TEXT: XP2
  Xoth.Net Publishing
  http://xoth.net/publishing
  Sword and Sorcery 
  Adventure for Character Levels 2-3
  Song of the
  Beast-Gods
  The land of Yar-Ammon is old — and even older are its gods. In the desert city of Khadis, a 
  colossal faceless sphinx broods over empty altars and forbidden secrets. Hungry beasts gather 
  ever closer to the city gates, while strange plots are afoot in the royal palace. Legacies from the 
  past haunt an old king, and the sinister priests of Zothur watch from the shadows of the throne.
  Can you unravel the mysteries of accursed Khadis -- and live to tell the tale?
  
  XP2: Song of the Beast-Gods
  Page 2
  Order # 3X341BA6898144L
  Table of Contents
  Part One: Background
  Chapter 1: Introduction ____________________________________________ 3
  Part Two: The Adventure
  Chapter 2: The Oasis of Taklun ______________________________________ 5
  Chapter 3: The City of Khadis ________________________________________ 7
  Chapter 4: The Royal Palace  ________________________________________ 9
  Chapter 5: Palace Dungeons _________________________________________ 14
  Chapter 6: The Secret of the Faceless Sphinx ______________________________ 15
  Part Three: Appendices
  Appendix A: Cultural Archetypes ______________________________________ 20
  Appendix B: The Cultist Class ________________________________________ 22
  Appendix C: New Monsters _________________________________________ 24
  Appendix D: License ______________________________________________ 26
  Credits & Disclaimers
  Author: Morten Braten (a.k.a. Thulsa)
  Layout and Typesetting: Morten Braten
  Cartography: Morten Braten
  Front Cover Art: Storn Cook
  Interior Art: Storn Cook
  Playtesters: Roald Aronsson, Yngve Danielsen, 
  John-Martin Johnsen, Håkon Prestmo, Henning 
  Rege, Kjartan “Kartanikos” Sletvold.
  Special Thanks: Thanks to Henning Rege for his 
  advice and encyclopedic knowledge of the d20 rules. 
  Thanks to the folks at d20pfsrd.com for their invalu-
  able online reference. And maximum respect to the 
  Forus Massive worldwide!
  Copyright © 2011 Xoth.Net Publishing. All 
  rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. 
  All characters, names, places, items, non-public do-
  main art and text herein are copyrighted by Xoth.
  Net Publishing.
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  Page 3
  XP2: Song of the Beast-Gods
  Introduction
  ”Strange hybrids walked the 
  earth when it was young; 
  gigantic, lumbering creatures 
  — half-beast, half-man. Human 
  imagination alone did not create 
  the gigantic serpent Set, carnivo-
  rous Bubastis, and great Osiris. 
  I thought of Thoth, and tales of 
  harpies; thought of jackal-headed 
  Anubis and the legend of were-
  wolves.” 
   
  — Robert Bloch: The Secret of Sebek
  The land of Yar-Ammon is old, and even 
  older are its gods. From the dawn of time, 
  when bands of hunter-gatherers roamed the 
  land, men and women shared a sacred bond 
  with the beasts they hunted. The primal people 
  bowed before colossal statues of wild beasts, 
  and the priests of Yar-Ammon wore animal 
  masks in imitation of their gods. Each beast 
  had its own cult; each city its own idol.
  In the city of Khadis, where the hyena was 
  sacred, the Great Red Sphinx was placated ev-
  ery year with offerings of treasure and blood. 
  The people heaped silver and gold at the feet 
  of the sphinx and feasted on the intoxicating 
  wines prepared by the priests. And then the 
  drunken revelers fell upon the city’s criminals 
  and prisoners of war and hurled them over the 
  city walls to the hyena packs waiting below.
  But things are different today. Before his 
  death two and twenty years ago, the High 
  King of Yar-Ammon instituted the worship of 
  an (until then) unknown god, called the First 
  One, and known variously as Zothur, Zoth-Ur, 
  or Xoth-Ur. Taking the title of Kingpriest and 
  Prophet of the First One, the king sent his new 
  priests from Amenti to all the lesser cities of 
  the land, and demanded that the old ways of 
  beast-worship be abandoned.
  The emissaries of the Kingpriest were not 
  well received everywhere, but in Khadis, 
  the petty king Akhtesh had recently lost his 
  queen while she was giving birth to Nathifa, 
  the second of the king’s daughters. Akhtesh 
  meekly accepted the Kingpriest’s decrees, as 
  announced by the sinister priests of Zothur: 
  As a sign of his will to break with the old ways, 
  Akhtesh was forced to exile the priests of the 
  hyena-cult, deface the Great Red Sphinx, and 
  sacrifice his oldest daughter, Nekhtra, who had 
  been groomed to become high priestess of the 
  hyena-cult since early childhood.
  But the king’s chief steward, Hykshah, was a 
  secret priest of the hyena-cult. He dressed up 
  a slave-girl as Nekhtra and handed her over 
  to suffer death at the hands of the priests of 
  Zothur, while the real princess was taken into 
  the desert and left in the care of a tribe of wild 
  nomads.
  Recent Events
  Princess Nathifa, who grew up under the 
  tutelage of the priests of Zothur, never learned 
  that she had an older sister. That is, not until 
  now, twenty-two years later, when her father, 
  King Akhtesh, has grown old and is suffering 
  from dementia. Nathifa is preparing to become 
  Queen when she hears certain rumors. She se-
  cretly sends her handmaidens into the desert 
  to investigate.
  However, other schemes are coming to frui-
  tion. For at this time, Nekhtra has secretly 
  returned to Khadis after two decades of hiding 
  in the desert. Together with Hykshah and a 
  group of palace guards who are loyal to the 
  hyena-cult, Nekhtra takes her sister captive 
  and impersonates her. The old and demented 
  king does not notice the difference, and Hyk-
  shah and his loyal men ensure that the men 
  and women of the court are kept in the dark.
  A Word to the Wise
  This book makes occasional references 
  to mature themes such as human sacri-
  fice, slavery, drugs, racism and perverted 
  sexuality. Such themes, which are staples 
  of the sword and sorcery genre, are simply 
  assumed to be unpleasant but undeni-
  able facts of life in the grim fantasy world 
  described. The sensible reader should 
  quickly note that these themes are not the 
  focus of the book; they are not explored 
  in-depth, nor are they used gratuitously. 
  Remember that this is a work of fiction, 
  and stuff in this book should not be taken 
  as an endorsement of these things in the 
  real world. That said, let’s get on with the 
  game.
  
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  But Nekhtra’s plan is far more sinister than 
  simply taking the power behind the throne in 
  Khadis. When the stars are right, Nekhtra and 
  Hykshah plan to sacrifice Nathifa in a sorcer-
  ous ritual called the Song of the Beast-Gods, 
  which will transform Hykshah and his loyal 
  men into monstrous beast-men, and Nekhtra 
  herself into an abominable hybrid between 
  woman and hyena. With her new power and 
  legions of beast-men, the new queen of Khadis 
  will usher in a new age of beast-worship in all 
  of Yar-Ammon.
  Starting the Adventure
  The adventure begins when the PCs are rest-
  ing at an oasis in the deserts of Yar-Ammon. 
  A band of slavers arrive at the oasis with a 
  group of female captives, including the beauti-
  ful Anat. Hykshah has learned that Nathifa’s 
  handmaidens have left the city and has ar-
  ranged for them to be captured by a band of 
  foreign slavers.
  The Setting
  The adventure takes place in the World of 
  Xoth, an original sword and sorcery setting 
  inspired in part by Howard’s Hyboria, Smith’s 
  Zothique, Leiber’s Nehwon, Carter’s Lemuria, 
  Saunders’ Nyumbani, and the Wilderlands 
  from Judges Guild.
  See http://xoth.net/blog for more informa-
  tion about the setting, additional rules and 
  guidelines, and links to even more material.
  The Song of the 
  Beast-Gods
  The ritual known as the Song of the Beast-
  Gods must be performed on a night when 
  the stars are favorable, by one caster and 
  one or more assistants. A human sacrifice 
  must be provided for each of the par-
  ticipants. The total levels or hit dice of the 
  sacrifices must match or exceed that of the 
  participants.
  The caster lights incense, and chants a 
  series of guttural barks while slitting the 
  throats of the sacrifices with an iron knife. 
  At the completion of the ritual, as the caster 
  succeeds on a Knowledge (religion) check 
  (DC 15), each participant touches the body 
  of a sacrifice and draws the life-force out of 
  him, gaining the benefits of a death knell 
  spell in the process.
  As that effect fades, a more significant 
  transformation affects the participant: Each 
  assistant gains the beast-man template 
  (see the New Monsters appendix), while 
  the caster undergoes a painful transforma-
  tion into a true monster. In the case of the 
  hyena-cult, the resulting hybrid creature 
  is equivalent to a lamia; other beast-cults 
  know the secrets of transforming into other 
  monsters equivalent to minotaurs, harpies, 
  medusas, and others. Any spellcasting abil-
  ity is retained in the new form.
  
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  XP2: Song of the Beast-Gods
  Deserts of Yar-Ammon
  Climate: Very Hot
  Terrain: Desert
  Roll 
  Encounter
  1 
  Border guards
  2 
  Sandstorm
  3 
  Hyena pack
  4 
  Bandits
  5 
  Village or nomad camp
  6 
  Khazraj (wild nomads, opposed to 
   
  central authority)
  7 
  Priests with entourage (determine cult 
   
  randomly)
  8 
  Noble with entourage
  9 
  Abandoned camp
  10 
  Scorpion or poisonous snake
  11 
  Corpse of man or beast
  12 
  Caravan or animal herders
  The Oasis 
  of Taklun
  The Taklun oasis is situated on the dusty 
  caravan road between grand Khazabad on the 
  shores of the great sea and the desert city of 
  Zul-Bazzir. South of the oasis is the land of the 
  Khazraj tribes, wild and unpredictable nomads 
  who roam the deserts between Khazistan and 
  Yar-Ammon. Their loyalties are constantly 
  shifting.
  The oasis itself is small but quite lush, with 
  dense ranks of palm trees surrounding a small 
  lake a few hundred feet across. There are no 
  permanent settlements here, but the place is 
  frequently visited. Travellers usually just pitch 
  their camel-hair tents in makeshift camps for 
  a few days before they move on. Wild beasts 
  may also come here, attracted by the lake-
  water.
  The Slave Caravan
  Use the following encounter to get the player 
  characters involved with the events unfolding 
  in the city of Khadis.
  A fat merchant approaches the oasis of 
  Taklun from the southeast with his camels, 
  guards, and several female captives. This is 
  Nallah, an agent of the notorious Slave Sultans 
  of Al-Qazir. He has been secretly hired by Hyk-
  shah, steward of the king of Khadis, to track 
  down and capture the handmaidens of prin-
  cess Nathifa. Having accomplished the first 
  part of his mission, Nallah is now on his way 
  to dispose of his captives in the slave-markets 
  beyond Zul-Bazzir, far away to the west.
  Nallah, fat slave-merchant, male 
  Decadent Rogue 3: HD 3d8+3; hp 20; Init 
  +2 (+2 Dex); Spd 30 ft. (6 squares); AC 12 
  (+0 no armor, +2 Dex), touch 12, flat-footed 
  10; BAB/Grapple +2/+3, CMB +3, CMD 15; 
  Atk Whip +3 melee (1d3+1, 20/x2, finesse, 
  disarm, nonlethal, reach, trip), Scimitar +3 
  melee (1d6+1, 18-20/x2) or Dagger +4 ranged 
  (1d4+1, 19-20/x2, range increment 10 ft.); 
  SA Sneak Attack +3d6; SQ Insidious, Arcane 
  Adept, Corrupt, Trapfinding, Evasion, Rogue 
  Talent (Resiliency), Trap Sense +1; SV Fort +2, 
  Ref +5, Will +1; Str 13, Dex 14, Con 12, Int 14, 
  Wis 10, Cha 12. 
  Skills: Acrobatics +8, Appraise +8, Bluff +9, 
  Diplomacy +7, Escape Artist +8, Intimidate 
  +7, Knowledge (local) +10, Perception +6, 
  Stealth +10, Swim +7. Feats: Exotic Weapon 
  Proficiency (Whip), Iron Will. 
  Possessions: Camel, whip, scimitar, dagger, 
  pouch with 150 gp, one dose of blue whinnis 
  poison. 
  Tactics: Gain +1 to attack rolls by attacking 
  from atop his camel; use whip against unar-
  mored foes up to 15 feet away, or throw (poi-
  soned) daggers. Morale: Nallah is a coward at 
  heart and flees if he is reduced below one-third 
  of his total hit points. If escape is impossible, 
  he attempts to strike a deal with his oppo-
  nents, only to betray them later.
  Description: Nallah is surprisingly strong 
  and agile for a person of his bulk.
  
