TEXT: 1
  Dunes of Desolation
  By Tom Knauss
  Frog God 
  Games
  
  1
  Dunes of Desolation
  Credits
  Frog  
  God 
  Games
  ©2014 Frog God Games.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
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  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
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  more information on the compatibility license.
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Walks in Single File to Hide His Numbers
  Skeeter Green
  FROG GOD GAMES IS
  Design & Author
  Tom Knauss
  Developers
  John Ling, Greg Vaughan
  Copyeditors
  John Ling, Skeeter Green
  Pathfinder Content Editors
  Erica Balsley, Skeeter Green, John Ling
  Art Director
  Charles A. Wright
  Layout and Typesetting
  Charles A. Wright
  Interior Art
  Andrew DeFelice, Chris McFann, Mike Chaney, 
  Leif Jones, Brian LeBlanc, Nate Pride
  Front Cover Art
  Artem Shukayev
  Cartography
  Robert Altbauer
  Adventures 
  Worth  
  Winning
  
  2
  Dunes of Desolation
  Introduction ......................................................................... 3
  Chapter One: A Desert Primer ...................................................4
  Chapter Two: Desert Travel ....................................................10
  Chapter Three: Desert Hazards .................................................14
  Chapter Four: Skills and Feats ...................................................23
  Chapter Five: Desert Equipment ............................................... 29
  Chapter Six: New Monsters ..................................................... 42
  Chapter Seven: Spells ..............................................................67
  Chapter Eight: Archetypes ...................................................... 79
  Chapter Nine: Faiths of the Desert .............................................91
  Chapter Ten: Child’s Play ......................................................115
  Chapter Eleven: King of Beasts ................................................132
  Chapter Twelve: My Blue Oasis .............................................. 162
  Appendix: Random Desert Events and Monster Encounters ..............187
  Legal Appendix ....................................................................191
  Table of Contents
  
  3
  In a land where the sun relentlessly bakes its sandy surface, water is king. In the desert, the life-sustaining fluid is 
  more valuable than the most precious metals, desirable gems and mightiest weapons. Most adventurers believe that 
  water’s scarcity makes the desert an inhospitable place devoid of life, riches and challenges. The incessant glare of a 
  distant, roiling inferno, the intolerable heat of day, the monotonous expanses of sand and the fierce winds are enough 
  to break the will of any man or beast, but natives and experienced adventurers know that the dunes conceal many 
  secrets and treasures. Scratch a few feet beneath the surface and the wondrous ruins of lost cities miraculously come 
  to life. Some of these settlements succumbed to the desert’s natural forces, while vengeful deities, demons or spirits 
  condemned others to an eternity beneath the dunes. Marvelous oases abounding with life and mystery also dot the 
  forbidding landscape. Those fortunate enough to discover these refuges are delighted to find fresh water, but danger 
  often lurks amid the lush vegetation or beneath the water’s surface. Those intrepid souls hardy enough to brave the 
  elements and explore the wonders of this harsh terrain are well-rewarded for their efforts.
  The desert is a stark contrast of astounding wealth and utter depravation. Those ambitious men and women 
  that rule these lands dwell in lavish palaces within the heart of bustling metropolises teeming with exotic goods, 
  peoples and creatures. They command vast armies of soldiers to wage war against each other and the land’s native 
  denizens, and great legions of servants to attend to their earthly desires. But, they are not alone in coveting the 
  desert’s wealth. Dragons, genies, sphinxes and other avaricious monsters also stake their claims to such prizes. 
  Any adventurer bold enough to do battle against such foes and vie to make his mark in this harsh environment must 
  come prepared. That is this sourcebook’s purpose — to provide PCs with the feats, equipment, magic and abilities 
  to not only survive, but thrive in the desert. Fearsome scimitars, magical hookah pipes, resistance to extreme 
  temperatures, combat prowess and arcane specialization are just some of the tools in the desert adventurers’ 
  diverse repertoire. Outwardly mundane items and extraordinary adaptations also supplement these mystical 
  wonders. Common articles of clothing such as a scarf, a headdress, a linen cloak and even a humble pair of worn 
  sandals are sometimes the difference between life and death for a desert explorer. In addition to the material goods 
  presented here, fresh ideas also abound. New faiths, philosophies and variations on existing disciplines are also 
  available to adventurers willing to expand their horizons into previously uncharted territory. In the end, those that 
  aspire to be heroes in this forbidding land need more than a few lucky dice rolls and fortuitous finds. The brave 
  souls who dare to tame this unforgiving world must rely upon their ingenuity, wits and resourcefulness to achieve 
  their seemingly impossible goal — mastery over the scorching sands.
  In addition to aiding PCs on their way to accomplishing this lofty ambition, this sourcebook also provides GMs 
  with a myriad of exciting new possibilities to challenge his players and expand upon the environment’s rich and 
  diverse history. Foremost among these are the forces of nature. The weather events tormenting this battered landscape 
  are more formidable than those found in any other biome. Oppressive heat, incessant sunlight, howling winds and 
  blowing sand do not grant respite for the weary or the unprepared nor do its monstrous denizens. Previously unknown 
  creatures and crafty predators stalk the terrain searching for new victims to add to their body count. In furtherance 
  of the desert’s unique mystique, age-old stories, proverbs, sayings and aphorisms are scattered throughout Dunes of 
  Desolation to give greater insight and understanding of the people and creatures that defy the odds and inhabit this 
  inhospitable realm.
  So read a few lines from a seductive poem; polish the side of a mysterious golden lamp; dream of a glorious night 
  aboard a magic carpet and imagine an amazing world where the impossible sometimes masquerades as the mundane. 
  In the words of a typical desert native, “there is nothing that a determined man and a loyal camel cannot do.”
  Introduction
  
  4
  Dunes of Desolation
  A Desert Primer
  For the average person, the word desert conjures the image of an 
  intensely hot, windswept landscape of swirling and shifting sand 
  dunes. The blazing sun incessantly rains waves of heat and bright 
  light down upon this desolate world. The air is fiery and dry, and 
  water is nowhere to be found. Nothing survives in this inhospitable, 
  barren wasteland. At least that is the picture that first comes to mind 
  when someone mentions the word — desert. It is certainly true that 
  deserts lack the multitude of diverse life forms found in a tropical 
  rain forest or temperate grasslands, but what desert life forms lack 
  in numbers, they make up for in hardiness and resourcefulness. 
  Its flora has adapted to an environment where water is scarce with 
  several different methodologies. Some plants grow deep root systems 
  to tap subterranean water sources. Others reduce moisture loss by 
  developing small, spiny leaves to minimize water loss from exposure 
  to the heat. The largest desert plants — and those most commonly 
  associated with this biome — survive by retaining and storing water 
  for long-term usage. Needles, thorns or a waxy coating protect their 
  vital leaves and stems against voracious plant-eating creatures and 
  evaporation from the sun’s scorching rays. Likewise, its fauna also 
  developed specialized behavioral and physiological changes necessary 
  to survive in this harsh climate. Many desert animals are nocturnal. 
  They hide underground during the hottest times of the day and emerge 
  during the significantly cooler evening and overnight hours. Others 
  have undergone radical physical changes ranging from the creation 
  of a hump to store moisture and fatty deposits, as seen in the camel, 
  to the development of larger and more efficient kidneys to process 
  water multiple times before excreting it. Life in the desert is a difficult 
  struggle, but as its inhabitants prove it is not impossible.
  But what actually makes a desert a desert? Popular notion defines 
  a desert as an extremely hot, sandy environment with little or no 
  water. This definition is part true. Certainly many deserts are hot, but 
  extreme heat does not classify a region as a desert. In fact, the Arctic 
  and Antarctic ice caps are considered by many to be the largest deserts 
  in the world, and they are the two coldest places on Earth. What the 
  polar ice caps and the arid, windswept dunes of the Sahara share is 
  a lack of precipitation. A desert is generally defined as a region that 
  receives ten or fewer centimeters of annual rainfall. In warm deserts, 
  the intense heat evaporates more water than the area receives, which 
  creates a much greater moisture deficit than cold deserts which lose 
  little moisture to evaporation, because most water exists in its frozen 
  state and temperatures rarely if ever exceed the freezing point of water.
  It is this lack of water that makes hot deserts so hot during the day 
  and much cooler at night. In a moist, temperate environment, much 
  of the sun’s energy is used to complete the evaporation process, 
  which uses light and heat energy to convert water into water vapor. In 
  contrast, the desert’s surface has no moisture, so all of the energy that 
  would normally be devoted to evaporating moisture is instead absorbed 
  directly into the ground, which increases the surface temperature. This 
  is the reason why most people often claim that “dry heat” does not 
  feel as oppressive as the same temperature in a humid environment. 
  Sweating is the human body’s natural cooling mechanism, but because 
  the air is more saturated with water vapor in a humid climate, sweat 
  evaporates at a slower rate than in a desert where the air lacks any 
  moisture. The process works in reverse at night. When the sun sets, 
  the desert cools rapidly because the dry air does not retain heat as  
  well as humid air. In addition, the water vapor created during the 
  course of the day retains heat and acts as a greenhouse gas. The desert 
  lacks any water vapor, so there is no greenhouse gas to better retain the 
  heat created during the course of the day. The heat generated during 
  the day is quickly lost once the sun sets and darkness reigns over the 
  arid land.
  Likewise, there is a common misnomer that the light colored sand is 
  predominately responsible for the desert’s intense heat, but the opposite 
  is true. Dark colors absorb sunlight, and light colors reflect sunlight. 
  This helps explain why the polar ice caps are so cold. The white snow 
  and ice reflect more sunlight and retain less heat than darker surfaces. 
  So if the desert sands were a dark color, the dry ground would retain 
  even more heat and make the surface even hotter.
  Birth of a Desert
  The planet’s surface is never static. Biomes constantly yield and 
  advance to other biomes as terrestrial, atmospheric and oceanographic 
  conditions change. A volcanic eruption can transform a lush forest 
  into woodland overnight. Areas thousands of miles away from the 
  explosion can experience drastic temperature changes, as ash and 
  soot block the sun. Even manmade activities can alter the landscape 
  as evidenced by the black blizzards that ravaged the North American 
  prairies during the 1930’s. Drought combined with unsound farming 
  practices resulted in the loss of topsoil and the spawning of vast dust 
  storms. In many ways, the Dust Bowl event is a perfect example of 
  how a desert typically forms. The lack of surface moisture, the felling 
  of wind-breaking trees and the removal of deep-rooted grasses caused 
  the fertile topsoil to dry out, loosen and then blow away as worthless 
  dust, leaving the land barren and infertile. In the absence of man’s 
  intervention, there are three major natural processes that account for 
  the creation of the world’s deserts.
  Warm air holds more moisture than cold air. This is demonstrated by 
  the fact that the two coldest places on Earth are also the planet’s largest 
  deserts. The frigid air retains little if any moisture. On the other hand, 
  the equator has the warmest air, which then rises and later cools. As 
  it cools, the warm air releases its moisture as rain around the equator. 
  As the planet rotates, and the air subsequently cools and sinks away 
  from the equator, the sun’s light and heat warms the now dry air again. 
  Because the dry air is warm again, it can absorb more evaporated 
  moisture from the surface without resulting in precipitation. The warm 
  air’s ability to retain moisture from the ground without releasing it 
  back results in the formation of a desert. This process is responsible 
  for the creation of the Sahara and Arabian Deserts.
  Tall mountain ranges are also responsible for creating some of 
  the world’s deserts. This phenomenon is known as the rain shadow 
  effect. The jet stream steers warm, moist air from the ocean onto 
  coastal regions and then drives it further inland. When the warm air 
  approaches a large mountain range, the warm air rises up the face of 
  the mountain and cools as it reaches higher elevations, which prevents 
  it from retaining as much water. The air condenses and releases rain 
  on the front side of the mountain. The now dry air rolls over the top of 
  the mountain where it once again warms as it sinks back to the surface 
  and creates a desert on the lee side of the mountain range. This process 
  is best exemplified by the desert areas east of the Sierra Nevada range, 
  such as those found in parts of California, Nevada and Arizona.
  Cold water currents play a significant role in the creation of coastal 
  deserts. Cold water is swept up from the ocean floor and pushed to 
  the surface where it cools the warm air that comes in contact with it. 
  As the warm air cools, it condenses and releases its moisture as rain 
  long before it reaches land. The dry air then arrives onshore where it is 
  warmed once again and can once again hold more moisture evaporated 
  from the surface. This process is best exemplified by the Atacampa 
  Desert in South America, which is generally recognized as the driest 
  desert on Earth though it lies adjacent to the largest body of water on 
  Earth — the Pacific Ocean.
  These natural processes are extremely slow and take extended 
  periods of time to turn previously fertile land into inert desert. Sudden 
  climate change, a major terrestrial event, such as a volcanic eruption  
  
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  A Desert Primer
  or an asteroid impact, irresponsible human activities or any 
  combination of these forces can rapidly accelerate desertification as 
  exemplified by the devastating black blizzards of the 1930s. Drought, 
  wind and deforestation are the three main ingredients to expand or 
  create a desert.
  On the other hand, it is also possible to reclaim desert land with 
  proper irrigation techniques, the reintroduction of fertile soil and the 
  introduction of plant species with deep and extensive root structures 
  to keep the soil intact. Such efforts must occur in desert lands abutting 
  fertile lands including those surrounding an oasis, and they must 
  exercise caution not to overburden the available water resources.
  Game Applications
  The creation of a desert and the reclamation of desert land present 
  several adventure possibilities. Turning vital farmland into desert by 
  magical or traditional means is sure to destroy any desert community and 
  spur them to take actions to find and stop the culprit. Likewise, a terrible 
  drought can have devastating political and economic consequences on a 
  desert kingdom. If caused by an unnatural source, such as a capricious 
  genie or a sinister wizard, the kingdom’s rulers must get to the root cause 
  of the problem to restore the natural order and save the kingdom from 
  certain ruin. Alternatively, a community may attempt to reclaim desert 
  land around an oasis only to discover that someone else had tried before 
  and inadvertently unleashed something it did not expect to find into the 
  world. A newly created oasis surrounded by date palm trees and exotic 
  fruits is sure to capture the interest and attention of the desert’s native 
  denizens looking to stake their claim to the fresh watering hole. Any of 
  these events are likely to spur action from one or more interested parties
  Desert Types
  All deserts share the common characteristic that they suffer from a 
  deprivation of rainfall, but not all deserts are the same. The traditional 
  desert of sweltering heat and vast expanses of undulating sand dunes is 
  just one type of desert. The general consensus is that there are four types 
  of deserts — the hot and dry desert, the semiarid desert, the coastal desert 
  and the cold desert. This sourcebook primarily focuses on the hot and 
  dry desert with lesser emphasis on the semiarid desert and only passing 
  references to the coastal and cold deserts. Deserts can also be classified 
  according to their geographic location and the area’s prevailing weather 
  patterns, but ultimately these variations fall into one of the four previously 
  discussed general categories.
  Hot and Dry Desert
  The hot and dry desert lives up to its name as it is generally hot 
  throughout the year with little variation in seasonal temperatures. The 
  best real world example is the Sahara Desert in northern Africa, which 
  is also the largest hot and dry desert in the world. Naturally, summer is 
  the warmest month with daytime highs routinely reaching in excess of 
  100 degrees Fahrenheit and something hitting a sweltering 135 degrees 
  Fahrenheit. Meanwhile, nighttime lows regularly drop 50 or even 75 
  degrees from the daytime high temperatures. Daytime highs during the 
  winter months are only moderately cooler. If the desert receives any 
  precipitation, it frequently occurs during the winter months. These storms 
  are short-lived but very intense dropping as much as one millimeter of 
  
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  Dunes of Desolation
  rain per minute in quick bursts. It is not uncommon for these weather 
  systems to spawn flash floods, which drain into dried stream channels 
  commonly known as wadis.
  Sand is the feature most associated with hot and dry deserts, though it 
  is not found in every desert, and on average it accounts only for 20% of 
  the desert’s surface area. Most of the desert’s sand accumulates in vast 
  sheets or seas that are shaped into dunes by the prevailing winds. The most 
  common type of dune is the crescentic or barchan dune. This crescent-
  shaped mound is formed by winds that blow only from one particular 
  direction. Over time, these dunes move across the desert as the wind 
  continually pushes the sand further in the same direction that the wind 
  blows. Other types of dunes include long sand ridges known as linear 
  dunes, pyramidal sand caps formed by multidirectional winds called star 
  dunes, and U-shaped mounds of sand referred to as parabolic dunes.
  Where sand is not present, the hot and dry desert’s soil is rocky and 
  gravely. These heavier particles remained behind when the wind blew the 
  finer grains of sand away from the surface. This granular dirt is ill-suited 
  to support the tall trees or lush grasses found in the forests and steppes of 
  the world, but it is not devoid of any flora. Low-lying shrubs and short, 
  woody trees take root in this nutrient-poor soil. These hardy plants rely 
  upon water conservation and water storage adaptations to survive. The 
  indigenous animals also adopt the same approach. The vast majority 
  remains underground during the scorching heat of the daytime hours 
  and only ventures outside after the sun sets. A few intrepid species even 
  manage to eke out an existence within the desert’s salt pans. Salt pans were 
  once salt water lakes or smaller bodies of water that evaporated over time 
  leaving nothing behind other than the water’s salt content. Regardless of 
  whether the fauna or flora makes its home among the desert’s dunes, dry 
  valleys or salt pans, survival ultimately depends upon finding water and 
  maximizing its yield for as long as possible.
  Though there is little rainfall in the hot and dry desert, water can be found 
  in isolated locations. Some rivers that originate in other locations cross 
  through the desert en route to another body of water. Rivers navigating a 
  path through the desert lose tremendous volumes of water to absorption by 
  the parched soil and evaporation from the intense heat. Because of these 
  factors, massive rivers are the only bodies of water capable of making this 
  perilous journey across the sunbaked desert and still remain largely intact. 
  Subterranean springs, rivers and reservoirs are another source of water for 
  desert inhabitants. Some are found only a few feet beneath the surface, 
  while others lay much deeper beneath the sands. Yet the oasis is the most 
  well-known and mystical source of water found in the hot and dry desert. 
  Oases are formed by underground rivers or aquifers that are forced to the 
  surface by pressure or through manmade means, such as a pump or a well. 
  When vegetation takes root around the oasis, its root systems anchor the 
  soil in place and retain more moisture. This in turn allows larger plants 
  to take hold in the fertile ground and not lose their topsoil to unprotected 
  winds or encroaching sand. The date palm tree is the plant species most 
  readily identifiable with the desert oasis. In addition to being a vital food 
  source for the oasis’ denizens, the tree’s broad leaves provide ample shade 
  to the plants beneath it, which provides some cooling relief and allows 
  the surface plants to retain more moisture from less exposure to direct 
  sunlight and cooler temperatures.
  Like all human settlement patterns, cities, towns and villages almost 
  always spring up close to a readily available water source and farmland 
  able to support food crops such as wheat and rice as well as livestock. 
  Unlike most other biomes, water is scarce throughout the desert, so the 
  areas suitable for settlement are rather limited. Most desert cities lie near 
  the mighty rivers that cut a path through the arid landscape, bringing not 
  only fresh water to the parched soil, but also deposits of silt and other 
  waterborne nutrients that the river picked up along the way. These organic 
  materials are essential for farming. A navigable waterway also offers a 
  quicker and cheaper means of transporting goods than the much slower 
  and more dangerous overland route, provided that the intended destination 
  also has a port of its own, which is rarely a certainty in the desert. Coastal 
  communities are also possible in areas near a freshwater sea. In the 
  absence of a river or other large body of water, residents may establish 
  a community in a valley, where runoff from the nearby mountains pours 
  into underground reservoirs and rivers beneath the settlement. The 
  water is then brought to the surface by pumps and wells where it is then 
  disseminated for drinking and irrigation needs.
  Hot and Dry Desert Campaigns
  On the surface, a hot and dry desert campaign appears to be the least 
  hospitable environment for adventuring. An environment with scorching 
  temperatures, incessant sunlight, swirling sands and lack of water seems 
  better suited for survival training than exploration. Yet it is these very 
  elements that give a desert campaign its unique flavor. In a world where vital 
  resources are in short supply, scarcity inevitably leads to conflict between 
  those vying to control and even exploit these precious commodities for their 
  own purposes. In the cities scattered through the desert, palace intrigues 
  abound within the royal courts and harems, as powerful men and women 
  devise and implement schemes to further their ambitions and the designs 
  of those around them. Behind closed doors, conniving genies wield their 
  influence in these affairs, seeking to carve out a bigger share of the pie for 
  themselves and those they purport to serve. Desert cities are the epicenter of 
  trade, as merchants from all corners of the world peddle their wares in the 
  city’s open air bazaars. Within these cosmopolitan marketplaces, a hundred 
  different languages, cultures, peoples and forms of currency interact and 
  change hands on a daily basis. Anything is available for the right price, and 
  thieves abound looking to pluck a neglected coin purse from the unwary. 
  Meanwhile amid the cacophony of competing bids and deals of a lifetime, 
  the common man faces a daily struggle for survival in a harsh, unforgiving 
  climate as he battles the forces of nature as well as dangerous men and 
  monsters looking for easy prey.
  In the desert itself, many wonders and riches lay buried beneath the 
  swirling sands. Though a desert explorer can travel for miles, days or even 
  weeks without happening upon another living creature, the dunes hold many 
  secrets ripe for the taking. Beneath the sands are the ruins of lost cities, towns, 
  temples and palaces that the desert reclaimed over the centuries. Legends of 
  dreadful artifacts, mountains of gold and rare oddities whisper down through 
  the ages, weaving captivating tales of love, betrayal, heroism and deceit. But 
  not all of the desert’s marvels lay beneath the sand. Rumors speak of a great 
  necropolis, a city of the dead, that stretches for as far as the eye can see hidden 
  somewhere in a remote part of the desert. An age ago, the rulers of a mighty 
  empire laid their god-kings to eternal slumber within its marbled walls. A 
  few men claim to have happened upon the glorious tombs during their desert 
  travels, but none has any evidence to prove it. Other great temples, fortresses 
  and citadels rise up from the thirsty ground and cast a long shadow over their 
  claims. They are often the strongholds of forbidden religions, great generals 
  and mad wizards, who ventured into the desert to avoid the judgmental eyes 
  of others and rule over their forsaken fiefdoms.
  Man’s creations are not the only sites worthy of mention. Beautiful 
  oases also dot the landscape providing welcome refuge for desert travelers 
  and a bounty of undiscovered treasures for those brave enough to take 
  them. Many of these bodies of water support small towns and villages that 
  serve as vital way stations for traders and merchants traversing the desert 
  sands in search of new commodities and markets for their wares. These 
  intrepid souls are an excellent source of information and adventure, as 
  they come into contact with many people from far off lands and frequently 
  require assistance to protect their goods against theft by marauders or 
  more dangerous adversaries. Experienced desert travelers know that 
  desert is not as lonely as it seems. Dark forces lurk among the dunes, and 
  those that do not keep their wits about them become easy prey.
  Semiarid Deserts
  The semiarid desert is a step down from the hot and dry desert in terms 
  of temperature and moisture levels. The best real world example of a 
  semiarid desert is the sagebrush area of the western United States. Summers 
  are still warm and dry, but the daytime temperatures average around 80 
  degrees Fahrenheit with occasional highs topping 100 degrees Fahrenheit. 
  Temperatures average around 50 degrees Fahrenheit at night. Furthermore, 
  condensation from the cooling temperatures forms dew, which is a vital source 
  of water for the native plants and animals. Because there is more moisture in 
  the ground than the hot and dry desert, semiarid deserts do not experience the 
  temperature extremes prevalent in the hot and dry desert. Rain is still a rare 
  event, but when it does occur it happens most often during the winter months. 
  The rains are brief, but torrential. Lightning strikes may also accompany these 
  thunderstorm cells, as they rumble across the land at breakneck speed.
  
