors from travelers 
  and hunters who pass through the area. The PCs 
  might learn one from Svetlana over dinner, or 
  perhaps from Oleg while they’re selling off some 
  loot. Traveling hunters can also be a source of rumor. 
  There’s also a large number of intelligent creatures 
  dwelling in the Greenbelt—if the PCs make peaceful 
  contact with any of these creatures, you can reward  
  that accomplishment by giving them one or two 
  Greenbelt rumors.
  The table above presents a large number of rumors 
  and bits of news that the PCs could learn in this manner. 
  While most reference locations and events that take place 
  in the Greenbelt, some speak to events still to come in the 
  Adventure Path, or merely serve to name drop important 
  locations or NPCs who’ll play larger roles later on. A 
  (False) following a rumor indicates that the rumor is false, 
  a red herring intended to spur further exploration of the 
  Greenbelt while not being an actual bit of legitimate news. 
  Note that even a false rumor is useful in spurring the PCs 
  into a remote part of the area, and often finding out that 
  Greenbelt Rumors
  d10
  Roll 
  Rumor
  1 
  Breeg Orlivanch, a foul-mannered trapper, has been missing for some time—they say he gave up trapping and joined 
  the bandits! (False)
  2 
  Some of the bandits wear silver amulets that resemble a stag’s skull—these bandits belong to a debased cult dedicated 
  to a hideous animal demon. (False)
  3 
  There used to be a bridge crossing the Shrike River to the southeast, but bandits ruined it. They say the old bridge keeper 
  Davik Nettles haunts the place now.
  4 
  The bandits are getting braver and more organized, and there’s whispers that they have a new leader—a man who 
  dresses in animal’s bones and calls himself the Stag Lord.
  5 
  Bandits aren’t the only things in the Kamelands that cause trouble—there’s a tribe of kobolds and a tribe of mites living 
  somewhere in the hills too. They aren’t as much trouble as the bandits, but their presence certainly makes the idea of 
  settling the land less attractive.
  6 
  The primary trade route from the River Kingdoms to Brevoy is the East Sellen River, a major waterway that runs through 
  a swampy region to the west called the Hooktongue Slough. The trade route’s been closed for several months, though, 
  due to an increased amount of violence from the boggard tribes that dwell there—hopefully the frog folk keep to the 
  swamp and don’t turn their bulging eyes east toward the Narlmarches! 
  7 
  A group of evil monks and priests of a lesser-known goddess of hatred, extortion, and spite once dwelt on the northern 
  shore of the Tuskwater to the south. I bet there are still cultists out there, and that they’re behind the sudden rise in 
  banditry! (Partially False; a monastery dedicated to Gyronna did once sit on the shores of the Tuskwater, but her faith has 
  nothing to do with the Stag Lord or his bandits.)
  8 
  Some people report that a unicorn lives in the Narlmarches, but sightings of the magnificent creature have fallen off in 
  recent months. Perhaps the unicorn was driven out by the bandits?
  9 
  Taldan colonists once made an attempt to settle in the Stolen Lands. They failed, but not for lack of resources. There’s supposedly 
  some old and abandoned mines somewhere in the Kamelands—and some folks believe that there’s gold in the hills!
  10 
  An old friend of a friend had a brother who went missing in the Stolen Lands a while back. A traveling wizard. His 
  spellbook’s probably just rotting away in the underbrush or in some monser’s lair. Shame, really!
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  the truth behind a rumor is something else entirely can 
  be a pleasant surprise.
  APPendix ii:  
  riverS oF the greenBelt
  The Greenbelt is crisscrossed by countless nameless 
  streams, but the rivers found there bear special mention.
  Gudrin River: The waters of this river are unusually 
  clear; the river itself runs slow and deep, averaging 450 
  feet across and 150 feet deep at the deepest point.
  Little Sellen River: The offshoot of the East Sellen river 
  that branches further east at Mivon is known as the Little 
  Sellen for its relatively narrow width; this river averages 
  90 feet across and 20 feet deep.
  Murque River: This slow-moving river is bordered 
  on both banks by strips of swampy land that effectively 
  double the river’s 100-foot width. The river itself is only 
  10 feet deep, and its slowly-moving waters are thick with 
  algae and silt.
  Shrike River: Splitting from the Little Sellen, the 
  Shrike is named for the numerous flocks of birds that nest 
  along its length. Averaging 300 feet wide and sometimes 
  reaching depths of 60 feet or more, the Shrike would make 
  an excellent trade route between Brevoy and the southern 
  lands, were it not for a pair of 30-foot-high waterfalls (one 
  located a few miles upriver from area S, the other located 
  further east in the Nomen Heights) that make safe river 
  travel impossible between the two points.
  Skunk River: The unfortunate combination of algae 
  and bubbling geothermal hot springs along the Skunk 
  River give it a distinctively unpleasant scent of rotten 
  eggs. This river averages 100 feet wide and 30 feet deep.
  Thorn River: The banks of the Thorn River are thick 
  with stinging nettles and tangles of sharp brambles. The 
  river itself is relatively narrow, averaging 60 feet in width 
  and 30 feet deep.
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  S
  outh of Rostland, the hills rise and forests bloom into a land that has long 
  remained wild, despite numerous attempts by colonists from both north and 
  south to claim and civilize it. Taldor made the most ambitious attempt to settle 
  this realm, but even that great nation failed to tame the wilderness that lies in a green 
  swath between Brevoy and the River Kindoms proper. This region is known as the 
  Stolen Lands, as the wilds are viewd as territory unfairly claimed (and lost) by the 
  other. It has lain fallow for decades since the previous attempt at colonization, and 
  some whisper that the time is ripe for another attempt.
  Yet before the Stolen Lands can be claimed, they must be known. Old ruins, monuments 
  to previous failures, dot the landscape, home now to all manner of savage humanoid tribe 
  and ravenous glowering monstrosity. Bandits and barbarians are the closest thing to 
  civilization an explorer can expect to encounter in these deadly but beautiful wilds.
   —from Taldan historian Gustav Devarr’s “Kingdoms of the Lost”
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  T
  he Stolen Lands encompass an area that covers 
  approximately 35,000 square miles—a territory 
  about the size of the state of Maine. The map of 
  the Stolen Lands is presented on the next two pages in 
  a much-reduced size—this is to give you a good look at 
  how the four main regions of the Stolen Lands connect. 
  Each volume of  the Kingmaker Adventure Path focuses 
  on a specific region in particular, with full-page maps of 
  those regions appearing the appropriate volumes. These 
  four regions are briefly summarized below.
  The Greenbelt: With the tangled woodlands of the 
  Narlmarches to the west and the rugged hills of the 
  Kamelands to the east, the Greenbelt is a haven for bandits. 
  The lack of dangerous inhabitants other than indigenous 
  tribes of kobolds and mites makes this the safest of the four 
  regions for “freelance banditry,” although recent rumors 
  hold that a particularly powerful bandit known as the Stag 
  Lord has risen to unite and lead the region’s brigands. To 
  the south, tribes of trolls and more dangerous creatures 
  provide a quite effective buffer between Brevoy and Mivon. 
  The Greenbelt is detailed in Pathfinder Adventure Path 
  volumes #31–32.
  The Nomen Heights: With a southern skyline dominated 
  by the ragged, stony mountains known as the Tors of Levenies, 
  the Nomen Heights are named after the aggressive tribes of 
  Nomen Centaurs who view the eastern steppes of the region 
  as their own. Ancient ruins dot the Tors themselves, hinting 
  that the region may have once been the most civilized of the 
  Stolen Lands. The Nomen Heights are detailed in Pathfinder 
  Adventure Path volume #33.
  The Slough: East of the Glenebon Uplands, the rugged 
  hills and rolling grasslands soon give way to a swath of 
  reeking swampland known as Hooktongue Slough. 
  Inhabited by lizardfolk, boggards, and stranger beings, 
  this region has long been a battleground between the 
  Tiger Lord barbarians and the more monstrous tribes of 
  the swamp. The slough is detailed in Pathfinder Adventure 
  Path volume #34.
  The Glenebon Uplands: The westernmost quadrant of 
  the Stolen Lands is a contested zone between the barbarian 
  tribes known as the Tiger Lords to the north and the 
  bandits of Pitax to the south. Further complicating this 
  scene is the not-insignificant presence of several powerful 
  fey and dangerous monsters in the Branthlend Mountains 
  and the forest of Thousand Voices. The Glenebon Uplands 
  are detailed in Pathfinder Adventure Path volumes #35–36.
  Exploring thE StolEn landS
  Presented on the following pages are rules for exploring, 
  claiming, and keeping control of a large tract of wilderness. 
  Although specialized for use in the Kingmaker Adventure 
  Path, you can use these rules and guidelines for any 
  exploration-themed campaign.
  The expanse of the Stolen Lands has not, in Brevoy’s 
  recent memory, been accurately mapped, and part of the 
  task set before the PCs is to rectify this gap. As they explore 
  the region, they and their companions are expected to keep 
  track of what they find in order to keep Brevoy informed of 
  strong and weak points of defense and to determine possible 
  sites for roads, towns, and other fortifications. While the 
  actual process of claiming resources, setting up patrols, 
  and establishing a border for a new kingdom is detailed in 
  Pathfinder Adventure Path volume #32, the preliminary stages 
  of that process begin in this volume, with exploration. 
  These rules and guidelines should continue to aid you as 
  the PCs’ exploration of the Stolen Lands expands out of the 
  Greenbelt and into the other three regions.
  MovEMEnt in thE StolEn landS
  Each hex on the map of the Stolen Lands is 12 miles across 
  (between opposite corners) and covers just under 150 square 
  miles of area. These hexes are provided not only as a way 
  to help define the land (and eventually aid in defining the 
  territory of the kingdom the PCs are destined to rule), but 
  also as an aid in tracking travel through the Stolen Lands.
  In Chapter 7 of the Pathfinder RPG Core Rulebook, Tables 
  7–6 and 7–8 on page 172 list how long it takes for a person 
  to travel through various terrains. In this Adventure Path, 
  though, characters will also be taking time to fully explore 
  hexes on the map—doing so takes much longer than 
  simply walking through a hex. To determine how long it 
  takes the PCs to travel through a hex or to fully explore it, 
  determine the group’s speed (which is set by the slowest 
  member of the group) and consult the tables above.
  For traveling, the amount of time it takes to cross one hex 
  is listed. For exploring, the amount of time listed is to fully 
  Exploring the Stolen Lands
  Traveling (Time to cross 1 hex)
  Party Speed 
  Plains 
  All Other Terrains
  15 feet 
  11 hours 
  16 hours
  20 feet 
  8 hours 
  12 hours
  30 feet 
  5 hours 
  8 hours
  40 feet 
  4 hours 
  6 hours
  50 feet 
  3 hours 
  5 hours
  Exploring (Time to fully explore 1 hex)
    
   
   
  Mountain
  Party Speed 
  Plains 
  Forest or Hill 
  or Swamp
  15 feet 
  3 days 
  4 days 
  5 days
  20 feet 
  2 days 
  3 days 
  4 days
  30 feet 
  1 day 
  2 days 
  3 days
  40 feet 
  1 day 
  1 day 
  2 days
  50 feet 
  1 day 
  1 day 
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  investigate the hex. Until the PCs spend money to create 
  trails and roads, all of the Stolen Lands are considered 
  to be trackless. In some hexes, more than one terrain is 
  present in a hex. In such cases, calculate that hex’s effect 
  on travel as if it were a hex of the dominant terrain type.
  Forests: The forests of the Stolen Lands are densely 
  vegetated, but generally crisscrossed with game trails and 
  numerous clearings. The trees here typically consist of 
  oaks, beech, rushleaf, and smaller scrub.
  Hills: The rolling hills of the Stolen Lands are often 
  pocked by small caves, twisting valleys, and small 
  woodlands that crown hilltops or nestle in clefts.
  Mountains: Although mountains in the Stolen Lands are 
  relatively low in elevation (rarely rising more than 1,000 
  feet), they are often quite rugged and sheer, forcing travelers 
  to follow old riverbeds, gorges, and twisting trails.
  Plains: The grasslands and moors of the Stolen Lands 
  vary from relatively open plains to swaths of tall grass that 
  grows up to 3 feet high in places. Small copses of two to six 
  trees are not uncommon.
  Swamps: Swamps are a confounding mix of soggy ground, 
  partially dry hummocks, tangled undergrowth, and deep 
  pools of murky water. Travel in a straight line is impossible, 
  requiring constant course adjustments.
  Water: A river varies from 50 to 500 feet in width. 
  Infrequent bridges and fords that allow a river to be crossed 
  are indicated on the map where they appear, but in most 
  cases, travel across a river requires swimming or boating. 
  If the PCs wish to try swimming, all members of the group 
  must make DC 15 Swim checks. If all members (and all 
  mounts) make the check, then that particular river crossing 
  doesn’t impact travel time through the hex. Otherwise, 
  add 1 hour to the amount of time spent traveling for each 
  failed Swim check. Lakes are calmer than rivers and may 
  be navigated with a DC 10 Swim check, but their larger size 
  makes swimming across them dangerous—as a general 
  rule, if the PCs lack boats or actual swim speeds, it’s best to 
  simply treat lakes as barriers to travel and force the travelers 
  to circumnavigate the edges. See page 55 for a list of rivers in 
  the Greenbelt region.
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  tracking Exploration
  The easiest method to track the PCs’ progress as PCs travel 
  and explore the Stolen Lands is to do so on hex paper. 
  A sheet of blank hex paper is provided in the Kingmaker 
  Player’s Guide, available as a free PDF at paizo.com. As the 
  PCs explore hexes, they should notate their progress by 
  placing a small “X” in the hex. Tracking which hexes are 
  fully explored is important for determining exploration 
  rewards and establishing a nation’s territory (which is 
  detailed in Pathfinder Adventure Path volume #32).
  rEwardS for Exploration
  With each hex of terrain fully explored, the party earns 100 
  experience points.
  When the PCs defeat the Stag Lord and receive their 
  first commission from Brevoy to establish a colony in 
  the Greenbelt, they can look to transforming explored 
  lands into claimed territory—rules for establishing 
  territory and keeping it are presented in the next volume 
  of Pathfinder Adventure Path.
  Encounter Sites
  Many set encounter locations await discovery during the 
  Kingmaker Adventure Path—each of which will be detailed 
  in the individual adventures presented over this and the 
  next five volumes (see page 14 for this month’s). These 
  fixed encounter locations are categorized into one of three 
  categories: landmark, standard, and hidden.
  Landmark Site: The site is a large structure or sizable 
  city that is automatically discovered as soon as the PCs 
  enter the hex containing the site. A landmark site can be 
  avoided or explored according to the PCs’ whims.
  Standard Site: The site is not particularly obvious, and 
  unless the PCs are traveling specifically to that site, they do 
  not encounter the site until they explore the hex, in which 
  case they encounter the site automatically.
  Hidden Site: This is identical to a standard site, save 
  that if the PCs don’t already know about the site’s location, 
  they must make a specific skill check (the specific skill and 
  DC required varies with the type of site) to locate it during 
  that hex’s exploration.
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  Brevoy
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  e it known that, as it has been seven months to the day since the disappearance 
  of King Urzen Rogarvia and his heirs and kin, and furthermore that no 
  true bearer of the blood and rights of Choral the Conqueror has been found 
  in all the land, for the good of the Nation of Brevoy and its people it is so declared 
  that Lord Noleski Surtova, right wise Regent of the Dragonscale Throne, by virtue 
  of descent from the line of Nikos Surtova and Myrna Rogarvia, daughter of Choral 
  the Conqueror, shall henceforth be honored as King of All Brevoy, in the Name of 
  Choral, Lord of Issia and Prince of Rostland, Suzerain of New Stetven, Overlord 
  of Restov, and Defender of the Lake of Mists and Veils. His heirs shall follow him 
  in the rights to these titles, unto the ages.
  So witnessed and sealed on this 21st Day of Kuthona, in the Year 4699, Absalom 
  Reckoning.
  —Public declaration of King Noleski’s ascent to the Dragonscale Throne
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  I
  n the far northern reaches toward the Crown of the 
  World, the land and its people become harsh and 
  unforgiving. Winters are long and deadly here, 
  forcing common folk to scratch out a sustainable existence 
  from near-frozen soil during an all-too-short spring and 
  summer. All the while, the lords of the land plot in their 
  keeps and strongholds, jealously eyeing their neighbors’ 
  domains. For centuries, the firm and forceful hand of 
  Choral the Conqueror’s lineage has held these nobles in 
  check, but in 4699 ar, the royal house of Brevoy vanished, 
  leaving the kingdom in turmoil. House Surtova took the 
  contested crown, yet not all of Brevoy agreed that the new 
  king had the right to rule. In the decade that followed, noble 
  ambitions burned hotter even than the hearth fires working 
  to drive away the chill of winter, and now all of Brevoy lies 
  on the edge of civil war.
  History
  The history of Brevoy is actually the history of two lands, 
  Issia and Rostland, united into one by force.
  Issia, the northern half of the nation, has been sparsely 
  settled for centuries. Numerous small villages cluster on 
  the southern shore of the Lake of Mists and Veils and in 
  the foothills of the mountains to the east. With the land 
  too rocky and cold elsewhere for proper farming, the 
  people of Issia survived on a combination of fishing and 
  raiding—the most successful tribes even venturing across 
  the great lake to sack settlements along its western or 
  northern shores.
  Rostland, south of Lake Reykal and the Gronzi Forest, 
  is quite different than Issia—a vast stretch of rolling 
  hills and grasslands fed by the East Sellen River and its 
  tributaries. Taldan colonists settled this area centuries ago 
  under the leadership of Baron Sirian First, who became 
  Sirian Aldori, first of the Aldori swordlords.
  CHoral tHe Conqueror
  In 4499 ar, the Iobarian warlord Choral Rogarvia, known 
  as “the Conqueror,” crossed the Lake of Mists and Veils 
  with a considerable force under his command. Lord Nikos 
  Surtova of Issia met with the Conqueror on the shores of 
  the lake under a flag of truce, and there the two men worked 
  out an agreement whereby Issia would surrender its land 
  and people to the Conqueror but the Surtovas would retain 
  their power and wealth, serving the new ruler as stewards 
  and duly sworn vassal lords.