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  Nallah’s Guards, desert slavers, male 
  Nomadic Ranger 1 (4): HD 1d10+4; hp 14; 
  Init +1 (+1 Dex); Spd 20 ft. (4 squares); AC 
  13 (+2 leather armor, +1 Dex), touch 11, flat-
  footed 12; BAB/Grapple +1/+3, CMB +3, CMD 
  14; Atk Scimitar +3 melee (1d6+3, 18-20/x2) 
  or Net +2 ranged (special, 20/x2, range incre-
  ment 10 ft.); SA 1st Favored Enemy (Civilized); 
  SQ Proud, Unpredictable, Bowlegged, Track, 
  Wild Empathy; SV Fort +3, Ref +3, Will +2; 
  Str 15, Dex 12, Con 12, Int 10, Wis 10, Cha 9. 
  Skills: Intimidate +3, Knowledge (geogra-
  phy) +4, Perception +4, Ride +5, Stealth +5, 
  Survival +4. Feats: Exotic Weapon Proficiency 
  (Net), Iron Will (b), Toughness (b). 
  Possessions: Pouch with 8 gp.
  Note: Due to the nomad’s Unpredictable abil-
  ity, the guard can choose a different bonus feat 
  every day (prerequisites still apply); the stat 
  block uses Toughness.
  Anat, favored of Nathifa, female Civi-
  lized Rogue 2: HD 2d8+2; hp 14; Init +3 (+3 
  Dex); Spd 30 ft. (6 squares); AC 14 (+0 no ar-
  mor, +3 Dex, +1 Dodge), touch 14, flat-footed 
  10; BAB/Grapple +1/+1, CMB +1, CMD 14; Atk 
  Dagger +4 melee (1d4, 19-20/x2, finesse); SA 
  Sneak Attack +1d6; SQ Educated, Frail, Trap-
  finding, Evasion, Rogue Talent (Charmer); SV 
  Fort +1, Ref +6, Will +1; Str 10, Dex 17, Con 12, 
  Int 12, Wis 12, Cha 16. 
  Skills: Acrobatics +8, Bluff +8, Diplomacy 
  +8, Disguise +8, Escape Artist +8, Knowledge 
  (local) +6, Perception +6, Perform (dance) +8, 
  Sleight of Hand +8, Stealth +8. Feats: Dodge, 
  Weapon Finesse. 
  Handmaidens of Nathifa, female 
  Civilized Rogue 1 (3): HD 1d8+1; hp 9; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 30 
  ft. (6 squares); AC 12 (+0 no armor, +2 Dex), 
  touch 12, flat-footed 10; BAB/Grapple +0/+0, 
  CMB +0, CMD 12; Atk Dagger +2 melee (1d4, 
  19-20/x2, finesse); SA Sneak Attack +1d6; SQ 
  Educated, Frail, Trapfinding; SV Fort +1, Ref 
  +4, Will +0; Str 10, Dex 15, Con 12, Int 10, Wis 
  10, Cha 14. 
  Skills: Acrobatics +6, Bluff +6, Diplomacy 
  +6, Disguise +5, Escape Artist +6, Knowledge 
  (local) +4, Perception +4, Sleight of Hand 
  +6, Stealth +6. Feats: Improved Initiative, 
  Weapon Finesse. 
  Possessions: Pair of earrings (5 gp each).
  Note: The stat blocks for Anat and the hand-
  maidens assume they are armed, although 
  they obviously lack weapons as long as they 
  are captives of the slavers.
  Description: The captives are scantily clad, 
  bound and gagged. The prettiest among them 
  is Anat, leader of Nathifa’s handmaidens. Anat 
  has a delicate nose, supple body and scented 
  hair (when she is not being dragged through 
  the desert as a captive, that is). Using eye con-
  tact, sign language and/or writing in the sand, 
  she tries to get the player characters to help 
  the women escape by defeating the slavers.
  Anat and the other handmaidens were sent 
  on a mission by princess Nathifa of Khadis to 
  discreetly investigate certain rumors among 
  the Khazraj nomads. Disguised as dancing-
  girls, they sat on the laps of old desert sheikhs 
  and heard the generation-old tale of a city 
  girl who was delivered into the hands of the 
  nomads.
  A night of pleasure, should they so desire, 
  awaits the PCs if they are successful in freeing 
  the handmaidens. However, Anat also explains 
  that she is the servant of the royal princess 
  of Khadis, a city not too far away, and that 
  greater rewards await the player characters 
  there.
  
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  XP2: Song of the Beast-Gods
  The City of Khadis
  The city of Khadis is located near the north-
  ern border of Yar-Ammon, close to the terri-
  tory of the Khazraj nomads. Despite its modest 
  size, the city-state has its own ruler who calls 
  himself “king”, although he is in fact the sub-
  ject of the High King of Yar-Ammon, who sits 
  on the throne in Amenti.
  Khadis is surrounded by a solid wall, 30 feet 
  tall, with six great towers and two city gates. 
  The following numbered locations are the 
  main points of interest in the city.
  1. South Gate
  This is the main gate into the city. The 
  caravan road goes south to the Bahir Oasis. 
  Donkeys laden with handicrafts and pottery 
  leave Khadis to return with cotton, papyrus 
  and jewelry from Amenti.
  The gate is flanked by great pylons. There are 
  always 12 guards on duty, commanded by a 
  guard captain.
  City guard captain of Khadis, male 
  Civilized Warrior 3: HD 3d10+6; hp 27; 
  Init +0 (+0 Dex); Spd 30 ft. (6 squares); AC 13 
  (+3 studded leather, +0 Dex), touch 10, flat-
  footed 13; BAB/Grapple +3/+6, CMB +6, CMD 
  16; Atk Scimitar +7 melee (1d6+4, 18-20/x2) 
  or Heavy Mace +6 melee (1d8+4, 20/x2) or 
  Javelin +3 ranged (1d6+3, 20/x2, range incre-
  ment 30 ft.); SA none; SQ Educated, Frail; SV 
  Fort +5, Ref +1, Will +4; Str 16, Dex 10, Con 
  14, Int 12, Wis 12, Cha 10. 
  Skills: Climb +9, Handle Animal +6, Intimi-
  date +6, Ride +6. Feats: Iron Will, Toughness, 
  Weapon Focus (scimitar). 
  Possessions: Manacles, hooded lantern, 
  pouch with 12 gp. 
  City guard of Khadis, male Civilized 
  Warrior 1: HD 1d10+1; hp 11; Init +0 (+0 
  Dex); Spd 30 ft. (6 squares); AC 14 (+3 
  studded leather, +1 light wooden shield, +0 
  Dex), touch 10, flat-footed 14; BAB/Grapple 
  +1/+3, CMB +3, CMD 13; Atk Scimitar +4 
  melee (1d6+2, 18-20/x2) or Javelin +1 ranged 
  (1d6+2, 20/x2, range increment 30 ft.); SA 
  none; SQ Educated, Frail; SV Fort +3, Ref +0, 
  Will +0; Str 14, Dex 10, Con 12, Int 10, Wis 10, 
  Cha 10. 
  Skills: Climb +6, Intimidate +4, Ride +4. 
  Feats: Toughness, Weapon Focus (scimitar). 
  Possessions: Rope, torch, pouch with 6 sp.
  South of the gate is a caravanserai building 
  and stables for camels, donkeys and horses. 
  The greedy proprietor charges 3 gp per night 
  per visitor, and 1 gp per day for each animal 
  placed in the stables.
  2. Processional Way
  The paved street that leads into the city 
  from the south gate is flanked by twin rows of 
  weathered, headless sphinxes. Closer study of 
  the large stone statues reveals that the giant 
  bodies are those of hyenas, and that the heads 
  appear to have been chipped off by chisels, 
  rather than by weather and the ravages of 
  time.
  3. Market Square
  Lively trade is conducted in the bazaars 
  here, where everything from food to weapons 
  and golden jewelry can be found. Cover-
  ings of cloth are suspended over the square 
  to shield the merchants and the customers 
  from the glare and heat of the sun. Along the 
  edges of the square are several tall obelisks; 
  one is painted with an image of a king and his 
  daughter, another has a half-erased image of a 
  sphinx surrounded by rich treasures.
  4. The Faceless Sphinx
  The grand square in front of the palace is 
  dominated by a huge stone idol, 30 feet wide, 
  70 feet long, and 50 feet tall, in the shape of a 
  sphinx. The body is sculpted in the shape of a 
  hyena, with folded wings along its sides. But 
  the most striking feature is its faceless head. 
  The City of Khadis
  Size: Small City
  Population: 8,000 (80% Yar-Ammonite, 
  15% Khazistani, 5% Other)
  Government: Monarchy
  Armed Forces: 400 light infantry, 150 
  camel-riders, and 50 palace guards.
  Notable NPCs: King Akhtesh; Princess 
  Nathifa; Hykshah, King’s Chief Steward; 
  Kheraf, Military Commander; Courtiers; 
  Royal Scribes; Caravan Masters; Master 
  Craftsmen; Anat, Nathifa’s Handmaiden.
  