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  A Desert Primer
  Semiarid deserts are less sandy than the hot and dry desert. Because 
  semiarid deserts receive and retain more moisture than their hot and dry 
  counterparts, the soil is generally firmer, more fertile and able to support 
  a greater diversity of flora and fauna. Large trees and grasses are still a 
  rarity, but shrubbery is more plentiful and varied than the hot and dry 
  desert. There is also a greater abundance of animals here, particularly in 
  the numbers of birds found in this biome. Lakes, rivers, streams, ponds 
  and underground reservoirs are still uncommon, but more prevalent than 
  in the hot and dry deserts. These bodies of water sometimes expose veins 
  of valuable metals inlaid in the surrounding rocks. It is not usual to find 
  rich deposits of copper, silver or even gold near the small streams, brooks 
  and rivers rolling over this dusty and rocky terrain.
  Semiarid Desert Campaigns
  Semiarid deserts are rough and tumble worlds populated with hard 
  men, headstrong women and fearsome monsters that stalk the trackless 
  wilderness in search of a fresh meal. Pockmarked throughout the rugged 
  hills and plateaus scarring this arid land are secret caves, hidden valleys 
  and lost mountains concealing the mysteries of bygone civilizations. 
  Some succumbed to the unforgiving environment, others fell at the hands 
  of rival states, and a few disappeared without a trace. Small towns and 
  villages with varying degrees of civil authority populate the sprawling 
  landscape, offering opportunities for would be adventurers to make their 
  mark in this world exploring the undiscovered country around these 
  settlements or defending the inhabitants against the desert’s encroaching 
  denizens or its own citizens.
  Coastal Deserts
  Coastal deserts are far less stable and more complex than deserts found 
  in interior regions. They are typically found along the edge of a continent, 
  where several natural forces including the prevailing wind patterns, ocean 
  currents and atmospheric forces converge to create this unique biome. The 
  Atacama Desert of South America is the best example of a coastal desert. 
  The weather in these deserts is extremely volatile. Violent windstorms 
  and fierce electrical storms are common during the winter months where 
  temperatures can drop well below freezing during the overnight hours. 
  In addition, ultraviolet radiation is extremely high, which makes it near 
  impossible to move about during the day without ample skin and eye 
  protection.
  Cold Deserts
  Cold deserts experience the opposite of hot and dry deserts. They have 
  brief, mild and somewhat moist summers. Winters are long and cold 
  with moderate amounts of snowfall. Most cold deserts are covered by ice 
  and snow throughout the year, so plant life is only found in those areas 
  warm enough to thaw the ice and snow and allow plants to take root. 
  Furthermore, the white blanket covering the surface reflects much of the 
  sun’s light and heat back into space, helping to keep temperatures down 
  during the daylight hours and making the overnight hours even colder. 
  Finding water is not usually difficult because of the abundant snow cover, 
  but the snow atop the cold desert’s ice sheet may have fallen to the ground 
  years or even decades earlier. The continent of Antarctica is considered 
  by some to be the world’s largest desert despite being covered by frozen 
  water.
  Transition Zones
  On a map, desert boundaries are crisply drawn and never move, but in 
  reality deserts constantly expand and contract according to the forces that 
  created them. While a desert created by the rain shadow effect is not likely 
  to expand to the other side of the mountain range that spawned it, deserts 
  bordering equatorial regions are affected by prevailing weather and 
  wind patterns. Increased rainfall within the desert or prolonged periods 
  of drought outside the desert proper can result in the desertification or 
  reclamation of land by either biome. In other words, the desert does not 
  simply end, and a lush, vibrant forest of tall trees and abundant vegetation 
  abruptly springs up next to it. Instead, there is a transition zone between 
  the arid or semiarid desert and the tropical or temperate forests. This 
  transition zone is commonly known as the steppe.
  Steppes are grassland plains with shrubs and few trees. This biome is 
  too arid to support vast forests of towering trees, but it is moist enough to 
  allow grasses to take root and hold the topsoil in place. The best real world 
  examples of this ecosystem are the steppe plains of Mongolia, which 
  border the Gobi Desert in Asia, and the prairies of the central United 
  States and western Canada. Grasslands are also found along the banks 
  of great rivers and river deltas that navigate a path through the desert. 
  The moisture absorbed into the soil from the river is sufficient to support 
  grass, shrubs and vital grains like rice and wheat. Though not specifically 
  categorized as a steppe, the Nile River and the Nile Delta are examples 
  of this ecosystem as they border the Sahara Desert. Steppes provide 
  neighboring desert peoples with crucial agricultural and water resources 
  to sustain life in their harsh environment.
  Water
  Water is the desert’s most valuable commodity. A pound of gold, silver 
  or precious stones is worth less than a few drops of the life-sustaining fluid 
  on the tongue of a thirsty man. Water is the mother of all civilization in 
  the desert. Cities, towns and villages cannot exist without a reliable source 
  of water nearby. It draws political boundaries as competing factions vie 
  to discover new and secure existing sources of water while overseeing its 
  distribution to their thirsty subjects. It shapes the desert’s economy as vital 
  trade routes follow its path through the unforgiving landscape, enabling 
  the desert’s inhabitants to exchange goods with people from distant lands 
  and forge commercial and social bonds that would never exist otherwise. 
  Water is the force that binds the desert and its inhabitants together.
  Rivers and Lakes
  Most large desert cities exist because of an easily accessible and 
  sustainable body of water. Rivers and lakes are the most readily apparent 
  and abundant water supply in the desert. Their banks are the most fertile 
  tracts of land found in the desert, enabling important food crops including 
  wheat, rice and other grains to thrive in this warm and moderately moist 
  environment. Grasses and low shrubs also grow well in this soil and can 
  extend miles inland. Desert rivers typically originate from somewhere 
  beyond the desert’s borders. For example, the Nile River originates in 
  distant Lake Victoria and carves a path through portions of the Sahara 
  Desert before emptying into the Mediterranean Sea. Others begin outside 
  The Old West
  Though this sourcebook focuses on adventuring in the hot and 
  dry deserts popularized in the great Arabian works of fiction and 
  its rich history, there are also several elements of the American 
  Old West in this sourcebook. A campaign based upon this era of 
  history is best-suited for the rugged environment of the semiarid 
  desert, which includes much of the western United States. Several 
  new monsters introduced in Chapter 6 draw inspiration from 
  Native American myths and legends, and there is one example 
  of the archetypical undead gunfighter, the loathsome desperado. 
  All of these creatures are easily includible in an Arabian inspired 
  setting without any changes with the exception of the desperado. 
  For GM’s that want to include the desperado, but want to eliminate 
  firearms from their campaigns, we recommend changing the 
  creature’s weaponry to a repeating hand crossbow and altering 
  some of the flavor text to eliminate references to the American 
  Old West.
  
  8
  Dunes of Desolation
  the desert, but lack a sufficient volume of water to endure the long trek 
  across the sands. The intense sunlight, blistering heat and thirsty soil 
  take their toll, as evaporation and absorption bring the river’s journey to 
  an end within the desert. Waterways that originate within the desert are 
  usually short-lived, stretching out for several miles before petering out 
  and yielding to the desert sands. In some circumstances, the river may 
  divide into many smaller tributaries, turning vast areas of desert land 
  into arable farmland. These regions are known as deltas. Most are small 
  covering several hundred square miles, but an extremely large delta, such 
  as the Nile Delta can cover an area of 10,000 square miles. Naturally, an 
  immense delta or a large river is the easiest body of water to locate in the 
  desert. With grasses stretching for tens or even hundreds of miles from 
  the water itself, desert travelers can follow the trail of plants and animals 
  to the water source. In addition, most of the desert’s population takes up 
  residence within or alongside these fertile grounds. Civilization always 
  leaves its unmistakable mark on the land. Roads, way stations, and other 
  manmade structures all eventually lead to a source of water.
  Oases
  Most deserts lack such obvious sources of water, so inhabitants must 
  look elsewhere to find the precious commodity. Mighty rivers and massive 
  lakes reveal telltale signs of their presence, but smaller bodies of water 
  leave only subtle clues to their existence. The most famous and celebrated 
  of these is the legendary oasis. Oases are formed by the collaboration of 
  several phenomena. As a rule, water sinks to its lowest level. Water from 
  higher elevations descends through permeable materials, such as sand, 
  and literally hits rock bottom, which is normally a layer of bedrock or 
  stone that traps the water and prevents it from seeping deeper into the 
  ground. This layer of subterranean water is known as the local water table. 
  It is the same scientific principle seen while digging a hole in the sand on 
  a beach. Even though the waves do not reach the hole, water fills it when 
  its depth reaches a certain level. The same concept applies in the desert.
  Erosion is the next ingredient needed to create an oasis. Over time, 
  wind and the desert’s occasional torrential rains erode the sand cover and 
  create a depression in the ground. When the depression reaches the depth 
  of the local water table, the hydraulic pressure forces the water to the 
  surface and gives birth to an oasis. Moisture seeps into the surrounding 
  soil and is ready to support plant life. As local insects, animals and birds 
  discover and frequent the watering hole, they bring seeds and other life-
  giving materials with them. Humans are rarely far behind, and they too 
  contribute to the oasis’ biodiversity by planting date palm trees, other 
  fruit-bearing trees and edible plants and grains at the site. The oasis 
  becomes the hub of activity for the local residents, humans, animals and 
  monsters alike.
  Finding an oasis in the open desert is a much more difficult proposition 
  than discovering a much bigger river or other large body of water and 
  its surrounding environs. Though the largest oases can encompass an 
  area of up to fifty square miles, most are significantly smaller. Locating 
  a one square mile oasis in a ten thousand square mile area of sand and 
  gravel seems like a fool’s quest, but seasoned desert travelers are up to the 
  challenge. Experience and intuition guide them on their way.
  Several clues can lead the desert traveler to an oasis. Wildlife is an 
  excellent source of information about the nearest watering hole. Though 
  they leave no tracks, birds are the easiest creatures to spot and hear in the 
  desert skies, and they are a reliable indicator of an oasis’ location. Birds 
  typically fly to and from the oasis in the early morning and late evening 
  hours, so intrepid adventurers rise before dawn and await the sun’s first 
  light to catch a glimpse of passing birds and follow them towards water. 
  Land animals also provide valuable insight about an oasis’ location, 
  but spotting them is somewhat more challenging. Most desert animals 
  are active only at night, when the desert is much cooler and pitch black. 
  Furthermore, a bird flying overhead may be visible from several miles 
  away, while a small animal traversing through the undulating dunes may 
  be visible from only 100 feet away or even less. So finding a small target in 
  the darkness presents many more problems than finding an airborne target 
  in broad daylight. Still, a skilled tracker can pick up a trail of footprints 
  or a fresh scent leading him and his party towards an oasis. (Chapter 4 
  discusses how to use various skills to accomplish these tasks.) Plants and 
  humanoids are the final pieces in this puzzle. Date palm trees can soar 
  up to 75 feet above the desert’s surface, allowing observers to spot the 
  distinctive trees from a fair distance away depending upon the intervening 
  terrain. Trade routes often spring up close to oases as well, so the telltale 
  evidence of a desert caravan passing through the area is a sure sign that 
  the trail leads to or from an accessible water source capable of sustaining 
  a large group of people and their domesticated animals. In many respects, 
  oases are the refilling stations of the desert. All traffic in the open desert 
  eventually leads to or from one.
  Other Locations
  Finding water on the desert’s surface is difficult enough, but locating 
  it underground or in unusual places is even tougher. Fortunately, the laws 
  of nature are constant and universal. Water still sinks to the lowest point 
  even if that means seeping underground. The most obvious subterranean 
  location is beneath the surface of a dried river bed or channel. Deserts see 
  little rain, but the rare thunderstorms that roll through the desert unleash 
  torrential rains in a condensed period of time. Though it seems like an 
  oxymoron, the deluge of water triggers flash floods, which collect in 
  channels known as wadis. Once the rains end, the parched land and the 
  blazing sun reclaim the water, but moisture sometimes lingers a few feet 
  below the surface. Like oases, wadis form in the lowest elevation in the 
  area, but they are still higher than the local water table so the water is not 
  forced up to the surface like an oasis. Accessing the water found beneath 
  a wadi requires some digging, but it is a serviceable, short-term source of 
  drinking water, if it exists beneath the channel.
  Similar to wadis, underground rivers and aquifers are another source 
  of water commonly used by city engineers and planners to provide 
  a consistent water supply to a planned development. Unlike oases and 
  wadis, subterranean water reservoirs are not visible from the surface and 
  also require the use of a well or a pump to bring the water to the surface. 
  Because of this limitation, reliance upon an underground water supply 
  is not feasible at higher elevations. Water sinks to its lowest level, so a 
  settlement atop a hill may have to drill a well several hundred feet deep to 
  reach an underground aquifer, if one even exists at the site. To avoid this 
  pitfall, engineers prefer building most cities and towns dependent upon 
  a subterranean water network in a low-lying area, most typically at the 
  bottom of a valley surrounded by large mountains. This location solves 
  several logistical problems. Because of its low elevation, the local water 
  table is much closer to the surface than at a higher elevation, so residents 
  do not have to dig deep into the earth to reach water. In addition, water 
  runoff from the mountains drains into the valley, which confines the water 
  runoff from a larger area into a smaller space thus resulting in a higher 
  concentration of water. Furthermore, it is also likely that a non-permeable 
  layer of bedrock rests beneath the valley, forming the equivalent of a 
  giant, natural pool to collect water from all available sources. Other than a 
  large, sustainable oasis, aquifers are the only other feasible option to meet 
  the water demands of a sizeable city or town.
  Alternate Water Sources
  Humans are accustomed to drinking water in its usual, liquid form, but 
  when faced with breaking conventions or dying from thirst, desperate 
  times call for unconventional methods. In the absence of an oasis, wadi 
  or an accessible aquifer, desert travelers rely upon water derived from 
  the pulp of certain desert plants and condensation to survive. (Chapter 
  4 discusses the skill checks needed to safely gather water from these 
  sources.) The majority of desert plants evolved water conservation 
  adaptations rather than water storage adaptations to survive the desert’s 
  hot and arid climate, but some developed thick, waxy stems to retain 
  moisture and inhibit evaporation. Cacti are the most recognizable example 
  of these plant types. Unfortunately, cactus juice tastes awful at best and 
  is poisonous at worst. In addition, gaining access to the plant’s juicy pulp 
  requires the use of a cutting implement to hack through the hard, outer 
  stem, which is also covered by sharp needles. Cacti and related plants may 
  be found in hot and dry and semiarid deserts, but they are more prevalent 
  in the latter biome.
  
  9
  A Desert Primer
  Condensation refers to the end result of water vapor reverting to its 
  liquid state, which is commonly referred to as dew. The process occurs 
  when air reaches its maximum saturation level, which is known as relative 
  humidity. Dew generally occurs in the overnight hours, when the air 
  temperature drops and air contracts. Because cool air holds less moisture 
  than warm air, the excess moisture built up during the course of the day 
  becomes water once again. When the sun rises and the air reheats, dew 
  reassumes its gaseous state. It would seem improbable that dew would 
  form in an arid environment, but the temperature decrease from the 
  desert’s daytime high to its overnight low is dramatic enough to spur the 
  transformation. Dew collects only on solid surfaces, so veterans of the 
  sands leave cool, flat objects out in the open overnight, hoping to collect a 
  few precious drops of dew. Dew must be harvested just before dawn, as it 
  evaporates extremely quickly under the glare of the hot, desert sun. Even 
  under ideal conditions, it is difficult to collect enough condensation to 
  meet a human’s daily water intake requirements, but it is enough to stave 
  off dehydration for a short time.
  As a measure of last resort, many people assume that it is safe and 
  even advisable to drink one’s own urine to avoid dehydration. Though it 
  is sterile, absent an underlying infection, undiluted urine contains high 
  concentrations of salt and minerals that the body wants to excrete rather 
  than retain. Returning those contaminants to the body requires the kidneys 
  to flush them out again, which consumes more water in the process and 
  makes the person ingesting it even more dehydrated. (Chapter 3 discusses 
  the possible repercussions that may result.) In other words, drinking one’s 
  own bodily waste creates more problems than it actually solves.
  Availability
  Even the most seasoned, knowledgeable and resourceful desert traveler 
  cannot find water that is not there. Though it is possible to gather dew 
  almost anywhere in the desert, coming upon an oasis, wadi or aquifer in an 
  open expanse of desert is a much less certain prospect. (Rivers and lakes 
  are not listed because they are generally large enough to appear as specific 
  locations on a desert map.) The following water availability tables give the 
  percentile chance of there being a source of water within a 1,000 square 
  mile area based upon the desert type and season. A 1,000 square mile area is 
  roughly equal to an area thirty-three miles wide by thirty-three miles long. 
  PCs with a maximum speed of 20 feet can traverse this distance in two 
  days. (Tables are presented only for the hot and dry desert and the semiarid 
  desert.) A particular area may contain multiple sources of water even those 
  of the same type, so the GM should note what water sources are available in 
  this area and continue rolling on the chart until his roll results in “no water.” 
  If the GM’s initial roll indicates that there is no water present in the area, 
  there is no need to make additional rolls on the table. Presented below are 
  the tables for the hot and dry desert with the season along the horizontal axis 
  of the chart, and the available water type on the vertical side of the table.
  Though a body of water may exist in a particular location that does not 
  mean the PCs stumble upon it. The table only indicates that there is water 
  to be found in the area, if the PCs succeed at finding it. When the GM 
  determines that a source of water is present within a 1,000 square mile 
  area, he may randomly determine its distance and direction from the PCs 
  when they first enter the area. In general, the PCs are always presumed 
  to be moving forward, (unless they are lost), and the maximum distance 
  that they may travel within that area is approximately 46 miles, if they 
  were to travel in a straight line from one corner of the grid to the opposite 
  corner. However, those instances should be rare, so it is recommended 
  that the GM roll 2d20 for each water source to determine how many miles 
  away it is from the PCs, and roll 1d12 to determine a random direction 
  in a 180 degree arc in front of the PCs. Knowledge (nature), Knowledge 
  (geography) and Survival are the key skills needed to locate water in the 
  vast expanse of the desert. The DCs needed to succeed at each skill check 
  depends upon the circumstances of the situation. In addition, the water 
  availability table does not include water found in human settlements, 
  which may also be located by succeeding on various skill checks. Cities, 
  towns, villages and way stations are presumed to have an ample water 
  supply to meet the PCs’ needs.
  Available Water in a  
  Hot and Dry Desert
  Water 
  Source
  Spring
  Summer
  Autumn
  Winter
  Oasis
  0–3
  01–03
  01–03
  01–03
  Wadi
  04–10
  04–06
  04–08
  04–12
  Aquifer
  11–15
  07–09
  09–12
  13–18
  Plants
  16–21
  09–12
  13–17
  19–25
  No 
  Water
  22–00
  13–00
  18–00
  26–00
  Available Water in a  
  Semiarid Desert
  Water 
  Source
  Spring
  Summer
  Autumn
  Winter
  Oasis
  01–08
  01–06
  01–07
  01–09
  Wadi
  09–17
  07–11
  08–14
  10–20
  Aquifer
  18–26
  12–16
  15–21
  21–30
  Plants
  27–34
  17–22
  22–28
  31–40
  No 
  Water
  35–00
  23–00
  29–00
  41–00
  
  10
  Dunes of Desolation
  At first blush, the idea of traveling through the desert seems like a 
  fool’s errand. The blinding sun, the withering daytime heat, the chilly 
  evenings, the endless stretches of trackless terrain and the scarcity of 
  food and water conspire to make it appear as a hopeless endeavor. But 
  man and beast alike adapted to this challenging environment and devised 
  methods to overcome these imposing obstacles. Through a combination of 
  perseverance and ingenuity, it is possible, but still arduous and dangerous, 
  to forge a path across the unforgiving sands to reach a far off destination.
  Though man has found ways to venture through this harsh landscape, 
  the first question that arises is — why. Why bother to traverse the burning 
  sands? What reward could possibly be waiting on the other side? The 
  hardiest desert travelers scratch out an existence as nomads, wandering the 
  dunes in search of enough food and water to sustain themselves and their 
  livestock. But these souls are the exception as the vast majority of desert 
  explorers make the perilous trek across the desert for commercial reasons. 
  Trade is the desert’s lifeblood. The natural forces that shape the desert 
  often place it between exotic ports of call on one side and landlocked 
  civilizations on the other. The overland route across the scorching sands 
  frequently is the only means of transporting vital goods from one location 
  to the other. In addition to importing and exporting commodities from 
  neighboring areas, the desert also boasts its share of valuable products. 
  Frankincense, myrrh and exotic spices are common plant-based materials 
  found in and around desert biomes. Gold, silver, copper and other precious 
  metals are found in the streams and river beds of many semiarid deserts. 
  Sadly, many desert cultures also engage in the despicable business of 
  human trafficking. In most cases, young boys and girls are torn from their 
  families and sold to the highest bidder to serve as slaves or prostitutes. 
  Whether legal, illicit or immoral, like most inventions the means and 
  methods of traveling through the desert arose out of economic necessity 
  more than any other factor.
  Roads
  The foundation of every great civilization does not rest on the 
  cornerstones of its templeS, palaces and outer walls, but on the 
  cobblestones and well-worn paths that comprise its roads. The ancient 
  adage that “all roads lead to Rome” is indicative of this philosophy. 
  Roads connect people, places and ideas to one another far more than 
  grandiose structures and rampaging armies. They allow goods, services 
  and even information to travel great distances in a relatively fast, safe and 
  reliable manner. If traders were left to constantly forge their own routes 
  across the desert, many would fail in the journey by succumbing to the 
  unforgiving, natural obstacles or fall victim to the cutthroats, thieves or 
  monsters. Merchants would quickly go out of business if their shipments 
  kept getting lost or stolen instead of arriving at their intended destination. 
  Trade would dry up, commerce would come to a screeching halt, and the 
  desert’s largest cities and towns would fall into ruin without the constant 
  influx of fresh coins and essential goods from distant lands. It is hard to 
  imagine any type of desert civilization without a network of roads linking 
  them together.
  For these reasons, political leaders, mighty generals and commercial 
  interests combine forces to build and maintain a secure highway system 
  across the desert. But desert engineers face a different set of challenges 
  than those constructing roads in forested and non-arid environments. 
  Desert road builders do not need to fell trees, ford waterways or in most 
  instances circumvent mountains like their more conventional counterparts 
  do. Instead, roads through the barren dunes and swirling sands must 
  trace a path in close proximity to the desert’s most valuable commodity 
  — water. Every living creature that walks along the road eventually 
  needs to stop for food and more importantly, for water. But water does 
  more than just satisfy the hydration needs of parched desert travelers 
  and their entourages. The life-sustaining fluid forges a crucial economic 
  relationship between the merchants, caravans and desert travelers who 
  journey on the roads, and the people that live in the cities, towns and 
  villages that sprang up around the supply of water. The local residents 
  provide travelers with necessary goods and services, including food, 
  shelter, clothing, supplies and products purchased from other passing 
  traders. In exchange, travelers spend money and trade goods within these 
  communities, infusing coins and commodities into the local economy. The 
  caravansary is the most direct example of this relationship. These small 
  roadside way stations exist solely to meet the needs of caravans passing 
  through the area. They frequently consist of an inn to shelter travelers, a 
  shop to feed and equip caravans, a water supply and a secure, grazing area 
  for feeding pack animals. The caravansary’s few permanent residents live 
  here for the sole purpose of meeting the needs of travelers passing through 
  the area. Without roads, caravansaries and other desert settlements would 
  be entirely self-sufficient, and travelers would have to blindly forage 
  throughout the countryside searching for food and water.
  The following tables represent the percentile chance of encountering a 
  settlement while traveling on the highway or road in a hot and dry desert 
  and a semiarid desert. (Cities are not included on the table, because they 
  are large enough to generally appear on a map of the immediate area.) The 
  “Movement” section of Chapter 7 of the Pathfinder Roleplaying Game 
  Core Rulebook indicates that creatures can travel without impediment on 
  a highway through the sandy desert and at half speed on a road. These 
  restrictions on movement apply to passing across or through sand dunes. 
  Movement across rocky and gravely terrain found in the desert should be 
  treated as if the PCs were moving across plains instead of sandy desert. 
  The GM should consult the table every 24 miles, which is the amount 
  of ground that an unencumbered man can cover in a single day on the 
  highway. Naturally, creatures that move faster than 30 feet may require 
  the GM to consult the table more than once over the course of the day, and 
  those that move slower may roll on the table every other day instead. The 
  GM should make only one roll for each 24 mile interval.
  Table 2–1: Settlement in Hot and Dry Deserts
  Settlement Type
  Percentage Chance of Presence
  Caravansary
  01–25
  Village
  26–35
  Town
  36–40
  No Settlement
  41–00
  Table 2–2: Settlement in Semiarid Deserts
  Settlement Type
  Percentage Chance of Presence
  Village
  01–30
  Town
  31–50
  No Settlement
  51–00
  Villages and towns are more common in semiarid deserts, making 
  caravansaries unnecessary.
  Constructing and Maintaining Roads
  The conventional road is a paved or cobblestoned surface in and around 
  a civilized area or a beaten-down path of bare earth that has been carved 
  out of the surrounding wilderness. Desert roads are much different. They 
  are more akin to a guide than a clearly, delineated map. They consist 
  of identifiable markers set at varying intervals along the route to lead 
  travelers in the right direction. The fierce winds and shifting sands render it 
  impossible to actually resurface the ground with cobblestones or maintain 
  Desert Travel
  