  The Aldori swordlords of Rostland, with their history of 
  resisting bandit raiders, were not so willing to bend their 
  knees to a foreign conqueror. They immediately rallied for 
  war and secured their strongholds south of Lake Reykal. Yet 
  the fractious swordlords were no match for the discipline 
  and tactics of Choral’s forces. By the time the survivors of 
  the war against the Conqueror were able to unite in a last 
  assault, they believed they had cornered part of Choral’s force 
  in a narrow mountain valley. When the swordlords entered, 
  the Conqueror unleashed his greatest weapon—a pair of red 
  dragons. The devastation inflicted by these monsters upon 
  the swordlords was the final blow, and with this fiery defeat 
  Rostland pledged itself to Choral the Conquerer as a way to 
  save its traditions from eradication.
  tHe VanisHing
  The Conqueror sat only briefly on the Dragonscale Throne 
  of the new nation he forged, soon leaving his family to rule 
  in his name. For two centuries, the Rogarvias held the Ruby 
  Fortress and ruled from New Stetven, pacifying minor 
  uprisings and rebellions, and working to weld two disparate 
  lands into one. Under Rogarvian rule, the nation came to 
  be known as Brevoy and grew into a significant northern 
  power. Yet even the greatest of dynasties do not last forever.
  In the middle of winter in early 4699 ar, every member 
  of House Rogarvia vanished without a trace. Rumors flew of 
  palace coups and sinister plots, but it quickly became clear 
  that what had occured was something altogether stranger 
  than a mere rebellion. There was no evidence of foul play 
  or struggle within the royal palace, nor in any of the noble 
  villas owned by the Rogarvias throughout the land—the 
  nobles were simply gone, leaving empty manors scattered 
  across Brevoy. A brief period of chaos and panic followed, 
  but by the end of the year, the Surtovas had made their move. 
  Citing their age-old ties with the Conqueror’s line, they 
  were quick to seize power in New Stetven and extend their 
  reach across Brevoy. With all of Issia seemingly backing 
  the move, Rostland (whose standing army and defenses 
  had increasingly shifted north during Rogarvian rule) had 
  little choice but to bend its knee again. Today, King Noleski 
  Surtova holds the Ruby Fortress and the Dragonscale 
  Throne, yet it remains to be seen how long he can maintain 
  this rule over a kingdom growing increasingly fractious.
  geograpHy
  Brevoy is divided into two lands historically, culturally, 
  and geographically. The vast Lake of Mists and Veils forms 
  the northern border of Brevoy, bound in ice during the 
  winter months, the domain of fishing vessels, merchant 
  ships, and the pirates who prey upon them the rest of the 
  year. The Awzera and East Sellen Rivers, along with the 
  dark depths of the Gronzi Forest, divide the nation into 
  north and south. The Golushkin Mountains south of Port 
  Ice mark the western border, while the Icerime Peaks to the 
  east form a barrier with the old lands of Iobaria beyond.
  The northern half of Brevoy, Issia, is a broken expanse 
  of rugged, rocky hills stretching between the bordering 
  mountain ranges of the Icerime Peaks and the Golushkin 
  Mountains, with the lone peak of Mount Veshka rising in 
  its midst. Small, windswept scrub and spiky grasses are 
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  all that grow in the rocky soil, save 
  for in small, painstakingly tended 
  plots and in some of the more fertile 
  areas long the lakeshore (which 
  must deal instead with storm 
  surges, floods, and other hazards 
  of equal concern). The mountains 
  offer plentiful stone for quarrying 
  and building, and occasional veins 
  of metals and precious stones for 
  mining, although the locals are 
  generally poor at mining.
  Compared to the land north of 
  Lake Reykal, Rostland is a gentle 
  and fertile place of grassy plains and 
  rolling hills. Watered by the lake and 
  rivers, Rostland’s soil is better suited 
  for farming, and the mountains and 
  forest help to blunt the worst of the 
  storms that roll down off of the Lake 
  of Mists and Veils. Still, Rostland 
  is known for its chill winters and 
  its long, slow, and muddy spring 
  season. Rostland is relatively poor 
  in minerals, so most construction 
  is of wood, supplemented by local 
  fieldstone. A few great structures, like 
  the Ruby Fortress or the Bulwark of 
  Gorum in New Stetven, are built with 
  imported stone, but otherwise even the great manor houses 
  are built mainly of wood.
  Culture
  “The dragon has two heads,” goes the Brevic saying. Some 
  see it as a reference to the dual nature of the nation’s 
  culture—Issian and Rostlandic—others to the division 
  between the ambitious nobility and the often grasping 
  priesthood, or between the noble houses and the self-
  proclaimed swordlords, all with the common people 
  caught in the middle.
  tHe lords of tHe land
  Apart from the king and royal family, the highest ranking 
  nobles in Brevoy are its lords—the heads of the 
  noble houses. The lords of Brevoy are male; 
  eldest sons inherit their father’s estate and titles. 
  Younger sons often receive some provision, but 
  it need not be much under the law. Women 
  exert influence through their husbands 
  or sons, and may even rule as regents 
  for sons who have not yet reached the 
  age of majority (15 winters). Lords tend 
  to have many children as a result, at 
  least to secure a male “heir and a 
  spare.” This leads to various cadet 
  branches and lines of houses, as 
  well as alliances by marriage, 
  such that in the past 200 years the 
  seven major noble houses have 
  become both more closely related 
  and more widespread. There is an 
  ever-greater demand for land and 
  titles, and more young, disaffected 
  nobility looking to make a mark in 
  the world.
  gold, red, and BlaCk
  Although Brevans make it a point 
  to honor all gods, three hold 
  particular 
  prominence 
  among 
  these hardy folk. Although worship 
  of Erastil is not uncommon in 
  far-flung rural areas, and cults 
  of Lamashtu have a tenacious 
  ability to endure all manner of 
  cleansing crusade, the following 
  three religions have the greatest 
  influence over life in Brevoy.
  Abadar: The Master 
  of the First Vault is the 
  unifying religious power 
  in Brevoy, favored of the 
  Brevoy at a Glance
  Brevoy’s government is a heredity monarchy ruled by a 
  king, although many (particularly those dwelling in the 
  southern region known as Rostland) privately contest the 
  current king’s right to rule.
  Terrain: Mountainous and rocky plains to the north, 
  rolling hills and grasslands to the south, with a large 
  region of forest in the east. Brevoy’s highest point is Mount 
  Veshka in the north-central area of the nation. Its lowlands 
  are centered on Lake Reykal in the south-central region.
  Capital: New Stetven (population 32,850)
  Notable Settlements: Grayhaven (population 5,880), 
  Port Ice (population 13,260), Restov (population 18,670), 
  Skywatch (population 6,590)
  Ruler: King Noleski Surtova
  Languages: Common, Hallit, Skald, Varisian, Draconic
  Religions: Abadar, Erastil (rare), Gorum, Lamashtu 
  (outlawed), Pharasma
  Imports: Spices, cloth, exotic curiosities
  Exports: Grains, fish and shellfish, 
  timber, iron, copper, fur, salt, liquor
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  merchant and tradesman class, as well as those nobles 
  more interested in prosperity through trade and the rule 
  of law than the iron fist of battle. Temples of Abadar are 
  places of judgment and trade, and the bearers of his golden 
  key are often invested as neutral judges or arbiters.
  Gorum: Our Lord in Iron speaks to the needs and 
  interests of the nobility of Brevoy: strength through force 
  of arms and prowess in battle. The household priests 
  of the great keeps and strongholds of the land are iron-
  clad followers of Gorum, wearing their red tabards and 
  swinging iron censers heavy with pungent incense.
  Pharasma: Our Lady of Gentle Repose is the divinity 
  of the common people of Brevoy, more concerned with 
  cultivation, birthing, and harvesting than wealth, 
  and less involved in the outcome of battles than in the 
  repercussions of the corpse-strewn fields they leave 
  behind. Inhabitants of scattered villages are far more 
  acquainted with the local bone-thrower, midwife, and 
  black-clad mortician-monk than they are with the 
  splendid clerics of Abadar or Gorum.
  tHe salt of tHe eartH
  The vast majority of the Brevic people are simple peasants, 
  primarily farmers and craftspeople who owe their fealty (and 
  their taxes) to one lord or another. A Brevic peasant’s life is 
  largely the same throughout Brevoy—up with the sun in 
  the short spring and summer months to tend the fields in 
  Rostland or fish and mine in Issia, with household chores 
  filling the rest of the day. In the long, dark winter months 
  there is no shortage of mending, brewing, carving, and 
  cleaning. Men may visit the local tavern or taphouse in the 
  evening, and such places host dances or revels perhaps two or 
  three times a season. The wise man attends to his own house 
  and avoids the attention of noble and priest alike, praying to 
  all their gods simply for decent weather, good crops, a healthy 
  family, and the peace with which to enjoy them.
  politiCs
  Seven great noble houses dominate the political landscape 
  of Brevoy, most dating back to before the arrival of the 
  Conqueror, when they existed as powerful tribes of raiders 
  and barbarians. Choral apportioned lands and titles to 
  those lords willing to pledge fealty to him, reordering the 
  houses into their modern forms. The past two centuries, 
  coupled with various marriages of alliance, have shifted 
  and expanded the influence of the noble houses, extending 
  well south of the rivers and Lake Reykal.
  House Garess: The valleys and lowlands of the Golushkin 
  Mountains are the domain of House Garess, founded on 
  both the defensibility of the mountain terrain and the 
  mineral wealth the house has brought out of the peaks for 
  generations. House Garess once had a profitable alliance 
  with a clan of dwarves living in the Golushkin Mountains, 
  serving as brokers of a sort for the ores, metals, and worked 
  goods the Golushkin dwarves produced. Lord Howlan 
  Garess (LN male human artistocrat 5/expert 2) even took 
  Toval Golka (N male dwarf aristocrat 2/expert 4), the son 
  of the clan-chief of the dwarf hold, as his ward (some say 
  more as a hostage than a guest in Grayhaven Castle). This 
  proved fortunate for young Toval, as Grayhaven lost all 
  contact with the dwarf hold of Golushkin during the same 
  winter as the Vanishing. With his own son Bren lost inside 
  the mountains, Lord Howlan, a widower with no other 
  children, has named Toval his adoptive heir. This has 
  earned the dwarf, now a skilled young warrior in his own 
  right, few friends in Grayhaven.
  House Garess’s crest is a snow-capped mountain peak 
  in gray against a dark blue field like the sky, with a silvery 
  crescent moon in the upper right corner and a black 
  hammer across the base of the peak, head toward the left. 
  Its motto is “Strong as the Mountains.”
  House Lebeda: The Lebedas of Lake Reykal are known 
  as the most “Rostlandic” of Brevoy’s noble houses, 
  having inherited a good deal of Taldan blood and 
  tradition, including a fondness for sword fighting and 
  an appreciation of the finer things. Their family seat of 
  Silverhall is one of the grandest castles in Brevoy, its spires 
  rising above the shores of Lake Reykal. The Lebedas earn 
  and maintain their fortune as merchants and brokers 
  between the northern and southern reaches of Brevoy, 
  and control much of the shipping across the lake. Dame 
  Sarrona Lebeda (N female human aristocrat 11) has ruled 
  the house as regent since the death of her husband, but 
  their son Lander (LN male human artisocrat 2/warrior 
  1) is approaching his majority, when he will become lord 
  Brevic Wisdom
  The people of Brevoy are known for their somewhat 
  pessimistic (they would say “realistic”) view of life, summed 
  up in the many expressions on the lips of every farmer, 
  trader, traveler, and tavern regular. Common Brevic 
  sayings include:
  “When the wolf shows you his teeth, he’s not smiling.”
  “Riders at night carry no glad tidings.”
  “Winter always follows spring.”
  “As the stars see me” (a common oath asserting the 
  truth) and “The stars see all.”
  “The dragon has two heads” (referring to both the crest 
  of the Conqueror and the duplicity of the nobility).
  “The temple is close, but the night is cold. The tavern is 
  far, but I have a cloak.”
  “Fire is everyone’s ally, but no one’s friend.”
  “Pharasma makes cradles for us all.”
  “No man dies wishing he had worked more.”
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  of the house. His older sister Elanna (NG female human 
  aristocrat 4) spends a great deal of time representing their 
  house in New Stetven, and rumors claim the Lebedas are 
  looking to arrange a marriage between her and Noleski 
  Surtova. Naturally, Natala Surtova hates the young and 
  charming Elanna Lebeda with a passion.
  House Lebeda’s crest is a white swan, serenely sailing 
  across a blue expanse, with the sun on the horizon behind 
  it. Whether the sun is said to be rising or setting depends on 
  the house’s fortunes, but the Lebedas’ sun appears ascendant 
  at the moment. Its motto is “Success through Grace.”
  House Lodovka: Whereas House Surtova slowly changed 
  their waterborne ways to focus on their lands and political 
  affairs in Brevoy, House Lodovka has remained strongly 
  interested in maritime affairs. They have steadily 
  grown their fleet of ships in the Lake of Mists and 
  Veils and their influence along their lakeshore 
  lands and the trade routes crossing the waters. 
  House Lodovka claims comparatively little 
  land in the northernmost areas of Brevoy, 
  and much of the land they hold is 
  unsuitable for farming, but the house 
  has many vessels hauling catches of 
  fish and freshwater crabs from the 
  Lake. Lord Kozek Lodovka (CG male 
  human aristocrat 2/expert 3/warrior 2) 
  is at heart a cunning old pirate with a 
  love of the water, looking to do right 
  by his house, his family, and his 
  people.
  House Lodovka’s crest is a green-
  shelled crab climbing from the blue 
  waters toward the gray band of shore 
  surmounted by a gray tower-keep 
  in the center, against a backdrop 
  of black. Their house motto is “The 
  Waters, Our Fields.”
  House Medvyed: The easternmost 
  house, Medvyed claims lands nestled 
  against the Icerime Peaks and the Gronzi 
  Forest, and rules them from the fortress of 
  Stoneclimb in the lower peaks. They are a 
  hardy folk, raisers of mountain goats and 
  sheep, hunters in the Gronzi Forest, and 
  cultivators of what good land can be found 
  on the edges of their harsh territory. The 
  Medvyeds and their people hearken back to the 
  “Old Ways” of worshiping nature in its myriad 
  forms. Isolated forest and mountain shrines 
  to Old Deadeye (and, it is rumored, Lamashtu) 
  are more common than temples of Abadar or 
  Gorum. Lord Gurev Medvyed (NG male 
  human aristocrat 1/warrior 5) loves to 
  hunt, ride, and feast with his men, and dotes on his wife 
  and children.
  House Medvyed’s crest is a black bear, rampant against 
  a red field, with a spread of black antlers above the bear’s 
  head. Its motto is “Endurance Overcomes All.”
  House Orlovsky: From Eagle’s Watch on the slopes of Mt. 
  Veshka, House Orlovsky seeks to remain above the conflicts 
  in Brevoy, both figuratively and literally. Unfortunately, the 
  house’s role as a staunch ally of the Rogarvias has placed 
  it in an awkward position under the current regime. Thus 
  far, House Orlovsky has refused to acknowledge Noleski 
  Surtova as anything other than Lord Regent in the absence 
  of King Urzen or a true Rogarvian heir, but it is becoming 
  increasingly clear which way the political winds are shifting. 
  Lord Poul Orlovsky (LN male human aristocrat 4/warrior 
  4) will soon be forced to either declare for the man he 
  considers a usurper and opportunist, or seek to overthrow 
  him and claim the Dragonscale Throne for himself 
  (or another he finds worthy). An alliance between 
  Orlovsky, Garess, and Medvyed could divide 
  the nation, and cut the Surtovas’ travel and 
  supply routes between Port Ice and New 
  Stetven, but any such arrangement must 
  be cultivated discreetly.
  House Orlovsky’s crest is a black 
  eagle against a gold field, wings 
  spread, feathers almost touching at 
  the point of the base. Its motto is 
  “High Above.”
  House Rogarvia: Looking to secure 
  himself and his progeny as high a 
  place in the new order as he could, 
  Nikos Surtova offered the hand of 
  his daughter, Myrna, in marriage 
  to Choral, binding the house of 
  the Conqueror with his own. Since 
  Choral’s final victory in the Valley 
  of Fire, House Rogarvia has ruled 
  Brevoy, until the recent mysterious 
  disappearance. The house built the 
  Ruby Fortress in the city of New Stetven 
  as its stronghold, and Urzen Rogarvia 
  sat on the Dragonscale Throne up 
  until 4699, when the entire family 
  vanished overnight. The Rogarvias 
  were well known as ruthless rulers, 
  determined to hold Brevoy together 
  in the Conqueror’s name by whatever 
  means necessary. Still, while their 
  loss was not overly mourned, the 
  stability they represented has 
  been. Loyalists have continued 
  to call for investigation into the 
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  Vanishing and make much of the fact that their rule lasted 
  precisely 200 years, but it has become increasingly clear 
  that House Rogarvia will not return soon, if ever.
  House Rogarvia’s crest is a two-headed red dragon, one 
  head breathing flames, the other bearing an unsheathed 
  sword, representing Choral’s legendary conquest, against 
  a quartered field in white and gold. Its motto is “With 
  Sword and Flame.”
  House Surtova: The most influential house in Brevoy, 
  House Surtova, is also the oldest, established in Issia 
  centuries before Choral’s arrival. The Surtovas were 
  infamous pirates and raiders in those early days, and 
  with the Conquerer’s coming were able to parley captured 
  wealth into lands and titles. What started out as a defensible 
  fortress became Port Ice, a settlement that has been the seat 
  of Surtova power for generations. Nikos Surtova’s alliance 
  with Choral secured House Surtova’s place at the right hand 
  of the ruling house, and allowed them to move quickly 
  into place after the Vanishing. The Survotas established a 
  “regency” in the absence of King Urzen, which has quickly 
  become the de facto succession to the crown. King Noleski 
  Surtova (N male human aristocrat 5/warrior 3) sits upon the 
  Dragonscale Throne, while his sister Natala Surtova (LE 
  female human aristocrat 6) reigns as unofficial “queen,” as 
  her brother is as yet unmarried. Rumors say Natala enjoys 
  her role (and her influence over her brother) far too much 
  to embrace the idea of a proper sister-in-law. Still, there 
  is considerable pressure for Noleski to choose a bride and 
  produce heirs for his new dynasty.
  The Surtova crest is a gray ship against a field of blue 
  below and black above, the upper shield spangled with 
  silver stars. Its motto is “Ours Is the Right.”
  tHe aldori swordlords
  Bandits from the River Kingdoms and Issia nearly spelled 
  the end of the Taldan colony of Rostland in its early years. 
  Sirian First’s reputation as a duelist drew the attention of 
  a bandit chieftain, who offered the baron a wager: half his 
  fortune against the bandit leader’s head, if he could best him 
  in a duel. Baron First accepted, and lost. He paid his due and 
  disappeared, too ashamed to show his face any longer, most 
  assumed. Yet Sirian returned years later as Baron Aldori and, 
  in a highly-publicized “rematch,” defeated his foe in seconds 
  and reestablished his rule in Rostland. Baron Aldori then 
  issued his own wager: 100,000 gold pieces to anyone able to 
  best him in a duel of blades. Thousands flocked to Rostland 
  to answer this challenge, and the “Sword Baron” defeated 
  them all. He founded the Aldori school of sword fighting, 
  and established the influence of the Aldori swordlords over 
  Rostland for centuries.