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  The people of Khadis, regardless of social 
  standing, will be unwilling to speak about 
  the sphinx and why it is faceless. A success-
  ful use of Diplomacy might give the PCs some 
  information, but the starting attitude will be 
  no better than Unfriendly if this subject is 
  brought up.
  Between the forelegs of the sphinx is a hid-
  den doorway that can be discovered with a 
  Perception check (DC 20). The door is massive 
  (stone door; 8 in. thick; hardness 8; hp 120; 
  Break DC 28). The passage beyond the door is 
  protected by a glyph of warding (5d8 points 
  of cold damage) placed there by a now-dead 
  cult priest; only members of the hyena-cult 
  can pass here without triggering the glyph. The 
  corridor leads via a stairway to Area 12 in the 
  vaults beneath the sphinx (see own chapter).
  5. Royal Palace
  The palace is located behind the inner city 
  wall, which is 20 feet tall. The palace district is 
  the exclusive domain of the king and his fam-
  ily, as well as courtiers, royal scribes, favored 
  merchants, palace guards, and servants. The 
  palace is described in more detail in the next 
  chapter.
  6. Barracks
  East of the palace compound, behind a sepa-
  rate inner wall, are the barracks of the city-
  state’s armed forces. The commander, Kheraf, 
  dwells in the great east tower connected to the 
  city wall.
  Kheraf, military commander, male 
  Civilized Cavalier 5: HD 5d10; hp 32; Init 
  +0 (+0 Dex); Spd 20 ft. (4 squares); AC 17 
  (+6 breastplate, +1 light steel shield, +0 Dex), 
  touch 10, flat-footed 17; BAB/Grapple +5/+6, 
  CMB +6, CMD 16; Atk Khopesh +7 melee 
  (1d8+1, 19-20/x2, trip); SA Tactician (Look-
  out), Cavalier’s Charge, Challenge 2/day, Ban-
  ner; SQ Educated, Frail, Mount (camel), Order 
  (Order of the Lion), Order Ability (Lion’s Call), 
  Expert Trainer; SV Fort +4, Ref +1, Will +3; 
  Str 12, Dex 10, Con 10, Int 12, Wis 14, Cha 11. 
  Skills: Diplomacy +8, Handle Animal +8, 
  Intimidate +8, Profession +10, Ride +8, Sense 
  Motive +10. Feats: Exotic Weapon Profi-
  ciency (khopesh), Mounted Combat, Trample, 
  Weapon Focus (khopesh). 
  Description: Kheraf is middle-aged, with 
  full mustache and beard, and cold eyes. He is 
  loyal to the old king and averse to risk, and 
  will not interfere in palace business without an 
  extremely good reason.
  Also in this district is the city’s well, which 
  provides water to all its inhabitants. A con-
  stant stream of people comes here to fill their 
  jars and amphorae with water during the day.
  7. East Gate
  The trail leads north and east, through the 
  land of the wild Khazraj nomads, and then 
  on to Khazabad, glittering capital city of 
  Khazistan.
  
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  XP2: Song of the Beast-Gods
  The Royal Palace
  The royal palace is a huge building, 250 
  feet long and 100 feet wide, constructed from 
  limestone. It has a single story aboveground, 
  although there are dungeons and vaults be-
  neath it.
  1. Palace Gates
  The main entrance to the palace is located 
  on the west side of the building, where a set 
  of heavy double doors is guarded by groups 
  of elite warriors. Unless the palace guards are 
  in a state of alarm, the gates are always open 
  during the day. At night, the gates are always 
  closed and barred shut from the inside.
  2. Guard Rooms
  A contingent of palace guards is always pres-
  ent here. There are five guards in each room, 
  although at night half of them are sleeping, 
  and two of these guards will be pacing around 
  in Area 3. The rooms have arrow slits (grant-
  ing improved cover to the guards behind it) 
  opening up on the stairs in the main hall.
  If the palace gates are attacked, the guards 
  sound the alarm and take up position at the 
  top of the stairs, while one guard remains be-
  hind in each chamber to fire ranged weapons 
  through the arrow slits.
  The guard captain sits at a small desk in Area 
  2A, unless he is escorting important visitors 
  into the throne room, in which case he brings 
  along two of his underlings.
  Anur, palace guard captain, male 
  Civilized Fighter 3: HD 3d10+9; hp 30; 
  Init +1 (+1 Dex); Spd 20 ft. (4 squares); AC 17 
  (+6 chainmail, +1 Dex), touch 11, flat-footed 
  16; BAB/Grapple +3/+6, CMB +6, CMD 17; 
  Atk Falchion +6 melee (2d4+4, 18-20/x2) or 
  Falchion with Power Attack +5 melee (2d4+7, 
  18-20/x2); SA Bravery; SQ Educated, Frail, 
  Armor Training; SV Fort +5, Ref +2, Will +3; 
  Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
  Skills: Intimidate +6, Ride +7, Survival +6. 
  Feats: Combat Reflexes, Iron Will, Power At-
  tack, Toughness, Weapon Focus (scimitar).
  Palace guard of Khadis, male Civilized 
  Fighter 2: HD 2d10+5; hp 20; Init +1 (+1 
  Dex); Spd 30 ft. (6 squares); AC 15 (+4 chain 
  shirt, +1 Dex), touch 11, flat-footed 14; BAB/
  Grapple +2/+5, CMB +5, CMD 16; Atk Scimi-
  tar +6 melee (1d6+4, 18-20/x2) or Scimitar 
  with Power Attack +5 melee (1d6+7, 18-20/
  x2); SA Bravery; SQ Educated, Frail; SV Fort 
  +4, Ref +1, Will +2; Str 16, Dex 12, Con 12, Int 
  10, Wis 10, Cha 10. 
  Skills: Intimidate +5, Ride +6, Survival +5. 
  Feats: Iron Will, Power Attack, Toughness, 
  Weapon Focus (scimitar). 
  3. Hall with Pool
  This large, pleasant hall is decorated with 
  green plants and sweet-smelling, brightly col-
  ored flowers. A few wooden chairs are placed 
  in the corners of the room. The pool in the 
  center is 15 feet deep and the water surface is 
  dotted with lotus flowers.
  4. Secondary Entrance (North)
  This entrance is used by guards and servants. 
  The room is also used as a cloakroom where 
  visitors to the palace leave their outer cloaks, 
  as well as any weapons, before entering the 
  throne room and the corridors beyond. Make a 
  Sleight of Hand check opposed by the guards’ 
  Perception in case any visitor wants to conceal 
  a weapon (or other restricted item).
  The Palace of Khadis
  Standard Features: Outer walls are 
  5-foot thick masonry walls. Inner walls are 
  standard masonry walls. Unless noted oth-
  erwise, all interior doors are good wooden 
  doors (1-1/2 in. thick; hardness 5; 15 hp; 
  Break DC 18 if locked), and outer doors are 
  strong wooden doors (2 in. thick; hard-
  ness 5; 20 hp; Break DC 25 if locked) with 
  wooden bars (Break DC 25). Ceiling height 
  is 10 feet in all rooms except where noted.
  Lighting: The rooms and corridors are lit 
  with common lamps (normal illumination 
  15 ft.; increased 30 ft.; duration 6 hours/
  pint) placed at regular intervals. Servants 
  take rounds through the palace refilling the 
  lamp oil.
  Sounds and Odors: The scents of 
  perfumes, incense and food are mixed 
  throughout the palace, and most areas are 
  filled with background noise from people 
  talking.
  Encounters: Check occasionally for ran-
  dom encounters with palace staff or guests.
  
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  5. Armory
  This room has racks of weapons, mostly 
  spears, and ammunition for ranged weapons 
  (arrows and crossbow bolts). A few sets of 
  scale mail are stored here as well; the guards 
  may don them if they are alerted to trouble 
  and have time to prepare. The guard captain 
  carries the key to this room.
  6. Secondary Entrance (South)
  This room is similar to Area 4.
  7. Storage
  This large storage room contains shelves 
  stacked with jars of lamp oil, spare pottery, 
  and woollen blankets. Along the floor are 
  crates of dried fruit and meat, huge sacks of 
  grain, and tall amphorae filled with wine and 
  ale. In one corner are three large bales of silk 
  (worth 100 gp each) and a small hardwood box 
  filled with sweet-smelling incense (worth 150 
  gp). The chief steward of the palace carries the 
  key to this room.
  8. Antechamber
  This waiting room is furnished with several 
  comfortable chairs and small wooden tables 
  set with silver trays of fruit and cakes, and a 
  small selection of beverages. A servant stands 
  discreetly in each corner of the chamber.
  The tall double doors leading to the throne 
  room (Area 16) are carved with a large im-
  age of a robed king bowing before a (faceless) 
  sphinx idol.
  9. Corridors
  Areas 9A and 9B are identical, each being a 
  long and wide corridor, decorated with green 
  plants. The flagstone floors are spotless and 
  polished. Colorful wall paintings depict a long 
  line of kings and queens. Hyenas are shown 
  several places as proud protectors of the royal 
  family, rather than as cowardly carrion-eaters.
  10. Courtiers’ Lounge
  Courtiers who attend the king’s court fre-
  quently use this room to rest or work. It is 
  equipped with a comfortable sofa, well-crafted 
  chairs and a sturdy desk. There is a 50% 
  chance of encountering a courtier here; roll 
  1d8 to determine his current activity:
  1 
  Sleeping on sofa, with jewelry and rings 
   
  (worth 200 gp) deposited on desk
  2 
  Beating a slave
  3 
  Counting money (325 gp), possibly (25%) 
   
  of foreign mint
  4 
  Making love to a female (75%) or male 
   
  (25%) servant
  5 
  Writing a secret letter to a foreign power
  6 
  Being blackmailed by another courtier 
  7 
  Drinking, and being loose-mouthed (50%)  
   
  or aggressive (50%)
  8 
  Studying a map
  Note that some of these activities may also 
  be overheard in the corridor outside with a 
  Perception check (DC 9; base DC 0, through 
  door +5, distance +2, unfavorable background 
  noise +2).
  11. Hall of Records
  This is the domain of scribes and literate ser-
  vants, for it contains the written records of the 
  palace’s administration and correspondence 
  with foreign powers. Wooden shelves are 
  stacked high with yellowed sheets of papyrus, 
  vellum rolls, and dust-covered clay tablets. 
  Studying an appropriate topic in the hall of re-
  cords for at least two days grants a +2 circum-
  stance bonus to any Knowledge skill check. 
  The Hall of Records is overseen by Teharut, 
  the chief scribe of the city, and a small army of 
  lesser scribes and servants.
  Teharut, chief scribe of Khadis, male 
  Civilized Expert 5: HD 5d8-5; hp 16; Init +1 
  (+1 Dex); Spd 35 ft. (7 squares); AC 12 (+0 no 
  armor, +1 Dex, +1 Dodge), touch 12, flat-foot-
  ed 10; BAB/Grapple +3/+3, CMB +3, CMD 14; 
  Atk Dagger +3 melee (1d4, 19-20/x2, finesse); 
  SA none; SQ Educated, Frail; SV Fort +0, Ref 
  +2, Will +8; Str 10, Dex 12, Con 9, Int 16, Wis 
  14, Cha 12. 
  Skills: Appraise +11, Diplomacy +9, Heal 
  +10, Knowledge (arcana) +11, Knowledge 
  (geography) +11, Knowledge (history) +14, 
  Knowledge (nobility) +11, Linguistics +11, 
  Spellcraft +11, Use Magic Device +9. Feats: 
  Dodge, Fleet, Iron Will, Skill Focus (Knowl-
  edge [History]).
  Description: Teharut is old and very knowl-
  edgeable about the history of the city and the 
  royal family, but will only share it with those 
  he regards as intellectuals, as demonstrated by 
  a DC 17 check in any Knowledge skill. People 
  find him difficult to converse with, for he has a 
  tendency to ramble on about irrelevant details 
  and tangential anecdotes; if consulted as a 
  sage, quadruple the normal amount of time 
  required to answer a question.
  12. Shrine
  The door to this room is locked and protected 
  with a glyph of warding (blast glyph, 4d8 cold 
  damage) that affects anyone who is not a cult-
  ist of Zothur. Guests have no business here.
  The floor, ceiling and walls of the chamber 
  inside are painted black and studded with 
  crystal rock to represent the stars of the night 
  sky. In the north wall is a “false door”, a door-
  frame without a door. Touching the doorway 
  affects a non-cultist as per an enervation spell 
  (no save – note that this can kill low-level 
  characters!).
  