  11
  Desert Travel
  a surface of bare earth easily distinguishable from the surrounding terrain. 
  The harsh and ever-changing landscape necessitates road markers that 
  can withstand the forces of erosion and tower above the desert floor, as 
  they guide travelers on their way. Tall steles standing as high as 30 feet 
  above the ground and constructed from hard stone commonly serve as 
  road markers. Engineers may also incorporate natural rock formations or 
  other easily distinguishable terrain features, such as a canyon. Despite 
  every effort to create a uniform path across the sands, desert roads are 
  always more amorphous than traditional roadways. In fact, two different 
  people can easily follow a desert road, and yet their steps may never cross 
  one another’s. Still, road planners must exercise judgment when deciding 
  where and how to carve a safe passage through the desert. As previously 
  mentioned the availability of water is a crucial factor in this decision, but 
  other considerations must also play a role in these decisions. Whenever 
  possible, desert roads avoid steep inclines or sharp descents, as these 
  features are physically taxing when ascending a gradient and hazardous 
  for vehicles when coming down the other side. Unstable mounds of sand 
  also wreak havoc on wagons and other vehicles with wheels, so designers 
  avoid passing through areas with undulating dunes and dense layers of 
  sand. The loose grains cannot support the vehicle’s weight, which makes 
  the wheels sink below the surface causing a significant loss of traction. 
  Because of these factors, desert roads are more than straight lines from 
  one water supply to another. They are carefully planned and cleverly 
  devised arteries that make the best use of the landscape they are given.
  Over time, even the best designed roads succumb to the natural forces 
  working against them. Sand dunes constantly move, wind batters road 
  markers, torrential rains wash flood waters into low-lying elevations and 
  the actions of living creatures all conspire against the road’s longevity. 
  Combating these elements is a constant battle that requires money and 
  manpower. The most common way of raising the coin needed to perform 
  this undertaking is to charge a toll to anyone using the road. Tolls are 
  usage fees collected by a governmental or private authority to pay for the 
  road’s upkeep. The toll collection site may be as elaborate as a garrison 
  of armed soldiers to as simple as a crude, undersized booth manned 
  by a single person. Naturally, because the toll collection site is a fixed 
  location, it makes little sense to place it in a location that makes it easy 
  to circumvent the toll collection site and return to the road in short order 
  for free. Road builders take great care to strategically locate toll booths 
  at locations that make it very difficult to evade the toll. For instance, the 
  toll may be situated at the mouth of a ravine, which would require anyone 
  trying to circumvent the toll to go miles out of their way to get around 
  the toll or climb up a steep mountain face to find an accessible passage 
  through the mountain.
  Tolls in a Campaign
  Toll collection can be a lucrative business, and money always attracts 
  the interest of thieves. Some work on the inside, skimming cash from 
  their employer and pocketing the ill-gotten gains for themselves. Others 
  plan daring heists against vulnerable toll collection sites, often with some 
  help from someone on the inside. A few robberies are works of depraved 
  genius that net a score far beyond the thieves’ wildest dreams, but the 
  vast majority of thefts devolve into folly before they even get underway. 
  In addition to directly targeting toll collection sites, robbers also target 
  couriers transporting toll proceeds from the collection site to the 
  individuals or entity operating the toll booth. These couriers are always 
  accompanied by a contingent of armed men also employed by the booth’s 
  operator. The savviest larcenists know that a group of men traveling across 
  open country is much more vulnerable to attack than those same men 
  fending them off from the relative safety of a fortified position. Planning 
  an assault against an armed group of men requires careful study of the 
  target and extensive familiarity with the terrain. An experienced thief 
  needs to know the armed contingent’s size and strength and its planned 
  route to aid in determining how and where to assault the target. A group of 
  men on horseback are a formidable force on flat, gravely terrain, but they 
  are far less effective traversing a narrow, sloping path through a ravine 
  replete with rocky overhangs ideal for concealing archers. In game terms, 
  
  12
  Dunes of Desolation
  PCs may find themselves on either side of this cat-and-mouse game. The 
  toll operators may hire the PCs to defend their shipment against would 
  be robbers. Alternatively, the PCs themselves may stage the robbery. 
  Transporting large sums of money across the desert offers a wealth of 
  adventure opportunities for PCs looking to make a name for themselves 
  on either side of the ledger as good guys or bad guys.
  Traveling Desert Roads
  Only the bravest adventurers stray from the relative security afforded 
  by desert roads and blaze a new trail across virgin sands. There are many 
  incentives for desert travelers to remain on the road rather than go off 
  course and wander across open terrain. Most importantly, roads offer 
  the promise of supplying food, water and other basic needs to passing 
  travelers along the way, but there are other benefits. At any given time, 
  hundreds and possibly even thousands of people and animals may be 
  traversing the desert’s network of highways. The constant flow of men 
  and beasts provides reassuring comfort that no one is truly alone as 
  long as they remain on the road. The commonly held belief that there is 
  greater safety in numbers rings true from the experience of most desert 
  travelers. Opportunist animal predators prefer zeroing in on a lone 
  target rather than attempting to bring down multiple creatures. Noise 
  and light frequently scare such hunters away or at least keep them at 
  bay until one or both die down. The road offers the prospect that help 
  or aid may be just a few paces or a shout away. As in a modern city, 
  traveling in the company of others along a well-traveled street offers 
  less opportunity for criminals to ply their craft unnoticed or without fear 
  of apprehension than walking alone through a dark, isolated alleyway. 
  In addition to the logistical and psychological advantages of road travel, 
  there is a commonly accepted principle among many desert peoples 
  that roads transcend political boundaries and offer safe passage through 
  neighboring jurisdictions. This perception exists because even the 
  desert’s most xenophobic tyrant realizes that their kingdom would cease 
  to exist without trade. Any government audacious enough to restrict the 
  free flow of goods across its borders is guaranteed to elicit the ire of its 
  neighbors and may even lead to war between the competing states. Safe 
  passage though is not without its limits. Tolls are an accepted practice in 
  most desert kingdoms, and states are free to confiscate contraband from 
  passing merchants and arrest the offenders. Illegal drugs top the list of 
  illicit materials seized in manner, but restricted goods run the gamut from 
  banned books to destructive wildlife. Though it seems foolish to attempt 
  transporting illegal goods with the likely prospect of being searched and 
  possibly discovered, the alternative can be much worse. Experienced 
  smugglers know that it is better to forfeit one’s goods than one’s life. 
  When caught in the act of smuggling on the road, a substantial bribe 
  may buy one’s freedom. On open ground, border guards operate under 
  the principle of kill first and ask questions later. In their minds, anyone 
  sneaking around or acting suspicious must be committing a crime. In 
  the end, the smuggler must choose which he values more — money or 
  his life. Not surprisingly, the most experienced and oldest smugglers opt 
  for the latter. In fact, the decision whether to remain on the road or veer 
  off of it comes down to the same consideration even for those who have 
  committed no offense.
  For most desert travelers, it is more advantageous to remain on the road 
  than deviate from it, but it is not foolproof or without charge. Tolls lighten 
  the coin purses of passing merchants, which generates a fair amount of 
  grumbling in many circles. After a few rounds of mead, some miserly 
  businessmen even question whether it is worth the cost until they regain 
  sobriety. The musings of drunkards rarely make sense, but there are in 
  fact some instances where the benefits of road travel can be perceived as 
  detriments. Though noise, light and numbers may fend off some predators, 
  these elements attract the interest of monsters and highwaymen, which are 
  not as easily frightened as wild animals. Over time, animals, men and 
  monsters alike come to realize that the road provides a consistent and 
  steady stream of victims that given the right circumstances may be ripe 
  for the taking. These creatures share many of the same water supplies as 
  the roadside settlements, which brings them into increased contact with 
  passing travelers and residents alike. Numbers grant safety, but they also 
  garner attention.
  Modes of Travel
  The fastest mode of travel is usually the best method, but the desert 
  relishes bucking conventional wisdom. Horses are the fastest and most 
  commonly ridden domesticated animal. They can sprint at blistering 
  speeds and cover tremendous ground in a single day. Camels, on the 
  other hand, are slower, unrulier and much dirtier than their sleeker and 
  majestic counterparts. There would seem to be no debate as to which 
  animal is better suited for desert transport, yet an old desert adage 
  sums up the situation best. “A horse may win the race, but the camel 
  is the only one standing at the race’s end.” The aphorism expounds on 
  the camel’s incredible durability and its unchallenged ability to travel 
  vast distances without stopping for water. Every human settlement in 
  the desert was built on the camel’s back. Without the hauling capacity 
  of this remarkable animal, few desert goods would fill the shelves of 
  distant markets.
  Camels
  Desert travelers use camels for two primary purposes — riding 
  and shipping. Like the horse, riding camels are a luxury beyond the 
  economic means of the common man. In many large desert cities 
  and towns, riding camels are a status symbol among the elite. Those 
  traveling in such circles are judged not only by the number of camels 
  they own, but by their quality. Size, demeanor and coloration are 
  desirable traits, yet these features all pale in comparison with the most 
  prized quality — speed. Unlike subjective traits, there is an easy way 
  to settle the debate of who owns the fastest camel — a race. Men and 
  women of power crave competition, and few contests rival the thrills 
  generated by several tons of flesh and bone barreling down a dusty 
  racetrack at breakneck speeds. The throngs of spectators watching the 
  event share in the excitement of the festivities, as huge sums of money 
  change hands amongst the betting public. Yet, beyond the public 
  spectacle, riding camels are the preferred means of travel across the 
  desert for those that can afford it. Depending upon the terrain, a riding 
  camel can traverse a distance of forty miles in a single day without 
  risking overexertion. In addition to its rider, the camel can carry 
  sufficient food and water to meet the rider’s and the camel needs for 
  two weeks of desert travel without any impediments to its movement. 
  A dire camel, a larger version of its smaller cousin, is prized for its 
  significantly greater carrying capacity and combat abilities. They 
  are the mount of choice among desert cavalry officers, because they 
  offer increased size, strength and attack abilities without sacrificing 
  speed. Desert nobility frequently ride atop these proud creatures at 
  public events to flaunt their wealth and power. Whether used for 
  transportation, racing or military purposes, riding camels move people 
  from one place to another across the desert.
  Camels unsuited for racing, combat, or display serve a less grandiose, 
  but far more important role in desert society. Nearly every product 
  sitting on the shelves in the bustling bazaar of a large city or on an 
  open-air stand in a small village made its way to the market on a camel’s 
  back. These sturdy, reliable work animals provide the only realistic and 
  affordable means of shipping goods through this brutal and unrelenting 
  terrain. To maximize their carrying capacity, the camel’s owner or 
  handler walks alongside the animal rather than ride atop it, allowing it 
  to haul larger loads than if mounted. Because the camel cannot travel 
  faster than the man standing next to it, camel owners happily sacrifice 
  speed in exchange for holding more weight. A fully encumbered camel 
  can handle a load of 600 to 900 pounds, which is placed in saddle bags 
  custom fitted for each individual animal. Camels are rarely given the 
  task of drawing wagons or carts across the desert, because such vehicles 
  often get bogged down in deep layers of sand.
  Some camels and their masters make the sojourn across the desert 
  alone or in small groups, but the overwhelming majority of camels are 
  part of a much larger group known as a caravan. The average desert 
  caravan numbers roughly 1,000 camels accompanied by a few hundred 
  men. The largest caravans can exceed 10,000 camels and a few thousand 
  men. Though caravans travel in tight formations across the scorching 
  sands and gravel, a typical caravan still stretches for several miles 
  making them vulnerable to attacks from predatory animals, monsters or 
  
  13
  Desert Travel
  bandits. All large caravans include a retinue of armed soldiers to defend 
  them against such transgressions, but losses are inevitable. Caravans 
  are self-sufficient in some regards, but they are ultimately dependent 
  upon the desert’s highway system to navigate a relatively safe path 
  across the dunes and meet the food and water demands of its men and 
  animals. As the caravan nears towns and villages further up the road, 
  the drivers dispatch runners several miles ahead of the main group to 
  gather supplies and prepare the townspeople for its imminent arrival. 
  In addition to meeting the caravan’s food and water needs, their arrival 
  also gives the settlement’s residents the opportunity to trade or sell 
  locally produced goods to the mobile marketplace. Its economic benefits 
  apply to more than the towns and villages along its route. Caravans offer 
  PCs an excellent opportunity to earn additional income as part of the 
  group’s armed escorts. Adventurers are in especially high demand when 
  the caravan approaches a dangerous area renowned for ambushes or 
  monster attacks. In some cases, caravan operators may hire adventurers 
  to rid a notorious location of particularly troublesome monsters or 
  men to alleviate the problem once and for all. If too many caravans go 
  missing, the economic and political consequences could be devastating. 
  Caravans are the engine of the desert commerce.
  Horses, Donkeys and Mules
  Camels reign supreme as the mount of choice across hot and dry 
  deserts, but horses and donkeys are viable alternatives for short treks 
  and have some distinct advantages when traveling through semiarid 
  desert terrain. Horses are slightly faster sprinters than camels, though 
  the camels eventually win out in the long run because of their greater 
  endurance. Horses regularly need water and food, so they fair poorly 
  on extended treks in the desert, but they are able to traverse short 
  distances with little difficulty even across the hottest sands. In many 
  nomadic desert cultures, horses enjoy exalted status and are even treated 
  as members of the family thanks to their gentle temperament, while the 
  camel’s ill manners relegate it to the role of pack animal. Horses are fast 
  learners and respond more easily to the rider’s verbal and non-verbal 
  commands. Their ability to quickly react to the rider’s cues makes them 
  more maneuverable in tight quarters, which makes them ideally suited 
  for mounted combat. Horses and camels can both charge straight at 
  an enemy formation in combat, but horses are more agile and require 
  less effort to guide their actions in the din of battle. Because of these 
  advantages, rank and file cavalry troops prefer riding horses, as their 
  leaders sit atop dire camels.
  Donkeys and mules are smaller cousins of the horse. In fact, a mule is 
  the offspring of a male donkey and a female horse. Though they are slower 
  and have less carrying capacity than a horse or camel, these animals are 
  valued for their sure-footedness, especially along the narrow mountain 
  passes and precarious slopes commonly found in semiarid deserts. 
  Donkeys and mules are predominately used as pack animals to haul goods 
  over and down steep inclines and other difficult terrain that horses and 
  camels would have difficulty negotiating in many semiarid deserts. They 
  have the same food and water requirements as horses making them poor 
  alternatives for long distance desert journeys and are too small to be used 
  as cavalry mounts.
  Presented below are two tables with the costs to purchase desert mounts 
  and the distance they travel over the course of a single day.
  Table 2–3: Costs to Purchase Desert Mounts
  Creature
  Cost
  Al–haloon
  250 gp
  Camel
  150 gp
  Dire Camel
  1000 gp
  Donkey or Mule
  8 gp
  Griffon
  8000 gp
  Hippogriff
  5000 gp
  Horse
  75–300 gp 
  based upon 
  type of horse
  Table 2–4: Distance of Overland Travel Per Day
  Creature
  Miles Traveled
  Al–haloon
  32 miles
  Camel
  40 miles
  Dire Camel
  40 miles
  Donkey or Mule
  32 miles
  Griffon
  64 miles
  Hippogriff
  80 miles
  Horse
  40 miles
  These speeds are based upon traveling by highway across the desert 
  without risking overexertion. Travel across difficult terrain, roads, trails 
  and trackless expanses may reduce these speeds, while moving at a hustle 
  or force marching the creature may increase these speeds albeit at the risk 
  of injuring or killing the mount.
  Exotic Mounts
  No animal can take the camel’s place as part of a large caravan, but 
  there is another animal specially adapted to serve as a riding mount for 
  desert travelers. Where the camel developed a means of storing water and 
  fat for long-term usage, the gentle al-haloon (described in Chapter 6: 
  “New Monsters”) went a different route. This well-mannered pack animal 
  akin to a giraffe can smell water up to a mile away and can even detect 
  underground water sources at closer distances. To complement its ability 
  to locate water beneath the surface, the al-haloon developed a retractable 
  neck that can burrow through up to 15 feet of loose sand in search of 
  an underground water source. Al-haloons must replenish lost fluids like 
  nearly all other creatures, but its uncanny trait to find water practically 
  anywhere makes it an attractive alternative to camels for some. These 
  unusual animals lack the camel’s speed and must regularly stop to drink 
  water, which makes them impractical for large caravans, but they fare well 
  when working in smaller groups of twenty or less. Their ability to locate 
  previously undiscovered sources of water make them especially popular 
  mounts among expedition groups seeking to blaze new trails across 
  uncharted tracts of desert. Dignitaries and emissaries take a preference to 
  them too as many of their ranks perceive al-haloons to be cleaner, more 
  prestigious and far more dignified animals than the camel or even the dire 
  camel. In addition to the pomp and circumstance they bring with them, 
  al-haloons are very capable of defending themselves and their riders in 
  combat, which is another desirable trait for smaller contingents traveling 
  through the desert. Yet, the animal’s favorable qualities are not enough to 
  supplant the camel as the desert traveler’s mount of choice.
  Flying creatures are impractical for shipping large quantities of goods 
  across the desert, but they make for a spectacular display for the rare 
  few who can afford such legendary creatures. Hippogriffs are the least 
  expensive and easiest to train of the exotic mounts. They are competent 
  fliers able to cover vast distances in a single day. The largest desert cities 
  use a squadron of these beasts to patrol the skies overhead for danger 
  or deliver messages of the utmost urgency. Food and water are less of 
  a concern for these creatures, because they cover far more ground than 
  their land-based counterparts and can spot sources of water more easily 
  from the air. Griffons are far less common than hippogriffs and are 
  exclusively used by royalty and the wealthiest desert citizens. Griffons 
  cost significantly more than hippogriffs and are much more difficult to 
  train. Their flight abilities are comparable to hippogriffs, but they are better 
  combatants. Even rarer than the griffin is the roc. Only a few legendary 
  figures throughout history succeeded in taming this mighty beast for their 
  personal usage. Rumors also speak of daring men riding sphinxes and 
  other monsters across the desert, yet these tales remain unsubstantiated. 
  In any case, these alternatives to the more mundane modes of desert 
  transport are exceedingly uncommon and should not be the norm for the 
  typical desert campaign.
  
  14
  Dunes of Desolation
  Life in the desert is an arduous proposition for even the most 
  adventurous souls. Nature and its creations conspire against humanity at 
  every turn. Soaring temperatures, ferocious winds and suffocating dust 
  clouds roll across the scorched earth with alarming regularity. When the 
  rains come, the skies open and unleash of deluge of water, thunder and 
  lightning in the flash of an eye. Water is scarce. In fact, the scant bits 
  of water scrounged from the arid soil are sometimes capable of making 
  the situation worse rather than better. Many of the hardy and resourceful 
  creatures that call this world home are dangerous in their own right. 
  Venomous animals and vermin abound in the dark places of the desert. 
  Invisible pathogens immediately descend on the rotting carcasses of any 
  creature that the desert claims as its victim. Danger lurks behind every 
  corner, under the shadow of every dune and in the false reflection of every 
  illusory oasis. All of these factors compound to the misery of eking out an 
  existence under the relentless glare of the uncompromising sun, yet men 
  still defy the odds to not only survive, but thrive in this harsh environment. 
  Life in the desert is possible for those with the stamina, ingenuity and will 
  to leave their indelible mark on the burning sands of this perilous world.
  Overview
  The desert’s major hazards are organized into four categories. The 
  first category, basic necessities discusses thirst in the desert. Previous 
  chapters addressed how and where to find water, so this chapter reviews 
  what happens to PCs that go without water as well as those that procure 
  water from plant sources or try to drink their own bodily waste. The 
  second category, terrestrial hazards, presents rules and information 
  to adjudicate the effects of non-weather related natural dangers. These 
  include large-scale disasters such as volcanic eruptions and earthquakes 
  to more mundane, but still lethal natural phenomenon such as mirages, 
  quicksand and high concentrations of salt and other minerals in the desert 
  soil. The third category, desert inhabitants, discusses the hazards posed by 
  the indigenous species that inhabit this biome. Many frightening horrors 
  both great and small skulk about in the darkness in search of fresh prey. 
  The final category, weather, details the impact of heat, wind and rain on 
  desert inhabitants as well as discussing lesser recognized dangers such as 
  sun glare and sun burn. This section also provides tables for generating 
  random weather effects in a hot and dry and semiarid desert. Some of 
  these sections summarize and expand upon rules that already appear in 
  the Pathfinder Roleplaying Game Core Rulebook. Others are entirely new 
  ways to look at old and overlooked hazards encountered in the desert.
  Basic Necessities
  Every living creature needs food and water to survive. Finding them 
  is the greatest challenge in the desert. Water is the more pressing need of 
  the two, as men can survive several weeks or more without food, but just 
  a handful of days without water. On average, a Medium creature needs to 
  drink 1 gallon of water per day and eat 1 pound of food to meet its daily 
  nutritional requirements. Drinking or eating less than these amounts for 
  short periods has no ill effects, but over time, the body begins to suffer the 
  ravages of dehydration and malnutrition. PCs must exercise tremendous 
  caution to procure enough of these basic necessities to survive and ensure 
  that they are safe to eat and drink.
  Thirst
  Thirst is every desert inhabitant’s most important concern. In a 
  temperate or cold climate, 1 gallon of water per day is sufficient to keep 
  a Medium creature properly hydrated, but heat takes a toll on the body. 
  Most creatures keep cool in a warm climate by sweating, but the very act 
  itself necessitates the intake of additional fluids to prevent the creature 
  from dehydrating. A character exposed to very hot conditions (above 
  90° F) must drink at least 2 gallons of water per day, and a character in 
  severe heat (above 110° F) must drink at least 3 gallons of water per day 
  to avoid taking nonlethal damage from thirst. Taking measures to cool off, 
  including finding shade, getting doused in water, and being targeted by 
  endure elements relieve characters of these additional water requirements. 
  Because of the increased demand for water, characters exposed to very hot 
  or severe heat feel the effects of dehydration sooner than usual. A character 
  can normally go without water for one day plus a number of hours equal 
  to his Constitution score before he must succeed at Constitution checks 
  to avoid taking nonlethal damage. (The “Starvation and Thirst” section in 
  Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook describes 
  the dehydration process and its effects on the character.) However in very 
  hot conditions, a character can only go without water for twelve hours 
  plus a number of hours equal to his Constitution score, and in severe 
  heat a character can go without water for a number of hours equal to his 
  Constitution score without risking taking nonlethal damage from thirst. 
  Drinking a portion of the character’s daily fluid requirement does not 
  delay the process, but it grants a +4 bonus to Constitution checks made to 
  avoid taking nonlethal damage from thirst for every gallon of water the 
  creature drank during the course of the day.
  Characters feeling the ravages of dehydration may resort to desperate 
  methods of replenishing fluid loss. Chewing the pulp or drinking the juice 
  of poisonous, indigenous plants is a risky proposition out in the wild. In 
  addition to its toxic properties, the plant’s flesh and liquid taste so terrible 
  that they nauseate most creatures. The desert plant species synonymous 
  with storing water is the cactus. Unfortunately, most cacti and their 
  relatives are poisonous. This is especially true of cacti that bleed a milky, 
  white sap when their stems are pierced. Presented below are a few sample 
  desert plant poisons.
  Desert Hazards
  Sample Plant Poisons
  The GM may use the following sample plant poisons or create 
  additional ones.
  Agave
  Type—ingested; save Fort DC 13; onset 1 minute; 
  frequency 1/minute for 2 minutes; effect nauseated 
  for 1d4 rounds; cure 1 save
  Datura
  Type—ingested; save Fort DC 18; onset 1 minute; 
  frequency 1/minute for 6 minutes; effect 1d4 Wis 
  damage; cure 2 consecutive saves
  Elephant’s ear flower
  Type—ingested; save Fort DC 16; onset 1 minute; 
  frequency 1/minute for 6 minutes; effect 1d3 Str 
  damage; cure 1 save
  Peyote cactus
  Type—ingested; save Fort DC 16; onset 10 minutes; 
  frequency 1/minute for 2 minutes; initial effect 
  nauseated 1 round; secondary effect 1d3 Wis damage 
  and confused 1 minute; cure 2 consecutive saves
  