  With the change in regime, many swordlords fled 
  Brevoy to other realms, such as the River Kingdom of 
  Mivon. A few became sell-swords, prostituting the arts of 
  the Aldori School for the coin needed to buy them food 
  and shelter. The rest primarily settled in or near the free 
  city of Restov.
  loCations in BreVoy
  Brevoy is a place where you can travel for days between small 
  villages, to say nothing of the long journey between larger 
  strongholds of civilization. These places tend to huddle 
  in the shadows of the mountains, and along the shores of 
  the rivers and lakes, leaving the lands between dotted with 
  small settlements making their way as best they can.
  tHe golusHkin Mountains
  The Golushkin Mountains are home to Issia’s greatest 
  concentration of natural resources, as the peaks sit 
  upon deep veins of iron, nickel, copper, silver, and tin, 
  along with some other useful or precious ores. Humans 
  like the Surtovas showed little interest in mining these 
  riches, particularly since the Golka clan of dwarves were 
  already doing so. House Garess established trade with the 
  mountain dwarves, building a reputation on metalworks 
  and a stronghold in the defensible mountain lands.
  tHe gronzi forest
  The dark expanse of the Gronzi Forest is simply “the 
  Forest” to the people of Brevoy. It extends from the 
  highlands of the Icerime Peaks to the shores of Lake 
  Reykal, forming part of the old border between Issia and 
  Rostland. Although technically the forest belongs to the 
  Brevic crown, hunting and even woodcutting is largely 
  unregulated around its outskirts, particularly in the 
  western reaches. The stretch of forest nearest New Stetven 
  was largely cleared generations ago for the wood to rebuild 
  and maintain the city, and Brevic woodcutters must delve 
  deeper each year to meet their needs.
  Although there are many tales of the hazards of the 
  deep forest, the most recent stories are of human origin. A 
  mysterious bandit chief known as Duma the Sly (CG male 
  human ranger 5) has led raids on merchants, travelers, and 
  tax-collectors near the bounds of the forest. He and his 
  band are known for their ability to strike without warning 
  and vanish just as quickly into the greenery. Duma is no 
  friend of King Noleski Surtova, but the common folk love 
  him for his generosity, and therefore aid him in evading 
  royal sanction. Tales claim Duma is everything from the 
  son of a wronged Aldori nobleman, a fey-blooded trickster, 
  or the lost Rogarvian heir.
  tHe iCeriMe peaks
  The Icerime Peaks wall off most of Brevoy from the former 
  lands of Iobaria to the west. Their heights are perpetually 
  covered in ice, even in the summer months, when cold 
  rivers tumble and cascade down their sides, forming 
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  Part 1 
  of 6
  Part 1 
  of 6
  Lake of Mists
                           and Veils
  Egede
  Chesed
  Port Ice
  Hajoth
  Hakados
  90  Miles
  Pitax
  Restov
  New Stetven
  Skywatch
  Claw Point
  Brevoy
  Sellen River
  Numeria
  Mendev
  House Lebeda
  Silverhall
  River Kingdoms
  Rostland Plains
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  a
  st Se
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  r
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  r
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  i
  v
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  r
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  k
  e
   
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  y
  k
  a
  l
  Awzera River
  House 
  Surtova
  Gronz
  i 
  F
  or
  es
  t
  House Lodovka
  Stoneclimb
  House Medvyed
  The Valley
  of Fire
  Mount 
  Veshka
  Eagle’s Watch
  House Orlovsky
  Golushkin Mts.
  Winterbreak
  Bay
  Highdelve
  Grayhaven
  House Rogarvia
  House Garess
  Winterbreak
  Acuben 
  Isle
  Old 
  Iobaria
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  Lake of Mists
                           and Veils
  Egede
  Chesed
  Port Ice
  Hajoth
  Hakados
  90  Miles
  Pitax
  Restov
  New Stetven
  Skywatch
  Claw Point
  Brevoy
  Sellen River
  Numeria
  Mendev
  House Lebeda
  Silverhall
  River Kingdoms
  Rostland Plains
  E
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  st Se
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  l
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  n
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  Awzera River
  House 
  Surtova
  Gronz
  i 
  F
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  House Lodovka
  Stoneclimb
  House Medvyed
  The Valley
  of Fire
  Mount 
  Veshka
  Eagle’s Watch
  House Orlovsky
  Golushkin Mts.
  Winterbreak
  Bay
  Highdelve
  Grayhaven
  House Rogarvia
  House Garess
  Winterbreak
  Acuben 
  Isle
  Old 
  Iobaria
  Est
  rovia
  n Fore
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  towering waterfalls and clear mountain lakes. The late 
  spring thaws open what passes there are through the 
  mountains, although few make use of them.
  Skywatch is by no means the only ancient site in the 
  Icerime Peaks. Tales tell of half-buried entrances to 
  mountain dungeons, some of them outposts of old Iobaria, 
  others even older. Some of the ruins are said to be haunted 
  by the chill shades of soldiers or miners who perished 
  there, still guarding whatever treasures they found in life.
  tHe lake of Mists and Veils
  The people of Brevoy know the vast Lake of Mists and 
  Veils simply as “the Lake,” and it defines the northern 
  border of the land as well as dominates Brevoy’s seasons 
  and weather. In the winter, the fiercest storms howl down 
  from the foggy waters, driven between the mountain 
  peaks to pour freezing rain, sharp hail, and heavy snow 
  drifts upon Issia, slowed only slightly by the forest and 
  the hills around Rostland, before exhausting their fury 
  on the southern hills and plains. The lake gets its name 
  from its tendency to warm enough in the peak months of 
  summer so that when the first chill of winter sets in, the 
  water “steams” with heavy layers of mist at night, slowly 
  burning off each morning.
  new stetVen
  Choral the Conqueror established the Brevic capital of 
  New Stetven after his successful campaign, building over 
  the ruins of the original Taldan settlement of Stetven. It 
  remains the center of political and economic power in 
  the land, in spite of the recent upheavals. Of particular 
  importance is New Stetven’s place as a trading city, 
  carrying goods to and from Brevoy along the East Sellen 
  River and the major trade roads that meet here along the 
  shores of Lake Reykal.
  New Stetven earned the nickname “The City of Wooden 
  Palaces” for the abundant use of timber to build everything 
  from walls and houses to mansions and forts. Even some 
  of the city streets are “paved” with planks laid in the near-
  constant mud from the snow and slush. Raised wooden 
  sidewalks are common in the wealthier parts of the city, 
  allowing people to walk up out of the mud as much as 
  possible. The only great stone structures of the city are the 
  Ruby Fortress, the seat of power to the crown of Brevoy, 
  and the Bulwark of Gorum, Brevoy’s greatest temple to the 
  Lord of Iron. Fire, like that which destroyed Old Stetven, 
  remains a constant threat, and the city relies heavily on the 
  services of volunteers aided by local spellcasters to put out 
  the handful of fires that occur each winter.
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  port iCe
  House Surtova’s ancestral lands extend from Port Ice, a 
  settlement that has shifted increasingly inland, like its 
  masters. Although connected to the lakeshore villages by a 
  reasonably well-maintained road, Port Ice is locked behind 
  its walls for much of the cold winter months, visited only by 
  sled and the occasional foolhardy traveler. The rest of the 
  year, the city is open to stockpile all the supplies needed for 
  the next season. The White Manor is the Surtova ancestral 
  seat, currently in the care of King Noleski’s uncle, Domani 
  Surtova (N male human aristocrat 4/warrior 1).
  restoV
  Nowhere is the Rostlandic spirit more alive than in the 
  Free City of Restov. The city owes its allegiance to the 
  Brevic crown, and Lord Mayor Ioseph Sellemius (NG male 
  human aristocrat 3/expert 2) must bend his knee before the 
  Dragonscale Throne like any lord, but otherwise Restov 
  belongs to no house, making it a haven for the lost glories 
  of the Aldori swordlords and those who look back to the 
  old days before the coming of the Conqueror. Restov is a 
  city of both refinement and rough-and-tumble manners, 
  as only a colony can be in fondly recalling and imitating 
  its motherland. The gentry of Restov consider themselves 
  sophisticates, although a Taldan visitor would consider 
  their ways quaint, and touched with no small amount of 
  northern barbarism. The city is a bustling trade center 
  along the border. Restov’s relative wealth supports no 
  small number of idle and titled lordlings and merchants’ 
  sons. They frequent the various Aldori and Taldan 
  dueling schools, as well as the alehouses, and fight each 
  other in street corner challenges at dawn and dusk. The 
  schools, salons, and taprooms of Restov are also hotbeds of 
  rebellious talk against the reign of King Noleski Surtova, 
  with young firebrands in search of a leader to rally them 
  to the cause.
  tHe rostland plains
  The region of grassy plains and rolling hills to the east of 
  the Sellen and south of the Gronzi Forest are the heart of 
  Old Rostland, dotted with farming towns and villages with 
  a mixture of Issian and Taldan heritage and manners, but 
  with more of an emphasis on the Rostlandic descendants of 
  the original Taldan colonists. Although close to the capital 
  of New Stetven, the Rostland Plains harbor some simmering 
  dissent against the crown, the man who presently wears it, 
  and the very idea of Brevoy as a unified nation.
  skywatCH
  High in the northern Icerime Peaks is a city built around 
  an ancient observatory discovered by the Surtovas 
  centuries ago in the early days of Issia. In spite of its 
  apparent age, the observatory is perfectly preserved, 
  maintained by a powerful, lingering magic. The same 
  night House Rogarvia vanished, Skywatch sealed its gates, 
  and the walled city has allowed no one to enter or leave 
  since, not even couriers or supply caravans. Messages 
  and envoys sent to Skywatch have been ignored and none 
  are known to have left. Even divination magic cannot 
  penetrate its walls to discover what is going on within, or 
  even if anyone there is still alive.
  tHe Valley of fire
  In the southernmost Icerime Peaks lies the mountain 
  valley where Aldori rebels fought their last battle against 
  the forces of Choral the Conqueror. They were lured into 
  the valley with the hope of cornering Choral, but instead 
  found themselves in a trap when the Conqueror’s red 
  dragon allies bathed the valley in fire, wiping out the men 
  of Rostland. To this day, the Valley of Fire is an infamous 
  place where life refuses to return to the blackened and 
  melted earth, said to be haunted by the tortured shades of 
  the men who died here, seen in the night as fiery shadows 
  with a burning hatred for the living.
  The Rumor Mill
  Brevic tongues wag in alehouses, temples, market squares, 
  and “hospitality parlors” just as much as folk anywhere, 
  and there is a great deal for the people of Brevoy to gossip 
  and speculate about. The following are just a few of the 
  things one might hear muttered in a conspiratorial tone 
  over a mug or shop counter.
  Blood of Dragons: There were three dragons involved 
  in the conquest of Brevoy, not two. The two reds at the 
  Valley of Fire were both females. But their male mate was 
  close at hand—wearing the human guise of Choral the 
  Conqueror. House Rogarvia carried the blood of dragons 
  in their veins, and in the end it consumed them all.
  The Conqueror’s Debt: Choral the Conqueror made 
  a pact with otherworldly forces to obtain not only his 
  vast army, but also the aid of his red dragon allies. The 
  disappearance of House Rogarvia is the result of Choral’s 
  debt finally coming due.
  The Next Earthfall: Skywatch was built as a lookout and 
  warning post against disasters such as the Earthfall, and 
  the reason the Rogarvias have vanished is the observatory 
  has detected another such imminent threat. The people of 
  Skywatch huddle in shelter waiting for the sky to fall.
  Return of the Conqueror: Choral placed the care of 
  Brevoy in the hands of his descendants and then departed 
  into the depths of the Gronzi Forest, promising one day to 
  return. The Vanishing is a sign the Conqueror’s return is 
  imminent, and he wants his kin either out of the way of his 
  armies, or just out of the way of his return to the throne.
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  Part 1 
  of 6
  Part 1 
  of 6
  Prodigal Sons: 1 of 6
  I 
  woke to a world turned sideways. Raindrops thundered 
  across my vision with the percussion of a blacksmith’s 
  hammer, only to flow upward in swirling rivulets. I 
  closed my eyes against the onslaught, hiding from the sight 
  if not the sound, and dug my fingers into the mud, taking a 
  careful grip lest I should slide off in this new orientation. For 
  several moments I hung there, considering my options, and 
  then extended my arms, carefully pushing myself upright.
  It was not my brightest idea, but it did succeed in turning 
  the world right-side up again. A good thing, too, because if 
  it hadn’t, there was no way Phargas could have maintained 
  his grip at that angle, sprawled in the ditch like some no-
  account drunkard. But I get ahead of myself.
  My name is Ollix Kaddar, and I am likely better than you.
  It’s nothing personal, you understand. It’s just in my 
  blood—literally. My full name is Ollix Thareus Lucitrex 
  Kaddar, and I am the only living son of Lord Kaddar of 
  Kadria, finest holding in all of the River Kingdoms. Not 
  that you’d know it to look at me now, of course, or to talk to 
  my father—he’s a tough old goat, and hardly the forgiving 
  sort. But let’s not dwell on the past.
  Across the way, Phargas was waking up, moaning and 
  holding his head. Spying the empty jug in his hand, he made 
  to throw it away, then thought again and checked to see if it 
  was empty before tossing it into the bushes in disgust.
  “The gods are not kind,” I said, scraping dung-scented 
  mud from the side of my face. 
  “To the contrary,” he replied. “They were entirely too 
  kind last night.” Phargas crawled out into the road and 
  began scooping up handfuls of water from the wagon ruts 
  and splashing them on his face, sluicing the dirt from 
  his shaved pate and muttering prayers that sounded like 
  curses. His ablutions finished, he stood unsteadily and 
  gathered up his pack and walking stick. The latter he used 
  Death at the Swaddled Otter
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  Death at the Swaddled Otter
  69
  to poke at the bits of bread and bone at our feet, swirling 
  them around in the muck.
  “Well, young master, I’d ask which way, but I somehow 
  doubt they’d welcome us back in town just now.”
  “Psht.” I kicked sludge over the top of our leavings, 
  burying the evidence. “In my father’s court, I wouldn’t 
  even have had to ask—they would have given us the best 
  from their table, and been honored by the privilege.”
  “Ah,” said Phargas. “But you didn’t ask this time, either, 
  did you?” He turned and began walking away from the 
  squalid little hamlet still visible on the horizon. “Come 
  on. This storm won’t last forever, and I’d rather not be here 
  when it lets up.”
  He had a point. Hoisting my own too-light pack, I followed.
  Many young men dream of seeing the world. I was never 
  one of them. And now that I’d seen it, I knew I was right all 
  along—that the world outside the court was cold, dirty, and 
  filled with stupidity. I would have been perfectly content 
  to remain in Kadria, serving my people as a benevolent 
  aristocrat, making the big decisions so that they didn’t have 
  to strain their meager faculties. It was what I was bred for.
  But my father—he was a different sort. Having built the 
  fiefdom himself with steel and silver, he understood neither 
  the sport nor the occasional unfortunate mishaps that go 
  hand in hand with rightful rulership. You bed a few peasant 
  girls, spend a few tax coffers, punish a few upstarts—the 
  citizenry expects it. After all, if not for the aristocracy, what 
  would they have to talk about? No, the peasantry need us, 
  and if a few feet get trod upon, it’s nothing to get upset about. 
  Certainly nothing worth exiling a son over.
  I was saying something to that effect to Phargas when he 
  suddenly threw out the hand holding his staff, blocking my 
  path and cutting me off mid-sentence. Silently, he pointed.
  Ahead, just visible through the drizzle, the path forked, 
  running to either side of a wide-branched tree. And 
  from one of those branches hung a dark shape, swinging 
  ponderously in the wind.
  Cautiously, we approached, and the shape slowly resolved 
  into the drenched and crow-eaten corpse of a man. While 
  hanging lawbreakers at crossroads wasn’t an uncommon 
  practice, it was my first time witnessing it in person, and 
  I marveled at the protruding eyes, the black of his tongue. 
  I whistled.
  “What do you think he did?” I asked.
  Phargas stepped closer and inspected the body.
  “Judging by this,” he offered, “I’d wager adultery.” I 
  followed his gaze downward, then quickly looked away. 
  “Well,” Phargas said, reaching up to undo the man’s 
  cloak. “At least we can take turns staying out of the—hey!”
  I turned. He had the corpse’s ratty cloak draped over 
  one arm, and was examining its clasp. He held it out to 
  me—a dented pin of decorative iron, worked into a crude 
  representation of a star over a road. I raised an eyebrow.
  “This, boy, is the Glyph of the Open Road.” Phargas 
  looked up at the corpse and patted it in admiration. “Seems 
  our friend here was a Pathfinder. Or at least stole one’s 
  cloak.” He looked over at me and frowned. “What?”
  I was still staring at the corpse, but now my mouth was 
  hanging open at the depth of my sudden epiphany.
  Every child had heard the stories. To be a Pathfinder 
  brought more than just fame or power—it brought respect. 
  A Pathfinder who published his adventures could live 
  forever in history, go boldly in any court, with his status 
  unquestioned by anyone.
  Even Lord Kaddar.
  “No,” I corrected, returning to the corpse, “this is our 
  ticket back to Kadria.” I began digging through the body’s 
  sodden clothes, ignoring the touch of clammy flesh. My 
  hand closed over circular metal, and I withdrew my prize, 
  letting its light shine full in Phargas’s face.
  “A wayfinder!” He put out a hand to touch the softly 
  glowing compass. “Whoever strung him up must have 
  been too superstitious to take it.”
  “Indeed,” I said, placing its thong over my head and 
  letting the artifact settle against my chest. “And their 
  reluctance is my reward. Phargas, I’d like to introduce you 
  to Ollix Kaddar—Pathfinder. You may kneel, if you wish.”
  “Pathfinder!” he gaped. “You can’t mean you’re planning 
  to impersonate one—and a dead one, at that?”
  “Who’s impersonating anyone?” I asked, unruffled. “I’m 
  just following Lord Kaddar’s orders.”
  Phargas snorted. “He told you to get out, and not come back 
  until you’d made something of yourself—or died trying.”
  “Exactly! And what could be better than a Pathfinder? As 
  of this moment, I hereby accept my new calling, with all its 
  duties and privileges.”
  “I’m pretty sure that’s not how it works,” he said, looking 
  dubious. “You can’t just declare yourself a Pathfinder.”
  I waved away his womanly quibbling.
  “Please, Phargas. Maybe in your monastery the world is 
  black and white, but out here, we deal in shades of gray. 
  Besides, I’m sure any ceremonies are just a formality, one 
  they’ll happily overlook when I publish my adventures.”
  Phargas said nothing, clearly jealous of my good fortune. 
  “Fear not, old man. Serve me well, and I’ll make sure to 
  mention you favorably in the Chronicles. Now what say we 
  get moving out of this storm, eh?”