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  Nasith and Tarur, acolytes of Zothur, 
  male Enlightened Aristocrat 1/Cultist 
  1 of Zothur: HD 1d8+1 plus 1d8+1; hp 14; 
  Init -4 (+0 Dex, -4 Conceited); Spd 30 ft. (6 
  squares); AC 11 (+0 Dex, +1 Dodge), touch 11, 
  flat-footed 10; BAB/Grapple +0/+2, CMB +2, 
  CMD 12; Atk Quarterstaff +2 melee (1d6+3, 
  20/x2, double, monk); SA none; SQ Uncanny, 
  Expert Builder, Conceited, Cult Membership 
  (Cult of Zothur), Cult Spells, Orisons, Cult 
  Secret (Coat of Many Stars); SV Fort +1, Ref 
  +0, Will +5; Str 14, Dex 10, Con 12, Int 10, Wis 
  12, Cha 15.
  Skills: Knowledge (nobility) +5, Knowledge 
  (religion) +5, Stealth +5. Feats: Dodge. 
  Spells Known (Spells per day: 9/4; Spell DC 
  12 + spell level): 0 – Bleed, Guidance, Light, 
  Resistance; 1st – Command, Doom, Inflict 
  Light Wounds.
  Description: Nasith is tall and gaunt; Tarur 
  has flabby skin and reeks of sweat. Both are 
  dressed in plain grey robes. These young 
  acolytes are fairly recent arrivals in the city, for 
  Yasath, the old priest who mentored Nathifa 
  in her youth, has returned to Amenti. The 
  acolytes have not had time to establish any 
  relationship with Nathifa, and she (in reality 
  Nekhtra) has been avoiding them recently. The 
  king and his steward were only happy to see 
  Yasath leave, and their enmity, although con-
  cealed, has carried over to the new acolytes.
  13. Guest Chambers
  The southern wing of the palace contains a 
  handful of guest rooms, which are furnished 
  with several soft beds, wardrobes, chairs and 
  a large table, all constructed from imported 
  hardwood.
  14. Guest Chambers
  This room is similar to Area 13. This is the 
  room the player characters will be given if they 
  come to Khadis as honored guests for having 
  rescued Anat and the other handmaidens of 
  the princess (see the Oasis of Taklun chapter).
  15. Guest Chambers
  This room is similar to Area 13. It is cur-
  rently inhabited by a group of merchants who 
  have come from Yemar in the land of Jairan 
  to negotiate the terms of a loan, for the king 
  of Khadis fears agression from Khazistan 
  and seeks to raise money for mercenaries. 
  The merchants’ leader is one Jhawil (male 
  Decadent Rogue 4), a smiling man with great 
  capacity for alcoholic drinks, oiled hair, and a 
  black heart.
  16. Throne Room
  Herein is the grand throne room of the 
  palace, a place usually filled with nobles, 
  courtiers, scribes and petitioners. But king 
  Akhtesh has grown old and demented, and ap-
  pears here with less and less frequency. When 
  he does attend the court, it is always with the 
  support of his chief steward, Hykshah, and his 
  beautiful daughter, princess Nathifa (in reality 
  the king’s long-lost daughter, Nekhtra, in the 
  guise of her sister).
  The walls are hung with tapestries and ban-
  ners, and the floor is covered with magnificent 
  rugs from nearby Jairan. At the back of the 
  room, opposite from the tall double doors 
  (see Area 8) is a large raised dais upon which 
  stands the throne.
  In front of the dais is a large concealed 
  trapdoor; it can tilt down towards the throne 
  and throw anyone there down into a subterra-
  nean room below and slide shut, trapping the 
  victims in the darkness below. The trapdoor is 
  operated by pulling a lever in the observation 
  room (Area 21) behind the throne.
  Camouflaged Pit Trap (CR 3): Type 
  mechanical; Perception (DC 25), Disable De-
  vice (DC 20); Trigger location; Reset manual; 
  Effect 30-ft. deep pit (3d6 falling damage); DC 
  20 Reflex avoids; multiple targets (all targets 
  in a 20-ft. square area).
  Four palace guards are stationed in the 
  throne room at all times, one in each corner.
  
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  17. Dressing Chamber
  This room is used by the king and courtiers 
  to prepare for appearances in the throne room. 
  The wardrobes contain two complete royal 
  outfits (worth 200 gp each), four noble’s out-
  fits (worth 75 gp each), and ten cortier’s outfits 
  (worth 30 gp each).
  There is a 50% chance that 1d2 servants or 
  slaves are present here during the day.
  18. Conference Room
  The room contains a large wooden table and 
  eight chairs. It is used by the king and court-
  iers to hold private conferences. Two palace 
  guards watch this and adjoining rooms.
  19. Lounge
  The walls are covered with blue tapestries 
  here. A low table is set with half a dozen 
  bottles of expensive wine and liquor (worth 
  a total of 150 gp). Several chairs and a silken 
  divan are placed around the table.
  In one corner is a large stuffed polar bear, 
  originally from the cold wastes beyond Tharag 
  Thule, a rare sight indeed in this arid region.
  20. Chambers of the Chief Steward
  This is the private residence of Hykshah, 
  the king’s steward and the major-domo of the 
  palace. The rooms are simple and the furnish-
  ings are spartan; Hykshah cares little for mate-
  rial wealth, having been surrounded by it all 
  his life. He values personal strength, and fears 
  growing old and weak like the king. The stew-
  ard has been a secret member of the hyena-
  cult for the last two decades, and his schemes 
  are finally coming to fruition.
  As steward, Hykshah commands the palace 
  guard, but day-to-day leadership is delegated 
  to Anur, the guard captain (see palace Area 2). 
  Only a dozen of the palace guards have been 
  initiated into the forbidden hyena-cult. Kheraf 
  (see city Area 6) is the commander of the rest 
  of the city’s armed forces.
  Hykshah, chief royal steward of 
  Khadis, male Decadent Cavalier 2/Cult-
  ist of the Hyena-God 2: HD 2d10+6 plus 
  2d8+6; hp 36; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20 ft. (4 squares); AC 18 (+6 
  chainmail, +1 light steel shield, +1 Dex), 
  touch 11, flat-footed 17; BAB/Grapple +3/+5, 
  CMB +5, CMD 16; Atk Morningstar +5 melee 
  (1d8+2, 20/x2); SA Challenge 1/day, Tacti-
  cian; SQ Insidious, Arcane Adept, Corrupt, 
  Mount (camel), Order (Order of the Star), 
  Order Ability (Calling), Cult Membership (Cult 
  of the Hyena-God), Cult Spells, Orisons, Cult 
  Secret (Natural Divination); SV Fort +6, Ref 
  +1, Will +1; Str 14, Dex 13, Con 16, Int 10, Wis 
  11, Cha 14. 
  Skills: Diplomacy +9, Sense Motive +7, Spell-
  craft +7. Feats: Combat Casting, Improved 
  Initiative. 
  Spells Known (Spells per day: 9/5; Spell DC 
  13 + spell level): 0 – Bleed, Guidance, Resis-
  tance, Stabilize; 1st – Cause Fear, Magic Fang, 
  Protection from Witchcraft
  Description: Hykshah is middle-aged but in 
  good physical form. The natural color of his 
  hair and beard is red (with a few specks of 
  grey), but he dyes it black and keeps it neatly 
  cropped and oiled. He wears magnificent robes 
  of office and carries a wooden baton tipped 
  by metal spikes (treat as a morningstar). Only 
  careful examination of the baton (Appraise 
  or appropriate Craft DC 15) reveals that the 
  spikes were originally carved in the shape of 
  hyena claws.
  21. Observation Room
  This chamber behind the throne room has 
  a small peek-hole into the throne room and a 
  lever to operate the trapdoor (Perception DC 
  18 to notice either). The priests of Zothur are 
  fond of spying from this chamber, but recently 
  Nathifa (Nekhtra) has banished them from 
  this wing of the palace.
  22. Hall
  This hall is empty. There is a locked door on 
  the east wall that provides access to the ser-
  vant’s wing of the palace (Areas 24 to 27).
  23. Stairway
  The stairway leads down to the palace dun-
  geon (see dungeon Area 1).
  There is a single palace guard posted here; he 
  is one of Hykshah’s trusted men.
  24. Servants
  This is a simple and unadorned room used 
  by servants and slaves who wait here when 
  they are not attending their masters. There are 
  simple sleeping-mats in the corners, scraps of 
  food, and several small boxes filled with spare 
  clothes and personal belongings.
  There are 40 slaves and servants in the 
  palace, but no more than a handful of them are 
  here at the same time.
  Palace servant or slave, male or female 
  Civilized Commoner 1: HD 1d6; hp 4; Init 
  +1 (+1 Dex); Spd 35 ft. (7 squares); AC 11 (+0 
  no armor, +1 Dex), touch 11, flat-footed 10; 
  BAB/Grapple +0/+0, CMB +0, CMD 11; Atk 
  Unarmed Strike +0 melee (1d3, 20/x2, non-
  lethal); SA none; SQ Educated, Frail; SV Fort 
  +0, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 
  10, Wis 10, Cha 12. 
  Skills: Handle Animal +5, Perception +4, 
  Profession (various) +7. Feats: Fleet, Skill 
  Focus (Profession).
  
