TEXT: ADVENTURE PATH
  Second Darkness
  Children of
  the Void
  By Mike McArtor
  
  Flauros
  Nocticula
  Abraxas
  Zura
  Shax
  Haagenti
  Jubilex
  Andirifhhu
  Areshkagal
  Cyth-V’sug
  Socothbenoth
  Mazmezz
  Demon Lord Runes
  
  ADVENTURE PATH      PART 2 of 6
  Children of the Void 
  Second Darkness
  
  TM
  “Children of the Void” is a Pathfinder Adventure Path scenario designed for four 4th-level characters. By the end of this adventure, characters should reach 6th level. This adventure is compliant with the Open Game 
  License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game. The OGL can be found on page 92 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a 
  Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 
  System License, please visit wizards.com/d20.
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  Printed in China.
  Credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editor • James L. Sutter
  Copy Editor • Christopher Carey 
  Editorial Assistance • Jason Bulmahn,  
  Sean K Reynolds, and Vic Wertz
  Editorial Intern • Claudia Golden
  Graphic Design Assistance • Drew Pocza
  Managing Art Director • James Davis
  Publisher • Erik Mona
  Cover Artist
  Steve Prescott
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Concept Art House, Andrew Hou,  
  Ben Wootten, Kevin Yan, lker Serdar Yildiz
  Contributing Authors
  Ashavan Doyon, Mike McArtor, Rob McCreary, Erik Mona, Ryan Z. Nock,  
  Sean K Reynolds, Amber Scott, James L. Sutter 
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeff Alvarez
  Director of Marketing • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Staff Accountant • Christopher Self
  Technical Director • Vic Wertz
  Online Retail Coordinator • Jacob Burgess
  Special Thanks
  The Paizo Customer Service and Warehouse Teams
  
  Foreword	
  4
  Children	of	the	Void	
  6
  by Mike McArtor
  The	Stars	are	Right	
  48
  by James L. Sutter
  Cayden	Cailean	
  56
  by Sean K Reynolds
  Teeth	of	Araska	
  64
  by Ryan Z. Nock
  Pathfinder’s	Journal	
  72
  by Amber Scott
  Bestiary	
  78 
  by Ashavan Doyon, Mike McArtor,  
  Rob McCreary, and Erik Mona
  Pregenerated	Characters 
  90
  Preview	
  92	
   
  Table of Contents
  
  4
  Second Darkness
  The Stars Are Right
  W
  e just had a half-hour conversation here in 
  the editorial pit at Paizo about what robots 
  are called in Golarion. This is my job. I get 
  paid to figure out what to call robots in a world where 
  those menaced by violent metal men might not have 
  come up with a word like “robot.” And of course, we got 
  distracted along the way by the Gearsmen of Numeria and 
  me talking in a silly “Conan voice” and androids and all 
  sorts of stuff that wasn’t really addressing the question at 
  hand. I think the whole situation, which dragged out for 
  almost 30 minutes, may have cost Wes a few years of his 
  life from the stress.
  The best part is, you won’t even find robots in this 
  volume’s adventure! That’s not to say that there aren’t 
  strong science fiction elements awaiting you, though. 
  “Children of the Void” is easily the most sci-fi we’ve 
  gotten yet with a Pathfinder adventure, with its falling 
  stars and strange aliens and the like. The inspiration 
  for this adventure is firmly rooted in movies like Night of 
  the Creeps, Aliens, Invasion of the Body Snatchers, Day of the 
  Triffids… the list goes on and on. But at the same time, it’s 
  very much still a fantasy adventure. Sure, one of the main 
  antagonists in the adventure rode down to Golarion on 
  the back of a meteorite, but the akatas fit right in with 
  any of the other strange creatures you see lurking in the 
  depths of the game. I mean, would any self-respecting 
  astroman blink twice after he steps out of his rocketship 
  onto the surface of an alien planet only to be greeted by 
  aliens that look like rust monsters, gibbering mouthers, 
  or xills? You gotta be ready for the strangely shaped 
  monsters if you’re exploring deep space, and the game 
  itself has no shortage of weirdos.
  What I’m saying is that science fiction stories have a 
  much stronger influence on the game that one might 
  initially suspect. One of the game’s classic adventures, 
  Expedition to the Barrier Peaks, is the obvious example, 
  
  5
  Foreword
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
  but there are plenty of others. Science fiction stories are 
  a great place to search for monster ideas, which was the 
  approach we took for this volume’s Bestiary. You’ll see 
  man-eating plants (inspired by John Wyndham’s classic 
  Day of the Triffids), four-armed alien merchants (inspired 
  by sword and planet stories like those of Edgar Rice 
  Burroughs’s Barsoom), and swarming beasts who use the 
  bodies of their victims as incubators (inspired, of course, 
  by the titular menace of Alien). Although the next four 
  adventures in the Second Darkness Adventure Path don’t 
  drift as far into science fiction as this one does, you can 
  expect to see some more aliens popping into the Bestiary 
  now and then… including one that’ll probably be very 
  familiar to old-time players of the game!
  Our science-fiction elements go beyond the adventure 
  and the bestiary in this volume, in fact. On page 56, you’ll 
  find a gazetteer for the entire solar system! Golarion’s 
  just one of 11 planets orbiting the sun, and each of those 
  other 10 planets is full of opportunities for adventure. 
  We’ve tried to capture a different theme for each of them, 
  but you certainly can’t cover everything with less than 
  a dozen planets. Fortunately for those who want Dyson 
  spheres, binary stars, living planets, space stations, or 
  even our Earth to join the campaign, you have a lot of 
  room to add them in. The basic assumption is that the 
  universe that Golarion occupies and the universe we 
  occupy are, in fact, the same. It’s a big enough place for 
  pretty much any adventure you’d ever want to run.
  And for the record, I think that we’re gonna go ahead 
  and just call them robots.
  McArtor’s Aliens
  When we first started plotting out the Second Darkness 
  Adventure Path, we were in a weird sort of limbo. We knew 
  that a new edition of the game was going to be available at 
  the same time the first of these adventures came out, but 
  we didn’t know if we would be using those rules, sticking 
  with the 3.5 OGL, or what. This put me in a pretty awkward 
  spot, since in order to assign an adventure, I have to be 
  assured that writer will be familiar with the rules the 
  adventure uses. Since I couldn’t guarantee that a freelancer 
  would be comfortable (or interested in) designing for new 
  rules, should we go that route, I assigned the first four 
  adventures of Second Darkness to editors here at Paizo. 
  (Originally, I was going to write “Shadow in the Sky” 
  myself, but fortunately Greg Vaughan was able to save my 
  sanity and step in at the last minute to tackle that job!)
  When I asked Mike McArtor if he wanted to write 
  one of these adventures, his reaction was a combination 
  of excitement and horror. He explained to me that he 
  did indeed want to write one of the adventures, but was 
  concerned because he’d never written one this long before. 
  I pointed out to him that he had written plenty for several 
  of his other freelance projects (such as his last two works, 
  Guide to Korvosa and Guide to Darkmoon Vale). Fortunately 
  for me, that did the trick.
  Of course, writing an adventure is actually quite a 
  bit different than writing a sourcebook. In my own 
  experience, writing adventures is a lot harder. You don’t 
  get the luxury of long stretches of flavor writing in an 
  adventure (those pesky rules keep butting in), and worse, 
  you can’t just settle into one groove in one subsystem of 
  rules. When you’re writing an adventure, you get to jump 
  back and forth from stat blocks to skill checks to new 
  magic items to environmental hazards to pretty much 
  anything else the story you’re working on might call for. 
  It ain’t easy, in other words.
  But Mike came through. He infused “Children of the 
  Void” with just the right kind of sci-fi elements I was 
  looking for—creepy aliens that arrive on a meteor, undead 
  created by a more sci-fi genesis than one that’s magical, 
  and the undercurrent of people harvesting and using 
  alien life forms as weapons against their own enemies. 
  All popular themes in science fiction, and as you’ll see in 
  this adventure, quite potent themes for RPGs as well. 
  sorry, steve!
  So we messed up good on the credits page of Pathfinder 
  #13. The cover artist for both the standard version (the one 
  with the drow and the wererats) and the limited edition 
  Gen Con alternate cover (the one with the elven general 
  and the Riddleport scene depicting the falling star) were 
  actually painted by Steve Prescott. (Wayne Reynolds is 
  moving on to provide covers for several of our Pathfinder 
  Chronicles books, for those wondering where he went.)
  In fact, Steve Prescott’s doing the covers for all of 
  the Second Darkness volumes of Pathfinder. At the time 
  I’m writing this foreword, we’ve seen four of the seven 
  covers he’ll be creating for us, and they’re jaw-droppingly 
  awesome—drow have never looked so cool!
  We’ve got Steve properly credited on the credits page of 
  this Pathfinder (let me go double check… yeah, there he is), 
  but again, I’d like to apologize for the error in the credits 
  for the previous volume. We love you, Steve!
  
  In the passage of a heartbeat, the tiny island of Devil’s Elbow 
  changed forever. Known locally as the site of a failed settlement 
  called Witchlight, and reputed to be haunted by the ghost of a 
  notorious siren named Virashi, Devil’s Elbow is destined to become 
  known as the island where a star fell, and the site of a frenzied rush 
  to claim the valuable skymetal the fallen star brought to Golarion. 
  Yet the prospectors who arrive on Devil’s Elbow are fated to find 
  more than riches on the deadly island.
  Children of the Void
  Second Darkness
  Chapter      Two
  
  7
  Adventure BAckground
  Devil’s Elbow is a mountainous island, heavily forested 
  with pine trees, firs, redwoods, and cypress trees. Reefs 
  and dangerous rocks surround the island except for one 
  narrow approach to a sheltered cove on its northern side, 
  and most of the island’s shores are rocky cliffs averaging 
  100 feet in height. The island terrain itself is rugged, with 
  its highest peak being 800 feet above sea level. Birds, bats, 
  and other flying animals are common fauna, and there’s 
  a relatively large population of deer, wild boar, wild dogs, 
  stirges, giant centipedes, snakes, donkey rats, and rabbits 
  on the island as well. Most of these animals and vermin 
  were introduced to the island by settlers from the south 5 
  decades ago.
  At that time, Devil’s Elbow was known primarily 
  among the local Varisians and goblin tribes of the nearby 
  mountains as the lair of a cruel and capricious siren 
  named Virashi. When disenfranchised explorers and 
  settlers began drifting into the region in great numbers 
  70 or so years ago, dissatisfied with the way Magnimar 
  was growing, several settlements sprang up along the 
  shores here. While two of these settlements (Riddleport 
  and Roderic’s Cove) fared well and even flourished, 
  most of the settlements, faced with goblins, dangerous 
  wildlife, and the difficulties of the remote region, did 
  not. The village of Witchlight, founded in 4680 ar by an 
  exiled Chelish merchant named Yaris Neraken, was one 
  such village. 
  When he was scouting locations for a suitable site, he 
  and his ship wrecked on the reefs surrounding Devil’s 
  Elbow. Yaris, the only survivor of the wreck, found himself 
  in the care of a strange and enthralling creature with the 
  body of a bird and the face of a beautiful woman—the siren 
  Virashi. He spent many months as her plaything, but in 
  time an amazing thing happened. The two fell in love. 
  Virashi released Yaris from enthrallment, and while he 
  remained at the siren’s side for many more weeks, he pined 
  for the comforts of civilization. He eventually convinced 
  Virashi that, were he to establish a thriving community 
  on the island above, not only would he be able to enjoy soft 
  beds and fireplaces but the money he brought in would 
  allow him to drape the siren and her lair with riches. It 
  didn’t take much to convince the avaricious siren of the 
  benefits of this idea.
  Yaris returned to Magnimar and managed to convince 
  several investors that the rumors of Virashi were little 
  more than that, and that he would be able to build a 
  thriving settlement on the island. Once they arrived, he 
  chose a site at the center of the island that overlooked the 
  Varisian Gulf to serve as his new village’s foundation, 
  and commissioned the creation of several watchtowers 
  and lighthouses to warn what he hoped would be a steady 
  influx of merchant traffic away from the dangerous reefs. 
  The island’s rugged terrain made farming impossible, 
  so Yaris had shiploads of deer, boar, donkey rats, rabbits, 
  and other animals brought and released in an attempt to 
  seed a self-sustaining local wildlife population to help 
  support his citizens. And as the money started flowing 
  in, he made good on his promise and did indeed drape 
  Virashi in riches.
  Yet as the construction of Witchlight and the 
  watchtowers continued, it became apparent that Yaris’s 
  dream was unraveling. What was initially intended to be a 
  self-sustaining settlement became more and more reliant 
  on supplies from Riddleport, and that city was only too 
  eager to gouge Yaris for every penny. As dissent increased 
  among his people, Yaris’s bad luck seemed only to grow. 
  The western watchtower burned partially to the ground 
  only a week after construction was complete, killing nearly 
  a dozen laborers and Yaris’s brother in the process. Several 
  weeks later, a ship bearing a huge shipment of grain ran 
  afoul of the reefs surrounding the island, and the giant 
  centipedes that had infested the ship made it ashore and 
  quickly bloomed into one of the island’s most obnoxious 
  and dangerous pests. The spate of bad luck gave rise to 
  whispers of “Virashi’s Curse,” and more and more locals 
  began to speak of seeing a ghostly woman-faced bird in the 
  forests and on the rocky shores. Yaris railed against these 
  rumors, but was unable to offer proof that Virashi wasn’t 
  behind the “curse” without revealing his secret. Then, at 
  the onset of winter during a particularly violent storm, the 
  final blow struck. A shipment of diseased cattle brought to 
  the island to augment meager food stores saw an outbreak 
  of the deadly disease anthrakitis (see Pathfinder #8) that 
  killed off a third of Witchlight’s population. Distraught 
  over the fact that his dream was falling apart, Yaris went 
  down to seek comfort with Virashi—but he was followed 
  by a suspicious priest who believed Yaris had made a deal 
  with a devil that had gone sour. The priest’s fears were 
  confirmed when he witnessed Yaris and Virashi embrace. 
  He returned to Witchlight, roused a mob, and under the 
  protection of a silence spell, led the mob down to Virashi’s 
  cave the next morning and slew the siren as she slept in 
  her lair.
  Yaris woke the next day to a horrific sight—the body of 
  his lover hanging from a pole above a fire in the middle of 
  Witchlight. Overcome with grief and shock, Yaris threw 
  himself from the eastern watchtower onto the rocks and 
  surf below. This was the final blow to the settlement—
  without Yaris to provide encouragement, the remaining 
  citizens of Devil’s Elbow packed up and left for easier lives 
  in Riddleport, Magnimar, or beyond. By the end of the 
  week, Devil’s Elbow had been abandoned.
  For the past several decades, Devil’s Elbow has remained 
  uninhabited. Travelers on ships passing close to the island 
  sometimes claim to see lights burning in the island’s 
  
  8
  Second Darkness
  watchtowers, further inspiring rumors that the place is 
  haunted. These rumors are given weight every few years 
  when adventurers decide to sail out to the island in search 
  of Virashi’s hidden treasure, since many of them do not 
  return, and those who do come with tales of monstrous 
  centipedes, strange noises, and mysterious lights in the 
  woods. This, combined with the fact that an unusual 
  number of ships seem to wreck and sink in the waters 
  within a 5-mile radius around the island, secured the 
  region’s ill repute, and today, very few visitors come to its 
  deserted shores.
  Recently, a new group has come to Devil’s Elbow—the 
  drow. They have selected the site as a testing ground for a 
  terrible weapon, a weapon that calls down a meteor from 
  the dark above and hurls it to earth. The weapon worked 
  perfectly when they fired it, and the explosion was seen for 
  miles around. Yet more than rock and fire fell from the sky 
  that fateful night…
  Adventure Synopsis
  This adventure begins with the PCs traveling to the island 
  of Devil’s Elbow, either on their own to seek out their 
  fortune in skymetal or at the behest of their new friend 
  Kwava, who wants the PCs to follow up on rumors that the 
  drow have established a base of operations there and may 
  have had something to do with the recent falling star that 
  struck the island.
  The PCs arrive on the island only to find that the 
  various groups of prospectors who arrived there before 
  them have had a dreadful time, for there are more than 
  drow on the island. The falling star carried with it 
  dozens of cocooned aliens called akatas, and when the 
  impact woke them, they swiftly infested the island. As the 
  PCs explore Devil’s Elbow, they’ll find that one group of 
  prospectors is waiting for them to hire their ship to return 
  to Riddleport, another is trapped inside a ruined tower, 
  a third has set up a camp to the east and is attempting to 
  capture akatas for its own uses, and a fourth group has 
  vanished entirely.
  Eventually, through interactions with the various 
  groups and a bit of exploration of their own, the PCs 
  discover the drow hideout on the island. By defeating 
  these drow, they recover several clues that point to the 
  fact that the drow here were but a fraction of the total 
  number now dwelling in the elven ruins of Celwynvian, 
  and that the dark elves’ plan may be more threatening 
  than imagined.
  PArt one: the greAt 
  SkymetAl ruSh
  As “Children of the Void” begins, Riddleport is on the 
  mend from the destructive climax that closed out the 
  previous adventure. The mysterious shadow in the sky is 
  gone, and the strange events that have been plaguing the 
  city have ended. The falling star that struck Devil’s Elbow 
  is now accepted by both commonfolk and cyphermages 
  alike as having been the cause of these disturbances, and 
  now that it has fallen to Golarion, the feelings of nervous 
  fear have passed. 
  Indeed, it was the effects of the relatively small (but 
  still destructive) tsunami that hit Riddleport after 
  the star crashed that have been on the minds of the 
  city’s denizens recently. When the wave surged ashore, 
  dozens of ships were beached, with several washed 
  inland and left stranded as far as Wharf Street. Many 
  of Riddleport’s piers were ruined, and several of the 
  smaller buildings along the waterfront were damaged. 
  Over the days following the event, the crimelords and 
  overlord of Riddleport mobilized in a way rarely seen 
  in the lawless city, working together to put out fires, 
  save citizens who were swept out into the harbor, and 
  kill angry and disoriented reefclaws, sharks, bunyips, 
  and other dangerous sea creatures that suddenly found 
  themselves stranded in the city streets.
  In the aftermath, the cost of the damage to buildings 
  and structures rises into the tens of thousands of gold, 
  and the total number slain or swept out to sea by the 
  wave may never be known (thanks to the city’s inefficient 
  census practices), although the more conservative 
  estimates place the total number of victims between 150 
  to 200. Yet despite the disaster, Riddleport is quick to 
  forget the trauma. Those who weren’t directly harmed by 
  the wave have little compassion for those who do, while 
  those who were affected are universally quick to turn the 
  event from disaster into opportunity. In the days and 
  weeks to follow, the chaos on the waterfront makes for 
  ripe grounds for smugglers, looters, and other violent 
  criminals. Ships that were further out to sea return to 
  find many of their competitors no longer in a position 
  to work against them, and the balance of power among 
  the various pirate captains has shifted dramatically 
  (not that many outside of that violent subculture would 
  notice much difference).
  In addition, with each passing day, a new greed 
  continues to grow among Riddleport’s citizens—a greed 
  for skymetal. After the initial shock of the falling star and 
  its impact subsided, the implications of the event sunk in. 
  Skymetal, in any of its seven known varieties, is a valued 
  and much sought-after commodity in any society, but with 
  Riddleport’s Gas Forges being one of Varisia’s only public 
  operations capable of smelting such difficult metals, the 
  convenience of the fallen star has many of Riddleport’s 
  groups eager for a chance at the easy money.
  Yet the damage done to Riddleport’s waterfront and to 
  many of the ships owned by prominent locals has retarded 
  the burgeoning Skymetal Rush. As the days drag on, the 
  
  9
  Children of the Void
  race to be the first to reach Devil’s Elbow slowly takes the 
  city by storm, with those who don’t have access to ships 
  scrambling to secure deals with those who do. But the 
  promise of skymetal is not the only thing that waits on 
  Devil’s Elbow—for at the end of the previous adventure, 
  the PCs likely learned that the falling star was called down 
  by the drow, and that those drow might still be hiding 
  somewhere on the island.
  The Gold Goblin Gambling Hall
  The PCs might find themselves in an unusual situation 
  at the start of this adventure—they might be the newest 
  owners of the Gold Goblin Gaming Hall. Assuming the 
  PCs don’t want to retire from the adventuring life, this 
  essentially leaves them with two options.
  Selling Off: If the PCs wish to sell the Gold Goblin, 
  they’ll find the task isn’t as easy as simply finding a buyer. 
  Recent events at the gambling hall (including several raids 
  and fights) have led to a public conception that the place 
  is bad luck, so even if the PCs had helped nurse the Gold 
  Goblin into profitability in the previous adventure, finding 
  a buyer willing to pay a fair price may be difficult. Once the 
  PCs indicate that the Gold Goblin is for sale, allow one of 
  them to attempt a DC 20 Diplomacy check each week (other 
  PCs can attempt to aid another on this roll if they spend 
  at least 8 hours over the course of that week spreading the 
  word). Although the building itself is worth quite a lot, 
  hidden fees such as taxes due to the overlord, along with 
  payments and bribes to various guilds and crime lords, do 
  quite an effective job chipping away at potential profit. After 
  all is said and done, the most the PCs can hope to make 
  from selling the Gold Goblin is about 20,000 gp, although 
  no one in Riddleport is ready to pay all of that at once. A 
  good down payment is anywhere between 5,000 and 8,000 
  gp—let the PCs set the methods of payments as they will 
  (most buyers will balk at anything more than 1,000 gp a 
  month, and would vastly prefer something closer to 200 to 
  500 gp a month), and don’t be afraid to have whoever they 
  sell try to eventually use trickery or even murder to try to 
  get out of making all of the payments that are due—this is 
  Riddleport, after all!
  Business Owners: If the PCs decide to keep the Gold 
  Goblin, they don’t necessarily have to stay on site to continue 
  making money off the venture. “Shadow in the Sky” 
  presented a method to track the Gold Goblin’s profitability, 
  but now that the PCs are the owners, they not only enjoy 
  all of the profit (rather than just a weekly bonus to their 
  wages) but also have to shoulder all of the costs. Since the 
  focus of Second Darkness isn’t running a gambling hall, the 
  following simplified system should do to determine how 
  much money the venture makes each month.
  Costs: It costs at least 200 gp a month to run the Gold 
  Goblin, combining all of the necessary wages to workers, 
  taxes and bribes, repairs, and necessary reserves to cover 
  day-to-day payouts of customer winnings at the games. If 
  the PCs aren’t there to run the place themselves, they’ll 
  want to hire managers to handle the business for them, 
  which increases the monthly costs to 300 gp. Every month, 
  there’s a 20% chance that unexpected costs appear in the 
  form of bail for employees, particularly large repairs, or 
  unexpectedly lucky customers—if there are unexpected 
  costs, increase that month’s costs by 1d6×10% of the 
  normal costs.
  Profits: Running the Gold Goblin requires its owner or 
  manager to be on site 6 days a week for a minimum of 8 
  hours a day. At the end of a month, the owner or manager 
  makes a Profession (bookkeeper, gambler, innkeeper, 
  or tavern keeper) check and multiplies the result of his 
  check by 20. The resulting number is how much gold the 
  gambling hall takes in during that month; subtract the 
  month’s costs to determine actual profits for the month. 
  Any month in which the profits are negative indicate a 
  loss. If that loss isn’t paid by the PCs by the time the next 
  month comes, the entire staff quits and the building is 
  abandoned. If the PCs aren’t there to fix things, Overlord 
  Cromarcky is swift to step in and claim the building as 
  his own property, at which point reclaiming ownership 
  may be impossible without a fight or a lot of money.
  If the PCs hire managers to run the business, assume 
  they have Profession (gambler) +8 for the purposes of 
  determining the Gold Goblin’s monthly profits.
  Implications
  At the end of the previous adventure, the PCs are hit with 
  two relatively major discoveries. The most sensational is 
  that the drow are somehow involved with the falling star 
  that struck Devil’s Elbow. But while this is a shock, to the 
  people of Riddleport the revelation that the drow are, in 
  fact, real could be an even larger surprise.
  Drow have long been a part of the RPG tradition, 
  but until this Adventure Path, no Pathfinder Chronicles 
  product has included them as villains—this is by design. 
  Down Time
  The time it takes Riddleport to recover from the tsunami to 
  a point where this adventure begins is kept fluid—you can 
  have this period last as long as you and your players wish. 
  After the end of the previous adventure, the players may 
  be ready to sail to Devil’s Elbow immediately to follow up 
  on what they read in Depora’s journal. Alternatively, they 
  might want to spend some time recovering and running 
  business at the Gold Goblin. When you feel the PCs are 
  ready to head into this adventure, then and only then is 
  the right time to have Kwava approach the PCs with his 
  proposal and get this adventure moving.
  
  10
  Second Darkness
  Kwava
  The drow of Golarion are, to most of the surface dwelling 
  world, unsubstantiated legends. The rare few incidents in 
  which they’ve appeared on the surface have been handled 
  swiftly by a powerful and secretive society of elves based 
  in the nation of Kyonin—this society is the Winter 
  Council, and it is primarily due to their actions that the 
  truth behind the legends of dark elves has remained just 
  that. Yet now the Winter Council is fractured, their once 
  clockwork-like precision compromised from within. As 
  Second Darkness progresses, word that the drow exist 
  spreads, and the PCs are destined to be at the 
  forefront of that storm.
  How this storm hits Riddleport 
  depends in large part on how the PCs’ 
  fight with Depora went in the previous 
  adventure. If they defeated her in the 
  caves and didn’t tell anyone about 
  her presence, then they unwittingly 
  served the Winter Council’s desires 
  and prevented the news from spreading. 
  If, on the other hand, the PCs make an 
  effort to spread knowledge about the 
  drow’s presence, or more likely, their 
  final fight with Depora brought them out 
  into the open and culminated atop the 
  Cyphergate for all of Riddleport to 
  see, rumors of drow involvement with 
  the falling star and the tsunami that 
  struck Riddleport quickly take root—
  for certainly these two major revelations 
  are not unconnected…
  Adventure Hooks
  “Children of the Void” allows you and your players some 
  leeway in how to begin. Depending on how the PCs react 
  to the information they recovered at the end of “Shadow 
  in the Sky” or the burgeoning greed for skymetal, they 
  may well create their own adventure hooks. If the PCs 
  have forged close associations with one of the four initial 
  prospecting groups, they may be called upon to go to 
  Devil’s Elbow to check up on them after the initial group 
  hasn’t been heard from. Alternatively, the PCs could 
  simply decide to form their own prospecting group and 
  might charter a boat to Devil’s Elbow to see about making 
  their own fortunes with skymetal.
  However, this adventure assumes that the primary reason 
  the PCs travel to Devil’s Elbow is to follow up on what they 
  learned from Depora Azrinae’s journal—the notion that there 
  could be more drow hidden on Devil’s Elbow, and that they 
  may have had something to do with the falling star, should 
  be enough to pique interest. It’s certainly enough to intrigue 
  one of the PCs’ allies, Kwava, if he finds out—the following 
  adventure hook is thus the one this adventure assumes.
  Kwava’s Request: In “Shadow in the Sky,” the PCs met 
  an unusual elf by the name of Kwava, likely just before 
  they were ambushed by a group of wererats. Kwava is 
  an elf from the distant Ekujae tribe of the Mwangi 
  Expanse far to the south, a ranger who traveled north 
  to seek his destiny. Not long after coming to the town 
  of Crying Leaf in northwestern Varisia, Kwava joined 
  a mercenary group called the Shin’Rakorath, one of 
  the Winter Council’s many subgroups used, secretly, to 
  combat the emergence of the drow. Only long-time 
  members of the Shin’Rakorath know the truth 
  about the drow—new recruits like Kwava 
  generally have to go through a period 
  of apprenticeship lasting for decades 
  before their superiors trust them 
  enough to reveal the organization’s 
  true motives. The Shin’Rakorath know 
  that the drow have a strong presence in 
  northwestern Varisia (particularly in 
  the ruined elven city of Celwynvian), 
  but they have recently come to fear that 
  the drow have been extending their 
  taint through other nearby regions 
  as well. Short on agents, the 
  mercenary leaders sent many 
  recruits into the surrounding 
  areas with orders to seek out 
  rumors of “renegade elves” that 
  may indicate drow activity. Kwava’s orders 
  brought him to Riddleport, where he soon 
  learned that a man named Saul Vancaskerkin had 
  joined forces with one such renegade elf. He allied with 
  the PCs when Saul attempted to have them ambushed 
  and killed by wererats, and by the end of the previous 
  adventure, the PCs should count him as an ally.
  Once word gets out that a drow was sighted in 
  Riddleport, the Shin’Rakorath moves quickly. Kwava is 
  contacted by his superiors via animal messenger and is 
  told to follow up on the drow, to find out what she was 
  doing in Riddleport, and to make sure she was the only 
  one active. Kwava’s first step in this mission is to contact 
  the PCs and ask them to share everything they’ve learned 
  about Depora and her plans. Why was she in Riddleport? 
  Does she have allies?
  If Kwava learns (or suspects) there are more drow 
  on Devil’s Elbow, he reports the news quickly to his 
  superiors via animal messenger. The reply comes in about 
  8 hours later via another animal messenger delivery—the 
  Shin’Rakorath wants him to continue his investigation, 
  but urges him to draw upon the PCs as additional aid, 
  particularly in exploring the possibility of there being 
  more drow on Devil’s Elbow. The message goes on to say 
  that the Shin’Rakorath has even gone so far as to arrange 
  
  11
  Children of the Void
  for transportation to the island via a ship called the Flying 
  Cloud. They’ll send more agents south to Riddleport to 
  help as soon as they can, but for the immediate future 
  their hands are tied with events in Celwynvian and the 
  Mierani Forest—it could be weeks or even months before 
  they can spare anyone to aid in the investigation of Devil’s 
  Elbow.
  Kwava would rather remain in the Riddleport 
  hinterlands at this time so he’ll be available to his 
  superiors should they need to contact him, but if the PCs 
  want him to come along (and you feel that they could use 
  a little extra help during the adventure), he can certainly 
  accompany them to Devil’s Elbow to provide a little more 
  support against the perils that await there.
  The Prospectors
  Although estimations of how much skymetal is just lying 
  around on Devil’s Elbow waiting to be picked up off the 
  ground seems to be the favored topic of conversation, 
  very few in Riddleport can actually get to the island with 
  anything approaching speed. Several groups, however, do 
  have the resources to mount just such an expedition, and 
  only a few days after the star fell, the race to be the first 
  group to Devil’s Elbow began!
  Each of the following five groups (one being an optional 
  group) has its own specific goals and fate on Devil’s Elbow. 
  The PCs’ group is the last of these to arrive. If the PCs 
  wish to do a little asking around to find out what groups 
  are interested in the island (and thus what groups they 
  might come into conflict with), a Gather Information 
  check reveals information about all of the groups that the 
  check’s result exceeds.
  DC 10—Goldhammer’s Expedition: Since Overlord 
  Cromarcky hired several dwarves to sail out to Devil’s 
  Elbow to gather up as much skymetal as possible for him, 
  everyone’s heard about the interest the dwarves of the 
  Gas Forges have in the fallen star. The dwarves, led by a 
  loud miner named Goldhammer, left for Devil’s Elbow 2 
  days before the start of this adventure on a ship named 
  the Mithral Wave, which dropped the dwarves off and then 
  sailed on to make a delivery to Magnimar—the plan is to 
  pick up the dwarves on the return trip in a week.
  DC 12—Slyeg’s Group: Avery Slyeg, Riddleport’s most 
  successful smuggler and black marketeer, was the first 
  to act on the promise of skymetal. With one of his ships 
  not quite in port when the star fell, he was able to move 
  quickly when the Black Bunyip returned to Riddleport. 
  Avery outfitted her quickly, and his group of smugglers 
  and thugs left for Devil’s Elbow 7 days before the start of 
  this adventure.
  DC 15—Cyphermages: Eager to investigate the island 
  but frustrated by attempts to organize transport (due to 
  a combination of internal bickering and the sabotage 
  efforts of Zincher’s men), the cyphermages finally 
  secured a small group of a dozen or so explorers and 
  secured passage to the island on the Foamrunner, a 
  merchant cog bound for Magnimar. The cyphermages 
  left for Devil’s Elbow 3 days ago. Samaritha Beldusk is 
  among those who travel to the island on the Foamrunner, 
  and if she’s in a relationship with a PC, she sends a note 
  to that PC informing him or her of what she’s doing, 
  assuring the PC that she’ll return safe and sound in a 
  few weeks.
  DC 18—Zincher’s Group: Clegg Zincher didn’t have 
  the luxury of a ship returning to port, nor did he have 
  Overlord Cromarcky’s finances to rush repairs on one of 
  his own vessels. Nor does he trust his men not to simply 
  gather the skymetal and run with it. Zincher waited for 
  the next pirate ship to pull into port, then personally 
  led a hand-picked crew of toughs down to the waterfront 
  that evening to attack the ship under the cover of night. 
  After murdering the crew and feeding them to the hungry 
  harbor denizens, Zincher and his crew sailed the stolen 
  Dark Pearl out to Devil’s Elbow 5 days before the start of 
  this adventure.
  DC 20—Pirates: If you wish to use “Teeth of Araska,” 
  this volume’s Set-Piece adventure, then the pirate ship has 
  anchored off the eastern shore of Devil’s Elbow. Further 
  information on how to include this ship as a part of the 
  adventure appears on page 64. Numerous options are 
  presented, some requiring the pirates to precede the PCs.
  The Flying Cloud
  Whatever reason the PCs settle on for visiting Devil’s 
  Elbow, they’ll need to secure passage to the island 
  (which is a good 18 miles away from Riddleport) on a 
  ship. After the tsunami, many of Riddleport’s vessels 
  were damaged, and those that were repaired first were 
  done so with financing from the Order of Cyphers, Clegg 
  Zincher, and the Gas Forge. Yet other ships soon become 
  available—and the first one that does so for the PCs is 
  a fast ship called the Flying Cloud. This ship’s captain is 
  an adventurer named Josper Creesy, a man who hopes 
  to set a record for speed sailing from Varisia all the 
  way to distant Andoran. Just recently returned from a 
  “practice run” from Riddleport to Magnimar and back, 
  he’s intrigued to learn of the recent events (although the 
  falling star was impressive, it went largely unnoticed 
  by the Lost Coast and Magnimar 200 or so miles to the 
  south), and anyone who approaches him with a request 
  to sail out to Devil’s Elbow to investigate finds him easy 
  to convince.
  Whoever the PCs are working for (again, this adventure 
  assumes they’re working with the Shin’Rakorath, with 
  Kwava as intermediary), the Flying Cloud should be the best 
  choice the PCs have for getting to the island. If they decide 
  
  12
  Second Darkness
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  for whatever reason not to take the Flying Cloud, the easiest 
  solution is to simply give them another ship name but still 
  use the information presented here. If the PCs are working 
  with the Shin’Rakorath, they send Kwava the necessary 
  funds to hire a ship, but if the PCs are on their own, they’ll 
  need to come up with the 50 gp necessary to secure passage 
  to the small island (this cost is significantly higher than 
  normal, since it involves some risk to the ship, although 
  it does cover the entire party’s fare along with any mounts 
  they wish to transport).
  The Flying Cloud is a four-masted vessel built for speed. 
  With a narrow beam, sharply raked stem, and square rig, 
  the distinctive design (itself based on the design of the 
  larger Chelish clipper) gives the ship great speed on the 
  waves when under full sail. The Flying Cloud flies the flag of 
  Riddleport on her mainmast (although the captain keeps 
  a dozen flags in storage and feels no real ties to any one 
  port). Captain Josper Creesy, a relatively young man, seeks 
  to make a name for himself and his ship by setting speed 
  records all along the Arcadian Coast.
  A1. Main Deck: The Flying Cloud’s main deck has no 
  forecastle or cabin, but a slightly raised and uncovered 
  quarterdeck gives the captain a better view of the seas 
  ahead and a modicum of protection from the elements. 
  Two hatches open to the lower decks—10-foot-square 
  openings that allow for the loading of cargo into the hold 
  below.  Each hatch is fitted with ladders to allow the crew 
  and passengers a route between decks. A narrow flight of 
  stairs leads down from the bow to the lower deck as well.
  A2. Galley and Hold: This large space acts as both 
  galley and hold. A few bunks built along the hull provide 
  relatively comfortable sleeping arrangements for the 
  crew, leaving the central reach for cargo, taking meals, or 
  just relaxing. Ladders connected to the hatches provide 
  access both to the main deck above and the orlop deck 
  below. The main hold is currently empty of cargo. A 
  smaller hold toward the ship’s stern contains foodstuffs, 
  tools, sails, chains, rope, timbers, and other materials 
  necessary for at-sea repairs.
  A3. Cabin: This room serves as the captain’s cabin and 
  private dining area. A table with several chairs (enough 
  for the captain and the PCs), a desk, and a large bunk 
  comprise the furniture here.
  A4. Orlop Deck: The low-clearance orlop deck holds 
  the ship’s supplies and provides additional containment 
  space for large cargos. Food, fresh water, ropes, tools, 
  and repair materials are lashed and stowed on this deck, 
  but there is nothing of interest here. Medium characters 
  
  13
  Children of the Void
  moving around in the orlop deck find it cramped and 
  fight with a –2 penalty on attack rolls.
  Sabotage! (EL 4)
  Captain Creesy invites the PCs to dine with him aboard 
  the Flying Cloud the night before they are set to embark—
  he wishes to get to know them a little and find out why 
  they’re heading to Devil’s Elbow, and during the dinner 
  he all but interrogates them on their goals and plans 
  once they arrive at the island. Captain Creesy’s initial 
  attitude toward the PCs is indifferent—during the 
  dinner, have the PC with the highest Diplomacy check 
  roll to see if the captain can be made friendlier (other PCs 
  can attempt to aid another with their own Diplomacy 
  checks). If the PCs make him friendly, he warms to them 
  and his interrogation swiftly transforms into actual 
  conversation. He’s eager to talk about his desire to set 
  sailing speed records between Varisia and Andoran, but 
  admits he’s still months away from making the attempt. 
  A local, Captain Creesy is well-versed in the stories of 
  the region, and if the PCs don’t already know the history 
  of Devil’s Elbow or Virashi’s Curse, Creesy is only too 
  eager to tell them the story of how Yaris’s attempt to 
  settle on Devil’s Elbow fell apart, it is said, due to the 
  siren’s curse. If made helpful, Creesy befriends the PCs 
  and he waives his 50 gp fee to transport them and their 
  gear to Devil’s Elbow.
  Creesy and the PCs dine belowdecks in the captain’s 
  cabin, where he treats the PCs to a fine meal of fresh 
  reefclaw and vegetables with warm bread and chilled wine. 
  He makes a quip to them to not get used to such finery 
  once the ship is underway, but for now they should enjoy 
  the meal.
  Creatures: Unfortunately, the PCs’ preparations for the 
  journey to Devil’s Elbow have not gone unnoticed. A group 
  of six saboteurs employed by Clegg Zincher have taken note 
  of the Flying Cloud’s preparation for sail the next morning, 
  and after some well-placed bribes, they learn that it is 
  bound for Devil’s Elbow. While the PCs and Captain Creesy 
  eat, the saboteurs slip onto the ship and begin their dirty 
  work, first subduing the two guards Creesy’s left up topside 
  and then preparing to burn the ship’s sails and rigging. 
  