  Phargas just shook his head, gave the corpse one last 
  pat-down, and followed me onward down the path.
  The town was hardly worth the name: two lines of wooden 
  buildings faced off across a sad little street, barely wide 
  enough for two wheelbarrows to pass abreast. The folk 
  who inhabited it were no better—drab, horse-faced, and 
  lumpy-limbed, they stared at us with the glazed eyes of 
  cattle. At least the storm had ended, so the streets were 
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  Part 1 
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  Part 1 
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  dry save for the slick of filth that ran sluggishly down the 
  center, remnants of last night’s thundermugs.
  “So where first?” Phargas asked. “This place is too small 
  for a brothel, so I can’t say I care.”
  “You’re a strange priest, Phargas,” I said, “but I like how 
  you think. Unfortunately, we have business to attend to. 
  First we find the Pathfinder lodge.”
  He gave me that wall-eyed look of his. 
  “And what makes you think there’s one here?”
  “Simple,” I said, counting it off on my fingers. “One: that 
  Pathfinder had to come from somewhere, and this is the 
  town he was closest to. Two: the locals clearly knew about 
  the Pathfinders, or they wouldn’t have taken his money 
  but left his wayfinder to identify him. And three... three is 
  that two reasons are plenty.” Back straight, chin up, I led 
  the way, doing my best to look kindly and beneficent for the 
  peasants. With only one street to search, it didn’t take long 
  to find our destination. 
  “This is it,” I said, setting down my bag.
  “This?” Phargas asked, looking up at the inn. A sign out 
  front proclaimed it the Swaddled Otter, and bore a crude 
  drawing of a rodent wrapped in ladies’ scarves. Three stories 
  tall, the inn towered over the buildings to either side, and 
  beyond its rearmost outbuildings ran a burbling creek.
  “Of course,” I said. “This is clearly the 
  most impressive structure within ten 
  miles. 
  Pathfinders 
  are 
  important, 
  Phargas—even in disguise, you don’t 
  think they’d settle for some dank little 
  hovel, do you? Now come on, before 
  they see us.” I picked up my bag and 
  moved back the way we came.
  He opened his mouth, but I cut him off.
  “You can’t think we’d let them see us like this.” I reached 
  out and flicked a clod of muck from his robes, leaving a 
  thumb-sized chink in his armor of filth.
  Just outside of town we found the same stream that ran 
  behind the inn and ate the last of our stolen bread. Shivering 
  at the thought of the water, which couldn’t have melted earlier 
  than yesterday, I stripped down and began scrubbing my 
  clothes. Phargas stuck in one finger and quickly withdrew it. 
  Still fully clothed, he muttered a prayer that dissolved as it hit 
  my ears, ending with a straight-armed clap. The air around 
  him sizzled, and suddenly every speck of mud flung itself 
  straight out from his body, leaving him clean and smiling 
  like he’d just stepped out of a nunnery. 
  “Desna understands the tribulations of travelers.”
  I eyed the ice-blue water. “Got one of those for me?”
  “Sorry.” He grinned. “Only enough piety for one today,” 
  Cursing, I jumped into the stream.
  An hour later we were standing before the inn once more, 
  this time looking like the lords we were—or I was, anyway.
  “Once we get in, let me do the talking,” I said.
  “Are you sure this is wise?” Phargas asked. “You saw 
  what they did to the last Pathfinder.”
  “So I’ll be discreet,” I said. “Don’t worry about me.”
  “If you’ll recall, lord, that’s my sole vocation at present.” 
  His faux humility grated, but I gritted my teeth.
  “So either be a good nanny and fetch me some warm 
  milk, or else get out of the way and let me handle things.” 
  I walked up to the door and knocked.
  The door swung open, and an exceedingly plain girl 
  who was no doubt the dream of every farmhand in this 
  town showed us in before hurrying on to draw ales for 
  several rough soldier types seated at the scattered tables of 
  the common room. I followed and laid a hand on her arm.
  “Excuse me,” I said, “but I was hoping I could talk to 
  the innkeeper.”
  “Oy,” she said, thrusting a most unladylike thumb over 
  her shoulder. “You’ll be wanting Milikin, then.”
  I followed her gesture. In that corner of the room stood a 
  long, tall bar, on top of which sat a strange display: a poorly 
  stuffed river otter, wrapped in yellowed linens clearly meant 
  to approximate the funeral garb of the legendary Osirian 
  pharaohs. Aside from that curio, the bar was empty.
  I looked back to the girl. She was about her rounds again, 
  attempting to deposit drinks without bringing her cleavage 
  within groping range of the soldiers. She saw me staring and 
  gestured emphatically toward the otter with her chin.
  So be it. “Um... Milikin?” I asked the otter.
  “Whozzat?”
  I jumped at the voice. The otter hadn’t moved, just 
  continued to stare at me with its dead onyx eyes. 
  “I... uh... was hoping...”
  “Phargas is such 
  a boor—but then, 
  beggars can’t be 
  choosers.”
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  71
  There was a scrabbling sound, and suddenly a tuft of 
  black hair appeared above the bar, shortly growing into a 
  wizened gnome who planted his hands on the counter and 
  regarded me with suspicion.
  “Oh! Hello, sir. I thought...” My eyes flickered briefly to 
  the otter. Milikin followed them and smiled.
  “He was the king of weasels, he was.” He turned back to 
  me. “And what might you lords be seeking at the Swaddled 
  Otter this fine evening? What rooms I have are fuller than 
  a milkmaid in a barracks at present.”
  “Actually, sir,” I said, lowering my voice. “I’m here 
  about... a job.”
  His eyes widened in recognition, and I knew I’d chosen 
  correctly. He glanced subtly toward the thugs at the table, 
  and we both leaned in on the bar for some privacy.
  “A job, you say.”
  I reached into my shirt to produce the wayfinder.
  “No, no,” he said quickly. “No need for that. Best not do 
  anything that might draw attention. What about him?” He 
  nodded toward Phargas, who had stepped up behind me.
  “He’s with me. Not one of us, but a faithful servant.”
  “And a servant of faith,” Phargas interjected. “Father 
  Phargas, at your disposal. May Desna light your path.”
  “You may call me Ollix,” I said, unwilling to let the priest 
  hijack the conversation. “I’ve traveled long to be here, and 
  I’m ready to begin immediately.”
  “Good, good!” Milikin chortled, rubbing his hands 
  together. He scrambled down off the crate that let him see 
  over the bar and scurried around it, then led us through a 
  swinging door and back into the kitchens, where he shooed 
  out the fat woman who sat fanning herself next to the fire. 
  “This should do nicely,” he said. “Perfect cover—no one 
  should suspect a thing, and you’ll be able to do your real 
  work... but of course I wouldn’t presume to tell you your 
  business, masters. Only...” He looked at us thoughtfully for 
  a moment, then scooped up two handfuls of flour from the 
  counter and flung them point-blank at our chests.
  “There!” he said, with obvious satisfaction. “Ilna will 
  pretend to be in charge, but don’t worry—she knows who 
  you really are. We all do.” He winked. “So just keep your 
  heads down, don’t look sideways at the soldiers, and do 
  what you do, eh?” With that, he turned on his heels and 
  charged from the room, giggling.
  “Well,” I said, “that went smashingly, wouldn’t you say?”
  Phargas merely grunted.
  Ilna, it turned out, was the fat woman who did all the cooking 
  for the inn, a great hen-like mountain of flesh and gossip. 
  Vanya, the serving girl, was her niece, and a far prettier 
  sight—since Milikin had taken us in, she’d cast more than one 
  approving glance my way. Phargas and I were given the lowest-
  rent room, and with many a covert nudge were set to work as 
  the new “assistant chefs.” The work was tiring, and truthfully 
  I wouldn’t have expected such devotion to secrecy, except that 
  Ilna’s constantly wagging tongue quickly revealed the source of 
  the caution: His Utmost Lordship, Baron Byrtol Addelworth.
  The hereditary ruler of this and a few other local towns, 
  Byrtol was a man of excessive tastes and equally excessive 
  wealth. Rather than establishing a manor house, he chose 
  to make his residence among his vassals, moving into a 
  town’s best inn and accepting its hospitality for several 
  months before moving on to the next hamlet. It was this 
  same lord, we learned, who’d had the nameless Pathfinder 
  we’d encountered strung up for looking approvingly at a 
  peasant girl he’d had his eye on. And now he’d moved into 
  the Swaddled Otter.
  Not eager to see if the lord’s ire extended to all members 
  of the Pathfinder Society, Phargas and I kept our heads down 
  and waited for further instructions. Yet as the days mounted, 
  the mood in the inn darkened. Perhaps it was the presence of 
  Lord Byrtol and his constant appetite, quickly draining the 
  larder and cellars without recompense, but the staff’s smiles 
  grew wooden around us, their faces strained. One night as 
  I snuck out to the kitchen to fetch a snack, I happened to 
  overhear voices, and paused just outside the door.
  “Ten days they’ve been here!” Ilna’s voice was a whispered 
  screech. “Ten days, and all they’ve done is make half-
  burned cakes not fit for a sow’s wedding! And the little one’s 
  got an eye for Vanya, I know it.”
  Us! They were talking about us!
  “Well, what man here doesn’t?” Milikin countered. “And 
  they’re not exactly pastry chefs. If they started right away, it 
  would be too obvious. Give them time.” 
  I shifted my weight, attempting to get closer, but the 
  floor squeaked and Milikin’s voice immediately cut off. 
  Figuring discretion was the better part of valor (and when 
  isn’t it?), I retired to my room and told Phargas what I’d 
  heard. Clearly they were waiting for us to make the next 
  move and begin doing whatever work Pathfinders did at 
  their lodges... if only we knew what it was.
  The next day, I casually let slip to Ilna that I was ready 
  to begin my “work.” Instantly, her dark mood gave way to a 
  smile like the sun, if the sun were a fat-jowled cook. With 
  a wink, she left us alone in the kitchen, saying only that 
  we should come find her if there was anything we needed. 
  The door swung closed, and Phargas and I stared at each 
  other across a table covered with flour and the half-formed 
  mounds of our signature cakes.
  “Well?” he prompted.
  “Truth be told,” I said, “I was hoping for a bit more than 
  that. But we’re clearly on the right track.” With nothing 
  else to do, I began patting another cake into shape.
  Not five minutes later, a quiet rap at the door brought 
  Vanya, fresh-faced and smiling even wider than her 
  mother. Whereas before she’d had only covert glances for 
  me when Ilna’s back was turned, no such demurity was in 
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  evidence now. She bounded across the kitchen and took my 
  hand, pressing herself pleasantly against my side. 
  “Is it true?” she asked. “Will you do it tonight?”
  “Of course,” I lied.
  “Ooh!” Her squeal of excitement cut off abruptly as she 
  realized she was making a commotion, and she continued 
  on in whisper.
  “Thank the gods!” she said. “It’s been hard enough just 
  keeping his dogs from getting their paws all over me, but 
  I knew it was only a matter of time before he’d want more 
  than cheese and wine.”
  “Sorry?” I asked involuntarily.
  “Oh, don’t worry,” she said, patting my arm. “You got here 
  in plenty of time to save my honor.” She winked. “You know, 
  Milikin and Mother said there was no way the Poisoners’ 
  Guild would send someone all the way from Daggermark, not 
  for what we can pay. But that’s why I sent my letter along—
  everyone in three towns is desperate to see Byrtol dead, and 
  even assassins aren’t above a little charity, right?”
  She smiled, then rose up on tiptoes to give me a peck on 
  the cheek. Across the room, Phargas’s eyes were wide.
  “Well, I’ll leave you to your ‘baking,’” she said, and 
  flounced out of the room, pausing only to shush us silently, 
  one finger across grinning lips. Then she was gone.
  Silence reigned in the kitchen for a long moment.
  “Poisoners?” Phargas asked.
  “You know,” I said, “I think we might just have overstayed 
  our welcome.”
  Without further discussion, we immediately began 
  preparing for our departure. There was clearly no way that 
  the locals would let us leave, having revealed their treason, 
  and so we continued about our cake-baking charade, 
  nodding knowingly to the staff while covertly gathering 
  up what provisions and gear we could secret in our aprons, 
  depositing them in one of the little-used outbuildings 
  under the cover of trips to the privy. At last the sun started 
  to hang low in the sky, and with the inn’s residents busy 
  readying dinner for the soldiers, we quietly took our leave, 
  slipping out the back door and making our way to the shed 
  with our supplies...
  ...where Milikin sat firmly atop the stack of purloined 
  goods, dwarfed by the massive crossbow in his hands. It 
  was so large he had to seat the butt against his chest, but 
  his aim never faltered as he motioned for us to come inside 
  and close the door.
  “So,” he said, keeping the great weapon leveled at my chest. 
  “I shouldn’t be surprised. If you were real members of the 
  Poisoners’ Guild, we wouldn’t have known you were here until 
  the job was done.” He laughed darkly. “Not like you two.”  
  “Come now,” said Phargas, stepping forward and 
  spreading his arms wide to show empty hands, “you 
  wouldn’t shoot a humble and unarmed priest of Shelyn, 
  would you?”
  Milikin grunted and switched his aim to Phargas’s 
  forehead. The priest stopped moving.
  “Please,” I pleaded, “I’m sorry for the confusion, but 
  you’re right—we’re not assassins.”
  “Wrong,” Milikin said. Holding the crossbow with one 
  surprisingly strong arm, he withdrew a carving knife 
  from the pile of goods and flung it into the boards at my 
  feet, where it stuck, quivering. 
  “You are now.”
  I stared at the knife.
  “Pick it up,” he said, motioning with his head. “It’s too 
  late for poison. You take our noble lord’s meal up to him 
  tonight, and you do what everyone’s expecting you to do. 
  I’ll stay here with this one,” a motion toward Phargas, “to 
  make sure nothing goes wrong. You take care of this, and 
  I’ll give both of you a head start before I go upstairs and 
  discover your horrible crime.”
  “And if not?”
  He patted the stack of goods upon which he sat.
  “Then no one looks unkindly on the noble innkeeper 
  who shoots two ruffians attempting to rob him of his 
  livelihood. Do we have an understanding?”
  I looked to Phargas, who was already nodding, eyes still 
  fixed on the crossbow bolt.
  “Good,” Milikin said. “Now go.”
  Not seeing any alternative, I picked up the knife and hid 
  it in the folds of my apron, then headed back outside. 
  I could have slipped off then—and believe me, the 
  thought crossed my mind—but as much as I hated to admit 
  it, Phargas had been useful more times than not since I 
  began my horrid walkabout. Instead I entered the kitchen 
  in a daze, accepted a covered tray from Ilna, and headed up 
  past the guardsmen on the inn’s stairs.
  The baron’s room took up the whole third story, the 
  staircase ending in a narrow landing. One of the serving 
  boys sat just outside the door, acting as a runner should 
  their patron need anything.
  “I’ve got it from here,” I said, gesturing back down the stairs. 
  “Why don’t you get yourself some grub?” The boy didn’t need 
  to be told twice. In a flash I was alone on the landing. I knocked 
  on the door, and a woman’s voice bid me enter.
  Inside, the lord’s room was lit softly by half a dozen 
  oil lamps and lanterns turned low, hanging on the walls 
  or standing free on poles around the bed. Tapestries 
  depicting rivers and fields had been placed around the 
  room to be visible from the bed, an ornate affair covered 
  in cushions. All in all, it was a warm and inviting scene, if 
  one discounted the room’s resident.
  Baron Byrtol Addelworth was a tremendous man, in all 
  the wrong ways. Hugely corpulent, his flesh flowed from his 
  body into a virtual puddle of fat amid the myriad comforters. 
  Threads of greasy black hair framed a round, chinless face, 
  and both sheets and bedclothes were stained with the leavings 
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  73
  of previous meals. In one pudgy hand he clutched a half-
  gnawed pheasant drumstick. I glanced around briefly for the 
  woman who had admitted me.
  “Well?” the baron asked, and I realized it had been his 
  voice, high and thin as a prepubescent boy’s. “What have you 
  got for me, then?” He tossed the drumstick into a corner, 
  where it hit the wall with a meaty slap, and stretched forth 
  both hands to receive the platter. 
  “Dinner, sir,” I said, stepping to the bedside. “The 
  Swaddled Otter’s best.” I swept the cover from the main 
  course and made a low, elegant bow.
  The knife fell from my apron, landing between us on 
  the sheets.
  We froze. Still bent double, I looked up at the lord, watching 
  his eyes flick from my face to the knife and back again. 
  I put on my most disarming smile. That seemed to make 
  up his mind.
  “Imposter!” he roared, knocking away the tray and forcing 
  me to take several steps backward. “Assassin!”
  I stuck out my hands. “Now, I know what this looks like...”
  “Mutinous peasant!” He snatched up the knife. “I’ll skin 
  you myself!”
  Face red with exertion and rage, he hurled his massive bulk 
  from the bed—and straight into one of the standing lanterns, 
  sending them both tumbling to the floor. Out of the bed, he 
  looked even more unwieldy, stumpy arms and legs scrabbling 
  to lift his pallid flesh like a turtle trying to right itself. 
  “Sniveling cur!” he wheezed. “You’ll have your limbs 
  stretched for orchestrating this indignity!”
  Then the oil caught. With a soft whump, the fuel from 
  the broken lantern took fire and spread its flaming arms 
  across the floor, lighting the bottoms of two tapestries and 
  filling that corner of the room with crackling flames. 
  The baron took one look at the new situation and dropped 
  the knife, redoubling his efforts to pull his ponderous 
  bulk precious inches from the burning oil.
  “Boy!” he said to me. “Get me up! All is forgiven—just 
  get me up!”
  I stared at the scene, the writhing man-larva and the 
  fire which even now was beginning to catch bed sheets 
  and the cords of hanging lanterns, and stepped slowly 
  backward toward the door.
  Soft flesh scrabbled on timber.
  “Please!” he shouted. “Get me up! I am 
  merciful!”
  But then the door was closing, and I was walking 
  quickly down the stairs. At the bottom I nodded 
  to the guardsmen.
  “He’s not to be disturbed,” I said, and made 
  a crude gesture. The men laughed, and I passed 
  on through the kitchen and out the back door, 
  coming quickly to the shed where Milikin and 
  Phargas sat in opposite corners, staring at each other.
  “It’s done,” I said.
  Miliken studied me with narrowed eyes.
  “You look awfully clean,” he said. “Where’s the knife?”
  In answer, the first shouts went up from the inn.
  “Fire!” screamed Ilna, and then other voices joined hers. 
  In an instant, Milikin’s entrepreneurial instincts took over, 
  and he sprang for the door, tossing the crossbow aside.
  Outside, the roof of the inn was already smoking oily black 
  against the sunset, flame licking through the thatching in 
  places. With a scream of pain, Milikin ran for the creek. 