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  25. Kitchen
  The palace kitchen contains a good amount 
  of food and drink (and even more is stored in 
  Area 7). There are three slaves more or less 
  permanently on duty here.
  26. Hall
  This room is mostly frequented by servants 
  (from Area 24) or palace guards (from Area 
  28).
  27. Empty Room
  This bare room has arched doorways in all 
  directions except to the south, where the wall 
  is covered with a large mural that depicts a 
  beautiful young woman (princess Nathifa). 
  The princess is shown wearing a diadem of 
  platinum, and stands against a black back-
  ground studded with silver stars. It takes a 
  Knowledge (Religion) check (DC 20) to as-
  sociate the painting with the cult of Zothur (or 
  Zoth-Ur or Xoth-Ur), the obscure star-god of 
  the royal house of Yar-Ammon.
  28. Guard Room
  Four palace guards are stationed at this less-
  er entrance, which is mostly used by servants 
  and slaves. Some courtiers, well-known to the 
  guards, also use this door to enter and exit the 
  palace unannounced.
  29. Conference Room
  The room is intended for private meetings, 
  but does not see much use. It is furnished with 
  table and chairs. There is a single guard posted 
  to this room; it is one of Hykshah’s trusted 
  men.
  30. Princess Nathifa’s Chamber
  Princess Nathifa’s personal chamber is deco-
  rated with silken tapestries and cushions. In 
  one corner is a table with food platters of silver 
  (worth 125 gp); in the opposite corner is a 
  small polished steel mirror, various perfumes 
  and oils (among them an elixir of truth), and 
  two pearl necklaces (worth 100 gp each).
  The real princess Nathifa is held imprisoned 
  (see Area 14 of the subterranean vaults) and is 
  impersonated by her older sister Nekhtra, who 
  is frequently seen in this chamber to support 
  the deception (although she is just as often 
  elsewhere with Hykshah).
  31. Princess Nathifa’s Bedroom
  This bedroom is furnished in opulent 
  fashion, with silken sheets and cushions, and 
  blankets and rugs made of fur from desert fox 
  and rabbit. The floor is strewn with fresh white 
  rose petals every day by palace slaves and 
  handmaidens.
  32. Handmaidens
  The slave-girls of princess Nathifa dwell here, 
  and the chamber is filled with all manner of 
  fine-spun clothes and wigs, oils, perfumes, and 
  jewelry. Anat (see the Oasis of Taklun chapter) 
  and the other handmaidens rest or gossip here 
  when they are not attending the princess or 
  away on errands outside the palace.
  33. Empty Chamber
  This antechamber and the adjoining bed-
  room are both empty.
  34. Empty Bedroom
  Although the bed here is still made and the 
  floor is swept clean every day, the room has 
  not been used since the queen died in child-
  birth a generation ago.
  35. King’s Lounge
  These days, the old king spends much of 
  his time half-asleep in this large chamber. It 
  is decorated in true royal style, with colorful 
  paintings of his family on the walls, which 
  reminds him of happier times when his queen 
  was still alive. Two palace guards are always 
  placed near the door, and a single slave sits 
  quietly in one corner.
  Akhtesh, old king of Khadis, male 
  Civilized Aristocrat 5: HD 5d8; hp 26; 
  Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 12 
  (+0 no armor, +1 Dex, +1 Dodge), touch 12, 
  flat-footed 10; BAB/Grapple +3/+2, CMB +2, 
  CMD 13; Atk Light Mace +2 melee (1d6-1, 20/
  x2, finesse); SA none; SQ Educated, Frail; SV 
  Fort +1, Ref +2, Will +3; Str 9, Dex 13, Con 10, 
  Int 12, Wis 9, Cha 14. 
  Skills: Appraise +9, Diplomacy +12, Knowl-
  edge (history) +9, Knowledge (nobility) +9, 
  Linguistics +9, Ride +9. Feats: Dodge, Mobil-
  ity, Mounted Combat, Persuasive. 
  Description: The king wears a magnificent 
  robe, but his beard is white and his eyes 
  are tired. The old king’s mind is clouded by 
  dementia and he leaves most affairs to his 
  steward and the men of the court. In truth, 
  Akhtesh has tired of life and looks forward to 
  the day when he can finally rest.
  36. King’s Private Rooms
  The outer room is a study. A cedarwood 
  desk inlaid with ivory is set with several small 
  golden figurines of animals, including lions, 
  bulls, elephants and crocodiles (total of twelve 
  figurines worth 100 gp each). A locked box 
  (hardness 5; 15 hp; Break DC 23; Disable 
  Device DC 25) is protected with a glyph of 
  warding (Perception DC 28, Disable Device 
  DC 28, damage 5d8 electricity) and contains 
  a golden scepter (worth 1,000 gp), a master-
  work dagger, and a bag of semiprecious stones 
  (worth a total of 2,000 gp). The inner chamber 
  is a bedroom with a canopied bed.
  
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  Palace Dungeons
  1. Stairway
  These stairs lead down from Area 23 of the 
  palace. 
  2. Hall
  On the south wall of this hall is a locked dou-
  ble door, decorated by the image of a crowned 
  ruler surrounded by ranks of mummified war-
  riors. The doors lead to the catacombs beneath 
  the palace. There is a single palace guard 
  posted here; he is loyal to Hykshah.
  3. Corridor
  This broad corridor is unlit.
  4. Pit Chamber
  This chamber lies directly beneath the 
  trapdoor in the throne room (Area 16 of the 
  palace). If the trapdoor is activated, the noise 
  will alert the prisonkeeper in Area 6, who acti-
  vates the portcullises to seal any new arrivals 
  inside the pit.
  5. Storage Area
  There are crates here with various kinds of 
  equipment (ropes, chains, hammers, locks) 
  and supplies (oil, torches, canvas, bricks), as 
  well as a small armory with light armors (stud-
  ded and padded leather) and weapons (maces, 
  spears and daggers).
  6. Prison
  Four large prison cells are here, only two of 
  which are currently occupied (determine race, 
  sex and crime by random die roll, or insert 
  NPCs or replacement PCs as appropriate).
  The area is supervised by Irun, a gruff, 
  middle-aged man who spends far too much 
  time down here in the dank dungeons rather 
  than in the sunlight above. He is pale-skinned, 
  sadistic and perhaps not completely sane 
  anymore. A lever in the northeastern corner of 
  this area controls the three portcullises around 
  Area 4.
  Irun, master torturer, male Decadent 
  Rogue 2/Fighter 2: HD 2d8+2 plus 2d10+2; 
  hp 27; Init +3 (+3 Dex); Spd 30 ft. (6 squares); 
  AC 17 (+3 studded leather, +3 Dex, +1 Dodge), 
  touch 14, flat-footed 13; BAB/Grapple +3/+6, 
  CMB +6, CMD 19; Atk Battleaxe +6 melee 
  (1d8+4, 20/x3) or Spiked Chain +6 melee 
  (2d4+4, 20/x2, finesse, disarm, trip); SA 
  Sneak Attack +2d6, Bravery; SQ Insidious, 
  Arcane Adept, Corrupt, Trapfinding, Evasion, 
  Rogue Talent (Bleeding Attack); SV Fort +4, 
  Ref +6, Will +0; Str 16, Dex 16, Con 12, Int 10, 
  Wis 11, Cha 8. 
  Skills: Disable Device +10, Intimidate +8, 
  Knowledge (dungeoneering) +9, Knowledge 
  (local) +9, Perception +7. Feats: Dodge, Exotic 
  Weapon Proficiency (spiked chain), Iron Will, 
  Persuasive. 
  
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  The Secret of the 
  Faceless Sphinx
  Beneath the great sphinx (see Area 4 of the 
  city) is a maze of catacombs and crypts, built 
  long ago by the hyena-cult and still used by 
  those who secretly worship the forbidden 
  beast-gods. The subterreanean vaults can be 
  accessed either from the palace dungeons 
  (Area 1 of the vaults connects to Area 2 of the 
  palace dungeons) or from the door and pas-
  sageway between the paws of the great sphinx 
  (Area 12 of the vaults connects to Area 4 of the 
  city).
  1. Corridor
  This narrow corridor leads from Area 2 of the 
  palace dungeons and into the catacombs and 
  mummy-vaults beneath the sphinx.
  2. Guard Room
  Hykshah has posted two of his trusted men 
  from the palace guard to watch over this room. 
  Since this room is at the other side of a heavy 
  set of doors (Area 2 of the palace dungeons), 
  the guards are not particularly attentive; they 
  suffer a -4 penalty to Perception checks.
  3. Antechamber
  An alcove in the southern end of this small 
  chamber contains two small incense burners 
  of bronze (worth 25 gp each), as well as three 
  blocks of healing incense (burns for 8 hours, 
  and provides 1 extra hit point per character 
  level for a full night’s rest).
  4. Guard Room
  Two palace guards, loyal to Hykshah, sit idle 
  in this room, playing dice.
  5. Columned Hall
  Six tall, slender columns support the ceil-
  ing of this huge hall, which is shrouded in 
  darkness. Ceiling height is a full 30 feet here, 
  leaving parts of the room in dim light even if 
  torches are carried.
  On the north wall is a large mural that 
  depicts a king and a queen, flanked by hyena 
  guardians painted with glowing yellow eyes. 
  There is a secret door in the mural that can be 
  opened by pressing the left eye of the leftmost 
  hyena (Perception DC 18 check to notice 
  that this eye is a slightly different color than 
  the rest, the paint having been rubbed off by 
  repeated use of the secret door). The secret 
  door leads via a short tunnel to the embalming 
  workshop (Area 6).
  This hall is a meeting-room for the hyena-
  cultists. There is a 75% chance that Hykshah 
  and/or Nekhtra is here with 1d6 minions, 
  planning the upcoming ritual they are about to 
  perform.
  6. Embalming Workshop
  The door to this room is locked, although a 
  secret entrance exists. The chamber has stone 
  tables filled with obsidian knives, bronze 
  hooks, pottery jars filled with foul-smelling 
  herbs and sticky resins, as well as numerous 
  baskets filled with strips of linen bandages. A 
  potion of cure light wounds can also be found 
  among the embalming equipment.
  In the northwestern corner of the room 
  stands a bronze hyena-headed mask. If a 
  The Vaults Beneath the 
  Faceless Sphinx
  Standard Features: Unless noted 
  otherwise, all interior doors are stone doors 
  (4 in. thick; Hardness 8; hp 60; Break 
  DC 28; Disable Device DC 25 if described 
  as locked). Ceiling height is 10 feet in all 
  rooms except the central chamber (Area 5).
  Lighting: The vaults are unlit, except 
  for the areas described as having human 
  guards (who carry torches) or residents 
  (who use oil lamps).
  Sounds and Odors: The vaults are si-
  lent. There is a musty smell in the air from 
  the tombs.
  Encounters: Check occasionally for 
  random encounter with wandering guards 
  (from Area 2).
  