  14
  Second Darkness
  Allow Captain Creesy and the PCs to make Listen checks 
  to notice the scuffle, opposed by the saboteurs’ +8 Move 
  Silently bonus (apply an extra +10 bonus to the saboteurs’ 
  Move Silently checks in this instance due to distance and 
  one closed door between them and the PCs).
  If the PCs don’t hear them, the saboteurs pour oil 
  over the rigging and sails of the ship and light them 
  up with vials of alchemist’s fire. The saboteurs need 
  only 2 rounds to spread the proper amount of oil, 
  then they throw down their alchemist’s fire 
  on round 3. Once the saboteurs succeed 
  in igniting the rigging and sails, they 
  stay and watch for 3 rounds to make sure 
  the fire has truly caught before they 
  retreat down to the pier and up onto 
  the waterfront boardwalk. Give the 
  PCs a DC 20 Listen check 
  every round after the fire 
  starts to hear the flames. 
  If they do not succeed by 
  the 4th round of the fire, 
  they’ll automatically hear 
  the warning cry from a 
  nearby ship: “Fire! Fire at 
  the docks!”
  The standard response 
  in Riddleport to a burning 
  ship is to simply cut the mooring 
  lines and let the ship drift into the harbor 
  and burn to the waterline. The six saboteurs do this 
  as soon as the warning cry goes up, posing as concerned 
  citizens (although a DC 10 Sense Motive check is enough 
  to correctly deduce the nature of their barely-concealed 
  laughter as they work). Left to drift, the Flying Cloud burns 
  to the waterline in 5d6 minutes. Any attempt to fight the 
  flames before the critical first 5 minutes pass can stop the 
  fire before it spreads to the ship itself, resulting in merely 
  damaged sails and rigging (which can be replaced with a 
  day’s work and 15 gp of repair materials); otherwise, the 
  ship is lost unless magic like pyrotechnics or quench is used 
  to put out the fire.
  Captain Josper Creesy 
  CR 4
  Male human expert 4/fighter 1
  CG Medium humanoid
  Init +7; Senses Listen –1, Spot –1
  DEFENSE
  AC 17, touch 13, flat-footed 14
  (+3 armor, +3 Dex, +1 shield)
  hp 27 (5 HD; 4d6+1d10+5)
  Fort +4, Ref +4, Will +3
  OFFENSE
  Spd 30 ft.
  Melee mwk sap +9 (1d6+1 nonlethal) or
  rapier +7 (1d6+1/18–20)
  Ranged light crossbow +7 (1d8/19–20)
  TACTICS
  During Combat Captain Creesy generally doesn’t fight to kill, 
  preferring to use his sap in combat against malcontent 
  crewmen, saboteurs, or any other foe he encounters. The 
  one way to ensure his wrath is to damage his ship—in that 
  case, Creesy isn’t above using his crossbow or rapier to 
  finish off his enemies.
  Morale Captain Creesy flees if reduced to 10 
  or fewer hit points unless he’s fighting to 
  defend his ship, in which case he fights to 
  the death.
  STATISTICS
  Str 12, Dex 16, Con 13, Int 10, Wis 8,  
  Cha 14
  Base Atk +4; Grp +5
  Feats Improved Initiative, Skill Focus 
  (Profession [sailor]), Weapon Finesse, 
  Weapon Focus (sap)
  Skills Balance +12, Climb +9, 
  Intimidate +10, Profession (sailor) 
  +9, Tumble +10, Swim +9, Use 
  Rope +8
  Languages Common, Varisian
  Combat Gear potion of cure moderate 
  wounds (2), potion of water breathing; 
  Other Gear +1 leather armor, buckler, 
  masterwork sap, rapier, light crossbow with 10 bolts
  Saboteurs (6) 
  CR 1
  Human rogue 1
  NE Medium humanoid
  Init +6; Senses Listen +4, Spot +4
  DEFENSE
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 8 (1d6+2)
  Fort +2, Ref +4, Will +0
  OFFENSE
  Spd 30 ft.
  Melee short sword +1 (1d6+1/19–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The saboteurs realize they are outmatched by 
  the PCs, so they work to avoid melee combat as much as 
  possible, using one or two of their number to hold off any 
  melee fighters if they need to while the others attack with 
  their hand crossbows.
  Morale The saboteurs came to burn a ship, not fight 
  against experienced adventurers. If a saboteur takes any 
  Captain 
  Josper Creesy
  
  15
  Children of the Void
  damage at all, he attempts to flee (including jumping 
  overboard and swimming away, although there’s a 25% 
  chance per jumper that a shark, reefclaw, bunyip, or 
  other dangerous predator is nearby and attacks before 
  he can reach the shore). If a saboteur can’t flee without 
  provoking an attack of opportunity, he instead drops his 
  weapon and begs for his life. 
  STATISTICS
  Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +0; Grp +1
  Feats Improved Initiative, Stealthy
  Skills Bluff +3, Disable Device +5, Hide +8, Intimidate +3, 
  Knowledge (local) +5, Listen +4, Move Silently +8, Open 
  Lock +6, Sleight of Hand +6, Spot +4
  Languages Common, Varisian
  SQ trapfinding
  Combat Gear alchemist’s fire (2); Other Gear masterwork 
  studded leather, short sword, light crossbow with 10 bolts
  Development: If the PCs capture one or more of the 
  saboteurs, they can try to get some information. The 
  saboteurs are initially unfriendly, but if made at least 
  friendly (via Diplomacy or Intimidate), they talk—
  although if they do, they try to answer questions with as 
  little information as possible. At first, they try to Bluff 
  the PCs into believing that they were simply engaging in 
  some idle vandalism, but any real threat or pressure at 
  this point gets them to admit that they were paid a total of 
  20 gp apiece by Clegg Zincher to make sure that no other 
  ships bound for Devil’s Elbow set out until, at the very 
  least, the end of the month. The saboteurs assume that 
  Zincher simply wants to limit the amount of competition 
  for skymetal harvesting, but beyond this, they know little 
  more of interest.
  PArt two: devil’S elBow
  Located 18 miles southwest of Riddleport and a mere 
  2 miles from the rugged and wild cliff shores of the 
  Calphiak Mountains, the 5-mile-wide island of Devil’s 
  Elbow appears on few maps. Its relatively remote location 
  and notorious history have worked well together to 
  ensure that it has remained mostly abandoned after an 
  attempt to establish a settlement on its southern ridge (as 
  summarized in the Adventure Background).
  Adventure Timeline
  Although the PCs are free to explore Devil’s Elbow at their 
  leisure, several key events occur before their arrival on the 
  notorious island. These events are presented in a timeline 
  below, but exact dates are not given so you can time this 
  adventure as best fits your campaign.
  Several Months Ago: As the grand weapon nears 
  completion, a group of drow led by Depora Azrinae comes 
  to Devil’s Elbow to set up the island as a testing ground. 
  They move into Virashi’s caves, encounter the siren’s ghost 
  and imprison her in her cave, and then expand a tunnel 
  that leads north to a point about a mile and a half to the 
  northwest. They create a large chamber underground 
  there and begin the process of crafting the intricate glyphs 
  that will call down a star from the sky.
  One Month Ago: The drow complete the glyphs. Depora 
  Azrinae relocates to Riddleport to pursue other goals, and 
  the two drow wizards who constructed the glyphs return 
  to Celwynvian—neither of these higher-ranking drow 
  have any real interest in being so close to ground-zero 
  when the star hits. A small contingent of drow, including 
  the eccentric druid Xakihn and a priestess of Nocticula 
  named Shindiira, remain behind to guard the site while 
  the glyphs begin the weeks-long process of charging 
  before they fire.
  Over a Week Ago: The weapon fires, and a falling star 
  strikes Devil’s Elbow. As the meteor scythes through the 
  sky, fragments break away to pepper the surrounding 
  area; one primary blast hits the island and several smaller 
  fragments strike elsewhere. Most of these fragments 
  contain cocoons made of noqual that hold slumbering 
  creatures known as akatas. Many of these dangerous 
  predators hatch over the course of the next several days, 
  beginning their destructive life cycle and growing to 
  maturity not long before the PCs arrive on the island.
  One Week Ago: A few days after the incident but a 
  few hours before the first group of prospectors arrives, 
  the drow finish gathering up the larger remnants of 
  the meteorite from the primary crater and they return 
  them to their cave. Slyeg’s men arrive on the island in 
  the evening and that night encounter drow and are 
  slain. The drow use the bodies of these men to study the 
  effects akata larvae have upon the dead, creating several 
  dangerous undead known as void zombies that the drow 
  then relase into the wild.
  Five Days Ago: Zincher’s group arrives at Devil’s Elbow 
  and finds the Black Bunyip apparently abandoned in the 
  island’s only harbor. Zincher seizes the ship and spends 
  part of the day searching for Slyeg’s men; when he doesn’t 
  find them, he orders a third of his men to remain with 
  him on the island while the others sail the Black Bunyip 
  (with his own Dark Pearl as an escort) to Roderic’s Cove 
  to have the ship refit and rebuilt (doing so in Riddleport 
  carrying with it a much increased risk of Slyeg noticing 
  the theft) so that Zincher can claim it as his own property 
  and Slyeg won’t even recognize it as his own. The refitting 
  will take 2 weeks, at which point Zincher’s prepared to 
  return to Riddleport a rich man with two ships filled 
  with skymetal. 
  Four Days Ago: Zincher is charmed by Shindiira 
  Misraria, who then orders him to use his men as guardians 
  
  16
  Second Darkness
  for the drow while they finish their observations of the 
  captured akatas and the harvested skymetal. Zincher moves 
  his camp from Witchlight to a new site to the southwest, 
  just above the hidden path down to the drow caves, so he 
  can be in closer contact to his new allies.
  Three Days Ago: The cyphermages, led by a wizard 
  named Fenella, arrive on the island. They avoid Zincher’s 
  crew and set up their camp in Witchlight.
  Two Days Ago: The Goldhammer Expedition arrives 
  and has a brief meeting with the cyphermages when they 
  find the best site for a base already occupied. When 
  the cyphermages refuse to share the site, 
  the resentful dwarves are forced to settle 
  for the pier area.
  Yesterday: 
  The 
  akata 
  population 
  reaches critical mass on the island, and 
  a large number of the creatures attack 
  the cyphermages. Several of them, 
  including Fenella, are killed, 
  and the remaining cypher-
  mages retreat to the central 
  watchtower 
  to 
  regroup 
  and plan an escape. The 
  dwarves suffer a similar 
  fate, but they never quite 
  determine what exactly has 
  been picking them off. 
  Today: The PCs arrive on the 
  island.
  Landfall on Devil’s Elbow
  Repairs delay the initial plan to leave Riddleport for 
  Devil’s Elbow, but assuming the PCs stopped the 
  saboteurs or put out the fire before it could spread from 
  the rigging and sails, the delay is only a few hours. By 
  early afternoon, the Flying Cloud is ready to set sail for 
  Devil’s Elbow. The journey is short, and the ship covers 
  the 18-mile voyage in a mere 5 hours, reaching the island 
  about an hour before sundown.
  The forested island is quiet as the ship approaches; no 
  signs of life are immediately apparent. A low ridge forms 
  a spine along the length of the island, its slopes covered 
  with dense forest and its shores affording very few safe 
  places to land. Two stone towers rise above the level 
  of the surrounding trees along the top of the island’s 
  ridge, one to the east and one at the island’s center. If the 
  PCs approach by day, a thin plume of smoke rises from 
  a point about midway between those two towers at the 
  height of the island’s ridge. Yet the most dramatic sight 
  as the ship nears its destination is the immense crater 
  on the island’s northeastern slopes. The crater itself 
  is hundreds of feet wide and surrounded by an even 
  larger swath of burnt trees that have been knocked flat 
  in a burst pattern around the impact site. The region’s 
  frequent rainstorms and damp conditions prevented 
  the fire from consuming the entire island, yet in all 
  nearly a quarter of the island’s forest was destroyed by 
  the impact.
  Captain Creesy seems unusually nervous as the 
  ship nears the island; despite his bravado, the tales of 
  Virashi’s Curse and the island’s history get to him, and 
  the sight of the immense crater does little to calm his 
  nerves. He tells the PCs that he’d rather not stay in 
  the region, and he attempts to arrange for 
  a pick-up date when they’ll be done 
  and he can come back and collect 
  them. As he speaks, a bright light 
  suddenly flashes at the peak of the 
  island’s central tower, a sparkling 
  blast of pyrotechnics that lasts for 
  several seconds before expiring. 
  The mysterious flash of light 
  seals the deal—Creesy 
  will sail up to the 
  old piers at area A 
  and allow the PCs 
  to disembark, but he 
  does not want to remain 
  overnight within sight of 
  the island.
  Creesy is reluctant to dock 
  anywhere but at area A due to the 
  dangerous reefs. Only a few minutes 
  after the ship docks and the PCs are unloading any gear 
  and mounts they brought with them, a voice calls out 
  from the seemingly abandoned buildings: “Ahoy, the ship! 
  Ahoy! Goldhammer’s Expedition requesting permission 
  to approach!” The speaker is Gravin Goldhammer (N 
  dwarf aristocrat 2/expert 2), leader of his eponymous 
  expedition and official representative of the Gas Forges. 
  As the dwarf nears the docks, followed by four others 
  (two dwarves and two humans), it should be apparent 
  to the PCs that they’ve had a rough time. Their clothes 
  are torn and filthy and their faces are tired and haggard. 
  Only these four of Gravin’s original dozen expedition 
  members remain alive, and they’ve had enough of “this 
  cursed island.” They seek passage on the Flying Cloud 
  to return to Riddleport. The dwarves begin as friendly, 
  assuming the PCs treat them reasonably well. Captain 
  Creesy is only too willing to take the dwarves up on their 
  request for passage back to Riddleport, since it gives him 
  an excuse to leave the island in his wake. Fortunately for 
  the PCs, the captain doesn’t intend to totally abandon 
  them; he’ll agree to come back to the docks here at any 
  point in the future the PCs request (although the earliest 
  he’ll be able to return is tomorrow evening). 
  Gravin
  Goldhammer
  
  17
  Children of the Void
  As the PCs offload and the terrified men clamber up 
  onto the Flying Cloud, Gravin is willing to answer some 
  questions the PCs might have of him. Likely questions, 
  and his answers, are listed below.
  Who are you? “My name is Gravin Goldhammer, the 
  leader of this fool-fated expedition. We’ve only been here 
  a couple days, and this is all what’s left of the thirteen 
  who landed.”
  What happened to you? “Them stories about Virashi’s 
  Curse are right—mostly. Only it ain’t ghosts what haunt 
  this place, no. It’s monsters. Low-to-the-ground things, 
  fast and lean. Never did get me a good look at one of them, 
  even with them snatching a few of my men and dragging 
  them off into the woods. A few others got bit or slashed, 
  and their wounds turned bad. Some sort of sick got in 
  them, and then, when they died, it came back out their 
  faces. Torag’s scars, but that were a sight I’d like to unsee. 
  Came right out of their faces like they were tongues, and 
  then my own men attacked us. We put them down and 
  burned the bodies just this morning. Whatever’s out there, 
  it’s not fit for this world. You shouldn’t stay here. If you had 
  any sense, you’d get back on that boat and head right back 
  to Riddleport!”
  Why are you here? “We came looking for skymetal, of 
  course. Overlord Cromarcky hired my boss to send us out 
  here. Unfortunately, we got here too late.”
  Why were you too late?/How much skymetal did you 
  find? “Not a speck. Plenty of craters around, but nothing 
  in them worth taking. Either the other groups got it all, or 
  there wasn’t any to begin with.”
  What other groups? “There’s supposed to be three 
  other groups here, but I only seen one of them so far—the 
  cyphermages who are up in Witchlight. Slyeg and Zincher 
  supposedly have men here too, but I ain’t seen any of 
  them… although we did spot some smoke rising to the 
  southeast, like maybe from campfires.”
  What made that flash of light up on the hill? “My guess? 
  One of them cyphermages. They settled in up there in the 
  ruins of Witchlight and didn’t want company. They’ve 
  been doing that light stuff since last night—I sent four 
  men up the hill to investigate, but I haven’t seen any 
  sign of them since. Whatever it is that’s been picking us 
  off must’a got them, and sure as my beard it’s after the 
  cyphermages too. Those flashes of light, I reckon, are 
  calls for help. I’ve wasted enough of my men trying to 
  answer that call, though. But hey, if you’re heading up 
  there, do me a favor. You find any of my men, try to see 
  that they make it back to Riddleport, will ya? I’ll put in a 
  good word with the boss for a reward of a couple hundred 
  gold if you do.”
  Have you seen any dark elves on the island? This 
  question causes Goldhammer to make an exasperated 
  expression before he answers. “Nope. No leprechauns or 
  two-headed donkey rats either. We haven’t even seen the 
  Sandpoint Devil. You’re welcome to look for all three, and 
  dark elves as well, but I ain’t staying here longer to see what 
  other fanciful beasts this place has to offer.”
  Nothing can convince Gravin to stay on shore, and 
  as soon as the PCs finish questioning him, he retreats 
  belowdecks with his men—he doesn’t come back up until 
  the Flying Cloud’s safely back in Riddleport.
  Exploring Devil’s Elbow
  How the PCs handle the situation on Devil’s Elbow is 
  up to them, as is the order in which they explore the 
  place. Somewhat overgrown roads still remain from 
  the initial attempt to settle Devil’s Elbow, and although 
  the once wide roads have overgrown to little more than 
  trails, these trails remain the easiest method to travel 
  on Devil’s Elbow. Moving along a trail can be done at 
  normal speed, but once one moves off the trail into the 
  densely forested slopes of the island, overland travel 
  speed is cut in half, and the thick underbrush is treated 
  as difficult terrain.
  As the PCs explore the area, check for wandering 
  monsters as indicated at the start of the Bestiary on page 
  78. The weather should remain overcast and glum for the 
  duration of the PCs’ stay on Devil’s Elbow, raining two or 
  three times a day for 10 to 20 minutes, perhaps for a few 
  hours each night.
  There are seven major encounter areas on Devil’s 
  Elbow, each of which are detailed here. Of the seven, three 
  (Witchlight, Zincher’s Camp, and the Sea Caves) comprise 
  the three major encounter areas in the adventure; these 
  three locations are detailed in Parts Three, Four, and Five. 
  The PCs can investigate these locations in any order they 
  wish, although the layout of the island and the hidden 
  nature of the sea caves make it likely that the PCs tackle 
  them in the order presented.
  While there are several minor goals for the PCs 
  to realize during this adventure (such as rescuing 
  Samaritha, defeating Clegg, and discovering the secret 
  of Virashi’s Curse and the location of her treasure), the 
  primary goal is the recovery of the documents in area 
  G9g. With these key documents, the elves of Crying Leaf 
  will finally have the edge they need to drive the drow from 
  Celwynvian—these documents are thus the “key” into 
  the next adventure in this campaign. As soon as the PCs 
  recover these documents, they should be ready to move 
  on to the next adventure—but if they wish to remain on 
  Devil’s Elbow a while longer to tie up a few loose ends, by 
  all means, let them!
  Lesser Craters
  The huge crater visible from sea on the island’s northeast 
  slopes isn’t the only one on Devil’s Elbow. Several smaller 
  
  18
  Second Darkness
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  craters pock the island as well, although they’re well 
  hidden by surrounding terrain as the destruction created 
  by their impact was relatively minor. A character has 
  a 20% chance per 8 hours spent exploring the island of 
  stumbling across one of these craters. Each of these craters 
  was made by a fragment of the larger meteorite, and each 
  had several akata cocoons embedded in it. The hatching of 
  these cocoons resulted in the majority of the wild akatas 
  now loose on the island. A 10-minute DC 25 Search check 
  of a crater has a 20% chance of revealing 1d3 pounds of 
  noqual skymetal (see page 19 for details). A single lesser 
  crater can yield no more than 5 pounds in all over the 
  course of several searches.
  A. Harbor
  When Yaris Neraken first attempted to settle Devil’s Elbow, 
  the three piers and houses here were the first structures 
  he built, since they would serve as the gateway between 
  Witchlight and the rest of the world. Situated in the only 
  safe harbor on the island’s shore, the buildings here once 
  served as warehouses and homes for guards and laborers, but 
  they are now long abandoned and partially collapsed due to 
  the falling star; little remains of the buildings but heaps of 
  rubble and a few leaning walls. Likewise, the piers themselves 
  are falling into disrepair, with many planks missing from 
  their lengths, especially at the ends where only a few leaning 
  pilings protrude from the surf. There’s nothing unusual or 
  particularly interesting in the ruined buildings, with the 
  exception of several bright red, foot-long centipedes that 
  scurry for cover as soon as anyone approaches.
  B. Witchlight
  Reaching Witchlight requires a difficult slog up a steep, 
  overgrown trail that winds up the mountainous island, or 
  an even more difficult slog up through dense underbrush. 
  Witchlight itself is located atop the island’s highest 
  peak, affording a peerless view of the Varisian Gulf. On 
  particularly clear days, the distant haze of Riddleport can 
  be seen to the northeast. 
  Currently, Witchlight is the site of a massacre. Turkey 
  vultures wheel in the sky above, and the lights that 
  periodically flash from its tower are desperate attempts 
  by the cyphermages trapped there to call for help. The 
  abandoned settlement is detailed further in Part Three.
  C. Western Lighthouse (EL 5)
  Originally intended to be one of three watchtowers and 
  lighthouses, tragedy struck this building days after it 
  
  19
  Children of the Void
  was completed. The fire partially burnt the building and 
  resulted in the deaths of several workers, forcing Yaris 
  to abandon the site. Although he intended to rebuild, he 
  never got the chance. Now, time and the recent impact 
  have finished the job; the tower has fallen completely into 
  a huge mound of rubble.
  Creatures: The tower itself, despite the recent collapse, 
  remains the lair of a nest of four 6-foot-long bloodback 
  centipedes, as well as a swarm of their smaller cousins. The 
  vermin are extremely territorial, and they scuttle forth to 
  attack anyone who pokes around in the rubble.
  Bloodback Centipedes (4) 
   
  CR 1/2
  Medium monstrous centipede
  hp 4 (MM 286)
  Centipede Swarm 
   
  CR 4
  hp 31 (MM 238)
  D. The Crater 
  Although it’s clearly visible from the sea, actually reaching 
  the crater site by land is easier said than done. No trails lead 
  to the site, and once one comes within a half mile of the 
  actual crater, fallen trees and loose soil make travel even 
  more exhausting. The terrain here is difficult, and overland 
  travel speeds are reduced to one-quarter normal. Moving 
  among the toppled and scorched trees makes for a strange 
  and unnerving experience, since the only signs of life are 
  the wheeling flocks of turkey vultures in the skies above. 
  With the exception of akatas or void zombies, no wandering 
  monster encounters occur here—treat encounters with 
  other creatures as akata or zombie encounters.
  Of course, the falling star was no natural event—it 
  was called down to strike the ground above a specially 
  prepared cavern adorned with strange magical glyphs 
  placed there weeks ago by drow wizards working with 
  ancient aboleth magic. As it was their first attempt using 
  the complex glyphs, the drow made a few errors they hope 
  to correct before they next call down a stone from the 
  heavens above. First, they mistimed their calculations, 
  and the meteor struck sooner than they anticipated, 
  resulting in the deaths of a number of drow who were in 
  the cavern below studying the glyphs. Second, the magic 
  caused far too many localized events, such as the shadow 
  in the sky above Riddleport, that gave away the fact that 
  something strange was going on in the area. Finally, they 
  brought down a chunk of rock covered in living—and 
  extraordinarily dangerous—creatures, aliens in cocoon 
  form. These creatures are known as akatas.
  As a part of their bizarre physiology, the akatas clung to 
  the outside of the meteor in noqual cocoons and rode it to 
  the surface of Golarion. The extreme heat of atmospheric 
  entry caused the akatas to awaken from their hibernation 
  noqual
  The metals found in fallen stars and on alien worlds are known 
  collectively to Golarion’s smiths and sages as “skymetal.” The 
  most common (yet still relatively rare in the grand scheme of 
  ores) skymetal is adamantine, as this incredibly hard material 
  survives the scouring touch of atmospheric entry with ease. 
  Other variants of skymetal exist as well, although they are so 
  rare that their properties are rumors to most.
  Noqual is one such material, and it has arrived in 
  relatively large amounts on the meteorite that struck Devil’s 
  Elbow. This strange metal looks almost like a pale green 
  crystal to the untrained eye, but despite its appearance 
  the stuff can be worked as iron. Noqual is light, half as 
  heavy as iron, yet as strong as the same. More importantly, 
  noqual is strangely resistant to magic. An object made of 
  noqual gains a +4 bonus on any saving throw made against 
  magical sources. Creating a magic item that incorporates 
  any amount of noqual into it increases the price of creation 
  by 5,000 gp, as costly reagents and alchemical supplies 
  must be used to treat the metal during the process.
  Weapons made of noqual weigh half as much as normal, 
  and inflict +1 point of damage against constructs and 
  undead created by feats or spells (this is an enhancement 
  bonus to damage).
  Armor made of noqual weighs half as much; noqual 
  armor is one category lighter than normal for the purposes of 
  movement and other limitations (light armor is still treated as 
  light armor, though). The armor’s maximum Dexterity bonus 
  is increased by 2, and armor check penalties are lessened by 3. 
  The armor’s spell failure chance increases by 20% and applies 
  to all magic cast while wearing the armor, regardless of the 
  magic’s source or class abilities possessed by the wearer. The 
  wearer of a suit of noqual armor gains a +2 resistance bonus 
  on all saving throws against spells and spell-like abilities. 
  Items without metal parts cannot be made from noqual. 
  Noqual has 30 hit points per inch of thickness and hardness 
  10. Noqual ore is worth 50 gp per pound.
  Type of Noqual Item 
  Item Cost Modifier
  Light armor 
  +4,000 gp
  Medium armor 
  +8,000 gp
  Heavy armor 
  +12,000 gp
  Shield 
  +2,000 gp
  Weapon or other items 
  +500 gp
  within their exceedingly thick protective cocoons. Dozens 
  of akatas survived the impact and hatched in the hours 
  after the event. It took them several days to recover and 
  acclimate to the island, but by the time the PCs arrive, the 
  akatas have already had an impact on the environment.
  When the drow priestess Shindiira sent scouts to 
  investigate the crater, they discovered several newly 
  
  20
  Second Darkness
  freed akatas in the process of eating the remnants of 
  their cocoons. When they attempted to capture some of 
  the creatures, several drow were bitten and many more 
  akatas were killed, but in the end the drow managed to 
  catch quite a few and returned to their caves with them. 
  These akatas have since perished to drow experiments. 
  The drow also gathered up the remnants of the fallen star 
  and all of the skymetal fragments they could find—there 
  were no fragments too large to transport, and as a result, 
  most of the evidence of the meteor itself is missing from 
  the crater.
  For each hour of searching the crater or the area 
  within a thousand feet of its perimeter, a character has 
  a 10% chance of finding a shard of pale green metal—a 
  single pound of noqual, the type of skymetal the falling 
  star brought to Golarion. Don’t forget to check for 
  wandering monsters while the PCs search—spending 
  too many hours scrounging for noqual here more or 
  less guarantees at least one run-in with akatas or void 
  zombies. The most noqual that can be scavenged from 
  the area is 15 pounds.
  E. Zincher’s Camp
  Clegg Zincher initially chose Witchlight as his base of 
  operations, but when he allied with the drow, he moved 
  the site of his camp to this area. Two decrepit buildings, 
  once homes for a pair of hunters, sit abandoned at the 
  edge of the camp —these buildings are too close to 
  collapse for Zincher’s taste to use as a headquarters. 
  This area is detailed in Part Four of the adventure.
  F. Eastern Lighthouse (EL 5)
  Although just as old as the other structures, this 40-foot-
  tall stone lighthouse survived the passage of time and the 
  impact of the falling star quite well. Its walls are encrusted 
  with salt and grime, and the wooden stairwell and internal 
  floors have collapsed into a pile of moldering rubble 
  within, but the tower itself stands firm.
  Creature: It was from this tower that Yaris hurled himself 
  after Virashi’s death so many years ago. His suicide was 
  also the death of Devil’s Elbow as a civilized region, and 
  heralded the mass exodus for other shores.
  As a wraith, Yaris is powerless during the day. At 
  these times, he hides in the walls of the stone tower, 
  dormant and silent. At night, he emerges to scour the 
  surrounding region, regret and fury at his poor decisions 
  in life building his hate and wrath nightly and fueling 
  his undead existence. He marks those who visit this 
  place during the day, and if they remain on the island 
  after dark, the vengeful wraith is sure to seek them out 
  wherever they may be to murder them. The wraith made 
  the mistake of attacking the drow only to be rebuked 
  several times by their priestly leader, and now he suffers 
  their existence here as long as they or their human allies 
  do not approach within a mile of this tower.
  Yaris Neraken 
  CR 5
  Wraith
  hp 32 (MM 258)
  Treasure: Over the years, Yaris has murdered several 
  adventurers who foolishly set foot on Devil’s Elbow—
  the few wraiths that haunt the island after dark are 
  his undead children (although he has little interest in 
  controlling them and lets them wander as they will). The 
  bodies of most of these fallen adventurers are long gone, 
  but one of them remains in the tangled undergrowth 
  on the southern side of this tower. The cliffside here 
  has eroded dangerously close to the tower, and anyone 
  who travels back here must make a DC 12 Balance check 
  to avoid a slip over the edge (which results in a 70-foot 
  fall to the rocky beach below for 7d6 points of damage). 
  A DC 20 Search check is enough to notice the skeletal 
  body—after dark, this check is automatic due to the soft 
  blue glow of the magic blade visible through the roots 
  and vines.
  The body is that of a human dressed in rusted fragments 
  of chain mail. Clutched in one skeletal hand is a +1 cold 
  iron longsword; the sword’s blade glows like a torch. At the 
  skeleton’s side is a rotted pouch and a small mound of 34 
  gp, 13 pp, and a single garnet worth 250 gp.
  G. The Sea Caves
  This area is detailed in Part Five of the Adventure.
  PArt three: witchlight
  The collection of crumbling buildings that once 
  comprised the largest settlement on Devil’s Elbow 
  has long since fallen into disrepair, the recent impact 
  having further damaged the buildings so that bits and 
  pieces of the internal walls have collapsed. None of the 
  buildings save the tower retain a complete roof. The 
  stone-walled buildings themselves have weathered the 
  passage of time rather well, and as a result made for an 
  excellent campsite for the cyphermages.
  Many years ago, when Devil’s Elbow was the lair of the 
  siren Virashi, this site was the haunt of a will-o’wisp that 
  had allied itself to the siren. Although the malevolent 
  creature was slain by adventurers, the will-o’wisp’s haunt 
  sometimes manifests in the region. The undead echo 
  isn’t powerful enough to physically harm anyone, and it 
  has never directly confronted anyone as a result, but the 
  periodic sightings of the ghostly lights were enough to 
  earn the island yet another legend.
  Today, Witchlight is abandoned and ruined. The only 
  structure with a roof and solid footing remaining is the 
  
  21
  Children of the Void
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  old watchtower, the first and best-built structure on the 
  entire island. Yet even it has suffered from the passage 
  of time and the recent impact. When the cyphermages 
  arrived in the region, they chose the tower as their base of 
  operations. For the first day, it served them well, but now it 
  has become a prison.
  As detailed in the description of area B5, the last day 
  has been particularly harrowing for the cyphermages—
  see the “Cyphermages in Witchlight” section for details 
  on how the few surviving inhabitants of this area react to 
  the PCs’ approach.
  B1. Unstable Buildings (EL 4)
  A portion of the slate-covered roof of this stone house has collapsed 
  into ruins—but the rest of the roof seems to be intact.
  These stone houses once belonged to private citizens 
  living in Witchlight.
  Trap: Although portions of these buildings’ roofs 
  remain intact, this is more a fluke than any real testimony 
  to architectural design. Inside, the walls creak and the roof 
  sags dangerously, and pressure placed on the floorboards 
  causes them to groan dramatically. As long as an intruder 
  is relatively cautious and careful, he can explore this 
  otherwise empty room safely, but for each round combat 
  or other violent activity takes place here, there’s a flat 40% 
  chance the building collapses. A collapse turns all of the 
  terrain inside the building into difficult terrain.
  Collapsing Building 
  CR 4
  Type mechanical; Search DC 15; Disable Device —
  EFFECTS
  Trigger proximity (40% chance/round); Reset none
  Effect ceiling and walls collapse; multiple targets (all creatures 
  inside building); 8d6 damage and knocked prone (Reflex DC 
  20 half damage and negates knockdown)
  B2. Public Building
  This building’s rotting timbers still bear flecks of colorful paint, 
  a sign that it must have looked grand in its heyday. Now it is 
  little more than a collapsing ruin.
  This served as Witchlight’s sole government building—
  record hall, village jail, and a gathering hall for the 
  settlement’s residents. The structure has now almost 
  completely fallen in on itself, the ceiling long gone. 
  Treasure: A DC 23 Search check of the building reveals an 
  old silver comb set with strips of ivory that was accidentally 
  
  22
  Second Darkness
  22
  Defensive Abilities undead traits; DR 5/slashing
  Weaknesses vulnerable to critical hits
  OFFENSE
  Spd 30 ft.
  Melee slam +2 (1d6+1) and
  tongue –3 (1d4 plus blood drain)
  TACTICS
  During Combat Void zombies focus on the nearest foe and 
  keep after them until they’re dead or out of sight.
  Morale Void zombies fight until destroyed.
  STATISTICS
  Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1
  Base Atk +1; Grp +2
  Feats Toughness
  SPECIAL ABILITIES
  Blood Drain (Ex) If a void zombie hits a living creature with its 
  tongue attack, it drains blood from the creature, inflicting 2 
  points of Strength damage before the tongue detaches.
  Vulnerable to Critical Hits (Ex) Unlike most undead, void 
  zombies are vulnerable to critical hits and sneak attacks. A 
  critical hit to a void zombie indicates damage to the larval 
  akata within its body.
  left behind by the town’s original inhabitants and is now 
  partially buried under a collapsed wall. Because of its age 
  and craftsmanship, the comb is worth 250 gp. 
  B3. Ruined Store (EL 4)
  This large timber-and-stone structure stands at the edge of 
  the steep southern slope, overlooking the sea far below. Large 
  windows facing the village’s main thoroughfare suggest a shop 
  in at least one portion of the building, but the windows have 
  been hastily boarded over. Several corpses lay near the outer 
  walls of the building, obviously a source of interest for the 
  circling turkey vultures above.
  This combination of inn and store was the only two-story 
  building in Witchlight, but now, while it’s safe enough to 
  navigate for at least a few more years, it’s nearing the point 
  of collapse. The corpses around the building consist of the 
  four men Gravin Goldhammer sent up here yesterday to 
  investigate the flashing lights. They were attacked by a pack 
  of akatas before they managed to reach the tower, and their 
  bodies now lay here, hosts to the akata larvae within. A DC 
  15 Survival check is enough to note that, while the bodies 
  have attracted buzzards, the scavengers have not yet landed 
  to feed, indicating something unusual is going on with the 
  bodies. An investigation of the corpses determines that they 
  were slain by numerous slashing blows and what appear to 
  be bite marks. More horrifying, however, is the mutilated 
  nature of their faces. Each body is missing its lower 
  jaw; in its place is a nauseating, gray-green, twitching 
  tendril that looks almost like a bloated tongue.
  Creatures: The bloated “tongues” on the dead bodies 
  are, in fact, portions of the akata larvae growing inside the 
  corpses, and as soon as anyone approaches close enough 
  to examine the bodies (or as soon as anyone attempts to 
  destroy or move a body from afar), the larval akatas 
  cause their undead hosts to rise up and attack. The 
  undead are eerily silent—the only noise they make is 
  the sound of their movements and a nasty muffled 
  sloshing noise whenever their akata’s tendril 
  lashes out of their ruined faces to strike 
  at a target.
  Void Zombies (4) 
  CR 1
  Variant human zombie (see page 81)
  NE Medium undead
  Init –1; Senses darkvision 60 ft.; 
  Listen +0, Spot +0
  DEFENSE
  AC 11, touch 9, flat-footed 1
  (–1 Dex, +2 natural)
  hp 16 each (2d12+3)
  Fort +0, Ref –1, Will +3
  
  23
  Children of the Void
  B4. Watchtower Barracks
  The reinforced windows, solid stone construction, and 
  connection to a watchtower mark this building as a military 
  structure of some kind. 
  When Witchlight acted as a small settlement, several 
  guards barracked in this building, which also acted as a 
  fortress of sorts during infrequent times of attack from 
  pirates or the island’s more dangerous inhabitants. 
  The outer door to the building was once solid oak, but 
  it now hangs askew on its hinges; it collapses entirely if 
  any attempt to open or close the door further is made. The 
  rooms within the barracks are empty, but spattered with 
  blood and signs of combat.
  B5. Witchlight Watchtower
  This fifty-foot-tall circular watchtower stands precariously on 
  the edge of a steep slope overlooking the sea. The tower itself 
  seems to be made of stone, yet no seams or individual blocks 
  are apparent; it’s as if the entire tower were formed from one 
  block of stone. An enclosed octagonal platform protrudes from 
  the tower roof.
  The watchtower was the first structure created on Devil’s 
  Elbow, shaped from a wall of stone spell and reinforced 
  from within with wooden supports and additional stone 
  shape spells. The construction has served the structure 
  well—until the falling star hit, the tower was solid and 
  stable. Today, while the tower itself remains sound, the 
  ground beneath it is not. The cliffside is crumbling, as 
  should be evident to anyone who examines the soil around 
  the area and makes a DC 20 Knowledge (architecture and 
  engineering) check—unfortunately for the cyphermages 
  within, none had this level of knowledge.
  The door between area B4 and B5a is closed and barred 
  from the inside of area B5a. The portal itself is a heavy iron 
  door. Knocking on it quickly rouses the attention of the 
  cyphermages, if they aren’t already expecting the PCs.
  The interior floors of the tower are made of stone and 
  reinforced with wooden timbers. The only furniture 
  within consists of cots, a few tables, and other portable 
  objects that were brought here by the cyphermages. Brief 
  descriptions of the various chambers in the tower appear 
  in the nearby sidebar.
  The Cyphermages in Witchlight
  Led by a wizard named Fenella Bromathan, the 
  cyphermages arrived on Devil’s Elbow 3 days before the 
  PCs. Their first 2 days were relatively productive, although 
  they were concerned that there didn’t seem to be “enough 
  noqual” around, considering the number of craters on the 
  island. Initially, the cyphermages assumed the shortage 
  was because other prospectors had reached the sites before 
  them, but now, the surviving cyphermages have come to 
  suspect other reasons.
  The original contingent of cyphermages numbered 12 
  in all; Fenella Bromathan, her new apprentice Samaritha 
  Beldusk, and ten minor wizards who were along for 
  the experience and to provide assistance. Of those 12, 
  only five remain alive, and of those five, only three are 
  conscious. Fenella was among the first to die the night 
  the akatas converged on Witchlight and attacked the 
  cyphermages. Faced with magic-resistant and deadly foes, 
  the cyphermages were torn apart. Those who survived did 
  so only by retreating to the watchtower and barricading 
  themselves in. They could do little more than watch as 
  the bodies of their dead, left in the rubble, eventually rose 
  as void zombies and staggered off into the surrounding 
  woodlands to seek out safe and secluded places to birth 
  their alien young.
  Since Fenella’s death, Samaritha has assumed control 
  of the operation. Periodically, she travels up to the top of 
  the tower to fire off an eye-catching spell like pyrotechnics 
  in hopes of attracting the attention of others on the 
  island for help. When Goldhammer’s men arrived late 
  yesterday, the cyphermages thought they were rescued, 
  but could only watch as the men refused to approach 
  the ruins further without being met outside—a tactic 
  that ended poorly for them as they were ambushed and 
  slaughtered by akatas lurking in the nearby woods. When 
  the cyphermages sighted the Flying Cloud, Samaritha 
  wiTchlighT waTchTower
  Ceiling height inside the watchtower averages at 10 feet.
  B5a. Ground Floor: This large open area is empty, save 
  for a few mounds of destroyed furniture and other rubble.
  B5b. Guardroom: One cyphermage is on guard here at 
  all times.
  B5c. Field Hospital: This room serves as a field hospital, 
  with each bunk containing one badly wounded (0 hp) 
  cyphermage. A DC 12 Search check reveals three healing 
  kits stashed under the northern cot.
  B5d. Barracks: The cyphermages who aren’t mortally 
  wounded take turns resting here, sleeping fitfully on 
  bedrolls. A small chest kept here contains the noqual ore 
  the cyphermages have recovered so far—three 1 pound 
  lumps and one 6 pound block.
  B5e. Storage Closets: These massive storage closets 
  are empty. 
  B5f. Observation Room: From the observation platform 
  on a clear day, a lookout can see for dozens of miles. The 
  windows contain no glass, but can be closed with heavy, 
  lockable wooden shutters.
  
  24
  Second Darkness
  did her best to attract the ship’s attention with another 
  pyrotechnics spell, and is now considering a risky flight 
  down the mountainside to seek aid. Fear of the akatas 
  and a sense of duty to the cyphermages too injured to 
  move have kept her here for now.
  When the PCs arrive in Witchlight, Samaritha is 
  downstairs in area B5c of the tower, tending to the wounded 
  with her two conscious wizards providing assistance—
  the cyphermages don’t notice the PCs’ arrival unless the 
  characters are particularly loud. If combat breaks out in 
  a nearby building, Samaritha quickly climbs up to the 
  tower roof to throw open a window to see what’s going on. 
  If she sees the PCs, she says, “Stop there! Say something 
  so I know you’re alive.” If one of the PCs is her 
  favored companion, she calls that PC’s name out in 
  particular. In any event, she encourages all of the 
  PCs to come to the tower immediately, warning 
  them to be quick, since monsters have been lurking 
  in the nearby woods.
  Once the PCs are inside the tower with her, 
  Samaritha leads them into area B5d to speak 
  with them. She suspects that the akatas 
  have noticed the PCs as well and might be 
  massing for another attack, so she sends 
  one of her cyphermages up top to area B5f 
  to keep a watch before she bombards the 
  PCs with questions, particularly asking 
  them if they’ve encountered any of the 
  “monsters” yet. She speaks, of course, 
  of the akatas; she doesn’t know what to 
  call them, only that they’re ferocious, 
  resistant to magic, probably venomous, 
  and that those whom the creatures kill 
  arise as zombies. She breathlessly and 
  quickly recounts the story of her time 
  on the island, and ends by practically 
  begging the PCs to heal her injured 
  companions and then lead them off the 
  island to safety.
  Samaritha and her companions 
  are all wounded to one degree or 
  another, but she’s quick to point 
  out that none of them have been 
  bitten by the monsters—an 
  important distinction, she 
  says, since those who were 
  bitten and then later died 
  rose as zombies. She points 
  to the void zombies as an 
  example if she saw the 
  PCs fighting against them. 
  Unless the PCs come up with a 
  much better plan, Samaritha 
  wants to remain holed up here in the relative safety of the 
  tower until a ship arrives, at which point she’s willing to 
  risk the journey downhill to rescue (provided the PCs are 
  there to help protect her and her fellow wizards).
  If the PCs ask Samaritha or the other cyphermages about 
  drow sightings on the island, they shake their heads—
  they’ve seen no dark elves during their time here.
  Of course, no matter what the PCs decide to do, things 
  change quickly when the akatas move in to lay siege to the 
  tower one last time.
  Samaritha Beldusk 
  CR 4
  Female half-elf transmuter 4
  CG Medium humanoid (elf)
  Init +1; Senses low-light vision; Listen +3, Spot +3 (+6 in 
  shadows)
  DEFENSE
  AC 16, touch 12, flat-footed 15
  (+4 armor, +1 deflection, +1 Dex)
  hp 15 (currently 10; HD 4d4+4)
  Fort +2, Ref +2, Will +4; +2 against 
  enchantment
  Immune sleep
  OFFENSE
  Spd 30 ft.
  Melee mwk dagger +2 (1d4–1/19–20)
  Ranged mwk dagger +4 (1d4–1/19–20)
  Spell-Like Ability (CL 4th)
  1/day—mage hand
  Spells Prepared (CL 4th; CL 5th with 
  transmutation; +3 ranged touch)
  2nd—levitate, pyrotechnics (2, DC 
  16), scorching ray
  1st—feather fall, mage armor, magic 
  missile (2), ray of enfeeblement
  0—light (4)
  Prohibited Schools abjuration, illusion
  TACTICS
  Before Combat Samaritha has taken 
  to casting pyrotechnics at dusk in an 
  attempt to attract the attention of 
  others on the island; she also may 
  have cast one already in an attempt 
  to signal the Flying Cloud. She casts 
  mage armor as soon as she feels 
  that combat is about to begin.
  During Combat Samaritha starts 
  most combats by levitating and 
  then relying heavily on her 
  ranged spells and wands to 
  attack foes on the ground.
  Morale Samaritha won’t 
  abandon her cyphermages, and 
  Samaritha
  Beldusk
  
  25
  Children of the Void
  fights to the death to protect them or any other friends and 
  allies. Left to her own devices, she flees combat if brought 
  below 5 hit points.
  STATISTICS
  Str 8, Dex 12, Con 13, Int 16, Wis 10, Cha 14
  Base Atk +2; Grp +1
  Feats Alertness (as long as Leniloria is in arm’s reach), 
  Scribe Scroll, Spell Focus (transmutation), Varisian Tattoo 
  (transmutation)
  Skills Concentration +8, Decipher Script +10, Diplomacy 
  +4, Gather Information +4, Knowledge (arcana) +10, 
  Knowledge (local) +4, Listen +3, Search +4, Spellcraft +12, 
  Spot +3 (+6 in shadows)
  Languages Common, Elven, Halfling, Varisian
  SQ summon familiar (owl named Leniloria)
  Combat Gear wand of magic missile (18 charges), wand of 
  identify (37 charges); Other Gear bracers of armor +1, 
  masterwork dagger, ring of protection +1, belt pouch, black 
  enameled writing set worth 25 gp, silk rope (50 ft.), abacus 
  worth 15 gp, magnifying glass, flint and tinder, 34 gp; 
  Spellbook contains all cantrips and prepared spells plus:  
  1st—animate rope, reduce person; 2nd—daze monster
  SPECIAL ABILITIES
  Varisian Tattoo This feat, detailed in the Pathfinder Chronicles 
  Campaign Setting, grants Samaritha mage hand once per day 
  as a spell-like ability and increases her effective caster level 
  for transmutation spells by one.
  Cyphermage (4) 
  CR 1
  Human wizard 1
  N Medium humanoid
  Init +2; Senses Listen +1, Spot +1
  DEFENSE
  AC 16, touch 12, flat-footed 4
  (+4 armor, +2 Dex)
  hp 5 each (two currently at 2, two currently at 0; HD 1d4+1)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Spd 30 ft.
  Melee mwk dagger +1 (1d4/19–20)
  Ranged mwk dagger +3 (1d4/19–20)
  Spells Prepared (CL 1st)
  1st—mage armor, magic missile
  0—light (3)
  TACTICS
  During Combat cyphermages are scholars and readers, and 
  the concept of battle leaves most of them quaking in their 
  boots. They cast mage armor as soon as possible, then 
  magic missile at the closest foe.
  Morale Once a Cyphermage has cast magic missile or is 
  wounded, he flees to somewhere safe.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8
  Base Atk +0; Grp +0
  Feats Combat Casting, Scribe Scroll, Skill Focus  
  (Decipher Script)
  Skills Concentration +5, Decipher Script +9, Knowledge 
  (arcana) +6, Knowledge (local) +6, Spellcraft +6
  Languages Common, Elven, Varisian 
  SQ summon familiar (none currently)
  Gear mwk dagger, robes, several sheets of parchment and 
  writing instruments, 10 sp; Spellbook contains all cantrips 
  and all spells prepared
  The Akata Siege (EL 6)
  Time this encounter so that it begins at some point 
  when the majority (preferably all) of the PCs are in the 
  Witchlight Watchtower. When their conversation with 
  Samaritha seems to be winding down, or the PCs seem 
  ready to leave the tower, the cyphermage guard atop 
  the tower cries out an alarm: “Here they come again!” 
  Samaritha’s face grows pale with fear and she races 
  downstairs to make sure that the door to area B4 is 
  closed tightly, telling the PCs that the monsters have 
  often launched attacks on the tower after anyone spends 
  a significant amount of time wandering around outside. 
  She’s not sure why the creatures didn’t attack the PCs 
  earlier, but suspects that their activity cycles might have 
  something to do with it.
  Characters who open a window or climb up to area B5f 
  can watch as the akatas surge out of the surrounding forest. 
  The alien monsters are unnaturally silent as they move, 
  and shockingly fast and limber, their bodies moving with 
  a strangely nauseating grace as they gallop into the ruins. 
  Some of the creatures stop to paw at any bodies or pieces 
  of gear left outside; if any living creature is outside at this 
  time, four akatas break off to attack that target. In all, two 
  dozen of the horrific creatures participate in the attack, 
  more than twice the number seen in previous assaults. The 
  cyphermages respond to this unexpected increase in the 
  number of akatas with shock—but Samaritha admits she 
  feared their numbers were growing.
  As the wave of akatas reaches the tower, the beasts 
  begin scrambling up the sides and scratching at its 
  foundations. Play up the unsettling noises the PCs hear 
  and how it sounds like the entire place is crawling with 
  the mysterious monsters (which it is). The creatures 
  hammer and claw and bite at the tower’s windows and 
  door—make it clear that the window shutters won’t hold 
  forever, although they seem fairly strong for the moment. 
  You can add tension to this encounter by having the 
  locked shutters of a window near one of the PCs partially 
  shatter, allowing the akata beyond to try to strike at a 
  nearby foe with its tentacles.
  Eventually, at some place in the tower you choose, one 
  of those windows breaks completely. The windows aren’t 
  