  I looked to Phargas. Needing no further cue, we each 
  grabbed up armfuls of supplies and sprinted off in the 
  opposite direction. 
  After ten minutes of leaped brambles and ducked 
  branches, we stopped to catch our breath. Back the way we’d 
  come, the smoke was still visible, though the sounds had 
  faded to just the faint and frantic pealing of a church bell.
  “That was close,” Phargas said, leaning against a tree 
  and breathing hard.
  “Agreed,” I puffed, staring down at the cloak full of 
  bread that now made up our sole possessions. Then the 
  sound of the bell reminded me of something.
  “About what you said back there,” I asked. “You said 
  Shelyn. I thought you were a priest of Desna?”
  Phargas grunted.
  “A man’s faith is a personal thing,” he said, tying up the 
  cloak. “Now shut up and keep running.”
  And we did.
  “Not every noble is worthy of the title.”
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  Part 1 
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  Bestiary
  Bestiary
  Were it not such a wretchedly ugly country, 
  perhaps I’d find our travels upon these cursed 
  plains more bearable. For days I’ve worn, 
  eaten, and inhaled dust, our every step stirring 
  it up as though the land were trying to bury us 
  mote by dingy mote. While I first welcomed 
  this morning’s rain, the belligerent land drinks 
  quickly, and my mind and muscles screamed for 
  a return to dust after but a few hours of slogging 
  through the resulting shin-deep mud. But by 
  Pharasma, were that mud the worst this place 
  imagined to vex us, as through the haze we’ve 
  heard the tramping of men that move on hooves, 
  seen trees stalk like beasts, and fled before 
  terrors that can be nothing less than all the muck 
  and malice of this place brought to hideous life.
  —From The Record of Truan Iolavai
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins
  Swamp
  Sky
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Environment
  Climate
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  Bestiary
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  T
  his month’s entry into the Pathfinder Bestiary 
  reveals several denizens of the Stolen Lands, both 
  natural beings native to that wilderness and deadly 
  creatures known to haunt and stalk its deadliest reaches. 
  While some might be nothing more than benign beasts 
  that explorers into these lands may become quite familiar 
  with during their travels, others offer entirely new threats 
  to any who would dare trespass upon their lands. 
  Wandering Monsters
  The Stolen Lands bear a notorious reputation as the 
  home of deadly beasts, lurking monsters, and brutal 
  outlaws. The Greenbelt cuts a swath of forest through 
  the heart of this realm, flanked by the uneven mounds 
  of the Kamelands to the east and the Hooktongue Slough 
  farther west. Through this wild realm all manner of 
  beasts create a deadly ecology, which for centuries has 
  deterred settlers from Brevoy, the River Kingdoms, and 
  beyond from doing more than claiming the land in mere 
  boast and upon maps. Now, though, as stalwart explorers 
  venture into the storied land, the truth of monstrous 
  legends comes to the test.
  Presented below is a list of random encounters the 
  PCs might face as they explore the Greenbelt. These 
  creatures are native to the land and have little regard for 
  matters of character level or CR. Thus, the GM might 
  want to adjust his rolls to assure the characters don’t 
  run afoul of a threat beyond their means to combat, or 
  be lenient when encounters with deadly creatures force 
  retreats. GMs should also remember that just because an 
  encounter arises from this chart doesn’t mean that it has 
  to be combat-related: a meeting with trolls doesn’t have 
  to be anything more than a sighting from a distance, for 
  example. Experience, however, is of course only awarded 
  for defeating such creatures, but even just making 
  characters aware of the deadly things that inhabit the 
  lands can make for a dramatic and humbling encounter.
  FroM ed greenWood
  The Kingmaker Adventure Path comes closer to the edge 
  of the map than any campaign previously published in 
  these pages. Just east of Brevoy and the Stolen Lands 
  sprawls the barbaric realm of Iobaria, a land of ancient 
  ruins, rugged wildernesses, and strange creatures. To 
  populate this new land, we’ve had Ed Greenwood turn 
  his prolific imagination on creating six new monstrous 
  natives of that strange realm. Watch for a new Iobarian 
  creature every month, concepted by famed world creator 
  Ed Greenwood and brought to life by some of the best 
  designers in fantasy. This month brings us the thawn, 
  but who knows what menaces might claw their way forth 
  from the depths of Iobaria in the months to come?
  Greenbelt Random Encounters
  Forest 
  Lake/River 
  Plains 
  Hills  
  Encounter 
  CR 
  Source
  1–4 
  1–5 
  1–6 
  1–8 
  1d6 bandits 
  1 
  See page 12
  5–11 
  6–11 
  7–15 
  9–14 
  1d4 boars 
  3 
  Bestiary 36
  12–14 
  12–17 
  — 
  — 
  1d4 boggards 
  3 
  Bestiary 37
  15–20 
  18–21 
  16–20 
  15–19 
  1 brush thylacine 
  2 
  See page 86
  21–29 
  22–28 
  21–28 
  20–27 
  1d6 elk 
  5 
  See page 80
  30–35 
  29–32 
  29–32 
  28–30 
  1 faerie dragon 
  2 
  Bonus Bestiary 9*
  36—42 
  33–35 
  33–38 
  31–35 
  1d4 grigs 
  2 
  See page 19
  43–47 
  36–41 
  39–40 
  — 
  1 grizzly bear 
  4 
  Bestiary 31
  48–54 
  42–49 
  41–51 
  36–45 
  1 hunter 
  1/3 
  See page 12**
  — 
  — 
  52–55 
  46–51 
  1d8 kobolds 
  1 
  Bestiary 183
  55–57 
  — 
  56–57 
  52–55 
  1d8 mites 
  1 
  Bestiary 207
  — 
  50–57 
  — 
  — 
  1 nixie 
  1 
  Bonus Bestiary 15*
  58–63 
  58–62 
  58–59 
  56–59 
  1 owlbear 
  4 
  Bestiary 224
  64–68 
  63–69 
  60–63 
  60–62 
  1 shambling mound 
  6 
  Bestiary 246
  69–71 
  70–75 
  — 
  — 
  1 slurk 
  2 
  See page 22
  72–75 
  76–79 
  64–66 
  63–67 
  1 tatzlwyrm 
  2 
  See page 82
  76–79 
  80–83 
  67–71 
  68–70 
  1d4 trolls 
  7 
  Bestiary 268
  80–82 
  — 
  72–75 
  71–74 
  1 werewolf 
  2 
  Bestiary 198
  83–85 
  — 
  76–80 
  75–81 
  1 giant whiptail centipede 
  3 
  See page 35
  86–90 
  84–90 
  81–86 
  82–86 
  1 will-o’-wisp 
  6 
  Bestiary 277
  91–97 
  91–96 
  87–95 
  87–95 
  1d6 wolves 
  4 
  Bestiary 278
  98–100 
  97–100 
  96–100 
  96–100 
  1 worg 
  2 
  Bestiary 280
  *See paizo.com for the Pathfinder RPG Bonus Bestiary
  **Use the same stats as bandits
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  Part 1 
  of 6
  Part 1 
  of 6
  CarbunCle
  This small, awkwardly proportioned reptile trundles along 
  slowly, a fist-sized gem jutting from between two bulging eyes. 
  Something about its countenance makes it look somehow both 
  surprised and perplexed.
  Carbuncle 
  CR 1
  XP 400
  N Tiny magical beast 
  Init –2; Senses low-light vision; Perception +1
  DEFEnSE
  AC 14, touch 12, flat-footed 14 (+2 armor, +2 size)
  hp 13 (2d10+2)
  Fort +4, Ref +1, Will +3
  Weaknesses vulnerability to suggestion
  OFFEnSE
  Speed 20 ft.
  Melee bite +1 (1d2–3) 
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks specious suggestion
  Spell-Like Abilities (CL 3rd; concentration +3)
  3/day—daze (DC 10), levitate (self only, up to 10 feet), jump
  STATISTICS
  Str 5, Dex 7, Con 12, Int 6, Wis 13, Cha 10
  Base Atk +2; CMB –2; CMD 5 (9 vs. trip)
  Feats Iron Will
  Skills Stealth +6 (+10 in grass or brush), Survival +3; Racial 
  Modifiers +4 Stealth in grass or brush
  Languages empath 30 ft.
  SQ fatal faker
  ECOLOgy
  Environment any forest or swamp
  Organization solitary or group (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Empath (Su) Carbuncles possess a crude form of telepathy, 
  allowing them to transmit mild impressions and remembered 
  sensations to other creatures. This form of telepathy cannot 
  convey language or hinder a target in any way (such as by 
  transmitting pain). A carbuncle can relate a feeling of fear or 
  the faint smell of leaves, but not directly warn an ally that it 
  sees a monster or tell of a treasure under a pile of leaves.
  Fatal Faker (Su) As a standard action, three times per day, a 
  carbuncle can teleport as per the spell dimension door, but only to 
  a range of 30 feet. Upon teleporting, the carbuncle leaves behind 
  a perfect replica of itself amid a colored flash and the sound of a 
  reptilian choke. This replica duplicates the carbuncle in all ways, 
  though it is obviously dead and the colorless stone in its head 
  is reduced to worthless dust. For all other purposes, the body 
  left behind is treated as though it were an item created by minor 
  creation. Any attempt to heal or resurrect this “body” fails. Dispel 
  magic and similar spells cause the body to vanish, though after 12 
  hours, the replica melts away into sweet-smelling ooze.
  Specious Suggestion (Su) As a standard action, three times per 
  day, a carbuncle can concentrate intently on one creature 
  within its line of sight and attempt to impose its will upon 
  the target. Carbuncles have difficulty forcing their wills upon 
  non-carbuncles (and indeed carbuncles are immune to the 
  suggestive powers of other carbuncles), resulting in one of the 
  effects listed below. When using this ability a carbuncle must 
  roll on the following chart. If it dislikes the result, it may make 
  a DC 15 Wisdom check to add or subtract 1 from the result. If 
  the ability check fails, the result changes opposite from the way 
  intended. Targets may attempt to resist the negative effects 
  of a carbuncle’s suggestion by making a DC 12 Will save. The 
  carbuncle need not share a language with its target to convey 
  its suggestions. This is a mind-affecting effect. The DC is 
  Wisdom-based.
  1d6 
  Carbuncle Suggestion
  1 
  The carbuncle grants the target a flash of insight 
  into the true future. The target gains a +2 bonus to 
  its AC for the next round.
  2 
  The target is alerted to dangers the carbuncle 
  perceives. The target gains a +2 bonus on any 
  initiative roll made in the next minute.
  3 
  The carbuncle manifests a random image in the 
  target’s mind (usually of a food or strangely colored 
  animal). This image lasts for only a moment and has 
  no other effect.
  4 
  The carbuncle’s thoughts affect the target similarly 
  to the spell suggestion, though the compulsion lasts 
  for only 1 minute.
  5 
  The carbuncle’s thoughts garble those of its target. 
  The target takes a –2 penalty on Will saves for the 
  next round.
  6 
  The carbuncle grants the target a vision of a false 
  future. The target takes a –2 penalty to its AC for the 
  next round.
  Vulnerability to Suggestion (Ex) Carbuncles prove highly 
  vulnerable to spells with the mind-affecting descriptor. Any 
  mind-affecting spell can affect a carbuncle regardless of typical 
  creature limitations. A spell like charm person or hold person, for 
  example, which typically only affects humanoid creatures, can 
  also affect carbuncles.
  Never have legend and misinformation met upon a more 
  inauspicious brow than that of the carbuncle. Even the 
  name summons ideas from the grandiose to the grotesque.
  The creatures known as carbuncles appear as little more 
  than overly ungainly and well-armored reptiles. What sets 
  them apart, however, are their strange magical abilities 
  and the fist-sized gemstone horn jutting from above their 
  bulging eyes. The elusiveness of these creatures, their 
  natural aloofness, weird powers, and glistening horns 
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  have all contributed to the creation and spread of wildly 
  inaccurate tales about these beasts, making truths about 
  them rarer than the awkward creatures themselves.
  Adult carbuncles stand just over 1 foot tall and about 
  3 feet long from horn to tail, weighing approximately 
  12 pounds. The horns of most males range through the 
  spectrum of fiery colors, while the horns of females trend 
  toward cooler shades.
  eCology
  Owing to the rarity of these unusual creatures, numerous 
  and varied tales surround carbuncles. Although few 
  bear any hint of truth, such legends spread from 
  storyteller to storyteller, enlarging the dubious legend 
  of these creatures and endowing them with all manner 
  of doubtful powers. Much of the carbuncle's fame comes 
  from the "gemstone" embedded in its head. Although 
  tales differ on the type and value of this precious stone, 
  most claim that a carbuncle bears a ruby, garnet, or 
  almandine. In truth, however, a carbuncle’s gem is little 
  more than a highly reflective growth, not dissimilar 
  from humanoid fingernails. To the dismay of those 
  believing tales of valuable gems or stories that tell of 
  carbuncles granting their stones to friendly creatures, 
  these horns crumble swiftly upon removal or the body’s 
  death. Although the truth of the matter is common 
  knowledge to most scholars, long-held folktales die 
  hard. Thus, quests for carbuncle gems—and for the 
  creatures themselves—often prove synonymous with 
  rattlesnake eggs or snipe hunts.
  Habitat & soCiety
  Cowardly but practical creatures, carbuncles 
  make their dens wherever they might live 
  comfortably and with little threat from 
  predators 
  and 
  hunters. 
  This 
  typically 
  means near groves of fruit trees deep 
  within ancient forests, amid berry briars 
  in stagnant marshlands, or near falls thick 
  with water bugs. Wherever a carbuncle can eat 
  its fill and hide from both real and imagined dangers, 
  these nervous creatures are satisfied. Such tendencies 
  contribute to the species’ rarity, as they have little reason 
  or desire to ramble. Thus, only those who wander the 
  most secluded paths of the world—and even then only 
  those with sharp eyes—ever stumble across carbuncles.
  Most carbuncles regard others of their kind with 
  indifference. A safe and 
  comfortable glen far from 
  scary creatures might hold 
  up to a half dozen carbuncles, 
  but as soon as the group 
  proves too large for the sanctuary to 
  support, the youngest slink off in search of new homes. 
  Carbuncles—even those living in close proximity—have 
  little to do with others of their kind. While certainly 
  intelligent enough to form relationships and societies, 
  most carbuncles would rather spend their days pilfering 
  honeysuckle, floating in cool springs, or reclining amid 
  shadowy tree branches. Some carbuncle groups have 
  even been known to die out, as none of the members can 
  be bothered to mate. Yet should a group be threatened, 
  they can prove quite clever in distracting enemies from 
  others of their kind. A frequent tactic involves using 
  their empathic abilities to create pleasing smells and 
  sensations to coax dangerous trespassers into the path of 
  other threats while the wily carbuncle quietly slips away.
  CarbunCle FaMiliars
  Carbuncles exhibit a peculiar attraction to magic-users, 
  especially sorcerers with the fey bloodline and any who 
  pack supplies of fresh fruit. Many enchanters laud the 
  extraordinary mind control powers possessed by these 
  intense creatures and extol the aid they can offer mages of 
  their field—though others consider such tales something 
  of an academic in-joke. 
  A spellcaster with the Improved Familiar feat can 
  summon a carbuncle as a familiar at 5th level.
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  drekavaC
  Dressed in graveyard rags, this pitiful creature cries out like a 
  sick child. An oversized, bestial head perches atop its spindly, 
  child-sized body, and its eyes are nothing but sunken pools of 
  shadow with no trace of life in them. A cloying mist wreathes its 
  frail form, accompanied by the stench of death and disease.
  Drekavac 
  CR 3
  XP 800
  NE Small undead 
  Init +1; Senses darkvision 60 ft.; Perception +8
  Aura unnatural aura (30 ft.)
  DEFEnSE
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 30 (4d8+12)
  Fort +4, Ref +2, Will +7
  DR 5/silver; Immune undead traits
  Weaknesses sunlight aversion, vulnerability to magic, 
  vulnerability to salt
  OFFEnSE
  Speed 20 ft.
  Melee chilling grasp +5 touch (1d6 cold plus disease) or
  shadow +5 touch (disease)
  Special Attacks create spawn, disease, diseased shadow
  Spell-Like Abilities (CL 5th; concentration +8)
  At will—gaseous form
  STATISTICS
  Str 10, Dex 12, Con —, Int 9, Wis 12, Cha 17
  Base Atk +3; CMB +2; CMD 13
  Feats Iron Will, Weapon Finesse
  Skills Intimidate +10, Perception +8, Stealth +12
  Languages Common
  ECOLOgy
  Environment any
  Organization solitary or pack (2–5)
  Treasure none
  SPECIAL ABILITIES
  Create Spawn (Su) A child slain by a drekavac’s disease has a 1-in-
  6 chance of rising as another drekavac 3 days after death. The 
  new drekavac is not in any way controlled by its maker, and is 
  immediately capable of exercising its full powers, including 
  creating spawn of its own. It does not possess any of the 
  abilities it had in life.
  Disease (Su) Drekavacs are spirits of disease and contagion. 
  While most drekavacs carry bubonic plague, drekavacs who 
  died from other afflictions may carry those diseases instead. 
  Any illness caused by a drekavac must be potentially fatal. 
  Other diseases commonly carried include demon fever, filth 
  fever, and slimy doom. If a drekavac is reduced to 0 hit points 
  (from weapons or other sources, including channeled energy), 
  all of the diseases it caused are cured, although the victims 
  must recover from any effects normally, and slain victims are 
  not restored.
  Bubonic plague: Touch—injury; save Fort DC 15; onset 1 day; 
  frequency 1/day; effect 1d4 Con damage, 1 Cha damage, victim is 
  fatigued; cure 2 consecutive saves.
  Diseased Shadow (Su) Any creature touched by a drekavac’s 
  shadow is also affected by the creature’s disease ability. If 
  there is a question about which way the drekavac’s shadow 
  falls, roll 1d8 to determine a random square around the 
  creature. A character with a light source cannot be touched 
  by the drekavac’s shadow, but the light causes the shadow to 
  fall directly opposite the character (unless there is another 
  light source there as well). A drekavac can deliberately touch 
  a creature with its shadow as a standard action by making a 
  successful touch attack. 
  A target missed by the drekavac’s chilling grasp attack 
  must make a DC 15 Reflex save to avoid being touched by the 
  creature’s shadow as well. This save DC is Charisma-based.
  Sunlight Aversion (Ex) Drekavacs hate natural sunlight and 
  immediately flee from it. A drekavac caught in natural sunlight 
  is staggered.
  Unnatural Aura (Su) Animals, wild or domesticated, can sense the 
  unnatural presence of a drekavac at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if forced 
  to do so unless a master succeeds at a DC 25 Handle Animal, 
  Ride, or wild empathy check. Panicked animals remain so as 
  long as they are within 30 feet of the drekavac.