  15
  Desert Hazards
  Correctly distinguishing which desert plants are safe to use for 
  this purpose requires a successful DC 20 Survival check or DC 25 
  Knowledge (nature) check. The GM should roll this check in secret so 
  that the character is unaware of the actual results. Though purify food 
  and drink makes it safe to chew or drink these substances without fear of 
  poisoning, it does not make them taste any better. In fact, they still sicken 
  or nauseate the drinker, even though they are no longer toxic. In addition 
  to its immediate effects, nausea results in the expulsion of precious fluids. 
  Nauseated characters suffer a –1 penalty to Constitution checks made to 
  avoid dehydration for every round that they were nauseated.
  Nausea also applies to characters that drink their own urine. As 
  mentioned in earlier chapters, doing so provides short-term relief with 
  long-term consequences. Once again, though purify food and drink makes 
  the liquid safe to drink from a toxicity standpoint, it does not improve the 
  taste in one’s mouth, both actual and psychological. PCs that resort to this 
  measure must succeed on a DC 11 Fortitude save to avoid being nauseated 
  for 2d4 rounds.
  Too little water is not the only danger faced by desert travelers. Not every 
  source of water found in the desert is pure and safe to drink. Desert water 
  sources, especially stagnant ones, are commonly contaminated by harmful 
  biological organisms. It is not uncommon for them to also contain trace 
  amounts of arsenic and other toxic heavy metals. Once again, purify food and 
  water makes the water safe for consumption. Boiling water before drinking 
  it also kills pathogens, but it does not remove mineral deposits from the 
  water. PCs may use a still to accomplish that feat. For those creatures that 
  choose to throw caution to the wind and drink anyway, they may contract 
  diseases such as botulism, cholera and dysentery or ingest toxic arsenic. 
  Presented in the sidebar is a percentile-based table illustrating the chances 
  of drawing water from a contaminated source and several sample diseases 
  PCs may come into contact by drinking tainted water.
  Besides taking the necessary precautions and stockpiling essential 
  supplies, PCs can avoid dehydration with magical assistance. Contaminated 
  food and water become safe to eat after casting purify food and drink, 
  and create food and water. Heroes’ feast brings into existence an ample 
  supply of clean water and food. In the case of create food and water, the 
  spell conjures enough water to hydrate 3 humans per level under normal 
  circumstances, yet the desert’s extreme heat requires humans to drink two 
  or three times as much water as usual. Because humans normally need 
  1 gallon of water per day, the spell creates 3 gallons of water per level. 
  Spells are not the only means of cleansing or crafting water in the desert. 
  A decanter of endless water is a highly sought after magic item. This 
  useful tool provides more than enough water to satisfy the PCs’ hydration 
  needs and those of their animals or companions. Magic though is fickle. 
  Spellcasters sustain injuries or die in battle. Items can be damaged, 
  destroyed or stolen. Relying solely on magic is a foolish mistake for any 
  desert traveler.
  Starvation
  Starvation is also a realistic possibility in the desert, but the ravages 
  of malnutrition are much slower to develop and less pronounced than 
  extreme thirst. (The “Starvation and Thirst” section in Chapter 13 of the 
  Pathfinder Roleplaying Game Core Rulebook describes the starvation 
  process and its effects on the character.) As in the case of untreated water, 
  creatures eating improperly cooked food or meat harvested from infected 
  animals run the risks of suffering from food poisoning or contracting a 
  disease from the sick animal. The same diseases that contaminate water 
  are also present in food. Food poisoning nauseates the affected creature 
  for 1d6 rounds unless the character succeeds on a DC 11 Fortitude save. 
  The bout of nausea makes the character more susceptible to dehydration.
  Terrestrial Hazards
  In the desert, the land itself can be a traveler’s worst enemy. The 
  featureless sands conceal deadly sinkholes and sinister quagmires capable 
  of ensnaring unsuspecting men and beasts in a matter of minutes. If the 
  hidden dangers were not enough to make men doubt their senses, the 
  tantalizing vision of a distant, illusory oasis is sure to make them question 
  their eyes and their sanity. However, there is no denying that in many 
  locations, the caustic ground itself corrodes any protective footwear and 
  bare skin that comes into contact with it for prolonged periods of time. 
  The thin air found in high altitude deserts also takes its toll on the minds 
  and bodies of those subjected to oxygen deprivation at those dizzying 
  heights. Though serious and potentially lethal in their own right, these 
  common perils do not spawn the terror wreaked by more spectacular 
  events. Fiery volcanoes spewing lava onto the pristine dunes or violent 
  tremors shaking the mounds of sand to their foundation are not images 
  commonly associated with the desert, but these relatively rare calamities 
  pose a real threat to the land and its inhabitants. The only saving grace in 
  regards to these disasters is the fact that large swaths of desert are sparsely 
  or entirely uninhabited, which keeps the body count significantly lower 
  than in densely populated temperate regions.
  Quicksand
  Few images are as synonymous with the desert as quicksand. The 
  horror of helplessly watching an outstretched hand sink into the depths 
  of a hungry vortex of swirling sand touches upon man’s primordial fear 
  of disappearing forever. There is something about the very earth itself 
  swallowing another person that strikes a vulnerable spot deep within the 
  human psyche. Perhaps being pulled below the surface reminds man of 
  the grave’s inevitability, or the destruction of earthly remains reinforces 
  that it is easier for the living to forget the victim without some tangible 
  relic to remind others of their existence. Whatever the reason, the fear of 
  falling into quicksand burdens the weary minds of many desert travelers.
  Quicksand is an imperfect amalgamation of water and sand. It forms 
  when fine, granular particles like sand or silt become overly saturated 
  by a swell of groundwater, which remains hidden below a layer of sand. 
  Whenever a creature steps onto the surface and exerts enough pressure on 
  the unstable soil, the loose grains of sand and water quickly separate and 
  Table 2–4: Water Purity
  Source
  Safe
  Contaminated
  Aquifer
  01–90
  91–00
  Oasis
  01–85
  86–00
  Pond
  01–60
  61–00
  River
  01–95
  96–00
  Stream
  01–80
  81–00
  Wadi
  01–75
  76–00
  Waterborne diseases
  Characters drinking contaminated water may contract any of 
  the following diseases or other diseases of the GM’s creation.
  Botulism
  Type—ingested; save Fort DC 16; onset 1d3 days; 
  frequency 1/day; effect paralysis and 1d3 Dex/
  day, at 0 Dex suffocation and death occur; cure 2 
  consecutive saves
  Cholera
  Type—ingested; save Fort DC 14; onset 1d4 days; 
  frequency 1/day for 7 days; effect 1d3 Con damage; 
  cure 1 save
  Dysentery
  Type—ingested; save Fort DC 12; onset 2d4 days; 
  frequency 1/day for 7 days; effect 1 Con damage; 
  cure 1 save
  
  16
  Dunes of Desolation
  transform the mess into a soupy liquid. In short, falling into quicksand is 
  more akin to falling into a previously hidden pool of water than falling 
  through a crack in the earth. Experienced desert travelers are adept 
  at spotting the telltale signs of this lurking danger. Characters moving 
  at a normal pace notice quicksand with a successful DC 8 Survival 
  check. Creatures charging or running through the area bumble right 
  into the quicksand. (See the “Marsh Terrain” section in Chapter 13 of 
  the Pathfinder Roleplaying Game Core Rulebook for more details on 
  adjudicating the effects of quicksand.) Desert explorers typically refer to 
  this type of quicksand as wet quicksand.
  Wet quicksand is uncommon, but natives tell tales of an extremely rare 
  variety that is far deadlier. Though never truly substantiated, numerous legends 
  recount the stories of large caravans and even entire armies marching into a vast 
  expanse of quicksand that swallowed them whole in a few terrifying minutes. It 
  is known as dry quicksand and for good reason. In short, wet quicksand is gooey 
  water, which even in its liquid form is still denser than the human body giving 
  it buoyancy. Dry quicksand, on the other hand, contains no water. Instead, it is 
  compromised of minute, loose particles of granular material infused with air. 
  This may occur when the wind blows extremely fine grains of sand into the air, 
  and those same grains then tumble back to the surface and pile atop one another. 
  Though it is truly solid, dry quicksand lacks density causing heavy creatures that 
  step into it to literally fall through the sand and bury themselves. Dry quicksand 
  is more stable than wet quicksand, so it is able to support some weight before 
  it instantaneously gives way and collapses upon itself. This feature makes it 
  very difficult to detect, because it looks and behaves like solid ground under 
  visual and tactile inspection. Characters moving at a normal pace can detect 
  dry quicksand with a successful DC 18 Perception check. Creatures charging 
  or running through the area have no chance of spotting dry quicksand before 
  stumbling onto it. The typical patch of dry quicksand is 50 feet in diameter. 
  Because of its ability to support roughly 50 pounds of weight, the momentum of 
  a running or charging character carries him 1d4 x 5 feet into the dry quicksand 
  before he sinks into it. Creatures weighing less than 50 pounds are unaffected 
  by dry quicksand.
  Creatures that fall into dry quicksand only have seconds to react. 
  Characters in dry quicksand must succeed on a DC 20 Climb check to 
  avoid sinking below the surface or a DC 25 Climb check to move at half 
  his normal speed in any desired direction. If the trapped character fails this 
  check by 5 or more, he sinks below the surface and begins to suffocate 
  whenever he can no longer hold his breath. Characters below the surface 
  may climb back to the surface with a successful Climb check (DC 25, +1 
  per consecutive round of being under the surface). Dry quicksand is 2d6+10 
  feet deep, so extremely tall creatures can keep their heads above the ground. 
  The procedure to rescue a trapped character is the same as that for wet 
  quicksand except that Climb checks are used in place of Swim checks.
  Mirages
  The desert can be a fiendish practical joker, and the mirage is its cruelest 
  parlor trick. For a creature desperately struggling to find just a few drops 
  of water, the mirage is a welcome sight. The shimmering reflection from 
  a pure desert spring beckons thirsty men like a siren’s irresistible call. The 
  parched desert explorer races across the sand, tumbling down the lee side 
  of intervening dunes anticipating the refreshing taste of pristine water only 
  to find that it was all an illusion — an elaborate hoax played by some dark 
  force with a twisted sense of humor. Though frustrating, men in their right 
  mind chalk the experience up to a lesson well learned, yet for those suffering 
  from the ravages of dehydration the letdown can be literally maddening.
  A mirage is an optical illusion caused by the refraction of light as it passes 
  through cold air in close contact with significantly warmer air. Because of 
  the lack of moisture in the air, the air temperature at ground level is much 
  hotter than the temperature several hundred feet above the surface. These 
  temperature extremes cause light rays to bend in an upward trajectory, 
  which creates an inverted image. The human eye then misinterprets what 
  it sees by creating an image of the sky appearing just above the ground. In 
  fact, the pool of fresh, blue water is actually the image of the clear, blue sky. 
  The mirage’s shimmering effect is caused when hot air from the surface 
  rises and the colder, denser air above it sinks towards the ground. The 
  interaction between the ascending warm air and the descending cold air 
  makes the image unstable thus accounting for the shimmering effect. When 
  the creature moves closer to the mirage, the human eye sees the mirage for 
  what it really is — a cruel, natural practical joke.
  Mirages cause no physical harm to the observer, but that does not mean 
  they pose no danger to desert travelers. Some clever monsters or human 
  marauders ambush other creatures in areas where mirages commonly 
  form. These cunning hunters sometimes build deadfall pits throughout the 
  area to ensnare the unwary or conceal themselves within holes dug into 
  the ground so they can emerge from their hiding places and attack at the 
  most opportune moment. Despite the havoc wreaked by these creatures, 
  mirages deal far more damage to vulnerable minds than unsuspecting 
  bodies. Mirages tantalize dehydrated creatures with the sight of fresh 
  water just to take it away as they are about to quench their unbearable 
  thirst. To a man dying of thirst, it seems as if the world conspired against 
  him to perpetrate a wicked prank. The taunting is just too much for his 
  comprised mind to bear, and he sinks into madness.
  Natives call the sickness “mirage delirium” and it only affects 
  characters that take nonlethal damage from thirst.  Whenever such a 
  character encounters a mirage, the character must succeed at a Will save 
  (DC 10 + nonlethal damage from thirst) to avoid becoming captivated by 
  the mirage. A captivated character moves towards the mirage by the most 
  direct means available and can take no action other than to defend itself. 
  When the character comes within 1d6 x 10 feet of the mirage, the character 
  sees the illusion for what it really is and begins doubting his senses. He 
  must succeed at another Will save (DC 10 + nonlethal damage from 
  thirst) or take 1d3 points of Wisdom damage. Over time, the character’s 
  thirst worsens, and he descends into madness. Most victims of “mirage 
  delirium” eventually collapse and die from dehydration within sight of a 
  mirage. Many rise from their desert graves to begin an undead existence 
  as a malevolent thirstmonger, a new monster that appears in Chapter 6. In 
  the desert, the mirage proves there is no such thing as a victimless hoax.
  Minerals
  The desert’s gravely, granular soil contains a high concentration of 
  mineral deposits, none more so than the salt pans found in many hot and 
  dry and semiarid deserts. Though salt and many other minerals like calcium 
  and potassium are essential for life, ingesting too much of these minerals 
  can sicken or even kill. For instance, salt is a valuable flavor agent and an 
  essential part of the human diet, but drinking large quantities of salt water 
  can lead to madness, delirium and even death. Other minerals have similar 
  effects on human physiology. Fortunately, most creatures are aware of the 
  dangers posed by ingesting large chunks of salt or drinking water clouded 
  by minerals, yet soil containing high concentrations of minerals can corrode 
  or desiccate any material they come in contact with for extended periods of 
  time. This is especially true of footwear and exposed skin.
  Over time, salt corrodes practically everything, especially leather 
  and cloth. Through the process of osmosis, salt depletes moisture from 
  any substance it comes in contact with, causing the material to crack 
  or peel. This is particularly true for leather, which loses its suppleness 
  and becomes brittle. Bare skin is even more susceptible to injury from 
  prolonged exposure to salt. In addition to salt’s desiccating properties, the 
  jagged crystals lacerate the skin causing debilitating pain and even more 
  moisture loss. Creatures walking barefoot and objects, such as footwear, 
  that come into contact with sand, gravel or salt for more than 8 hours over 
  the course of a day must make a successful Fortitude save to avoid taking 
  damage from prolonged contact with the soil. Presented in the sidebar is a 
  table listing each type of soil, the damage each deals and the saving throw 
  DC to negate the damage.
  Table 2–5:  
  Damage Dealt by Soil Type
  Soil Type
  Damage
  Fort Save DC
  Gravel
  1d4
  10
  Salt
  2d3
  12
  Sand
  1d3
  8
  
  17
  Desert Hazards
  In addition to taking damage from the soil’s mineral content, creatures 
  walking barefoot across the hot sands suffer a –2 penalty to Fortitude saves 
  made to resist the effects of heat from exposure to very hot conditions or 
  severe heat.
  High Altitudes
  Most outsiders perceive the desert as a flat expanse of endless sand, 
  but mountain ranges cut paths through many deserts. This is especially 
  true in the case of coastal deserts and those created by the rain shadow 
  effect described in Chapter 1. Desert mountain ranges typically 
  include expansive plateaus covered by rocky soil that support a greater 
  diversity of flora and fauna than is typically found in the warmer 
  desert below it. Logic would seem to dictate that the temperature 
  atop a mountain in a hot and dry desert would be even hotter than 
  the temperature at sea level because the mountain’s peak is closer to 
  the sun than the surrounding terrain. However, that is not the case. 
  Gravity keeps most air molecules close to the planet’s surface, so air 
  at higher elevations is less pressurized than air at sea level. Air in a 
  pressurized environment compresses and warms, whereas air in a less 
  pressurized environment expands and cools. So the air temperature 
  atop the highest peaks in a hot and dry desert may actually be rather 
  comfortable, but the dizzying altitude poses another problem — 
  altitude sickness. There are fewer air molecules at higher elevations 
  and therefore less air to breathe. Creatures that need oxygen to survive 
  suffer altitude sickness. (The “Mountain Travel” section in Chapter 
  13 of the Pathfinder Roleplaying Game Core Rulebook describes the 
  effects of altitude sickness.) Nearly all hot and dry desert mountain 
  ranges fall into the low pass and high pass categories described in the 
  aforementioned section. Semiarid, coastal and cold deserts may boast 
  many peaks reaching heights of 15,000 feet or greater.
  Volcanoes
  The idea of finding a volcano in the middle of a hot and dry desert 
  seems even more remote than finding a cool, refreshing lake, yet a few 
  volcanoes rise above the dunes and flat plains of sand. Active desert 
  volcanoes are typically found in remote corners of the world far away 
  from civilization. The rich, volcanic soil that attracts farmers to the slopes 
  of volcanoes in forested regions dries out and turns to worthless dust that 
  simply blows away in the wind. In fact, a volcanic eruption in an area with 
  dense vegetation often creates what is referred to as a volcanic desert. The 
  rain of ash and lava destroys all plant and animal life and reduces the area 
  around the volcano to a barren wasteland. Volcanic deserts lack flora and 
  fauna, but the amount of annual rainfall they receive remains unchanged. 
  In the absence of additional eruptions, life often returns to the volcanic 
  desert over an extended period of time.
  Shield volcanoes comprise the overwhelming majority of desert 
  volcanoes. This type of volcano encompasses a wide area and gradually 
  rises to a peak which makes it look similar to an inverted warrior’s shield. 
  Shield volcanoes are often in a continual state of eruption spewing watery 
  lava that spreads across a vast region surrounding the volcano’s opening. 
  This lava is more fluid allowing it to simply roll over any intervening 
  obstacles as it diffuses across a wide area. The flow travels at a speed of 
  60 feet per round. Creatures in the lava’s path must make a successful 
  DC 20 Reflex save to avoid being engulfed by it. Lava deals 2d6 points 
  of damage per round of exposure, but it deals 20d6 points of damage per 
  round to creatures engulfed in it. Damage from lava continues for 1d3 
  rounds after exposure ceases, but this additional damage is only half of 
  that dealt during actual contact (that is, 1d6 or 10d6 points per round). 
  Rumors abound that noble efreet dwell within magnificent basalt palaces 
  built deep in the heart of many desert volcanoes.
  Earthquakes
  Like most features of the natural world, man frequently takes the 
  stability of solid ground for granted, but at any given time nature can 
  literally shake this belief to its very foundations. The planet’s surface is 
  not fixed or immobile. Instead it is more like pieces of an interlocking 
  jigsaw puzzle floating upon a sea of molten rock. The “pieces” are known 
  as tectonic plates which are large masses of contiguous land or ocean floor 
  that interconnect with the tectonic plates around them. The space between 
  adjoining plates is known as a fault or a fault line. The tectonic plates are 
  constantly subjected to the tremendous pressure exerted by the tectonic 
  plates surrounding them. When a portion of one or more tectonic plates 
  can no longer withstand the pressure, they shift resulting in an earthquake. 
  Though the vast majority of earthquakes occur along a fault line, some 
  occur within a contiguous tectonic plate as witnessed by the New Madrid 
  earthquakes of the 19th century. However these types of earthquakes are 
  the exceptions rather than the rule.
  Earthquakes are among nature’s most powerful forces, but they pose no 
  real danger to someone standing out in the open unless they are standing 
  in close proximity to the fault line. Otherwise, the tremor would likely 
  knock him to the ground and disorient him for a few minutes afterward. 
  This is the case in most parts of the uninhabited or sparsely populated 
  desert. On the other hand, desert cities are extremely vulnerable to an 
  earthquake’s devastating effects. The violent shaking can easily damage 
  poorly constructed buildings or extremely tall structures. Earthquakes 
  deal 20d10 points of damage to all structures subject to its effects. GMs 
  may want to increase the damage by up to 50% for buildings located near 
  the epicenter and decrease it by up to 50% for building in outlying areas. 
  Many desert natives believe that mischievous shaitans are responsible for 
  nearly all of the world’s earthquakes.
  Desert Inhabitants
  Wildlife does not abound in the desert, but the few species that call 
  this rugged environment home are among the world’s hardiest and most 
  resilient creatures. Because of the intense daytime heat in hot and dry 
  and semiarid deserts, nearly all wild creatures are active during the cooler 
  evening, overnight and early morning hours. Venomous scorpions, spiders 
  and snakes scuttle and slither across the sands in pursuit of fresh prey. 
  Bright light, roaring fires and warm bodies attract these creatures like free 
  beer at a seedy, dockside tavern. Larger predators such as coyotes, hyenas 
  and jackals prowl the dunes as well along with a host of humanoid and 
  monstrous denizens. Their reasons for moving about are varied, but if one 
  thing is certain, they excel at whatever it is they do.
  Vermin
  At some point in his life, a terrible nightmare rouses nearly every desert 
  native from a sound sleep. Though it is still warm outside, cold sweat 
  gushes from every pore coating him in a chilly lather. For a brief instant, 
  he dreamt that he shared his bed with a crawling horror — a venomous 
  scorpion or a large spider. These tiny creatures pose no realistic danger 
  to a fully awake and equipped adventurer, but the creatures can leave a 
  painful reminder of their presence.
  Even a novice fighter would trample the average scorpion or spider 
  underfoot in a split second in a straight up fight, but these cunning 
  hunters operate under the cover of darkness and attack when their foes 
  are most vulnerable. They use their diminutive size and the shadows to 
  their advantage, avoiding detection as they crawl into the unattended 
  shoes, clothing or bed of their unsuspecting and often unintentional target 
  while the creature sleeps or is otherwise occupied. Then, in an instant, 
  the victim feels a sharp pinch as the culprit sinks its fangs or stinger 
  into the creature’s skin before making its daring escape. The Pathfinder 
  Roleplaying Game Bestiary includes statistics blocks for giant versions 
  of these monsters along with basic statistics for smaller versions of these 
  creatures. Naturally, the smallest variety of these creatures is closest 
  to an average specimen, yet even the Tiny-sized creature is still more 
  powerful than a normal scorpion or spider. To incorporate scorpions and 
  spiders in the game without creating a combat encounter, the GM may 
  give an ordinary spider or scorpion the opportunity to sneak up and bite 
  a sleeping or preoccupied character. Characters spot an approaching 
  spider or scorpion by making a successful DC 34 Perception check 
  allowing him to kill it without making an attack roll. If the creature 
  remains undetected, there is a 50% chance that it bites or stings the 
  character. Like a swarm, the spider or scorpion deals 1 point of automatic 
  damage and poisons the victim. After it bites or stings the character, a 
  successful DC 14 Perception check locates the culprit. This is treated as 
  a CR 1/4 encounter. Presented in the sidebar are the game statistics for 
  scorpion and spider venom.
  
  18
  Dunes of Desolation
  These variant rules should not be commonly used as a substitute for 
  standard combat. Instead, they are designed to provide GMs with a fast-
  paced alternative means of introducing these creatures into the game to 
  add flavor to a desert campaign and keep PCs on their toes.
  Animals
  No desert animal is more feared or reviled than snakes. In nearly every 
  desert culture, snakes are associated with lying and treachery and function 
  as the willing servants of evil deities in nearly every land. In reality, most 
  snakes avoid people whenever possible and lash out only when threatened 
  or provoked. For instance, rattlesnakes shake their tails to generate 
  a rattling sound that warns other creatures not to disturb them. On the 
  other hand some snakes are very aggressive and pack a lethal bite. Cobras 
  and sidewinders hunt on the sandy dunes of many hot and dry deserts. 
  Adders, asps and vipers are also found in desert areas and the transition 
  zones. Venomous snakes are described in the Pathfinder Roleplaying 
  Game Bestiary under the entry “Snake, Venomous.” In addition, a 
  comprehensive listing of variant snake venoms can be found in The Tome 
  of Horrors Complete. Presented in below are two percentile dice tables 
  to randomly determine the type of snake encountered in hot and dry and 
  semiarid deserts as well as provide more individualized entries for the 
  species’ venom.
  Snake venom comes in two general varieties — hemotoxins and 
  neurotoxins. Hemotoxins destroy living tissue and red blood cells 
  which disrupts clotting. Neurotoxins are paralytic agents that shut down 
  the victim’s nervous system. The poison that appears in the Pathfinder 
  Roleplaying Game Bestiary “Snake, Venomous” details hemotoxic 
  poison. Most snake venoms incorporate elements of both types of toxin, 
  but one is generally predominate. Presented below are the statistics for a 
  snake bite that delivers neurotoxin.
  Neurotoxin Poison
  Bite—injury; save Fort DC 13; onset 1 minute; frequency 1/
  minute for 2 minutes; initial effect paralysis for 1 minute; 
  secondary effect paralysis for 1d4 hours; save 1 save.
  Because neurotoxin is potentially deadlier than hemotoxin, GMs may 
  consider adding +1 to the CR of an animal that delivers neurotoxin.
  Snakes are not the only desert predators with an underserved reputation 
  for evil. In these two cases, the reason is better understood and more 
  transparent. In many semiarid deserts, coyotes and jackals are the bane 
  of farmers and nomads alike. These pack animals are known to attack 
  and kill livestock, putting them at odds with the humans trying to protect 
  their animals from harm. In many human cultures, coyotes are perceived 
  as tricksters and liars, and jackals are believed to be the servants of the 
  Common Vermin Venom
  Scorpion venom
  Sting—injury; save Fort DC 12; frequency 1/round for 
  6 rounds; effect 1 Strength damage; cure 1 save. 
  The save DC is Constitution-based and includes a +2 
  racial bonus.
  Spider venom
  Bite—injury; save Fort DC 10; frequency 1/round for 4 
  rounds; effect 1 Strength damage; cure 1 save.
  Table 2–6:  
  Hot and Dry Desert Snakes
  Type of Snake
  Encounter Chance
  AdderN
  01–10
  Brown snakeH
  11–20
  Cobra1N
  21–60
  RattlesnakeH
  61–90
  ViperH
  90–00
  1GMs may add the advanced and/or giant templates 
  to the base creature to create a king cobra.
  HHemotoxin
  NNeurotoxin
   
  Table 2 –7:  
  Semiarid Desert Snakes
  Type of Snake
  Encounter Chance
  AdderN
  01–08
  Brown snakeH
  09–20
  Cobra1N
  21–40
  Coral snakeN
  41–50
  KraitN
  51–60
  RattlesnakeH
  61–90
  TaipanN
  91–95
  ViperH     
  96–00
  1GMs may add the advanced and/or giant templates 
  to the base creature to create a king cobra.
  HHemotoxin
  NNeurotoxin
  