  26
  Second Darkness
  large enough for akatas to clamber through easily—they 
  need to make a DC 20 Escape Artist check to slither into 
  the tower, a requirement that should limit the rate at which 
  the monsters can infiltrate the tower. The broken window 
  should be near at least one PC, who immediately becomes 
  the akata’s target.
  One round after this combat begins, a tremor 
  shakes the entire tower. All creatures (akatas included) 
  standing in the tower must make a DC 10 Balance check 
  or fall prone. The tremor lasts only a few seconds, but 
  afterward the tower has a barely perceptible lean to the 
  south. The sudden weight of all the dense-bodied akatas 
  is finishing the job the meteor began—the weakened 
  cliffside under the watchtower’s foundations is about to 
  give way.
  A few rounds later (roll 1d4 to determine the number, 
  or simply pick one that adds to the drama as you see fit), a 
  second tremor shakes the tower. It quickly becomes apparent 
  that this tremor is much more significant. Every creature 
  in the tower must make a DC 15 Balance check to keep its 
  footing as the tower sags to the southwest. A terrible noise 
  like endless thunder grows louder by the moment.
  The next round, the ground gives way. The stone tower 
  topples over onto its side, throwing every creature against 
  the (now horizontal) western wall. All creatures in the tower 
  must make a DC 10 Reflex save to avoid taking 1d6 points 
  of falling damage—for each floor a creature is higher than 
  the ground floor, the damage taken increases by 1d6 and 
  the save DC increases by 1. For example, characters in area 
  B5f when the tower falls must make a DC 13 save to avoid 
  taking 4d6 points of damage.
  The round after the tower falls, it begins rolling 
  down the steep slope toward the waters of the lagoon 
  below. Immense cracks begin radiating up along the 
  sides of the tower as it follows a landslide of rock and 
  rubble downward. Any characters inside the tower are 
  carried along for a harrowing ride, but the tower’s shape 
  serves to help slow the fall somewhat. Akatas clinging 
  to the side of the tower scramble for purchase—some 
  tumble away to join the rocks and dirt on the fall into 
  the sea below, while others cling to the outside of the 
  tower only to be crushed as it rolls over onto them. Any 
  creature within 10 feet of the outside of the tower when 
  it falls must make a DC 15 Reflex save to avoid being 
  
  27
  Children of the Void
  swept away by the landslide as well; those who make this 
  save remain on top of the ridge, while those who fail are 
  carried along by the landslide. Treat the landslide as an 
  avalanche (DMG 90) for those who aren’t sheltered by 
  virtue of being inside the tower when it collapses.
  Those inside the tower aren’t completely protected. It 
  takes the tower 3 rounds to roll all the way down the side of 
  the ridge and splash into the water below. At the same time, 
  a few akatas manage to get inside the tower, either through 
  torn-open windows or via the increasing number of large 
  holes appearing in the tower’s magically constructed walls 
  as it continues its violent descent.
  The best way to run these 3 rounds is not as a full combat 
  on a battlemap. Instead, have each PC, NPC, and akata roll 
  for Initiative as normal. Each round, all creatures can 
  make one of three choices on their turn as to how they 
  wish to account for the rolling motion of the tower.
  Brace: As a move-equivalent action, a creature can 
  attempt to brace itself in a stairwell, doorway, crack in a 
  wall, or support timber by making a DC 15 Climb check. 
  Succeeding at the Climb check by 5 or more allows the 
  creature to brace itself with one hand free. A braced 
  creature takes no damage from the rolling of the tower. A 
  creature that braced itself during a previous round gains a 
  +4 circumstance bonus on this Climb check.
  Ride: A creature can attempt to ride along with the 
  tower, moving and jumping along with the rolling motion 
  to prevent itself from being battered. Riding the tower 
  requires a move action and either a DC 15 Balance check 
  (if the creature isn’t trying to move to a particular area) or 
  a DC 15 Tumble check (if the creature is attempting to end 
  up next to a specific target). Akatas make Tumble checks to 
  attack PCs on their turns.
  Escape: A creature can attempt to escape the tower 
  entirely if it’s adjacent to an open window, door, or hole 
  in a wall by making a DC 15 Jump check as a move action. 
  Success indicates that it leaps free of the tower, but unless 
  it can fly, it is immediately swept up by the surrounding 
  landslide. With a DC 15 Reflex save, the escaping creature 
  grabs a dangling root or a solid ledge of rock and halts its 
  fall, but otherwise it is carried down to the bottom of the 
  slope by the landslide.
  Rolling Events: On each creature’s turn, roll 1d20 to 
  determine how the tower’s rolling impacts that character and 
  determines what type of actions he can take on his turn.
  1d20 
  Rolling Event
  1–5 
  Smooth Rolling: No unusual situations occur for that 
  character. He may attempt to ride, but not to escape. 
  There’s a 50% chance something solid enough nearby 
  gives him the opportunity to attempt to brace.
  6–10 Visitor: A non-braced character passes within 5 feet of 
  the current character. Determine which other character 
  passes randomly from all other PCs, NPCs, and akatas 
  in the area (braced characters do not count for this 
  check). A PC can attempt to grab a tumbling PC or 
  NPC by making a melee touch attack and making a 
  DC 14 Strength check—doing so grants the grabbed 
  character a +4 bonus on checks made to brace, ride, 
  or escape. If the visitor is an akata, the character can 
  attack it. (This is the only result on an akata’s turn that 
  allows it to attack a PC.)
  11–13 Small Crack: If the character is braced, a crack opens in the 
  wall nearby; if the character is not braced, the crack passes 
  within 5 feet of his position. A character may attempt to 
  escape through a small crack.
  14 
  Large Crack: As “small crack” above, save that the 
  hole is large enough that the character might fall  
  out of it. Attempts to escape are automatically 
  successful. A character who’s not trying to escape 
  must make a DC 12 Reflex save to avoid falling out  
  of the hole anyway.
  15 
  Debris: As “smooth rolling” above, save that a blast of 
  dust and pebbles strikes the character in the face—he 
  must make a DC 12 Fortitude save to avoid being blinded 
  for 1 round. A blind character cannot ride or escape, and 
  can only brace if he braced the previous round.
  The Tumbling Tower
  The following rules should help you adjudicate situations 
  that may arise during the tower’s 3-round tumble into 
  the sea.
  Magic: Spells such as fly, levitation, meld into stone, and 
  spider climb allow a character to brace or ride automatically. 
  Such a character can leave both hands free if he chooses in 
  order to attack or cast spells. Feather fall grants a character a 
  +20 circumstance bonus on Tumble or Balance checks made 
  to ride. Spells such as entangle and web cast outside the tower 
  slow the tower’s descent so that it takes 5 rounds to reach the 
  bottom, but grants everyone within a +4 circumstance bonus 
  on attempts to brace or ride. Alternatively, a web spell cast 
  inside the tower automatically braces any creatures caught 
  in the area. A hasted character gains a +20 haste bonus on 
  any attempt to brace or ride, while a slowed character takes 
  a –20 penalty on such checks.
  Spellcasting: The rolling tower constitutes extraordinarily 
  violent motion—spellcasting in the tower requires a DC 20 
  Concentration check. A flying creature with at least good 
  maneuverability that chooses to ride is not considered to 
  be under violent motion and need not make this check.
  Jostled: A character who fails to brace, ride, or escape (or 
  a character who chooses to do nothing) becomes jostled 
  by the tower and takes 2d6 points of damage each round 
  (DC 15 Reflex for half) and is knocked prone. Unconscious 
  characters are automatically considered jostled. 
  
  28
  Second Darkness
  16–20 Solid Object: A character who is already bracing can 
  automatically brace this round. A character who did not 
  brace the last round can attempt to brace this round.
  Akatas (24) 
  CR 1
  hp 11 each (see page 80)
  Development: At the bottom of the slope, the tower 
  plunges into the sea. The impact is softened by the 
  water, and characters within the tower are automatically 
  knocked prone unless they were bracing on the previous 
  round. The impact also inflicts a final 2d6 points of 
  damage to everyone (Reflex DC 15 halves). The tower’s 
  magical construction prevented it from completely 
  collapsing, but enough holes exist now that the waves 
  swiftly rush in—likewise, the PCs should have little 
  problem clambering out of the tower and onto the beach. 
  The water here isn’t deep enough to completely submerge 
  the fallen tower, but it is enough to damage the akatas, as 
  the salt water acts as an extremely powerful acid on those 
  creatures. Any surviving and conscious akatas thrash 
  in freakishly silent agony as the salt water eats away at 
  them, dealing 4d6 points of damage per round. The water 
  should slay any surviving akatas from the assault with 
  relative ease.
  While Samaritha uses feather fall to greatly increase 
  the likelihood of her own survival, the collapsing tower 
  is quite likely to kill the other cyphermages. The PCs 
  can attempt to save them as best they can during the 
  fall, of course. In any event, any surviving cyphermages 
  (Samaritha included) quickly realize that their shelter 
  is gone. Desperate and afraid, they look to the PCs for 
  direction on where to go next. Left to their own devices, 
  Samaritha would use levitate to ferry the survivors back 
  up to the ridge above. The cyphermages then make their 
  way to Zincher’s camp to beg for help. Without levitation 
  or flight, the climb back up to the top is difficult but not 
  impossible—it’s a DC 15 Climb check to scale the cliffs, 
  but only a DC 10 Climb check to scramble up the slope 
  in the landslide’s wake. Few beaches surround the base 
  of the island’s cliffs, so walking the perimeter isn’t really 
  an option—swimming, however, is (although feel free to 
  hit swimming parties with a few encounters with sharks, 
  reefclaws, or other aquatic menaces). Note that characters 
  who swim to the east have a good chance of accidentally 
  stumbling across the drow caves (see Part Five).
  Ad Hoc XP Award: Award the PCs experience points 
  as if they had defeated a CR 6 creature for surviving this 
  harrowing encounter. For each Cyphermage who survives 
  the fall, award the PCs additional XP as if they had defeated 
  that Cyphermage in combat.
  PArt Four: Zincher’S cAmP
  When the falling star struck Devil’s Elbow, many saw it as 
  an ill omen, while others saw it as an opportunity for cash. 
  Clegg Zincher, alone among Riddleport’s prospectors 
  and doomsayers, saw the falling star as something more. 
  He immediately thought of the legend of Earthfall as he 
  watched the falling star and its explosion safely from the 
  balcony of his home. Certainly, the prospect that the stone 
  brought skymetal was enticing enough, but what if this 
  stone was akin to the Starstone itself? What untold strength 
  could be gained by the first person to find the stone and 
  harness its power?
  Within hours of the meteor’s strike, while the rest of 
  Riddleport reeled in the aftermath of the event, Zincher 
  was already working to bring together a crew of men with 
  strong backs and weak minds. Zincher even called in 
  his favorite knee-breaker and thug-wrangler, a Garundi 
  mercenary whose skills he had used many times before—a 
  man named Akron Erix.
  It took longer than Zincher wanted to actually make 
  it to Devil’s Elbow, but he was pleasantly surprised to 
  find upon arrival that his first competitors, thugs in the 
  employ of rival crimelord Avery Slyeg, were nowhere to be 
  seen. Assuming they had fallen victim to local wildlife, 
  Zincher ordered many of his men to steal Slyeg’s ship and 
  sail it to Roderic’s Cove for safekeeping while he, Erix, 
  and the rest of his thugs moved to Witchlight to set up a 
  camp. Along the way, Zincher’s men uncovered their first 
  acTion-PackeD Vs. DeaDly
  This event has the potential to become extremely deadly, so 
  take care to not accidentally kill anyone from damage here—
  the point of the encounter is to create an action-packed 
  encounter like you might see in a summer blockbuster. The 
  encounter is set up to be more of a cinematic, descriptive 
  encounter rather than a tactical exercise in which the 
  PCs have the luxury of making the best decisions at the 
  time—there’s a lot of chaos and uncontrolled random 
  elements at work in a rolling tower, after all. If the dice 
  turn sour, you might end up killing or incapacitating too 
  many PCs to let the party survive once the tower comes to 
  a stop. Keep track of the PCs’ hit point totals during this 
  encounter, and if it looks like half or more of them are 
  unconscious or nearly so, the rest probably won’t be able to 
  save them. Feel free to shorten the tower’s plummet at this 
  point, describing that final bout of damage as the tower’s 
  plunge into the surf. The PCs should be excited, nervous, 
  and maybe a little frightened by this event, but since it 
  plays so fast and loose with the rules, it’s better not to turn 
  it into a no-holds-barred meatgrinder and to instead end 
  the encounter the round before a Total Party Kill ends the 
  campaign prematurely.
  —Mike McArtor
  
  29
  Children of the Void
  fragments of noqual. As the expedition moved closer to 
  the impact crater, it found larger chunks of the rare ore, 
  but it also came under attack from the invading akatas 
  and lost several men to the strange monsters before 
  defeating them. 
  Where most of his men saw only death and terror, 
  Zincher saw opportunity. The strange and horrible 
  monsters could make excellent additions to his arena back 
  in Riddleport, and if a method for breeding them could be 
  devised, they could even become a new commodity under 
  Zincher’s control. He ordered the construction of several 
  dozen cages, hoping to catch some of the monsters. Zincher 
  assumed that the monsters were the fate that befell Slyeg’s 
  men, but that night he learned the truth when his camp 
  was invaded by the drow.
  This group of drow now knew better what to expect of 
  intruders after interrogating some of Slyeg’s men before 
  they expired. Shindiira had her drow hold back in reserve, 
  and slid unnoticed into Zincher’s tent to confront the man 
  on her own. Staggered and dumbfounded at the arrival 
  of a dark elf in his camp, Zincher was an easy target for 
  Shindiira’s scroll of charm monster. Once enraptured by 
  the beautiful priestess, Zincher agreed to serve as the 
  aboveground guardian and custodian of the island while 
  the drow finished their work below.
  The next morning, Zincher relocated his camp to a 
  point closer to the hidden path leading to the drow cave 
  so that he could better guard that approach. He gave his 
  men no explanation for the move, and ever since, they 
  have remained at the campsite near two partially collapsed 
  buildings on the eastern side of the island. Zincher’s 
  thugs spend their days scouring the island for deposits 
  of noqual, and their nights huddled in their tents. They 
  fear the akatas and the strange zombies that seem to be 
  increasing in number on the island, but more so they fear 
  Zincher and his unusual moods of late.
  Clegg and his men can be found at area E on Devil’s 
  Elbow. The NPCs of note are described below, as is the 
  campsite itself. For details on Clegg’s reaction to the PCs, 
  see “An Audience with Clegg” on page 35.
  Clegg Zincher
  Clegg Zincher is one of Riddleport’s more publicly known, 
  respected, and feared crimelords. Although his primary 
  sources of income are from the city’s arena and various 
  semi-legal (and outright illegal) activites involving 
  groups of unskilled laborers, he meddles in numerous 
  affairs all across Riddleport. While his influence over 
  the city continues to rise, the amount of control he can 
  exert directly remains frustratingly low—at least, to him 
  it does. 
  Now that Zincher has fallen under the influence of the 
  drow, his paranoia has grown. The magic makes him see 
  the drow as allies, but he fears that if such an allegiance 
  were to be made public, his reputation would be ruined. 
  Gone are his initial plans to harvest skymetal, capture 
  new creatures for his arena, or even his hopes that the 
  falling star would transform him into a god. Now, 
  Zincher’s only real goal is to leave Devil’s Elbow with his 
  reputation and skin intact. He continues to send his men 
  out to scout for akatas and search for skymetal, but takes 
  little interest in their successes. He waits with growing 
  worry and impatience for the drow to leave the island, 
  thereby allowing him the chance to leave, and has taken 
  increasingly to public whippings and beatings of men 
  whom he suspects complain about the extended length of 
  the stay here. As long as the drow remain, Zincher sees no 
  easy route for escape.
  Clegg Zincher is a broad-shouldered man. He has 
  short gray hair and the leathery, wrinkled face of a man 
  who spent most of his youth working under the sun. 
  His beard is short and stubbly, almost an afterthought, 
  and he wears at all times an amulet of natural armor +1 
  bearing an image of a two-headed roc (few know that 
  the amulet is all Zincher has to remember his father, 
  a man he respected and feared until his death at sea). 
  Zincher wears a leather cord on one shoulder, on which 
  he has threaded several dried goblin ears—trophies 
  from his first triumphant battle. Predatory flightless 
  birds fascinate Zincher. They often serve in his arena as 
  mascots (never as combatants), and he’s brought along 
  a trio of trained axebeaks on this trip to serve him as 
  guardians and companions.
  Clegg Zincher 
  CR 8
  Male human expert 2/rogue 7
  CN Medium humanoid
  Init +1; Senses Listen +6, Spot +6
  DEFENSE
  AC 18, touch 14, flat-footed 17
  (+3 armor, +3 deflection, +1 Dex, +1 natural)
  hp 52 (9d6+18)
  Fort +6, Ref +6, Will +4
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Spd 30 ft.
  Melee mwk pickaxe +12/+7 (1d8+6/×4)
  Ranged mwk throwing axe +8/+3 (1d6+4)
  Special Attacks sneak attack +4d6
  TACTICS
  Before Combat Zincher drinks his potion of shield of faith +3 as 
  soon as it becomes apparent that a fight against more than 
  one opponent is about to break out.
  During Combat Zincher prefers to fight with his axebeaks 
  at his side, trusting them to prevent his enemies from 
  surrounding him. In battle, he loudly yells profanities and 
  
  30
  Second Darkness
  curses at his foes, attempting to intimidate them while 
  attacking them with his pickaxe. Zincher has murdered 
  many with his trusty axe, but only the murders of note 
  warrant notches on its handle.
  Morale Normally, Zincher would flee if reduced to less than 15 
  hit points, but the charm affecting him prevents him from 
  doing so if he fears that would place his drow mistress in 
  peril of being discovered.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
  Base Atk +6; Grp +9
  Feats Combat Reflexes, Great Fortitude, Persuasive, Quick 
  Draw, Weapon Focus (pick axe)
  Skills Bluff +14, Diplomacy +6, Forgery +12, Handle Animal +7, 
  Intimidate +16, Jump +18, Knowledge (local) +12, Listen +6, 
  Sense Motive +11, Spot +6, Tumble +10
  Languages Common
  SQ trapfinding
  Combat Gear potion of cure moderate wounds (2), potion of shield 
  of faith +3, acid (2), alchemist’s fire (20); Other Gear +1 leather 
  armor, masterwork pickaxe, masterwork throwing axes (4), 
  dagger, amulet of natural armor +1, gauntlets of ogre power, 
  lantern, 20 feet of silk rope, collection of goblin ear trophies, 
  key to lockbox in area E5 and the chest in E6, 24 pp
  Akron Erix
  Although he frequently works for Clegg Zincher during 
  his numerous and extended visits to Riddleport, Akron 
  Erix’s loyalty is to his current contract first. He holds 
  a well-deserved reputation for his agility in battle and 
  dedication to his mission. Although this latter trait 
  generally only applies to jobs as long as the coin lasts, 
  it also means he holds his employers’ secrets safe and 
  he never reveals for whom he works. Unfortunately for 
  Zincher, his current contract is not the one Erix signed 
  with Zincher himself, but rather with the Sable Company 
  of Korvosa.
  The Sable Company is a group of specially trained 
  marines from Korvosa who occasionally preemptively 
  strike at the city’s foes. Just over 4 years ago, Zincher 
  sniffed out the Sable Company’s previous spy and 
  informant in Riddleport and delivered the agent’s 
  unspeakably mutilated corpse to the middle of Korvosa’s 
  largest market. Unwilling to let Riddleport go unwatched, 
  the Sable Company recruited Akron Erix to take on the 
  job. For his service, the Company promised Erix not 
  only a payment of gold, but also that they’d put in a good 
  word with the Order of the Fire Ghost, a sect of monks to 
  which Erix once belonged. After his temper resulted in 
  the crippling of a fellow monk, Erix was banished from 
  the order, and ever since he’s been working at reigning in 
  his temper and trying to earn a way back into the order’s 
  good graces. Erix has been in and out of Riddleport 
  dozens of times in the past 4 years, but his recent stint 
  with Zincher has lasted the longest. Rumors that ill times 
  have come to Korvosa worry Akron, and he hopes to be 
  able to return there soon to report what he’s learned of 
  Zincher’s operations in Varisia over the past 10 months.
  A towering yet graceful dark-skinned man with a 
  soft voice and a love of cheap cigars, Akron Erix rarely 
  wears anything other than loose trousers, bracers, and 
  thick-soled knee-high boots. He carries himself with 
  the confidence of an experienced pugilist and someone 
  unafraid of breaking knees, necks, or spines. When the 
  PCs first arrive at Zincher’s camp, Akron is unfriendly, 
  both because his job requires him to be suspicious of 
  people and because, although he knows of the PCs’ 
  reputation, he can’t dare trust them.
  Akron hasn’t seen any drow on the island, but if he’s 
  told about Depora (or if he already knew of her as a 
  result of a public battle between the PCs and the drow 
  at the end of the previous adventure) and her links here, 
  he grows thoughtful and admits that Zincher’s been 
  acting funny lately, like he’s got a secret. Akron asks 
  Zincher about the drow the next chance he gets; if he 
  sees through Zincher’s bluff, he’ll return to the PCs and 
  confirm to them that Zincher may know more about the 
  dark elves, and then decides it’s time to reveal his true 
  nature. After telling the PCs about his real mission here, 
  he asks them to help him capture Zincher alive so they 
  can interrogate him about the drow and prepare for his 
  deportation to Korvosa, where he’s wanted on several 
  charges of piracy, smuggling, and even a few murders 
  from visits to the city years ago.
  Akron Erix 
  CR 6
  Male human ex-monk 2/fighter 4
  N Medium humanoid
  Init +6; Senses Listen +7, Spot +7
  DEFENSE
  AC 15, touch 15, flat-footed 13
  (+1 deflection, +2 Dex, +2 Wis)
  hp 40 (6 HD; 2d8+4d10+6)
  Fort +8, Ref +6, Will +6
  Defensive Abilities evasion
  Pickaxe
  A two-handed version of the heavy pick, the brutal pickaxe 
  is equally effective at breaking up earth and stone as it is at 
  sundering flesh and bone. Often a weapon of convenience 
  for commoners, the pickaxe is also a favorite among brutes 
  and thugs who value the intimidation factor afforded by 
  the immense weapon.
  Pickaxe: Cost 14 gp; Dmg (S) 1d6; Dmg (L) 1d8; Critical 
  ×4; Weight 12 lb.; Type Piercing
  
  31
  Children of the Void
  OFFENSE
  Spd 30 ft.
  Melee +1 cold iron warhammer +10/+5 (1d8+6/×3) or
  unarmed strike +9/+4 (1d6+2) or
  flurry of blows +7/+7/+2 (1d6+2)
  TACTICS
  During Combat In order to keep his cover intact, Akron 
  fights against the PCs if and when combat breaks out, 
  although he uses full defense actions combined with 
  disarm attempts in order to show the PCs he doesn’t want 
  to kill any of them.  
  Morale Once it becomes clear the PCs have the upper hand 
  against Zincher’s men, Akron reveals himself as 
  an agent of Korvosa and attempts to stun and 
  capture Zincher rather than kill him. If the 
  PCs use deadly force against him and bring 
  him down to half his hit points or less, he 
  withdraws from combat completely, taking his 
  chances with the road back to Witchlight 
  and the docks to await the arrival of 
  a ship.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +6; Grp +8
  Feats Combat Reflexes, Deflect Arrows, 
  Improved Grapple, Improved Initiative, 
  Lightning Reflexes, Weapon Focus 
  (unarmed strike, warhammer), Weapon 
  Specialization (unarmed strike, warhammer)
  Skills Intimidate +7, Jump +13, Listen +7, Sense 
  Motive +7, Spot +7, Tumble +9
  Languages Common
  Combat Gear potion of barkskin +3, potion of 
  lesser restoration; Other Gear +1 cold iron 
  warhammer, ring of protection +1, five fine 
  Chelish cigars worth 5 gp each, key to 
  lockbox in area E5, 46 pp
  Zincher’s Thugs
  Zincher arrived on Devil’s Elbow with 
  60 thugs, by far the largest group of 
  prospectors. He sent 40 of these men 
  with his ship and the captured Black 
  Bunyip to Roderic’s Cove, and in the days 
  that followed, 10 of his remaining men were 
  killed by akatas, void zombies, accidents, or 
  other perils on the island. The remaining 10 
  thugs are desperate, but still not quite desperate 
  enough to openly oppose Zincher or his 
  man Erix.
  None of the thugs know anything about 
  the drow on the island, but mentioning 
  to them that there may be dark elves as 
  well on Devil’s Elbow is enough to spook them and grant 
  a +2 circumstance bonus on any future Intimidate checks 
  made against them here on the island.
  Zincher Thugs (10) 
  CR 1/2
  Human warrior 1
  NE Medium humanoid
  Init +0; Senses Listen +0, Spot +0
  DEFENSE
  AC 13, touch 10, flat-footed 13
  (+3 armor)
  hp 5 (1d8+1)
  Fort +3, Ref +0, Will +0
  OFFENSE
  Spd 30 ft.
  Melee short sword +3 (1d6+1/19–20) or
  unarmed strike +2 (1d3+1)
  Ranged shortbow +1 (1d6/×3)
  TACTICS
  During Combat Zincher’s thugs enjoy 
  getting into scraps and eagerly jump into a 
  fight against the PCs, seeing the chance to 
  fight “actual men and women” as a welcome 
  break from fights against monsters. They 
  make a lot of noise when fighting, regardless of 
  their true effectiveness. 
  Morale Once a thug takes any damage at all, 
  he switches to a fully defensive stance and 
  tries to back out of combat. If more than half 
  of a particular group of thugs is dropped 
  or driven off, the remaining half have a 
  50% chance of surrendering and a 50% of 
  fighting to the death in desperation (roll 
  separately for each thug). 
  STATISTICS
  Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +1; Grp +2
  Feats Improved Unarmed Strike, Weapon 
  Focus (short sword)
  Skills Intimidate +3
  Languages Common
  Gear studded leather armor, short sword, 
  shortbow with 20 arrows, 10 gp
  The Camp
  The plume of smoke from Zincher’s 
  camp can be seen from anywhere 
  on the island during the day. 
  At night, the glow from 
  the bonfire itself is visible 
  within a half-mile of the 
  camp. The entire camp 
  stands in a wide forest 
  Akron
  Erix
  
  32
  Second Darkness
  clearing just off the western side of the trail and about 
  200 feet south of two partially collapsed buildings. 
  One massive tent dominates this encampment, with 
  three lesser olive-green tents to the south and a line of 
  relatively small canvas tents along the north end. Ahead 
  of the massive tent and between the lines of the others 
  slowly burns a huge bonfire, creating a tremendous 
  plume of white smoke. Sections of high palisade walls 
  offer minimal protection around the edges of the camp, 
  although stacked tree trunks and lines of narrow, deep 
  trenches indicate the palisade is meant to eventually 
  engulf the entire camp. 
  Of the 20 men and women who remained with 
  Zincher and Erix on Devil’s Elbow, 10 still live. Of 
  those, two are within hours of void death when the PCs 
  arrive. Initially, the 20 thugs bickered and fought over 
  the limited bedspace in the camp, but now they have 
  trouble sleeping when they’re the only one in a tent at 
  a time. At any one time during the day, four guards 
  led by Erix scout the surrounding forest for noqual 
  deposits or akatas to catch while the remaining four 
  stay here, patrolling the grounds. Dinner takes place 
  at nightfall, after which most of the guards gather 
  around the bonfire to boast or play cards. By 2 hours 
  after nightfall, the majority of the guards are asleep, 
  although each pulls a guard shift during the night—
  there are always two guards posted near the bonfire. 
  If the guards spot the PCs, they call out greetings and 
  instruct the PCs to stay where they are until they can 
  be escorted into camp. Less than a minute later, the 
  wandering pair of guards arrives and brings the PCs 
  into the camp from the east side, leading them into the 
  large open space surrounded by tents and containing 
  the massive bonfire.
  When the PCs first arrive, Zincher’s thugs are unfriendly. 
  Diplomacy has no chance of improving their attitude above 
  unfriendly, since the thugs have no time for “pretty talk.” 
  The use of Intimidate, however, they understand, and it 
  can improve their attitude. In any event, the guards are 
  quick to call on Zincher to meet the PCs.
  E1. Bonfire
  Puffing out a massive column of white smoke, this large bonfire 
  slowly burns the tall pile of wet boughs and branches piled 
  up here. The wood gives off a pleasant aroma as it crackles 
  and pops.
  The major task for those thugs neither on guard duty 
  nor sleeping is to bring in firewood for the bonfire and to 
  make sure it stays lit. To that end, two woodpiles nearby 
  are constantly added to by thugs returning from the forest 
  throughout the day (but not at night). 
  E2. Sleeping Tents
  A small cooking-fire pit sits in front of each four-man tent, a 
  tripod of sticks holding a pot above the barely glowing coals.
  Each one of these tents is large enough for up to four 
  humans to sleep rather snugly in the pair of two-person 
  bunk beds within. Instead of cots, the thugs sleep on 
  tough leather hides to insulate them and their bedrolls 
  from the cold, hard ground. In addition to the sleeping 
  thugs, each tent also contains additional bedrolls, bags 
  of clothing and personal effects, and the weapons of any 
  sleeping thugs.
  During the evening, three of these tents contain two 
  sleeping thugs apiece, with the remaining two standing 
  guard outside at the bonfire. All of the tents are empty 
  during daytime hours.
  E3. Infirmary Tent (EL 2)
  The entrance flap to this tent is stitched shut. Any thug 
  that sees a PC attempting to enter this tent confronts 
  the PC, informing them that the contents of the tent are 
  “off limits.” A thug calls Zincher if the PCs ignore the 
  command—Zincher isn’t interested in letting the PCs 
  see what’s inside the tent, and if he has to, he uses force to 
  prevent the PCs from gaining access to the tent. 
  Four cots sit inside this tent, with a stump in the center of the tent 
  acting as an impromptu table. On the stump burn several candles, 
  most of which have nearly melted down to stubs. 
  Creatures: Inside this tent lie two of Zincher’s men. 
  Both are in the advanced stages of void death—Zincher’s 
  keeping them here in the hopes of harvesting the larval 
  akatas, theorizing that they’ll be easier to transport if 
  he can figure a way to get them out of their zombie hosts 
  without killing them. He’s tried to do so twice before, 
  but failed each time. Both men are strapped tightly into 
  their cots.
  If the men aren’t healed within 6 hours of the PCs’ first 
  arrival in the camp, they transform into void zombies 
  and begin thrashing violently. Zincher and Erix attempt 
  to remove the larval akatas from these zombies, but are 
  destined to fail again. The grisly work disgusts Erix, 
  and if he makes peaceful contact with the PCs before the 
  transformation, he might quietly recruit the PCs to heal 
  the men of their affliction, letting them into the tent 
  secretly. If Zincher realizes the men have been cured, 
  he flies into a rage and attacks the PCs unless they can 
  soothe his sudden hostility with words or magic.
  Void Zombies (2) 
  CR 1
  hp 16 each (see page 22)
  
  33
  Children of the Void
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  E4. Supply Tent
  The flap of this olive-green tent is unsecured and waves gently in 
  the breeze. Occasionally, its motion reveals an interior filled with 
  crates, barrels, bags, and boxes, lit by a flickering light.
  All of the camp’s food supplies and equipment are stored 
  in this tent. A dozen small crates, four small barrels, two 
  dozen bags, and a score of boxes fill this tent. The boxes and 
  bags contain foodstuffs the thugs have been augmenting 
  with game they’ve killed on the island. Two of the barrels are 
  emptied ale kegs filled with fresh water from a nearby stream, 
  and the other two still contain cheap ale. Inside the crates are 
  tools (shovels, pickaxes, saws, hammers, and the like), extra 
  bedrolls and tents (those of the now-dead thugs), coils of rope, 
  candles and torches, and other mundane supplies.
  E5. Akron Erix’s Tent (EL 5)
  This large, olive-green tent is relatively empty, containing only a 
  single cot, a large leather bag, and a small metal lockbox.
  A minimalist in his living as well as his dress, Akron 
  keeps his tent almost completely empty. The large bag 
  contains various clothes and several wooden boxes of 
  cheap Korvosan cigars. Akron is only in his tent for 7 
  hours each day, from roughly 10:00 in the morning to 
  about 5:00 in the afternoon.
  Treasure: The small lockbox contains the payroll for 
  this operation. An exceptional lock (DC 30 Open Lock) 
  protects the box’s contents—both Akron and Clegg carry 
  keys for the box. 
  Inside the box is a list of 60 names (the original number 
  of thugs Zincher brought to the island) folded in half and 
  set on top of several small leather bags that contain a total 
  of 200 sp, 200 gp, and 20 pp. 
  E6. Zincher’s Pavilion
  This immense red pavilion sticks out in the forest setting. Easily 
  fifteen feet tall and twenty feet wide, the tent is larger than many 
  buildings in Riddleport.
  This is Zincher’s home away from Riddleport. 
  Usually, he brings with him all manner of amenities. 
  This trip, however, has run into numerous unforeseen 
  complications (namely, the akatas) which drastically 
  reduced the number of good strong backs to carry 
  
  Second Darkness
  his things. Despite having to “rough it,” Zincher still 
  occupies a lavish tent. Unlike the other tents, Zincher’s 
  pavilion has its own flooring (made of leather-reinforced 
  canvas) and a partition in the middle (so as to host guests 
  in the front of the tent and to have the back half as a 
  comfortable living space). Once the PCs get a look inside 
  the tent, read to them the following.
  A bizarre place of opulence despite its isolation, the inside of this 
  pavilion is divided by a curtain that runs from roof to floor. In 
  the open front half, a massive, iron-banded wooden trunk rests 
  along the north wall while a row of boxes lines the south wall. 
  Four heavily cushioned leather chairs sit in the middle of the 
  open space in pairs. A tall, wrought-iron candelabra stands in 
  the center of the area, its twelve evenly spaced candles burning 
  merrily and giving off a mixture of pleasant aromas.
  This is where the PCs are brought when they show up 
  in the camp. The thugs ask for the PCs’ weapons before 
  leading them in here to speak with the boss, but if a PC 
  doesn’t want to give up his weapon, the thugs don’t press 
  the matter. Zincher greets the PCs as detailed in the section 
  “An Audience with Clegg,” on page 35.
  Treasure: Zincher keeps several of his most private 
  personal and business possessions inside the large 
  trunk—he generally takes this trunk with him wherever 
  he goes, since he’s loath to leave the contents untended 
  by himself. The trunk itself is locked. Zincher carries 
  the key, but the lock can be picked with a DC 
  30 Open Lock check.
  Inside are several ledgers for all his businesses 
  (legitimate and illicit), a ledger tracking his own personal 
  (and considerable) wealth, and copies of deeds for the places 
  he owns in Riddleport (the originals are all held in town). 
  If Zincher survives a combat encounter with the PCs, the 
  amount of information held within these documents can 
  ruin him. Although they could be used by Magnimar or 
  Korvosa to effect an arrest, if the contents were made public, 
  the lords of Riddleport would act swiftly to put him down, 
  since as these records plainly show, there’s hardly anyone 
  in the city who hasn’t been double- or triple-crossed by 
  Zincher at one point. Any of Riddleport’s crimelords (or 
  even the overlord himself) would gladly pay up to 8,000 
  gp for these documents (although they’d likely first offer a 
  mere 1,000 gp). Unfortunately for greedy PCs, most of the 
  deeds, IOUs, and other financial documents here are close 
  to impossible to collect—with Zincher out of the picture, 
  those who owe these debts find his death a perfect excuse 
  to forget what was due.
  Of greater interest to the PCs, the trunk also contains a 
  rough map of Devil’s Elbow. The map indicates all the sites 
  where bits of noqual were found, but more importantly, a 
  single “X” marks a spot on the southern shore along the 
  cliffs not far from the campsite. This X reveals the location 
  of the drow encampment.
  In addition, beneath all the papers, Zincher keeps three 
  large sacks holding 50 pp each and two small bags. One of 
  the small bags contains eight beryls worth 40 gp apiece, 
  and the other holds four rubies and a black pearl, all worth 
  100 gp each. Finally, the chest also contains several lumps 
  of noqual ore—35 pounds of the 
  stuff in all.
  E7. Cages (EL 5)
  Several crude wooden cages 
  sit under the trees here. 
  Each cage is empty.
  Creatures: Zincher hoped 
  to capture several akatas in these 
  cages he had his men build, but so far hasn’t 
  managed to catch a single one. This area isn’t 
  uninhabited, though; he keeps three of his prized pets 
  here: large, predatory, flightless birds known as axebeaks. 
  The dangerous birds are trained and, while they won’t 
  attack Zincher or his men, they do rattle and squawk at 
  anyone except Clegg who approaches too closely. The birds 
  are tethered to the trees here by thick ropes tied to their left 
  ankles, but the ropes give them 20 feet of mobility to attack 
  anyone they don’t recognize. If the birds come to harm, any 
  chance of a peaceful meeting with Zincher is lost—he’ll 
  brutally murder anyone he knows hurt his pets.
  
  Children of the Void
  35
  Axebeaks (3) 
  CR 2
  Tome of Horrors Revised 26
  N Large animal
  Init +3; Senses low-light vision, scent; Listen +5, Spot +5
  DEFENSE
  AC 14, touch 12, flat-footed 11
  (+3 Dex, +2 natural, –1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +1
  OFFENSE
  Spd 50 ft.
  Melee 2 claws +5 (1d6+3) and
  bite +0 (1d6+1)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat The axebeaks focus their attacks on one 
  character at a time—usually a character attacking Zincher.
  Morale The axebeaks fight to the death to protect their 
  master, even if he drops.
  STATISTICS
  Str 16, Dex 17, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +2; Grp +9
  Feats Alertness, Weapon Focus (claw)
  Skills Listen +5, Spot +5
  An Audience with Clegg
  Once the PCs secure an audience with Clegg Zincher, the 
  man invites them to have a seat in one of the large chairs 
  in his tent. If he’s present, Erix stands at attention in a 
  corner. At the very least, four of his thugs stand guard 
  just outside of the tent flaps, which remain open as long 
  as the meeting continues.
  Zincher isn’t particularly surprised to see the PCs—
  they’ve already made a name for themselves in Riddleport, 
  after all. He greets the PCs as if they were old friends, 
  commenting that they must be fearless—or perhaps 
  desperate—adventurers indeed to brave the perils of 
  Devil’s Elbow simply to pay him a visit. Zincher rightfully 
  fears the PCs and sees them as a threat—not as a physical 
  threat to his well-being, but more as a threat to his hard-
  won empire—but does his best to hide his fear and remain 
  calm. If they uncover his connection with the island’s 
  drow and report it in Riddleport, Zincher knows he’s 
  ruined. Thus, Zincher does his best to prevent the PCs 
  from becoming too suspicious about his motives here.
  What Zincher really wants from the PCs is for them 
  to discover the drow and defeat them, thereby freeing 
  him from his magically crafted obligation to them. 
  Unfortunately for Zincher, that same magic prevents 
  him from simply asking for help—worse, it amplifies his 
  natural frustration, and if the PCs don’t catch on to what 
  he wants them to do, he may well fly into a rage. Zincher 
  starts his conversation with the PCs by asking them why 
  clegg’s quesTs
  Clegg has three tasks in mind for the PCs. He can assign 
  them in any order you wish, one at a time or all at once.
  Noqual Gathering: Clegg wants the PCs to gather 
  noqual from the large crater site; he’ll pay over full price 
  (60 gp per pound) for any noqual the PCs recover for him.
  Catch a Live Akata: If the PCs can catch living akatas and 
  keep them caged, Clegg promises them 500 gp for each. 
  Of course, catching akatas and keeping them in simple 
  wooden cages might prove troublesome.
  Defend the Camp: Two nights ago, a pair of void 
  zombies attacked the camp. Last night, there were four. 
  Clegg suspects these zombies were once members of the 
  Cyphermages or even Slyeg’s group, but the fact that each 
  night brings more worries him. He promises each PC 50 gp 
  per night spent guarding the camp. True to form, that night, 
  a group of 1d6+2 void zombies attacks. Clegg, Erix, and any 
  guards are on hand to help the PCs fight back the undead.
  they’re here, who sent them here, and what they expect and 
  hope to find on Devil’s Elbow. He’s also curious to learn the 
  fates of the other groups on the island, and is particularly 
  keen to hear about any battles the PCs have had with akatas 
  or void zombies.
  Characters who speak with Zincher for at least a minute 
  have a chance to notice he’s charmed; make secret DC 25 
  Sense Motive checks for each PC to determine if they 
  notice the magical effect’s subtle influence on the man. 
  If asked about the drow, Zincher is somewhat startled 
  and shocked, but attempts to Bluff that he doesn’t know 
  anything about any drow on the island. He suffers a –4 
  circumstance penalty on his Bluff check the first time 
  someone mentions drow to him. The effects of the charm 
  prevent Zincher from admitting openly that he knows 
  about the drow, or worse, that he’s working for them. 
  Pressing the man on the matter quickly makes him 
  angry—if the PCs push too hard, he may even be provoked 
  into attacking them, in which case his thugs come to his 
  aid. If Erix has told the PCs the truth about his mission 
  here, he aids them in defeating Zincher (attempting to 
  catch him alive, if possible). Otherwise, the mercenary 
  aids Zincher but pulls his punches against the PCs, 
  hoping to knock them out rather than kill them.
  Assuming the conversation doesn’t frustrate Zincher 
  into attacking, he eventually steers the conversation into 
  the matter of the “unfortunate denizens of the island.” 
  By this, he of course means the drow, but he phrases it 
  carefully so as to make the PCs think he’s speaking of 
  the void zombies or akatas. He mentions several possible 
  tasks that the PCs could undertake for him, and he 
  promises payments in gold for each successful mission 
  (such funds payable upon his safe return to Riddleport, 
  
  36
  Second Darkness
  of course). These missions are more than Zincher trying 
  to recruit the PCs into helping him achieve his goals—
  he hopes the PCs stumble upon the drow during these 
  missions and that the resulting conflict might absolve 
  him of his enslavement. Of course, he can’t directly tell 
  the PCs to go to the sea cave to confront the drow, but he 
  does hope that they find the cave on their own. And in 
  the meantime, if they can catch some akatas for him or 
  gather some noqual... all the better! He even offers to set 
  the PCs up with their own tent, placing the tent between 
  area E5 and E6. Consult the sidebar on page 35 for the 
  various missions Clegg has in mind.
  If the PCs complete all the missions for Clegg but still 
  haven’t uncovered the location of the drow on the island, 
  all is not lost. The charm effect on Zincher has a duration 
  of only a few days; since Shindiira placed the initial 
  charm monster on him, she’s ordered him to meet her at 
  area G1 every night in secret so she can put additional 
  suggestions on him to keep him from getting any ideas 
  about betraying her. Clegg knows she’s controlling him 
  magically, but fears the drow so much that he goes along 
  with her demands. By inviting the PCs to stay in his camp 
  and placing their tent near the trail that leads down to the 
  caves, Clegg hopes that the PCs will notice him leaving 
  one night and follow him down to the cave, at which point 
  the confrontation he hopes will occur could finally set 
  him free.
  PArt Five:  
  ArchitectS oF ruin
  The drow of Devil’s Elbow don’t plan to remain on the 
  island for much longer. Indeed, Shindiira would have left 
  the place a few days ago, after they were done studying 
  the meteorite and breaking it down into portable chunks 
  for transport, but she’s become fascinated by the akatas. 
  Their skill at battle, combined with the fact that those 
  they kill become zombies, makes them quite a desirable 
  weapon—used against the elves of Celwynvian, akatas 
  could become a key element in the battle for control of 
  the ancient city. Shindiira is certain that if she returns 
  to Celwynvian with tame akatas or living larvae in docile 
  undead hosts, she will be greatly rewarded.
  