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  spellcaster who knows animate dead wears 
  the mask, he can cast that spell without the 
  normal material components (onyx gems), 
  although the casting time increases to 1 day 
  and the spell can only create zombies from 
  relatively intact corpses. The mask was worn 
  by the chief embalmer of Khadis in ages past, 
  although with the fall of the hyena-cult, no one 
  has taken his place and proper embalming is 
  no longer carried out in the city.
  7. Animal Crypts
  The alcoves in the northern wall are filled 
  with mummified cats and hyenas, several 
  dozen of each.
  Inside one of the mummified cats is a bronze 
  key that fits any locked door on this level (in-
  cluding Areas 6, 14 and 15).
  8. Hybrid Crypts
  On the floor along the west wall of this hall 
  are a dozen alabaster jars filled with strong-
  smelling spices and incense (worth 20 gp 
  each), as well as an ornate wooden chair set 
  with lapis lazuli (the wood breaks into pieces if 
  the chair is moved, but the decoration is worth 
  100 gp).
  Along the east wall is a series of alcoves. At 
  first glance these alcoves appear to be filled 
  with regular mummies, but closer inspection 
  reveals a grisly sight: The mummies are hy-
  brids, part human and part beast, stitched to-
  gether after death by the embalmer. There are 
  mummies with the hands and feet of hyenas, 
  as well as hyena-headed mummies and even 
  one that has the lower body of a hyena and the 
  torso and head of a human.
  Hybrid mummies: HD 2d8+3; hp 12; 
  Init +0 (+0 Dex); Spd 30 ft. (6 squares); 
  AC 12 (+2 natural), touch 10, flat-footed 12; 
  BAB/Grapple +1/+4, CMB +4, CMD 14; Atk 
  Slam +4 melee (1d6+4, 20/x2); SA None; SQ 
  Darkvision 60 ft., DR 5/slashing, Staggered, 
  Undead Traits, Hybrid Traits; SV Fort +0, Ref 
  +0, Will +3; Str 17, Dex 10, Con –, Int –, Wis 
  10, Cha 10. 
  Skills: None. Feats: Toughness.
  Note: See the New Monsters appendix for 
  more information.
  One of the alcoves has a concealed door hid-
  den behind the mummified body (Perception 
  DC 15). The corridor beyond the concealed 
  door leads to Nekhtra’s lair (Area 15).
  9. Unfinished Crypts
  These crypts look (and are) very old, yet the 
  eastern half is still unfinished. In the center al-
  cove is the mummified body of the late queen 
  
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  XP2: Song of the Beast-Gods
  of Khadis; four golden amulets (worth 50 gp 
  each) can be found inside the linen wrappings. 
  However, the alcove is protected by a glyph 
  of warding that triggers a bestow curse spell 
  upon those who remove or harm the mummy.
  The mummies in the two other alcoves are 
  ancient; if either one is disturbed, it crumbles 
  in a 10-foot cloud of dust similar to basid-
  irond spores (Fort DC 16, onset immediate; 
  frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 1 save).
  10. Royal Statue
  In the center of this room is a tall granite 
  statue of a king. Twisting its head to the right 
  opens the portcullis to the south. Twisting the 
  head to the left triggers a blade trap; an old 
  and rusty blade that emerges from the statue’s 
  abdomen (type mechanical; Perception DC 20; 
  Disable Device DC 20; trigger location; reset 
  manual; effect atk +10 melee (1d8+4)).
  11. Chamber of the Beast
  A fearsome undead guardian is here, created 
  by a now-dead high priest of the hyena-cult. 
  It is an embalmed prehistoric hyena, almost 
  twice the size of regular hyenas, and it rests 
  on a small dais in the center of the room. 
  Members of the hyena-cult (and those accom-
  panied by cult members) can freely pass it, but 
  if anyone else enters the chamber, the beast 
  animates. When the beast leaves its dais, the 
  metal portcullises to the north and east drop 
  down, sealing trespassers inside the room with 
  the guardian.
  The Guardian Beast, embalmed dire 
  hyena: HD 4d8+12; hp 30; Init +2 (+2 Dex); 
  Spd 40 ft. (8 squares); AC 15 (+2 Dex, +4 
  natural, -1 size), touch 11, flat-footed 13; Space 
  10 ft.; Reach 10 ft.; BAB/Grapple +3/+8, CMB 
  +8, CMD 20; Atk Bite +8 melee (2d6+9, 20/
  x2, trip); SA None; SQ Low-light vision, scent, 
  Darkvision 60 ft., DR 5/-, Vulnerability to 
  Fire, Undead Traits; SV Fort +6, Ref +6, Will 
  +2; Str 22, Dex 15, Con –, Int –, Wis 13, Cha 
  15.
  Skills: Perception +8, Stealth +7. Feats: Skill 
  Focus (Perception, Stealth), Toughness.
  Note: The spells that created the the guard-
  ian beast also prevent it from leaving this 
  room.
  12. Stairway to Sphinx
  The stairway ascends to a room inside the 
  great sphinx (Area 4 of the city, see inset map).
  13. Hall
  Two palace guards, secret members of the 
  hyena-cult, are watching this room. They use 
  the secret doors in Areas 8 and 12 to enter and 
  exit.
  The corridor from the south wall winds east 
  and eventually exits inside the well in the bar-
  racks district of the city (Area 6 of the Khadis 
  city map). The twisting passages between here 
  and there teem with rats and other vermin.
  Rat Swarm: HD 3d8+3; hp 16; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 15 ft. (3 
  squares), climb 15 ft., swim 15 ft.; AC 14 (+2 
  Dex, +2 size), touch 14, flat-footed 12; BAB/
  Grapple +2/—, CMB —, CMD —; Atk Swarm 
  (1d6, 20/x2, disease); SA None; SQ Low-light 
  Vision, Scent, Swarm Traits, half damage from 
  piercing and slashing attacks; SV Fort +4, Ref 
  +5, Will +2; Str 2, Dex 15, Con 13, Int 2, Wis 
  13, Cha 2. 
  Skills: Balance +6, Climb +10, Perception 
  +8, Stealth +14, Swim +10. Feats: Improved 
  Initiative, Skill Focus (Perception).
  14. Prison of Nathifa
  When Nekhtra secretly returned to Khadis, 
  she and Hykshah moved swiftly to abduct 
  princess Nathifa. Nathifa has been holed up in 
  this prison since then, while Nekhtra imper-
  sonates her younger sister. The guards (from 
  Area 13) bring her food and water once per 
  day.
  Nathifa, princess of Khadis, female 
  Decadent Aristocrat 4: HD 4d8; hp 21; 
  Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 14 
  (+0 no armor, +3 Dex, +1 Dodge), touch 14, 
  flat-footed 10; BAB/Grapple +3/+4, CMB +4, 
  CMD 17; Atk Shortsword +4 melee (1d6+1, 19-
  20/x2, finesse); SA none; SQ Insidious, Arcane 
  Adept, Corrupt; SV Fort +1, Ref +4, Will +6; 
  Str 12, Dex 16, Con 10, Int 10, Wis 14, Cha 18. 
  Skills: Diplomacy +11, Knowledge (nobility) 
  +7, Perception +9, Ride +10. Feats: Dodge, 
  Iron Will.
  
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  Description: Nathifa is fair-skinned, almost 
  pale, having spent most of her youth inside the 
  walls of the palace, in the care of servants and 
  priests of Zothur. Her hair is naturally dark, 
  but she is in the habit of wearing blonde wigs. 
  Of nature, she is haughty and arrogant, for 
  she has been groomed to rule since she was a 
  child. When she came to suspect that she had 
  a unknown older sister, Nathifa felt betrayed 
  by the priests of Zothur. But any feelings of fa-
  milial affection towards her sister were swiftly 
  smothered when Nekhtra returned to Khadis 
  only to capture and imprison Nathifa.
  Her statistics above include a weapon, but 
  she is of course unarmed, bound and gagged 
  as long as she is imprisoned.
  15. Lair of Nekhtra
  Nekhtra uses this large room, close to her sis-
  ter’s prison, as her temporary lair. Of course, 
  since Nekhtra is impersonating Nathifa, she 
  often dwells in the personal chambers of the 
  princess (Area 30 of the palace) as well.
  In addition to a simple bed, there is a wooden 
  chest here (locked and trapped with a poi-
  soned needle; CR 1; type mechanical; Per-
  ception DC 20; Disable Device DC 20; trigger 
  touch; reset none; effect atk +10 melee (1d3 
  plus black adder venom)) that contains items 
  required to perform the ritual known as the 
  Song of the Beast-Gods.
  This includes a set of thirteen golden figu-
  rines; twelve hyena-headed men and a hybrid 
  with the lower body of a hyena and the torso 
  and head of a human female. There are also 
  several blocks of incense, a cold iron dagger 
  +1, and a yellowed papyrus scroll. The latter is 
  a sacred text, written in archaic Yar-Ammonite 
  and known as the Book of the Beast. Among 
  other things, the text contains the description 
  of the ritual that Nekhtra is about to attempt.
  Nekhtra, the Chosen One of the Beast-
  Gods, female Enlightened Cultist of 
  the Hyena-God 5: HD 5d8+5; hp 31; Init 
  +1 (+1 Dex, +4 Improved Initiative, -4 Con-
  ceited); Spd 35 ft. (7 squares); AC 11 (+0 no 
  armor, +1 Dex), touch 11, flat-footed 10; BAB/
  Grapple +3/+5, CMB +5, CMD 16; Atk Dag-
  ger +6 melee (1d4+3, 19-20/x2, finesse); SA 
  none; SQ Uncanny, Expert Builder, Conceited, 
  Cult Membership (Cult of the Hyena-God), 
  Cult Spells, Orisons, Cult Secret (Speak with 
  Animals: Hyenas, cats), Cult Secret (Bleeding 
  Wounds); SV Fort +2, Ref +2, Will +6; Str 14, 
  Dex 12, Con 12, Int 10, Wis 14, Cha 18. 
  Skills: Knowledge (religion) +8, Survival+10. 
  Feats: Fleet, Improved Initiative. 
  Spells Known (Spells per day: 9/7/5; Spell 
  DC 14 + spell level): 0 – Bleed, Guidance, Re-
  sistance, Spark, Stabilize, Virtue; 1st – Cause 
  Fear, Command, Divine Favor, Magic Fang, 
  Inflict Light Wounds, Protection from Witch-
  craft; 2nd – Alter Self, Hold Person, Inflict 
  Moderate Wounds, Weapon of Awe
  Description: Nekthra’s skin is dusky from 
  years spent dwelling in the desert, so she must 
  wear a heavy layer of makeup to impersonate 
  her sister, and she wears a blonde wig for the 
  same purpose. Her natural hair is long and 
  dark with the shine of silk.
  Nekhtra’s plans and goals are described in 
  more detail below.
  Development
  The preceding chapters have described the 
  city of Khadis, its locations and important 
  non-player characters. What follows is a possi-
  ble outline of how the adventure might unfold 
  once the player characters get involved. Feel 
  free to change anything to improve the game 
  and in particular to respond to the actions of 
  the PCs that may alter the assumptions made 
  here.
  And remember that although this outline is 
  presented as four sequential phases, the inten-
  tion is not to railroad the player characters 
  