  19
  Desert Hazards
  evil desert deity, Set. Sadly, these perceptions have some basis in fact as 
  the ordinary animals occasionally give rise to their monstrous cousins, the 
  akbadia, (a new monster that appears in Chapter 6), and the jackalwere. 
  These two evil creatures can appear as one of these animals, as a normal 
  man or as a hybrid of the two forms. Whenever humans encounter these 
  animals, they can never be entirely certain that they are facing an ordinary 
  animal or one of these creatures in their animal form.
  In hot and dry deserts and semiarid deserts, the hyena suffers from a 
  similar image problem. Most human cultures view hyenas as scheming 
  opportunists that make a living off the hard work of others. To make 
  matters even worse for the hyena, it frequently emits an eerie, unsettling 
  yelp that almost sounds like a laugh giving the impression that it is 
  mocking or taunting its victim. Just like the coyote and the jackal, hyenas 
  also share a monstrous cousin — the werehyena. Werehyenas (a new 
  monster described in Chapter 6) are lycanthropes capable of spreading 
  their disease to other humans through their cursed bite. Like the akbadia 
  and jackalwere, werehyenas can also assume an animal form, allowing 
  them to easily blend in with a pack of ordinary hyenas. Though the average 
  coyote, jackal or hyena does not present an immediate danger to adult 
  humans, they pose a threat to domesticated animals and bring the realistic 
  fear that a monstrous beast may walk among these canine predators.
  Men and Monsters
  Hungry animals are not the only predators stalking the dunes and sand 
  plains of the world’s deserts. A fair number of men also live in the desert. 
  Some eke out an existence as nomadic herders and hunters, but others 
  make their abode in this rugged landscape to ply their nefarious trades. 
  Bandits, highwaymen, smugglers and kidnappers search the desert for 
  their next big score. The most daring and boldest criminals go it alone; 
  however most follow the example set by the desert’s canine hunters and 
  assemble into gangs. Like pack animals, gangs are organized according to 
  a rigid hierarchy. There is a clear leader, a second-in-command, followers, 
  and oftentimes there is the human equivalent of a runt, an inept gang 
  member that serves as the butt of the group’s jokes or scorn. Most gangs 
  live communally in remote, hidden locations. Gangs refer to their homes 
  as hideouts, and they are typically found in caves or abandoned towns and 
  villages partially buried under the sand. The hideout is more than just a 
  home; it is also a base of operations to store loot taken from previous jobs 
  and to plan the gang’s next caper. Gangs usually specialize in a particular 
  criminal act using the group’s strengths to its advantage. For instance, 
  skilled camel and horse riders are in high demand among gangs that target 
  caravans and other moving targets. Archers are particularly useful for 
  groups that ambush passing travelers, and stealthy individuals that can 
  move about undetected in the darkness are well-suited as kidnappers. Some 
  gangs are so successful that they have outlived their original members and 
  remained in existence for several generations. Examples include Akbar 
  Peshawa and his Thirteen Thieves, The One-Eyed Gang, The Suns of the 
  Desert and the most unique gang, The Veiled Kiss, which is comprised 
  entirely of ex-harem women and is allegedly led by a kharam, (a new 
  monster detailed in Chapter 6). Desert kingdoms and wealthy interests do 
  not let the gangs’ crimes go unchallenged or unpunished. Bounties hang 
  over many gang members’ heads, and there is no shortage of nearly equally 
  unscrupulous men pursuing these bounties at any given time. Adventurers 
  are frequently sought to protect travelers and goods from harm before 
  they begin their journey across the desert, particularly if the route passes 
  through areas known for gang activity. They may also be hired to rescue 
  kidnapping victims and bring the perpetrators to justice or stop a gang 
  of smugglers attempting to sneak illicit goods into a town or city. Desert 
  gangs and criminals present a wealth of adventuring opportunities for 
  GMs and players alike.
  Men are not the only sentient creatures to stalk the deserts. Monsters 
  also travel across the dunes and the sand plains in furtherance of their 
  plans. Dragons and genies sit atop the proverbial monstrous hierarchy. 
  Wicked blue dragons corrupt and defile desert peoples, while benevolent 
  brass dragons attempt to thwart the schemes of their blue relatives. 
  Genies are fickle and capricious creatures more interested in furthering 
  their ambitions than those of the men and women they purport to serve. 
  Legendary creatures including lamias, phoenixes and sphinxes are also 
  encountered in the desert along with giant vermin and the new desert 
  monsters detailed in Chapter 6 of this sourcebook.
  Weather
  The desert is a land of extremes. Scorching heat, blazing sun, numbing 
  cold, howling winds and torrential downpours are all features of the 
  biome’s weather cycle. Temperatures can easily soar well above 100° F 
  during the day before plunging to 32° or less at night. Though deserts 
  never experience the ferocious winds generated by monstrous weather 
  systems like a hurricane, dangerous winds roll across the sandy plains and 
  dunes with alarming regularity, hurling sand, dust and gravel at everything 
  in their path. On those rare occasions where the desert experiences a 
  storm’s wrath, the event is brief yet intense. Swirling winds lash torrents 
  of rain onto the parched earth triggering flash floods. Ominous peals of 
  thunder tear the heavens asunder and bolts of lightning plummet from 
  the sky and electrify the shocked earth. Sunlight itself is another weather 
  danger in the desert. Over time, its brightness and UV rays can irreparably 
  damage the eyes and exposed skin. The sun’s rays pose just as great a 
  danger in cold deserts despite the frigid temperatures. Creatures making 
  their way across or through the desert must take numerous and sometimes 
  contradictory precautions against anything nature unleashes on this 
  unforgiving environment.
  Sunlight
  Sunlight illuminates and warms the planet, yet too much of a good 
  thing can be harmful. This is particularly true in the desert where the 
  lack of cloud cover and the reflective properties of the lightly-colored 
  desert terrain intensify the sun’s rays. Obviously, staring directly at the 
  sun for more than a brief glimpse can temporarily blind the onlooker, 
  but prolonged indirect exposure to sunlight can also harm one’s vision. 
  The eyes are not the only organs that the sun can injure. The sun can 
  also damage the body’s largest organ — the skin. The damage is referred 
  to as sunburn, and it is not caused by an overexposure to heat. Instead, 
  ultraviolet radiation emitted from the sun causes radiation burns, so it is 
  equally possible to get sunburn on a bright, cold day than it is on a warm, 
  sunny day. The reason that people rarely get sunburn during the winter 
  is because they are usually wearing thicker layers of clothing that shield 
  their skin from the sun’s harmful rays and generally limit their outdoor 
  exposure to only a few minutes at a time.
  To protect themselves against the sun’s destructive glare, desert natives 
  wear loose-fitting, white clothing along with a headdress crafted from the 
  same material. Most headdresses also feature a brim or ridge to shield the 
  eyes and face from the sun. Even so, these precautions are not perfect. 
  Scarves protect the neck and lower face, but it is impossible to cover the 
  eyes without sacrificing vision. Likewise, it is too hot to wear gloves 
  during the daytime hours. For these reasons, most people avoid moving 
  Table 2–8:  
  Sunburn Check DC Modifiers
  Precaution
  Sunburn Check DC Modifiers
  Clothing1
  +4
  Every previous 
  check that day
  +1
  Footwear
  –1
  Headdress
  –2
  Light-colored 
  clothing
  –2
  Scarf
  –2
  Visor
  –2
  1Clothing must cover the arms, torso and legs
  
  20
  Dunes of Desolation
  about during the brightest time of day; however that is not always an 
  option. From 10:00 am in the morning until 3:00 pm in the afternoon, 
  humanoids exposed to direct sunlight must make a successful DC 10 
  Constitution check every hour to avoid getting sunburn on body parts not 
  covered by clothing. These typically include the face, neck and eyes.
  Sunburned humanoids begin to feel its effects within 2d12 hours after 
  exposure to the sun. Sunburn deals 1d4 points of nonlethal damage for the 
  next 1d4 days. Characters can only get sunburned once per day, but its effects 
  are cumulative and stack with one another. Whenever a character rolls a 
  natural 1 on its Constitution check, its eyes became sunburned. In addition 
  to taking nonlethal damage, the character suffers from light sensitivity and 
  takes a –2 penalty to Perception checks. Healing the nonlethal damage does 
  not cure light sensitivity or the penalty to Perception checks. Creatures with 
  a natural armor bonus are immune to the effects of sunburn.
  In addition, between 10:00 in the morning and 3 in the afternoon, 
  creatures with light sensitivity suffer instead from light blindness unless 
  they succeed on a DC 10 Constitution check. They must make this check 
  every hour during this time frame and the check’s DC increases by +1 for 
  every previous check that day. Humanoids that roll a natural 1 on an attack 
  roll or saving throw while outside during this time of day must succeed 
  on a DC 10 Constitution check to avoid suffering from light sensitivity 
  for the next 1d4 minutes. This effect is not cumulative and does not stack 
  with itself.
  Temperature
  Nowhere else in the world experiences the temperature extremes found 
  in the desert. Hot and dry deserts are the hottest places in the world, 
  yet many classify the two coldest places in the world as deserts also. 
  Nonetheless Dunes of Desolation focuses its attention on the hot and dry 
  and semiarid deserts which are practically synonymous with blistering 
  heat. Summer is exceptionally hot and winter offers little reprieve from 
  the oppressive temperatures. The two key temperatures that GMs must 
  keep close account of are 90° F and 110° F.
  At 90° F and above, characters are exposed to very hot conditions, and 
  must make a successful Fortitude saving throw each hour (DC 15, +1 for 
  each previous check) or take 1d4 points of nonlethal damage. Characters 
  wearing heavy clothing or armor of any sort take a –4 penalty on their 
  saves. A character with the Survival skill may receive a bonus to this 
  saving throw and might be able to apply this bonus to other characters 
  as well (see the skill description). Characters reduced to unconsciousness 
  begin taking lethal damage (1d4 points per hour).
  At 110° F and above, characters are exposed to severe heat and must 
  make a successful Fortitude save once every 10 minutes (DC 15, +1 for 
  each previous check) or take 1d4 points of nonlethal damage. Characters 
  wearing heavy clothing or armor of any sort take a –4 penalty on their 
  saves. A character with the Survival skill may receive a bonus on this 
  saving throw and might be able to apply this bonus to other characters as 
  well. Characters reduced to unconsciousness begin taking lethal damage 
  (1d4 points per each 10-minute interval).
  A character that takes nonlethal damage from heat exposure suffers 
  from heatstroke and is fatigued. If the fatigued character takes any 
  additional action that would cause him to become fatigued, he suffers 
  from heat exhaustion and is exhausted. These conditions end when the 
  character recovers from the nonlethal damage he took from the heat. In 
  addition, characters in very hot conditions must drink 2 gallons of water 
  per day, and characters in severe heat must drink 3 gallons of water 
  per day to avoid suffering from thirst. Failure to do so accelerates the 
  dehydration process as discussed earlier in this chapter. If the extreme 
  heat were not bad enough, deserts rapidly cool at night with temperatures 
  sometimes dipping below freezing. When temperatures drop below 40° 
  F, unprotected characters are exposed to cold weather and must make a 
  successful Fortitude save each hour (DC 15, +1 per previous check) or 
  take 1d6 points of nonlethal damage. A character who has the Survival 
  skill may receive a bonus on this saving throw and might be able to apply 
  this bonus to other characters as well. Random weather charts that appear 
  at the end of this chapter allow the GM to determine the daily high and 
  low temperatures.
  
  21
  Desert Hazards
  Wind
  Wind literally shapes the desert more than any other natural force. It 
  sculpts magnificent dunes from featureless sand and hurls vast clouds of 
  sand and dust across the scarred landscape. Wind is the engine that powers 
  the desert’s destructive sandstorms, yet desert winds differ from those in 
  temperate and tropical environments. The high winds that ravage tropical 
  and temperate regions are almost universally spawned by powerful 
  thunderstorms and hurricanes that also unleash tremendous amounts of 
  precipitation. Desert winds are predominately fueled by masses of air 
  interacting with each other which create powerful air currents that do not 
  produce precipitation. They pick up sand, dust and any other fine particles 
  and transform them into minute airborne projectiles in the form of a 
  sandstorm or a dust storm.
  Sandstorms reduce visibility to 1d10 x 5 feet and inflict a –4 penalty 
  on Perception checks. A sandstorm deals 1d3 points of nonlethal damage 
  per hour to any creatures caught in the open, and leaves a thin coating of 
  sand in its wake. Driving sand creeps in through all but the most secure 
  seals and seams, chafing skin and contaminating gear. Sandstorms can 
  last for hours or even days. The average sandstorm lasts for 2d6 hours; 
  however 10% of sandstorms drag on for 1d3 days. For every hour of the 
  sandstorm’s duration, it buries everything in its path in 1d3 inches of sand. 
  In the case of a sandstorm stretching across several days, characters could 
  find themselves buried under 10 feet of sand. Characters buried under 
  that much sand are treated as if they were in the slide zone of a cave-in. 
  (See the “Dungeons” section in Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook for details on adjudicating the effects of a cave-in.)
  Dust storms obscure vision, smothers unprotected flames, and can even 
  choke protected flames (50% chance). Most dust storms are accompanied 
  by severe winds and leave behind a deposit of 1d6 inches of sand. There is 
  a 10% chance for a greater dust storm to be accompanied by windstorm-
  magnitude winds. These greater dust storms deal 1d3 points of nonlethal 
  damage each round to anyone caught out in the open without shelter and 
  also pose a choking hazard. (A character with a scarf or similar protection 
  across his mouth and nose does not begin to choke until after a number 
  of rounds equal to 10 + his Constitution score). Greater dust storms leave 
  2d3–1 feet of fine sand in their wake.
  Rain
  Rain is rare in the desert, yet on those odd days when the skies crackle 
  with electricity and the waters pour down from the heavens nature regales 
  the dunes with a spectacular show of force. Warm air fuels violent weather, 
  and the desert boasts the hottest air in the world. Desert thunderstorms 
  rumble across the parched earth at breakneck speed with a typical life span 
  of 5d6 minutes. As the storm rages, visibility is reduced to zero, making 
  Perception checks and all ranged weapon attacks impossible. Unprotected 
  flames are automatically extinguished, and protected flames have a 75% 
  chance of being doused. Torrential rain pelts the ground and winds in 
  excess of sixty miles per hour howl across the desert. (See the “Weather” 
  section in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook 
  for details on how these winds affect characters out in the open.) Every 30 
  seconds, a lightning bolt crashes to the ground 1d6–1 miles away from the 
  storm’s center. The bolt deals between 4d8 and 10d8 points of electricity 
  damage to everything in its path. There is a 1% chance of lightning striking 
  any character within 1 mile of the bolt. This chance is reduced to .5% if 
  the character is curled into a ball in a depression or other low-lying area.
  Daily Weather
  Unlike the weather in areas that receive ample rainfall, the desert’s 
  weather changes very little from day to day. Summers are long, hot and 
  dry, and winters are short and mild with a few days of rainfall. Presented 
  below are several tables that allow GMs to determine the weather in 
  a hot and dry desert and a semiarid desert based upon the season. The 
  tables are organized according to desert type, so the first group of tables 
  applies to weather in a hot and dry desert, and the second group applies 
  to weather in a semiarid desert. The tables allow the GM to determine the 
  daily high temperature, daily low temperature, wind speed and chance of 
  precipitation. All of the tables are based upon percentile dice.
  Hot and Dry Deserts
  The following tables generate the daily high temperatures, low 
  temperatures, wind speed and chance of precipitation in a hot and dry 
  desert according to season. Summers in a hot and dry desert can last for 6 
  months, while winter is rarely more than 1 or 2 months.
  Table 2–9: Daily High Temperature
  Die Roll
  Spring
  Summer
  Autumn
  Winter
  01–10
  95+4d6° F
  105+4d6° F
  85+4d6° F
  75+4d6° F
  11–20
  95+3d6° F
  105+3d6° F
  85+3d6° F
  75+3d6° F
  21–30
  90+4d6° F
  100+4d6° F
  80+4d6° F
  70+4d6° F
  31–40
  90+3d6° F
  100+3d6° F
  80+3d6° F
  70+3d6° F
  41–50
  85+4d6° F
  95+4d6° F
  75+4d6° F
  65+4d6° F
  51–60
  85+3d6° F
  95+3d6° F
  75+3d6° F
  65+3d6° F
  61–70
  80+4d6° F
  90+4d6° F
  70+4d6° F
  60+4d6° F
  71–80
  80+3d6° F
  90+3d6° F
  70+3d6° F
  60+3d6° F
  81–90
  75+4d6° F
  85+4d6° F
  65+4d6° F
  55+4d6° F
  91–00
  75+3d6° F
  85+3d6° F
  65+3d6° F
  55+3d6° F
  To determine the daily low temperature, subtract the amounts shown 
  on the following table from the day’s high temperature. For instance, if 
  the preceding table generates a high temperature of 109° F, and the low 
  temperature generates a result of 25 – 4d6°, which results in a total of 36°, 
  the daily low temperature is 73° F (109° – 36° = 73° F).
  Table 2–10: Daily Low Temperatures
  Die Roll
  Low 
  Temperature
  01–10
  –20+3d6
  11–20
  –20+4d6
  21–30
  –25+3d6
  31–40
  –25+4d6
  41–50
  –30+3d6
  51–60
  –30+4d6
  61–70
  –35+3d6
  71–80
  –35+4d6
  81–90
  –40+3d6
  91–00
  –40+4d6
   
  The following table determines the wind speed measured in miles per 
  hour based upon the season.
   
  Table 2–10 Daily Wind Speed
  Die Roll
  Spring
  Summer
  Autumn
  Winter
  01–10
  1d6
  1d4
  1d6
  1d8
  11–20
  1d8
  1d6
  1d8
  1d10
  21–30
  1d10
  1d8
  1d10
  1d12
  31–40
  1d12
  1d10
  1d12
  3d6
  41–50
  3d6
  1d12
  3d6
  4d6
  51–60
  4d6
  3d6
  4d6
  5d6
  61–70
  5d6
  4d6
  5d6
  6d6
  71–80
  6d6
  5d6
  6d6
  8d6
  81–90
  8d6
  6d6
  8d6
  10d6
  91–00
  10d6
  8d6
  10d6
  12d6
  
  22
  Dunes of Desolation
  Whenever the wind speed equals or exceeds 30 miles per hour, it 
  triggers a dust storm on rocky, gravely terrain or a sandstorm on sandy 
  terrain. The preceding section discusses the effects and duration of dust 
  storms and sandstorms.
  The following chart determines the daily chance of experiencing a 
  storm. It is also based upon the season.
  Table 2–11: Daily Chance of Precipitation
  Result
  Spring
  Summer
  Autumn
  Winter
  No 
  Precipitation
  01–96
  01–99
  01–98
  01–94
  Storm
  97–00
  00
  99–00
  95–00
  Semiarid Deserts 
  The following tables generate the daily high temperatures, low 
  temperatures, wind speed and chance of precipitation in a semiarid desert 
  according to season. Summers in a semiarid desert can last for more than 
  4 months, while winters rarely stretch for more than 2 months.
  Table 2–9: Daily High Temperature
  Die Roll
  Spring
  Summer
  Autumn
  Winter
  01–10
  88+3d6° F
  100+3d6° F
  76+3d6° F
  64+3d6° F
  11–20
  88+3d4° F
  100+3d4° F
  76+3d4° F
  64+3d4° F
  21–30
  83+3d6° F
  95+3d6° F
  71+3d6° F
  59+3d6° F
  31–40
  83+3d4° F
  95+3d4° F
  71+3d4° F
  59+3d4° F
  41–50
  78+3d6° F
  90+3d6° F
  66+3d6° F
  54+3d6° F
  51–60
  78+3d4° F
  90+3d4° F
  66+3d4° F
  54+3d4° F
  61–70
  73+3d6° F
  85+3d6° F
  61+3d6° F
  49+3d6° F
  71–80
  73+3d4° F
  85+3d4° F
  61+3d4° F
  49+3d4° F
  81–90
  68+3d6° F
  80+3d6° F
  56+3d6° F
  44+3d6° F
  91–00
  68+3d4° F
  80+3d4° F
  56+3d4° F
  44+3d4° F
  To determine the daily low temperature, subtract the amounts shown 
  on the following table from the day’s high temperature. For instance, if 
  the preceding table generates a high temperature of 109° F, and the low 
  temperature generates a result of 25 – 4d6°, which results in a total of 36°, 
  the daily low temperature is 73° F (109° – 36° = 73° F).
  Table 2–13: Daily Low Temperatures
  Die Roll
  Low 
  Temperature
  01–10
  –10+3d6
  11–20
  –10+4d6
  21–30
  –15+3d6
  31–40
  –15+4d6
  41–50
  –20+3d6
  51–60
  –20+4d6
  61–70
  –25+3d6
  71–80
  –25+4d6
  81–90
  –30+3d6
  91–00
  –30+4d6
   
  The following table determines the wind speed measured in miles per 
  hour based upon the season.
  Table 2–14 Daily Wind Speed
  Die Roll
  Spring
  Summer
  Autumn
  Winter
  01–10
  1d6
  1d4
  1d6
  1d8
  11–20
  1d8
  1d6
  1d8
  1d10
  21–30
  1d10
  1d8
  1d10
  1d12
  31–40
  1d12
  1d10
  1d12
  3d6
  41–50
  3d6
  1d12
  3d6
  4d6
  51–60
  4d6
  3d6
  4d6
  5d6
  61–70
  5d6
  4d6
  5d6
  6d6
  71–80
  6d6
  5d6
  6d6
  8d6
  81–90
  8d6
  6d6
  8d6
  10d6
  91–00
  10d6
  8d6
  10d6
  12d6
  Whenever the wind speed equals or exceeds 30 miles per hour, it 
  triggers a duststorm on rocky, gravely terrain or a sandstorm on sandy 
  terrain. The preceding section discusses the effects and duration of dust 
  storms and sandstorms.
  The following chart determines the daily chance of experiencing a 
  storm. It is also based upon the season.
  Table 2–15: Daily Chance of Precipitation
  Result
  Spring
  Summer
  Autumn
  Winter
  No 
  Precipitation
  01–92
  01–98
  01–96
  01–92
  Storm
  93–00
  99–00
  97–00
  93–00
  
  23
  Abilities represent a character’s physical and mental attributes, 
  but skills measure his ability to apply that raw strength and acumen 
  in a number of different ways. A child genius may have more natural 
  intelligence than the average adult, yet the adult may know more about 
  nature than the prodigy thanks to years of study in this particular field. In 
  a similar vein, feats grant unique abilities that build upon the character’s 
  attributes and skills. They may improve a character’s martial prowess, 
  allow him to create a magic item, improve his defenses or hone his 
  competence with a particular skill. Feats differ from skills in the respect 
  that any character can devote time and energy to improve skills, while 
  feats frequently include prerequisites necessitating that the character 
  belong to a certain race or class
  Skills
  Skills measure a character’s adeptness at completing certain tasks and 
  recalling specific information. In most cases, environment does not affect 
  the character’s attempt to successfully perform an action like climbing a 
  rock wall or remembering the king’s name. There are exceptions though. 
  It is much easier to forage for food and water in a lush, tropical forest than 
  in an arid, sandy desert. This chapter presents some desert-specific uses 
  for several skills. These include identifying geographical features that 
  may lead a desert traveler to water or discerning whether an oasis is really 
  what it seems or is actually a mirage.
  Acrobatics
  Arid sand plains allow characters to perform tricky maneuvers that 
  are impossible to duplicate in firm, moist soil. The loose particles 
  of granular sand and dust that cover the hard, dry ground beneath 
  it function like ball bearings, allowing a character moving across 
  a sand plain at a quick pace to literally slide a few extra feet. You 
  cannot use Acrobatics to slide if your speed is reduced due to carrying 
  a medium or heavy load or wearing medium or heavy armor. If an 
  ability allows you to move at full speed under such conditions, you 
  can use Acrobatics to slide. Whenever you move in a straight line 
  at your full speed or greater (including when you charge an enemy) 
  you may slide up to 15 additional feet as part of that same action 
  with a successful Acrobatics check. You can make an Acrobatics 
  check to slide only once each turn, even if you run, charge or double 
  move. You may include the additional distance you intend to slide to 
  determine whether you are eligible to charge; however if you fail to 
  slide far enough to attack that enemy, you lose your attack and may 
  take no other actions. You receive a +4 bonus to slide if you move 
  twice your speed, and an additional +4 bonus for every increment of 
  speed in excess of twice your speed, i.e. +8 at triple your speed and 
  so on. If you fail the Acrobatics check, you do not slide, and your 
  movement ends. If you fail the check by 5 or more, you also fall 
  prone in the square where your movement ended.
  Acrobatics “Sliding” and DCs
  Additional Distance
  Acrobatics DC1
  5 feet
  12
  10 feet
  22
  15 feet
  32
  1Includes +2 modifier for moving on a slightly obstructed 
  surface (gravel, sand)
  Appraise
  Bazaars are found in every desert city, town and most villages. This 
  open-air market is a treasure trove of exotic goods, wondrous items and 
  incredible bargains for the savvy shopper, but for every diamond in the 
  rough is a silk purse made from a sow’s ear. Caveat emptor, Latin for let 
  the buyer beware is a common phrase muttered among prospective buyers 
  seeking the best deal. A character may use Appraise to sift through the 
  sales talk to determine the most valuable item in the bazaar or to determine 
  the merchant with the best prices. The DC of this check is 20 for a bazaar 
  in a village or town but can increase to as high as 30 for a bazaar in a 
  major city. A successful check identifies the merchant whose prices are 
  1d6% cheaper than the normal list price. If the check succeeds by 10 or 
  more, the prices are 2d6% cheaper. If you fail your Appraise check by 5 or 
  more, items cost 1d6% more than the normal list price. Sizing up a bazaar 
  takes a number of minutes equal to the check’s DC so it takes 20 minutes 
  to survey a bazaar in a village and 30 minutes in a major city. Additional 
  attempts to search for the best prices or find the most valuable item reveal 
  the same results. The results of an Appraise check combine with those 
  gained from Profession (merchant).
  Climb
  One of the most feared and legendary desert hazards is quicksand. In 
  most cases, quicksand consists predominately of water and loose sand. A 
  character caught in this deadly trap can swim to safety but dry quicksand 
  is another matter. As the name implies, this version contains no water so 
  it is impossible to swim to safety. Without outside assistance, the only 
  means of escaping dry quicksand is to climb out of it. The process of using 
  Climb checks to escape dry quicksand is discussed in the “Quicksand” 
  section of Chapter 2.
  Knowledge (geography)
  In the desert, a few drops of water are worth their weight in gold. The 
  laws of physics dictate that water sinks to its lowest level, and characters 
  adept at this particular skill are able to identify potential sources of water 
  based upon the area’s topography. You recognize that valleys surrounded 
  by tall mountains, low-lying areas and rocks bearing obvious signs of 
  erosion are terrain features that commonly lead to aquifers, oases and 
  wadis. You can spot these telltale signs by making a successful DC 15 
  Knowledge (geography) check which may direct you to a supply of water. 
  The DC increases by +1 for every mile between your current location and 
  the water source. Locating these features does not guarantee that there is 
  any water at the site. The GM must consult the tables found in Chapter 
  1 to determine whether there is any accessible water source in the area.
  Knowledge (nature)
  Water is the wellspring of life in the desert. Animals and plants cannot 
  survive for long without the precious fluid, so they can lead you directly to 
  its source. By making a successful DC 20 Knowledge (nature) check, you 
  identify the most likely flight patterns or overland trails that birds or animals 
  would follow to reach a potential source of water. You are also aware of 
  the best times to spot these creatures as they travel to and from a water 
  source. Provided that there is a source of water in the area, you can take up a 
  position in the best possible location to spot birds and animals making their 
  way to and from a source of water. You must still succeed at a Perception 
  check to actually spot these animals and birds as they travel across the 
  Skills and Feats
  