  37
  Children of the Void
  How long it takes Shindiira to accomplish her goals 
  is up to you, but you shouldn’t have her leave the island 
  before the PCs make at least one attempt to confront 
  her. If the PCs don’t follow Zincher down to area G1 on 
  one of his midnight trips, having Erix open up to them 
  and recruit their aid in trying to force out Zincher’s 
  secret is a great way to get them started down the path 
  to the cave the drow dwell in. Even simple curiosity can 
  suffice—noticing the hidden trail is possible with a DC 
  25 Spot check by anyone who spends at least 10 minutes 
  wandering around the undergrowth surrounding 
  Zincher’s camp.
  The cave system that the drow now inhabit was once 
  the lair of a legendary local siren named Virashi. When 
  the siren first came to Devil’s Elbow more than 600 years 
  ago, she spent several months exploring the island in 
  search of a suitable home. Although she passed by this 
  sea cave numerous times, at last she concluded nowhere 
  else on the island would suit her, and she moved in. For 
  hundreds of years, Virashi menaced ships that came into 
  the lagoon or approached the island too closely, luring 
  in unfortunate and foolish sailors with her dire magic 
  until she was at last slain by an angry mob. Her ghost 
  dwells in the cave now, but the drow have effectively 
  isolated her to one cave and have free run of the rest of 
  the complex.
  G1. The Cliffside Path
  Once the hidden path reaches the cliffside here, it 
  becomes a bit more obvious; following it is a simple 
  matter. It can be spotted from sea only with a DC 30 
  Spot check, though. Only 5 feet wide, the narrow ledge 
  winds down the cliffside until finally ending at a spur 
  of rock some 20 feet above the sea below. If the PCs 
  are following Zincher, he pretends not to notice them 
  unless they’re too obvious about following him or 
  openly try to contact him, at which point he’s forced 
  to lie that he came down here to do some fishing. The 
  lie is a tough sell—Zincher suffers a –6 penalty to his 
  Bluff check since he’s not carrying a fishing pole. If 
  the PCs remain unseen, Zincher makes it all the way 
  to area G2, knocks on the wall, then steps into a hole 
  in the cliffside after a secret door opens. He goes on to 
  meet Shindiira in area G3, remaining in there for only 
  a few minutes before she finishes with him and sends 
  him back up to the camp.
  G2. Hidden Entrance (CR 4)
  Virashi had the only land entrance into her lair obscured 
  by a secret door built by an enraptured dwarf sailor she 
  caught many centuries ago. The secret door can be found 
  with a DC 20 Search check, but it is protected by a trap 
  placed there by Shindiira.
  The narrow fissure opening into area G7 from the 
  cliffside is difficult to notice, requiring a DC 25 Spot check 
  (remember to account for distance penalties).
  Trap: A glyph of warding guards the secret door—it 
  activates if any non-evil creature opens the door.
  Glyph of Warding 
  CR 4
  Type spell; Search DC 28; Disable Device DC 28
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (glyph of warding [blast], 5th-level cleric, 
  2d8 sonic, DC 16 Reflex half damage); multiple targets (all 
  targets within 5 ft.)
  G3. Entry Chamber (EL 6)
  Water drips down along the walls of this damp cavern. The 
  cave itself is cluttered with bits of rubble and debris, much of 
  which seems to be from a strange, blackened form of rock quite 
  different in appearance from the rock that makes up the walls of 
  the cavern. The ceiling slopes up to the north, from a height of 
  about ten feet near the southern exit to a height of twenty-five 
  feet to the north.
  The strange rubble in this room is all that remains of 
  the stony portion of the meteorite the drow called down 
  from the skies. They removed the largest fragments 
  from the crater and returned with them here, then broke 
  away all of the portions of the meteorite that contained 
  noqual ore and stored the ore in area G9g. Anyone 
  who’s seen smaller fragments of the meteorite ore can 
  notice the similarity of the burnt stone fragments here 
  automatically.
  Creatures: Two drow guards are stationed here, 
  standing sentinel against the southeast and northeast 
  walls. Unless Xakihn has raised the alarm already (see 
  area G7), the drow notice the PCs’ approach if they make 
  successful Listen checks, or automatically if the secret 
  door is opened during the day and thus floods the room 
  with light. 
  Drow Guards (2) 
  CR 4
  Male drow fighter 3
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6
  DEFENSE
  AC 18, touch 13, flat-footed 15
  (+4 armor, +3 Dex, +1 shield)
  hp 24 (3d10+3)
  Fort +4, Ref +4, Will +2 (+2 against spells and spell-like 
  abilities); +2 against enchantment
  Immune sleep; SR 14
  Weaknesses light blindness
  
  38
  Second Darkness
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  OFFENSE
  Spd 30 ft.
  Melee mwk rapier +8 (1d6+1)
  Ranged mwk hand crossbow +7 (1d4/19–20)
  Spell-Like Abilities (CL 3rd)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  During Combat The drow guards attack as soon as they 
  notice anyone entering the cave. One moves up to block 
  the entrance to the cave and fights with his rapier, while the 
  other hangs back and uses his crossbow against spellcasters 
  in an attempt to disrupt spellcasting.
  Morale In the hope of gaining recognition for their 
  abilities, these drow continue to fight even in the face of 
  overwhelming odds. Once reduced to 10 hp, though, a 
  drow realizes he’s outmatched and starts a fighting retreat 
  toward area G9, calling for aid from other allies positioned 
  in chambers along the way.
  STATISTICS
  Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 12
  Base Atk +3; Grp +4
  Feats Dodge, Mobility, Weapon Finesse, Weapon Focus 
  (rapier)
  Skills Climb +7, Listen +6, Search +2, Spot +6
  Languages Common, Elven, Undercommon
  Combat Gear potion of cure light wounds; Other Gear 
  masterwork chain shirt, masterwork small steel shield, 
  masterwork rapier, masterwork hand crossbow with  
  10 bolts
  G4. Collapsed Tunnel
  The tunnel here once led directly to the now-destroyed 
  chamber for the glyphs used to call down the fallen star, 
  but the impact caused it to collapse at several points along 
  its route.
  G5. Virashi’s Prison (EL 7)
  When the drow first came to Devil’s Elbow and discovered 
  this cave, everything seemed perfect about the site as a 
  base of operations save for one small detail—this cave 
  was haunted by the ghost of the siren Virashi. Shindiira 
  was assigned to this island primarily for her skill 
  at crafting magic items—the creation of a barricade 
  that would isolate the siren and her song was her first 
  project. This barricade appears as a wall of wood covered 
  with spidery runes in Undercommon warning of great 
  undead peril beyond the barrier. Itself a magic item, 
  the barricade fills the chamber beyond with magical 
  silence to suppress the siren’s dangerous song—there 
  was no real need to use more potent magic to hedge the 
  
  39
  Children of the Void
  ghost in, since she cannot leave the site of her death. The 
  barricade can be pried out of place with a DC 25 Strength 
  check, or battered through with enough damage (hp 30; 
  hardness 5). Either effect destroys the barrier’s silence 
  aura and exposes the complex and anyone inside it to 
  the siren’s song.
  This large chamber rises to a height of roughly thirty feet near 
  the center, where a very small hole acts as a 
  natural skylight. Relatively quiet, with the 
  constant crash of the ocean muffled by 
  solid stone, this cave seems an ideal 
  lair. Moisture-slicked mildewing 
  tapestries and animal pelts 
  cover nearly every inch of 
  the walls, indicating that at 
  one time this chamber did 
  serve as home to some 
  kind of creature.
  Creature: Long before the 
  drow came to Devil’s 
  Elbow, Virashi the siren 
  called this cave complex 
  home. This chamber served 
  as her main living area, 
  and the rotting tapestries 
  and pelts consist of her ancient 
  attempts to use various salvaged 
  materials and flotsam washed 
  ashore from shipwrecks to bring an air of 
  opulence to the cave. Since she was slain many 
  years ago, Virashi’s ghost has been bound to this cavern, 
  the site of her death, as a ghost.
  Virashi’s continued existence on the Material Plane is a 
  tale of tragedy and despair, for she pines for the one true 
  love she lost so many years ago. Until she discovers his fate, 
  she refuses to allow her soul to move on into the afterlife. 
  When the drow arrived and set up camp, Virashi hoped 
  they might have the information for which she longs. 
  Upon approaching them, they attacked and “slew” her, 
  and when she rejuvenated several days later, rage filled her 
  mind and she lashed out at the drow in her cave, forcing 
  the intruder elves to isolate her with a magical barricade. 
  Unable to move beyond the boundaries of this chamber, 
  Virashi has spent the past several weeks suffering the 
  drow’s proximity while she spends all hours of the day and 
  night in torment.
  Fortunately for the PCs, Virashi’s wrath has simmered 
  to a cool burn, and if they remove the barrier and enter 
  her lair, the ghostly siren is merely indifferent to their 
  presence. She recognizes them as non-drow and does not 
  hold against them the earlier actions of the dark elves, 
  and hopes that these new intruders might have news of 
  her lost love. 
  Soon after the PCs remove the silence barrier, Virashi 
  manifests as a ghostly bird-like creature with the head of 
  a beautiful woman. She cries out in a woeful voice, “Where 
  is my Yaris? What has happened to him?”
  Any character who makes a DC 20 Knowledge (history) 
  check, or who heard the story of how Yaris threw himself 
  from the eastern tower (perhaps from Captain Creesy or 
  their own early investigations into Devil’s Elbow), can 
  answer Virashi’s lament. Allow the character a Diplomacy 
  check to adjust the ghost’s initial attitude of unfriendly—
  if the character wishes to attempt to make up a story, 
  he’ll first need to successfully bluff the ghost before he 
  can make this Diplomacy check.
  If the PCs can make Virashi indifferent, she’ll 
  answer questions they have 
  about the drow. She’s unable 
  to leave this cave, and as a 
  result, her insights into what 
  the drow are doing here are 
  limited, but she can certainly 
  describe the standard drow 
  guard, Xakihn, Shindiira, and 
  the shadow demon Chmetugo. 
  She won’t aid the PCs 
  unless they make her at 
  least friendly, though, in 
  which case she agrees to 
  use her siren song in any way 
  the PCs wish to attack the drow. Note 
  that the PCs must use silence or other methods to 
  protect themselves from her song if they take this option 
  against the drow.
  If the characters fail to soothe Virashi’s growing anger 
  with an explanation of what became of Yaris (be it a clever 
  lie or the truth), she attacks after 2d4 rounds.
  Virashi 
  CR 7
  Female siren ghost (MM 117, Pathfinder #14 84)
  CN Medium undead (incorporeal)
  Init +4; Senses darkvision 60 ft., low-light vision; Listen +23, 
  Spot +23
  DEFENSE
  AC 21, touch 21, flat-footed 17
  (+7 deflection, +4 Dex)
  hp 52 (8d12)
  Fort +6, Ref +12, Will +6
  Defensive Abilities incorporeal traits, +4 turn resistance; 
  Immune mind-affecting effects
  OFFENSE
  Spd fly 60 ft. (perfect)
  Melee corrupting touch +12 (1d6)
  Virashi
  
  40
  Second Darkness
  Special Attacks bardic music, frightful moan (DC 21), 
  manifestation, siren song
  Spell-Like Abilities (CL 7th)
  3/day—cause fear (DC 18), charm person (DC 18), deep 
  slumber (DC 20), shout (DC 21)
  TACTICS
  During Combat Virashi relies on charmed or obsessed 
  creatures to protect her in battle, since beyond her shout 
  spell-like ability she doesn’t have a very strong offensive. 
  Against a single foe, she attempts to captivate them, then 
  shreds them to ribbons with her corrupting touch.
  Morale Virashi fights until destroyed.
  STATISTICS
  Str 10, Dex 19, Con —, Int 14, Wis 19, Cha 25
  Base Atk +8; Grp +8
  Feats Dodge, Flyby Attack, Lightning Reflexes
  Skills Hide +17, Knowledge (history) +8, Listen +23, Perform 
  (sing) +18, Search +10, Spot +23 
  Languages Auran, Common 
  SQ rejuvenation
  SPECIAL ABILITIES
  Rejuvenation (Su) As long as her lover Yaris remains bound to 
  this world as a wraith, Virashi rejuvenates 2d4 days after she 
  is destroyed if she makes a DC 16 level check.
  Development: Although Virashi’s ghost is bound to 
  this world as long as the restless spirit of her lover Yaris 
  remains a wraith, if the PCs defeat the wraith at area F, 
  Virashi lingers here for a few days. When the PCs arrive, 
  she can sense echoes of Yaris’s troubled soul in them. She 
  felt his release from undeath as he was defeated by the PCs, 
  and lingered here only so she could grant her blessing to 
  the PCs, should they come by.
  If the PCs enter this room after having defeated Yaris, 
  they find a much different ghost than the one detailed 
  above. In this case, Virashi is quiet, calm, and serene when 
  the PCs meet her. She smiles radiantly as she sees them, 
  greeting them as “the saviors of my beloved’s soul.” She 
  goes on to thank them for allowing Yaris’s angry wraith 
  to finally escape this world and move on, and says that 
  now he is no longer bound to this world by anger, she is no 
  longer bound here by grief. She thanks the PCs again, and 
  then with a sudden flare of white light, she is gone. Her 
  departure invests a magical blessing in the PCs. For the 
  remainder of this adventure, they gain a +4 morale bonus 
  on all saving throws against mind-affecting effects and a 
  +2 morale bonus on all attack rolls and skill checks.
  Ad-Hoc Experience Award: If the PCs befriend Virashi 
  and gain her aid in defeating the drow, award them 
  experience as if they had defeated her in combat.
  G6. Haunt of Shadows (EL 7)
  Creature: This intersection is the current lair of 
  Shindiira’s most powerful ally, Chmetugo the shadow 
  demon. Once a powerful demon in the service of 
  Nocticula, the Demon Lady of Darkness and Lust, 
  Chmetugo had the audacity to spurn a powerful 
  succubus, who in retaliation used her considerable pull 
  in Nocticula’s court to have Chmetugo exiled to the 
  Material Plane. The shadow demon’s exile has lasted for 
  only 3 years so far, but already he has learned to loathe 
  the plane and its accursed brightness with a hatred even 
  he didn’t think was possible. Shindiira encountered 
  him in Celwynvian and secured his allegiance with 
  promises to figure out a way to return him to the Abyss 
  eventually—although Chmetugo knows better than to 
  take her at her word, she is a priestess of Nocticula, and 
  if he can satisfy her needs as a guardian and minion, 
  certainly that can only help reverse his unfair exile. The 
  demon spends much of his time constructing elaborate 
  scenarios in his mind on the torments and vengeances 
  he will inflict on the succubus who had him exiled. 
  This chamber is his favorite place to lurk, since its 
  central location allows the demon to respond to alarms 
  anywhere in the complex with relative speed.
  Chmetugo 
  CR 7
  Shadow demon (Tome of Horrors Revised 129)
  CE Medium outsider (chaotic, evil, demon, extraplanar, 
  incorporeal)
  Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14
  DEFENSE
  AC 15, touch 15, flat-footed 13
  (+3 deflection, +2 Dex)
  hp 52 (7d8+21)
  Fort +8, Ref +8, Will +7
  Defensive Abilities incorporeal traits; Immune electricity, 
  poison; Resist acid 10, cold 10, fire 10
  Weaknesses sunlight powerlessness
  a helPful ghosT
  Not every encounter in a dungeon needs to be a fight. 
  The encounter with Virashi is a great example; not only 
  is she a powerful foe, but simply fighting her isn’t going 
  to accomplish anything; she has no treasure to loot, 
  and if destroyed she’ll simply reform in a few days. The 
  real purpose here is to give the PCs a chance to learn a 
  little bit about the recent history of the caves and to give 
  them a potent ally and weapon that they can use against 
  the drow—Virashi’s songs can wreak havoc on drow 
  teamwork, granting the PCs what may be a key advantage 
  over them. Alternatively, if the PCs have laid Yaris’ spirit 
  to rest, Virashi is perhaps even more helpful in granting 
  them her blessing before moving on.
  —James Jacobs
  
  Children of the Void
  41
  OFFENSE
  Spd fly 40 ft. (perfect)
  Melee 2 incorporeal claws +10 (1d6) and
  incorporeal bite +5 (1d8)
  Special Attacks pounce, rake 1d6
  Spell-Like Abilities (CL 10th)
  1/day—deeper darkness, fear (DC 17)
  1/week—magic jar (DC 18; already used)
  TACTICS
  During Combat Chmetugo begins combat with a charge 
  attack, pouncing with a bloodcurdling shriek on the first 
  intruder he spies. He saves his fear ability to use if he 
  becomes overwhelmed by foes, and deeper darkness to cover 
  his escape if he needs to flee. He’s already used magic jar 
  to possess one of the dwarven prospectors, but his “joy 
  ride” ended with the dwarf’s death by an akata; if the PCs 
  take more than 6 days to confront the shadow demon, he 
  regains the use of this ability and uses it to seize control of 
  one of the party healers to attack the group.
  Morale Once reduced to half his hit points, Chmetugo uses 
  deeper darkness to try to flee to Shindiira’s side. He 
  sees her as his ticket home, and won’t flee as long as 
  she lives—as soon as she dies, though, the demon 
  abandons Devil’s Elbow and heads south to look for 
  a new patron.
  STATISTICS
  Str —, Dex 17, Con 17, Int 14, Wis 14, Cha 16
  Base Atk +7; Grp —
  Feats Alertness, Blind-Fight, Improved Initiative
  Skills Bluff +13, Hide +13, Intimidate +15, 
  Knowledge (dungeoneering) +12, Knowledge 
  (religion) +12, Knowledge (the planes) +12, 
  Listen +14, Search +12, Sense Motive +12, 
  Spot +14, Survival +12
  Languages Abyssal, Common, Elven, 
  Undercommon; telepathy 100 ft.
  SQ quick sprint, shadow blend
  SPECIAL ABILITIES
  Pounce (Ex) If a shadow demon charges, it 
  can make a full attack, including two rake 
  attacks.
  Quick Sprint (Ex) Once per minute, a shadow 
  demon may rapidly beat its incorporeal wings. 
  This allows it to move at six times its normal 
  speed (240 feet) for one round.
  Rake (Ex) Attack bonus +10 melee touch, 
  damage 1d6.
  Shadow Blend (Su) During any conditions 
  other than full daylight, a shadow 
  demon can disappear into the shadows, 
  giving it total concealment. Artificial 
  illumination, even a light or continual 
  flame spell, does not negate this 
  ability; a daylight spell, however, will.
  Sunlight Powerlessness (Su) Shadow demons are utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flee from it. A shadow demon caught in sunlight cannot 
  attack and can take only a single move or attack action.
  G7. Observation Post (EL 5)
  The sound of waves crashing against the cliffs echoes in this 
  chamber through a narrow fissure in the eastern wall. A low 
  table sits against the west wall, on which the remains of an 
  unusual creature are splayed. The doglike beast’s body is 
  partially dissected and surrounded by a variety of tools and 
  half-filled bottles.
  
  Second Darkness
  42
  Thanks to its position and the narrow shelf it opens 
  onto, this chamber serves as a perfect place to watch the 
  land approach to the caves, providing an unobstructed 
  view all the way up the cliffside without appearing obvious 
  from outside.
  The body on the makeshift table is, of course, a dead 
  akata that Xakihn has been examining. He’s fascinated by 
  the monsters and hoped that if he could learn 
  about their inner workings, he’d be able to 
  command them as surely as he commands 
  terrestrial animals to do his bidding. 
  Unfortunately, his examination only 
  confirmed his fears that the creatures 
  are just too alien for his magic to have 
  much sway over. The body itself is partially melted in 
  places, and the entire thing is covered with blisters and 
  lesions—results of exposure to salt water. Xakihn’s current 
  goal is to gather several live akatas and then transport 
  them back to Celwynvian so he can unleash the creatures 
  on the mainland. He’s captured a few so far, but none of 
  them survived his examinations. Lately, he’s decided a 
  safer and more efficient route is to simply let Zincher 
  pursue his similar goals, and then swoop in to take any 
  captured akatas from him when the time comes to leave 
  Devil’s Elbow.
  Creature: Xakihn is an unusual drow, even by drow 
  standards. He has dwelt for many years on the surface, 
  living in the wild deep in the Mierani Forest where he 
  became a student of the cruelty of nature. The wasp that 
  paralyzes the tarantula to be a living banquet for her 
  young, the cat who torments the mouse before eating it, 
  and the savage fury of a man-eating bear are all fascinating 
  subjects to the drow, who has come to think of the dark 
  and cruel woodlands as his true home. The sun still gives 
  him headaches, but deep under tangled forest canopies 
  it’s not so bad. Always something of an outsider, he isn’t 
  officially affiliated with the drow of Celwynvian, but they 
  secured his aid early on when it became apparent that his 
  knowledge of the region was invaluable. He volunteered 
  for the mission to Devil’s Elbow simply because the 
  prospect of being so close to a fallen star was something 
  he couldn’t miss. He and his animal companion, a foul-
  tempered albino giant gecko named Theyardlyn, relocate 
  to area G9d as soon as they see the PCs.
  Xakihn 
  CR 5
  Male drow druid 4
  NE Medium humanoid (elf)
  Init +2; Senses darkvision 120 ft.; Listen +12, Spot +12
  DEFENSE
  AC 16, touch 12, flat-footed 14
  (+2 armor, +2 Dex, +2 natural)
  hp 25 (4d8+4)
  Fort +5, Ref +5, Will +7 (+9 against spells); +2 against enchantments
  Defensive Abilities resist nature’s lure; Immune sleep; SR 15
  Weaknesses light blindness
  OFFENSE
  Spd 30 ft.
  Melee +1 spear +5 (1d8+2/×3)
  Ranged mwk dagger +6 (1d4+1/19–20)
  Spell-Like Abilities (CL 4th)
  1/day—dancing lights, darkness, faerie fire
  Spells Prepared (CL 4th, +5 ranged touch)
  2nd—barkskin, flame blade, summon swarm
  1st—charm animal (DC 14), cure light wounds, jump, 
  obscuring mist
  0—cure minor wounds (3), guidance, mending
  Xakihn
  
  43
  Children of the Void
  TACTICS
  Before Combat Xakihn casts barkskin on himself as soon as he 
  knows the PCs are approaching.
  During Combat Xakihn uses his wand of produce flame at 
  range, switching to his spear if enemies get within 10 feet 
  and then casting flame blade (holding his spear in his off 
  hand) if foes get inside his spear’s reach. He uses spells like 
  summon swarm or obscuring mist to distract enemies that 
  use ranged attacks against him.
  Morale Xakihn and Theyardlyn fight until Xakihn is reduced 
  to half his hit points, at which time they both flee to 
  Shindiira’s side.
  STATISTICS
  Str 12, Dex 15, Con 12, Int 12, Wis 16, Cha 10
  Base Atk +3; Grp +4
  Feats Combat Casting, Lightning Reflexes
  Skills Concentration +8, Handle Animal +7, Knowledge 
  (nature) +10, Listen +12, Search +3, Spot +12 
  Languages Common, Druidic, Elven, Sylvan, Undercommon 
  SQ animal companion, nature sense, trackless step, wild 
  empathy +6, woodland stride
  Combat Gear wand of produce flame (24 charges); Other 
  Gear masterwork leather armor, +1 spear, masterwork 
  dagger, two silver bracelets worth 50 gp each, silver ring 
  worth 100 gp
  Theyardlyn 
  CR —
  Male giant gecko animal companion (Pathfinder #1 89)
  N Medium animal
  Init +7; Senses darkvision 120 ft., low-light vision, scent; 
  Listen +2, Spot +2
  DEFENSE
  AC 17, touch 13, flat-footed 14
  (+3 Dex, +4 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +7, Will +3
  Defensive Abilities evasion
  OFFENSE
  Spd 40 ft., climb 40 ft.
  Melee bite +6 (2d4+3)
  TACTICS
  During Combat Theyardlyn remains within 5 feet of his 
  master if he can, biting anyone who comes within reach.
  Morale As long as Xakihn lives, Theyardlyn fights to the 
  death. If his master dies, Theyardlyn flees if brought below 
  10 hit points.
  STATISTICS
  Str 14, Dex 17, Con 12, Int 2, Wis 14, Cha 6
  Base Atk +3; Grp +5
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Balance +11, Climb +25
  SQ expert climber, link, share spells
  SPECIAL ABILITIES
  Expert Climber (Ex) Theyardlyn can climb any surface as if he 
  were under the effects of a spider climb spell. He has a +8 
  racial bonus and further +8 untyped bonus on Climb checks.
  G8. Barracks (EL 6)
  Six net hammocks supported by ornate metal frames made level 
  by stacks of stone stand around the edges of this cavern. To the 
  west, a leather curtain hangs over an exit, through which the 
  sound of churning waves rumbles. A ledge to the south rises 
  twenty feet to a second passageway there, while the ceiling itself 
  arches to a vaulted height of forty feet.
  This chamber serves as a barracks for the six drow 
  guards who remain on Devil’s Elbow. At any one time, two 
  drow are at rest here. If the alarm is raised, they relocate to 
  area G9a to aid the drow stationed there; otherwise, they 
  are asleep in hammocks.
  Drow Guards (2) 
  CR 4
  hp 24 each (see page 37)
  G9. Sea Cave (EL 9)
  Several thick, rocky natural pillars rise up in this high sea 
  cave. The water filling the lower portion of the enormous 
  cavern sloshes and surges with the tide, and a five-foot-wide 
  rocky beach lines the northeastern face of the pool. The cave 
  ceiling soars to a height of eighty feet. To the south, several 
  wooden platforms attached to the rock pillars are further 
  supported by wooden pilings—the structure looks somewhat 
  treacherous. The sound of rushing, falling water comes from 
  the northern end of the chamber, where a thin cascade of 
  water plummets from a narrow crack in the ceiling into the 
  pool below.
  The entrance to this sea cave opens directly to the ocean. 
  At high tide, the entrance is completely submerged and the 
  sea cave’s rocky beaches are reduced to narrow slivers. With 
  the entrance blocked, the chamber falls into darkness the 
  drow find comforting. At low tide, a gap of nearly 2 feet 
  exists between the top of the entrance and the ocean’s 
  surface. The dotted lines on the map show the extent of 
  the affected area of the southern entrance. 
  The wooden platforms built up throughout the 
  chamber are made from the wreckage of several 
  ships that have wrecked on the reefs surrounding the 
  island—the platforms are all that remains of a once 
  larger structure formerly inhabited by a tribe of goblins 
  that served Virashi nearly 50 years ago. The goblins 
  have long gone, but the remnants of their lair remain, 
  and despite the age of the materials and rot around the 
  edges, the platforms and rope-and-plank bridges are 
  
  44
  Second Darkness
  sturdy and dependable now that the drow have repaired 
  and reinforced them in places. 
  The water in the cave drops quickly beyond the rocky 
  beaches. In the squares adjacent to the beaches, the water 
  is 2 feet deep, but beyond that, it quickly plummets into a 
  25-foot-deep pool.
  Listen checks made in this cave suffer a –2 penalty due 
  to the sloshing of the water from the waves and waterfall.
  Creatures: This chamber is the lair of the current 
  leader of the drow who remain here—Shindiira Misraria. 
  In addition to her, two other drow are stationed in this 
  room as guards, and an orca whale that’s been charmed 
  by Xakihn swims lazily in the waters of the pool, waiting 
  for another offering of meat or the chance to serve his 
  dark masters. Depending on how the fights in the eastern 
  portion of the cavern went, there may be additional 
  creatures awaiting the PCs here as well.
  Shindiira busies herself with sorting her belongings 
  and packing them into a darkwood trunk as she readies 
  for the return journey to Celwynvian, once Clegg 
  Zincher manages to catch a healthy number of akatas and 
  accumulates a bit more noqual. She’s basically finished her 
  studies and observations of the fallen star and its effects; 
  she doesn’t completely understand how the weapon works, 
  but made sure to take detailed notes in the days after the 
  event so that her superiors in Celwynvian will be as best 
  supplied with intelligence as possible.
  Not immune to the natural beauty of the place, Shindiira 
  chose this chamber as her home. She is an unnervingly 
  quiet drow with a piercing gaze. Dark, wavy tattoos grace 
  her cheeks, shoulders, and hips. She conducts herself with 
  stoic resolve and does not shout challenges or otherwise 
  call out to the PCs while fighting them. She remains 
  resolutely silent. 
  Shindiira belongs to House Misraria, a lesser drow 
  noble house in the city of Zirnakaynin that has long 
  had allegiances to the more powerful House Azrinae. 
  House Misraria venerates Nocticula, the Demon Lady of 
  Darkness and Lust, and her faithful often become hired 
  killers; many (though not all) take levels in assassin, but 
  all choose a weapon that they feel best embodies the art of 
  the kill for their own personality. Shindiira’s choice was 
  the flail, a weapon that requires both grace and strength to 
  wield and can wrench a foe’s weapon from his hand, pull 
  him from his feet, or bash in his skull depending on the 
  wielder’s whim. Shindiira is quite proud of her skill with 
  the flail, and prefers to disarm foes, trip them, and then 
  strike for the kill.
  When Allevrah Azrinae arrived in Zirnakaynin several 
  years ago and seized control of House Azrinae, a violent 
  schism struck House Misraria. Some of the disciples of 
  Nocticula wanted to side with Allevrah, while others saw 
  this as a chance to strike at the stronger house while it was 
  distracted and perhaps seize its role of power in the city 
  government. In the end, House Misraria nearly collapsed 
  due to internal strife, and Shindiira decided to abandon 
  her family and offered her services to the Azrinaes.
  She was taken in by a drow named Depora, and the two 
  of them quickly found that their appetites for inflicting 
  pain on others were even more enjoyable when they 
  shared the inflicting. They became almost as sisters, so 
  when Depora was ordered to travel to the surface to aid 
  the Azrinaes in Celwynvian, Shindiira saw it not only as a 
  grand adventure, but also as a chance to bring Nocticula’s 
  wrath to all manner of new and unsuspecting victims. 
  Yet not long after they arrived in Celwynvian, their 
  relationship began to sour, as all sisterhoods do in drow 
  society. Both women became infatuated with the leader 
  of the Azrinae efforts in Celwynvian (a wizard named 
  Nolveniss), and competed for his time and companionship. 
  Nolveniss enjoyed the companionship at first, but his 
  nervous fear at being the focus of such attention resulted 
  in his selection of the two drow as the ones to lead the 
  expedition to Devil’s Elbow and Riddleport in order to 
  set up the targeting glyphs for the weapon and secure 
  a portion of the Cyphergate arch for the final stage of 
  his own experiments with a mysterious event called the 
  Armageddon Echo. Separated from Nolveniss and forced 
  The sea caVe
  The following key areas are found in the Sea Cave.
  G9a. Low Platform: A ladder leads up 10 feet to this first 
  platform. If the drow from area G8 have moved into this 
  cavern, they take up position here.
  G9b. Central Platform: This platform is 15 feet above 
  the water; the bridge leading here from area G9a slants 
  upward to this location.
  G9c. Western Platform: A hand-cranked rope-and-
  pulley system allows someone on this platform to raise 
  or lower gear from the supply cache at G9e below. This 
  platform is 15 feet above the water.
  G9d. Main Platform: This large platform is 20 feet above 
  the water below. Two drow guards are stationed here. A 
  small box near the wall contains some treasure (see area 
  G9 for details).
  G9e. Supply Cache: Supplies and gear are stored on this 
  high beach; see area G9 for details.
  G9f. Waterfall: The sound of this waterfall is quite loud within 
  15 feet; Listen checks made in this area suffer a –4 penalty.
  G9g. Shindiira’s Ledge: This ledge is 50 feet above the 
  water below. Shindiira has taken up residence here; she 
  sleeps in a hammock strung from a pair of iron hooks she 
  embedded in the walls via stone shape spells. A darkwood 
  trunk sits on the ledge as well—Shindiira’s personal 
  treasure (see area G9).
  
  45
  Children of the Void
  to work together, the two drow increasingly bickered 
  and fought. Eventually, Depora relocated to Riddleport 
  to handle the secondary mission on her own, forcing 
  Shindiira to remain on the island and possibly face 
  unanticipated consequences should the fallen star prove 
  bigger than anticipated.
  Now that the weapon has been fired, Shindiira hopes 
  that her return to Celwynvian with noqual and several 
  akatas will afford her the status and respect to claim 
  Nolveniss as her consort, and thus assume control over 
  the operations in Celwynvian. Her only fear is that 
  Depora will get there first with her Cyphergate fragment 
  and beat her to the punch.
  Shindiira Misraria CR 7
  Female drow cleric 5/fighter 1
  CE Medium humanoid (elf)
  Init +1; Senses darkvision 120 ft.; 
  Listen +5, Spot +5
  DEFENSE
  AC 23, touch 13, flat-footed 22
  (+7 armor, +2 deflection, +1 
  Dex, +3 shield)
  hp 49 (6 HD; 5d8+1d10+18)
  Fort +9, Ref +2, Will +7 (+9 
  against spells and spell-
  like abilities); +2 against 
  enchantment
  Immune sleep; SR 17
  Weaknesses light blindness
  OFFENSE
  Spd 30 ft.
  Melee +1 flail +8 (1d8+4)
  Ranged mwk hand crossbow +6 (1d4+1/19–20 plus 
  poison)
  Special Attacks rebuke undead 3/day (+2, 2d6+5)
  Spell-Like Abilities (CL 5th)
  1/day—dancing lights, darkness, detect magic, faerie fire, 
  feather fall, levitate
  Spells Prepared (CL 5th; CL 6th with chaos spells)
  3rd—dispel magic, suggestionD (DC 16), water walk
  2nd—bull’s strength, bear’s endurance, shatterD (DC 15), silence
  1st—charm personD (DC 14), command (DC 14), divine favor, 
  protection from lawC, shield of faith
  0—create water, cure minor wounds (3), purify food and drink
  C chaos spell; D domain spell; Domains Chaos, Charm
  TACTICS
  Before Combat Once the PCs enter this area, the drow guards  
  signal to Shindiira, who, in area G9g behind the northernmost 
  pillar of stone, is out of sight of the entrances to the cave. She 
  casts water walk, bull’s strength, bear’s endurance, protection 
  from law, and shield of faith on herself before entering combat.
  During Combat If the PCs come into view of her ledge 
  before she finishes casting her 
  preparatory spells, she uses 
  ranged magic against 
  them, otherwise she 
  feather falls down to the 
  water to fight from its 
  surface. She uses suggestion 
  to force a PC to take a swim in 
  the water (exposing them to the 
  orca’s attacks), and isn’t afraid to cast 
  shatter on a key support of a walkway while 
  a PC stands on it. If she gets the chance, she casts divine 
  favor just before entering combat. Her favorite melee 
  tactic is to disarm foes before attacking them.
  Morale Shindiira has fought her entire life in the service of 
  Nocticula and does not fear death. She fights until slain.
  Base Statistics AC 21, touch 11, flat-footed 22; hp 37; 
  Fort +7; Melee +1 flail +6 (1d8+2); Str 13, Con 12; Skills 
  Concentration +9
  STATISTICS
  Str 17, Dex 12, Con 16, Int 14, Wis 16, Cha 10
  Base Atk +4; Grp +5
  Feats Combat Expertise, Craft Wondrous Item, Dark Adept, 
  Improved Disarm
  Skills Concentration +11, Intimidate +4, Knowledge (arcana) 
  +10, Knowledge (religion) +10, Spellcraft +12
  Languages Common, Elven, Undercommon
  SQ charm domain
  Combat Gear wand of cure light wounds (32 charges), scroll of 
  charm monster (2), drow sleep poison (10 doses); Other Gear 
  +1 banded mail, +1 heavy steel shield, +1 flail, masterwork 
  ShindiiraMisraria
  DePora’s reTurn
  If Depora Azrinae survived the previous adventure and 
  managed to escape back to Devil’s Elbow, the PCs will 
  encounter her here as well. She’ll have claimed area G9d 
  as her own, forcing the two drow guards there to relocate 
  to area G9c, and her relationship with Shindiira has only 
  grown more strained. Depending on how her fight with 
  the PCs turned out, Depora is either aching for a rematch 
  against them or exulting in her daring escape; in either 
  case, Shindiira sees the PCs as an opportunity to finally 
  get rid of her now-hated ally. When the PCs attack, 
  Shindiira sides with the PCs and aids them in the fight 
  against Depora, who shrieks in rage at the betrayal and 
  then ignores the PCs to focus her attacks on Shindiira. 
  The PCs shouldn’t grow too accustomed to their 
  apparent alliance, though, as both drow see 
  them as problems. No matter who wins in 
  the fight between Depora and Shindiira, the 
  winner immediately turns her attention to 
  the PCs and attempts to finish them off.
  
  46
  Second Darkness
  hand crossbow with 10 +1 bolts, cloak of resistance +1, silver 
  circlet worth 350 gp
  SPECIAL ABILITIES
  Charm Domain (Su) Shindiira can boost her Charisma by 4 
  points once per day as a free action. This boost lasts for 
  1 minute.
  Drow Guards (2) 
  CR 4
  hp 24 each (see page 37)
  Orca 
  CR 5
  hp 88 (MM 283)
  Treasure: The goods stored at area G9c are primarily 
  tools and supplies the drow used to move the meteorite 
  from the crater to this area, to repair the platforms here, 
  and other sundry supplies needed to create the now 
  destroyed targeting chamber to the north. The supplies 
  include two block and tackles, 10 square yards of canvas, 
  50 feet of chain, five crowbars, three fishing nets, six 
  grappling hooks, four hammers, six hooded lanterns, a 
  set of masterwork shipwright’s tools, a set of masterwork 
  carpenter’s tools, a set of masterwork tailor’s tools, a 
  merchant’s scale, seven miner’s picks, 14 pitons, two 10-
  foot poles, a portable ram, 200 feet of silk rope, 17 empty 
  sacks, and two sledges. Mixed in with all this mundane 
  gear is a crate containing four bottles of 4663-vintage wine 
  from the Terverius Wineries of southern Cheliax. Each 
  bottle is worth 300 gp. 
  A small, unlocked box on the main platform (area G9d) 
  contains two potions of lesser restoration, three potions of remove 
  paralysis, five potions of cure moderate wounds, and a potion of 
  neutralize poison. All are labeled in Undercommon.
  Shindiira’s trunk (area G9g)contains more than just 
  the 53 pounds of noqual harvested from the meteorite. 
  This ore creates a rough layer along the bottom of the 
  chest; atop it Shindiira has laid several changes of clothes 
  (including two sets of noble outfits sized for an elven 
  woman and worth 60 gp each) and a set of ostentatious 
  costume jewelry worth 5 gp. Also in the chest is a silver 
  scrolltube worth 150 gp that contains several maps—
  Devil’s Elbow (before and after the meteorite strike), 
  Riddleport, Celwynvian, western Varisia, and all of 
  Varisia. The map of Celwynvian could be of particular 
  import to the Shin’Rakorath, as it includes information 
  on several key drow encampments and patrol routes (see 
  Pathfinder #15).
  Perhaps the greatest treasure in the chests, though, are 
  the three books wrapped in silk and leather and set along the 
  left side of the chest. The first of these books is Tsalkaean’s 
  Bestiary, a book written in Undercommon that grants a +2 
  circumstance bonus on Knowledge (dungeoneering) checks 
  to identify aberrations and oozes and is worth 200 gp. 
  The second is a well-read book called Thoughts on Varisian 
  Customs, written in Common and worth 10 gp.
  The final book is a slender journal, similar in style to the 
  one that Depora kept. Whereas Depora’s journal made no 
  mention of Shindiira, this journal mentions Depora many 
  times. A character who reads the journal learns first of 
  Shindiira’s excitement at being accepted into House Azrinae, 
  and then eventually her frustration and finally hatred for 
  Depora. Nolveniss is mentioned by name several times as well; 
  Shindiira is quite explicit in the ways in which she plans to 
  use him as her consort once she returns to him in Celwynvian 
  with a large amount of noqual and akatas to show him her 
  power. The last dozen entries display a dramatic shift in 
  tone, becoming an almost scientific list of observations of the 
  strange meteorological effects that preceded the falling star, 
  the impact itself, and developments afterward. The PCs can 
  use these entries to piece together much of what’s been going 
  on over the past few days on the island. More importantly, the 
  journal mentions several times an ominously titled event or 
  object called an “Armageddon Echo”—information that the 
  Shin’Rakorath will find quite intriguing at the start of the 
  next adventure.
  concluding the Adventure
  The PCs’ primary goal during “Children of the Void” is to 
  confront the drow in the sea caves and recover Shindiira’s 
  papers and journals—the contents of these documents 
  are incredibly valuable to the elves of Crying Leaf and 
  the Mierani Forest, and when Kwava and his superiors 
  find out they exist, they’ll swiftly recruit the PCs to 
  thier cause, as detailed at the start of the next adventure. 
  Beyond this, the contents should also entice and intrigue 
  the PCs—knowledge that the drow have a strong presence 
  in the ruined elven city of Celwynvian should come as 
  something of a shock. While the borders to this ancient 
  city have been closed by the elves of the region for some 
  time, they had, until now, done an excellent job at hiding 
  the exact reasons for the closure. That the drow have such 
  a strong presence in the ruins raises many questions.
  Yet there are many other sub-quests for the PCs to 
  complete on Devil’s Elbow, and these quests can continue 
  to provide adventure even after they confront the drow. 
  For sake of ease, the major quests (and the rewards the 
  PCs can reap for their completion) are listed here.
  Dark aDePT
  You gain additional spell-like abilities from your heritage.
  Prerequisites: Drow, character level 3rd
  Benefit: You gain three new spell-like abilities, each 
  usable once per day. These spell-like abilities are detect 
  magic, feather fall, and levitate. Your caster level for these 
  spell-like abilities equals your total character level.
  
  Children of the Void
  47
  Defeat the Akata Menace: Surrounded by salt water 
  and due to the island’s normally low population, Devil’s 
  Elbow works quite effectively as a prison for the akatas—
  Golarion is fortunate that fate cast them down here 
  rather than onto the mainland. It’s up to you to decide 
  how many void zombies and akatas are on the island, but 
  if the PCs make the effort to exterminate them all and 
  succeed, award them an ad hoc experience award as if 
  they had defeated a CR 5 creature in combat.
  Deliver Noqual to Riddleport: All of Riddleport’s 
  crimelords want to be the sole source of noqual once 
  it becomes apparent that the precious skymetal is so 
  plentiful on Devil’s Elbow. If the PCs can control the 
  majority of the stuff, they are in a position to pick and 
  choose which among Riddleport’s leaders gain access to 
  the metal—if they choose to keep it all for themselves, 
  several crimelords may take it upon themselves to send 
  thugs, thieves, and even assassins against the PCs in an 
  attempt to gain control of the metal for themselves.
  Rescue the Prospectors: Each group of prospectors 
  the PCs aid in returning to Riddleport earns them the 
  gratitude of that group. For rescuing any number of 
  cyphermages, the PCs are each granted a magic item 
  worth no more than 2,000 gp from the Order’s stores. For 
  rescuing Goldhammer’s dwarves, the Gas Forge offers 
  to craft noqual weapons or armor for the PCs at greatly 
  reduced prices (effectively negating the additional cost for 
  creating the item out of noqual), although the amount of 
  items they can create is limited to the amount of noqual 
  the PCs can supply. Zincher begrudgingly gives the party 
  a reward of 5,000 gp in pearls and gems if they help him 
  escape the drows’ influence and get back to Riddleport. 
  Alas, there’s nothing that can be done for Slyeg’s doomed 
  men—but if Slyeg can find a way to blame Zincher or the 
  PCs for their fate, he certainly will do so.
  If the Drow Escape: Of course, it’s also possible for 
  the PCs to simply take too long to get to the drow. How 
  long it takes for the drow to complete their final days of 
  research depends on you, but once Zincher and his men 
  have captured at least six akatas (possibly with the PCs’ 
  help), Shindiira orders her charmed minion to have the 
  captured creatures transported down to the piers at area 
  A. That evening, a long, sleek ship of elven design sails 
  into port—this is a swift elven warship called Savahara, 
  one of many elven words for “swift and silent.” Savahara is 
  a ship the drow captured and used to come unseen under 
  cover of night to Devil’s Elbow in the first place, and 
  unless the PCs intervene, they load their akatas, noqual, 
  and any surviving drow onto the ship and set sail for the 
  northwestern shores where the Mierani Forest meets the 
  sea. In this case, the PCs might face the drow NPCs of 
  this adventure in the next one, along with a large number 
  of akatas and void zombies.
  
  48
  Second Darkness
  Into the Black
  J
  ust as no man is an island, no planet can exist 
  entirely on its own. For many campaigns, it’s 
  enough to know that your adventurers conduct 
  their acts of heroism and avarice against a backdrop 
  of sun, moon, and stars. But for those who desire more 
  information, whether to take their campaign off-world 
  or merely to widen the scope of what might be at stake 
  in an adventure, the following article provides a quick 
  overview of the worlds beyond Golarion, and how they 
  interact with your PCs’ home.
  The Solar SySTem
  Golarion, the planet on which most of the action in the 
  Pathfinder Chronicles Campaign Setting takes place, is 
  only one of 11 planets in its solar system (some of which 
  have moons as large as Golarion itself, making the actual 
  number of “worlds” much higher). Though not all of these 
  worlds are inhabited, and some are host to climates and 
  conditions so extreme as to be inhospitable to humanoid 
  life, those who manage to break Golarion’s bounds and 
  travel to the stars are treated to wonders beyond anything 
  their homeworld has to offer. Below are all the major 
  bodies of Golarion’s solar system, presented in order of 
  their distance from the center.
  The Sun: Given countless names, this mid-sized star 
  is the source of all life across its surrounding solar 
  system. Thousands of times larger than the planets 
  that draw nourishment from it, the sun is a harsh and 
  forbidding place, its incredible temperatures capable of 
  destroying all but the most powerfully girded travelers. 
  Still, some legends hold that even this impossibly huge 
  floating furnace is inhabited, its vast surface populated 
  by joyous creatures of flame and energy that roll and 
  dive in its seas of celestial fire.
  