  Vulnerability to Magic (Ex) A remove curse or remove disease spell 
  cast directly upon a drekavac (DC equal to the drekavac’s disease 
  ability) immediately destroys the creature, allowing the afflicted 
  soul to move on. Destroying a drekavac with remove curse or 
  remove disease does not cure any of the creature’s diseases.
  Vulnerability to Salt (Ex) Drekavacs are vulnerable to salt that has 
  been consecrated in the same fashion as holy water, and cannot 
  cross an unbroken line of blessed salt. A handful of blessed salt 
  thrown at a drekavac inflicts the same damage as a flask of holy 
  water (Pathfinder RPG Core Rulebook 160).
  Drekavacs are the undead remains of children who 
  perished from disease, particularly in plague-ridden 
  areas where many such deaths occurred in a short period 
  of time. Able to become as insubstantial as the mist 
  rising from a graveyard on a cold, dark night, drekavacs 
  are carriers of disease, seeking to infect the living with 
  the afflictions that slew them. According to some stories, 
  drekavacs only result from young plague victims who 
  remain unburied or died bereft of the proper funeral 
  rites; performing those rites may allow their spirits to 
  rest and no longer haunt the world of the living.
  eCology
  Drekavacs typically haunt desolate places, from windswept 
  plains and mountains to dark forests and abandoned 
  homes or villages. They may move among inhabited areas 
  in gaseous form, but are typically warded off by bright 
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  lights and the sounds and sights of life. They are always 
  encountered indoors or at night, preferring dark, cloudy or 
  foggy nights, ideally during the waning moon. Drekavacs 
  are usually encountered during the gloomy, cold winter 
  months rather than in the spring or summer.
  Rural clerics and adepts must sometimes deal with 
  one or more drekavacs seeking to spread disease in their 
  communities. Their favored targets are children, some 
  of whom can also become drekavacs 3 days after death 
  unless their bodies are burned and the ashes scattered. 
  The work of drekavacs in a community can sometimes 
  lead to hysterical accusations by grief-stricken parents 
  and families, stirring up resentment and violence toward 
  outsiders or anyone suspected of involvement with 
  unnatural forces.
  It is customary in some rural areas to surround a child’s 
  crib with a ring of blessed salt to keep evil influences at 
  bay, including drekavacs, who cannot cross an unbroken 
  line of salt. However, drekavacs can convince others to 
  break the line of salt for them. 
  Habitat & soCiety
  Drekavacs are lonesome, bitter, and pitiful creatures, 
  often crying when they appear, mourning their lost 
  lives. Some folk mistake them for living children, lost 
  or starving, although the creatures are not very effective 
  liars. Still, a dim night and a half-seen form huddled 
  and sobbing pitifully are often enough to trick someone 
  into approaching close enough to become victim of the 
  drekavac’s chilling grasp.
  Once they have inflicted their plagues upon victims, 
  drekavacs quickly lose interest and move on, although 
  they may follow a victim, begging for aid and attention, 
  behaving as if they were still living victims of disease 
  rather than its agents. They rarely kill victims outright, 
  preferring instead to inflict long and lingering deaths 
  through disease. Drekavacs threatened with salt, magic, 
  or silver weapons become vicious, attacking opponents 
  like snarling dogs until they are dead or the creatures 
  are driven off.
  Drekavacs sometimes band together in small packs, 
  particularly in places where epidemics or plagues have 
  swept through a population, either recently or long 
  ago, but they have no real organization beyond seeking 
  out new victims to infect. Drekavacs are intelligent 
  and aware, able to converse in Common, or whatever 
  languages they knew in life. This means some 
  drekavacs are only able to communicate in largely 
  dead or forgotten languages. They are childlike 
  in their understanding and largely incapable of 
  being reasoned with, but deft use of Bluff or 
  Diplomacy and a playful or parental tone may 
  keep a drekavac at bay, at least temporarily.
  The Mythic Drekavac
  In Slavic myth and folklore, drekavacs are the souls of 
  unbaptized children, not necessarily victims of disease, 
  although they were often said to be. They are known for their 
  horrifying cries, and descriptions of their appearance vary 
  widely, some looking like thin, emaciated children, others 
  having animal heads, fur, or bird-like features. The most 
  common way of exorcising them was believed to be a rite 
  of baptism performed on the creature, its corpse, or grave. 
  Believers say the touch of a drekavac’s shadow causes illness 
  and disease in anyone unfortunate enough to encounter the 
  creature. A home around which a drekavac cried and wailed 
  was destined to have someone die there soon, and drekavacs 
  were said to return to haunt the dreams of those who had 
  done evil, particularly to children. The spirit of a child killed 
  by its parents (from abuse or neglect) was likely to return as a 
  drekavac, either to seek vengeance or to accuse them with its 
  cries until they repented and confessed what they had done.
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  elk
  This majestic beast stands the height of a man at its shoulders, a 
  many-tipped rack of proud antlers crowning its head.
  Elk 
  CR 1
  XP 400
  N Medium animal 
  Init +3; Senses low-light vision; Perception +7
  DEFEnSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +8, Will +2
  OFFEnSE
  Speed 50 ft.
  Melee gore +3 (1d6+2) or 
  2 hooves –2 (1d3+1)
  STATISTICS
  Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Perception +7
  ECOLOgy
  Environment cold or temperate plains
  Organization solitary, pair, or herd (3–50)
  Treasure none
  River Elk 
  CR 2
  XP 600
  N Large animal 
  Init +2; Senses low-light vision; Perception +8
  DEFEnSE
  AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, –1 size)
  hp 25 (3d8+12)
  Fort +7, Ref +7, Will +3
  OFFEnSE
  Speed 50 ft., swim 30 ft.
  Melee gore +4 (1d8+3) or 
  2 hooves –1 (1d6+1)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 15, Con 18, Int 2, Wis 15, Cha 6
  Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
  Feats Endurance, Lightning Reflexes, RunB
  Skills Perception +8, Swim +11
  ECOLOgy
  Environment cold or temperate plains
  Organization solitary, pair, or herd  (3–50)
  Treasure none
  Megaloceros 
  CR 4
  XP 1,200
  N Large animal 
  Init +2; Senses low-light vision; Perception +9
  DEFEnSE
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +8, Will +3
  OFFEnSE
  Speed 50 ft.
  Melee gore +7 (2d6+5) or 
  2 hooves +2 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (4d6+7)
  STATISTICS
  Str 20, Dex 15, Con 18, Int 2, Wis 15, Cha 5
  Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
  Feats Endurance, Lightning Reflexes, RunB
  Skills Perception +9
  ECOLOgy
  Environment cold or temperate plains
  Organization solitary, pair, or herd  (3–50)
  Treasure none
  Powerful and swift land mammals, elk range through 
  the plains, hills, and forests of many wildernesses, in 
  great herds. Related to deer, elk prove important parts of 
  many ecologies, being able to fend off or flee many threats 
  while feeding greater predators. Their size, strength, and 
  antlers—reaching up to 10 feet wide on some males—
  allow them to contend with most of their environment’s 
  dangers, though herds generally favor flight to combat. 
  Elk also prove exceptionably adaptable and remarkable 
  survivors, capable of living through severe changes in 
  weather and in a variety of environments without concern. 
  Many humanoid cultures rely on elk herds, using them as 
  valued food sources, work animals, and companions.
  Most breeds of elk stand between 3 and 5 feet tall and 
  weigh between 350 and 550 pounds, with females being far 
  slighter than males. Heartier stock, such as the river elk 
  seen throughout the River Kingdoms, Brevoy, and much 
  of northern Avistan and Iobaria, grow to approximately 
  6 feet tall and weigh between 700 and 1,100 pounds. In 
  some secluded wilds, primeval megaloceros—massive 
  ancestors of the elk—still flourish, standing up to 9 feet 
  tall, with bulks of 1,500 pounds and antlers growing over 
  12 feet wide. 
  In all species, only male elk grow antlers. Female elk 
  have the same statistics as males, but lack the gore or 
  powerful charge attacks.
  eCology
  Elk live relatively long lives for herd animals, with some 
  bulls living for over 15 years. Physiologically, they’re similar 
  to deer and other grazing animals with their patterns of 
  travel and interaction with other creatures. Because of 
  their size, though, they can damage an ecosystem, eating 
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  great amounts of food and sometimes competing with 
  other herbivores for resources. 
  Bull elk keep their antlers for about 7 to 8 months of the 
  year, maintaining them as a primary form of defense. The 
  antlers of common elk stand 4 feet tall and spread about 6 
  feet wide. Both bulls and cows are quite strong, their kicks 
  proving deadly deterrents against many would-be attackers. 
  Most breeds of elk stay in herds with upwards of 50 
  members. Herd members actively protect each other, 
  doing what they can to defend those incapable of fleeing, 
  yet also recognizing hopeless causes. Very few predators 
  can stand up to a group of defensive elk, though wolves, 
  bears, boars, and hunting cats often attack the young, sick, 
  or unwary who venture away from the herd. While most 
  natural predators steer clear of elk herds, many humanoid 
  or monstrous hunters manage to pick off elk by relying on 
  ranged weapons or great physical prowess. 
  Habitat & soCiety
  During most of the year, elk maintain large groups of 
  their own genders. Cows and the young tend to stick near 
  dens, so bulls are more likely to be found wandering their 
  wide territories. During mating season, a dominant bull 
  maintains a harem of as many as 20 cows. Any threat to 
  that establishment is met with violent force, with battles 
  between rivals often resulting in fierce clashing of antlers 
  and contests of strength—though such rarely prove 
  deadly. During mating season, cows don’t always produce 
  offspring, though when they do, typically only one or two 
  elk are born. 
  After mating season, cows care for calves 
  for only a short time. Most are only nursed 
  for a couple of months before they join with 
  the rest of the herd. Elk are hibernating 
  creatures, being almost unheard of 
  during the winter season. During the 
  remainder of the year, they roam and 
  graze widely. When they make their 
  tell-tale noise (called bugling,) it booms 
  and echoes for miles, and females often consider the 
  loudest males the most suitable as mates.   
  Elk migrate throughout the year, typically to avoid the 
  snow. They move from low to high ground, where tree 
  bark is an abundant food 
  source. During the 
  summer months, 
  they 
  graze 
  on 
  the grasses they 
  can find. During 
  dry 
  seasons, 
  elk 
  often 
  make 
  great 
  trips to find abundant 
  food sources, which can sometimes force out lesser 
  creatures from a habitat.
  Elk are also know to vary widely from region to region. 
  Common in Brevoy, the River Kingdoms, and secluded 
  spots of Numeria, river elks prove larger and heartier than 
  most of their brethren. Named for their tendencies to 
  travel along rivers and the comfort with which they enter 
  water, these elk exhibit a daring unknown to most other 
  breeds, the bulls willingly fighting to defend their herds 
  from any perceived threats. 
  MegaloCeros
  Similar in form to the elk but far superior in size is the 
  megaloceros. The average male is a towering, dangerous 
  creature with antlers that can alone weigh nearly 100 
  pounds. Unlike elk, megaloceros antlers are decidedly 
  enormous and sometimes wider than their bodies are long. 
  This leads to common misconceptions and exaggerations 
  about the creature’s monstrous size. Conveniently for those 
  pursued, megaloceros males have difficultly navigating 
  thickly forested areas, making them natives of plains and 
  the woods’ edge.
  elk/MegaloCeros 
  CoMpanions
  Starting 
  Statistics: 
  Size 
  Medium; Speed 50 ft; AC +1 
  natural armor; Attack gore (1d6); 
  Ability Scores Str 12, Dex 17, Con 14, 
  Int 2, Wis 15, Cha 5; Special Qualities low-
  light vision.
  7th-Level Advancement: Size Large; AC +2 
  natural armor; Attack gore (1d8) or 
  2 hooves (1d6); Ability Scores 
  Str +8, Dex –2, Con 
  +4; Special Qualities 
  powerful charge.
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  tatzlWyrM
  Yellow eyes briefly flicker from a hole in a nearby maple tree. 
  Suddenly, a large reptile leaps out, as green as the surrounding 
  foliage and at least six feet in length. It has a dragon’s head 
  filled with sharp teeth, and two arms ending in grasping claws. 
  A cloud of greenish vapor wafts from its gaping maw.
  Tatzlwyrm 
  CR 2
  XP 600
  N Medium dragon
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d12+3)
  Fort +4, Ref +5, Will +5
  Immune paralysis, sleep
  OFFEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+3 plus grab)
  Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)
  STATISTICS
  Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
  Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
  Feats Nimble Moves, Stealthy
  Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, 
  Stealth +10 (+16 in dense vegetation); Racial Modifiers +6 
  Stealth in dense vegetation
  Languages Draconic
  ECOLOgy
  Environment any forest
  Organization solitary or nest (2–5)
  Treasure standard
  SPECIAL ABILITIES
  Poison gasp (Ex) A tatzlwyrm’s breath is poisonous, but rarely 
  fatal. While grappling, instead of making a bite or rake attack, 
  a tatzlwyrm can breathe its poison into its victim’s face. A 
  tatzlwyrm must begin its turn grappling to use this ability—it 
  can’t begin a grapple and use its poison gasp in the same turn. 
  Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/
  round for 2 rounds; effect 1d2 Con damage; cure 1 save. The 
  save DC is Constitution-based.
  Tatzlwyrms are more primeval than dragons in 
  evolutionary terms. They branched off the family line 
  millennia ago, and didn’t advance in the same ways. 
  Undersized compared to their larger cousins, tatzlwyrms 
  are ferocious in their own right. And while most other 
  reptiles can’t compare to them mentally, tatzlwyrms 
  are hardly impressive specimens when put beside their 
  notorious relatives. Tatzlwyrms don’t possess a dragons’ 
  raw capacity for intelligence and creativity. Although 
  they understand Draconic, other languages are beyond 
  most tatzlwyrms’ limited comprehension. Nevertheless, 
  tatzlwyrms are deeply cunning, building complex lairs 
  and rudimentary traps. 
  Tatzlwyrms are quite rare, and only a few particularly 
  curious and lucky adventurers can claim to have seen a 
  living specimen. Reports do agree on some basic features, 
  however. About the size of a full-grown human, discounting 
  their tails, tatzlwyrms have only two limbs and no wings, 
  and there are no reports of the classic draconic breath 
  weapons, though tatzlwyrms do possess a weak poisonous 
  breath. An adult tatzlwyrm is 6 to 8 feet long, its long, 
  serpentine tail adding another 6 feet or so to its length, 
  and weighs between 400 and 500 pounds. A tatzlwyrm’s 
  scales give the creature limited camouflage, ranging 
  through various shades of green, brown, and gray.
  Most knowledge of these smaller dragons comes 
  from folklore local to areas with active nests. Peasants 
  use tatzlwyrms as a sort of bogeyman, an excuse used 
  any time a villager goes missing—“the tatzlwyrms took 
  ‘em!” Often, when hunters fail to nab their quarries, 
  tatzlwyrms become the scapegoats—“I would have had 
  that elk, but a tatzlwyrm grabbed him before I could take 
  my shot.” Some of these stories probably do have merit, 
  however; tatzlwyrms are notoriously vicious, particularly 
  to any creatures invading their territories, and those on 
  the wrong end of their bites rarely survive.
  eCology
  Like full dragons, tatzlwyrms are strict carnivores. They 
  spend most of their time hiding, waiting to attack any 
  prey that ventures too near. They consume their food 
  slowly in their lairs, in the dark security and seclusion 
  they thrive on. Tatzlwyrms have a remarkable knack for 
  ambush and camouflage. 
  Tatzlwyrms are capable of rudimentary trapping. They 
  exhibit a surprising knowledge of appealing foods to use 
  as bait for their prey. For example, a tatzlwyrm female 
  may leave a fresh rabbit carcass or a pile of fruit outside 
  its lair. When a larger animal approaches, the tatzlwyrm 
  takes advantage of the creature’s vulnerability while 
  eating and pounces from a privileged vantage point. 
  Then she drags the body into her lair to be consumed at 
  her leisure.
  Tatzlwyrms detest open spaces. They inhabit solely 
  out-of-the-way locales that are full of obstructions to 
  better facilitate their ambushes. Locations rife with 
  weakened obstacles such as rotten or fallen trees or other 
  difficult terrain are especially preferred, as they act as 
  natural traps. 
  While there are a several varieties of tatzlwyrm, all 
  breeds have a few universal traits. Every tatzlwyrm has 
  a row of long spines running from the top of its head to 
  the end of its tail. They also possess dewlaps of spike-
  like scales hanging under their necks. These spikes and 
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  spines give the creatures a larger appearance, frightening 
  away the few predators capable of causing tatzlwyrms 
  significant harm, and also offer limited protection to 
  vulnerable spots.
  Able to see in pitch darkness, the tatzlwyrm’s daylight 
  vision is full-color; they are quite capable of sensing 
  movement at long distances. Their vision is heavily 
  triggered by bright colors and rapid motion, this being a 
  tool they use to better respond to food and threats. They 
  also have limited sense of smell, responding strongly to 
  chemicals and pheromones. Creatures in heat are bound 
  to draw unwanted and potentially fatal attention from 
  any nearby tatzlwyrms.
  Tatzlwyrms live between 20 and 30 years if allowed to 
  survive to old age, reaching full size after only 6 months 
  of rapid growth.
  Habitat and soCiety
  Nesting is core to a tatzlwyrm’s day-to-day existence. 
  Natural burrowing is beyond their basic capabilities, 
  and laziness prevents them from complex and time-
  consuming tasks like constructing more elaborate lairs, 
  so tatzlwyrms nest in naturally hollow areas such as large 
  trees, caves, or under overhangs, where they can make 
  dry nests.
  Tatzlwyrms retain the hoarding instincts 
  of their draconic relatives, maintaining dens 
  full of bones and various items torn from 
  their prey, though tatzlwyrms have little 
  concept of the value of such objects. 
  They have a special interest in shiny 
  things, and tatzlwyrms usually have 
  a disproportionate number of small 
  gems and other glittering trinkets 
  (both worthless and valuable) in 
  their small hoards. In many cases, 
  tatzlwyrms dedicate more time to 
  hiding their hoards than building 
  their nests. 
  Female tatzlwyrms attract males with scent 
  signatures, inviting them into their dens. After 
  mating, the female hibernates for upward of a 
  month during gestation until she produces eggs, 
  while the male guards the nest. During mating 
  season, 
  tatzlwyrms 
  maintain 
  small, 
  temporary family units, but hatchlings 
  only stay in the nest for a few 
  months 
  before 
  being 
  driven out. Afterwards, 
  the mated pair breaks 
  up, 
  often 
  violently. 
  Vicious in mating as in 
  all things, nearly half of 
  all tatzlwyrm pairings result in the death of one or even 
  both participants. Tatzlwyrms average between one and 
  three surviving whelps out of an annual clutch of eggs, so 
  they rarely multiply rapidly. 