  24
  Dunes of Desolation
  desert or succeed at a Survival check to follow their tracks, if any, to and 
  from the water source. The GM must consult the tables found in Chapter 
  1 to determine whether there is any accessible water source within the area.
  Perception
  Mirages are nature’s cruelest pranks. To tantalize a thirsty character with 
  a glistening image of watery delight only to reveal its true form as he nears 
  his coveted prize proves utterly disheartening. In some circumstances, the 
  character’s wild dash to the illusory water source can drive the desperate creature 
  to madness. You can use Perception to discern whether the image is actually a 
  body of water or merely a mirage. The DC to correctly identify the image as a 
  mirage is 20 adjusted by the modifiers normally applied to Perception checks.
  Profession (merchant)
  In desert communities, haggling is the customary and traditional way of 
  conducting business. Paying full price insults many merchants, though the 
  transgression is not enough to stop them from taking the rube’s money. 
  In the bazaars of major desert cities, haggling ascends to the level of an 
  entertainment form. Merchants and buyers trade offers, tales and barbs, as 
  they shrewdly negotiate a price for something as mundane as a handful of 
  dates. Wild exaggerations about each participant’s mother or crude comments 
  about their spouses are commonly heard throughout the marketplace. The 
  posturing and colorful exchanges are just a prelude to getting down to serious 
  business. Anyone can use Profession (merchant) to get the best price for 
  practically any item. To use this skill both parties must understand each other 
  and have the intelligence to enter into a business transaction. The DC is equal 
  to 10 + creature’s Hit Dice + creature’s Cha modifier. Alternatively, the parties 
  can make opposed Profession (merchant) checks to determine who gets the 
  best deal. If you succeed at the check or win an opposed check, the price is 
  1d6% better in your favor. If you fail the check, the price is 1d6% worse. If 
  you succeed by 10 or more, the price is 2d6% better. Likewise if you fail by 
  10 or more, the price is 2d6% worse. These results stack with those gained 
  from using the Appraise skill. A character can still make an Appraise check 
  to determine the item’s actual value. If he succeeds, he can refuse to pay the 
  other party’s price though the other party refuses to budge from their price. 
  Using this skill to haggle takes 1d6 minutes.
  Survival
  Finding sufficient food and water in a verdant forest is entirely different 
  than locating those same commodities in a hot and dry desert or even 
  a semiarid desert. Bodies of water are relatively common in forests and 
  grasslands, but they are extremely rare in the desert. Before determining 
  whether you can forage for food and water in the desert, the GM should 
  consult the tables found in Chapter 1 to determine if there is a water 
  source within a 1,000 square mile area. If there is no water, you cannot use 
  the Survival skill to get along in the wild. In the event that there is water 
  in the area, apply the following modifiers to the Survival check’s DC to 
  get along in the wild.
  Condition
  Survival DC Modifier
  Semiarid desert
  +4
  Hot and dry desert
  +10
  Large body of water1
  –2
  Oasis
  +2
  Plants
  +2
  Wadi
  +4
  Aquifer
  +8
  1 This includes rivers and lakes.
  
  25
  Skills and Feats
  You may also use the Survival skill in conjunction with Knowledge 
  (nature) to locate the most likely place to find tracks left by animals 
  moving to and from a water source. Sand dunes and sand plains are 
  treated as very soft ground for following tracks. Salt pans are treated as 
  hard ground. Wind also has a significant effect on trails left in granular 
  materials like dust and sand. For every 24 hours of strong winds, the DC 
  increases by +2. For every 24 hours of severe winds, the DC increases by 
  +4. It is impossible to follow tracks in dusty and sandy areas that have 
  been affected by wind speeds greater than 51 miles per hour.
  Survival also allows you to avoid natural hazards like quicksand. The 
  DC to avoid wet quicksand is still DC 15. The DC to avoid dry quicksand 
  increases to 25. One check resolves whether you can avoid natural hazards 
  including wet quicksand and dry quicksand.
  Feats
  Most feats can be performed just as easily in a crowded tavern, as they 
  could be in a salt flat. Some feats though are best suited for desert adventurers. 
  This section provides several new feats designed for desert campaigns along 
  with many others that have more general applications. Among these are feats 
  that increase a character’s speed and reaction time on the sandy dunes as well 
  as those that allow a character to use his charisma to impact combat.
  Aces up a Sleeve (Combat) 
  You can simultaneously throw two light weapons at a single target.
  Prerequisites: Dex 15, Point-Blank Shot, Quick Draw.
  Benefit: When making a full-attack action with light weapons, your 
  first attack throws two light weapons at the same time at a single target. If 
  the first attack hits, both light weapons hit. Apply precision-based damage 
  (such as sneak attack) and critical hit damage only once for this attack. 
  Damage bonuses from a high Strength bonus apply to each light weapon, 
  as do other damage bonuses, such as a ranger’s favored enemy bonus. 
  Damage reduction and resistances apply separately to each light weapon.
  Backstab 
  You can swiftly draw a weapon and attack before an enemy can react.
  Prerequisites: Sleight of Hand 1 rank, Weapon Finesse.
  Benefit: You may attempt a Sleight of Hand check in place of an initiative 
  check if you already threaten an enemy at the time when you would 
  normally make an initiative check. You cannot be surprised by an enemy 
  you threaten. You can use this feat only if you are holding a light weapon, 
  rapier, whip or spiked chain made for a creature of your size category.
  Bazaar Merchant 
  You are an expert at valuing items and negotiating the best prices.
  Benefit: You get a +2 bonus on Appraise and Profession (merchant) 
  skill checks. If you have 10 or more ranks in one of these skills, the bonus 
  increases to +4 for that skill.
  Bazaar Thief 
  You are adept at concealing your identity while stealing.
  Benefit: You get a +2 bonus on Disguise and Sleight of Hand skill 
  checks. If you have 10 or more ranks in one of these skills, the bonus 
  increases to +4 for that skill.
  Bum’s Rush (Teamwork) 
  You and one or more allies bull rush as a team.
  Prerequisites: Improved Bull Rush, Power Attack.
  Benefit: Whenever you attempt a bull rush combat maneuver against 
  an enemy threatened by an ally with this feat, you roll twice and take the 
  better result. You may roll an additional die for each ally with this feat 
  beyond the first threatening the enemy. In that case, you take the best 
  result.
  Caravan Merchant 
  You are skilled at riding a camel and selling goods.
  Benefit: You get a +2 bonus on Profession (merchant) and Ride skill 
  checks. If you have 10 or more ranks in one of these skills, the bonus 
  increases to +4 for that skill.
  Charioteer 
  You are an expert at driving a chariot.
  Benefit: You get a +2 bonus on Handle Animal and Profession (driver) 
  skill checks. If you have 10 or more ranks in one of these skills, the bonus 
  increases to +4 for that skill.
  Desert Acclimated 
  You are adept at avoiding and escaping desert hazards as well as 
  withstanding the environment.
  Prerequisite: Endurance.
  Benefit: You gain a +4 bonus on the following checks and saves: 
  Climb checks made to escape from dry quicksand; Swim checks made to 
  escape from wet quicksand; Survival checks made to notice wet and dry 
  quicksand; Constitution checks to avoid getting sunburn; and Perception 
  checks made to identify mirages.
  You take half damage from starvation, thirst, dust storms, sandstorms, 
  and hot or cold environments. You can drink a half gallon of water per day 
  and eat a half pound of food without being affected by thirst or starvation 
  under normal conditions. You must increase your consumption of water 
  to 1 gallon per day in very hot conditions and 1-1/2 gallons of water in 
  severe heat.
  Normal: A Medium creature needs to drink 1 gallon of water and eat 1 
  pound of food per day to avoid making Constitution checks to avoid thirst 
  or starvation. In very hot conditions and severe heat, water requirements 
  increase to 2 gallons and 3 gallons per day respectively.
  Desert Explorer 
  You are familiar with desert terrain and survival techniques.
  Benefit: You get a +2 bonus on Knowledge (geography) and Survival 
  skill checks. If you have 10 or more ranks in one of these skills, the bonus 
  increases to +4 for that skill.
  Desert Legs 
  Enemies find it difficult to perform combat maneuvers against you in 
  desert terrain.
  Benefit: You receive a +4 bonus to your Combat Maneuver Defense 
  when resisting a bull rush or trip attempt while standing on desert terrain.
  Distracting Escape  
  (Combat, Teamwork) 
  You and one or more allies can combine forces to escape a grapple.
  Prerequisites: Improved Grapple, Escape Artist 5 ranks
  When you and an ally with this feat are grappling the same creature, you 
  or your ally may attempt to escape the grapple with the other’s assistance. 
  To do this, you or your ally must ready an Escape Artist check triggered by 
  
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  Dunes of Desolation
  the other party’s attempt to succeed on an Escape Artist check to break free 
  of the grapple. You and your ally then roll Escape Artist checks and combine 
  the results. If the check is successful, the party that readied the Escape Artist 
  check remains in the grapple, while the other party escapes. Additional 
  parties can assist in the attempt by readying Escape Artist checks, but the 
  party acting on his turn is the only one that can attempt to escape.
  Do Your Worst (Combat) 
  You take no actions to defend yourself to take an additional attack 
  against your enemy.
  Prerequisite: Cha 13, Fearsome Reputation.
  Benefit: As a standard action, you can make an attack at your full base 
  attack bonus against an enemy within reach. After you make your attack, 
  you lower your defenses against the enemy you just attacked. You lose 
  your Dexterity bonus to AC (if any) and your dodge bonus to AC. Your 
  callous disregard of your enemy provokes an attack of opportunity from 
  him. If he misses, you can make an additional attack (using your full base 
  attack bonus) against that enemy. You can only make one additional attack 
  per round with this feat. The effects of this feat last until your next turn.
  Special: The effects of this feat and Fearsome Reputation stack.
  Dune Walker 
  You move faster than normal in desert terrain.
  Benefit: While you are wearing light armor or no armor, your base 
  speed increases by 10 feet whenever you move across desert terrain. You 
  lose the benefits of this feat if you carry a medium or heavy load.
  Special: You can take this feat only once. Its effects stack with Fleet.
  Embalmer 
  You are skilled at combating the undead and have little fear of them.
  Benefit: You gain a +2 bonus on all Will saves made to resist an undead 
  creature’s fear effects. You get a +4 bonus on all Knowledge (religion) checks 
  made to identify undead monsters and their special powers or vulnerabilities.
  Eyes of the Desert 
  You can see things that most others cannot see in the desert.
  Benefit: You gain a +4 bonus on the following checks and saves 
  whenever you make them in a desert: all Perception checks, Fortitude 
  saves to resist blindness, Survival checks made to follow tracks and 
  Constitution checks made to avoid light sensitivity and light blindness.
  Special: You can take this feat only once. Its effects stack with those 
  gained from other feats and the ranger’s favored terrain ability.
  Fearsome Reputation (Combat) 
  You can lower your defenses to increase your accuracy and strength.
  Prerequisite: Cha 13.
  Benefit: You can choose to take a –1 penalty to your AC and Reflex 
  saves to gain a +1 bonus on all melee attack rolls, weapon damage rolls 
  and combat maneuver checks. When your base attack bonus reaches +4 
  and every four points thereafter, the AC and Reflex save penalties increase 
  by –1 and the melee attack, weapon damage and combat maneuver checks 
  increase by +1. You can only choose to use this feat when you declare that 
  you are making an attack or a full-attack action with a melee weapon. The 
  effects of this feat last until your next turn.
  Flying Carpet Pilot 
  You can perform special maneuvers atop a flying carpet
  Benefit: You can take ranks in the Fly skill even if you normally could 
  not do so. Your bonus on Fly skill checks is equal to your level while 
  aboard a carpet of flying.
  Normal: You cannot take ranks in Fly without a natural means of flight 
  or gliding. Your bonus on Fly skill checks is equal to half the caster level 
  while aboard a carpet of flying.
  Genie Sage 
  You spent your life studying genies.
  Prerequisite: Knowledge (planes) 6 ranks.
  Benefit: You gain a +4 bonus on Knowledge (planes) checks made to 
  identify genies and their special powers or vulnerabilities. Once per day, 
  you can take 20 on a Knowledge (planes) check made for this purpose. You 
  gain a +1 insight bonus to attack rolls against genies and get a +1insight 
  bonus to AC against genies.
  Horticulturist 
  You know everything there is to know about plants and how to combat 
  them.
  Benefit: You gain a +4 bonus on the following checks and saves: 
  Knowledge (nature) checks made to identify plant monsters and their 
  special powers or vulnerabilities; Fortitude saves to resist all plant-
  based poisons, Fortitude saves to avoid being sickened or nauseated 
  by plants or plant-based substances; combat maneuver checks made to 
  grapple plants; and Escape Artist checks made to escape from a plant’s 
  grapple.
  You also receive a +4 bonus to your Combat Maneuver Defense 
  whenever a plant tries to grapple you.
  In the Stars 
  You gain foresight from interpreting celestial omens.
  Prerequisite: Profession (astrologer) 5 ranks.
  Benefit: You may attempt a Profession (astrologer) skill check in place 
  of an initiative check once per day. When you acquire 10 ranks in this 
  skill and at every 5 ranks thereafter, you may use this feat one additional 
  time per day.
  Instinctive Grappler (Combat) 
  Instinct guides your actions while grappling.
  Prerequisites: Combat Expertise, Improved Grapple.
  Benefit: You may add your Wisdom modifier to combat maneuver 
  checks made to grapple a foe. You may also add your Wisdom modifier 
  to your Combat Maneuver Defense whenever an opponent tries to 
  grapple you. Whenever a foe with an Intelligence of 3 or less attempts to 
  start a grapple with you, the foe must make two rolls and use the worse 
  result.
   Jockey 
  Mounts achieve astonishing speeds under your guidance.
  Prerequisites: Ride 6 ranks, Mounted Combat.
  Benefit: You can spur your mount to greater speed with a free action. 
  If you succeed on your Ride check, the mount’s speed increases by 10 
  feet. If you succeed by 5 and every 5 points thereafter, the mount’s speed 
  increases by an additional 5 feet. If you roll a natural 20 on your Ride 
  check, the mount takes no damage for that round. You can use this feat 
  every round, but the mount becomes fatigued after a number of rounds 
  equal to 1-1/2 times its Constitution score.
  Normal: You can spur your mount as a move action. A successful Ride 
  check increases the mount’s speed by 10 feet for 1 round. The mount 
  becomes fatigued after a number of rounds equal to its Constitution 
  score.
  
  27
  Skills and Feats
  Last Chance 
  You expend all your energy on one desperate gamble.
  Prerequisite: Con 13.
  Benefit: You must use this feat during your turn before you attempt 
  any die rolls, and its effects last until your next turn. You add your 
  Constitution bonus as a morale bonus to one attack roll, weapon damage 
  roll, saving throw, skill check or ability check of your choice even if your 
  Constitution modifier has already modified the die roll. At the end of your 
  turn, you take nonlethal damage equal to your Constitution bonus and 
  must succeed at a DC 10 Constitution check to avoid being staggered 
  until the end of your next turn. If you roll a natural 1 on the Constitution 
  check, you immediately fall unconscious and remain so until the end of 
  your next turn. You cannot use this feat if you are fatigued, exhausted or 
  already staggered.
  Mental Rehearsal (Combat) 
  Additional time brings greater insight.
  Benefit: Whenever you ready an attack, you get a +1 insight bonus to 
  your attack roll. The insight bonus applies only to the attack triggered by 
  the event specified in your ready action. You do not gain an insight bonus 
  when you make attacks of opportunity. When your base attack bonus 
  reaches +6 and every five points thereafter the insight bonus increases 
  by +1.
  My Turn (Combat) 
  You choose not to act in order to deliver a punishing blow to an enemy 
  that just hit you.
  Prerequisites: Cha 13, Combat Reflexes, Fearsome Reputation.
  Benefit: You may take no actions this round other than a 5-foot step. 
  Whenever an enemy hits you with a melee attack before the start of your 
  next turn, you can make a melee attack at your full base attack bonus 
  against that enemy as an immediate action. You can make only one such 
  attack each round. This attack does not count towards the number of 
  attacks of opportunity you can make in a round, so you are still entitled to 
  take attacks of opportunity if the opportunities arise. You may add your 
  Charisma modifier to your attack and weapon damage rolls on this attack, 
  and any other melee attacks you make until the beginning of your next 
  turn.
  Now You See It (Teamwork) 
  When working in concert with another, your ally can snatch a weapon 
  out of mid-air.
  Prerequisites: Sleight of Hand 5 ranks, Combat Expertise, Improved 
  Disarm.
  Benefit: Whenever you attempt a disarm combat maneuver against an 
  enemy threatened by an ally with this feat, you get a +2 bonus to the 
  attempt. This bonus stacks with the bonus gained from the Improved 
  Disarm feat. If you succeed at disarming the enemy, your ally can take an 
  immediate action to grab the item in mid-air. To do so, he must succeed on 
  a Sleight of Hand check using the enemy’s Combat Maneuver Defense as 
  the DC for the check. He must have at least one hand free to grab the item. 
  If he has both hands free, he gets a +4 bonus to his Sleight of Hand check.
  Olé (Combat) 
  You can avoid charging creatures.
  Prerequisites: Step Up.
  Benefit: Whenever an enemy charges at you, you get a +2 dodge bonus 
  to AC and may take a 5-foot step after he ends his movement, but before 
  he resolves the attack. If you move out of the creature’s threat range, he 
  cannot attack you.
  Palace Schemer 
  You have inside knowledge about the royal court and local events.
  Benefit: You get a +2 bonus on all Knowledge (local) and Knowledge 
  (nobility) skill checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill.
  Royal Taster 
  You can taste poison in your food or water and identify potions by taste.
  Benefit: You gain a +4 bonus on saving throws against all ingested 
  poisons (but not other poisons) and Perception checks made to identify the 
  powers of a potion through taste.
  Sales Pitch 
  You can fool people with fast talk.
  Benefit: You can attempt a Profession (merchant) skill check in place 
  of a Bluff skill check to convince your opponent that what you are saying 
  is true. The Bluff skill check modifiers also apply to the Profession 
  (merchant) skill check.
  Sand in the Eyes 
  You can blind enemies by throwing sand in their eyes.
  Prerequisites: Combat Expertise, Improved Dirty Trick, Throw 
  Anything
  Benefit: Instead of making a melee attack as an attack of opportunity, 
  you can attempt a dirty trick combat maneuver to throw sand in your 
  enemy’s eyes, blinding him for 1 round. (See the “Combat Maneuvers” 
  section in Chapter 8 of the Pathfinder Roleplaying Game Advanced 
  Players Guide for details regarding dirty trick combat maneuvers.) You 
  must have at least one free hand to perform this maneuver.
  Normal: A dirty trick combat maneuver is only usable as a standard 
  action.
  Sand Rat 
  You can sense movement upon the sands.
  Prerequisites: Perception 4 ranks, Improved Iniative.
  Benefit: So long as you and your enemy are in desert terrain, you cannot 
  be surprised, and you get a +2 bonus on initiative checks and Perception 
  checks.
  Selective Hearing 
  The words of others exert less influence on you.
  Benefit: You gain a +2 bonus on the following checks and saves: Sense 
  Motive checks to avoid being bluffed, saves to resist language-dependent 
  spells and effects, and saves to resist spells and effects that rely upon 
  audible components (such as ghost sound).
  You also receive a +2 bonus on all saves to resist spells and effects that 
  deal sonic damage.
  Snake Charmer 
  You can easily influence animals with a wind instrument.
  Prerequisites: Bardic performance class feature, Perform (wind 
  instruments) 1 rank
  Benefit: When you use bardic performance with audible components, 
  you may target twice as many creatures of the animal type as normal. In 
  addition, the DC for saving throws against your bardic performance is 
  
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  Dunes of Desolation
  increased by +2 for creatures of the animal type.
  Special: You must use a wind instrument to get these benefits.
  Swarm Expert 
  You can deal weapon damage to swarms and take half damage from 
  their attacks.
  Benefit: You deal your normal damage to swarms of any size when 
  you attack them with a slashing or piercing weapon. A swarm made up of 
  Tiny creatures takes half damage when you attack it with a bludgeoning 
  weapon. A swarm composed of Fine or Diminutive creatures is immune 
  to damage from your bludgeoning weapons.
  You also take half damage from all attacks made by swarms.
  Normal: A swarm made up of Tiny creatures takes half damage from 
  lashing and piercing weapons. A swarm composed of Fine or Diminutive 
  creatures is immune to all weapon damage.
  Take the Pain 
  Mental toughness drives your body forward.
  Prerequisites: Iron Will.
  Benefit: You can attempt a Will save in place of a Fortitude save to 
  avoid taking nonlethal damage from any source.
  Twice-Bitten 
  You are resistant to animal and vermin poisons.
  Benefit: You gain a +4 bonus to saves made against animal and vermin 
  poisons.
  Wind Warrior 
  Wind has little effect on you.
  Benefit: You suffer no penalty to ranged attacks in strong or severe 
  winds, and a –4 penalty in a windstorm. It is still impossible to make 
  ranged attacks in hurricane or tornado force winds. You are treated as if 
  you were one size category larger than you actually are when determining 
  if you are checked or blown away by high winds. In addition, you suffer 
  no penalties to your Fly skill checks in strong or severe winds and the 
  penalties suffered in a windstorm, hurricane and tornado are 4 less than 
  normal.
  