  49
  Aballon, the Horse: Named for the speed with which 
  it races across the sky, Aballon is the closest planet to its 
  mother star. So close is its orbit, in fact, that its surface is 
  a charred and rocky wasteland, its sands bleached white 
  or burned black and in some places forming vast seas 
  of glass. Yet while its desolate surface and temperatures 
  capable of melting lead provide ample explanation for 
  the planet’s lack of inhabitation, such was obviously not 
  always the case. Here and there across the landscape, the 
  jagged, needle-like spires of ruined cities protrude from 
  the shifting sands. Who built them and why they were 
  abandoned remains unknown, but scholars speculate 
  that some particularly hardy race—perhaps elemental or 
  mechanical in nature—might have settled here in order 
  to harness as much of the sun’s energy as possible.
  Castrovel, the Green: Much as the red planet Akiton 
  has traditionally been associated with war, Golarion’s 
  closest neighbor, Castrovel, has long been looked upon 
  as the celestial home of lust and fertility—and with good 
  reason. Within its lush, steamy jungles, strange primeval 
  swamps, and oceans of colored mist, the green planet is 
  ruled by some of the most stunning creatures in the system. 
  Humanoid in form, the Lashunta are an educated, civilized 
  matriarchal society. From the backs of their terrible 
  lizard steeds, the breathtakingly beautiful women of the 
  Lashunta city-states maneuver for political position while 
  banding together to keep the hordes of dangerous fauna 
  away from their settlements. Ironically, while the females 
  of the species resemble antennaed versions of ideal human 
  women, their men are proportionally ugly. Barely half the 
  height of their female counterparts and twice as broad, the 
  rugged men of Castrovel are hairy and fierce, their prowess 
  in battle matched only by their keen intellect and thirst for 
  knowledge. Both sexes see the pursuit of mental perfection, 
  the unlocking of the brain’s utmost potential, as the most 
  noble of goals, and as a result Castrovel is a fertile breeding 
  ground for psions and telepaths.
  Golarion: This verdant planet is the primary focus of 
  the Pathfinder Chronicles Campaign Setting. It has a 
  single moon, which is tidally locked so as to constantly 
  show the same face to its parent planet. While that face 
  is barren and gray, a world obviously bereft of life, some 
  whisper that its desolation is merely an elaborate ploy, 
  and that life lurks just beyond the horizon, avoiding the 
  prying eyes of terrestrial astronomers. 
  Akiton, the Red: Colder and harder than Golarion, 
  Akiton is a planet of brave four-armed warriors, their 
  lances and flechette rifles gleaming against a backdrop 
  of rust-red rock and sand. Monsters roam these cold 
  mountains and desolate plains, and tyrannical empires 
  raise stark and beautiful cities in the dried beds of 
  ancient oceans. The tribes of the Shobhad-neh, 12-foot-
  tall behemoths capable of wielding a sword in each of 
  their four hands, are fiercely territorial, and few sane 
  creatures would challenge a single warrior girded in his 
  battle harness, let alone one of the warbands and raiding 
  parties that constantly redraw the giants’ borders. Yet 
  there are other races here as well: the timid and crafty 
  Ysoki rat-men, or the red-skinned lizardfolk who hunt 
  the great sand serpents with only crude spears and teeth. 
  Perhaps strangest of all are the Contemplatives of Ashok, 
  into whose soft and throbbing brain-sacs the ether 
  occasionally whispers secrets of things past and those 
  left to come.
  Verces, the Line: This inhospitable world draws its 
  name from the fact that it is tidally locked, with the same 
  hemisphere always facing the sun. With one side of the 
  planet baking in the constant radiation that punches 
  through its thin atmosphere and the other losing its 
  heat into the darkness to space, civilization on Verces is 
  confined exclusively to a narrow band circling the planet 
  on the terminator, the line where night meets day. Here, 
  however, its humanoid residents have compensated by 
  building enormous linked settlements, their towering 
  Since the beginning, the conscious races have looked to the sky for guidance. In the movements of 
  the heavens, they seek meaning; in their positions, portents. The opulent halls of royal houses across 
  Golarion play host to learned astrologers and scholars paid to interpret the songs of the spheres, and 
  many are the battlefields where chieftains on both sides offer bloody sacrifice to the red planet Akiton. 
  Varisians follow the motions of their Cosmic Caravan, and all followers of Desna pay special attention 
  to her children, who light the night sky and guide sailors to their moorage. Though some may scoff at 
  those who deify Golarion’s sister worlds, few gazing upon the great crater of the Inner Sea can deny 
  the sky’s power when riled.
  All men watch the stars. Yet how many know that the stars gaze back at them?
  —Greogorik Taraspi,
  Chief Astrological Advisor to the court of Xerbystes II
  
  50
  Second Darkness
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  enough to hold their own atmospheres and seas of liquid 
  water, squabbled over intensely by the creatures who 
  make the field their home. In this tumult, great long-
  legged spider creatures launch themselves from rock to 
  rock with a mathematical precision, foraging for mineral 
  deposits, while pale angelic beings soar through the field 
  on moth wings of pure energy, riding the solar wind.
  Eox, the Dead: For generations, various cultures on 
  Golarion have sensed that there’s something wrong 
  with the dim planet of Eox, seeing in its retrograde orbit 
  strange and sinister omens. If only they knew how right 
  they were—for Eox is a dead world in the most literal 
  sense. Once the alien race most similar to humanity 
  in physiology, the men of Eox were some of the most 
  accomplished magic users in the solar system, a people 
  known for their extraordinary ability to bend space 
  and time. Constantly striving for new discoveries, they 
  pushed themselves hard, sacrificing aesthetics, love, and 
  morality in their pursuit of power—some say that they 
  even managed to ascend to godhood and form their own 
  pantheon. But whether it was a punishment by the deities 
  for their hubris, a weapon from an unknown enemy, 
  or merely an arcane experiment gone terribly wrong, 
  Eox’s shining age of reason ended in a single white-hot 
  moment. So powerful was that world-ending explosion 
  palaces ringing the planet in gleaming metal and 
  artificial light. When required to venture into either 
  Darkside or the Fullbright, as they frequently must in 
  order to hunt the bizarre creatures who live there or to 
  mine the crystals that power their monolithic factories, 
  residents of Verces wear bulky protective suits that are a 
  synthesis of magic and machine, protecting them from 
  heat and cold and frequently enhancing their physical 
  and combat abilities.
  The Diaspora: This solar system did not always have 
  11 planets. Once, long before the men of Golarion began 
  to write down their histories, there were 13 great worlds 
  circling the sun. What caused the destruction of two 
  planets is unknown—perhaps a war between neighboring 
  worlds, a shift in orbits leading to a collision, or an 
  encounter with some terror from the space between the 
  stars. All that is certain is that where once two living 
  worlds dwelt, there is now only the Diaspora. Occasionally 
  known by other names, such as the March of Stars, this 
  thick asteroid belt is rife with both destruction and life. 
  Despite regular (on an astronomical scale) collisions 
  with each other, the countless tumbling rocks and dwarf 
  planets in this field play host to numerous tiny worlds 
  and fiefdoms, from single miles-wide asteroids claimed 
  by individual wizards seeking solitude to debris large 
  
  51
  Into the BLack
  that it set Eox’s very atmosphere aflame, burning off the 
  gasses in a planet-wide firestorm.
  Most of the populace was killed instantly, but for 
  those few who survived in self-contained environments, 
  it was the beginning of a new era. With no atmosphere 
  to breathe, a critically low population, and many of 
  their people sterilized by the vast wash of radiation, 
  the remaining inhabitants of Eox turned to undeath, 
  permanently capping their population. In the millennia 
  since, the bone sages of Eox have grown wiser, more 
  powerful, and even less bound by morality, concerned 
  only with the one pursuit left to them: magic. While 
  nothing is certain, it’s whispered that the denizens of the 
  blasted planet may have had something to do with the 
  formation of the Diaspora.
  Triaxus, the Wanderer: In many ways, Triaxus is 
  actually two worlds. Dubbed “the Wanderer” due to 
  its extremely eccentric orbit, Triaxus’s distance from 
  the system’s center varies greatly as it traces its slow, 
  elliptical path around the sun. At its farthest point, out 
  near the great gas giants, the sun is a mere pinpoint, 
  and the world is one of glaciers and vast snowfields. At 
  its closest point, however, Triaxus is even closer to the 
  sun than steamy Castrovel. What is most amazing about 
  this annual change is that Triaxus bears life—is, in fact, 
  flush with it—and plays home to two distinct ecologies, 
  each of which goes dormant while the other is ascendant. 
  During the Triaxian winter, the civilized people of the 
  planet hunker down in towns and castles made of ice and 
  stone, hunting the giant furred insects and terrifying 
  snowbirds of the plains while burning pale fungi for 
  warmth. In the summer, the glaciers melt and recede in 
  great monsoons, and the people abandon their stalwart 
  forts to live free and easy in the jungles that spring up 
  overnight, feeding off the plentiful wildlife. Given that 
  one complete cycle on Triaxus takes hundreds of Golarion 
  years to complete, yet their people rarely live more than 
  80 years, Triaxian society is a strange and awkward thing, 
  with those generations born into the fertile times toiling 
  to prepare for a season of hardship they know only from 
  legends and may never live to see.
  Liavara, the Dreamer: One of the solar system’s two 
  titanic gas giants, Liavara is easily recognizable by its 
  bright rings, great fields of charged dust that play host 
  to a surprising variety of strange and tiny elemental 
  beings. In addition, the heavy gases that make up the 
  planet’s outer layers brim with a number of amorphous 
  and gliding monsters, some of which are believed to have 
  been brought to the planet by Brethedan explorers who 
  then went feral themselves, becoming just another part of 
  the planet’s buoyant ecosystem. (Though their language 
  is difficult to parse into human terms, the highest-
  evolved inhabitants of Liavara are called “dreamers” by 
  their Brethedan counterparts, and appear to be held in 
  considerable esteem.)
  The true civilization on Liavara exists on its several 
  sizable moons, most important of which is Arkanen. 
  This well-populated moon is in a strange position, 
  as on its own it seems unable to successfully hold its 
  atmosphere and constantly bleeds off its air into the 
  surrounding space in a white, comet-like tail. Once a 
  year, however, the moon’s orbit around Liavara takes it 
  so close that it actually plunges through the upper layers 
  of the giant’s atmosphere, tearing away enough gas to 
  keep its ecosystem functional for another year. As vital 
  as this annual refueling is to sustaining life on Arkanen, 
  it’s also an extremely dangerous time—catastrophic 
  storms wrack the moon, predators from Liavara’s 
  upper atmosphere sometime sail between worlds, and 
  great bolts of lightning caused by disruptions in the 
  worlds’ magnetic fields arc between the two. This last 
  phenomenon is a source of great power for the wizards 
  and scientists of Arkanen, and most major projects take 
  place at this time of year. Strangely enough, conventional 
  physics holds that Arkanen’s orbit and theft of gas from 
  the giant should be impossible, supporting the theory 
  that the moon may have been created magically as a sort 
  of arcane dynamo in order to power some unknown 
  undertaking.
  Bretheda, the Cradle: The largest planet in the 
  system, the Cradle takes its name from the fact that 
  eLves and sovyrian
  While everyone who knows the story of the elves’ exodus 
  and eventual return to Golarion has likely heard the name 
  Sovyrian, few members of other races know anything solid 
  about the secret realm of the elves. Most believe it to be 
  on another world, though whether the elves originated 
  there and traveled to Golarion in the distant past or are 
  native to Golarion and discovered their hidden realm later 
  on is a subject hotly debated. Although those select few 
  who have traveled to Sovyrian via Kyonin’s mysterious gate, 
  the Sovyrian Stone, are notoriously tight-lipped about it, 
  the land is rumored to be a place of strange and ethereal 
  beauty, with tall spires and delicate domes—certainly the 
  embodiment of elven aesthetics, if not the birthplace. 
  Indeed, it should be noted that only the demon Treerazer’s 
  attempt to pervert the gateway between the worlds was 
  sufficient to draw the elves back to Golarion after milennia 
  in their secret abode. Why they decided to stay once that 
  threat was dealt with remains a mystery. For now, however, 
  the elves seem content to retake their ancestral holdings 
  and entrench themselves once more as one of the ruling 
  races of Golarion—though none can say when they might 
  suddenly decide to emigrate once again.
  
  52
  Second Darkness
  it plays mother to literally dozens of moons, many of 
  them inhabited. On the planet itself, the vast seas of 
  blue and purple clouds shelter a far-reaching and highly 
  intelligent society, though perhaps the one most alien 
  to human thought and seemingly bereft of conventional 
  technology. To the Brethedans (called “floaters” by 
  some), the proper response to any problem is evolution. 
  Drifting like enormous, contented blimps, the jellyfish-
  like aliens possess a rough but highly creative hive 
  mind and an incredible ability to adapt their bodies 
  consciously, allowing them to bind together to meet 
  threats or harden themselves against the vacuum of 
  space in order to visit other worlds.
  Bretheda’s moons are almost a solar system of their own, 
  and so numerous that new ones are still being discovered by 
  astronomers. Of considerable prominence is Kalo-Mahoi—
  an ocean world with a thick ice crust, beneath which its 
  people build beautiful and delicate cities along its deep-sea 
  geothermal vents—but there are numerous other moons 
  just as interesting. Some of these include Varos, a violently 
  volcanic world that is heated tidally as the gas giant’s gravity 
  distorts its shape; Dykon, a crystalline world on which 
  silicon-based life thrives in bright, sharp-edged forests; 
  or Thyst, where massive radioactivity is the lifeblood of its 
  natives and certain death for unwary visitors.
  Apostae, the Messenger: This tiny, rocky world operates 
  well out of the plane of the ecliptic in an orbit nearly 
  perpendicular to Golarion’s own, with its strange course 
  suggesting that it may have formed elsewhere and been 
  captured later by the sun’s gravity well. Adding to the 
  mystery of its origin are the great miles-wide metal doors 
  set flush with its barren surface in several places. Ornate 
  and covered in strange symbols, these doors make it 
  unclear whether the planet is in fact inhabited by a race of 
  subterranean creatures, or perhaps even some sort of vessel 
  from somewhere beyond the solar system. Among those 
  who know of its questionable origin, a prevalent theory 
  proposes that this strange object may even have brought the 
  first spark of life to Golarion’s system, but such claims can 
  only be dismissed as fancy until someone passes through 
  the magically warded doors and into whatever waits below.
  Aucturn, the Stranger: Most astronomers in Golarion’s 
  system would prefer to forget that Aucturn exists, so inimical 
  is it to their scientific methods. Unreachable by all but the 
  most powerful magic, and the only world in the system not 
  connected to other planets by a network of portals, Aucturn 
  is the subject of countless legends. A world of monsters, say 
  some, or the home of an ancient god woken at last from a 
  million years of dark slumber. Certainly there are hints 
  that the planet may be the system’s link to the lightless 
  places between the stars known as the Dark Tapestry, or 
  to the mysterious Dominion of the Black whispered about 
  in Osiriani legend. Perhaps it exists in a slightly different 
  dimension, a link between this and another universe. No one 
  can say for sure, but for thousands of years it has unnerved 
  astronomers who, peering at it through their telescopes and 
  scrying spells, all report very different descriptions, from a 
  terrestrial world with atmosphere to a ringed gas giant to a 
  dark and lifeless rock—even when observing it through the 
  same shared telescope.
  Traveling BeTween worldS
  Though there may seem to be an astonishing amount 
  of life squeezed into Golarion’s solar system, the 
  ConsteLLations
  While the information presented here focuses primarily on 
  Golarion’s sister worlds and the cultures that inhabit them, the 
  stars themselves have considerable impact on the societies of 
  Golarion. From Cynosure, the immobile northern star which 
  allows travelers to navigate and houses Desna’s celestial palace, 
  to the 13 signs of the Cosmic Caravan which offer portents to 
  astrologers, the stars are revered by priests and atheists alike, 
  and are even worshiped outright by some. One of the various 
  ways in which civilizations interact with the stars is through the 
  creation and propagation of constellations. Presented below 
  are twenty of the more commonly recognized star-pictures, 
  along with their most prevalent associations.
  Ardacondis: Who wrestles the Kraken to keep it from 
  choking the world.
  The Caravan: Which protects all who travel.
  The Fang: That vampires kill for.
  The Ferryman: Who claims lost souls.
  The Gecko: Who climbed up to the sky.
  Gigas Major: The old giant.
  Gigas Minor: The young giant.
  The Hawk: Who hunts the heavens and defends the sun.
  The Key: That Abadar made to unlock the First Vault.
  The Kraken: Who ensnares Ardacondis.
  The Owl King: Who watches everything in the night.
  The Sea Wraith: The notorious vessel of Besmara, the 
  Pirate Queen.
  The Sorcerer: Who all spellcasters honor and look to 
  for guidance.
  The Sphinx: Who knows many secret things, and whom 
  even the gods respect.
  The Spider: Who weaves the night in its silken strands.
  The Stair of Stars: The pathway that leads the faithful to 
  Desna’s palace of Cynosure.
  The Stirge: Whose nose got stuck in the sky.
  The Tarrasque: Who sleeps among the stars for now, but 
  will return when the time comes to end the world.
  The Throne: Reserved for the final king.
  The Wyrm: The great star-dragon, considered good by 
  some and evil by others, who guards his celestial hoard.
  
  53
  Into the BLack
  distances between these planets is so vast as to be almost 
  unimaginable. Only magic of the highest possible 
  caliber, or technology far beyond that which is known to 
  most civilizations on Golarion, is capable of bridging the 
  gap between worlds, and those few who might be privy to 
  such methods grasp their secrets tightly. Yet exceptions 
  remain, and three of the most accessible methods of 
  interplanetary travel are presented here. 
  Portals
  Almost all those who live on Golarion have heard the story 
  of the great elf exodus before the fall of the Starstone, the 
  way the entirety of elven society marched silently through 
  magical stone portals to gather in Kyonin, there to step 
  through a final arch and disappear from the world for 
  millennia, transported to the mysterious haven known 
  as Sovyrian. Few realize, however, that these portals far 
  predate the elves’ existence on Golarion and may be the 
  inspiration for the race’s fabled elfgates. These profoundly 
  ancient passages form a vast network linking all the 
  system’s planets save Aucturn (one reason why the learned 
  fear and distrust the dark planet). The knowledge of how 
  to operate these ancient artifacts is rare on Golarion, and 
  in fact remains so across the system, though the warrior-
  scholars of Castrovel learned long ago how to use the 
  portals to step between their own world and the red planet 
  of Akiton, giving those two worlds the most contact of 
  any in the system. In recent years, however, portals across 
  the system have begun winking on seemingly at random, 
  activating for brief stretches of time and offering those 
  nearby a glimpse through a window into another world—
  or, for those brave or foolish enough, a doorway.
  Who built these portals remains a mystery, but it’s 
  possible they left a clue behind. A strange portal on 
  Apostae, similar in shape to the others but with wildly 
  different markings, has so far not been connected to any 
  other known portals, leading those most informed about 
  such things to believe that the architects of the portals 
  may have originated far outside the solar system and left 
  this as a link, waiting for the young races here to mature 
  enough to decipher its operation and make contact.
  Spells
  While many believe that spells such as greater teleport have 
  no limit to their range, those who have tried to use them 
  to reach the stars know otherwise. Some attribute it to 
  the mind’s inability to truly comprehend the distances 
  involved, others to the great speed with which the celestial 
  bodies move through the blackness, and still others to the 
  lack of any sort of ether for the magic to travel through. 
  Whatever the cause, most have concluded that it’s easier 
  to shift planes and explore the universe’s mysteries that 
  way than to travel across spaces so vast. Conventional 
  scrying methods are likewise inhibited by the incredible 
  distance. Still, for those determined enough, magic can 
  sometimes do the job via spells (see page 54) or through 
  the construction of massive and convoluted artifacts, 
  some of which can still occasionally be found abandoned 
  by their creators on planets like Golarion.
  Vessels
  By far the most terrifying and dangerous means of 
  interplanetary travel is through the use of starships. 
  Over the lifespan of the solar system, several cultures 
  have tried to build vessels capable of spanning the cold 
  distances between worlds, and a few have succeeded. The 
  great metal dirigibles of Verces, for instance, have set 
  sail from their needle-like space elevators and explored 
  the Diaspora numerous times, observing the myriad life 
  forms there through their thick portholes. The bone 
  
  54
  Second Darkness
  sages of Eox, being already dead, have an easier time of 
  it than most, and their warships of steel spines and fire 
  may be part of the reason they avoided whatever calamity 
  caused the formation of the asteroid belt. By far the most 
  effective starfarers, however, are the Brethedans, whose 
  vessels are merely the largest of their jovian herd animals, 
  amorphous colossi spurred beyond the bounds of the 
  planet’s gravitational pull. In the bellies of their beast-
  ships, the Brethedans managed to colonize Liavara, and 
  might have gone farther had the rocky planets possessed 
  anything useful to offer them.
  Though spacecraft have existed in Golarion’s system for 
  some time, not all ships found there are of local design. 
  The crashed ship in Numeria, for instance, is obviously 
  far beyond the technical capability of any races currently 
  ascendant, and presumably could only have come from 
  somewhere beyond—another star, another dimension, or 
  even another era.
  ContaCt with Golarion
  While contact between worlds is extremely limited, being 
  nothing if not an incredibly exhaustive and expensive 
  undertaking, there is still plenty of evidence that beings 
  from other planets have visited Golarion on several 
  occasions. Strangely enough, the two highest-profile 
  visitations come not from nearby Akiton or Castrovel, 
  which so captivate the minds of poets and arists, but 
  rather from beyond the solar system altogether.
  Most recent and prominent of the alien visitations to 
  Golarion was the event Numerians refer to as the Rain of 
  Stars, in which a great starship from an unknown world 
  broke up in Golarion’s upper atmosphere and strewed 
  debris across the planet in a storm of fire and flak. While 
  the majority of the wreckage was just that, the largest pieces 
  managed to hold together long enough to bury themselves 
  in the barbaric plains of northern Avistan, creating a 
  number of strange metallic dungeons. The Numerian 
  capital of Starfall grew up around the largest of these 
  pieces, and through exploiting the secrets gleaned from 
  this hulk, the Black Sovereign and his Technic League have 
  cemented their hold on the nation’s government even as 
  they grow ever more addicted to the strange liquids oozed 
  by the tortured ship. In recent years, further exploration 
  into the wreckage freed a group of beings known by the 
  Numerians as “the Metal Men,” taciturn construct-like 
  beings who seem content to ally with the Black Sovereign 
  so long as he doesn’t contradict their own inscrutable 
  machinations. While these starfarers undoubtedly know 
  the secrets of their origin, all inquiries by the Technic 
  League have met with silence at best, and those who 
  would know the secrets of the skymetals’ origin might be 
  best served exploring the other sections of the ship that 
  managed to remain intact.
  In Osirion, scholars have long believed that several 
  elements of the ancient pharaohs’ society were influenced 
  by forces from beyond the stars. In antiquated burial 
  chambers uncovered by eager Osiriontologists, murals 
  suggest that these visitors may have been a major 
  factor in that ancient culture’s rapid development, all 
  the way down to mandating the construction of the 
  massive pyramids which the pharaohs later adopted as 
  tombs. While the identities of these progenitors remain 
  unknown, Osirion has always held the 11th planet of 
  Aucturn in great esteem, and some fear that the pharaohs’ 
  guides were in fact emissaries from the mysterious 
  Dominion of the Black and the unholy spaces between 
  the stars. What’s more disturbing, if certain theories are 
  to be believed, is that some of those wall carvings and 
  carefully excavated riddles can be combined to form a 
  sort of clock—one counting backward down to a date in 
  the not-so-distant future.
  the Stuff of StarS
  One of the chief areas in which the people of the stars have 
  influenced Golarion is, oddly enough, metalworking. Over 
  the generations since the Rain of Stars poured debris across 
  the land, smiths worldwide have taken to collecting and 
  forging this metal into tools and weapons, fetching great 
  prices due to their strange and otherworldly properties. 
  Seven known types of this rare skymetal exist, each rumored 
  to possess varied traits. The largest identified deposits are 
  in the barbarian plains of Numeria, where some chambers 
  of the ship lie intact and the largest piece forms the great 
  Silver Mount at Starfall. The seven varieties are as follows:
  Interplanetary teleport
  In addition to spells like wish and miracle, there’s at least one 
  incantation that is capable of sending a group of creatures 
  instantly from one planet to another.
  Interplanetary Teleport
  School conjuration (Teleportation); Level cleric 9, sorcerer/
  wizard 9, travel 9
  DeScrIpTIon
  This spell functions as teleport, save that there is truly no range 
  limit and you do not need to have seen your destination, though 
  you must have a solid grasp of which world you wish to travel 
  to (“Verces” is an acceptable destination, but “a habitable world 
  near that bright star” is not). If you have a specific location on 
  a planet in mind, you arrive there without a chance of failure, 
  otherwise you arrive at a location that would not immediately 
  be life-threatening. If no such safe landing zone exists on the 
  world, such as someone attempting to travel into the sun 
  without the proper precautions in place, the spell simply fails.
  
  55
  Into the BLack
  Abysium/Feverstone: This glowing blue-green stone 
  can be a source of great energy, but those who spend 
  much time near it quickly grow ill and die unless proper 
  precautions are taken.
  Adamantine: This steel-like material is by far the most 
  common skymetal, and is renowned for its strength, 
  hardness, and ability to hold an edge.
  Djezet/Quickiron: Liquid at all known temperatures, 
  the rust-red metal known as djezet is said to have the 
  ability to amplify magical effects that involve it, making 
  items more powerful and castings more potent.
  Horacalcum: The rarest of the known skymetals, this 
  dull, coppery substance is rumored to warp time around 
  it, making things seem to speed up or slow down.
  Inubrix: Supposedly this metal’s structure allows it to 
  pass through certain other materials without touching 
  them, seemingly shifting in and out of phase with a 
  given reality.
  Noqual: Coveted by many Numerian barbarians who 
  have learned the hard way to distrust wizards, this metal 
  supposedly resists magic, and armor made from the 
  metal helps protect against magic.
  Siccatite: Shining silver, this metal is alternately 
  incredibly hot or freezing cold to the touch when found. As 
  of yet, scholars have not determined whether siccatite 
  is actually two similarly-hued metals or merely 
  determines its temperature via an unknown process.
  The worldS Beyond 
  Golarion’s solar system is enormous, but it is just one 
  of countless similar systems that make up a great spiral 
  galaxy, which in turn is only a single dot of light on the 
  black canvas that is the Material Plane. Though life is 
  the exception rather than the rule on the innumerable 
  worlds spinning through the darkness, there is still 
  more than enough room to house any world or race 
  a GM might enjoy or desire to create: Creatures 
  of coherent light or gas. Vast hive-mind networks 
  continually adding to their collective in hopes of 
  discovering absolute truths. Robots. Time travelers. 
  Little green humanoids with ray guns. Even Earth 
  might be out there somewhere, hanging oblivious on 
  the outflung arm of the Milky Way, waiting for someone 
  to bring it into the game.
  Yet unfortunately for creatures of the light, there 
  is more to outer space than just planets. In the long 
  gaps between the stars that residents of Golarion 
  call the Dark Tapestry, the darkened vistas 
  where dead molecules have long since 
  ceased to vibrate, evil lurks as well. 
  Hungry, formless, nameless to all 
  but the most blasphemous, those 
  who dwell here bear cold 
  intelligences too alien for even the gods to comprehend. 
  Ancient and sleeping, these creatures have thankfully 
  yet to turn but the barest portion of their attention to 
  Golarion and its sister worlds, for should any of them 
  ever truly be roused, their voices would be the trumpets 
  that begin the end. Still, depraved individuals hungry for 
  power sometimes beseech aspects of these cosmic horrors 
  to grant them boons (a course of action which inevitably 
  ends in destruction for all involved—these Old Ones are 
  not benevolent gods), and some fools and heretics claim to 
  have made contact with the Dominion of the Black, a race 
  of heralds and emissaries who live between the stars as 
  well, sustained only by the knowledge imparted by their 
  unknowable masters. Where the Dominion marches, 
  madness follows.
  
  56
  Second Darkness
  C
  ayden Cailean (CAY-den CAY-lee-en) is one of 
  the Ascended, a mortal man who became a god 
  after passing the grueling tests of the magical 
  Starstone. Legend tells that, unlike the other Ascended, 
  he was completely drunk at the time and attempted the 
  test on a dare from another drunk. Three days after 
  entering the Cathedral of the Starstone, he emerged a 
  living god, baffled and amused about what the Test might 
  have entailed. A good-natured sellsword as a mortal, his 
  behavior changed little as a god, and he continued to fight 
  for just causes, sample various drinks, and avoid things 
  he didn’t want to do. Thus, Cayden Cailean became the 
  patron of brave men, alcoholic spirits, and freedom to 
  choose your own path in life.
  Cayden Cailean is outgoing, friendly, boisterous, 
  unashamed, and flirtatious, even more so when he allows 
  himself to indulge in fermented delights. He loves 
  good-spirited toasts, friendly bar brawls, bawdy songs, 
  and standing up for the underdog. He loathes slavery, 
  mean-spiritedness, bullying, teetotalers, and restrictive 
  laws and customs. He believes that everyone would get 
  along better if they could sit down and have a drink, 
  preferably in the company of lovely ladies. A former 
  mercenary, he believes in fair pay for a job well done, 
  whether paid in coin, drink, or a tumble in the hay with 
  a willing paramour. Having had his share of hard times 
  as a mortal, he’s not above helping someone for free now 
  and then or leaving an extra-generous tip for someone in 
  need. This simple and welcoming philosophy makes him 
  popular with adventurers, philanthropists, revelers, and 
  those who fight for good.
  Although he is a god of wine, his interest is in merriment 
  rather than forgetting old sorrows, whether that merriment 
  is common folk at an alehouse or wealthy merchants sipping 
  Cayden Cailean
  
  57
  brandy at a feast. Likewise he is not fond of those who use 
  drinking to work up enough courage (or whittle away enough 
  wisdom) to bring harm upon others. He has been known to 
  inspire tipsy revelers to speak insightful poetry and confess 
  secrets better aired out than kept in the dark. It is traditional 
  to toast his name with the first drink of the evening. A 
  “Cayden’s dare” is any foolish-seeming thing that turns out to 
  have good consequences, such as going out to tip the mayor’s 
  cow and discovering a discarded pouch of 
  coins or going on a quest the night 
  before your mother-in-law comes to 
  visit. At weddings it is common to joke 
  that the bride or groom is only present 
  because of a drunken dare.
  Cayden Cailean was a courageous 
  man, although often his courage was 
  bolstered by a wineskin or flask. He 
  expects his followers to be brave in 
  the face of danger, though there is 
  no shame in retreat; he is the god of 
  bravery, not reckless stupidity in the 
  face of common sense. Although many 
  assume his faithful will accept any 
  dare in the name of bravery, the truth 
  is that they are not routinely foolish 
  just because of their religion. Even the 
  dullest hero of Cayden Cailean has the 
  sense to not accept an impossible or 
  suicidal challenge—though it is not 
  uncommon to accept a risky one after 
  a swig or two of “liquid courage.” 
  Although his other divine concerns 
  are flexible in interpretation, he is as hard as a nail when 
  it comes to a person’s right to freedom. Before the Test of 
  the Starstone he had been known to leave in the middle 
  of mercenary jobs when he found out his employer was a 
  tyrant or using him to bring harm to decent folk, which 
  (coupled with his drinking) gave him a somewhat unreliable 
  reputation, but he refused to go against his own beliefs for 
  the sake of mere coin. Cayden Cailean believes that there is 
  no justice in a law that oppresses one man to benefit another, 
  and over the centuries he has worked to counter the plots of 
  lawful deities who see human misery as a price to pay in the 
  name of some goal. He has been known to kill slavers, or (in 
  lands where slavery is legal) buy slaves, free them, and then 
  later rob the slave owner so there would be no profit in the 
  slaving. In places where the peasantry suffers from harsh 
  taxes or demoralizing practices such as primae noctis, he has 
  helped them topple their oppressor or at least aided them 
  in escaping to more friendly lands. Of course, he is still 
  good and doesn’t believe that you should be able to murder 
  your neighbors even though the law forbids it, nor is he a 
  destructive god of chaos or a madcap god of frivolity.
  Most of his worshipers are common folk who seek simple 
  contentment in their daily lives, have a drink with their 
  friends, and have the courage to stand up to evil when it rears 
  its ugly head, no matter what shape it is in. Brewers, vintners, 
  barkeeps, and innkeepers pray to him for tasty beverages and 
  the good business that comes from them. Happy drunks and 
  revelers of all sorts toast his name. Wealthy folk do good deeds 
  in honor of him, like simply sharing a private store of wine 
  in lean times. Cayden Cailean is a very popular 
  deity among good adventurers, who 
  share his casual goals of questing 
  and celebrating one’s victories. Those 
  not keen on adventuring often work 
  as guides or explorers, enjoying the 
  freedom of living and going wherever 
  they please. His followers are happy 
  people, preferring to look on the 
  bright side of things and accepting 
  any downturn as a challenge to make 
  right. While most of his worshipers 
  are human, a significant number 
  are half-elves, finding comfort and 
  acceptance in a faith interested in 
  good works and good times rather 
  than formal hierarchies, ancient 
  traditions, and old grudges. Although 
  dwarves appreciate his interest in 
  ale, few worship him, though some 
  clans will lift a mug in his name and 
  include him in stories about Torag, 
  where he typically takes the role of a 
  humorous sidekick.
  Cayden Cailean’s direct intervention in the mortal world 
  isn’t frequent, but he has been known to prevent a keg 
  from emptying (often to convince good folk to congregate 
  a little longer in a place of safety) or push someone 
  especially meek to gain a backbone of hardened steel at 
  a key time. Those who go against his simple tenets may 
  find themselves ill the next time they drink, intoxicated 
  when clarity is needed, or frightened by common animals 
  or shadows. When he is happy, drinks are more savory, 
  the night air feels more brisk and smells more sweet, and 
  courage burns white-hot.
  Cayden Cailean’s image is much as he looked in life: an 
  average-looking bronze-skinned human with a tankard 
  in one hand, and often wearing chainmail. In grander 
  art, he is sometimes shown fending off a swarm of devils 
  with his well-worn rapier, all the while his tankard held 
  high. In a few places, he is sometimes shown with broken 
  shackles hanging loosely from his wrists representing 
  breaking free of mortal concerns, and in areas where his 
  faith has brought freedom from oppression or slavery, 
  they interpret the shackles more literally.
  “Don’t let rules get in the 
  way of enjoying what is 
  truly good in life.” 
  —Placard of Wisdom, 
  line 1
  
  Second Darkness
  58
  Formal raiment of a Cayden Cailean priest is a simple 
  brown tunic or robe with a wine-red stole bearing the god’s 
  ale-mug symbol. As he cares little for finery and ostentation, 
  ceremonial objects in a temple are primarily functional 
  rather than decorative, and a high priest of Cayden Cailean 
  would think nothing of performing a blessing with water 
  or wine from a common bar mug rather than a bejeweled 
  font. His church’s holy water may be blessed water, wine, 
  ale, or other spirits, though the stuff intended for use 
  against evil monsters is usually of inferior quality. After 
  all, why waste good wine by throwing it at something?
  It is interesting to note that Cayden Cailean is the only 
  major god who uses a surname. In his early years as a god, 
  he insisted that his last name be included in all forms of 
  address, an unusual habit for someone normally so relaxed 
  about formalities. The prevalent opinions on the matter 
  are that he wished to distance himself from another 
  mortal named Cayden (perhaps someone of evil intent) 
  or honor his parents who might have died when he was 
  young. This second theory is corroborated by his interest 
  in sponsoring orphanages, perhaps as a thank-you to the 
  long-gone orphanage that raised him. Cayden ignores 
  questions about it, insisting  it was decided long ago and 
  there are more important things to talk about.
  There are many mortals alive today with the surname 
  Cailean, and they may be distantly related to the god, but 
  the issue is muddled because it is common for children 
  raised in orphanages funded by the church to take the 
  god’s surname as their own when they leave. Thus, the 
  handsome farmhand might be a direct descendant of 
  Cayden Cailean’s brother or merely the grown-up survivor 
  of a goblin attack that wiped out entire families.
  Cayden Cailean is chaotic good, and his portfolio is freedom, 
  alcohol, and bravery. His domains are Chaos, Charm, Good, 
  Strength, and Travel, and his favored weapon is the rapier. 
  His holy symbol is a tankard of ale, with or without a rich head 
  of foam on it. Most of his clergy are clerics, with a handful 
  of druids who attend to sacred vineyards and small patches 
  of barley and hops for brewing small quantities of famous 
  tasty ales. Some bards of the faith consider themselves part of 
  the clergy, numbering at most five percent of the number of 
  priests, but using their music to entertain, inspire, and mend 
  those they meet. Cayden Cailean has few adepts, no more 
  than the number of bards, and they usually reside in the 
  most uncivilized areas, often just a hermit wanting to be left 
  alone to enjoy his little piece of the world. Cayden Cailean is 
  called the Drunken Hero, the Lucky Drunk, and many other 
  localized affectionate nicknames.
  Services to Cayden Cailean always include a toast or a 
  song. As the faith is not inclined to hold to formalities, 
  a simple toast at a wedding might become a game of 
  “dueling dares” between the groomsmen, and an official 
  church holiday often resembles a festival more than a 
  
  59
  Cayden Cailean
  time of worship. Songs dedicated to Cayden Cailean 
  typically involve shouting choruses, stomping feet, and 
  the clanking of drinkware. Services may be indoors or 
  outdoors, aboveground or below, day or night—whatever 
  is appropriate to the occasion.
  Cayden’s church essentially has no hierarchy, as none 
  of his priests really like other people telling them what to 
  do, despite any good intentions. Elderly priests and those 
  renowned as local heroes often garner special respect, but 
  few attempt to lead by warrant of their age or reputations. 
  Because of this lack of a central authority, the god himself 
  sometimes has to send visions or dreams to his priests 
  to encourage them to meet on an issue and decide on a 
  plan of action. Most priests believe that problems are best 
  dealt with by the people who discovered them and they 
  don’t bother trying to follow a chain of command unless 
  a problem turns out to be too big to handle alone. The 
  majority of the god’s clergy are friendly with each other, 
  and while there can be personal rivalries, those aren’t 
  anything that can’t be solved with a bar fight.
  Temples and shrines
  The Drunken Hero has few buildings that function only 
  as temples. Most of his sacred (to use that term lightly) 
  buildings are just alehouses run by clergy members or 
  small inns bearing a shrine to him above the bar. A rare 
  few have additional decorations signifying their roles as 
  temples, typically banners and high shelves stacked with 
  empty wine bottles. Several large family breweries contain 
  a small room set aside for the church, often staffed by 
  a family member who enters the priesthood to secure 
  prosperity for the brewery. In cities, the occasional feast 
  hall might bear the symbol of Cayden Cailean on its sign 
  or over its doors. These larger “temples” donate much of 
  their earnings to promote the public good, ease the burden 
  of the poor, or to fund pious adventurers.
  Cayden’s holy places are not thought of as houses of 
  healing, and the casual nature of the faith means that a 
  typical temple or shrine might only have a very low-level 
  cleric on hand. If someone comes knocking covered in 
  blood, the cleric will help just as any good cleric would, 
  but most temples are also taverns and there is a business 
  mentality in those working there. Anyone who receives help 
  gets a cold eye if they leave without paying or at least buying 
  a round for the house.
  a CleriC’s role
  Cayden Cailean’s easygoing nature and lack of a central 
  church agency mean that his clerics are able to use their 
  discretion when it comes to how to advance his cause in 
  the world. Some are solo crusaders for good, some found 
  adventuring companies or support border towns in need of 
  faith and comfort. Some brew ale or beer, some make wine, 
  some plant crops for these beverages, and some involve 
  themselves in the transport or sale of spirits. Some work 
  with new communities or where there is poor sanitation to 
  educate people on the health benefits of drinking ale and 
  wine rather than common water, especially when herbal 
  or magical disease treatments are scarce—extolling towns 
  where ale or wine is commonly drunk as having fewer deaths 
  from certain diseases than those that shun “Cayden’s drink.” 
  City-based clerics might be heavily involved with the local 
  brewers’ or vintners’ guild, oversee the quality of spirits for 
  the city government, and so on. In smaller communities, 
  a cleric might work as a mediator, teach farmers how to 
  brew their own drinks in small quantities, and encourage 
  townsfolk to share with their neighbors to create bonds of 
  friendship. Explorer clerics and travelers in distant lands 
  often look for new stories, rumors, and recipes to share, seek 
  to assuage or combat the burden of slavery, and even scatter 
  barley and grape seeds in the hopes of finding new places 
  suitable for these crops.
  Because of the god’s close association with alcoholic 
  beverages, clerics tend to have a high alcohol tolerance. 
  Most individuals who are easily sickened from drinking or 
  dislike the taste of alcohol usually do not enter the clergy, 
  but the faith would never turn away a worthy potential who 
  has no taste for booze.
  The church is aware that some folk drink to the extent 
  that it becomes a crutch or a poison to the will. Cayden 
  Cailean and his priests believe this is a corruption and 
  abuse of his favorite things, and sometimes a cleric takes 
  it upon himself to counsel these poor souls, often using 
  minor magic to bolster a patient’s resolve and steering the 
  person toward activities or work that improves the patient’s 
  life and negates the need to drown his sorrows.
  Cleric explorers carry a small keg of strong ale or wine 
  (which they might dilute with water, depending on the 
  Holy TexT
  Although Cayden Cailean sees the use of writing and greatly 
  enjoys written stories and poetry, his faith has but a single 
  widely circulated holy text. Stories said to be favorites of the 
  god of bravery receive wide circulation among members of 
  his faith, however.
  Placard of Wisdom: Cayden rarely spent enough time in 
  one place to read a book, let alone write one, and he prefers 
  to keep his message simple. His simple holy text is known 
  as the Placard of Wisdom, condensing his divine philosophy 
  into a few short phrases suitable for hanging on the wall. 
  Though the specific wording might vary from city to city 
  or even from tavern to tavern, the general message is “do 
  good, enjoy life, have a drink now and then, and stand up 
  for what you believe in,” easy words of common sense that 
  appeal to all.
  