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  XP2: Song of the Beast-Gods
  through a predetermined “storyline”. The PCs 
  should be free to choose their own path (even 
  if that means avoiding the city of Khadis!), so 
  give some thought to what might happen here 
  even if the player characters are not around to 
  trigger the events.
  Introduction
  The PCs encounter the slavers at the Oasis of 
  Taklun. Assuming the player characters free 
  the women from the slavers, the PCs are taken 
  to the city of Khadis to receive their reward 
  from princess Nathifa, the mistress of Anat 
  and the other handmaidens.
  If the PCs ignore the slavers or fail to free 
  the captives, they may continue to Khadis 
  as normal travelers. Once there, they may 
  overhear palace rumors from a drunken guard 
  or a worried slave, and decide to investigate. 
  Alternatively, members of the hyena-cult may 
  raid the foreign quarter at night to find suit-
  able sacrifices for the ritual they are about to 
  perform. Or perhaps the acolytes of Zothur 
  hire the PCs to find out what’s going on.
  Challenge
  If the PCs come to Khadis as honored guests, 
  there is an audience with the old king Akhtesh, 
  the princess (actually Nekhtra impersonating 
  Nathifa), and Hykshah, the king’s steward. 
  After the audience, Anat warns the PCs that 
  something is wrong – the princess was acting 
  strangely. Eventually Anat also reveals what 
  she learned from the nomads in the desert 
  (essentially, that a young girl was delivered 
  into the nomads’ care twenty years ago by a 
  man who did not reveal his identity but paid 
  the sheikhs well; and that this girl disappeared 
  into the desert when she came of age). The 
  PCs should realize that they are in danger, but 
  must discover who they can trust in the palace.
  Trying to expose Nekhtra by speaking to the 
  king is fairly useless, due to his demented con-
  dition and the influence Nekhtra has on him. 
  The courtiers and the common palace guards 
  are held in check by the subtle influences of 
  Hykshah and his men, and dare not act un-
  less they have solid evidence that something 
  is wrong, and someone to lead them. The 
  acolytes of Zothur, if alerted, will try to get 
  a message to their masters in Amenti, while 
  attempting to use the PCs to protect their own 
  skins in the meantime.
  If the PCs try to leave, they are told that they 
  are honored guests and must wait in the palace 
  for a feast to be held in their honor, where they 
  will receive their reward for rescuing Anat 
  and the others from the slavers. They are es-
  sentially kept in house arrest until Nekhtra is 
  ready to strike. One possible escape route for 
  PCs wanting to flee is via the tunnels beneath 
  the palace, which pass through the old tombs 
  and vaults of the hyena-cult; this also happens 
  to be where princess Nathifa is kept prisoner, 
  so the PCs may unvittingly stumble across her 
  while trying to flee.
  On the other hand, player characters without 
  a connection to the court should now have 
  started their own investigations which lead 
  them toward the palace and/or the vaults be-
  neath it, based on rumors from the palace and 
  revealed bits of history from the city’s past.
  Climax
  Hykshah and Nekhtra get ready to perform 
  the ritual called the Song of the Beast-Gods. 
  During this ritual, which must be performed 
  “when the stars are right”, princess Nathifa 
  will be sacrificed, along with twelve other vic-
  tims. Nekhtra plans to include the player char-
  acters among those twelve, especially if the 
  PCs start to suspect the truth. The ritual will 
  take place in Area 5 of the palace vaults, with 
  two captives bound to each of the six pillars. 
  Nekhtra takes 10 on her skill check to perform 
  the ritual (see the sidebar in the introductory 
  chapter for more details about the ritual).
  At some point before the ritual there will be 
  an attempt to capture the PCs. Nekhtra, acting 
  as Nathifa, may simply offer the PCs a “guided 
  tour” of the catacombs beneath the palace, 
  where the palace guards loyal to the hyena-cult 
  will ambush them. Other alternatives include 
  the use of drugged food, seduction attempts 
  on individual PCs, or, if everything else fails, 
  trumped-up charges of theft or treason to im-
  prison the PCs in the palace dungeons.
  Resolution
  If the PCs manage to defeat Nekhtra, or at 
  least foil her plans, princess Nathifa is restored 
  to the throne (as acting regent until her father 
  dies, and as queen after that). She rewards the 
  PCs with a fair amount of gold (up to 2,000 
  gp per character), and offers them positions in 
  her palace guard or as wandering agents and 
  emissaries. This can present many opportuni-
  ties for the player characters, but they will also 
  be subject to the thousand intrigues of the 
  court. Furthermore, Nathifa has many un-
  pleasant traits (although she hides them well), 
  and ultimately views the PCs as expendable.
  If the PCs fail to stop Nekhtra from per-
  forming the ritual, she and her minions 
  undergo the transformation into hybrid beasts 
  (Nekhtra herself becomes a lamia, while each 
  of her minions gains the beast-man template). 
  Nekhtra uses her new powers to control the 
  minds of the courtiers and military officers. 
  When she has consolidated her power base, 
  she captures and kills all priests of Zothur, and 
  restores the worship of the great sphinx with 
  blood sacrifice to fuel her sorceries (repeating 
  the ritual several times to create more beast-
  men). When this news reaches the Kingpriest 
  of Amenti, he will surely send his war-chariots 
  against Khadis... and the empire of Khazistan 
  will watch while the Yar-Ammonites fight 
  among themselves.
  
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  Appendix A: Cultural Archetypes
  In a typical sword and sorcery campaign such 
  as the World of Xoth, the traditional demihu-
  mans do not exist, and the majority of player 
  characters and non-player characters are hu-
  man. The following broad cultural archetypes 
  can be used to distinguish between characters 
  who would otherwise have the same racial 
  abilities.
  Savage
  Savages include warriors from the frozen 
  north and witch-doctors from the snake-
  infested jungles of the south. Savages tend 
  to have a close connection with nature, but 
  remain ignorant of many developments that 
  more civilized people take for granted.
  Savages have the following racial traits:
  +2 to Strength
  Sturdy: Permanent benefit as per the en-
  dure elements spell, and a +1 natural bonus to 
  Armor Class.
  Feral: Savages gain a +2 racial bonus to 
  Perception checks.
  Superstitious: Before attacking any super-
  natural or magic-using creature, the savage 
  must succeed on a Will save (DC 10 + half level 
  or Hit Dice of creature) or suffer a -4 penalty 
  to attack rolls against that creature until the 
  end of the encounter. Exception: If the charac-
  ter has more levels in spellcasting classes than 
  non-spellcasting classes, the character instead 
  casts spells with a +1 bonus to effective caster 
  level.
  Nomadic
  Nomads roam the empty wastes beyond the 
  civilized cities; quick to strike and bound by 
  no laws. Nomads live with their animals and 
  usually ride into battle with them; they feel ill 
  at ease without them.
  Nomads have the following racial traits:
  +2 to Dexterity
  Proud: Iron Will as bonus feat.
  Unpredictable: The character gains a “wild 
  card” feat. As a standard action, the charac-
  ter can select any feat for which he meets the 
  prerequisites. The selected feat remains active 
  for the rest of the day. After the character rests 
  for eight hours, the wild card feat slot resets to 
  empty.
  Bowlegged: Base land speed 20 ft.
  Civilized
  Savages and nomads eventually gather to-
  gether to cultivate the land, build great cities, 
  develop trade, and study medicine, mathemat-
  ics and languages. In the civilized lands dwell 
  noble knights, wise kings, and learned sages 
  — as well as greedy merchants and cunning 
  thieves.
  Civilized people have the following racial 
  traits:
  +2 to one ability score: Civilized charac-
  ters get a +2 bonus to one ability score of their 
  choice at creation to represent their versatile 
  nature.
  Educated: One bonus feat at first level, and 
  one extra skill point at each level.
  Frail: Civilized people have a -2 penalty to 
  saving throws against poison and disease.
  Enlightened
  A few great civilizations rise above others 
  and gain half-mythical status. Learned beyond 
  normal men, people of enlightened cultures 
  are builders of cyclopean pyramids and towers 
  that pierce the skies. Their magnificent build-
  ings can last forever, and likewise the flesh of 
  the enlightened ones can withstand the pas-
  sage of time like no other mortals.
  Enlightened people have the following racial 
  traits:
  +2 to Wisdom
  Uncanny: Once per day, the enlightened 
  can re-roll any dice roll, but must keep the 
  second result, regardless of the outcome.
  Also, enlightened characters who reach at 
  least 2nd level before the normal human Mid-
  dle Age (35 years) gain longevity and use the 
  following age categories instead: Middle Age 
  (100 years), Old (200 years), Venerable (300 
  years), Maximum Age (300 + 3d100 years).
  Expert Builder: Enlightened ones receive 
  a +2 bonus on Perception checks to potentially 
  notice unusual stonework, such as traps and 
  hidden doors located in stone walls or floors. 
  They receive a check to notice such features 
  whenever they pass within 10 feet of them, 
  whether or not they are actively looking.
  Conceited: Too confident in their own 
  abilities, enlightened ones often underesti-
  mate their enemies. They suffer a -4 penalty to 
  Initiative checks.
  
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  XP2: Song of the Beast-Gods
  Decadent
  Great civilizations reach their peak and 
  eventually start to decline. Such fallen empires 
  are ruled by jaded nobles, corrupt priests and 
  wicked slave-traders. Demon-worship, human 
  sacrifice and drug abuse is all too common in 
  these cultures.
  Decadent people have the following racial 
  traits:
  +2 to Charisma
  Insidious: +2 bonus to Bluff, Knowledge 
  and Stealth checks, and an additional +1d6 of 
  sneak attack damage if the character has the 
  sneak attack class ability.
  Arcane Adept: Add +1 to the DC of any 
  saving throw when casting spells.
  Corrupt: -2 penalty to Will saving throws.
  Degenerate
  The last survivors of decadent civilizations 
  start to feud over dwindling resources, or are 
  driven away by stronger cultures. Fleeing into 
  the wilderness, or deep underground beneath 
  their ruins, they start to inbreed and devolve 
  into something no longer entirely human. 
  Degenerates may outwardly resemble savages, 
  but they carry the evil taint of fallen empires.
  Degenerates have the following racial traits:
  +2 to Constitution
  Nocturnal: Degenerates can see twice as far 
  as normal humans in conditions of dim light.
  Ferocious: Once per day, when a degen-
  erate is brought below 0 hit points but not 
  killed, he can fight on for one more round as 
  if disabled. At the end of his next turn, unless 
  brought to above 0 hit points, he immediately 
  falls unconscious and begins dying.
  Unwholesome: Degenerates always have a 
  physical deformity or a mental illness, caused 
  by inbreeding, that sets them apart from other 
  humans. This unwholesomeness can never 
  be fully concealed. Degenerates suffer a -4 
  penalty on Bluff and Diplomacy checks (except 
  when interacting with other degenerates), and 
  the initial reaction of other cultural archetypes 
  will never be better than Unfriendly.
  