  The various breeds of tatzlwyrm owe distinction 
  primarily in their preferred habitats. The vast majority 
  dwell within deep forests, living amongst dead trees and 
  bogs. The rarest breeds have a preference for volcanoes, 
  and bear a natural resistance to fire.
  While generally quite patient, tatzlwyrms have 
  tempers beyond compare. Once provoked, they fight 
  to the death. Their jaws are powerful, and they refuse 
  to let go until an enemy is dead. Against most targets, 
  this means snapping their jaws around a victim’s neck 
  and shaking until blood loss or a broken neck ends the 
  struggle. A tatzlwyrm’s poison, while not particularly 
  potent, helps subdue enemies less capable of resistance. 
  Unlike many animals, a tatzlwyrm’s killer instinct 
  doesn’t end with the death of the creature in its jaws. 
  Often, if other creatures are moving in the vicinity of 
  a kill, the tatzlwyrm pursues them as well once it has 
  dealt with the threat at hand.
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  Part 1 
  of 6
  Part 1 
  of 6
  tHaWn
  A hulking humanoid cloaked in ragged cloth limps forward, its 
  malformed, tumorous arms ending in claws the length of scythe 
  blades. From beneath its rags droop lengths of loose flesh and a 
  strangled wheezing issues from its deformed lips.
  Thawn 
  CR 2
  XP 600
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +1
  DEFEnSE
  AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
  hp 19 (3d8+6)
  Fort +7, Ref +0, Will +2
  Weaknesses repulsive
  OFFEnSE
  Speed 30 ft.
  Melee 2 claws +4 (1d6+3/19–20)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 17, Dex 8, Con 14, Int 7, Wis 12, Cha 6
  Base Atk +2; CMB +6; CMD 15
  Feats Great Fortitude, Throw Anything
  Skills Craft (traps) +4, Stealth –2 (+2 amid mud or rocks); Racial 
  Modifiers +6 Craft (traps), +4 Stealth amid mud or rocks
  Languages Giant
  ECOLOgy
  Environment temperate hills and plains
  Organization solitary, pair, or gang (3 –8)
  Treasure standard
  SPECIAL ABILITIES
  Repulsive (Ex) Thawns find the appearance of themselves and 
  others of their kind revolting. As such, most wear heavy 
  cloaks or otherwise obscure their countenances. All thawns 
  within 30 feet of an uncloaked thawn must make a DC 15 
  Will save or be sickened for 1 round. This repulsion is all the 
  more severe when a thawn sees its own reflection. Should a 
  thawn be confronted with its own reflection (such as being 
  presented with a mirror) it must make a DC 15 Will save or be 
  sickened for 1d4+1 rounds.
  Grotesque nomads native to wretched plains and barren 
  hills, thawns seem to bear the curse of both nature and 
  the divine. Ogre-like in stature and dimwittedness, 
  these monstrously ugly humanoids bear fold upon fold 
  of sagging, excess flesh, draping them in wrinkled, pox-
  riddled hides. This wretched appearance, in tandem with 
  their great size and monstrous claws, leads most creatures 
  to shun them. Indeed, even thawns find one another 
  repulsive, creating a barely tolerable society of universal 
  mistrust and loathing.
  Thawns average 9 feet tall and their excess skin pushes 
  their average weight to 700 pounds. 
  eCology
  Often called “mud giants” due to the foul, mottled skin 
  that hangs loosely from their misshapen frames, thawns 
  are universally malformed and dreadful, though each is 
  quite distinctive in its singular monstrousness. Hair only 
  grows in small tufts—thick, oily, and black. Their eyes 
  easily pick up the flaws in their appearance, driving them 
  to hide their figures as much as possible. Such revulsion 
  of their form has led many scholars to hypothesize that 
  thawns once possessed a different one, potentially relating 
  them directly to ogres, hill giants, or other humanoids 
  victimized by the hands of some more powerful and 
  malicious race. Such possibilities remain nothing more 
  than conjecture, however, as the brutes have no ability and 
  even less interest in retaining details of their history. Even 
  with this overpowering self-loathing, ancient instincts 
  drive thawns together for safety and procreation, and no 
  other race tolerates their ugliness and savagery.
  Opportunistic feeders, thawns seek out fresh battlefields 
  and the scraps of slain beasts, reluctantly sharing their 
  pickings with other parasites and scavengers. Alone as 
  they wander the lands, thawns take care of their own 
  needs first and foremost, caring little for others of their 
  kind. Disdaining anything like a fair fight, they excel at 
  crafting clever decoys and simple traps. Though sizable 
  creatures, thawns typically strive to draw as little attention 
  to themselves as possible, preferring to craft convincing 
  dummies from mud, stone, and animal carcasses while 
  they wait in hiding.
  Habitat & soCiety
  Most thawns collect in nomadic groups, wandering grim 
  plains and moody hills more like ravaging gangs than 
  tribes traveling out of necessity. While their dim intellects 
  provide them the most basic tools to seek out what they 
  need to survive, their lives prove pitiful and often violently 
  short. Hateful of themselves and their own kind, thawns 
  aspire to no great works. Their nomadism thus comes less 
  from need as from indifference, as one ugly hillside or 
  leaking cave proves little better or worse than any other. 
  It’s their own inhabitance that causes most thawns to 
  move on, as once they’ve despoiled an area, it’s then time 
  to find new lands. This cycle of pillaging and pressing on 
  proves uncomfortable to most thawns, but most lack the 
  foresight to live any other way. Groups of thawns prove 
  highly changeable, with members joining and leaving 
  with little hesitation. As no love is lost between members, 
  the savages drift apart as the whim takes them. Typically 
  such changes in group structure go ignored, unless those 
  left behind believe their former kinsman possesses some 
  valuable information or reason for departing.
  Thawns don’t believe in hoarding material possessions, 
  disdaining most metals and valuables in part because 
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  shiny surfaces invariably betray their monstrous visages 
  to them. They use whatever is nearest at hand to satisfy 
  their basic needs, though some carry with them items of 
  simple usefulness or trophies of brutal victories. They 
  move away from defended and civilized areas out of simple 
  survival instinct, but attack small groups of humanoids 
  if driven to desperation. Occasionally some uninformed 
  samaritan attempts to take pity on a thawn, believing it 
  cast out merely for its appearance and simplicity. Such 
  charity typically proves fatal, though, as in the case of 
  these hulks, their outward ugliness matches a dull-witted 
  sadism and raving, violent hatred of all living things. 
  Even ogres, with whom they hold many similarities, revile 
  thawns as mindless killers and bogeymen, attacking and 
  slaying them on sight.
  If mud giants excel at any one thing, it’s physical 
  deception. Knowing most creatures’ hatred of them and 
  their widespread treatment as dangerous lepers, they have 
  learned to hide themselves where no sane creature would 
  lurk and deceive eyes that would seek them with loathing. 
  Thus, thawns willingly lair and hide amid filth-choked 
  pools, muddy ravines, rotting bogs, and worse places. To aid 
  them in their ambushes, they often create cunningly hidden 
  pits, similar simple traps, and, most notoriously, decoys. 
  With their misshapen frames, it’s not difficult to mistake 
  a tall, awkward pile of mud and rocks covered in rags for a 
  thawn, while the reverse also proves dangerously true. More 
  than one wary traveler, sighting a thawn-like shape upon a 
  low hillock or on a dusty trail, has circled widely to avoid the 
  dangerous hunter only to blunder into the ambush of the 
  true thawn lurking in wait.
  treasure
  Thawns rarely keep any possessions other than 
  those which they can carry, these typically being 
  crude or foul items even the most desperate 
  wayfarers wouldn’t consider clothing or food. 
  In filthy sacks or—even more revoltingly—
  slung in useful flesh folds, there is a 40% 
  chance that any thawn possesses 1d4 
  unsettling items, typically scraps of skin, 
  leather, and stolen cloth for the creation 
  of new cloaks; trophies of skulls, bones, 
  and hide bound into crude fetishes; and 
  rotting animal meat of unwholesome cuts 
  and uncertain origin. Such things 
  are typically soiled beyond use and 
  rarely valuable, but often suggest 
  what victims the mud giant 
  has 
  recently 
  preyed 
  upon and where their 
  foul wanderings have 
  led them.
  On the Thawn
  Fantasy roleplaying games are played by very bright people, 
  and from my earliest days as a Game Master, I’ve run into 
  the “ho hum, another orc, yawn, kill it, go on” problem. 
  Boredom follows swiftly on mastery of most encounters, 
  and as I’ve never belonged to the “GM as the players’ foe” 
  school, I try to keep encounters interesting without them 
  being an arms race of ever-more-formidable challenges 
  (unlike a friend of mine, whose advice was, “Throw an old 
  red dragon down their throats once they reach 4th level, 
  and see who runs fast enough to make it out alive”).
  Enter the intelligent trickster, who hunts with deception 
  as a part of its nature. This sort of monster can stalk PCs 
  for long periods, deceiving players into thinking they’re up 
  against a secret society or a wizard who wants to kill them 
  for some reason, an inherently more interesting challenge 
  than brutes.
  Thawns should be a test for a low-level PC party, if 
  played as cunning “spell wasters” who trick PC spellcasters 
  into hurling their best battle-spells at fake foes, and prey 
  on tired PCs or those who go off alone to scout, study 
  spells, or try a little thieving or bargaining on their own. 
  Not to mention they make a great antidote to the player 
  who thinks he’s the only one who can be sneaky.
  —Ed Greenwood
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  tHylaCine
  This odd creature is about the size of a dog, but it has the slender 
  build of a cat, heavy whiskers, and dark stripes down its back. Its 
  long tail flips about, smacking the ground as it scans the woods. It 
  yips and bays in a complex pattern, offering warning to anything 
  that may cross its path.
  Thylacine 
  CR 1/2
  XP 200
  N Small animal 
  Init +2; Senses low-light vision; Perception +8
  DEFEnSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 7 (1d8+3)
  Fort +5, Ref +4, Will +1
  OFFEnSE
  Speed 30 ft.
  Melee bite +2 (1d4+1/19–20)
  STATISTICS
  Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +2 (+6 jumping), Perception +8; Racial Modifiers 
  +4 Acrobatics when jumping
  SQ powerful jaws
  ECOLOgy
  Environment temperate hills
  Organization solitary or pack (2–5)
  Treasure none
  SPECIAL ABILITIES
  Powerful Jaws (Ex) A thylacine’s muscular jaws threaten a critical 
  hit on a natural roll of 19 or 20.
  Brush Thylacine 
  CR 2
  XP 600
  N Medium animal 
  Init +2; Senses low-light vision; Perception +8
  DEFEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 25 (3d8+12)
  Fort +7, Ref +5, Will +2
  OFFEnSE
  Speed 30 ft.
  Melee bite +5 (1d6+4/19–20)
  STATISTICS
  Str 16, Dex 14, Con 19, Int 2, Wis 13, Cha 7
  Base Atk +2; CMB +5; CMD 17 (21 vs. trip)
  Feats Skill Focus (Perception), Step Up
  Skills Acrobatics +6 (+10 jumping), Perception +8, Stealth +6; 
  Racial Modifiers +4 Acrobatics when jumping
  SQ powerful jaws
  ECOLOgy
  Environment temperate forest
  Organization solitary or pack (2–5)
  Treasure none
  Thylacines are large marsupial carnivores. They typically 
  hunt alone, only occasionally forming small packs. 
  Thylacines hunt at night, and rest during the day in 
  nests hidden away from the world in hollowed trees or 
  bushes. Farmers fear the creatures, blaming all manner of 
  problems on them. However, thylacines are quite shy and 
  antisocial, and usually avoid human settlements. Because 
  of their odd, almost hybrid appearance, thylacines have a 
  far harsher reputation than they probably should, playing 
  a sort of bogeyman role in farming communities. 
  eCology
  At a distance, thylacines are sometimes mistaken for dogs 
  or jackals, but can be easily identified by the defining 
  stripes on their gold-hued backs. Thylacines usually have 
  between 13 and 21 dark stripes. Their muscular jaws, filled 
  with teeth, can gape open to an impressive 120 degrees.
  While thylacines may appear rather quick, they are far 
  from proficient runners. Due to their oddly shaped legs, 
  their run is awkward and slow. However, the animals can 
  stand on their haunches for short periods, helping them 
  to fend off other predators and kill larger prey. Thylacines 
  are also capable jumpers, not dissimilar to kangaroos, and 
  often surprise opponents with this ability.
  By most standards, a thylacine’s senses aren’t 
  impressive. They can see and hear well enough to hunt 
  prey, but their olfactory senses, while competent, do not 
  approach canine levels. Thylacines hunt in a manner 
  similar to wolves, focusing on wearing down prey by 
  chasing and harrying instead of direct attacks. Their 
  stomachs are able to greatly distend, enabling thylacines 
  to eat vast amounts of food in a single sitting, devouring 
  larger animals to compensate for long periods of drought 
  or poor hunting. 
  Thylacines are quite cowardly, avoiding confrontation 
  whenever possible. If cornered, a thylacine tries to frighten 
  off attackers with growls, hisses, and threat-yawns, in 
  which it displays its teeth and the full extent of its wide 
  jaws. If these threat displays are ineffective, however, a 
  thylacine does not hesitate to attack. Their powerful jaws 
  may not snap bones, but they can still make quick work 
  of an unprepared traveler. In addition, thylacines are not 
  picky eaters. If driven to starvation, they aren’t afraid to 
  hunt humans, in which case their nocturnal hunting 
  cycles tend to lead them to attack sleeping travelers or 
  outlying farms.
  Thylacines are fiercely independent. While wolves and 
  other canines can be tamed and domesticated, thylacines 
  are wild without exception. If captured, they become 
  territorial and mark everything they can in their territories 
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  with strong-smelling odors from their scent glands. 
  Many a farmer has made the sad mistake of attempting 
  to domesticate a thylacine, only to find his farm smelling 
  atrocious and his livestock killed in the night.
  An adult thylacine stands 2 feet tall at the shoulder, is 
  4 feet long (not counting an additional 2 feet of tail), and 
  weighs roughly 50 pounds. The larger and more aggressive 
  brush thylacine breed can reach almost 8 feet long from 
  nose to tail-tip, though still only weighing 100 pounds.
  Habitat and soCiety
  Thylacines breed year-round, but like most marsupials, 
  they don’t maintain strong family ties. Females keep 
  their young in pouches. Unlike many marsupials, males 
  also have pouches, but these are to protect their genitals, 
  not their young. Females produce about 10 viable joeys in 
  a given breeding season, but only about four can expect 
  to see more than a year of life. The average thylacine lives 
  between 4 and 10 years.
  Thylacines keep dens similar to those of plains mammals 
  such as foxes and cougars. Dens are often very hard to find, 
  in trees, caves, or other inconvenient locations out of the 
  way of most predators, and in natural shade. Thylacine 
  young reside in the den for only a short period, as joeys stay 
  in their mothers’ pouches for most of their development. 
  During periods when a mother is incubating her young, 
  she can be downright violent to trespassers or any other 
  potential threats. 
  regional variants
  Several breeds of thylacine are known to 
  exist, hunting plains and woodlands 
  in regions of Avistan, Garund, 
  and beyond. Three of the most 
  common are noted here.
  Blood Cougar: Not actually 
  related to the big cats, Tian 
  thylacines are known as blood 
  cougars for their vivid red 
  coloring. Surprisingly, they 
  are often kept as pets by 
  Tian-La leaders, as blood 
  cougars are more easily 
  domesticated and tamed, 
  and serve as far better 
  companions and hunting 
  aids. Although they are 
  slightly 
  smaller 
  than 
  normal 
  thylacines, 
  they 
  make up for it in ferocity and 
  cunning. These red beasts have 
  the advanced creature template 
  (Pathfinder RPG Bestiary 294).
  Casmar Thylacine: In Casmaron, most thylacines are 
  smaller than the typical beast. For this reason, they tend 
  to form larger packs, often twice the size of an average 
  thylacine pack. These smaller beasts stand 6 inches to 
  a foot shorter at the shoulders. Casmar thylacines are 
  normal thylacines with the young creature template added 
  (Pathfinder RPG Bestiary 295), and gather in packs of 2–10. 
  Sarusan Wolf: The Sarusan wolf is a slightly bigger 
  and more doglike form of the normal thylacine. Whereas 
  indigenous people refer to the thylacine as a lion or other 
  great cat, the Sarusan wolf has an unmistakable canine 
  jaw. While they are physically larger, Sarusan wolves are 
  actually less hardy than their traditional cousins, due to 
  poor weight allocation. Prone to tiring quickly and falling 
  down, Sarusan wolves focus more on rapid takedowns of 
  their prey. Sarusan wolves have a Constitution score of 12
  and gain Power Attack as a bonus feat. 
  tHylaCine CoMpanions
  Starting Statistics: Size Small; Speed 30 ft; Attack bite (1d4); 
  Ability Scores Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7; 
  Special Qualities low-light vision, powerful jaws.
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack bite (1d6); Ability Scores Str +4, Dex –2, 
  Con +4.
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  Part 1 
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  D
  efying centuries and 
  conquerors, the Stolen 
  Lands remain one of 
  the most savage expanses of an 
  already wild nation. Situated 
  along 
  the 
  border 
  between 
  the 
  River 
  Kingdoms 
  and 
  Brevoy, this tract of forests, 
  swamps, rocky plains, and 
  rolling mountains has long 
  resisted subjugation, seeming 
  to revel in deadly defiance of all civilization. A land of 
  rugged wilderness, deadly beasts, and lawless menaces, 
  it is a place of unpredictable dangers and raucous 
  legends. Now, two factions, power-hungry agents of an 
  expansionist country and servants of a shamed princess 
  of a realm beyond imagining, find their designs on the 
  land fated for a deadly confrontation. From that conflict, 
  new heroes make ready to rise, and from the wilds a new 
  kingdom readies to emerge.
  In Brevoy, the people of southern Rostland and the 
  swordlords of the city of Restov have long chafed under 
  the posturing and arrogance of the region of Issia to the 
  north. Under the guise of securing the country’s borders, 
  the leaders of Restov seek to expand their influence and 
  enlarge their holdings by colonizing the frontiers of 
  the Stolen Lands—long claimed by Rostland but never 
  adequately settled. Into this realm they send their agents, 
  unaware of the storied powers long hidden in the region, 
  all organized under an embodiment of natural temper and 
  unpredictability unleashed from the First World to brood 
  deep within the dangerous realm.
  This is the nymph Nyrissa, an eccentric and dangerous 
  creature who rules the woodlands of Thousand Voices 
  and whose far-reaching influences and interests reach 
  to Dunsward and the Tors of Levenies to the west. 