  60
  Second Darkness
  custom of their home city), and it is customary to ask a 
  cleric to toast a blessing at any gathering of strangers (such 
  as at a roadside inn). By custom, most brigands allow a 
  cleric of Cayden Cailean to pass safely in exchange for a 
  drink and a blessing, though this courtesy rarely extends 
  to a cleric’s companions.
  The clergy has a tradition of drinking contests and 
  “dueling dares” or boasting contests, all in good fun and 
  never with the intent to harm or humiliate another. In 
  a duel of dares, it is acceptable to refuse an outrageous or 
  unreasonable dare, and in cases where contests become 
  heated offering an outrageous dare presents a way 
  for both participants to save face—in essence, 
  the maker of the dare deliberately suggests 
  something dangerous or impossible, giving the 
  other player the option to refuse. The easiest 
  way to do this is to suggest the other person 
  take the Test of the Starstone, at which point 
  the opponent usually says, “I am great, but 
  not so great as Cayden Cailean,” refusing 
  the dare and buying the darer a drink 
  in the hopes of becoming comrades.
  A typical cleric of Cayden Cailean 
  has at least one rank in a useful 
  Craft or Profession skill. Most study 
  Diplomacy, Gather Information, or 
  Knowledge (geography or nature) 
  to better influence people or 
  enhance 
  their 
  craft. 
  There 
  is no official tithe but by 
  friendly custom they tip well, 
  especially at places owned 
  by the church. They tend to 
  have a more relaxed attitude 
  about marriage than others 
  in the community but 
  develop close friendships 
  with 
  both 
  sexes. 
  Given 
  Cayden Cailean’s tendencies to “plough 
  a furrow” in every town he visited, the 
  temple-taverns often have younglings 
  born of various traveling priests. They are 
  raised by the church community, though 
  parents are still held responsible for their 
  children’s welfare.
  A typical day for a cleric involves waking, 
  a prayer-toast, breakfast, and a period of 
  work. Lunch and dinner are begun with 
  a toast; in some places there is also a 
  customary late afternoon drink of a hearty, 
  thick ale. Evening is for friends, family, 
  telling stories, and personal interests. Spell 
  preparation takes place after breakfast. 
  The church uses no formal titles, though those who have a 
  title from a guild or profession normally use that within the 
  church as well.
  a Bard’s role
  While many bards claim Cayden Cailean as their patron, 
  only a small number are so devout that they consider 
  themselves part of the clergy. At best, there’s one such 
  bard for every twenty clerics of the faith. Despite their 
  use of arcane magic rather than divine, bards make 
  remarkably good priests of the Drunken Hero: They have 
  healing magic, are good with people, can inspire courage 
  in the most timid heart, and are a welcome guest at any 
  inn or tavern. Bards are proud to point out that it was 
  their forebears who first spread the news 
  of Cayden Cailean’s ascension, 
  the only person in nearly a 
  thousand years to succeed at the 
  Test of the Starstone, and bards 
  believe that they (as a profession) 
  have a dear place in the god’s 
  heart because of this. Their skills 
  and magic make them excellent 
  rabble-rousers in unhappy lands, 
  and they like to keep an ear to the 
  ground for such opportunities. 
  Unlike clerics, they do not tend 
  to carry small kegs, but otherwise they 
  function in the church and larger society very 
  similar to clerics.
  Three myThs
  As well-told stories bring people together and 
  speed travels like little else, Cayden Cailean’s 
  worshipers are very fond of legends, rumors, 
  romances, and tales of epic adventure. Of 
  particular popularity are such tales that have to 
  do with the innumerable exploits of their deity—as 
  both a god and as a man.
  The Ballad of Salicotal’s Fall: A few hundred 
  years after Cayden Cailean’s ascension, a powerful 
  duke of Hell named Salicotal grew concerned 
  with the young god’s popularity, especially as it 
  threatened his own interests in the temptations 
  of wine. A wise, cultured devil with interests 
  in lore and alchemy, Salicotal challenged 
  Cayden to a duel to the death to take place on 
  neutral ground and be judged by Pharasma. 
  The god replied with a challenge of his 
  own, a game of “dueling dares,” and if 
  Cayden lost he would submit to Salicotal’s 
  spear. The fiend agreed and the two 
  met. One by one they escalated their 
  
  61
  Cayden Cailean
  dares, Salicotal’s clever and risky, Cayden’s courageous and 
  subtly insulting, with the young god taking a swig of his 
  finest brew after each. Eventually the devil grew so angry 
  at the insults that he attacked. Thinking they were equally 
  matched at fisticuffs, the fiend charged, but Cayden tore 
  off Salicotal’s wings and beat him to death with them, 
  sending the devil’s spirit back to Hell greatly diminished. 
  Flushed from victory and drink, Cayden continued his rise 
  in popularity, and he used the devil’s wing bones to create 
  devil-slaying crossbow bolts for his greatest followers.
  Finding of the Cayhound: Cayden’s most trusted 
  companion as a mortal was his mastiff, Thunder. Two 
  years before his ascension, Cayden found a litter of pups 
  huddled near their scrawny mother who had just died. 
  Despite their hunger and fear of a stranger, the pups 
  growled at him and stood guard over their dead mother. 
  Amazed at the courage in such tiny creatures, he offered 
  them food, befriended them, buried their mother, and 
  took them home to raise them. He gave five of the pups 
  to friends and family and kept the largest for himself, 
  whom he named Thunder for his deep growls. Thunder 
  guarded Cayden’s home while he was away, and the dog 
  disappeared shortly after the ascension, joining the god 
  in Elysium. Not long after, several red-coated mastiffs 
  were spotted in and around Absalom. These celestial 
  riding dogs came to be known as cayhounds, the favored 
  pets of Cayden Cailean.
  The Thousand Songs of the Starstone: These varied 
  tales offer theories about what dangers Cayden faced 
  during the Test of the Starstone and explanations on how 
  he bypassed or overcame them. Though a “thousand” is 
  an exaggeration, there are at least one hundred popular 
  versions of the tale, usually colored by local businesses, 
  favorite drinks, and rivalries. Only fools believe the 
  stories are true—after all, if the truth were known more 
  would have passed the Test by now—but their purpose is 
  to entertain, not educate. A worldly listener can often tell 
  where a person was born and raised based on their version 
  of the story, and traveling bards often use versions from far 
  lands to entertain local crowds with the “strange beliefs” 
  of foreigners.
  holidays
  The church believes that every day is a reason to 
  celebrate—life, good friends, good wine, and so on. They 
  only acknowledge two holidays meriting extra festivities.
  First Brewing: After the first harvest, a small amount 
  is set aside to create ale, wine, or stronger drink. When 
  this is ready for tasting, the community comes together 
  to sample the first brewing of the year and toast Cayden’s 
  name. Because of local variables in the date of the harvest 
  and different brewing times, this holiday has no set date 
  but is normally about one month after harvest-time.
  Ascension Day: The actual date of Cayden’s transformation 
  from mortal to god is irrelevant even to him, but the church 
  celebrates this event on the 11th of Kuthona with a toast of 
  thanks to him for his gifts. Typically this is a hot alcoholic 
  beverage with a sweet bread pastry of some kind.
  aphorisms
  As many worshipers of Cayden Cailean are quick to swear, 
  they often do so by their god’s name.
  In Cayden’s Name: Flowery speeches are for bards, 
  yet common warriors still need a poignant turn phrase, 
  either to exclaim in the heat of battle or offer in honor of 
  the dead. Before combat it is said as a toast, followed by a 
  healthy swallow of Cayden’s brew.
  Sweet Barleybrew!: Usually uttered in surprise or 
  amazement, whether at the sight of an approaching army, 
  a taste of the brewmaster’s best, or a peek at a barmaid’s 
  treasures. It can also call out unpleasant things, such as 
  the taste of beer gone bad, the face of a half-orc, or the 
  imminent arrival of the barmaid’s father.
  By the Light of the Starstone: Used both as an oath (on 
  the rare times his followers swear serious oaths) and a 
  declaration of something so profound that saying “sweet 
  barleybrew!” proves insufficient. It is interesting to note 
  that this phrase is used even though most people have 
  no idea what the Starstone looks like or if it actually gives 
  off light.
  Magic of cayden cailean
  Clerics of Cayden Cailean may prepare neutralize poison as a 
  3rd-level spell. His clerics may also spontaneously cast knock 
  as a 1st-level spell but only to open welds, shackles, or chains 
  used to imprison or hobble someone (his bards may learn 
  knock as if it were a 2nd-level spell on the bard spell list). 
  Clerics’ create water spell can create simple ale or wine (1 
  cup per level), and their create food and water spell can be 
  used to make ale or wine rather than water (which spoils at 
  the same rate the food does). Cayden Cailean’s followers also 
  have an additional spell only available to those of the faith, 
  as described below.
  Drunkard’s Breath
  School conjuration (creation); Level bard 2, cleric 2
  EffEct
  Range 30 ft.
  Area cone-shaped burst
  DEScRiPtion
  This spell emanates from your mouth and functions like stinking 
  cloud, except as noted above. The effect is barely visible and 
  does not obscure vision. The nausea effect resembles that of 
  an extreme hangover. This is a poison effect. Cayden Cailean’s 
  church uses this spell to disperse angry crowds, such as when 
  celebrations get out of hand.
  
  62
  Second Darkness
  relaTions WiTh oTher 
  religions 
  Cayden doesn’t go out of his way to provoke fights with 
  other godly beings but isn’t afraid to take a few swings if 
  challenged. He avoids evil deities unless they are directly 
  causing trouble, at which point he is all battle cries 
  and heroic charges and inspiring speeches followed by 
  lightning-quick cuts of his blade. He is on very good terms 
  with Desna, Sarenrae, and most especially Shelyn (whom he 
  delights in serenading). He has been known to travel with 
  Erastil, though the senior god can be a little too somber and 
  dutiful for Cayden’s tastes, and he and Torag like to meet and 
  show off the latest human and dwarven brews. He is coolly 
  friendly with Gozreh, for while his beloved drinks rely on 
  nature’s bounty, Gozreh is sometimes angry about wildlands 
  being converted to cropland. He considers Irori too stuffy 
  and Abadar tolerable but too forgiving of oppression in the 
  name of progress. He occasionally trysts with Calistria but 
  remains wary of her, there having been more than one bitter 
  occasion in which the beauteous goddess of lust has gotten 
  the best of him. Those who infer that Cayden only took the 
  Test of the Starstone in an attempt to impress Calistria 
  quickly find themselves on his bad side.
  Chevalier
  Some heroes don’t believe in fancy rules or high creeds 
  or big flowery speeches, they just want to kill evil things, 
  spend time with friends, and swap great tales over a good 
  meal and tasty drinks. Not as stuffy or restrictive as a full-
  fledged knighthood, in their hearts chevaliers are just 
  good people who want to celebrate the good things in life 
  and fight evil wherever it dares to tread.
  Chevaliers welcome all like-minded folk regardless of 
  religion, though most of them worship Cayden Cailean. 
  Most are fighters, rogues, or barbarians, but sorcerers, 
  clerics, and bards are not unheard of. Chevaliers often 
  wear golden pins noting their patron liege or deity 
  or the token of a lover or other for whom they fight. 
  Membership is easily obtained by swearing an oath 
  in the presence of another chevalier and invoking the 
  name of who they fight for or the figure that embodies 
  their desire to do good in the world. An adventurer-
  turned-innkeeper in a frontier town, a band of travelers 
  looking for bandits, and a would-be dragonslayer might 
  all be chevaliers. They mix lofty intentions, unusual 
  combat techniques, and stubborn determination into a 
  strangely effective combination.
  Requirements
  To qualify to become a chevalier, a character must fulfill 
  all of the following criteria:
  Alignment: Good. Most are neutral good or chaotic 
  good, with a rare few lawful good.
  Base Attack Bonus: +6. 
  Skills: Gather Information 4 ranks, Knowledge (local) 
  4 ranks.
  Special: A would-be chevalier must have succeeded at a 
  challenge requiring great heroism; for example, they must 
  participate in an encounter with an EL at least 3 levels greater 
  than their level. (Being carried through an encounter by a 
  group of more experienced heroes is not courageous.)
  Class Features
  The following are class features of the chevalier prestige 
  class.
  Aura of Courage (Su): A chevalier has an aura of courage 
  like that of a 3rd-level paladin.
  Recklessness (Ex): Sometimes hasty action proves more 
  useful than even the best laid plans. A chevalier gains a 
  morale bonus equal to his class level on attack and damage 
  rolls on the round he enters a battle. A chevalier only gains 
  this bonus against an opponent (or group of opponents) 
  once per day. Thus, he cannot leave a battle and reengage 
  moments later to gain the benefits of this ability more than 
  once in the same battle.
  Controlled Charge (Ex):  At 2nd level, a chevalier no 
  longer takes a –2 penalty to AC when charging.
  Stubborn Mind (Ex): At 3rd level, a chevalier gains an 
  incredibly stubborn determination. If he is affected by an 
  enchantment spell or effect and fails his saving throw, 
  he can attempt it again 1 round later at the same DC. He 
  gets only this one extra chance to succeed on his saving 
  throw (though this does not prevent him from using 
  other means to break the effect, such as a rogue’s slippery 
  mind ability).
  Chevalier  
   
   
  hiT diCe: d10
   
  Base
  class 
  Attack 
  fort 
  Ref 
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +2 
  Aura of courage, recklessness
  2nd 
  +2 
  +3 
  +1 
  +3 
  Controlled charge, stubborn mind
  3rd 
  +3 
  +3 
  +1 
  +3 
  Poison immunity, smite evil
  Skills (4 + int bonus per level): Balance, Bluff, Craft, Diplomacy, Gather Information, Intimidate, Perform, Profession, Survival, Tumble.
  
  63
  Cayden Cailean
  Poison Immunity (Ex): At 3rd level, a chevalier becomes 
  immune to poison.
  Smite Evil (Su): Once per day, a chevalier can smite evil 
  as if he were a paladin of his character level.
  npC priesTs of Cayden 
  Cailean
  Although countless people raise their voices in worship 
  of Cayden Cailean, the god of bravery recognizes the 
  truly faithful, distinguishing between the pious and 
  mere revelers. PCs might encounter any of the following 
  devout of Cayden Cailean during their travels.
  Nemm Cailean (CG male human cleric 6) is broad-
  shouldered and scruffy but always has a pleasant grin on 
  his face. He was raised in a church-sponsored orphanage 
  and took the god’s last name as his own, eventually joining 
  the clergy. His goals are finding fame, fighting evil, and 
  acquiring money to support other orphanages so more 
  children can benefit from the church’s generosity. He is 
  personally offended by guilds that employ children as 
  beggars or thieves and has been known to drag reluctant 
  urchins to church or sponsor them into good families. 
  This makes him unpopular with unscrupulous guilds, 
  and he’s been run out of town on more than one occasion. 
  Lorie the Cat (NG female half-elf cleric 1/rogue 8) is tall 
  and wire-thin, with black hair and a large nose. Graceful 
  and quiet, she enjoys dressing up and sneaking into fancy 
  parties as a “mystery guest” so she can hear the latest 
  gossip and sample the finest wines. She considers herself 
  a “righteous assassin,” targeting evil that the law ignores 
  or cannot touch. She’ll hire on for any good cause, always 
  with an ear to the ground for something more important 
  that requires her attention. She likes to laugh, duel, and 
  has made men of many handsome farm boys. Her prized 
  possession is a ring of feather falling, which she has used 
  many times to evade pursuit or vengeful bodyguards.
  Wellar the Fantastic (CN male human bard 1/cleric 1/
  fighter 1) is a boastful, friendly fellow with ruddy cheeks, 
  fine blond hair, and a general look of awkwardness. He 
  was a common sellsword until he met a priest of Cayden 
  in Absalom and took to the faith like a drunk to a barrel. 
  Inspired by tales of the god, he wants to become a great 
  hero that bards will sing tales about, and to get things 
  started he has learned to play a lute and compose his  
  own songs (with only passable talent at either). Wellar  
  has plenty of enthusiasm but no clear focus (partly 
  because he drinks too much) and would benefit greatly 
  from a mentor.
  planar allies
  Along with Thais, the Accidential Herald of Cayden 
  Cailean (see page 86), and those creatures noted in the 
  “Allies of Cayden Cailean” sidebar, the following beings 
  also serve the god of freedom and only answer planar ally 
  and similar calling spells from his faithful.
  Little Thunder: This Large celestial cayhound is one of 
  Cayden Cailean’s pet mastiff Thunder’s favored sons. He 
  speaks in a great booming voice, is quick to laugh, has a 
  bawdy sense of humor, and is fond of strong beer. Once per 
  day, he can growl at maximum volume, equivalent to a shout 
  spell. Like his father he welcomes battle, but if innocents 
  are in danger he strives to move them to safety first. He 
  prefers kegs of ale or wine or even potions as payment for 
  his services, as he has difficulty using other items.
  Luthier, the Knight of the Vinyard: This man looks 
  more like a fat minstrel than a knight, dressed in 
  colorful leathers and carrying a mandolin and rapier. He 
  also appears to be quite drunk, swaying with every step, 
  mumbling half of his words, and frequently dropping 
  his sword or instrument. Despite his appearance, he is a 
  fearsome enemy of evil and cruelty, snapping to attention 
  when the scent of blood is in the air and dancing across 
  the battlefield with acrobatic grace. His leather armor 
  is as hard as steel, his mandolin produces notes as clear 
  as church bells, and his hands are as fast and dexterous 
  as any pickpocket or wizard. Luthier is a half-celestial 
  human bard 8/fighter 4. He loves fine wine and fine food, 
  and those wishing to bargain for his services should have 
  both on-hand for the discussion. 
  Valon, the Spirit of Spirits: This ghostlike creature is the 
  friendly soul of a priest whose body was utterly destroyed 
  long ago in a battle with evil. Knowledgeable in esoteric 
  histories and obscure lore, he often held that beer was the 
  greatest of any race’s inventions. While he can manifest as 
  an incorporeal creature, he prefers to possess the body of 
  a willing humanoid (typically the cleric who calls him) as 
  he misses the sensations of life, and he has been known 
  to drink and carouse if the opportunity presents itself. If 
  the cause is right, he is willing to serve in exchange for “a 
  night on the town” in a borrowed body.
  allies of cayden cailean
  Cayden’s priests can use summon monster spells to summon 
  the following creatures in addition to those listed in the 
  following spells.
  summon Monster ii
  Cayhound (celestial riding dog; CG)
  summon Monster iii
  Satyr, without pipes (CG)
  summon Monster V
  Rust monster (N)
  Satyr, with pipes (CG)
  
  64
  Second Darkness
  S
  outh of the Arch of Aroden, near the 
  everlasting hurricane known as the Eye of 
  Abendego, the notorious pirate captains 
  of the Shackles ply turbulent seas. Among these deadly 
  raiders sails the vengeful Elreth “Grudge” Treeg, captain 
  of the Teeth of Araska and, some believe, a villain who has 
  somehow garnered the favor of Calistria herself. Captain 
  Grudge and his crew range far, sailing the western coast 
  of Avistan and Garund, preying upon the merchant vessels 
  of many nations. In his twenty-year career he survived 
  ambushes by the Chelish Navy, stole buried treasures 
  hidden by his fellow Free Captains, and carried out three 
  lifetimes of vendettas against those foolish enough to cross 
  him. Yet not all of  Captain Grudge’s debts are settled.
  “Teeth of Araska” is an adventure for four 4th-level 
  characters. In addition to working as a stand-alone 
  adventure, this Set Piece can be used to supplement this 
  month’s Adventure Path installment, “Children of the 
  Void,” or any other nautical campaign. 
  Adventure Hooks
  GMs who choose to pit their PCs against the Teeth of Araska 
  can do so in several ways. Adventure hooks marked with 
  an asterisk might be especially useful to GMs running 
  “Children of the Void.”
  Easy Pickings*: Rumors of the star strike on Devil’s 
  Elbow have spread far and fast. Anticipating the interest 
  in such a rare event, the Teeth of Araska set full sail for the 
  waters near Devil’s Elbow, intent on preying upon crews 
  too distracted by skymetal fever to consider pirates. As fate 
  would have it, the PCs’ vessel is the first Grudge and his 
  crew encounter.
  Pilfered Plunder: The PCs come into possession of a 
  treasure map marking the location of some fabulously 
  valuable, magical, or otherwise desired item. Upon tracking 
  it to its source, though, they discover their loot stolen and 
  the Teeth of Araska sailing away into the distance. Now the 
  PCs must race after the pirates before the vessel can reach 
  a friendly port and offload its booty.
  set PIeCe
  Teeth of Araska
  
  65
  Race and Rescue: Grudge recently captured Captain 
  Mase Venjam of the Chelish Navy. In exchange for his 
  life, Venjam offered the pirate captain the location of a 
  long-lost treasure hidden by his father within the Eye of 
  Abendego. Venjam’s father hires the PCs and their vessel 
  to track down and rescue his son.
  Untimely Revenge*: More than five years ago, Clegg 
  Zincher thoroughly embarrassed Elreth Treeg, hiring away 
  most of the captain’s crew to man his own seafaring venture. 
  Informed of the fallen star business and Clegg’s investment 
  in its recovery, the Teeth of Araska has come to Riddleport 
  hoping to steal the star right out from under Clegg.
  tHe teetH of ArAskA
  Tattered, triangular sails whip wildly above the deck of a 
  formidable vessel, driving it on with fearsome intent. Its three 
  masts proudly display the scars of storms and past battles, 
  and its fearsome draconic masthead bucks upon the waves 
  with ravenous hunger. A ragged black flag snaps above the 
  mainmast, bearing the image of a scarred red skull.
  The Teeth of Araska is an Abendego tricorne, a broader variant 
  of the caravel designed to handle the rough seas near the 
  Eye of Abendego. Anyone who sees the ship’s flag and makes 
  a DC 20 Knowledge (local) check recognizes the ship as the 
  Teeth of Araska, commanded by the vengeful Captain Elreth 
  Treeg, also known as “Captain Grudge.”
  fIgHtIng tHe ArAskA
  An encounter with the Teeth of Araska is likely to develop 
  in one of two ways: deadly ship-to-ship combat involving 
  the crews of both the PCs’ ship and the pirates’ vessel, 
  or with the PCs sneaking aboard the pirate ship. A 
  direct fight with the entire crew of the Araska is a deadly 
  proposition, as all 21 crewmen, Ishana, Captain Grudge, 
  and his pet lizards make for a CR 9 encounter—not an 
  insurmountable battle for a 4th-level party, especially if 
  the party recruits the help of their ship’s crew, but still 
  pretty dangerous. The adventure assumes, however, 
  that the PCs manage to sneak aboard the ship, and 
  it details where the Araska’s crew are should they be 
  caught unawares. Even if the PCs choose to take a subtle 
  approach to dealing with the pirates, if the ship’s alarm is 
  raised—either by alert crewmen in area 1 or any sizable 
  commotion below decks—their infiltration could easily 
  turn into a sizable, multiple area battle. GMs should feel 
  free to use “Teeth of Araska”—either as cross-ship pirate 
  encounter or piratical dungeon-crawl—in whatever 
  manner best suits their game.
  1. Main Deck (EL 5)
  Three sturdy masts rise above the marred wood of this broad 
  deck. Although well scrubbed, fiery scars and the gashes of 
  boarding axes mar the dark wood. Above swings a webwork of 
  rigging and ropes, connected to the yards and crow’s nest. Two 
  longboats hang above a hatch leading below, while nearby a 
  smaller trapdoor also stands closed. To the ship’s aft, twin pairs 
  of stairs rise up to the sterncastle, where the ship’s wheel and a 
  Captain Venjam had us battened down for the oncoming storm, and by the time we saw them, we’d drifted into 
  irons. I thought the pirates had to be mad to sail in such weather, but as we tried to right ourselves, I spotted the 
  prow: three blades, like jagged teeth. And I saw the captain’s face turn white.
  The captain was still a first mate when the fleet ambushed the Araska near Corentyn five years past, but 
  they say old Grudge has a long memory. The storm began to thrash us, but their ship sailed straight in, 
  laughing at waves that nearly capsized us. I knew if we fought, he’d kill us all to get to his target. So yes, I 
  drew my sword on my captain, and I prayed old Grudge’s vengeance would be discerning.
  —Bafra, first mate of the Maleficar, court martial testimony
  Danger aboarD
  Several sections of the Teeth of Araska bear noting for the 
  special features found there.
  Crow’s Nest: The crow’s nest perches 60 feet above the 
  center of area 1. It provides cover for its occupant. One can 
  climb to the crow’s nest using the rigging.
  Mast: Hardness 5, 120 hp. A destroyed mast usually brings 
  down rigging, dealing 1d6 damage to every creature in area 
  1 (Reflex DC 15 negates). Creatures who fail their saves are 
  entangled until they spend a move action to get free.
  Rigging: Hardness 0, 10 hp per 5-ft. area. Moving through 
  the rigging requires a DC 10 Climb check. 
  Yard: Hardness 5, 50 hp. Sails hang from these horizontal 
  beams. Destroying a yard drops a sail upon area 1. Creatures 
  here are undamaged, but are entangled until they spend a 
  move action to get free.
  Weapons and Hazards: PCs might use ropes or hammocks 
  as nets or turn any of a dozen tools into a makeshift club, 
  like a belaying pin or loading hook. In areas 1, 6, 12, and 13, 
  there is a 40% chance that an item capable of being used as 
  an improvised weapon lies within reach.
  
  66
  Second Darkness
  large iron bell stands. Between these steps hangs a heavy door 
  adorned with a bronze nameplate bearing the word “Captain” 
  followed by a second scratched-over name.
  This is the main deck of the Teeth of Araska, where 
  Grudge’s pirates spend much of their time. Between the 
  foremast and mainmast, a wide hatch accesses the lower 
  deck, though in rough weather the crew seals it with 
  planks. A pair of longboats hang from runners above 
  the hatch. Behind the mainmast, near the deck’s center, 
  a trapdoor leads down a 10-foot ladder to the lower deck. 
  Ropes secure the two winged keels, which are either folded 
  up in fair weather or extended down in rough weather.
  Creatures: During the day, nine pirates man the deck, 
  while Selis keeps watch from the crow’s nest. At night, 
  there are typically two crewmen on deck, and either of 
  them has a 25% chance of being asleep. When expecting 
  trouble, though, Grudge calls his entire crew up on deck.
  Araska Pirates (10) 
   
  CR 1/2
  Male human warrior 1
  CE Medium humanoid
  Init +0; Senses Listen +0, Spot +0
  DEFENSE
  AC 13, touch 10, flat-footed 13 
  (+3 armor)
  hp 5 each (1d8+1)
  Fort +3, Ref +2, Will +0
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee longsword +3 (1d8+1, 19–20)
  Ranged dagger +1 (1d4+1, 19–20)
  TACTICS
  Before Combat If the pirates notice anyone trying to sneak 
  aboard, they shout warnings and rush to the sterncastle to ring 
  the ship’s warning bell.
  During Combat These pirates fight with cutlasses in one hand 
  and daggers in the other. Whenever possible, they prefer to 
  gang up on foes, going at least three to one.
  Morale Grudge’s crew does not surrender if their captain is still 
  fighting. Pirates surrender if wounded and outnumbered.
  STATISTICS
  Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
  Base Atk +1; Grp +2
  Feats Lightning Reflexes, Weapon Focus (longsword)
  Skills Intimidate +3, Swim +5
  Languages Common
  Gear longsword, dagger, studded leather, 15 gp
  2. Wardroom
  A large mahogany table surrounded by sturdy bar chairs 
  dominates this shadowy lounge. Dented and worn cabinetry 
  displays a variety of mismatched dishes and dull cutlery, rolls of 
  maps and sea charts, and a few grizzly trophies—scalps, bloody 
  eye patches, and even a leathery severed hand. A large nautical 
  chart, covered in scratches and crisscrossing marks, hangs 
  upon the starboard wall. A hint of perfume lingers here, and as 
  the ship rocks, mugs and plates clink softly.
  Captain Grudge sometimes dines here with Ishana 
  and other members of his crew, but he more often uses 
  the large table to plan his ship’s course and pinpoint the 
  known locations of his enemies. He also conducts business 
  here when he has visitors. The cheap spices, cutlery, dishes, 
  and other dining supplies in the cabinet are nothing 
  special, fetching a mere 4 gp if sold. The bits of bodies and 
  clothing are trophies taken from disobedient crewmen, 
  left on display to remind the crew of Grudge’s authority 
  when he holds meetings here.
  The chart on the wall depicts the coast of Avistan and 
  northern Garund, from the Varisian Gulf to the Eye of 
  Abendego. A DC 14 Knowledge (geography) or Profession 
  (sailor) check allows a PC to track over a year’s worth of the 
  Teeth of Araska’s travels, mostly centered around Ilizmagorti. 
  Should a PC succeed on this check by 6 or more, he also notes 
  marks near Botosani, Magnimar, and Herma, each a tiny 
  skull. What these marks mean is left to the GM—marooned 
  enemies, secret hideouts, or even buried treasures.
  3. Ishana’s Quarters (EL 3)
  Thick, seductive scents fill the air, ribbons of colored smoke winding 
  their way up from an incense holder sitting on a simple writing desk. 
  Red and black curtains cover the walls, embroidered in stylized roses. 
  An inviting bed fills much of the room’s remaining space, piled high 
  with the spotted and striped pelts of exotic animals.
  The ship’s cleric and Captain Grudge’s longtime 
  companion, Ishana, rests here. A bitter, vindictive Garundi 
  priest of Calistria, she believes that serving Captain Treeg is 
  her goddess’s will. The writing desk bears a simple iron holder 
  all HanDs on Deck!
  Most real sailing ships are cramped, uncomfortable places, 
  with little room for battles and exploration, making them 
  troublesome choices as adventure locations, particularly for 
  a game that favors its dimensions in 5-foot squares. To give 
  the PCs and pirates enough room to fight and maneuver, we 
  made the Teeth of Araska a bit wider and longer than an actual 
  pirate ship needs to be. Of course, the demands of sailing 
  oceans infested with monsters and tossed by magical storms 
  justify larger and sturdier sailing ships than were seen in the 
  real world. Thus, the Abendego tricorne was born.
  —Ryan Z. Nock
  
  67
  Teeth of Araska
  Ishana
  and the smoking remains of a not-uncommon Thuvian 
  harmala incense. Also on the desk is Ishana’s journal, a self-
  indulgent piece filled with gruesome fantasies.
  Those who investigate the rest of the room and make a 
  DC 12 Search check discover a part in the curtains that leads 
  into another room (area 3). Disturbing or attempting to pass 
  through these curtains springs the room’s trap. A DC 16 
  Search check also reveals a well-used whip, numerous spatters 
  of dried blood amid the skins on the bed, and a small black 
  chest beneath the bed that contains the room’s treasure.  
  Creature: When the captain doesn’t need Ishana, she 
  lounges here, writing gruesome revenge fantasies in 
  her journal.
  Ishana 
  CR 3
  Female human cleric of Calistria 3
  CE Medium humanoid
  Init +5; Senses Listen +2, Spot +2
  DEFENSE
  AC 14, touch 11, flat-footed 13 
  (+2 armor, +1 Dex, +1 natural)
  hp 23 (3d8+6)
  Fort +4, Ref +2, Will +5
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee mwk whip +4 (1d3–1 
  nonlethal) or 
  dagger +3 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  Spells Prepared (CL 3rd)
  2nd—invisibilityD, shatter (DC 
  14), summon monster II
  1st—bane (DC 13), command (2; DC 13), disguise self D
  0—create water, cure minor wounds (2), purify food and drink
  D Domain spell; Domains Luck, Trickery
  TACTICS
  During Combat Ishana usually relies on command spells to 
  force enemies into dangerous positions. She might shatter a 
  dangerous warrior’s weapon, or summon a fiendish shark if any 
  enemies fall overboard.
  Morale Ishana is fiercely loyal to her captain and doesn’t surrender.
  STATISTICS
  Str 8, Dex 12, Con 13, Int 10, Wis 15, Cha 14
  Base Atk +2; Grp –1
  SQ rebuke undead (5/day, d20+2, 2d6+5 HD)
  Feats Exotic Weapon Proficiency (whip), Improved Initiative, 
  Weapon Finesse
  Skills Bluff +4, Diplomacy +4, Disguise +3, Heal +5, Hide +2, 
  Knowledge (religion) +4, Spellcraft +1
  Languages Common
  Combat Gear wand of cure light wounds (22 charges); Other Gear 
  leather armor, masterwork whip,  3 daggers, amulet of natural 
  armor +1, chest key
  Trap: The curtain that leads to Grudge’s room hides a 
  trio of spring-loaded blades. If the curtain is disturbed, 
  the blades swing at the intruder’s face and legs. Switches 
  hidden behind the curtains on either side of the door can 
  activate or deactivate the trap, but they require a DC 25 
  Search check to locate.
  Three-Blade Trap 
  CR 3
  Type mechanical; Bypass hidden switch (Search DC 25)
  Search DC 22; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic
  Effect three spring-loaded blades (atk +8 
  melee, 1d8 damage); single target to pass 
  through curtained door
  Treasure: A locked chest under 
  Ishana’s bed contains aphrodisiacs 
  and alluring jewelry worth 60 gp. It 
  requires either the key Ishana bears or 
  a DC 25 Open Lock check to open.
  4. Grudge’s Quarters
  A stiff bed lies in the corner of this 
  dingy room, along with a battered 
  reading table, an antique dresser, 
  and a lantern covered in green glass. 
  What looks like a gnome’s skull 
  adorns a door on the wall facing the 
  ship’s stern.
  This depressing room serves as Captain Treeg’s 
  personal quarters. Simple and bare, there’s little of 
  interest here. Within the unlocked dresser are three 
  similar explorer’s outfits, a cold weather outfit, two pairs 
  of well-oiled boots, and two wide-brimmed captain’s 
  hats (worth a total of 35 gp). A DC 15 Search check reveals 
  a delicate silver ring shaped like a squid with emerald 
  eyes—a distinctly feminine piece worth 10 gp that 
  Captain Grudge jealously guards.
  The skull on the door is in fact a gnome’s skull, the 
  remains of Grudge’s first and last navigator, Varsvine.
  5. Captain’s Study
  Bookshelves line the sternward wall, while on the port wall hang 
  aged treasure maps covered in scribbles. Several books lie open 
  on a desk flush with the port wall, and trophies proclaim dozens 
  of violent victories: a breastplate with a puncture hole over the 
  heart mounted in the corner, a flask full of gold teeth acting as a 
  bookend, a grisly marionette made of finger bones, and several 
  other grim mementos.
  
  68
  Second Darkness
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  This is Captain Treeg’s sanctuary, from where he does 
  most of his brooding and plotting. His collection of maps 
  and charts is quite impressive, and anyone who spends a 
  minute examining them notices they come from dozens 
  of different sources: Chelish naval diagrams, Osirian star 
  charts, barely legible pirate maps, and others. The entire 
  collection is worth upwards of 120 gp. Any character 
  who spends an hour and employs these maps to make a 
  Knowledge (geography) or Profession (navigator) check to 
  navigate gains a +2 circumstance bonus to his roll.
  Those who investigate the floor of the room, making a 
  DC 20 Search check, discover a hidden trap door—Captain 
  Grudge’s escape hatch—that leads to area 12 below.
  Creature: Captain Grudge spends most of his time here, 
  poring over his charts and ledgers of past slights.
  Captain Elreth “Grudge” Treeg  
  CR 5
  Male human ranger 1/bard 4
  NE Medium humanoid
  Init +2; Senses Listen –1, Spot +1
  DEFENSE
  AC 16, touch 13, flat-footed 14 
  (+3 armor, +1 deflection, +2 Dex)
  hp 26 (4d6+1d8+5)
  Fort +4, Ref +8, Will +3
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee +1 rapier +7 (1d6+1/18–20) or 
  mwk whip +7 (1d3 nonlethal)
  Special Attacks bardic music (4/day–countersong, fascinate, 
  inspire courage +1, inspire competence), favored enemy 
  (humans +2)
  Spells Known (CL 4th)
  2nd (1/day)—heroism, pyrotechnics (DC 14)
  1st (3/day)—animate rope, charm person (DC 13), comprehend 
  languages
  0 (3/day)—detect magic, ghost sound (DC 12), know direction, 
  light, message, read magic
  TACTICS
  Before Combat Grudge casts heroism on himself at the first sign of 
  danger. If the Araska attacks the PCs’ ship, or the alarm is raised, 
  Grudge attempts to rally his crew, shouting threats in a rather 
  unorthodox use of inspire courage.
  During Combat Grudge stalks through battle brazenly, standing 
  tall and shouting orders. He looks for opportunities to 
  humiliate the PCs, such as disarming. If on deck, he can cast 
  animate rope on nearly any open square to create further chaos.
  Morale If reduced to fewer than 10 hit points, Grudge seeks out 
  Ishana for healing. If she can’t be found, though, he refuses to 
  let himself be taken alive, and in his pride fights to the death.
  
  69
  Teeth of Araska
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15
  Base Atk +4; Grp +4
  Feats Combat Expertise, Improved Trip, Weapon Finesse, Track
  Skills Balance +6, Bluff +11, Concentration +3, Diplomacy +5, 
  Disguise +3, Gather Information +5, Intimidate +9, Knowledge 
  (arcana) +3, Knowledge (geography) +5, Knowledge (nature) +7, 
  Perform (oratory) +11, Profession (sailor) +3, Sense Motive +3, 
  Spot +1, Survival +5, Swim +3
  Languages Common, Elven
  SQ bardic knowledge +5, wild empathy +3
  Gear +1 rapier, masterwork whip, masterwork studded leather, ring 
  of protection +1, spyglass, keys to area 9 and the brig in area 14
  Treasure: Grudge keeps his favorite trophies here, most 
  crafted from the bones of those who slighted him. While 
  disturbing and intricate, they are not well maintained and 
  are kept for their sentimental value alone. A seller would 
  be hard pressed to get more than 20 gp for the whole lot. 
  Among these are several ledgers tersely noting names 
  and slights against Captain Grudge. Although worthless, 
  anyone who spends 10 minutes flipping through the folios 
  discovers the names Clegg Zincher and Mase Venjam 
  among hundreds of others. 
  6. Middle Hold
  Dim light filters through the planks above, illuminating a 
  sizable chamber cluttered with a collection of cargos and ship’s 
  supplies. A heavy wooden grate in the floor leads below, as does 
  a trap door near the stern. Squat, rickety doors head toward 
  both the aft and stern.
  This hold stores the majority of the ship’s everyday 
  supplies. Determined PCs who spend 20 minutes 
  cataloging the room’s inventory discover 70 gp worth of 
  useful adventuring gear (including a hooded lantern, a few 
  grappling hooks, several sacks, and a lot of hemp rope).
  The trap door here leads to area 13.
  7. Crew Commons (EL 4)
  A dozen hammocks swing between narrow beams throughout 
  this room, swaying amid the stink of sweat and spilled rum. A 
  splintered ladder leads up to the deck, while three doors head 
  to the ship’s aft and another, smaller door heads to the stern. 
  Several empty bottles clink together, rolling across the floor 
  with the ship’s swaying.
  Creatures: During the day, this room is usually empty 
  except for a single working or convalescing pirate. At 
  night, the majority of the crew rests here, spending their 
  off time sleeping or gambling.
  Araska Pirates (9) 
  Male human warrior 1
  hp 5 each (see page 66)
  Treasure: Those who spend 10 minutes rifling through 
  the room and make a DC 15 Search check turn up the scant 
  treasures of the Araska’s crew amid their hammocks and 
  scattered bundles: 6 gp, 44 sp, two half-full bottles of rum, 
  a pair of unbalanced dice, numerous parrot feathers, a 
  wooden holy symbol of Gozreh, three pairs of well-worn 
  boots, two dented short swords, and a black eye patch.
  8. Tralter’s Quarters (EL 1/2)
  The simple wooden door to this room is locked. It can 
  be unlocked using a DC 22 Open Lock check or the key 
  crewman Tralter keeps on his person.
  The owner of this tidy bedroom left an appraiser’s scale 
  prominently displayed in a case beside the bed. A single dagger 
  lies embedded in the floorboards, surrounded by hundreds of 
  similar puncture holes.
  This bedroom belongs to Tralter, the ship’s accountant. 
  The scales here are simple merchant’s scales Tralter uses 
  to divvy up the crew’s earnings. A locked footlocker at the 
  base of the bed (DC 25 Open Lock check to open) contains 
  ledgers of the ship’s treasure, what the captain owes to each 
  crewman, and Tralter’s own cache of 12 gp, 213 sp, and a 
  rare treasure: an ancient, barnacle-caked silver Azlanti 
  signet ring (worth 50 gp to a collector or historian).
  Creature: Tralter likes to stay in his room so no one can 
  steal from him.
  Tralter
  Male human warrior 1
  hp 5 (see page 66)
  9. Rum Stores
  This cramped room stores the Teeth of Araska’s mostly 
  empty supply of rum and cheap wine. An obvious trap door 
  in the ceiling leads up to area 5.
  10. Selis’s Quarters (CR 2)
  The room’s simple wooden door is locked. It can be unlocked 
  using a DC 22 Open Lock check or the key held by Selis. 
  Dozens of eerie, hand-drawn portraits decorate the walls of this 
  sparse bedroom, and an empty birdcage hangs in one corner. 
  Low on the starboard wall juts a strange series of levers.
  This room belongs to Selis, the ship’s elven wizard 
  and lookout. A simple, lockless wooden footlocker 
  lies beneath the bed, holding a few charcoal pencils, 
  
  70
  Second Darkness
  Captian
  Elreth 
  “Grudge” 
  Treeg
  several pieces of sullied parchment, a whittling knife, 
  and a small block of wood mutilated into the shape of a 
  lopsided mermaid.
  A mechanism in the starboard wall causes the doors of 
  area 11 to slam shut while simultaneously opening a small 
  grate near the floor between the two rooms.
  Creatures: Although Selis’s days are spent in the crow’s 
  nest, he spends most of his nights here, drawing, whittling, 
  or brooding on times long past. If anyone enters area 
  11 while he’s here, he’s allowed a Listen check to notice. 
  A round after detecting someone in the adjacent hall, he 
  pulls the lever on the starboard wall, which slams and 
  locks both of the hall doors. Then he uses a scroll of summon 
  swarm and sends the swarm through the grate connecting 
  the rooms to terrorize the intruders. Selis cannot attack 
  or be attacked through this opening, but he eagerly mocks 
  those caught in his trap.
  Selis 
   
  CR 2
  Male elf ranger 1/sorcerer 1
  CE Medium humanoid (elf)
  Init +3; Senses low-light vision; Listen +3, Spot +7 (+10 in bright light)
  DEFENSE
  AC 16, touch 13, flat-footed 13 
  (+3 Dex, +3 armor)
  hp 10 (1d8+1d4)
  Fort +3, Ref +5, Will +4 (+6 vs enchantments)
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee longsword +1 (1d8/19–20)
  Ranged mwk shortbow +5 (1d6/×3)
  Special Attacks favored enemy (humans +2)
  Spells Known (CL 1st, spell failure 15%)
  1st (4/day)—shield, true strike
  0 (5/day)—dancing lights, detect magic, light, message
  TACTICS
  During Combat At long range, Selis casts shield and true strike and 
  fires arrows, using his wand if he misses more often than not. If 
  enemies near, he begins using his scrolls.
  Morale Selis has little loyalty, and flees to his quarters if injured. 
  Once there, he lies in wait, hoping to use the trap he’s set up.
  STATISTICS
  Str 10, Dex 17, Con 10, Int 8, Wis 13, Cha 14
  Base Atk +1; Grp +1
  SQ summon familiar (hawk), wild empathy +2
  Feats Dodge, Track
  Skills Climb +4, Hide +7, Knowledge (nature) +4, Listen +3, 
  Spellcraft +0, Spot +7, Survival +5
  Languages Common, Elven
  Combat Gear scroll of flaming sphere (2), scroll of summon swarm 
  (2), scroll of web, wand of magic missile (1st level; 27 charges); 
  Other Gear masterwork studded leather, masterwork 
  shortbow, 40 arrows, feather token (anchor)
  11. Murder Hall
  A short, narrow hall leads to a battered door bearing the sign 
  “Food Stores.”
  Anyone who makes a DC 18 Search check on either of the 
  good wooden doors here notices that it bears a lock and 
  spring mechanism that connects with the adjacent room. 
  A DC 20 Search check of the wall also detects the slots that 
  connect this room with area 10.
  Should the mechanism in area 10 be used to trap 
  someone in this room, either door can be unlocked with a 
  DC 20 Open Lock check.
  
  71
  Teeth of Araska
  12. Ship Stores
  These areas are simply food stores and supply rooms. The 
  first time a character spends 10 minutes investigating one 
  of these store rooms and succeeds at a DC 16 Search check, 
  he reveals 10 gp worth of useful adventuring gear and 1d6 
  stray gold pieces, but little else of interest. 
  The storerooms at the ship’s aft are connected by a steep, 
  rickety stairway.
  13. Main Hold (EL 4)
  Stacked crates and barrels, most of them labeled with the 
  names of prominent merchant or military navies, turn the hold 
  into a small maze. Captured flags hang along the walls.
  Captain Treeg keeps the majority of his ship’s plunder 
  here, along with the flags of sunken or raided ships. Most 
  of the crates are marked with words in Common, noting a 
  variety of contents and the names of former owners—like 
  the Aspis Consortium, West Sea Brokerage, and Sargava 
  Shipping. Opening and cataloging all of the crates and 
  chests in this room takes nearly two hours, though one 
  can read the contents on most of the crates in a matter 
  of 5 minutes to get an feel for the general contents of the 
  hold’s treasure.
  If the PCs are aboard the Teeth of Araska searching for 
  stolen goods, they find them here.
  Creature: When not on deck with Grudge, the captain’s 
  two Lirgen dragons doze in the cool darkness here. These 
  foul tempered animals attack anyone besides Ishana or 
  Captain Grudge who enters the room.
  Ferris & Orband, Lirgen Dragons  
  CR 2
  hp 22 each (monitor lizard, MM 275)
  Treasure: Ambitious PCs discover 300 gp worth of trade 
  goods—Rahadoumi brass, Taldan lace, a variety of Osirian 
  papyruses and incense, and fine silks from the Chitterwood 
  of Isger. In addition, there’s a shipment of 20 well-crafted 
  longspears from Nirmathas (worth 100 gp), a well-packed 
  crate holding 10 flasks of alchemist’s fire from Alkenstar 
  (worth 200 gp), and 400 gp of fine Ustalavic wine. Any PC 
  who makes a DC 25 Search check also finds, wrapped in 
  leather at the bottom of a crate of dented brass lamps, an 
  eversmoking bottle.
  14. Brig (EL 3)
  Stout iron bars divide this room, creating a sizable cell. Evidence 
  of past prisoners is obvious from the desperate scratches, 
  broken bits of glass and dishware, and the unsettling stains that 
  mar the floors and walls. A heavy iron door with a sturdy lock 
  offers the only break in the wall of bars.
  This single cell serves as the ship’s brig. The iron bars 
  and doors are rusted but sturdy. The cell can be opened 
  using either Captain Grudge’s key or by making an Open 
  Lock check. While a DC 25 Open Lock check opens the cell 
  door, it also springs the room’s trap. A DC 30 check opens 
  the door and bypasses the lock. Failing at either of these 
  checks also springs the trap.
  Creatures: The brig currently holds one prisoner, the 
  captain of the Chelish naval ship Maleficar, Mase Venjam 
  (LN male aristocrat 2/warrior 2). The Chelish captain 
  claims to know the location of a fantastic treasure hidden 
  within the shroud of the Eye of Abendago, and is using 
  the information in barter for his life. Grudge keeps his 
  captive here until he has time to see if the tale proves out.
  Captain Venjam is a naval officer from a noble line in 
  good standing with the Chelish military. He offers anyone 
  who isn’t obviously a member of Grudge’s crew 100 gp if 
  they’ll help him escape. Grudge cut off his thumbs and 
  has him beaten regularly to keep him complacent, leaving 
  him at 3 hit points. Venjam knows the trick for disabling 
  the trap in area 3.
  Trap: If Captain Grudge’s key is not used to open the 
  door to the brig, when the door is opened, the room’s trap 
  is triggered.
  Grudge Trap 
  CR 3
  Type mechanical
  Search DC 16; Disable Device DC 27
  EFFECTS
  Trigger location; Reset repair
  Effect atk +15 (1d12+8/x3; all Small or larger targets within the cell)
   
  ConCludIng tHe Adventure
  “Teeth of Araska” concludes when the PCs have dealt with 
  Captain Grudge and his crew and either escape the pirate 
  vessel, destroy it, or claim it as their own. Should the 
  party have saved Captain Venjam from the pirates’ brig he 
  proves most grateful, rewarding them for rescuing him. 
  He increases his reward by another 50 gp for each party 
  member if they go so far as to drop him off in a safe port. 
  If any members of the crew of the Araska have survived, 
  Venjam also sees that they face justice.
  Should either Captain Grudge or Ishana somehow survive 
  the adventure, the PCs find them both most tenacious foes. 
  Grudge might lie in wait for years, returning to harass the 
  PCs when next their journeys take them to the seas, or even 
  just to a port city. Ishana proves brasher, however, seeking 
  revenge against them with religious zeal, following them 
  wherever they might travel. Even if these villains survive, 
  though, dispatching the Teeth of Araska and scattering its 
  crew eases the minds of countless merchants and sailors 
  all along Avistan’s coast.
  