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  Appendix B: The Cultist Class
  The Cultist class is a variant character class 
  for the Pathfinder Roleplaying Game, based 
  on the Oracle class from the Advanced Player’s 
  Guide (APG). The Oracle class can also be 
  found at http://www.d20pfsrd.com/classes/
  base-classes/oracle
  A Cultist is a member of a religious organisa-
  tion devoted to the worship of a powerful en-
  tity, such as a god or demon. The Cultist starts 
  out as an acolyte, whose duties include studies 
  of the cult’s secret texts, as well as guarding 
  the cult’s temple and protecting its interests. 
  As he rises in the ranks of the cult, the Cult-
  ist becomes a teacher of acolytes, standing at 
  the center of rituals of worship and sacrifice. 
  Eventually, he may become high priest of the 
  cult, with full and undisputed control over its 
  temples, treasures, relics and priests.
  Class Features
  The Cultist class is identical to the Oracle 
  class, except for the differences described 
  below.
  Cult Membership (Ex): At 1st level, you 
  must select a cult. Assuming that you pass the 
  Initiation Rite (see below), you become an aco-
  lyte of the cult. As an acolyte, you receive free 
  food and shelter in the cult’s local temple, and 
  receive a +2 circumstance bonus to Diplomacy 
  and Intimidate checks in areas where your cult 
  holds power, as long as it is apparent that you 
  belong to the cult.
  At 7th level, you become a cult priest. You 
  gain Leadership as a bonus feat, with followers 
  drawn from the cult’s acolytes. You can stay 
  as long as you want in any temple belonging 
  to your cult, and you can also bring up to one 
  guest per Cultist level, who will receive basic 
  food and shelter for free. Your circumstance 
  bonus to Diplomacy and Intimidate rises to 
  +4.
  If you leave the cult, you lose all cult-specific 
  benefits, including Cult Spells and Cult Se-
  crets. If you try to join another cult, you are 
  declared anathema and no member of your old 
  cult will rest before you are dead.
  [This class feature replaces Mystery.]
  Initiation Rite: Before you can become a 
  proper Cultist, you must undergo the cult’s 
  initiation rite. This is different for every cult; 
  see the cult’s description for details. Until 
  the rite has been successfully completed, you 
  cannot use any Cultist class features, except 
  the hit dice, base attack bonus, saving throw 
  bonuses, weapon and armor proficiencies, and 
  class skills that are not cult-specific.
  At the end of the initiation rite, a sufficiently 
  high-level cult leader has the option of casting 
  a special Mark of Justice spell upon you, to 
  ensure your loyalty to the cult. This works as 
  per the spell description, except that your own 
  spells (such as Break Enchantment cast by 
  you) are always ineffective against it.
  [This class feature replaces Oracle’s Curse.]
  Cult Secret: As you advance in levels as a 
  Cultist, you learn new secrets that grant you 
  powers and abilities. At 1st level, 3rd level, and 
  every four levels thereafter (7th, 11th, and so 
  on), you select a new secret from the list of cult 
  secrets listed in the cult’s description. Unless 
  otherwise noted, activating the power of a cult 
  secret is a standard action.
  [This class feature replaces Revelation.]
  Cult Spells: At 2nd level, and every two 
  levels thereafter, you learn an additional spell 
  taught by your cult. These spells are in addi-
  tion to the number of spells given on the Spells 
  Known table. They cannot be exchanged for 
  different spells at higher levels.
  [This class feature is similar to the Bonus 
  Spells feature of the Oracle’s Mystery.]
  Cult Hierarch (Ex): At 20th level, you be-
  come the leader of your cult, with full control 
  of the cult’s temples, treasures and relics, and 
  you can command the lesser cult members as 
  you desire. As a cult hierarch, the social cir-
  cumstance bonuses you receive on Diplomacy 
  and Intimidate checks increase to +8.
  If there is already a 20th-level Cultist in your 
  cult, you must defeat him to gain your title and 
  privileges. Likewise, you must be prepared to 
  defend your position against those that rise in 
  the ranks below you.
  [This class feature replaces Final Revelation.]
  Cults
  Each cultist must choose a cult. For examples 
  of cults, and their initiation rites and secrets, 
  see the cults in the World of Xoth at http://
  xoth.net/blog and also the following page for 
  cults relevant to this adventure module.
  
  Page 23
  XP2: Song of the Beast-Gods
  The Beast-Gods of Yar-
  Ammon
  Until very recently, the Yar-Ammonites wor-
  shipped an ancient pantheon of beast-headed 
  man-gods, disturbing fragments of a lost age. 
  These gods, said to have brought knowledge 
  and wisdom to the first civilization of Yar-Am-
  mon, were usually depicted as humanoids with 
  the heads of hyenas, rams, goats, vultures, 
  and other animals. The priests of Yar-Ammon 
  often wore masks in imitation of their gods. 
  The cult consisted of several sub-cults, each 
  devoted to a particular beast, although there 
  was supposedly a secret grand hierarch con-
  trolling them all.
  The ancient practices of the beast-cults were 
  outlawed a generation ago, when the royal 
  house of Amenti established the cult of Zothur, 
  but there are many among the common folk 
  who still follow the old ways.
  Initiation Rite: Choose a patron animal, 
  and mate with it.
  Class Skills: A cultist of the Beast-Gods 
  of Yar-Ammon adds Handle Animal (Cha), 
  Knowledge (Nature) (Int) and Survival (Wis) 
  to his list of class skills.
  Cult Spells: Magic Fang (1st), Alter Self 
  (2nd), Beast Shape I (patron animal only) 
  (3rd), Shout (4th), Feeblemind (5th), Trans-
  formation (6th), Forcecage (7th), Animal 
  Shapes (8th), Canopic Conversion* (9th)
  Cult Secrets: Speak With Animals, Natu-
  ral Divination, Life Leach, Bleeding Wounds, 
  Battlecry, Resiliency, Spirit of Nature, Mantle 
  of Moonlight
  Zothur, the First One, the 
  Star-God of Yar-Ammon
  Before his death two decades ago, the High 
  King of Yar-Ammon instituted the worship of 
  an (until then) unknown god, called the First 
  One, and known variously as Zothur, Zoth-Ur, 
  or Xoth-Ur. Taking the title of Kingpriest and 
  Prophet of the First One, the king sent his new 
  priests from Amenti to all the lesser cities of 
  the land, and demanded that the old ways of 
  beast-worship be abandoned.
  Initiation Rite: Priests of Zothur must be 
  pure-blooded male descendants of the royal 
  house of Amenti.
  Class Skills: A cultist of Zothur adds 
  Knowledge (Nobility) (Int), Stealth (Dex) and 
  Perform (Cha) to his list of class skills.
  Cult Spells: Shield (1st), Hypnotic Pattern 
  (2nd), Clairaudience/Clairvoyance (3rd), 
  Dimension Door (4th), Secret Chest (5th), 
  Planar Binding (6th), Phase Door (7th), Clone 
  (8th), Gate (9th)
  Cult Secrets: Soul Siphon, Awesome 
  Display, Coat of Many Stars, Interstellar Void, 
  Lure of the Heavens, Star Chart, Arcane Archi-
  vist, Sidestep Secret
  
  XP2: Song of the Beast-Gods
  Page 24
  Order # 3X341BA6898144L
  Appendix C: New Monsters
  Embalmed Creature (CR +1)
  An embalmed creature is an undead guard-
  ian created through a lenghty mummification 
  process, during which all of the body’s major 
  organs are removed and replaced with dried 
  herbs and flowers. After this process, the flesh 
  is anointed with sacred oils and wrapped in 
  purified linens.
  Creating an Embalmed Creature
  CR: As base creature +1.
  Type: The creature’s type changes to un-
  dead. It retains any subtype except for align-
  ment subtypes and subtypes that indicate 
  kind.
  Armor Class: An embalmed creature gains 
  a +3 bonus to its natural armor over the base 
  creature’s natural armor bonus.
  Hit Dice: Change all the creature’s racial 
  Hit Dice to d8s. All Hit Dice derived from 
  class levels remain unchanged. As undead, 
  embalmed creatures use their Charisma modi-
  fiers to determine bonus hit points (instead of 
  Constitution).
  Defensive Abilities: Embalmed creatures 
  gain DR 5/- and vulnerability to fire.
  Speed: As base creature minus 10 feet.
  Attacks: An embalmed creature retains all 
  the natural weapons, manufactured weapon 
  attacks, and weapon proficiencies of the base 
  creature. It also gains a slam attack that deals 
  damage based on the embalmed creature’s 
  size, but as if it were one size category larger 
  than its actual size.
  Abilities: Increase from the base creature 
  as follows: Str +4. An embalmed creature has 
  no Constitution score; as an undead, it uses 
  its Charisma in place of Constitution when 
  calculating hit points, Fortitude saves, or any 
  special ability that relies on Constitution.
  Feats: An embalmed creature gains Tough-
  ness as a bonus feat.
  Skills: An embalmed creature gains a +4 
  racial bonus on all Stealth checks.
  Hybrid (Beast-Stitched) 
  Mummy (CR +1)
  These grisly monsters are created by the 
  beast-cults of Yar-Ammon, who exhume and 
  steal embalmed bodies of humans and animals 
  from their tombs and stitch them together us-
  ing a mix of parts from both.
  Naturally, each cult tends to use animal parts 
  from its own patron beast, so the cult of the 
  hyena-god would create hybrids of mummi-
  fied humans and hyenas, while the cult of the 
  vulture-god would use parts from embalmed 
  vultures, and so on. (The game master may 
  wish to expand the list of abilities below with 
  more abilities specific to each cult.)
  Creating a Hybrid Mummy
  Hybrid (or “Beast-Stitched”) Mummy is a 
  template that can be added to any humanoid 
  zombie, mummy or embalmed creature .
  Creating a hybrid mummy requires a Profes-
  sion (embalmer) skill check (DC 15).
  CR: As base creature +1.
  Attacks/Defensive Abilities: Hybrid 
  mummies gain special attacks and/or defen-
  sive abilities depending on which body parts 
  have been replaced with animal parts.
  A single Hybrid Mummy can have a maxi-
  mum of two special attacks and/or defensive 
  abilities. Pick the abilities or determine ran-
  domly by rolling twice on the following table:
  Roll 
  Body part (ability)
  1 
  Animal head (gain a natural bite attack 
   
  dealing 1d6 points of damage)
  2 
  Animal claws (gain two natural claw 
   
  attacks dealing 1d6 poitns of damage 
   
  and a rend special attack)
  3 
  Animal torso (gain a +4 natural bonus 
   
  to Armor Class)
  4 
  Animal legs (gain +10 feet of Speed)
  5 
  Animal tail (gain Dodge as a bonus feat)
  6 
  Animal feet (gain a pounce special attack)
  
  Page 25
  XP2: Song of the Beast-Gods
  Beast-Man of Khadis (CR +1)
  A beast-man is created by the ancient ritual 
  known as the Song of the Beast-Gods (de-
  scribed in the introductory chapter of this 
  book). The ritual transforms an ordinary hu-
  man into a stronger, more powerful creature, 
  with traits resembling the cult’s patron animal.
  In ancient times, legions of such feral crea-
  tures served the priests of Yar-Ammon more 
  or less openly.
  Creating a Beast-Man of Khadis
  “Beast-Man” is an inherited template that 
  can be added to any living, corporeal, hu-
  manoid creature (referred to hereafter as the 
  base creature). A beast-man uses all the base 
  creature’s statistics and special abilities except 
  as noted here.
  CR: As base creature +1.
  Type: The creature’s type changes to hu-
  manoid (augmented).
  Armor Class: A beast-man gains a +2 
  bonus to its natural armor over the base crea-
  ture’s natural armor bonus.
  Defensive Abilities: A beast-man gains 
  low-light vision and scent.
  Attacks: A beast-man retains all the natural 
  weapons, manufactured weapon attacks, and 
  weapon proficiencies of the base creature. It 
  also gains a claw attack that deals 1d6 points 
  of damage (assuming the base creature is 
  medium-sized).
  Abilities: Increase from the base creature as 
  follows: Str +4, Con +4, Cha -4 (minimum 1).
  Feats: A beast-man gains Power Attack as a 
  bonus feat.
  Skills: A beast-man gains a +4 racial bonus 
  on all Intimidate and Perception checks.
  
  XP2: Song of the Beast-Gods
  Page 26
  Order # 3X341BA6898144L
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wiz-
  ards of the Coast, Inc.
  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, 
  Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, 
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  The
  beyond the
  North
  COMING SOON
  ”By a route obscure and lonely,
  Haunted by ill angels only,
  Where an Eidolon, named Night,
  On a black throne reigns upright,
  I have reached these lands but newly
  From an ultimate dim Thule —
  From a wild weird clime, that lieth, sublime,
  Out of Space — out of Time.”
  — Edgar Allan Poe: Dream-Land
  Citadel
  Wind
  http://xoth.net/publishing
  
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