  Little of import happens in the Stolen Lands without 
  reaching Nyrissa’s notice, although in large part she 
  lets the denizens—beasts and bandits—do what they 
  will in the region, for their actions unknowingly serve 
  her needs. Her machinations and influence can be 
  seen in the bandit kingdom of Pitax as well, a place 
  ruled and dominated by thugs and brigands, yet which 
  ironically has become a place of art and beauty as well. 
  For centuries, Nyrissa’s influence over the Stolen Lands 
  has been the primary reason none have settled here or 
  claimed the land as their own, allowing the nymph to 
  continue her project of cultivating the region into what 
  amounts to a gift or bribe to greater powers than she in 
  the First World. Nyrissa wants to “catch” 
  the Stolen Lands as a gift for one of the 
  Eternals, the lords of the First World, 
  in order to work the return of her “most 
  precious treasure” from the Eternals 
  that have taken it from her.
  Into this struggle the PCs march as 
  emissaries and explorers serving Brevoy, 
  unaware of the fates conspiring all 
  around them.
  GMs seeking to expand their adventures 
  during the course of the Kingmaker Adventure Path can find 
  more information, tools, and inspiration with the Guide to 
  the River Kingdoms, the Kingmaker Item Cards, the Kingmaker 
  Poster Map Folio, and the Kingmaker Player’s Guide (available 
  for free at paizo.com).
  Stolen land
  By Tim Hitchcock
  Pathfinder Adventure Path #31, Levels 1–3
  Sent south as emissaries of Rostland in Brevoy, the PCs 
  venture into the wilds of the northeastern River Kingdoms 
  known as the Stolen Lands, as part of Rostland’s interest in 
  subduing that lawless realm. From their arrival at Oleg’s 
  Trading Post, the PCs face threats from bandits, monsters, 
  and regional inhabitants as they explore the unpredictable 
  River Kingdoms realm. Learning more about and 
  uncovering much of the region, they come to oppose a local 
  bandit leader known as the Stag Lord. Finally discovering 
  the brigand’s stronghold, the PCs drive off the bandits, 
  seizing a potential base of operations for their expansion 
  into the River Kingdoms.
  RiveRS Run Red
  By Rob McCreary
  Pathfinder Adventure Path #32, Levels 4–6
  Having explored much of the region they’ve been charged 
  with surveying, the PCs are granted funds and resources 
  from Restov along with the mandate to found a community 
  to solidify control over the area. Gradually the PCs begin to 
  gather local resources, treat with inhabitants of the region, 
  and contend with nearby threats. Stability and order are far 
  from established, though, as a band of trolls disrupts the 
  peace, and while the PCs venture forth to face these menaces, 
  an owlbear of legendary proportions attacks their fledgling 
  town. With few others capable of defending against the 
  threats of the wilds, it’s up to the PCs to make sure that those 
  newly settled on their land, as well as themselves, don’t meet 
  an ignominious end in the dangerous borderlands. 
  Spoiler Warning!
  What follows is both the background 
  and outline for the Kingmaker 
  Adventure Path. If you intend to play 
  in this campaign, be warned! The 
  contents of these pages spoil the 
  plots of the upcoming adventures as 
  thoroughly as possible!
  The March of Kings
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  Campaign Outline
  the vaRnhold vaniShing
  By Greg A. Vaughan
  Pathfinder Adventure Path #33, Levels 7–9
  The PCs’ newly founded community is not the only one Restov 
  has recently established in the Stolen Lands. Another called 
  Varnhold grows to the west, ruled by a group of competent 
  mercenaries who make overtures for friendly relations with 
  the PCs but soon go silent. Upon investigation, the PCs 
  find the new town mysteriously empty, all its people having 
  vanished without a trace. Exploration of this region reveals 
  territorial centaurs, dangerous fey, and an undead cyclops 
  with ties to the mysterious east. Roused by incursions into 
  the lands surrounding its tomb, the cyclops’s immortal 
  wrath spreads a mysterious new scourge among the living. 
  The PCs are thus faced with rescuing what remains of 
  the settlers from the cyclops’s grasp, but with the area’s 
  leadership in disarray, the fate of yet another community 
  falls under the PCs’ aegis.
  Blood foR Blood
  By Neil Spicer
  Pathfinder Adventure Path #34, Levels 10–12
  Invaders threaten all the PCs have built! From the murky 
  Hooktongue Slough, a land of marshes and reptilian natives 
  to the west, comes a legion of barbarians and brigands united 
  under the banner of Irovetti, lord of the River Kingdoms 
  realm of Pitax. But the danger goes beyond merely the PCs’ 
  newly claimed holdings, as the deadly alliance now holds 
  the East Sellen River, a major trade route into Brevoy to the 
  north. Faced with driving the interlopers from their lands 
  and reestablishing the trade route, the PCs must venture 
  into a new land and face a murderous barbarian general. 
  Yet this rising warlord has greater ambitions than merely 
  raiding, as he seeks to reclaim a legendary lost axe and wield 
  it to create his own empire!
  WaR of the RiveR KingS
  By Jason Nelson
  Pathfinder Adventure Path #35, Levels 13–15
  Irovetti invites the PCs to his city of Pitax, the gaudy 
  gem of the River Kingdoms, to treat for peace in light of 
  their rising power. Claiming to be ignorant of the recent 
  skirmishes in the PCs’ lands, the tempestuous lord 
  unfolds the dubious and often unnerving delights of his 
  city to his guests while he seeks to unmask what villain 
  would attempt such deception. The PCs are drawn into a 
  brutal tournament hosted by the notorious lord, wherein 
  they discover Irovetti’s true hand in ordering the initial 
  attack on their lands, as well as a new attack commencing 
  while they remain distracted in his city. Rushing to raise 
  their defenses, the PCs must protect their land from the 
  savage River King and ensure that Pitax never rises to 
  threaten their realm again.
  Sound of a thouSand ScReamS
  By Richard Pett
  Pathfinder Adventure Path #36, Levels 16–18
  The nymph Nyrissa unleashes a storm of First World 
  power. Blooms of eldritch energies burst across the 
  land, bringing with them dangers from a crazed other-
  reality. The PCs must act fast to stanch these First World 
  incursions, the rampant energies eventually leading them 
  to Nyrissa’s citadel in the forest of Thousand Voices, where 
  they must contend with the ambitious fey princess before 
  she steals their land out from under them.
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  Part 1 
  of 6
  Part 1 
  of 6
  Harsk
  CHARACTER TRAITS
  CLASS/LEVEL 
  Ranger 1
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +2
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  14
  DEXTERITY 
  15
  CONSTITUTION 
  15
  INTELLIGENCE 
  10
  WISDOM 
  14
  CHARISMA 
  6
  DEFENSE
  HP 12
  AC 14, touch 12, flat-footed 12 (+2 armor, 
  +2 Dex)
  Fort +4, Ref +4, Will +2; +2 vs. poison, spells, 
  and spell-like abilities
  Senses darkvision 60 ft.
  OFFENSE
  Melee greataxe +3 (1d12+3/×3)
  Ranged heavy crossbow +3 (1d10/19–20)
  Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush 
  and trip)
  Special Abilities favored enemy (humanoid 
  [giant] +2), track +1, wild empathy –1
  SKILLS
  Handle Animal +2, Heal +6, Knowledge 
  (geography) +4, Knowledge (local) +4, 
  Perception +6, Stealth +6, Survival +6
  FEATS
  Rapid Reload (heavy crossbow)
  Combat Gear antitoxin, smokestick, tanglefoot bag; Other Gear leather armor, greataxe, heavy 
  crossbow with 30 bolts, backpack, rations (4), signal whistle, tea pot, 31 gp
  Harsk is, in many ways, not your standard dwarf. He prefers the wide skies of the open plains, 
  disdains the taste of alcohol, and prefers to handle his battles at range rather than in melee. Yet few 
  dare to mock him for his choices, for if there’s anywhere that Harsk is dwarven, it is in his gruff and 
  off-putting attitude. Much of his anger stems from the slaughter of his brother’s warband. Harsk 
  came upon the band, slain to a man by giants, moments too late to save his brother. Harsk’s hatred 
  of giants has fueled him and shapes his life. He prefers strong tea over alcohol (to keep his senses 
  sharp), the wildlands of the surface world (where giants can be found), and the crossbow over the 
  axe (which allows him to start fights faster). His companions value his skill at combat even if they’re 
  somewhat afraid of him.
  MALE DWARF
  DEITY 
  Torag
  HOMELAND 
  Druma
  CHARACTER TRAITS
  CLASS/LEVEL 
  Barbarian 1
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +1
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  17
  DEXTERITY 
  13
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 15
  AC 15, touch 11, flat-footed 14 (+4 armor, 
  +1 Dex)
  Fort +4, Ref +1, Will +1
  OFFENSE
  Melee Large bastard sword +3 (2d8+4/19–20)
  Ranged longbow +2 (1d8/×3)
  Base Atk +1; CMB +4; CMD 15
  Special Abilities fast movement,  
  rage 6 rds/day
  SKILLS
  Acrobatics +2, Climb +4, Intimidate +3, 
  Perception +5, Survival +5
  FEATS
  Exotic Weapon Proficiency (bastard sword), 
  Weapon Focus (bastard sword)
  Gear hide armor, Large bastard sword, longbow with 20 arrows, javelins (2), spiked gauntlet, 
  throwing axe, 20 gp 
  Amiri never quite fit into the expected gender roles of her tribe, and when the tribe attempted to 
  send her on a suicide mission, she returned with an enormous trophy—a frost giant’s sword. She 
  has since abandoned her people, and has come to value her oversized sword (even though she can 
  only truly wield it properly when her blood rage takes her). She never speaks of the circumstances 
  that forced her to flee her homeland. Some things are better left unsaid.
  FEMALE HUMAN
  DEITY 
  Gorum
  HOMELAND 
  Mammoth Lords
  Amiri
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  Pregenerated Characters
  Pregenerated Characters
  Lini
  Sajan
  CHARACTER TRAITS
  CLASS/LEVEL 
  Druid 1
  ALIGNMENT 
  Neutral
  INITIATIVE 
  +1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  6
  DEXTERITY 
  12
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  15
  CHARISMA 
  15
  DEFENSE
  HP 11
  AC 14, touch 12, flat-footed 13 (+2 armor, 
  +1 Dex, +1 size)
  Fort +5, Ref +1, Will +4; +2 vs. illusion
  Senses low-light vision
  OFFENSE
  Melee sickle –1 (1d4–2)
  Ranged sling +2 (1d3–2)
  Base Atk +0; CMB –3; CMD 8
  Special Abilities nature bond (animal 
  companion), nature sense, wild empathy +3
  Spell-Like Abilities (CL 1st; concentration +3)
  1/day—dancing lights, ghost sound, 
  prestidigitation, speak with animals
  Spells Prepared (CL 1st; concentration +3)
  1st—cure light wounds, entangle (DC 13)
  0—detect magic, know direction, light, stabilize
  Animal Companion small cat named 
  Droogami
  SKILLS
  Handle Animal +6, Heal +6, Knowledge 
  (nature) +4, Perception +8, Spellcraft +4
  FEATS
  Spell Focus (conjuration)
  Combat Gear scroll of cure light wounds (2); Other Gear leather armor, sickle, sling with 10 
  bullets, belt pouch, mistletoe, rations (2), spell component pouch, sunrods (2), collection of 
  special de-barked sticks, 5 gp
  Lini always seemed to possess a certain affinity with various creatures of the woodlands near 
  where she grew up—particularly with larger predators like bears and snow leopards. More than 
  once, Lini’s enclave came under threat from some great bear or razor-clawed cat, but with a 
  series of soothing noises and precise motions she always soothed the beast and sent it on its 
  way. In the years since her departure from the Lands of the Linnorm Kings, Lini has collected 
  more than a dozen sticks—one from each forest or wood she visits. These sticks are to Lini a 
  roadmap of her experiences, and while they may look indistinguishable to others, each holds a 
  wealth of memories to the gnome druid.
  FEMALE GNOME
  DEITY 
  Green Faith
  HOMELAND 
  Linnorm Kings
  CHARACTER TRAITS
  CLASS/LEVEL 
  Monk 1
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +2
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  15
  DEXTERITY 
  15
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 11
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, 
  +1 Wis)
  Fort +4, Ref +4, Will +3
  OFFENSE
  Melee unarmed strike +2 (1d6+2) or flurry of 
  blows +1/+1 (1d6+2) or temple sword –2 
  (1d8+2)
  Base Atk +0; CMB +2; CMD 15
  Special Abilities stunning fist (1/day, DC 11)
  SKILLS
  Acrobatics +6, Climb +6, Perception +5, Sense 
  Motive +5, Stealth +6
  FEATS
  Combat Reflexes, Dodge, Improved Unarmed 
  Strike, Mobility, Stunning Fist
  Gear temple sword, wooden holy symbol, belt pouch
  Sajan Gadadvara and his twin sister Sajni were separated when the lord they served was 
  shamed and forced to cede half his army to the victor—among them Sajan’s sister. Sajni was 
  taken away from Vudra by her new master, and Sajan abandoned his own responsibilities to 
  follow. He spent years trying in vain to find her, but has not yet given up. Sajan knows he 
  cannot return to Vudra, for the padapranja there would execute him as a deserter. He cares 
  not for his home country, however, and continues to seek out any clue that might point him 
  toward his sister.
  MALE HUMAN
  DEITY 
  Irori
  HOMELAND 
  Vudra
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  Next MoNth
  Next MoNth
  RiveRs Run Red
  by Rob McCreary
  With the Stag Lord’s bandits routed and a new measure of 
  order brought to the Stolen Lands, the PCs find themselves 
  faced with the task of establishing a new settlement deep 
  in the wilderness. But the dangers of the frontier have yet 
  to reveal their true extent, as the wilds themselves seem 
  to rebel against the incursions from the civilized north. 
  Can the PCs and their fledgling community survive the 
  rage of this unconquerable land? And what savage foes 
  threaten to bring their brief rule to ruin?
  The Making of kings
  by James Jacobs & F. Wesley Schneider
  Become a lord of your own kingdom with a new system to 
  establish, develop, and expand a living fantasy community. 
  Use these new rules to transform the riches of the wilds 
  into a new settlement, with all the details, tokens, and 
  tracking sheets you need to go beyond roleplaying and 
  take up the duties of a true ruler.
  eRasTil
  by Sean K Reynolds
  Stand against the deadly wilds through the power of 
  Erastil, god of hunting, trade, and family. By Old Deadeye’s 
  guidance, everyday heroes find the strength to persevere 
  and the courage to  face overwhelming odds.
  and MoRe!
  Ollix and Phargas get themselves to a nunnery in an ill-
  advised new episode of the Pathfinder’s Journal, and 
  merciless beasts claw forth in a new Pathfinder Bestiary.
  subscRibe To PaThfindeR 
  advenTuRe PaTh!
  Don’t miss out on a word of the Kingmaker Adventure 
  Path! Venture to paizo.com/pathfinder and subscribe 
  today! Have each Pathfinder Adventure Path, Pathfinder 
  Chronicles, Pathfinder Companion, Pathfinder Module, 
  and GameMastery product delivered to your door! Also, 
  check online for the free Kingmaker Player’s Guide!
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  519046
  Source: Crazy old Bokken
  Task: Bokken’s something of an eccentric, but he sure 
  knows how to make delicious potions. His secret is 
  fangberry juice, but he’s running low. A large thicket of 
  fangberries grows about 55 miles southwest of Oleg’s.  
  Completion: Bring Bokken enough berries to make 
  fangberry juice for seven potions. Make sure they’re 
  not dirty... Bokken won’t bother washing the berries 
  before he uses them.
  Reward: Bokken gives the PCs a 25% discount on all 
  potions for a month.
  Source: Svetlana Leveton at Oleg’s Trading Post
  Task: Oleg’s been under a lot of stress lately, and 
  Svetlana would love to cook him his favorite meal 
  (moon radish soup) to help him relax. Unfortunately, 
  moon radishes are relatively rare. A patch grows 
  about 16 miles south of the trading post. 
  Completion: Bring Svetlana a basket of moon 
  radishes.
  Reward: Svetlana is ready to pay a 250 gp reward 
  to anyone who can bring her enough moon radishes to 
  make soup.
  Source: Oleg Leveton, at Oleg’s Trading Post.
  Task: Although his wife claims it’s not a big loss 
  compared to what the bandits could have taken, Oleg 
  knows the theft of her wedding ring has distressed 
  her. She’s forbidden him from risking life and limb to 
  recover it, but if anyone else can find the ring and 
  return it to him, he’ll be very grateful.
  Completion: Track down the ring. The bandits were the last 
  to have it, but they might have lost or sold it already.
  Reward: Oleg promises 1,000 gp in trading post credit 
  if his wife’s ring can be recovered.
  Source: Kesten Garess, at Oleg’s Trading Post
  Task: A mercenary Kesten worked with months ago 
  was a Varisian man named Falgrim Sneeg. Falgrim 
  robbed the group and fled into the Greenbelt to 
  become a bandit, and Kesten hopes to catch him 
  alive and return him to Restov for punishment.
  Completion: Capture Falgrim Sneeg, alive if possible.
  Reward: Kesten can arrange a reward of four masterwork 
  weapons of the capturer’s choice if Falgrim is delivered 
  alive. If he’s delivered dead, Kesten can only promise 
  two weapons.
  gathering Fangberries
  moon radish soup
  svetlana’s ring
  Wanted: Falgrim sneeg
  519046
  
  A Realm To Be Tamed
  paizo.com/pathfinder
  Printed in China. PZO9031
  E
  nter the Stolen Lands, a wilderness claimed by nobles, bandits, and 
  beasts alike. Into this territory the fractious country of Brevoy sends 
  its emissaries, tasking them with subduing the lawless folk and deadly 
  creatures that have made it a realm of savagery and shame. Beyond the last 
  rugged frontier stretches the home of voracious monsters, capricious fey, wily 
  natives, and bandits who bow to the rule of a merciless lord none dare defy. 
  Can the PCs survive the Stolen Lands, bring their dangers to heel, and lay the 
  foundations of a new kingdom? Or will they just be one more fateful band, lost 
  forever to the ravenous wilds?
       This volume of Pathfinder Adventure Path launches the Kingmaker Adventure 
  Path, and includes: 
  ►  “Stolen Land,” a Pathfinder RPG adventure for 1st-level characters,  
  by Tim Hitchcock.
  ►   A gazetteer of Brevoy, a country of ancient grudges and noble rivalries,  
  by Steve Kenson. 
  ►  New rules for turning exploration into a different kind of adventure,  
  by James Jacobs.
  ►   A new misadventure for disgraced noble scion Ollix Kaddar in the 
  Pathfinder’s Journal, by James L. Sutter.
  ►   Five new monsters, by Ed Greenwood, David Hill, Steven Kenson, Rob 
  Manning, and F. Wesley Schneider.
  ®
  TM
  
SOURCE: textdata/thevault/Pathfinder/Adventure Paths/KingMaker/Stolen Land 1.pdf