  72
  Second Darkness
  26 Lamashan, 4707 ar
  I dug the fingers of my left hand more firmly into the 
  gritty rock and inched my right hand up over the lip of 
  the chasm. Rocks sliced into my knees where I pressed 
  them against the cliff face, as if by sheer force I could 
  stick myself to the wall. Sweat ran down my back in sticky 
  streams, cooled instantly by the chill underground air. 
  My eyes strained to make out shapes in the blackness—I 
  cursed the ill fortune that allowed my lantern to slip from 
  my now-aching fingers—as I quested for a handhold in 
  the dark. With luck, with skill, and with strength I could 
  get enough of a grip on something to pull myself up. If 
  the ground or my arms didn’t give way first.
  In the pitch blackness before me, I heard the faintest of 
  sounds. A brief but audible shuffle, perhaps a footstep. 
  “Is someone there?” I called. My own voice bounced 
  back at me, small and thin in the yawning silence of the 
  Darklands. No other reply came. I didn’t think it possible my 
  position could grow more precarious, but the thought of an 
  unknown predator out there added a layer of uncertainty.
  “Hello!” I called, risking the appearance of an enemy 
  for the hope of salvation. “Is anyone there?”
  As I waited, agonized, for an answer, I continued to 
  grope for a means to pull myself up. The entire time, I 
  reflected that on the surface roads exist where you make 
  them, and at any time you can leave the trail and blaze 
  your own across undiscovered country.
  But underground, every passage is a potential dead end.
  My journey hadn’t started off badly. Once past the ancient 
  seal and into the Darklands proper, I had found myself 
  enchanted by the place.
  I admit I’d anticipated long stretches of featureless 
  stone tunnel, the monotony broken now and then by 
  a stalactite, or perhaps some unusual fungi. Once I 
  descended the flight of stone steps, obviously hewn by 
  dwarven hammers, I found myself in a spacious, well-made 
  tunnel stretching into blackness. Pictograms covered the 
  walls, most depicting dwarven warriors in ornate armor 
  Darkest Before the Fall
  
  73
  battling against bizarre creatures: something like a cross 
  between an ogre and a beetle, ambulatory mushrooms, 
  and worms that appeared roughly the size of a two-story 
  inn. I took my time examining the pictures as I proceeded 
  down the tunnel—while crude, they held an arresting 
  sort of power in their simplicity and action.
  The tunnel stretched on for at least three hundred 
  feet before it ended in a simple archway. Beyond that, a 
  much narrower, rougher tunnel sloped sharply down. I 
  concluded I was entering Nar-Voth, the uppermost layer 
  of the Darklands.
  Calling it a natural stone tunnel doesn’t give an 
  accurate picture. Certainly the walls were rough and 
  the floor uneven, the stone pressed close and the air 
  stale. The stone wasn’t featureless gray, but a rippled 
  mosaic of shades from slick black to almost bone-white, 
  encompassing every dimension of gray and brown within, 
  marked with veins of jade-green, rosy red, even at one 
  point a deep sky blue. These ripples of stone ran along the 
  wall for a few feet, or a few dozen feet, or sometimes for 
  up to a mile. The stone didn’t merely crest the wall like 
  a wave, but occasionally broke loose and stretched to the 
  floor or ceiling, or wove across the tunnel like a lattice, 
  so that I was constantly climbing over or ducking under 
  fantastic stone formations.
  There was mold, often growing thick as tapestries and 
  long as a woman’s hair on the wall and floor. In one place, 
  mold hung from ceiling to floor like a curtain, and I had 
  to push my way though the sea-green strands, so thick 
  it was like being underwater. Tiny leaf-green beetles, 
  smaller than roaches, scuttled away at my passing.
  The tunnel widened to cavernous proportions from 
  time to time, and numerous smaller tunnels branched 
  off the one I walked. I tried to choose the widest and 
  clearest-looking turn each time I faced a choice, while 
  still keeping with the wayfinder’s heading, and did my 
  best to record the path in my journal. I even went so far as 
  to scratch tiny marks into the stone of the walls, though 
  I dared not make them too obvious, lest something 
  down here pass through and decide to investigate. 
  Indeed, I feared something might already be doing so; 
  whenever I paused, it seemed to me that something was 
  watching me from just beyond my circle of lamplight, 
  patiently waiting for me to begin moving again. I longed 
  for dawn, then shook myself with the realization that it 
  would never come.
  The level of the tunnel rose and fell as I walked, and 
  several times I retraced my steps to veer around an 
  impassable gorge. I was beginning to think of campsites 
  and how best to rest in this underground maze when the 
  walls trembled.
  I stopped dead, my hand outstretched and grazing 
  the tunnel wall. The tremor ceased as abruptly as it had 
  begun. Visions of cave-ins filled my head. Not the most 
  glorious of deaths, I thought. Pinned under a thousand tons 
  of rock miles below the surface, with no one the wiser. Still, this 
  would make one hell of a tomb.
  Regardless, I wasn’t ready to lie down in my grave just 
  yet. I inched forward cautiously, waiting to see if the 
  tremor returned. It did, moments later, louder and even 
  stronger. The tunnel was a wide one, almost a chamber, 
  and the tremors seemed strongest along the wall I 
  touched. I let go of its grimy surface and moved silently 
  across the wide expanse to the far side.
  Then the ground heaved and bucked like a living thing. 
  I fell to one knee and my lantern skittered away in the 
  dark. The floor opened beneath it, swallowing my little 
  light. A keening roar echoed through the room, a screech 
  like that of a predator but with a wet, phelgmatic quality 
  to it. I struggled to my feet to sprint to safety, but it was 
  too late. A chasm opened up beneath my boots and it was 
  all I could do to catch the ledge.
  The tremors faded to a low and constant tremble in 
  the ground, and there I hung, dangling over a blackness 
  so deep it hurt to look at, wishing for a light, a rope, a 
  friendly face, or at the very least, that I hadn’t exhausted 
  my magical ability lighting my way.  
   
  My arms ached with the strain of bearing my weight, and 
  it felt like red-hot pins were sliding into my shoulders. 
  My groping right hand found a divot just deep enough 
  to get a grip. “Cayden, or Desna,” I whispered, “or anyone 
  who might be listening, really—please let this hold my 
  weight.” I dug my fingers into the stone and heaved.
  My arm held out just long enough to scrabble my 
  boots against the stone and fling my left hand over the 
  ledge. With both hands clutching to the rock I managed 
  to squirm my way up onto solid ground and lie there, 
  gasping and choking in the fine dust that now filled the 
  cavern. In the spaces between breaths, I heard something 
  move just beyond the reach of my vision.
  “Thanks,” I coughed, then lifted myself on one elbow 
  and scanned the darkness. I could make out nothing. “Is 
  someone there?” I tried again.
  No one answered, and I heard no further footsteps. 
  “Hmph,” I muttered, wishing I had the innocence left to 
  chalk up what I’d heard to imagination.
  I fumbled in my pack for a torch and relaxed once 
  its friendly light burst forth. I stood and made a quick 
  circuit of this side of the chamber—now split by an eight-
  foot-wide gorge—but saw no trace of anyone lurking in 
  the dark, or whatever had made that tremor and roar. I 
  shrugged and returned to the chasm.
  I could have retraced my steps and gone around, but I 
  was convinced something lay in the darkness that way. 
  Besides, the wayfinder still pointed in the other direction. 
  
  74
  Second Darkness
  a stream of icy-cold water cascaded down one wall and 
  formed a churning pool in the center of the room. I 
  waded gingerly through the pool, staring in fascination 
  at the oily black fish with pure white eyes that swam lazily 
  in the water. 
  I also traveled through a network of tunnels that 
  crisscrossed 
  like 
  a 
  web. 
  Phosphorescent 
  fungus 
  completely covered the walls; the bulbous growths lit 
  up in unnatural shades of blue, pink, purple, and green 
  in the light of my sunrod. (A good Pathfinder carries 
  multiple light sources. I had three more sunrods, a 
  couple of torches, and a handful of candles tucked into 
  the side-pouches of my backpack, in case of emergency.) 
  When several tunnels intersected they often formed a 
  pocket chamber, some of which contained fungal “trees” 
  ten or twelve feet tall. My fascination ebbed slightly when 
  I found a malformed little skeleton half-buried in one of 
  the trees. Its fungus-covered skull looked up at me with 
  blank sockets, and I shivered and hurried on.
  It’s hard to gauge the passage of time underground, 
  but I estimate it was around noon when I came to a side-
  tunnel so steeply sloped it looked more like a chimney. 
  Sharp ridges covered the tunnel’s sides, like the ripples 
  of waves. The tunnel was narrow, but almost perfectly 
  square, and the ridges were just the right size to form a 
  ladder, albeit for someone slightly smaller than me. The 
  straightness and angle of the tunnel was too perfect to 
  be natural; someone had carved this tunnel-ladder here, 
  which meant that something interesting probably sat at 
  the bottom.
  I leaned into the entrance and looked down as far as 
  I could. The tunnel sloped even more sharply a few feet 
  in, becoming a true chimney, but I saw the ridges offered 
  numerous hand- and foot-holds. 
  As I peered into the black, an echo drifted up the 
  shaft. A series of whispers in a language I didn’t 
  understand, and a moment later, an answering whisper 
  from another voice.
  Someone was down there.
  At first the chimney’s walls had seemed wide enough 
  apart to allow some freedom of movement, but close 
  enough together that I could brace my back against the 
  wall while I descended. After a few dozen feet, though, 
  they narrowed to the point where I had trouble stepping 
  down—there wasn’t enough room to properly bend 
  my knee. The walls pressed in close around me and 
  my breathing seemed loud in the narrow channel. The 
  ridges offered secure hand-holds, but the rock abraded 
  my skin and occasionally cut my fingers. The farther 
  down I climbed, the narrower the chimney grew, and I 
  began to wonder if I’d stick at some point or be forced 
  to climb back up. So tight were the walls that I couldn’t 
  I lit the stubbiest of my candles and placed it at the near 
  edge of the pit, then tossed my torch to the other side. It 
  hit the ground, rolled and sputtered terribly, but stayed 
  lit.
  Then, out of curiosity, I tore off a bit of wrapping 
  from a second torch and lit it, edging up to the lip of 
  the gorge. Peering over into the blackness, I dropped the 
  flaming fabric.
  It fluttered as it fell, a winking star in the black, and 
  for a moment I feared the distance was too great and it 
  would flicker out in the fall. But the flame held, and after 
  twenty or thirty feet it hit ground. I strained my eyes for 
  anything of interest, but saw only the ridged stone.
  Then I realized the flame was moving. It slid slowly 
  to the left, and my whole body went cold as I realized 
  the “ground” was the back of a huge, wrinkled beast. 
  Its purplish-gray skin looked to be made of chitinous 
  armor plating in the tiny circle of light, and I hoped 
  desperately the beast wouldn’t notice the burning on 
  its back and look for the source. The monster filled the 
  entire chasm—a river of hardened flesh undulating away 
  from me—but I realized that the creature was actually a 
  massive, wriggling worm. 
  I held my breath, watching its tremendous bulk writhe 
  on and on until the candle snuffed itself out where the 
  worm slid its bulk into a tight tunnel. Now that I was 
  listening for it, I could hear the rasping of its body 
  forcing its way through the rocky channel. With a queasy 
  feeling in the pit of my stomach, I backed up, then dashed 
  forward and hurled myself across the chasm. I skidded a 
  little on the far side, teetered and windmilled my arms 
  for balance, then scooped up the torch at my feet and 
  hurried as fast as I dared away from the chamber and its 
  disturbing occupant.
  28 Lamashan, 4707 ar
  By the time I’d found a place to camp, caught some restless 
  slumber, shaken the grit out of my cloak, and followed the 
  winding tunnels down for another few hours, I’d grown 
  heartily sick of traveling underground.
  My fatigue did not keep me from enjoying the sights, 
  however; the territory I passed through was awe-inspiring 
  and beautiful, in an alien sort of way. But the endless 
  blackness, with no shred of sunlight to lift the gloom, the 
  stale air, the constant crunch of grit beneath my boots, 
  the ever-present chill radiating from the stone walls—all 
  these things wore on me. It takes a special type of person 
  to make his home underground, and I am evidently not 
  one of them.
  The tunnels grew steeper and narrower the farther I 
  progressed, and I seemed to be walking on a down slope 
  more often than not. I passed through a magnificent 
  chamber with a ceiling so high it was lost in the blackness; 
  
  75
  Pathfinder’s Journal
  look down past my shoulders. I rested on my toes for a 
  moment to give my arms a break, but the ridges weren’t 
  quite wide enough for me to stand on comfortably. That’s 
  when I heard the whispers again.
  They came quickly, incomprehensible as before and 
  echoing weirdly in the passage. It was as if a hundred 
  strangers each tried to whisper a secret to me all at once. 
  I looked around pointlessly and the whispers died.
  “Hello?” I whispered. I felt a bit silly, but I’d heard 
  enough stories of ghosts and phantasms not to discount 
  the possibility of parlay. “Hello, is someone there?” 
  I remembered the sensation I’d had last time I was 
  hanging from my fingertips and felt as if someone was 
  watching me. Then I’d been certain there was a figure in 
  the darkness, and no one had been there. But I knew I 
  wasn’t imagining this sound.
  “Hello?” I tried again.
  An explosion of light surrounded me. I cried out 
  instinctively and shut my eyes. The whispers returned 
  full force and a sudden breeze blew past my face. Still 
  clinging to the wall, I cracked open my eyes.
  A cloud of luminescent moths engulfed me. Each one was 
  as large as my hand and glowed pale silver, gold, and rose. 
  Their antennae stretched twice the length of their bodies 
  and brushed me like a woman’s hair as they swarmed 
  around. I gasped with relief, then shuddered as the cloud 
  continued to bat around me like drunken bumblebees. 
  The moths seemed harmless, and I wasn’t afraid of falling 
  this time (the other day’s encounter having been enough to 
  convince me to save some of my magical reserves) but the 
  sensation of the swarm was unsettling.
  The moths remained for possibly a minute, their glow 
  overwhelming that of my sunrod, the beat of their wings 
  filling the passage with the susurrus I’d mistaken for 
  whispers. Just when I was wondering if I should start to 
  climb with the moths in tow, they continued their swarm 
  up the chimney and vanished from sight.
  “Well,” I said in the silence. My 
  sunrod seemed pale and somewhat 
  lifeless in comparison to the moths’ 
  glow. “That was interesting. Wonder 
  what woke them up?”
  Even as I spoke the words, I 
  remembered my hasty and somewhat 
  irreverent prayer of the day before. 
  Desna’s symbol is the butterfly, and 
  these silvery moths were unlike anything 
  I’d seen before: exotic and beautiful. And 
  I’d been hanging from my fingertips 
  again when they’d swarmed past.
  Interesting.
  I continued down, wedging myself through 
  the narrowest part of the chimney and leaving a bit of 
  skin behind, and soon reached the tunnel to which the 
  chimney connected. Handholds led down the wall below 
  and I dropped the last few feet into the tunnel proper. 
  It stood about six feet high, just enough room for me to 
  unfold and hold my sunrod up.
  This tunnel was definitely constructed, though a few 
  side-branches seemed natural. Carvings covered the 
  walls. They seemed similar to the ones I’d seen at the 
  entrance to the Darklands, but so old and worn I could 
  make out no details. I stood in the middle of the tunnel 
  with no clear indication as to which way was “forward,” so 
  I consulted the wayfinder and marched onward.
  I’d traveled for only a few hundred feet when the 
  tunnel expanded to double its width. Another thirty, 
  and it opened up onto a platform overlooking an ancient 
  underground city. Domes and pillars reached like 
  stalagmites toward the ceiling; crumbling buildings 
  spanned the length of the cavern, close-packed palaces 
  shunning the light from patches of glowing mold in 
  favor of the shadows.
  The first thing I did was gape. The second thing I did was 
  sit down on the platform, so that I could gape properly 
  while resting my legs.
  The Darklands are just as 
  dangerous for its residents.
  
  76
  Second Darkness
  I’m not exaggerating when I say the city was immense. 
  In many ways it reminded me of Urgir. Though the 
  buildings here looked considerably older, and many 
  had actually fallen into rubble, the existing structures 
  displayed architecture similar to Urgir’s. Squat stone 
  pillars held up heavy roofs, stone blocks as wide as my 
  outstretched arms formed thick walls, and the streets 
  looked grooved, bowed under the ponderous weight of 
  marching feet. The city seemed built to withstand time 
  and stress, and even the collapsed buildings looked solid. 
  I got the impression they’d been knocked down, not 
  succumbed to age.
  Small figures moved among the stalactites that hung 
  like dragon’s teeth over the city; I thought they were bats, 
  but larger than any I’d seen before. In the streets of the 
  city I caught glimpses of movement. I tried to focus on 
  whatever walked this ancient ruin, but the shadowy forms 
  always slipped out of sight before I could make out details. 
  The hairs on the back of my neck rose as the stories of 
  ghosts and phantasms I’d recalled in the chimney came 
  back in full force. If the dwarven dead walked anywhere, 
  this city seemed like the perfect place.
  A flash of light caught my eye. Far to my right, flames 
  caught on a pile of something and flared up into a bonfire. 
  The section of the city it illuminated seemed in better 
  repair than the rest, and I saw stone blocks arranged in a 
  crude barricade around the area. Around the fire’s base I 
  glimpsed a few stocky figures before they retreated into 
  the darkness—dwarves, perhaps?
  The scrape of a boot on stone sounded behind me. 
  I froze, then slowly turned my head to look over my 
  shoulder.
  Two figures, both four feet tall and all muscle, stood 
  behind me. Each one clutched a barbed spearhead 
  mounted on a short wooden haft. Dull gray armor 
  made their stocky forms appear even squatter, and their 
  battered helmets glinted dully. Their eyes burned coal-
  red, and their skin was gray as forge smoke. I speak a 
  little Dwarf, but I didn’t have to say a word to know this 
  pair wasn’t friendly. I tried raising my empty hands and 
  smiling, just in case.
  They lunged for me, spears first, and I shouted an 
  arcane phrase I’d been saving for just such an occasion. 
  Flames burst from my outspread fingertips. (An empty 
  hand doesn’t always mean harmless.)
  The gray dwarves bellowed and fell back a step, 
  shielding their eyes and beating the flames out of their 
  beards. I used the distraction to roll backward off the lip 
  of the observation platform.
  It wasn’t a long drop to the ground, and I didn’t use my 
  falling spell for the simple reason that I didn’t want to 
  slow down. I got my feet under me and hit the stone hard 
  enough to jar my teeth. The gray dwarves shouted above 
  me and rushed to the opposite side of the platform. They 
  began to scramble down with such agility that there must 
  have been hidden handholds; nevertheless, my descent 
  had been quicker than theirs. I used my head start to run. 
  Not that I was necessarily afraid of the two burly, heavily 
  armed dwarves in their native terrain, you understand. 
  But I’ve been known to show remarkable common sense 
  from time to time.
  Unfortunately, running in someone else’s native terrain 
  while searching for a hiding place isn’t much easier 
  than fighting off two territorial gray dwarves—though 
  it carries less risk of missing limbs. I barreled along as 
  quickly as I could, searching desperately for a crevice or 
  nook in which to conceal myself. A narrow tunnel opened 
  up along the wall to my right and I dove in, hoping to 
  squeeze through a passage too narrow for the armored 
  dwarves to follow.
  I found the next best thing: branching tunnels leading 
  off in random directions. Praying with newfound piety 
  not to hit a dead end, I veered right, then left. The tunnel 
  narrowed and widened again, curved like a fishhook, 
  and stopped.
  I guess you can’t have everything you pray for.
  The end of the tunnel was a bulbous cave filled with 
  piles of loose rubble and boulders. I turned, ready to 
  thread my way back and try a different passage, when I 
  heard the clatter of armor and the muttering of guttural 
  voices. The gray dwarves had followed me, and I was 
  afraid any movement would alert them to my presence.
  I crouched behind the densest pile of rocks and 
  stuffed the sunrod down my shirtfront, trying to breathe 
  quietly. My lungs and legs ached from the tumble down 
  the cliff followed by my mad dash, and I struggled not to 
  shift and stretch too much. I strained my ears, hoping 
  with each passing second that the sounds of pursuit 
  would fade away.
  No such luck. The clattering of armor grew louder. My 
  heart hammered in my chest and I wiped sweat from my 
  brow. If I had to fight, this seemed like the best place in 
  which to make a stand, but I didn’t like the odds. I’d bet 
  gold to a Varisian that the gray dwarves could see in the 
  dark. Making a stand might work, but I’d be happier if 
  it didn’t come to that. Besides, I had one trick left up my 
  proverbial sleeve.
  It wasn’t much of a trick, to be honest—one of the first 
  and easiest spells I ever learned. As I’d grown better at 
  casting, the spell had grown more powerful too. At first 
  I’d only been able to conjure the sound of a few people 
  whispering. Now I hoped I could mimic the sounds of 
  that ridiculously large worm I’d seen the day before.
  The farther away the gray dwarves were, the better I 
  suspected this would work. I straightened up, put my 
  shoulder against the boulder pile, and heaved.
  
  77
  Pathfinder’s Journal
  This is what 
  happens when  
  I try to be 
  clever.
  The topmost boulder rocked, teetered, and then 
  crashed to the ground with an accompanying shower of 
  gravel. I cast my spell and mimicked, as best I could from 
  memory, the horrible keening roar of the purple worm.
  As the echoes of my illusionary cry faded away, the 
  clashing of armor stopped. I thought I heard the whisper 
  of cautious voices ahead. I shoved the rock pile once 
  more and another hail of stones rained down, shaking 
  the ground as they bounced and cracked. I mimicked the 
  worm’s roar again, realistically enough to give myself 
  shivers. I tramped around the room, shoving over rock 
  piles and roaring like a madman. I only had a minute or 
  so in which to make this work. Caught up in the frenzy, 
  I could hardly listen to see if the dwarves were really 
  backing off. Plus the chamber was full of the sound of 
  purple worm and falling rocks.
  All too quickly, the spell ended. I halted my destructive 
  rampage, panting heavily, my arms aching and palms 
  gritty from the effort. I cocked my head and listened.
  Far in the distance, I heard the sound of armored 
  figures quickly retreating. Silently, I celebrated.
  Then the ground shook under my feet.
  I spent a second frozen in shock. I wasted another 
  breathing hard, and a third squeezing my eyes shut, 
  before my body caught up with my brain and my legs 
  started pumping. I bolted from the chamber at top speed, 
  just before the ceiling caved in and the enormous bulk of 
  the purple worm surged into the room.
  I like to think my roaring dance of falling boulders 
  was some unwitting form of purple worm poetry, and 
  not simply a mating call or—more likely—a territorial 
  breach that summoned the worm to see what was 
  slithering through its home. Regardless, the worm 
  reared its blind head, waving its torso back and forth as 
  if scenting the air. Its maw opened, displaying slime-
  coated fangs that glistened in the light of the sunrod I 
  desperately dug out of my shirt.
  I risked one glance over my shoulder, then put my head 
  down and ran like hell.
  Their short legs and heavy armor hampered the gray 
  dwarves’ speed, and I passed them just as we exited into the 
  main cavern. They lit out for the bonfire I’d seen earlier; 
  I hightailed it in the opposite direction. The city didn’t 
  seem like a viable option—recalling those strange black 
  shapes lurking in the shadows—so I sprinted around its 
  perimeter until I found another tunnel in which to duck.
  The sounds of keening roars, falling rocks, and, after 
  a minute or so, dwarven screams followed me as I ran. 
  Apparently the worm had chosen to follow the slower 
  pair. “Excellent choice,” I muttered under my breath.
  Once I was certain the worm was busy feasting on 
  the dwarves and not following me, I collapsed against 
  the wall of the tunnel and struggled to catch my breath. 
  I held the sunrod before me, taking comfort from its 
  light, but even as I watched, its glow began to fade. I 
  sat quietly, thankful for the respite—thankful to still be 
  alive in this wondrous, dangerous place—and watched 
  as the sunrod’s light lessened bit by bit until I sat alone 
  in darkness.
  
  78
  Second Darkness
  T
  his month’s entry into the Pathfinder Bestiary 
  looks to the heavens! Few can say what 
  otherworldly intelligences look down upon 
  Golarion, regarding the unsuspecting globe with alien 
  eyes and unspeakable intentions. This month, three of 
  these otherworldly beings—the savage akata, ravenous 
  moonflower, and world-walking witchwyrd—pay visits to 
  Golarion, each extraterrestrial race eager to sate their own 
  alien desires. Inspired by some of the most deadly beasts 
  of sword and planet literature and science fiction cinema, 
  these terrors eagerly intrude from unknown stars. Yet, 
  even beyond the mysteries of space, natives of the planes 
  and creatures of ancient legend consider Golarion as 
  well. From the efforts of Thais, the Accidental Herald of 
  Cayden Cailean, to the deadly desires of the sirens, fickle 
  whims wait to seize new marks. As if the world wasn’t a 
  dangerous enough place already!
  Wandering Monsters
  Devil’s Elbow, an unremarkable spit of land near 
  Riddleport, has undergone a most incredible change. 
  With the crash of a star plucked from the very heavens, 
  many eyes now turn to this simple isle. Raiders from 
  Riddleport, eager to investigate the occurrence and 
  perhaps recover a few chunks of rare skymetal, rush to the 
  island, their imaginations awash with dreams of wealth 
  and power. At the same time, though, a mysterious cabal 
  concludes their deadly work, the drow who summoned 
  down the calamity from above quietly gauging the 
  effectiveness of their dreadful magic. Yet as the natives 
  of Golarion proceed about their business, new presences, 
  not of their world, make themselves known. And all upon 
  a simple island, long given over to the beasts and terrible 
  things that lair where men fear to walk.
  Bestiary
  
  79
  Those who dare to tread upon Devil’s Elbow find the 
  isle a brutal place, as factions from Riddleport, deadly 
  beasts, and intruders from both above and below struggle 
  to make the land their own. 
  The following descriptions detail encounters upon 
  Devil’s Elbow in greater detail. 
  Drow: At night, drow slink from their hidden lair to 
  investigate their work and the intrusion of surface dwellers 
  upon their isle. In most cases, the drow avoid encounters with 
  surface dwellers, seeking to keep their operations on the isle 
  secret, but if pursued, they engage in combat to deadly effect. 
  A small band of 1d4 drow has an average EL of 6 and uses the 
  drow guardian stats found on page 37. Drow encountered in 
  this manner do not count against the total number of guards 
  in the sea caves of Devil’s Elbow. There are no more than 
  eight additional drow wandering the island in this manner.
  Riddleport Faction: Numerous groups from Riddleport 
  have plans upon Devil’s Elbow. Whether they be Zincher’s 
  men, Riddleport thieves and thugs (see Pathfinder #13), 
  pirates, Cyphermages, or others, few of these groups have 
  any intention of sharing their claim on the island with 
  strangers. GMs who choose or randomly roll an encounter 
  with Riddleport natives might create their own encounters 
  or draw upon any of the following suggestions.
  Cyphermages: The Order of Cyphers is particularly 
  interested in the happenings upon Devil’s Elbow. Although 
  readier to talk and bargain than many of Riddleport’s more 
  nefarious groups, cyphermages can prove helpful short-
  term allies or deadly opponents. GMs who wish to add an 
  encounter with Cyphermages should use the stats on page 
  25. This encounter can be with 1d6 additional Cyphermages 
  who were cut off from their allies in Witchlight, and they 
  might ask the PCs to escort them back there to safety.
  Pirates: Rumors of the star that crashed near Riddleport 
  have spread far and fast. Scavengers from across the seas 
  have quickly descended upon Devil’s Elbow, hoping to 
  turn a quick profit or prey upon those there to turn a 
  quick profit. Whether sailing the seas around the isle or 
  raiding the camps of other explorers, these opportunistic 
  scoundrels are a daring but cowardly lot. GMs who wish 
  By Calistria’s Kiss, the place was alive! Alive like I’ve never seen. This was not the swaying wheat of 
  fields waiting for the harvester’s blade, nor the rustling canopy of a forest expectant of the axe, nor even 
  the garden blossom grown to be plucked. Here roots recoiled from our boots, unwilling to be trod upon. 
  Boughs bent and leaves quivered, as if spreading wordless reports of our trespass. Blooms upon vines 
  descended from the canopy, flowering eyes seemingly curious and questioning of our intentions. 
  But now, my ears still ringing with Bertram’s screams, the feel of his death spasm still a memory in my 
  muscles, I feel I should have realized a most simple truth: With all life comes hunger.
  —Gianco Molnar, Intruders Upon the Heavens
  Devil’s elbow RanDom encounteRs
  d% 
  Creature 
  Avg. EL 
  Source
  1–5 
  1 giant gecko 
  1 
  Pathfinder #1 
  6–9 
  1 axebeak 
  2 
  Tome of Horrors
  10–13 
  1 hippogriff  
  2 
  MM 152
  14–18 
  1d4 reefclaws* 
  2 
  Pathfinder #7
  19–24 
  1d8 stirges 
  2 
  MM 236
  25–28 
  1 assassin vine 
  3 
  MM 20
  29–33 
  1d4 boars 
  4 
  MM 270
  34–36 
  1 centipede swarm 
  4 
  See description 
   
  37–39 
  1 manticore 
  4 
  MM 179
  40–46 
  2d6 wild dogs** 
  4 
  MM 272
  47–52 
  2d4 Medium centipedes 5 
  MM 286
  53–54 
  1 nightbelly boa** 
   5 
  MM 280
  55–63 
  1d8 void zombies 
  5 
  See page 22
  64 
  1 wraith*** 
  5 
  MM 257
  65–74 
  2d6 akatas 
  6 
  Pathfinder #14
  75–78 
  1d4 harpies 
  6 
  MM 150
  79–84 
  1d4 scrags* 
  7 
  MM 248
  85–87 
  1 water naga* 
  7 
  MM 193
  88 
  1 nine-headed hydra* 8 
  MM 155
  89–97 
  Riddleport faction 
  — 
  See description
  98–99 
  Drow*** 
  — 
  See description
  100 
  1 dragon turtle* 
  9 
  MM 88
  * If near the seashore, otherwise reroll this result
  ** Local animals (giant constrictor snake or riding dog)
  *** Night only, reroll if this result arises during the day
  to run a pirate encounter should see this volume’s Set 
  Piece adventure, “Teeth of Araska.” An encounter with 2d6 
  Araska pirates (see page 66) has an average EL of 4.
  Riddleport Toughs: Many of the groups exploring Devil’s 
  Elbow are not friendly. Whether they be simple thugs 
  hoping to find a few pieces of skymetal or mercenaries 
  hired to reclaim the entire fallen star, such explorers are 
  quick to attack those edging in on their claim. A typical 
  encounter with a group of such Riddleport toughs should 
  use the stats for Zincher thugs on page 31 and include 2d8 
  opponents, making for a EL 5 encounter on average.
  
  80
  Second Darkness
  aKata
  This bizarre creature has the shape of a lion, but its hairless 
  body shimmers a shade of oily blue. Where a noble mane should 
  be instead quiver and twitch dozens of thick tentacles, probing 
  and lashing out at the air around a fierce, many-fanged maw. 
  Behind the beast, connected to the hindquarters of a predatory 
  body of strange musculature and proportions, whips a pair of 
  long tentacular tails. The creature itself is swift and sure in its 
  movements, yet is also unnervingly silent.
  Akata 
  CR 1
  Always N Medium aberration
  Init +6; Senses darkvision 120 ft., scent; Listen —, Spot +1
  DEFENSE
  AC 13, touch 12, flat-footed 11
  (+2 Dex, +1 natural)
  hp 11 (2d8+2)
  Fort +1, Ref +2, Will +4
  Defensive Abilities deaf, no breath; Immune cold, disease, fire, 
  poison, suffocation; SR 15
  Weakness saltwater vulnerability
  OFFENSE
  Spd 40 ft.; climb 20 ft.
  Melee bite +2 (1d6+1 plus void death) and
  2 tendrils –3 (1d3)
  TACTICS
  During Combat Akatas work together, following the 
  cues of the largest member of their pack and driving 
  foes toward either treacherous footing or strong pack 
  members. Those acting on their own attempt to set up 
  ambushes for their opponents, preferring to pounce from 
  above. Akatas work together to surround their foes and flank 
  enemies whenever possible.
  Morale An akata fights to the death as long as at least one 
  other akata within sight is also fighting. 
  STATISTICS
  Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 11
  Base Atk +1; Grp +2
  Feats Improved Initiative
  Skills Balance +4, Climb +9, Move Silently +6, Tumble +7
  SQ hibernation
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (3–30)
  Treasure none (but see text below)
  Advancement 3–8 HD (Medium); 9–14 HD (Large); 15–20 HD (Huge)
  Level Adjustment —
  SPECIAL ABILITIES
  Deaf (Ex) Akatas cannot hear. They are immune to spells and 
  effects that rely on the target’s hearing to function, but 
  they cannot make Listen checks.
  Hibernation (Ex) Akatas can enter a state of hibernation 
  for an effectively infinite number of years. Akatas do not 
  take damage from starvation. Should an akata go for 3 or 
  more days without eating, it seeks out a place to hibernate and 
  then surrounds itself with a layer of fibers that quickly hardens 
  into a cocoon made of skymetal known as noqual. An akata 
  remains in a state of hibernation until it senses another living 
  creature within 10 feet or after it is exposed to extreme heat. 
  An akata awakened from its noqual cocoon can claw its way out 
  in 1d4 minutes.
  No Breath (Ex) Akatas do not breathe, and as such are immune to 
  inhaled toxins (but not odor-based effects).
  Salt Water Vulnerability (Ex) Due to their bizarre physiology, salt 
  water acts as an extremely strong acid to akatas. Even a splash 
  of salt water deals 1d6 points of damage to an akata, and full 
  immersion in salt water deals 4d6 points of damage per round. 
  An akata corpse submerged in salt water completely dissolves 
  in 1 minute. 
  Void Bite (Ex) Akatas hold hundreds of microscopic larval young 
  within their mouths, spreading these parasitic larvae to hosts 
  through their bite. Once spread to a creature, the larvae leech 
  off a humanoid host. Only humanoids make suitable hosts 
  for akata young—all other creature types are immune to this 
  parasitic infection. The infection itself is known as void death, 
  and it can be cured in the same methods as normal diseases. 
  Creatures that are immune to disease are also immune to an 
  akata’s void bite. 
  
  81
  Bestiary
  Void Death—bite, Fortitude DC 12, incubation period 1 hour, 
  damage 1d3 Dex and 1d3 Con. Should a creature perish while 
  infected, it rises as a void zombie 2d4 hours later (see below).
  Skills An akata has a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed or 
  threatened. In addition, akatas are unnaturally quiet, and have a 
  +4 racial bonus on Move Silently checks.
  Terrifying predators that dwell in the vast blackness of 
  space, akatas make their homes on dying planets, asteroids, 
  meteors, and even comets. Many believe that the akatas 
  somehow survived the violent destruction of their home 
  world by clinging to the chunks of stone left behind after 
  the planet’s catastrophic death.
  A typical akata stands 3 1/2 feet tall. Being particularly 
  dense for their size, these creature’s rubbery bodies often 
  weigh upwards of 400 pounds.
  eCoLogY
  As akatas cannot hear and they lack anything resembling 
  lungs and vocal chords with which to make sounds, 
  akatas communicate via visual and olfactory means. For 
  long-range communication outside of line of sight, the 
  akatas use special scent glands on their necks just behind 
  their jawbones to produce a bewildering (and sometimes 
  stomach-turning) array of different smells that they 
  spray out in fine mists. The creatures have no need to 
  breathe, and can “taste” scents with their tongues. When 
  two akatas can see one another, they use tail motion and 
  eye color to communicate—akatas can force their eyes to 
  change color to a thousand different shades. No known 
  method of discerning the meanings of these elaborate 
  and nuanced color codes has ever been developed.
  Although akatas do not carry treasure, an akata cocoon 
  is made of a combination of hardened resin from the 
  creature’s pores and a rare metal called noqual. An akata 
  cocoon contains 10 pounds of noqual, worth a total of 
  500 gp, but in order to harvest the material one needs to 
  find an unhatched cocoon, since akatas typically eat the 
  remnants of their cocoons when they emerge.
  Habitat & soCietY
  Akatas live in the depths of outer space. Most hibernate 
  in small colonies, sleeping for countless years on the 
  surfaces of small meteors and asteroids, waiting patiently 
  for the time when their rocky homes might crash onto 
  a planet or other object that can support life. When 
  surrounded by animal life of any kind, the akatas become 
  relentless attackers, often driving entire planets (or at 
  least salt-water-surrounded continents) extinct.
  Akatas live in social groups comprised of no more than 
  30 individuals, with the largest of these groups led by 
  massive members of their race known as akata princes.  
  Void ZoMbies
  Many humanoids that face akatas become carriers of their 
  attackers’ next generation. Infested with larval akatas, 
  such victims suffer the ravages of void death. Although 
  particularly hearty and tenacious individuals might last 
  for weeks, void death is often fatal. 
  But the victim’s death marks only the beginning of this 
  alien terror.
  Those who perish while suffering from void death 
  become void zombies. Within 2d4 hours of a carrier’s 
  death, the strongest of the akata larvae infesting the 
  corpse worms its way to the humanoid’s brain and 
  undergoes a swift gestation. This accelerated growth 
  causes the feeler-covered head of the oversized, tadpole-
  like parasite to latch onto the base of its victim’s brain and 
  reenergize the dying organ, taking total control. These 
  parasite-possessed corpses are known as void zombies. As 
  akata larvae are too large to fit wholly within the skulls 
  of most of Golarion’s humanoid races, these zombies 
  have a distinctive appearance, with the fanged tail of the 
  parasite bursting through its host’s jaw, dangling forth 
  from the broken skull.
  A void zombie has the same statistics as a humanoid 
  zombie with the following additional abilities. The stats 
  for a typical void zombie appear on page 22.
  Speed: Unlike a normal zombie, a void zombie can run. 
  In addition, a void zombie does not possess the zombie’s 
  single action only special quality.
  Attacks: In addition to its normal slam attack, a void 
  zombie gains a secondary “tongue” attack (actually the 
  larval akata’s feeding tendril that hangs from the zombie’s 
  ruined jaws) that deals 1d6 points of damage. 
  Blood Drain (Ex): If a void zombie hits a living 
  creature with its tongue attack, it drains blood from the 
  creature, inflicting 2 points of Strength damage before 
  the tongue detaches.
  Vulnerable to Critical Hits: While a void zombie retains 
  a standard zombie’s damage reduction of 5/slashing, they 
  do not enjoy the typical undead immunity to critical hits 
  and sneak attacks. A critical hit or sneak attack made 
  against a void zombie indicates damage to the larval 
  akata growing within its body.
  CR: When determining a void zombie’s CR, treat it as 
  if it were one category higher than normal—a 2 HD void 
  zombie is thus CR 1, not 1/2. 
  Lifespan: Akata larvae require 1d4 weeks to gestate. After 
  that time, they are ready to make the transformation into 
  adult akatas. Void zombies bearing akata larvae ready to 
  emerge seek out a secluded area and “vomit” their child 
  into a shallow hole or crevice. The void zombie then “dies,” 
  toppling over the disgorged larva. A scant 2d6 hours later, 
  a full-grown akata emerges, usually taking the rotting 
  corpse as its first meal.
  
  82
  Second Darkness
  MoonFLoWer
  Long, velvety green tendrils extend from a massive green trunk. A 
  knot of roots stands exposed, branching out from the base, raising 
  the immense plant off the ground. Giant clusters of blossoms and 
  pulsing nodules sprout from the plant, occasionally shedding 
  a dim, repulsive glow. It’s enough, almost, to distract from the 
  writhing tendrils and the giant, oddly toothed clamshell leaves 
  that betray a life no plant should have.
  Moonflower 
  CR 8
  N Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +5
  DEFENSE
  AC 20, touch 8, flat-footed 20
  (+12 natural, –2 size)
  hp 138 (12d8+84); fast healing 5
  Fort +15, Ref +4, Will +5
  Defensive Abilities plant traits; DR 10/slashing; Immune 
  electricity; Resist cold 10
  Weakness vulnerability to fire
  OFFENSE
  Spd 20 ft.
  Melee bite +16 (2d6+9) and
  2 tentacles +11 (1d8+4)
  Space 15 ft.; Reach 15 ft.
  Special Attacks improved grab, light pulse, pod prison
  TACTICS
  During Combat A moonflower attacks those closest to it, 
  trying to use its improved grab ability on any creature within 
  reach. If threatened by multiple opponents, it uses its light 
  pulse to disorient enemies and attempts to use its pod prison 
  while its victim’s allies can’t be of aid. 
  Morale Solitary moonflowers flee if reduced to less than a 
  third of their hit point total. In groups, moonflowers fight to 
  the death, fleeing only when a sole plant survives. 
  STATISTICS
  Str 28, Dex 10, Con 25, Int 5, Wis 12, Cha 17
  Base Atk +9; Grp +26
  Feats Blind-Fight, Improved Initiative, Improved Sunder, 
  Power Attack, Stealthy
  Skills Hide –6 (+10 in thick vegetation), Listen +4, Move 
  Silently +8, Spot +5 
  Languages telepathy (1 mile, other moonflowers only)
  SQ pod spawn
  ECOLOGY
  Environment any 
  Organization solitary or cluster (2–10)
  Treasure standard
  Advancement 13–18 HD (Huge); 19–28 HD (Gargantuan); 29–34 
  HD (Colossal)
  Level Adjustment —
  SPECIAL ABILITIES
  Improved Grab (Ex) To use this ability, a moonflower must hit a 
  creature at least one size smaller than itself with its bite attack. 
  It can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can use its pod prison ability the 
  following round.
  Light Pulse (Su) As a standard action, a moonflower can release 
  a pulse of bright light from its numerous blossoms every 1d6 
  rounds up to 3 times a day. All sighted creatures within 50 feet 
  (save other moonflowers) with line of sight to the moonflower 
  must make a DC 23 Fortitude save or be blinded for 1d4 
  rounds. This save is Constitution-based.
  Pod Prison (Ex) Once every 1d4 rounds, a moonflower can try 
  to swallow a grabbed opponent of a smaller size than itself 
  by making a successful grapple check. A swallowed creature 
  is swiftly cocooned in a tight, fibrous mass and forced out of 
  the moonflower’s space into an adjacent square of the plant’s 
  choice. Once expelled, the creature remains cocooned and 
  
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  Bestiary
  takes 2d8+8 points of bludgeoning damage and 8 points of acid 
  damage per round from the living cocoon’s pulsing, acid-filled 
  innards. A cocooned creature can cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of damage 
  to the cocoon’s insides (AC 15). Others can aid a cocooned 
  creature by attacking with slashing or piercing weapons, but in 
  addition to the damage dealt to the cocoon, the creature inside 
  takes half the damage of an attack. Once the creature exits, the 
  cocoon deflates and is destroyed. Other swallowed opponents 
  are cocooned in their own pods.
  Pod Spawn (Ex) Should a moonflower’s pod prison be allowed 
  to kill and digest a Small or larger creature, 1d4 hours later 
  it transforms into an adult moonflower with full hit points. 
  The newly formed moonflower has its own consciousness, 
  but some aspect of its trunk or blossoms resembles the 
  creature that died within. The dead creature’s equipment 
  remains inside the new moonflower and can only be 
  retrieved by killing the alien plant.
  Skills A moonflower gains a +16 racial bonus on Hide checks 
  made in thick vegetation.
  A fully-grown moonflower stands easily 20 feet tall 
  with a massive trunk that is frequently 4 feet or more 
  in diameter. The roots extend away from the base and 
  into the soil, making the plant seem well anchored, 
  but the roots themselves possess an agility that belies 
  the great size of the plant and allows the moonflower 
  to uproot itself and move with surprising speed. The 
  tendrils of the plant are independently prehensile and 
  writhe around the large flytrap-like “head” that crowns 
  the stem. Bulbous growths and budding protuberances 
  pulse and quiver along the alien plant’s trunk and 
  thrum with cosmic light.
  Moonflowers have never been known to communicate 
  with the natives of Golarion, even druids and others who 
  regularly converse with plants. The plants do possess some 
  manner of strange telepathy, though, being in constant 
  communication with their nearby brethren at all times. 
  Those who manage to intrude upon the creatures’ alien 
  thoughts face an assault of horrible visions of terrifying 
  worlds covered by jungles ancient, sentient, and malign.
  eCoLogY
  First discovered in Numeria generations ago, these alien 
  plants endanger the entirety of Golarion. Undeterred by 
  hostile environments, moonflowers thrive wherever they 
  can find food. Unfortunately for the races of Golarion, the 
  moonflower prefers fresh meat. The life of a moonflower is 
  exceedingly short, and few live longer than a month. They 
  develop quickly, reaching full size in mere hours. Some 
  rare specimens grow to incredible proportions, rivaling 
  the heights of castle turrets, but all known examples of 
  such creatures have been exterminated.
  Moonflowers possess simple intelligences, but they 
  are also driven by overriding impulses. They know all 
  too well that once their cosmic journey drops them on 
  soil, their race has an unbearably finite span in which to 
  spread and feed. One in a hundred moonflowers possesses 
  the potential to grow to massive size and bud the organs 
  necessary to jettison a cloud of seedpods into space, 
  furthering the foul plants’ spread through the cosmos. 
  Only by consuming and converting as many creatures 
  as possible can the moonflowers hope to continue their 
  scourge of the worlds. 
  Moonflowers rarely move about during the day except 
  to protect themselves. Like most plant creatures, they do 
  not sleep, and they take all worthwhile opportunities to 
  feed upon careless creatures that approach in daylight. 
  Habitat & soCietY
  Alien 
  and 
  unknowable, 
  the 
  moonflowers 
  cluster 
  themselves together as their numbers grow, the largest 
  of them herding the others toward whatever life they can 
  find and consume. Hardy beyond reason, these plants 
  can travel and live freely in almost any environment. 
  Moonflowers breathe through their root systems and can 
  be impeded by water barriers. 
  Despite their lack of natural predators on Golarion, 
  moonflower herds are rare. Most intelligent creatures 
  recognize the plants’ alien nature and are unsettled by 
  the unexpected appearance of large clusters—especially 
  those that could not have possibly grown over night. 
  Once a herd has formed, however, it becomes a force as 
  dangerous as any major natural disaster. In rare cases, a 
  moonflower that has achieved Gargantuan size or greater 
  will start a cyclical colony, spreading terror for 6 months 
  or more and then going dormant for years or even decades 
  before starting the cycle again. 
  Plants FRom sPace!
  “All plants move. They don’t usually pull themselves out of the 
  ground and chase you! If we could find out how this thing 
  functions we might figure out an easier way of killing it.”
   