  29
  Desert Equipment
  Humans cannot survive in the desert on stamina and guile alone. 
  Their lives depend upon a diverse array of items and tools to tame the 
  desert’s harsh and unforgiving climate and make it somewhat livable. 
  This equipment ranges from mundane linen robes and leather sandals 
  to fantastic magical carpets and golden lamps. Proper clothing, supplies 
  and survival gear are a must for any desert explorer hoping to endure 
  the arduous trek across the burning sands. Breathable fabrics, protective 
  headwear and durable shoes are absolutely essential. Lightweight and 
  reliable storage containers for food and water are also critical while more 
  exotic tools like a compass or a map guide desert travelers in the right 
  direction. Those brave souls in pursuit of adventure must supplement 
  these essentials with a repertoire of mystical items to aid them in their 
  quests. Magical clothing and jewelry bestowing added protection 
  against the elements are always popular choices among adventurers as 
  are items that heal injuries caused by the desert’s many natural hazards. 
  Enchanted scimitars, wondrous oils and resins, mysterious talismans and 
  other magical creations also aid skilled warriors and wizards en route to 
  becoming a legend of the dunes. No matter how seemingly ordinary, every 
  piece of equipment on a desert traveler’s person may one day spell the 
  difference between life — and death.
  Clothing
  There is an old adage that clothes makes the man, and nowhere 
  is it truer than in the desert. In fact, without magical intervention, it is 
  impossible for a human to survive for more than a few hours in a cold 
  desert without warm clothing. Though hot and dry deserts and semiarid 
  deserts also experience their share of freezing temperatures during the 
  overnight hours, clothing is just as important for coping with the extremes 
  of a superheated environment as it is for dealing with numbing cold. 
  This concept seems counterintuitive as most people are accustomed to 
  beating the heat by stripping down to as little clothing as decorum allows, 
  but clothing offers valuable protection against the relentless waves of 
  harmful light and warmth radiating from the distant sun. An outer robe 
  and headdress help prevent sunburn and surprisingly do more to keep the 
  body cool than going without them. Durable and comfortable shoes are 
  also a necessity to protect the traveler’s feet on those long hikes across 
  the hot sands. In addition to the dangers caused by walking with bare feet 
  on the searing sands, the desert’s mineral-laden ground also corrodes and 
  desiccates any material it comes in contact with — including living flesh. 
  Presented below are several nonmagical articles of clothing that aid desert 
  explorers in their travels.
  Robe
  A long-sleeved flowing robe stretching from the shoulders to just 
  above the ankle is the outer garment of choice for most desert natives. 
  It seems illogical to wear clothing that covers the entire body given the 
  climate’s stifling heat, but a properly crafted robe provides more comfort 
  and protection against the sun’s heat and radiation than bare skin. When 
  choosing outerwear for the desert, the two most important features are 
  material and fit. Porous fabrics that allow air to penetrate through the 
  weaves and circulate between the robe and the body are the most desirable 
  materials. For this reason, most desert robes are woven from cotton, wool, 
  flax, linen or a combination of these materials. These natural fibers strike 
  a perfect balance between keeping the sun’s harmful ultraviolet rays at 
  bay, absorbing perspiration and letting cool breezes pass through the robe 
  with minimal hindrance. The desert traveler only gains these benefits if 
  the robe is loosely fitted. If it is too snug, there is not enough room for 
  air to circulate between the robe and body. Worse yet, the wearer’s sweat 
  evaporates quickly in tight-fitting clothing. Perspiration is cooler than 
  the air temperature, so it acts as a natural refrigerant. The intended goal 
  behind a desert robe is akin to a modern day air conditioner. As fresh air 
  pushes its way through the outer garment and passes over perspiration, it 
  cools. The cooler air then circulates across the body before rising through 
  the top of the garment and beginning the process anew. Common sense 
  would also dictate that color should play a significant role in this cooling 
  effect, yet its impact is relatively minimal. Though most desert robes are 
  white or dyed a light color that reflects sunlight, some desert peoples wear 
  black robes that absorb sunlight. It is believed that dark colors increase 
  the robe’s circulation. Because the fabric retains more heat, air passing 
  through the robe rises faster which increases the rate of circulation.
  Headwear
  The robe is the desert traveler’s most visible article of clothing, but 
  headwear is equally important. Its primary purpose is to shield the head 
  and face from the sun’s damaging rays, and it comes in several varieties 
  and styles. One version consists of a rectangular piece of cloth that drapes 
  over the head and covers the nape of the neck. It is fastened by a cord that 
  wraps around the forehead. Another popular style features a long piece 
  of cloth that is tightly wound around the head and ends in a loose strip 
  of cloth that can be stretched across the mouth and nose to protect those 
  orifices from sand and dust. Regardless of the variety, headwear is usually 
  made from cotton, wool, flax, silk or a combination of these materials.
  Sandals
  Shoes round out the last essential accoutrement of the desert 
  explorer’s attire. The components range from straw and reeds for the 
  simplest varieties to leather and wood for high-end products. Travelers 
  overwhelming prefer sandals over traditional shoes found in temperate 
  and cold climates. Sandals differ from conventional shoes in the fact that 
  they do not completely encapsulate the foot. Instead, they consist of a sole 
  fashioned from straw, reeds, leather or wood that is fastened around the 
  foot by straps fitted to the sole which leaves most of the foot out in the 
  open for greater relief from the stifling temperatures. Traditional closed-
  design shoes grant protection against the corrosive soil, but they impose 
  a –1 circumstance penalty on Fortitude saves against exposure to hot 
  weather. Shoes provide valuable protection against the heat and mineral-
  laden soil which take their toll on bare feet after long periods of exposure 
  to these perils.
  Miscellaneous Articles
  To complement the basics of desert outerwear, the best-equipped 
  explorers prepare themselves for every contingency. Blazing hot days are 
  commonly followed by chilly evenings. It is impractical for the desert 
  traveler to wear a warm weather outfit during the day and also carry cold 
  weather clothing for the much cooler overnight hours, so most adventurers 
  pack away a utilitarian, finely stitched lightweight blanket that not only 
  retains body heat in cold weather but also protects against sand and dust 
  blown about by high winds. Protective eyewear is another concern for 
  the well-prepared adventurer. Sand, sun and bright light take their toll 
  on these critical organs. The variations of eyewear run the gamut from 
  a simple wooden visor worn above the eyes to elaborate eyeglasses. The 
  visor offers effective protection against sunburn, but eyeglasses do much 
  more. In addition to warding the eyes against the sun’s harmful rays, 
  they also lessen glare and the sun’s intense brightness. The best designed 
  eyeglasses consist of two expertly crafted lenses in a precisely fitted 
  
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  Dunes of Desolation
  leather framework that forms a tight seal around the eyes and is fastened 
  around the back of the head by leather straps. As the name implies, the 
  lenses are predominately made from glass but many magical variations 
  incorporate other transparent materials like polished crystal. Despite the 
  intense heat and bright sunlight, the best prepared desert adventurer is 
  generally covered from head to toe in protective clothing and gear.
  Item
  Cost
  Weight
  Desert blanket, masterwork
  20 gp
  1lb.
  Desert outfit
  7 gp
  4 lbs.
  Desert outfit, masterwork
  150 gp
  3 lbs.
  Desert robe
  5 gp
  2lbs.
  Desert robe, masterwork
  100 gp
  1 lb.
  Eyeglasses
  50 gp
  —
  Eyeglasses, masterwork
  500 gp
  —
  Headgear
  2 gp
  1 lb.
  Headgear, masterwork
  40 gp
  1 lb.
  Sandals
  1 gp 
  1 lb.
  Sandals, masterwork
  20 gp
  1 lb.
  Scarf
  1 sp
  —
  Visor
  2 gp
  1 lb.
  Desert Blanket, Masterwork
  Usually sewn from tightly woven silk, wool and cotton fabrics, the 
  desert blanket grants a +2 circumstance bonus on Fortitude saves against 
  exposure to cold weather. When wrapped around the body, it protects skin 
  and carried gear against contamination from sand during a dust storm or a 
  sandstorm and when draped across the nose and mouth it protects against 
  choking during a dust storm or sandstorm.
  Desert Outfit
  The desert outfit includes a desert robe, headgear and sandals.
  Desert Outfit, Masterwork
  This variety includes masterwork versions of the desert robe, headgear 
  and sandals. When worn together, they grant a +4 circumstance bonus on 
  Fortitude saves against exposure to hot weather.
  Desert Robe
  Fabricated from cotton, linen, wool or a combination of these materials, 
  the desert robe protects the body against the dangers of sunburn.
  Desert Robe, Masterwork
  This intricately woven silk outer garment affords the same protection 
  as an ordinary robe against sunburn, but it also grants a +2 circumstance 
  bonus on Fortitude saving throws against exposure to hot weather. This 
  circumstance bonus stacks with those granted from wearing masterwork 
  headgear and sandals. A masterwork desert robe also protects the skin and 
  carried gear against the effects of sandstorms.
  Eyeglasses
  These glasses include two lenses fitted into a wooden or metal frame that sit 
  on the bridge of the nose and are loosely wrapped around the wearer’s ears. They 
  afford the same protection against sunburn as a visor, i.e. –2 to the Constitution 
  check DC to resist sunburn. In addition, they grant a +1 circumstance bonus on 
  Constitution checks against light sensitivity or light blindness.
  Eyeglasses, masterwork
  Precision-crafted from the finest materials, masterwork eyeglasses 
  consist of two lenses fitted into a leather frame that forms a tight seal 
  around the eyes. They afford the same protection against sunburn as 
  ordinary eyeglasses except that rolling a natural 1 on a Constitution check 
  against sunburn does not result in the character’s eyes getting sunburned. 
  Furthermore, these eyeglasses negate the effects of light sensitivity 
  and light blindness, so a character suffering from either condition can 
  see normally while wearing the eyeglasses. The eyeglasses grant a +2 
  circumstance bonus on Perception checks made to detect a mirage and 
  a +4 circumstance bonus on Fortitude saves to resist blindness caused by 
  foreign objects coming into contact with the eyes, such as a dirty trick 
  maneuver to throw sand in the wearer’s eyes.
  Headgear
  Made from cotton, wool or flax, headgear protects the head against the 
  ravages of the sun.
  Headgear, Masterwork
  Expertly tailored from a continuous piece of cloth, this piece of headgear 
  provides protection against sunburn and grants a +1 circumstance bonus 
  on Fortitude saves made against exposure to hot weather. This bonus 
  stacks with the bonuses granted from wearing a masterwork desert robe 
  and masterwork sandals. This version also includes a scarf that protects 
  against sunburn and shields the nose and mouth against the choking 
  hazards of a duststorm.
  Sandals
  These simple leather sandals provide adequate protection against the 
  heat and desiccating sands.
  Sandals, Masterwork
  Solid, corrosive-resistant wood and leather provide exceptional 
  protection against the desert’s hazards. The sandals grant a +1 circumstance 
  bonus to Fortitude saves made against exposure to hot weather and taking 
  damage from prolonged contact with the soil.
  Scarf
  This simple band of cloth is used to cover the nose and mouth to protect 
  against the choking hazards of a dust storm.
  Visor
  Visors are made from wood and covered in fabric that is also used to 
  fasten the item around the head. The item protects the eyes and face from 
  sunburn.
  Survival Gear
  Proper clothing affords valuable protection against the elements, but 
  it is incapable of providing adequate hydration and nourishment. Water 
  is the explorer’s most pressing concern, so procuring enough water for a 
  long journey is critical, but storing that much water is a big problem, both 
  literally and figuratively. A single gallon of water weighs 8-1/3 pounds (not 
  including its container) so carrying enough water to keep the average person 
  hydrated in severe heat for just one day would require the character to haul 
  25 pounds of water. To extrapolate this a little further, a weeklong supply 
  of water for a single person in severe heat would weigh almost 200 pounds. 
  To solve this dilemma, desert explorers rely upon several creative solutions. 
  Magic is certainly an option for the best-equipped parties, but most others 
  use less costly means of meeting their basic needs. These include an 
  alchemical drink that rehydrates the body more efficiently than water, and 
  portable devices that can purify water from contaminated sources.
  Al-haloon Kidney
  The al-haloon kidney is a more practical yet somewhat revolting 
  alternative to the traditional portable still. As the moniker implies, this 
  
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  Desert Equipment
  water purification device consists of a kidney extracted from an al-haloon 
  that is placed inside a traditional waterskin. Because the creature tends to 
  drink water from sources with high mineral contents and other impurities, 
  it evolved specialized kidneys that can filter and purify water from 
  any contaminated source. The kidney secretes impurities into the outer 
  container while the purified water remains within the kidney. The user 
  must discard any accumulated liquids in the outer waterskin before the 
  device can be safely used again.
  Creating an al-haloon kidney for this purpose requires more skill than simply 
  tearing the organ out of the creature’s body. It requires the craftsmanship of 
  an expert leatherworker capable of sterilizing the organ while retaining its 
  elasticity and filtration properties. An al-haloon kidney holds 1 gallon of 
  water, and takes 1 hour to make contaminated and even poisoned water safe 
  to drink. When filled, the item’s weight increases to 14 pounds.
  Create: Craft (leather) DC 15
  Alchemical Water
  The process of dehydration is more complex than the mere loss of 
  fluids. The body also loses vital chemical compounds through perspiration. 
  Alchemists devised this liquid concoction to restore those essential 
  compounds in addition to replenishing fluid loss. Because of its added 
  components, alchemical water is more revitalizing and refreshing than 
  ordinary water. It is also more efficient which means that it takes significantly 
  less alchemical water to satisfy the drinker’s hydration needs. Alchemical 
  water generally comes in pint-sized ceramic, glass or leather containers.
  The recently discovered formula for alchemical water is a tightly 
  guarded secret in many circles, especially among its creators and purveyors 
  in areas with a high demand for the product. The substance is ordinary 
  water infused with essential salts and other compounds. A single pint of 
  alchemical water is the equivalent of 1 gallon of ordinary water. It satisfies 
  the hydration needs of any creature that must drink water to survive, but it 
  is specially formulated for human physiology. Whenever a human drinks 
  nothing but alchemical water for at least 1 week, the character receives a 
  +2 bonus on checks made against thirst.
  Create: Craft (alchemy) DC 20
  Portable Still
  Made from metals with a high tolerance for heat, a still is a self-contained 
  contraption that allows the user to boil water in one part of the device and 
  capture the purified condensed liquid in a separate container within the 
  device. During the heating stage, the water transforms into its gaseous state, 
  leaving harmful impurities and solid materials behind in the process as well 
  as killing most harmful biological contaminants. The steam rises and then 
  travels through a series of metallic coils that lead to a much cooler container 
  where the water returns to its liquid state. The water in the second container 
  is pure and safe to drink. Small-scale models are available, but they are too 
  bulky to carry on a long, desert journey. The more feasible larger models 
  are typically kept in a wagon pulled by a large caravan. Even in the case 
  of a caravan, the usage of a portable still is seen as a desperate, emergency 
  measure. In most instances, the still is more commonly used to produce 
  alcoholic spirits like whiskey and vodka instead of purifying water.
  Though it is not particularly heavy, the portable still’s components 
  make it unwieldy to carry for extended periods of time. It consists of one 
  enclosed container for boiling water, connecting coils and an enclosed 
  condenser. The components are constructed from metal or ceramic. It 
  takes the still 1 hour to transform 1 gallon of impure water into potable 
  drinking water. Properly building and operating a portable still requires a 
  successful Profession (engineer) check.
  Create and Operate: Profession (engineer) DC 20
  Item
  Cost
  Weight
  Al-haloon kidney (empty)
  25 gp
  6 lbs.
  Alchemical water (pint)
  10 gp
  1 lbs
  Portable still
  100 gp
  5 lbs. 
  Navigational Gear
  Getting lost is a common and well-founded fear among travelers, 
  though losing one’s way is far more dangerous in the desert than other 
  biomes. Making a wrong turn en route to a city in a temperate climate 
  may add extra miles to a long trip, but the added distance is not likely 
  to exhaust the traveler’s supplies. Straying miles away from an intended 
  destination in a parched, barren and ferociously hot environment may kill 
  a wayward traveler. In addition, hot and dry deserts feature few natural 
  landmarks to steer adventurers in the right direction. To compensate, 
  seasoned explorers use an astrolabe, a compass, a map or any combination 
  of these tools to lead them to their intended destination.
  Astrolabe
  Though commonly associated with seafarers, an astrolabe is a complex, 
  navigational instrument that is equally useful on land. It is larger and 
  heavier than a compass, but its increased size and weight are a small 
  price to pay for improved versatility and accuracy. Astrologers also use 
  this device to make predictions based on their interpretation of celestial 
  alignments.
  Anyone who has been taught how to use this mechanical device can 
  use it at night when the stars are showing to determine the date and time. 
  This process takes 1 minute. An astrolabe grants a +2 circumstance bonus 
  on Knowledge (geography) and Survival checks to navigate in the desert.
  Compass
  The compass is a simple, yet effective tool that always points to the 
  world’s magnetic pole which is typically due north. It is small, lightweight 
  and durable. Only the most foolhardy or experienced desert adventurers 
  set foot out of their tent without at least a compass tucked somewhere in 
  their robes.
  An ordinary compass that points to the magnetic north grants its user a 
  +2 circumstance bonus on Survival checks made to avoid becoming lost. It 
  also can be used to grant the same bonus on Knowledge (dungeoneering) 
  checks made to navigate underground.
  Map
  Cities, towns and important sites are the most important features on a 
  typical map, but desert map makers take great care to point out known 
  sources of water rather than human settlements. Desert maps cannot rely 
  upon easily recognizable landmarks to steer travelers in the right direction, 
  so they depend upon precise calculations to determine the exact distance 
  between the various points on the map. These maps are significantly 
  more expensive than ordinary maps because they require a high degree of 
  mathematical and geographical expertise.
  A geographically relevant map grants a user a +4 circumstance bonus 
  on Survival checks made to navigate in the desert. It can also be used to 
  grant the same bonus on Survival checks to forage for food and water in 
  the desert.
  Item
  Cost
  Weight
  Astrolabe
  100 gp
  6 lbs.
  Compass
  10 gp
  1/2 lb.
  Map
  225 gp
  2 lb.
  
  32
  Dunes of Desolation
  Magical Items
  Mundane items are cheaper, more abundant and easier to produce than 
  magical marvels though they simply cannot match the raw power and 
  wonder that accompany their mystical counterparts. The most exquisitely 
  crafted and expensive sandal may look better and perhaps even be more 
  durable than a pair of magical sandals, but the abilities granted by the 
  magical sandals far outweigh style and longevity. Many magical items 
  encountered in the desert are specially crafted for this rugged environment 
  in both functionality and design. For instance, magical boots are commonly 
  replaced by heat-friendly sandals. Alchemists mix ointments and elixirs 
  from native ingredients like frankincense and myrrh. A significant 
  percentage of magic items are manufactured for the express purpose 
  of making life on the searing sands much more tolerable for those that 
  brave this unforgiving biome. Others are made to combat a particularly 
  troublesome desert menace. The magic items found here accurately reflect 
  the ingenuity found in the hearts and minds of the diverse peoples that 
  adapted to this challenging world of sweltering dunes. Presented below is 
  an assortment of magical items that demonstrate these principles.
  Armor
  Mithral Shirt of Arrow Blunting
  Aura faint abjuration; CL 5th
  Slot armor; Price 12,100 gp; Weight 10 lbs.
   
  DESCRIPTION
  This extremely light +1 chain shirt is made of very fine mithral 
  links woven atop a layer of silk. The armor has an arcane 
  spell failure change of 10%, a maximum Dexterity bonus of 
  +6, and no armor check penalty. It gives its wearer damage 
  reduction 10/magic against ranged attacks. It is considered 
  light armor.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, protection from 
  arrows; Cost 6,600 gp.
  Shield of Dazzling Colors
  Aura moderate illusion; CL 6th
  Slot —; Price 8,250 gp; Weight 4 lbs.
   
  DESCRIPTION
  This +1 light wooden shield is painted in a dizzying array 
  of contrasting colors. The shield’s wielder can cause the 
  shield to unleash a vivid cone of clashing colors that causes 
  creatures to be stunned, perhaps also blinded, and possibly 
  knocking them unconscious. The effect duplicates the 
  effects of color spray. This is a mind-affecting pattern effect. 
  The shield can create this effect three times per day.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, color spray; 
  Cost 4,201 gp, 5 sp.
  Weapons
  Handaxe of Scalping
  Aura: moderate transmutation; CL 6th
  Slot —; Price 8,306 gp; Weight 3 lbs.
   
  DESCRIPTION
  This +1 handaxe is most commonly found among nomadic 
  peoples living in the semiarid deserts. The haft is always 
  fabricated from the bone of a large predatory animal, 
  and etched images of fearsome birds adorn the blade.   
  Whenever the wielder confirms a critical hit with this 
  weapon, the handaxe crashes into the victim’s skull and 
  strips the flesh from bone. In addition to dealing the damage 
  from the critical hit, the gaping wound deals 1 point of 
  Charisma damage and dazes the victim for 1 round. A 
  successful DC 14 Fortitude save negates the daze effect, 
  but not the Charisma damage. The handaxe’s wielder must 
  be able to reach the victim’s head to use this ability.
   
  CONSTRUCTION
  Requirements Craft Magical Arms and Armor, daze; Cost 
  4,306 gp.
  Rattlesnake Whip
  Aura faint evocation and transmutation; CL 3th
  Slot —; Price 8,301 gp; Weight 2 lbs.
   
  DESCRIPTION
  Sloughed rattlesnake skin and the animal’s infamous tail are 
  the primary components used to fashion this +1 whip. Three 
  times per day, as a standard action, the wielder can rapidly 
  twirl the whip overheard creating a sickening rattle that can 
  be heard by all creatures within a 20-foot radius centered 
  on the wielder. The loud, unnerving sound deals 1d8 points 
  of sonic damage to all creatures except for the wielder. 
  There is no save against this effect.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, sound burst, 
  creator must be proficient with a whip; Cost 4,301 gp.
  Scimitar of El-Marresh
  Aura faint necromancy; CL 5th
  Slot —; Price 4,315 gp; Weight 4 lbs.
   
  DESCRIPTION
  Centuries ago King Abdul, the ruler of El-Marresh, ordered 
  his blacksmiths to build 100 of these wondrously crafted 
  scimitars for his personal bodyguard. Mysterious runes adorn 
  the blade, and the haft is carved from bone wrapped 
  in exquisite silk. At least half of the blades are reputed to 
  have survived to this day. This weapon is a +1 scimitar that 
  grants its wielder a +5 competence bonus to Intimidate 
  checks made to demoralize foes. In addition, whenever the 
  weapon confirms a critical hit, the wielder may attempt an 
  Intimidate check to demoralize foes as a free action.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, cause fear, 
  creator must have 5 ranks in the Intimidate skill; Cost 2,315 
  gp.
  Staves
  Staff of Desert Sustenance
  Aura strong abjuration and moderate conjuration; CL 12th
  Slot —; Price 57,600 gp; Weight 4 lbs.
   
  DESCRIPTION
  Carved from the wood of a desert conifer and topped by 
  a solidified orb of myrrh, this staff is commonly known as 
  the “traveler’s stick” because it provides food, drink and 
  protection from the elements. This staff allows the use of the 
  following spells:
  • create food and water (1 charge)
  
  33
  Desert Equipment
  • endure elements (1 charge)
  • purify food and drink (1 charge)
  • heroes’ feast (2 charges)
   
  CONSTRUCTION
  Requirements Create Staff, create food and water, endure 
  elements, heroes’ feast, purify food and drink; Cost 28,800 gp.
  Wondrous Items
  Ankh of Eternal Life
  Aura moderate necromancy; CL 8th
  Slot neck; Price 8,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Made from solid gold and inlaid with lapis lazuli, this cross 
  with a handle is attached to a golden chain that hangs 
  around the wearer’s neck. The ankh grants the wearer a 
  +2 morale bonus on saving throws against death effects, 
  energy drain, negative energy, and spells and spell-like 
  abilities of the necromancy school. In addition, once per 
  day, the ankh can bestow temporary hit points upon the 
  wearer as false life. Many desert peoples bury their dead 
  with an ankh of eternal life still draped around their neck. 
  Because of this tradition, grave robbers target the sealed 
  tombs and crypts of the recently departed in the hopes of 
  finding this valuable item.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, death ward, false life; 
  Cost 4,000 gp.
  Astrolabe of Foreshadowing
  Aura faint divination; CL 5th
  Slot —; Price 12,500 gp; Weight 6 lb.
   
  DESCRIPTION
  In addition to functioning as an ordinary astrolabe, this 
  magical device has an added property. When the 
  astrolabe’s owner spends at least 10 minutes peering at the 
  night sky with the astrolabe, he gains hidden insight about 
  the next day’s events. At any time during the next 24 hours, 
  the owner can declare that he is adding a +5 insight bonus 
  to one attack roll, saving throw, skill check or ability check 
  of his choice. The user must declare that he is applying this 
  bonus before he attempts the die roll. This ability can only 
  be used once per day. It takes 24 hours for the astrolabe to 
  attune itself to its user.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, true strike, creator must 
  have at least 5 ranks in the Profession (astrologer) skill; Cost 
  6,250 gp.
  Canopic Phylactery
  Aura varies (see below); CL varies
  Slot headband; Price 2,000 gp (intestines), 2,000 gp (liver), 
  2,000 gp (lungs), 4,000 gp (stomach); Weight 1/2 lb.
   