  —John Wyndham, Day of the Triffids
  Alien plants have long found their way into entertainment: from 
  the triffids of John Wyndham’s Day of the Triffids; to the alien 
  pod people of Jack Finney’s novel The Body Snatchers and its 
  superlative big-screen spawn, 1956’s and 1978’s Invasion of the 
  Body Snatchers and 1993’s Body Snatchers; to the infamous “Feed 
  Me!” of Seymore’s Audrey II in Charles B. Griffith’s Little Shop 
  of Horrors. Roleplaying games are also no stranger to hungry 
  plants from space, like those that appeared in 1980’s Expedition 
  to the Barrier Peaks. The moonflower owes its inspiration to these 
  predecessors and dozens of other muses not of this world.
  
  84
  Second Darkness
  siren
  This strange creature looks like a bird with meticulously preened 
  plumage. Rather than an avian head, though, its face is that 
  of a beautiful human woman with locks of long, shining hair. 
  Despite her comely features, her talons look no less deadly than 
  those of some gigantic hawk.
  Siren 
  CR 5
  Usually CN Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Listen +15, Spot +15
  DEFENSE
  AC 18, touch 14, flat-footed 14
  (+4 Dex, +4 natural)
  hp 44 (8d8+8)
  Fort +7, Ref +12, Will +6
  Immune mind-affecting effects
  OFFENSE
  Spd 30 ft.; fly 60 ft. (good)
  Melee 2 talons +8 (1d4)
  Special Attacks bardic music, siren song
  Spell-like Abilities (CL 7th)
  3/day—cause fear (DC 16), charm person (DC 16), deep slumber 
  (DC 18), shout (DC 19)
  TACTICS
  Before Combat A siren uses her inspire courage 
  bardic music ability before entering combat, 
  bolstering herself, her charmed humanoid 
  companions (if any), and any other non-siren 
  allies, but never other sirens. 
  During Combat A siren always opens combat with 
  her siren song, judging which effect of the versatile 
  ability best suits the situation and her mood at the 
  moment. A siren always leaves alive the character 
  with the highest Charisma score under the effect of 
  her captivating song, allowing her to later attempt to gain 
  control over that creature with charm person.
  Morale While a siren’s charmed allies might gladly fight to the 
  death to protect her, the feeling is not mutual. A siren happily 
  sacrifices her charmed protectors in order to save her own life. 
  If her humanoid companion goes down or she is reduced to 20 
  hit points or fewer, she flees and seeks a high, isolated place to 
  rest and recover. 
  STATISTICS
  Str 10, Dex 19, Con 12, Int 14, Wis 19, Cha 21
  Base Atk +8; Grp +8
  Feats Dodge, Flyby Attack, Lightning Reflexes
  Skills Hide +9, Knowledge (history) +8, Listen +15, Perform (sing) 
  +16, Spot +15
  Languages Auran, Common
  ECOLOGY
  Environment temperate or warm hills
  Organization solitary or flight (2–7)
  Treasure standard
  Advancement by character class; Favored Class bard
  Level Adjustment +4
  SPECIAL ABILITIES
  Bardic Music (Su) A siren may use bardic music as a bard of a 
  level equal to half her racial Hit Dice. If she gains actual levels 
  in bard, these levels stack for the purpose of determining what 
  bardic music effects she has access to. 
  A typical siren uses Perform (sing) and can use the 
  following bardic music abilities: countersong, fascinate, inspire 
  competence, and inspire courage. A siren may use her siren 
  song without interrupting a use of her bardic music ability.
  Siren Song (Su) The siren’s most infamous weapons are her 
  songs. When a siren sings, all creatures (other than sirens) 
  within a 300-foot spread must succeed on a DC 19 Will save 
  or become enthralled (see below). The effect depends on the 
  type of song the siren chooses and continues for as long as 
  the siren sings and for 1 round thereafter. All the effects of 
  a siren’s songs are sonic mind-affecting effects. A creature 
  that successfully saves cannot be affected again by any of that 
  siren’s songs for 1 hour. The save DC is Charisma-based. A 
  bard’s countersong ability allows the captivated creature to 
  attempt a new Will save.
  Enthralled creatures behave in one of the following four 
  ways, as the siren chooses when she begins singing.
  
  85
  Bestiary
  Captivation: A captivated victim walks toward the siren, 
  taking the most direct route available. If the path leads into 
  a dangerous area (through flame, off a cliff, or the like), that 
  creature gets a second saving throw. Captivated creatures 
  can take no actions other than to defend themselves. (Thus, 
  a fighter cannot run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of the siren stands there and 
  offers no resistance to her attacks, should she choose to attack 
  him. This is a charm effect.
  Fascination: A transfixed victim is fascinated by the siren for 
  as long as she continues singing. As soon as her song stops, 
  the fascination continues for 1 additional round and then ends. 
  Obsession: An obsessed victim becomes defensive of the 
  siren and does all he can to prevent harm from coming to her, 
  going so far as attacking allies in her defense. The victim is not 
  controlled by the siren, but views her as a cherished ally. This is 
  a charm effect.
  Slumber: A victim immediately falls asleep, rendering the 
  creature helpless. While the siren is singing, no noise will wake 
  the exhausted creature, though slapping or wounding him 
  does. The creature continues sleeping for 1d4 minutes after a 
  siren stops singing, but can be awakened by loud noises or any 
  other normal method.
  These bizarre beings have the bodies of unusually large 
  birds—usually massive rooks, owls, or eagles—but the 
  heads of beautiful human women. Their faces usually 
  reflect the human ethnicity dominant in the area in 
  which they lair, and they almost always bear a vibrant and 
  youthful countenance.
  A typical siren stands 4 1/2 feet tall, has a wing span of 
  8 feet, and weighs approximately 120 pounds.
  eCoLogY
  The similarities in general appearance and abilities 
  between sirens and harpies cause rousing debates 
  regarding their origin and relations among those few 
  who study the creatures. Many theorize that sirens 
  might be the progenitors of the harpy race, as legends of 
  sirens often predate those of harpies in numerous lands. 
  Regardless of the two similar races’ connections, the 
  capricious sirens seem less motivated by maliciousness 
  than their harpy cousins, and they are just as likely to use 
  their songs out of curiosity or whimsy as out of hunger 
  or defense.
  As a curious and unfortunate quirk of their unknown 
  origins, all sirens are female and—short of death from 
  misadventure or prolonged solitude—long-lived. The 
  oldest known sirens haunt their territories for nearly 
  a millennium, although most only live a few hundred 
  years. Sirens require male humanoids to mate, and 
  several times a decade either capture or rescue bold or 
  comely sailors who enter their territories. They also 
  seem to take particular pride in their songs, and stories 
  abound of sirens dying—either through heartache or 
  suicide—when sailors they attempted to lure overcame 
  their compelling powers and escaped their grasps. 
  Habitat & soCietY
  Sirens always live near the sea, where their powerful voices 
  can carry over the waves and attract the attention of unwary 
  sailors who trespass near their isles. The calls of sirens 
  signal death, and their very name in many languages 
  equates to “death” or “loss.”
  Sirens do not form a cohesive society, though 
  occasionally a small group of such creatures might form. 
  They completely lack sympathy for one another, and, even 
  in these uncommon instances, they viciously compete 
  with each other rather than cooperate. 
  KnoWn sirens
  Relatively rare and always dangerous, sirens in a region 
  tend to become local legends. A few rise to such fearsome 
  prominence that their fame spreads across the world. 
  Lady Wyo: Just off the coast of Qadira, about 2 miles 
  south of Sedeq, rises a small chunk of rock covered in 
  verdant life and elaborate structures. This tiny island, 
  known as Wyo’s Rest, is a small paradise of gardens 
  and greenhouses where handsome young Qadiran men 
  go to spend several years in indentured luxury. In an 
  agreement stretching back nearly 3 centuries, Sedeq 
  supplies Lady Wyo with her choice of companions, who 
  serve for 4 years or until she grows bored with them—
  whichever comes first. In exchange, Lady Wyo not only 
  allows ships free passage within her territory, but she 
  also actively comes to the aid of troubled Qadiran ships 
  within her waters.
  Thelxinoe: A menace to those sailing south of Jalmeray, 
  the ancient siren Thelxinoe controls ocean access to 
  a Nexian community on the small island of Karalta. 
  Despite their best efforts, the Nexian arclords on the 
  island have yet to dislodge her, and two even became her 
  thralls for a short time. Such is Thelxinoe’s power that 
  those who sail the Obari speak of Thelxinoe’s Toll—the 
  need to carry beeswax with which to plug their ears in 
  hopes of avoiding Thelxinoe’s seductive song. 
  Virashi: The scourge of Riddleport’s shipping lanes for 
  several hundred years, Virashi finally went to her grave 
  a few decades ago. Only once during her long tenure on 
  Devil’s Elbow (a small island south of the city but directly 
  on its shipping lanes) did Virashi slacken in her violent 
  outbursts and attempts to lure in sailors, a change in 
  behavior that ultimately ended in her death. To this day, 
  the people of Riddleport still mostly avoid Devil’s Elbow, 
  fearing that her ghost haunts the island, sending ships 
  and their foolish crews to their graves.
  
  86
  Second Darkness
  tHais
  A beautiful woman of regal bearing relaxes here, cutting an 
  imposing figure more than twice as tall as a man. Five feathered 
  wings, three black and two white, sprout from her back, while a 
  sixth appears to be missing. Blue ribbons weave across the angelic 
  figure’s form, offering only the barest hint of modesty. She holds 
  a large crystalline halberd that seems to crackle and pulse with 
  chaotic energy.
  Thais 
   
  CR 15
  CG Large outsider (chaotic, extraplanar, good)
  Init +12; Senses darkvision 60 ft., low-light vision; Listen +22, 
  Spot +22
  Aura aura of bravery (20 ft.), piercing gaze (30 ft.)
  DEFENSE
  AC 33, touch 24, flat-footed 25
  (+7 deflection, +8 Dex, +9 natural, –1 size)
  hp 195 (17d8+119)
  Fort +18, Ref +21, Will +15; charmed life
  Defensive Abilities improved evasion, uncanny dodge; DR 15/
  lawful; Immune electricity, fear, petrification; Resist cold 10, 
  fire 10; SR 27
  OFFENSE
  Spd 50 ft., fly 80 ft. (good)
  Melee Tyranny’s Foil +25/+20/+15/+10 (2d8+12, 19–20/x3)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 15th)
  At will—freedom of movement, good hope, greater heroism, true strike
  3/day—break enchantment, displacement, greater dispel magic, 
  plane shift (self and willing targets only), remove curse, shout 
  (DC 21)
  1/day—hallow (DC 22), planar ally (bralani or ghaele only), word 
  of chaos (DC 24)
  TACTICS
  During Combat Thais dislikes personally engaging in physical 
  combat, instead preferring to inspire and bolster her allies with 
  her aura of bravery, fortune’s kisses, and the use of good hope 
  and greater heroism, coupled with her piercing gaze. If hard-
  pressed, she grows to Huge size and makes flyby or spring 
  attacks with Tyranny’s Foil.
  Morale Thais withdraws from combat via plane shift if reduced to 
  40 hit points or less.
  STATISTICS
  Str 24, Dex 26, Con 24, Int 21, Wis 18, Cha 24
  Base Atk +17; Grp +28
  Feats Dodge, Flyby Attack, Hover, Improved Initiative, Lightning 
  Reflexes, Mobility
  Skills Bluff +27, Concentration +17, Diplomacy +31, Disguise 
  +17, Escape Artist +18, Heal +14, Hide +14, Intimidate +9, 
  Knowledge (local) +15, Knowledge (religion) +15, Knowledge 
  (the planes) +15, Listen +24, Move Silently +28, Perform (dance) 
  +27, Profession (courtesan) +14, Sense Motive +24, Sleight of 
  Hand +20, Spot +24, Tumble +28
  Languages Auran, Celestial, Common, Draconic, Infernal; tongues
  SQ armor of valor, change shape, charmed life, fortune’s kiss
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  Advancement 18–26 HD (Huge), 27–35 HD (Gargantuan)
  Level Adjustment —
  SPECIAL ABILITIES
  Armor of Valor (Su) A halo of righteous energy surrounds 
  Thais, granting her a deflection bonus to her AC equal to her 
  Charisma bonus.
  Aura of Bravery (Su) Thais is surrounded by an aura of courage 
  that inspires her allies. Friendly creatures in a 20-foot radius 
  are affected by the spells remove fear and remove paralysis. 
  Each ally also gains a +1 morale bonus on attack rolls, weapon 
  damage rolls, saves, and skill checks, while each hostile 
  creature takes a –1 morale penalty on such rolls.
  
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  Bestiary
  Change Shape (Su) Thais can assume the form of a female elf, 
  half-elf, or human from Medium to Huge size at will.
  Charmed Life (Ex) As the personification of luck, Thais gains a +1 
  luck bonus on all saving throws. Additionally, up to three times 
  per day, she can choose to reroll any die roll that she makes 
  before it results in success or failure. She must take the result 
  of the reroll, even if it’s worse than the original roll.
  Fortune’s Kiss (Su) Three times per day, as a standard action, 
  Thais can blow a kiss that grants good luck to any one creature 
  within 30 feet. The target can roll his next d20 roll twice and 
  take the better result.
  Piercing Gaze (Su) Thais’s penetrating gaze burns deep into the 
  hearts and souls of enemies within 30 feet. Lawful enemies 
  must make a DC 25 Will save or take 5d6 points of damage 
  and become dazed. A successful save reduces this damage 
  by half and negates the daze effect. Non-lawful creatures are 
  unaffected by Thais’s gaze. The save DC is Charisma-based.
  Tongues (Sp) Thais can speak with any creature that has a language, 
  as if using a tongues spell. This ability is always active.
  Tyranny’s Foil Tyranny’s Foil, also known as the Staff of Liberty, is a 
  Large +2 anarchic keen halberd. In addition, three times per day, 
  as a standard action, Thais can use the halberd to open all non-
  magical locked doors and bindings and break all non-magical 
  chains and shackles within 30 feet (regardless of hardness). 
  If Tyranny’s Foil is ever removed from Thais’ hands, she can 
  summon the weapon back to her grasp as a free action.
  The herald of Cayden Cailean is Thais, the living 
  personification of freedom, luck, and courage, and the 
  personal emissary of the god of bravery, freedom, and 
  wine. She is usually sent to aid or protect Cayden Cailean’s 
  faithful, but might appear any place where slaves struggle 
  against oppression, valiant rebels fight for freedom, the 
  desperate and afraid need hope and courage, or when a 
  hero needs just a little luck to further some great cause. 
  Thais typically appears as a beautiful, 15-foot-tall, angelic 
  woman, but she can change her size at will to anywhere 
  from 4 feet to 32 feet tall. She wears scandalous angelic 
  garb, little more than blue ribbons symbolizing freedom. 
  Thais is always depicted bearing her signature weapon, 
  an ancient halberd borrowed from the goddess Milani’s 
  armory called Tyranny’s Foil. Thais’s wings are said to 
  represent the Six Sacred Freedoms: Liberty, or freedom 
  from restraint; Individuality, or freedom from coercion; 
  Conscience, or freedom from corruption; Love, or freedom 
  from loneliness; and Security, or freedom from fear. Her  
  sixth wing, representing Autonomy, or freedom from 
  oppression, is missing.
  eCoLogY
  Much as Cayden Cailean himself is the “Accidental God,” 
  so could Thais be called the “Accidental Herald.” Centuries 
  ago, Thais was a hetaera, a high-class prostitute in the Gilded 
  City of Oppara, the capital of Taldor. Before his ascension 
  to godhood, the mortal Cayden Cailean came to know and 
  befriend her, and the two shared a flirtatious (though never 
  sexual) relationship. In fact, they had several adventures 
  together, and Thais helped the young Cayden out of several 
  difficult situations. The most famous of these is recounted in 
  the “Tale of the Prefect’s Wife,” when Thais helped Cayden 
  escape the cuckolded husband of one of his paramours by 
  dressing him up as a courtesan like herself. Together, Thais 
  and the disguised Cayden spent an evening entertaining the 
  prefect and other government officials. The evening ended 
  with another narrow escape for Cayden, this time from the 
  amorous advances of the wine-soused prefect himself.
  When Thais died years later, Cayden, already an ascended 
  god, claimed her soul and somewhat impulsively made her 
  his herald. Though unexpected, Thais accepted her new 
  role with aplomb. Always one to hold her own with Cayden, 
  Thais saw no reason to act any differently than she always 
  had with the deity. Although their relationship is as flirty as 
  ever, Thais remains an outspoken critic of the god and his 
  brash (and frequently drunken) ideas. She follows his orders 
  faithfully, but often with her own personal interpretation.
  Habitat & soCietY
  When not at Cayden Cailean’s side, Thais spends time on 
  the Material Plane, often in the guise of her former human 
  form. She frequently takes mortal lovers of both sexes, and 
  over the years has even focused her attentions on the gods 
  themselves, with rumored relationships with Aroden, 
  Calistria, and Nethys, as well as scores of lesser deities. She 
  is a sworn enemy of Asmodeus, however, as his portfolios of 
  tyranny and slavery are in direct opposition to her embodied 
  philosophy. She devotes much of her time to combating 
  his minions, and once even foolishly faced the Prince of 
  Darkness himself. Tricked into coming to the Nine Hells, she 
  suffered a humiliating defeat at his hands, narrowly escaping 
  only by sacrificing one of her wings. That wing, representing 
  freedom from oppression, remains within Asmodeus’ hellish 
  trophy room, leaving Thais with only five wings.
  Throughout Golarion, freed slaves, revolutionaries, and 
  drunken heroes revere Thais as their patron saint. She 
  is often depicted in Cayden Cailean’s temples, warriors’ 
  halls, and in revolutionary art. Though her veneration 
  remains traditional in Taldor and Absalom, other nations 
  have made her their own. To the escaped slaves of the River 
  Kingdoms, she is known as the Unfettered Lady, while the 
  pirate lords of the Shackles honor her as Our Lady of the 
  Fair Seas. In Andoran, she is called Andora, the national 
  personification of the People’s Revolt, and frequently 
  figures upon the bows of the ships of the Gray Corsairs. In 
  Galt, she was immortalized in Darl Jubannich’s poetry as 
  Cerulean Liberty, with blue wings symbolizing skies made 
  clear by the sacrifices of revolutionary martyrs. 
  
  88
  Second Darkness
  WitCHWYrd
  This strange figure is draped in flowing robes with a high collar 
  and tall conical hat, bedecked with various pouches, purses, and 
  strange amulets and fetishes. Gray-skinned and just taller than a 
  man, it is generally humanoid in form, with the exception of its four 
  weaving arms, each of which ends in a broad, three-fingered hand. 
  Its luminous yellow eyes suggest an alien intelligence.
  Witchwyrd 
   
  CR 6
  Usually LN Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Listen +1, Spot +7
  DEFENSE
  AC 20, touch 12, flat-footed 18
  (+4 armor, +2 Dex, +4 natural)
  hp 52 (8d8+16)
  Fort +4, Ref +8, Will +9
  Defensive Abilities absorb force; DR 5/magic
  OFFENSE
  Spd 30 ft.
  Melee masterwork ranseur +12 (2d4+4/×3) and
  2 slams +9 (1d4+1) or
  4 slams +11 (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
  Special Attacks force bolt, improved grab
  Spell-Like Abilities (CL 8th)
  At will—detect magic, floating disk, mage 
  armor, resist energy, unseen servant
  3/day—dispel magic, displacement, 
  suggestion (DC 18)
  1/day—dimension door, resilient sphere (DC 19)
  TACTICS
  Before Combat A witchwyrd casts mage armor 
  and displacement on itself if combat is imminent.
  During Combat Witchwyrds prefer to rely on 
  their guards for defense, supplementing their 
  attacks with its own force bolts.
  Morale If a battle goes poorly, a witchwyrd casts resilient sphere, 
  hoping to catch as many of its foes as possible within the 
  sphere. A witchwyrd reduced to 15 hit points or less flees with 
  the use of dimension door.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 18, Wis 13, Cha 20
  Base Atk +8; Grp +15
  Feats Deflect ArrowsB, Great Fortitude, Iron Will, Multiattack, 
  Negotiator
  Skills Appraise +10, Bluff +16, Concentration +7, Diplomacy +20, 
  Gather Information +10, Knowledge (arcana) +9, Knowledge 
  (geography) +9, Knowledge (the planes) +9, Sense Motive +7, 
  Spot +8
  Languages Common, Cyrunian, Draconic, one or more elemental 
  or planar languages; tongues
  ECOLOGY
  Environment any
  Organization solitary, entourage (1 witchwyrd and 2–4 human 
  guards), or enclave (3–6 witchwyrds and 11–20 human guards) 
  Treasure double standard
  Advancement by class; Favored Class sorcerer
  Level Adjustment +7
  SPECIAL ABILITIES
  Absorb Force (Su) As long as it has at least one hand free, a 
  witchwyrd can “catch” magic missiles fired at it. The witchwyrd 
  absorbs the energy from the spell, which manifests as a 
  glowing nimbus around the hand that caught it (which is 
  no longer considered free). The energy can then be used to 
  augment the creature’s force bolt ability, adding an additional 
  magic missile for each absorbed missile. Absorbed missiles last 
  for 6 rounds before dispersing. A witchwyrd can catch one 
  magic missile per free hand per round, and must be aware of 
  the attack and not flat-footed.
  Force Bolt (Su) A witchwyrd can “throw” a magic missile from each 
  free upper hand as a free action (maximum two per round). 
  These missiles are identical to those created by the magic missile 
  spell. The number of missiles thrown can be increased by energy 
  harvested by a witchwyrd’s absorb force ability.
  Improved Grab (Ex) To use this ability, a witchwyrd must have 
  
  89
  Bestiary
  at least two hands free and must hit a Medium or smaller 
  opponent with a slam attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. Witchwyrds receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics block.
  Tongues (Sp) A witchwyrd can speak with any creature that has a 
  language, as if using a tongues spell. This ability is always active.
  Witchwyrds ply the hidden paths between planets and 
  planes, traveling and haggling in lands widely believed to 
  be mere legends. Avid wanderers and inveterate merchants, 
  these opportunistic travellers can be found on nearly any 
  world or plane with civilized trade, often with an entourage 
  of strange but loyal bodyguards.
  Witchwyrds are humanoid, though with four arms and 
  hairless gray-blue skin. Their uniquely flexible limbs 
  allow them to hide their second pair against the small of 
  their backs with ease, and those who clothe themselves 
  in concealing garb can easily pass for normal, if tall, 
  humanoids. Otherwise, they favor loose, flowing robes in 
  reds and yellows and wear distinctive conical hats. Their eyes 
  glow visibly, increasing in brightness as they absorb force 
  energy. Witchwyrds average 6 1/2 feet in height and weigh 
  up to 300 pounds. Their average lifespan is unknown. 
  While female witchwyrds do exist, it can be difficult to 
  identify them as such at first glance. Females are slightly 
  shorter and stouter than males, their features tend to be 
  more angular, and their eyes have a greenish glow. Juvenile 
  witchwyrds are also sometimes encountered, almost always 
  as apprentices of established witchwyrd traders, and appear 
  as smaller, softer-skinned versions of their adult kin.
  eCoLogY
  Witchwyrds prefer the deserts and tropical climes of the 
  lands they visit, but they might be found anywhere trade 
  is conducted. They eat, sleep, breathe, and bleed like any 
  normal creature, though they also seem to gain some 
  manner of sustenance from the magical force energy 
  they absorb. In regards to more mundane provisions, 
  witchwyrds share a fondness for very spicy foods that 
  would burn the tongues of most humanoids.
  Habitat & soCietY
  Most witchwyrds encountered are solitary traders, though 
  some band together in small commercial enclaves in areas 
  where trade thrives. Some who engage in regular trade with 
  witchwyrds deduce that, in many if not all cases, a mysterious 
  mercantile oligarchy of witchwyrd elders directs their race’s 
  interplanar trade. Individual witchwyrd traders usually 
  claim to be in business only for themselves, however.
  Witchwyrds often travel with an entourage of 
  mercenaries hired from among the locals they’re dealing 
  with or more exotic creatures from areas they’ve visited 
  in the past. These bodyguards tend to be fanatically loyal, 
  even without the use of compulsion magic. Those who 
  serve witchwyrds never speak of what they’re being paid or 
  what they’ve been promised, purportedly forbidden from 
  doing so by highly lucrative contracts. 
  Each witchwyrd focuses primarily on one area of trade. 
  For example, one witchwyrd might specialize in magic 
  items, another in drugs and narcotics, and still another in 
  Fourth Dynasty Tymarian beetle sculptures. While these 
  individuals might deal in other goods (particularly if one 
  witchwyrd is an area’s sole trade representative), their 
  greatest expertise and selection of wares draws from their 
  chosen specialty.
  If witchwyrds have one unifying trait, it is their love 
  for haggling. It sometimes seems that the process of 
  bargaining for goods is more important to a witchwyrd 
  than the eventual deal that is struck. They love dickering 
  so much, in fact, that they sometimes undersell their 
  own products just to engage a potential buyer who is 
  uninterested in haggling.
  While individual witchwyrds frequently travel across 
  worlds using portals and other known means, rumors tell 
  of a great trading fleet of strange witchwyrd ships capable 
  of sailing across earth and the planes as easily as water.
  KnoWn WitCHWYrd 
  MerCHants
  Witchwyrds are no strangers to the lands of Golarion, with 
  some even having settled there.
  Akhenakh: A fixture of the Nightstalls of Katapesh, the 
  witchwyrd Akhenakh’s stock in trade is cursed magic. 
  Either buying or selling, he has been known to barter 
  perfectly good magic items for particularly rare or exotic 
  cursed items brought out of lost dungeons by adventurers. 
  Rumors persist that he regularly crates the most potent 
  of his purchases and ships them elsewhere, potentially to 
  some other storehouse or agent.
  Cythrul: The female witchwyrd Cythrul runs a shop 
  in the trading city of Hajoth Hakados, where she deals, 
  unsurprisingly, in Numerian skymetal. She does brisk 
  trade selling weapons to pilgrims on their way to the 
  Mendevian Crusades and cultivates good relations with 
  the Technic League, having even gifted them with many 
  strange plans and diagrams.
  Grekopek: Based in Bloodcove, the explorer Grekopek is 
  a respected dealer of Mwangi artifacts. He commonly hires 
  independent adventurers to accompany his expeditions 
  into the Mwangi Expanse to recover relics from the ancient 
  ruins of Usaro, Osibu, and Mzali. It is said that he has even 
  visited the fabled Ruins of Kho, but was uninterested in 
  the otherworldly “souvenirs” he found there. Grekopek 
  hides his alien nature, disguising his arms and dressing 
  in the heavy k’sas of the ancient Mwangi.
  
  90
  Second Darkness
  Sajan
  Lini
  Male HuMan Monk 4
  FeMale GnoMe DruiD 4
  str
  str
  defense
  HP 29
  AC 16
  touch 15, flat-footed 13
  Fort +6, Ref +7, Will +5 
  (+2 against enchantment)
  Special Defenses evasion, 
  slow fall 20 ft., still mind
  defense
  HP 33
  AC 16
  touch 13, flat-footed 15 (+4 
  bonus against giants)
  Fort +7, Ref +2, Will +7 
  (+2 against illusions)
  Special Qualities  low-light 
  vision, nature sense, 
  woodland stride
  offense
  Melee unarmed strike +4 (1d8+1) or
  flurry of blows +2/+2 (1d6+1) or
  temple sword +5 (1d8+1/19–20)
  Base Atk +3; Grp +4
  Special Attacks ki strike (magic), 
  stunning fist 4/day (DC 13)
  offense
  Melee sickle +2 (1d4–2)
  Ranged mwk sling +6 (1d3–2)
  Base Atk +3; Grp –3
  Special Attacks +1 on attack rolls 
  against goblins and kobolds
  Spell-Like Abilites (CL 1st)
  1/day—dancing lights, ghost sound 
  (DC 11), prestidigitation, speak 
  with burrowing mammals
  Spells Prepared (CL 4th; +5 ranged)
  2nd—barkskin, flame blade, lesser 
  restoration
  1st—charm animal (DC 14), entangle 
  (DC 14), longstrider, produce flame
  0—create water, cure minor wounds, 
  guidance, light, mending
  skills
  Climb 
  +8
  Escape Artist 
  +10
  Jump 
  +14
  Sense Motive 
  +8
  Tumble 
  +12
  feats
  Deflect Arrows, Dodge, 
  Exotic Weapon Proficiency 
  (temple sword), Mobility, 
  Stunning Fist
  skills
  Concentration 
  +10 
  Craft (alchemy) 
  +2
  Handle Animal 
  +8
  Knowledge (nature) 
  +9
  Listen 
  +5
  Ride 
  +8
  Survival 
  +5
  Wild Empathy 
  +5
  feats
  Augment Summoning, Spell 
  Focus (conjuration)
  animal ComPanion
  Droogami (snow leopard; 
  MM 274)
  Combat Gear potion of cure light wounds; Other Gear masterwork temple sword, bracers of 
  armor +1, ring of protection +1, wooden holy symbol, belt pouch
  Combat Gear scroll of cure light wounds (2); Other Gear +1 leather armor, sickle, masterwork sling with 
  10 bullets, ring of protection +1, belt pouch, mistletoe, spell component pouch, sunrods (2), rations (2 
  days), collection of special de-barked sticks, 5 gp
  align LN 
  init +3 
  sPeed 40 ft.
  align N 
  init +1 
  sPeed 20 ft.
  dex
  dex
  con
  con
  int
  int
  wis
  wis
  cha
  cha
  13
  6
  16
  12
  14
  16
  10
  10
  12
  16
  8
  13
  abilities
  abilities
  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.
  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.
  deity: Irori   
  Homeland: Vudra
  deity: Green Faith 
  Homeland: Land of the Linnorm Kings
  
  91
  Characters
  SeLtyieL
  amiri
  Male HalF-elF  
  FiGHter 1/evoker 3
  FeMale HuMan BarBarian 4
  str
  str
  defense
  HP 25
  AC 15
  touch 12, flat-footed 13
  Fort +5, Ref +3, Will +2; 
  +2 against enchantment; 
  immune to sleep effects
  defense
  HP 39
  AC 15
  touch 11, flat-footed 14
  Fort +6, Ref +2, Will +2
  Special Defenses trap 
  sense +1, uncanny dodge
  offense
  Melee +1 longsword +5 (1d8+2/19–20)
  Ranged mwk shortbow +5 (1d6/×3)
  Base Atk +2; Grp +3
  Special Qualities low-light vision
  Spells Prepared (CL 3rd, +4 
  ranged touch, 10% spell failure)
  2nd—bull’s strength, mirror image, 
  scorching ray
  1st—enlarge person, burning hands 
  (DC 14), magic missile, shield
  0—flare (DC 13), light, mage hand, 
  ray of frost, prestidigitation
  Prohibited Schools enchantment, 
  necromancy
  offense
  Melee Large +1 bastard sword +7 
  (2d8+4/19–20)
  Ranged mwk longbow +6 (1d8/×3)
  Base Atk +4; Grp +7
  Special Attacks rage 2/day
  Special Qualities fast movement, 
  illiteracy
  barbarian rage
  HP 47
  AC 13, touch 9, flat-footed 12
  Fort +8, Ref +2, Will +4
  Melee Large +1 bastard sword +9 
  (2d8+8/19–20)
  Str 20, Con 18
  raging Power attaCk
  Melee Large +1 bastard sword +5 
  (2d8+16/19–20)
  skills
  Concentration 
  +5
  Craft (alchemy) 
  +9
  Diplomacy 
  +2
  Gather Information 
  +2
  Intimidate 
  +4
  Knowledge (arcana) 
  +7
  Listen 
  +0
  Search 
  +3
  Spellcraft 
  +7
  Spot 
  +0
  feats
  Combat Expertise, Scribe 
  Scroll, Spell Focus (evocation), 
  Weapon Focus (longsword)
  familiar
  Dargenti (bat)
  skills
  Climb 
  +6
  Intimidate 
  +6
  Jump 
  +9
  Listen 
  +8
  Spot 
  +3
  Survival 
  +8
  feats
  Exotic Weapon Proficiency 
  (bastard sword), Power 
  Attack, Weapon Focus 
  (bastard sword)
  Combat Gear acid, alchemist’s fire (2); Other Gear +1 leather armor, +1 longsword, dagger, 
  masterwork shortbow with 20 arrows, flask of fine absinthe worth 50 gp, gold holy symbol worth 
  75 gp, spellbook, 8 gp
  Gear +1 hide armor, Large +1 bastard sword, masterwork longbow , javelins (2), throwing axe, spiked 
  gauntlet, 20 gp 
  align LE 
  init +2 
  sPeed 30 ft.
  align CN 
  init +1 
  sPeed 30 ft.
  dex
  dex
  con
  con
  int
  int
  wis
  wis
  cha
  cha
  12
  16
  15
  13
  14
  14
  14
  10
  8
  12
  10
  8
  abilities
  abilities
  Amiri never quite fit in to 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.
  Born from a dead mother amid screams and disgrace, Seltyiel grew up surrounded by shame and abuse. 
  Before he came of age, his stepfather attempted to murder him, but after Seltyiel turned the tables, he fled 
  into the wild. Since then, his life has been a cruel series of betrayals and pain. His brief reunion with his 
  true father (a notorious bandit) ended with the half-elf being betrayed and imprisoned. Recently released, 
  Seltyiel longs for revenge against both his fathers for his stolen childhood.
  deity: Asmodeus  
  Homeland: Cheliax
  deity: Gorum  
  Homeland: Realm of the Mammoth Lords
  
  Next Month in
  TM
  92
  Second Darkness
  The Drow of Golarion
  by Jeff Grubb
  The drow of Golarion revealed! Learn the ways of these 
  long-forgotten but deadly kin to the elves of the surface 
  world. Explore their sinister society, embrace their 
  ageless hatreds, and take your place among the nobility 
  of the dark elf elite!
  anD More!
  Delve into the deadly past with Set Piece: Elven Ruins, 
  and learn what terrors lurk among the remnants of 
  forgotten splendors! Follow Eando Kline’s descent 
  into the Darklands, a deceitful wilderness where even 
  seemingly friendly faces can turn deadly in an instant. 
  And discover what lurks beneath forest boughs with a 
  slew of new menaces in the Pathfinder Bestiary!
  SubScribe To PaThfinDer!
  Don’t miss out on a single encounter! Head on over to paizo.
  com/pathfinder and set up a subscription today! Have each 
  Pathfinder, Pathfinder Chronicles, Pathfinder Companion, 
  and GameMastery product delivered to your door!
  The arMaGeDDon echo
  by Jason Bulmahn
  Celwynvian, the City of Emerald Rains, has long been 
  forbidden to non-elven trespassers, though tales tell of 
  an ancient evil festering in its ruined heart. With the 
  path of the drow and their deadly magic leading to the 
  depths of the eldritch Mierani Forest, the PCs must join 
  with the city’s elven protectors to retake the legendary 
  homeland. Yet, invading Celwynvian reveals more than 
  just drow conspirators, pitting the PCs against a memory 
  of a disastrous past that threatens to consume Golarion 
  once more.
  celwynvian
  by Amber Scott
  Discover the City of Emerald Rains, once among the 
  most magnificent elven cities in all Golarion but now 
  a ruined resting place for wild monstrosities, covetous 
  dragons, and the remnants of the ancient dead. Learn 
  what terrors await in the fabled city, what splendors long 
  to be reclaimed, and what fabulous treasures still glisten 
  amid the rubble.
  add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder 14: Children of the Void. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.
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  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
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  93
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  Explore Your World
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  All trademarks are property of Paizo Publishing®,
   LLC. ©2008 Paizo. All Rights Reserved
  I
  mmerse your character in the world of the Pathfinder Chronicles campaign 
  setting like never before! Each 32-page bimonthly Pathfinder Companion 
  explores a major theme in the Pathfinder Chronicles campaign 
  setting, with expanded regional gazetteers, new player character options, 
  and organizational overviews to help players flesh out their character 
  backgrounds and to provide players and Game Masters alike with new 
  sources for campaign intrigue. Every Pathfinder needs a friend – get by with 
  a little help from ours.
  Pathfinder Companion: Second Darkness • Available Now!
  Pathfinder Companion: Elves of Golarion • October 2008
  Pathfinder Companion: Osirion, Land of Pharaohs • December 2008
  Pathfinder Companion • $9.99  Available anywhere games are sold.
  
  Pathﬁnder is your monthly Pathﬁnder Chronicles campaign setting Adventure Path source. Each volume explores new locations, unveils new monsters 
  unique to Golarion, and gives Game Masters another entry in a complete campaign. Adventures, wealth, and fame wait within!
  Pathﬁnder #7 Curse of the Crimson Throne: “Edge of Anarchy” 
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  Pathﬁnder #8 Curse of the Crimson Throne: “Seven Days to the Grave” 
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  Pathﬁnder #9 Curse of the Crimson Throne: “Escape from Old Korvosa” 
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  Pathﬁnder #10 Curse of the Crimson Throne: “A History of Ashes” 
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  Pathﬁnder #11 Curse of the Crimson Throne: “Skeletons of Scarwall” 
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  Pathﬁnder #12 Curse of the Crimson Throne: “Crown of Fangs” 
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  Pathﬁnder #13 Second Darkness: “Shadow in the Sky” 
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  Pathﬁnder #14 Second Darkness: “Children of the Void” 
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  Pathﬁnder #15 Second Darkness: “The Armageddon Echo” 
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  Pathﬁnder #16 Second Darkness: “Endless Night” 
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  Pathﬁnder #17 Second Darkness: “A Memory of Darkness” 
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  Pathﬁnder #18 Second Darkness: “Descent into Midnight” 
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   January, 2009 
   
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  Golarion is the world of Paizo’s Pathﬁnder Chronicles campaign setting. Previously only explored via Pathﬁnder and the Pathﬁnder 
  Modules, these evocative accessories give Game Masters exciting new looks into previously unexplored locales. Don’t miss out on a single  
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  Pathﬁnder Chronicles: Guide to Korvosa 
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  Pathﬁnder Chronicles: Guide to Absalom 
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  Pathﬁnder Chronicles: Second Darkness Map Folio 
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  Each Pathﬁnder Companion explores a major theme in the Pathﬁnder Chronicles campaign setting, with expanded regional gazetteers, new player 
  character options, and organizational overviews to help players ﬂesh out their character backgrounds and to provide players and Game Masters 
  with new sources for campaign intrigue.
  Pathﬁnder Companion: Second Darkness 
  $9.99 
   
   
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  Pathﬁnder Companion: Elves of Golarion 
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  Pathﬁnder Companion: Osirion, Land of Pharaohs 
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  December, 2008 
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  Every good Game Master needs good game accessories and Paizo’s GameMastery line has exactly what you need to enhance your Second Darkness 
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  GameMastery Critical Hit Deck 
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  GameMastery Map Pack: Ancient Forest 
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  December, 2008 
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  ™ 
  ™ 
  All trademarks are property of Paizo Publishing®, LLC ©2008 Paizo Publishing.  
  Permission granted to photocopy this page.
  ™ 
  
  The exciting world of the Pathfinder™ Adventure Paths and Pathfinder Modules comes alive in 
  this massive 256-page full-color hardcover tome primed and ready to go for your new campaign! 
  Detailed sections on more than 40 nations provide a full picture of the world of the Pathfinder 
  Chronicles™ campaign setting, with new rules, new magic and spells, detailed descriptions of 
  more than twenty gods, and a gorgeous poster map detailing the entire campaign setting.
  Written by  
  Keith Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Jeff Grubb, James Jacobs, Mike McArtor,  
  Erik Mona, F. Wesley Schneider, and more than twenty additional authors,  
  including mini-essays on world creation by R.A. Salvatore and Robert J. Kuntz.
  Pathfinder Chronicles Campaign Setting:
     
  Available Now  ◆  $49.99
  Golarion Needs Heroes
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  All trademarks are property of Paizo Publishing®,
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  Caldrana
  Misraria
  Azrinae
  Rasivrein
  Vexidyre
  Parastric
  Tracinoa
  dolour
  Vonnarc
  Udrinor
  Sardavic
  Moivas
  Drow Runes
  
  paizo.com/pathfinder
  Printed in China. PZO9014
  The Sky is Falling!
  A 
  star has fallen and the rush is on! While the crimelords 
  of Riddleport race to be the first to claim the mysterious 
  meteorite, dark works are afoot at the crash site 
  on Devil’s Elbow. Things not of this world 
  claw their way forth from skymetal prisons, 
  hungry for new prey and ready to spread 
  their alien seed across an unsuspecting world. 
  Can the PCs put an end to a terror that comes from 
  beyond the night sky and the diabolical magic that 
  summoned it forth?
  This volume of Pathfinder includes: 
  ◆  “Children of the Void,” an adventure for 4th-level  
  characters, by Mike McArtor.
  ◆  An extraterrestrial exploration of the worlds and 
  strange creatures inhabiting Golarion’s solar 
  system, by James L. Sutter.
  ◆  Details on Cayden Cailean, the once-mortal god of 
  bravery, freedom, and wine, by Sean K Reynolds.
  ◆  Eando Kline learns a deadly lesson about survival 
  in the wilds of the Darklands, an entry into the 
  Pathfinder’s Journal, by Amber Scott.
  ◆ Five new monsters by Ashavan Doyon, Mike McArtor, Rob 
  McCreary, and Erik Mona.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF013-018 - Second Darkness/Second Darkness - 02 - Children of the Void.pdf