  DESCRIPTION
  Many desert civilizations mummify the earthly remains of 
  important political, civil and religious figures. During the 
  process, the embalmers remove four of the deceased’s vital 
  organs (intestines, liver, lungs and stomach) and place them in 
  earthenware containers known as canopic jars. In most cases, 
  the preserved bodily tissue and its receptacle have no magical 
  properties, but there are exceptions. Whenever a religious 
  martyr dies for his faith, the high priests and their followers 
  typically demand devotional relics made in their honor. In these 
  instances, the embalmers do not place the entire organ in a jar. 
  Instead, they cut the organ into small pieces and place them 
  inside a phylactery that they enchant and then bestow to their 
  most devout worshippers. The phylactery consists of a small, 
  sealed leather box that is attached to a leather strap worn 
  around the devotee’s forehead.
  Each phylactery has different powers coinciding with the 
  piece of organ tissue placed inside of the box. A phylactery 
  may contain only one type of organ tissue. Presented 
  below are the four types of phylacteries and their magical 
  properties.
  Intestines: The wearer can go without food or water for 
  twice as long as normal without having to attempt Fortitude 
  saves against thirst and starvation and receives a +2 morale 
  bonus on saves against fear. Faint abjuration; CL 3rd; Craft 
  Wondrous Item, remove fear.
  Liver: The wearer receives a +2 bonus on saves against 
  poison. Faint conjuration; CL 5th; Craft Wondrous Item, delay 
  poison.
  Lungs: The wearer can hold his breath for twice as long 
  as normal without having to make Constitution checks 
  against suffocation and receives a +2 morale bonus on 
  saves against inhaled poisons. Faint abjuration; CL 5th; Craft 
  Wondrous Item, water breathing.
  Stomach: The wearer cannot be sickened or nauseated 
  and receives a +2 morale bonus on saves against ingested 
  poisons. Faint conjuration; CL 5th; Craft Wondrous Item, 
  purify food and drink.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, additional spells (see 
  text); Cost 1,000 gp (intestines), 1,000 gp (liver), 1,000 gp 
  (lungs), 2,000 gp (stomach).
  Carpet of Flying
  Carpets of flying come in many varieties. Though the conventional 
  versions are the most common, there are more specialized models built 
  from the base model. Presented below are four variations of the carpet 
  of flying.
  Carpet of Acrobatic Flying
  Aura moderate transmutation; CL 10th
  Slot —; Price 30,000 gp; Weight 8 lbs.
   
  DESCRIPTION
  This 5 ft. by 5 ft. rug is able to fly through the air as if affected 
  by a fly spell of unlimited duration. Expertly handcrafted 
  from silk and wool, this carpet has a carrying capacity of 200 
  lbs. and can fly at a speed of 60 ft. The carpet has its own 
  command word to activate it — if the device is within voice 
  range, the command word activates it, whether the speaker 
  is on the rug or not. The carpet is then controlled by spoken 
  directions. When the carpet is activated, a pair of delicate, 
  silk shoes appears in the middle of the carpet. When the user 
  places his feet into the shoes, any attempts to separate him 
  from the carpet have no effect. While he is securely fastened 
  to the carpet, the carpet grants a +10 competence bonus to 
  all Fly checks made to perform flying maneuvers. In addition, 
  he does not need to make concentration checks to cast 
  spells while the carpet is moving.
  A carpet of acrobatic flying can carry up to double its 
  capacity, but doing so reduces its speed to 40 feet. A carpet 
  of acrobatic flying can hover without making a Fly skill check.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, fly, cat’s grace;  
  Cost 15,000 gp.
  
  34
  Dunes of Desolation
  Carpet of Daring Flying
  Aura moderate transmutation; CL 10th
  Slot —; Price 30,000 gp; Weight 10 lbs.
   
  DESCRIPTION
  This 5 ft. by 10 ft. rug is able to fly through the air as if 
  affected by an overland flight spell of unlimited duration. 
  Expertly handcrafted from silk and shimmering glass 
  threads, this carpet has a carrying capacity of 400 lbs. 
  and can fly at a speed of 40 ft. The carpet has its own 
  command word to activate it — if the device is within 
  voice range, the command word activates it, whether the 
  speaker is on the rug or not. The carpet is then controlled 
  by spoken directions. Upon command, the user and the 
  carpet become invisible for up to 5 rounds. Doing so 
  requires a standard action. If the user willingly let another 
  creature onto the carpet, it also becomes invisible until the 
  effect expires. The user can use this ability up to three times 
  per day.
  A carpet of daring flying can carry up to double its 
  capacity, but doing so reduces its speed to 30 feet. A carpet 
  of daring flying can hover without making a Fly skill check 
  and gives a +5 bonus to other Fly checks. This item is the 
  subject of many tales recounting famous rescues and last 
  minute escapes from certain doom.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, overland flight, vanish†; 
  Cost 15,000 gp.
  † Pathfinder Roleplaying Game Advanced Player’s Guide
  Carpet of Deadly Flying
  Aura moderate transmutation; CL 10th
  Slot —; Price 32,000 gp; Weight 8 lbs.
   
  DESCRIPTION
  This 5 ft. by 5 ft. rug is able to fly through the air as if affected 
  by an overland flight spell of unlimited duration. Woven from 
  a combination of silk, wool and gossamer mithral, this carpet 
  has a carrying capacity of 200 lbs. and can fly at a speed 
  of 40 ft. The carpet has its own command word to activate 
  it — if the device is within voice range, the command 
  word activates it, whether the speaker is on the rug or not. 
  The carpet is then controlled by spoken directions. When 
  activated, the carpet grants its user the Flyby Attack and 
  Deflect Arrows feats while the user remains aboard the 
  carpet even if he does not meet the feats’ prerequisites. 
  While aboard the carpet of deadly flying, the user gains a 
  +1 competence bonus to attack rolls.
  A carpet of deadly flying can carry up to double its 
  capacity, but doing so reduces its speed to 30 feet. A 
  carpet of deadly flying can hover without making a Fly 
  skill check and gives a +5 bonus to other Fly checks. The 
  wealthiest desert kingdoms can deploy an entire squadron 
  of these flying terrors.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, entropic shield, 
  overland flight; Cost 16,000 gp.
  Carpet of Luxurious Flying
  Aura strong conjuration; CL 20th
  Slot —; Price 110,000 gp; Weight 30 lbs.
   
  DESCRIPTION
  This 10 ft. by 10 ft. rug is able to fly through the air as if 
  affected by an overland flight spell of unlimited duration. 
  
  35
  Desert Equipment
  Expertly handcrafted from silk and wool, this carpet has 
  a carrying capacity of 800 lbs. and can fly at a speed of 
  40 ft. The carpet has its own command word to activate 
  it — if the device is within voice range, the command word 
  activates it, whether the speaker is on the rug or not. The 
  carpet is then controlled by spoken directions. When the 
  carpet is activated, a canopy in the likeness of the rug 
  appears 10 ft. overhead, and transparent cloth drapes 
  down from the canopy creating an extradimensional space 
  within the area encapsulated by the rug, canopy and cloth. 
  The rug is not hidden though it appears to be unoccupied. 
  Within this space, creatures do not age, and natural healing 
  takes place at twice the normal rate. Fresh water and food 
  (fruits and vegetables only) are in abundance. The climate 
  is comfortable for all creatures involved. Creatures in the 
  extradimensional space are hidden, beyond the reach of 
  spells (including divinations), unless those spells work across 
  planes. Spells cannot be cast across the extradimensional 
  interface, nor can area effects cross it. Those in the 
  extradimensional space can see through the transparent 
  cloth surrounding it. The transparent cloth is invisible, and 
  even creatures that can see the transparent cloth cannot 
  see through it. The carpet can continuously maintain this 
  extradimensional space up to 30 days divided by the 
  number of creatures affected by it. It must then recharge for 
  at least 24 hours before it can be activated again.
  A carpet of luxurious flying can carry up to double its 
  capacity, but doing so reduces its speed to 30 feet. A 
  carpet of luxurious flying can hover without making a Fly skill 
  check and gives a +5 bonus to other Fly checks. Ownership 
  of this carpet is considered to be the ultimate status symbol 
  among desert peoples.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate, rope trick, 
  overland flight; Cost 55,000 gp.
  Cloak of the Dunes
  Aura moderate abjuration and evocation; CL 6th
  Slot shoulders; Price 6,800 gp; Weight 1 lb.
   
  DESCRIPTION
  This white, silk cloak protects the wearer from the desert’s 
  natural hazards. The cloak keeps the wearer cool during the 
  hot daytime hours and warm during the chilly evenings as if 
  he were affected by endure elements. Once per day, the 
  wearer can command the cloak to transform into a small 
  tent that shields the wearer and possibly his allies from the 
  elements. The tent appears to be made of durable canvas 
  that occupies a 15-ft.-diameter sphere centered on the 
  wearer’s square. The tent is large enough to accommodate 
  the wearer and up to eight other Medium creatures. Other 
  than these exceptions, the tent duplicates the effects of tiny 
  hut.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements, tiny 
  hut; Cost 3,400 gp.
  Compass of Water Detection
  Aura faint divination; CL 5th
  Slot —; Price 1,000 gp; Weight 1/2 lb.
   
  DESCRIPTION
  This bronze compass has two indicators on its face. The top 
  indicator points to magnetic north which grants its user a 
  +2 circumstance bonus on Survival checks made to avoid 
  becoming lost, just like an ordinary compass. The lower 
  indicator is carved from a piece of bone removed from an 
  al-haloon’s nose. This dial points to the largest volume of 
  water within 1 mile of the device. If there is no water in the 
  area, it also points to magnetic north. The compass cannot 
  locate water that is buried beneath 1 foot of solid material 
  including earth, sand, stone or wood.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, create water; Cost 500 
  gp.
  Date of Palm Tree Bonding
  Aura moderate transmutation; CL 9th
  Slot —; Price 32,400 gp; Weight —
   
  DESCRIPTION
  When held by its user, this ordinary-looking date allows its 
  owner to activate several abilities as a standard action. The 
  date’s user can assume the form of a date palm tree (as 
  tree shape). He can infuse himself with a date palm tree 
  and teleport himself from one date palm tree to another (as 
  tree stride). Lastly, the date grants him a +2 natural armor 
  bonus for 40 minutes (as barkskin). Each of these abilities is 
  usable once per day.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, tree shape, 
  tree stride; Cost 16,200 gp.
  Decryption Spectacles
  Aura moderate abjuration and divination; CL 10th
  Slot eyes; Price 11,500 gp; Weight —
   
  DESCRIPTION
  This pair of ivory rimmed spectacles grants the wearer 
  a +5 competence bonus on Spellcraft checks made to 
  decipher a scroll or learn a spell from a spellbook or scroll. 
  The competence bonus also applies to Use Magic Device 
  checks made to decipher a written spell. In addition, the 
  spectacles let the wearer carefully examine magical seals, 
  glyphs and other spells and spell-like effects that can be 
  bypassed with the utterance of a password. Doing so 
  takes a full-round action, and the wearer must be aware 
  of the spell or spell-like effect before he can examine it. 
  To learn the password needed to bypass a magical ward, 
  the wearer must succeed on a decryption check (1d20 + 
  10 [the spectacles’ caster level]) against the spell being 
  targeted by the spectacles (DC = 11 + the spell’s caster 
  level). If the decryption check succeeds, the wearer learns 
  the password and can safely pass through the warded area. 
  In the event that the wearer fails the decryption check, the 
  wearer learns nothing. If the decryption check fails by 5 or 
  more, the spectacles reveal an incorrect password. The 
  spectacles can make only one decryption check per spell. 
  Additional attempts generate the same result as the first 
  attempt.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, dispel magic, read 
  magic, creator must have at least 5 ranks in the Spellcraft 
  and Use Magic Device skills; Cost 5,750 gp.
  El-Halaj Ointment
  Aura faint abjuration, conjuration and enchantment; CL 5th
  Slot —; Price 1,750 gp; Weight —
   
  DESCRIPTION
  A jar of this foul-smelling ointment is 2 inches in diameter and 
  1 inch deep, and contains three applications. The ointment 
  
  36
  Dunes of Desolation
  is made by combining jasmine oil with powder derived from 
  crushing a small piece of an el-halaj’s horn. Applied to a 
  diseased area, it removes disease (as remove disease). 
  When swallowed, the ointment bolsters the creature’s 
  courage (as remove fear). When rubbed behind the ears, it 
  fills the creature with rage (as rage).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, rage, remove disease, 
  remove fear; Cost 875 gp.
  Eyeglasses of Distortion
  Aura faint illusion; CL 3rd
  Slot eyes; Price 4,000 gp; Weight 1/2 lb.
   
  DESCRIPTION
  This pair of eyeglasses consists of two finely polished crystal 
  lenses fitted into a lightweight, ceramic frame. The item’s 
  crystal lenses distort visual images in such a manner that they 
  allow the wearer to see clearly while protecting the wearer’s 
  eyes from gaze attacks. The eyeglasses grant the wearer a 
  +4 morale bonus to saves against gaze attacks. In addition, 
  if the attacking creature makes a gaze attack targeting the 
  wearer, the attacking creature’s gaze attack is reflected 
  back at the attacking creature whenever the wearer rolls a 
  natural 20 on his saving throw against the gaze attack.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, mirror image, creator 
  must have at least 5 ranks in Craft (glass) skill; Cost 2,000 gp.
  Frankincense Ointment
  Aura faint conjuration, necromancy and transmutation; CL 
  5th
  Slot —; Price 1,500 gp; Weight 1/2 lb.
   
  DESCRIPTION
  A jar of this ointment is 2 inches in diameter and 1 inch 
  deep, and contains three applications. Applied to the 
  face, the ointment grants a temporary +2 enhancement 
  bonus to Charisma (as eagle’s splendor). Applied on the 
  eyes of a dead creature it preserves the body so that it 
  does not decay (as gentle repose). Rubbed on a wound, 
  the ointment cures 1d8+5 points of damage (as cure light 
  wounds).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure light wounds, 
  eagle’s splendor, gentle repose; Cost 750 gp.
  Genie Lamp
  Aura Strong conjuration; CL 15th
  Slot —; Price 60,000 gp (djinni lamp), 54,000 gp (efreeti 
  lamp), 24,000 gp (janni lamp), 66,000 gp (marid lamp), 
  54,000 gp (shaitan lamp); Weight 1 lb.
   
  DESCRIPTION
  These lamps appear as golden versions of an ordinary oil 
  lamp. In actuality, they contain the trapped soul of a genie 
  which is imprisoned within a gem inlaid beneath a layer 
  of poured gold inside the lamp. Opening the lamp and 
  breaking the gem releases the trapped genie requiring it 
  to perform a service as trap the soul. As long as the gem 
  remains intact, the genie lamp functions normally. The 
  imprisoned genie can telepathically communicate with the 
  lamp’s owner. Its attitude towards the lamp’s owner depends 
  upon the owner’s alignment. If the owner and genie are 
  of the same alignment or are one step apart, the genie is 
  friendly and cooperative. If they are two or more steps apart, 
  the genie is ambivalent towards the owner. It bombards 
  the owner with nonsensical telepathic messages to such an 
  extent that it distracts the owner preventing him from taking 
  actions that cannot be performed while distracted like taking 
  10 or 20 on skill checks. The owner must hold the lamp and 
  speak the command word to activate it. While active, the 
  lamp emits dim light equivalent to a torch. The owner cannot 
  use the powers of a genie lamp until it has been in his sole 
  possession for 24 consecutive hours. It can have only one 
  owner at any time. The genie lamp’s powers depend upon 
  the type of genie imprisoned within the lamp.
  Djinni Lamp: When activated, the djinni lamp allows the 
  owner to cast gaseous form (up to 1 hour), and wind walk 
  once per day.
  Efreeti Lamp: When activated, the efreeti lamp allows the 
  owner to cast pyrotechnics, scorching ray and wall of fire 
  once per day.
  Janni Lamp: When activated, the janni lamp allows the 
  owner to cast create food and water once per day.
  Marid Lamp: When activated, the marid lamp allows the 
  owner to cast control water, obscuring mist and water 
  breathing once per day.
  Shaitan Lamp: When activated, the shaitan lamp allows the 
  owner to cast stoneskin and wall of stone once per day.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, trap the soul, additional 
  spells (see above); Cost 30,000 gp (djinni lamp), 27,000 gp 
  (efreeti lamp), 12,000 gp (janni lamp), 33,000 gp (marid 
  lamp), 27,000 gp (shaitan lamp).
  Harem Veil
  Aura: faint enchantment; CL 3rd
  Slot head; Price 4,000 gp; Weight —
   
  DESCRIPTION
  Sequins adorn the edges of this veil which covers the head 
  and face. The portion that drapes across the face is made 
  from sheer cloth allowing the wearer and observers to 
  clearly see through the veil. The veil grants the wearer a +2 
  competence bonus on Bluff and Diplomacy skill checks. 
  As a standard action, the veil allows the wearer to cast 
  hypnotism except that version of the spell requires the 
  wearer to see the intended target. The victim can resist the 
  effect with a successful DC 11 Will save. The wearer can use 
  this ability three times per day.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, hypnotism, creator must 
  have at least 2 ranks in the Bluff and Diplomacy skills; Cost 
  2,000 gp.
  Headband of Flawless Memory
  Aura moderate conjuration; CL 8th
  Slot headband; Price 9,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Mnemonic tricks are stitched onto the fabric of this silk 
  headband. The headband makes the wearer immune 
  to Intelligence damage and drain. It also grants him a +5 
  competence bonus on Knowledge (history) skill checks and 
  Linguistics checks made to decipher writing in an unfamiliar 
  language or a message written in an incomplete or archaic 
  form.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, comprehend 
  languages, restoration; Cost 4,500 gp.
  
  37
  Desert Equipment
  Heart-Shaped Box
  Aura moderate enchantment; CL 9th
  Slot neck; Price 3,600 gp; Weight 1/2 lb.
   
  DESCRIPTION
  As the name suggests, this talisman is a small, wooden box 
  carved in the image of a heart. The heart-shaped box is 
  attached to the supple stems of a rose or other flower-
  bearing plant and hangs around the neck like a locket. The 
  box can only be opened by speaking a command word. An 
  empty heart-shaped box has no magical powers until the 
  wearer places a personal item belonging to the intended 
  target inside of the box. Personal items typically include 
  a lock of hair, a ring or any other object with a strong 
  connection to the intended target. When a personal item is 
  placed inside of the box, the wearer can affect the target 
  with a heightened charm person.  The target can resist 
  the effect with a successful DC 17 Will save. This ability can 
  be used once per day. The personal item loses its efficacy 
  after one use of this item and must be replaced with a 
  new personal item. This item plays some role in nearly every 
  palace scandal.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, Heighten Spell, charm 
  person, creator must have at least 2 ranks in the Craft 
  (carpentry) skill; Cost 1,800 gp.
  Hookahs
  A hookah is a self-contained device used for smoking tobacco. 
  Unlike a conventional pipe, the smoke is first passed through a  
  basin filled with water before inhalation by the user through a tube 
  connected to the basin. In some cases, alcoholic spirits are used instead 
  of water to increase the smoke’s intensity. Most hookahs are designed 
  for a single smoker; however they can be built to simultaneously 
  accommodate up to four smokers. Ordinary hookahs are commonplace 
  in many desert communities and are most prevalent in large cities. 
  Magical hookahs are rare, and those designed for more than one 
  smoker are even scacer.
  There are many varieties of magical hookahs, but they all share 
  some basic properties. Magical hookahs function once per day and 
  only bestow their benefits to as many creatures as the hookah can 
  simultaneously accommodate. In other words, smokers cannot take 
  turns inhaling smoke from the same hookah tube and benefit from its 
  magical properties. It takes 1 minute to light and activate a magical 
  hookah. Smokers must inhale the smoke for 5 continuous minutes 
  without interruption to gain its magical properties. The smoke has a 
  distinctive smell, so detecting the odor requires a successful DC 0 
  Perception check. Presented below are a collection of magical hookahs 
  found in many desert communities.
  Hookah of Healing
  Aura faint conjuration; CL 5th
  Slot —; Price 4,000 gp (single person), 8,000 gp (two-person), 
  12,000 gp (three-person), 16,000 gp (four-person); Weight 5 lbs.
   
  DESCRIPTION
  This hookah is made from porcelain and is dyed red. Once 
  activated, the hookah’s smoke duplicates the effects of 
  cure moderate wounds.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure moderate wounds; 
  Cost 2,000 gp (single person) 4,000 gp (two-person),  
  6,000 gp (three-person), 8,000 gp (four-person).
  
  38
  Dunes of Desolation
  Hookah of Health
  Aura faint conjuration; CL 5th
  Slot —; Price 6,000 gp (single person), 12,000 gp (two-
  person), 18,000 gp (three-person), 24,000 gp (four-person); 
  Weight 5 lbs.
   
  DESCRIPTION
  This hookah is made from glazed ceramic and is covered 
  with depictions of healers tending to the sick. Once 
  activated, the hookah’s smoke duplicates the effects of 
  remove disease.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove disease; Cost 
  3,000 gp (single person) 6,000 gp (two-person), 9,000 gp 
  (three-person), 12,000 gp (four-person).
  Hookah of Invigoration
  Aura faint conjuration; CL 5th
  Slot —; Price 2,000 gp (single person), 4,000 gp (two-person), 
  6,000 gp (three-person), 8,000 gp (four-person); Weight 5 lbs.
   
  DESCRIPTION
  Forged from cast iron, this hookah is covered with depictions 
  of athletic competitions. Once activated, the hookah’s 
  smoke eliminates any fatigue suffered by the character, and 
  improves an exhausted condition to fatigued.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, lesser restoration; Cost 
  1,000 gp (single person) 2,000 gp (two-person), 3,000 gp 
  (three-person), 4,000 gp (four-person).
  Hookah of Sensory Restoration
  Aura faint conjuration; CL 5th
  Slot —; Price 6,000 gp (single person), 12,000 gp (two-
  person), 18,000 gp (three-person), 24,000 gp (four-person); 
  Weight 5 lbs.
   
  DESCRIPTION
  This hookah is made from glass and is covered with images 
  of human eyes and bone horns. Once activated, the 
  hookah’s smoke duplicates the effects of remove blindness/
  deafness.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove blindness/
  deafness; Cost 3,000 gp (single person) 6,000 gp (two-
  person), 9,000 gp (three-person), 12,000 gp (four-person).
  Hookah of Unbinding
  Aura faint abjuration; CL 5th
  Slot —; Price 6,000 gp (single person), 12,000 gp (two-
  person), 18,000 gp (three-person), 24,000 gp (four-person); 
  Weight 5 lbs.
   
  DESCRIPTION
  This hookah is made from glass crystal and is covered with 
  lucky symbols found in multitudes of desert cultures. Once 
  activated, the hookah’s smoke duplicates the effects of 
  remove curse.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove curse; Cost 
  3,000 gp (single person) 6,000 gp (two-person), 9,000 gp 
  (three-person), 12,000 gp (four-person).
  Hookah of Vitality
  Aura faint conjuration; CL 5th
  Slot —; Price 4,000 gp (single person), 8,000 gp (two-person), 
  12,000 gp (three-person), 16,000 gp (four-person); Weight 5 lbs.
   
  DESCRIPTION
  Forged from cast iron and steel, this hookah is covered 
  with images of warriors and wild animals. Once activated, 
  the hookah’s smoke dispels any magical effects reducing 
  one of the subject’s ability scores or cures 1d4 points of 
  temporary ability damage to one of the subject’s ability 
  scores. It does not restore permanent ability drain.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, lesser restoration; Cost 
  2,000 gp (single person) 4,000 gp (two-person), 6,000 gp 
  (three-person), 8,000 gp (four-person).
  Karkadann Headdress
  Aura: faint abjuration; CL 3rd
  Slot head; Price 2,000 gp; Weight 1 lb.
   
  DESCRIPTION
  A silk cord dipped in karkadann blood wraps around this silk 
  and wool headdress, affixing it firmly around the wearer’s 
  head. The headdress functions as a magical refrigerant, 
  keeping the wearer’s head cool. The headdress allows the 
  wearer to ignore the effects of very hot conditions. The 
  headdress grants the wearer a +4 bonus to Fortitude saves 
  made to resist the effects of severe and extreme heat.
   
  CONSTRUCTION
  Requirements: Craft Wondrous Item, endure elements; Cost 
  1,000 gp.
  Merchant’s Scales
  Aura faint divination; CL 3rd
  Slot —; Price 2,500 gp; Weight 2 lbs.
   
  DESCRIPTION
  These gilded scales provide great accuracy when 
  determining the value of relatively small items like gems and 
  jewelry. The scales grant the user a +5 competence bonus 
  on Appraise skill checks made to value items weighing 10 
  lbs. or less.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, identify, creator must 
  have at least 5 ranks in the Appraise skill; Cost 1,250 gp.
  Merchant’s Tongue
  Aura faint divination; CL 3rd
  Slot neck; Price 5,000 gp; Weight —
   
  DESCRIPTION
  This small, silver brooch is shaped in the likeness of a human 
  tongue and is attached to a silver chain that hangs 
  around the wearer’s neck. The brooch grants the wearer 
  a +5 competence bonus on all Profession (merchant) skill 
  checks. Once per day, it allows the wearer to take 20 on an 
  Appraise check to value an item or a Spellcraft check to 
  identify a magical item’s properties.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, identify, creator must 
  have at least 5 ranks in the Profession (merchant) skill and at 
  least 2 ranks each in the Appraise and Spellcraft skills; Cost 
  2,500 gp.
  
  39
  Desert Equipment
  Mirage Stone
  Aura moderate abjuration, conjuration and enchantment; 
  CL 6th
  Slot —; Price 7,200 gp; Weight 1/2 lb.
   
  DESCRIPTION
  When buried just beneath the surface, this tiny stone creates 
  an illusory oasis that fills ten 10-foot cubes. The oasis consists 
  of a fresh spring, date palm trees and other plants growing 
  along the oasis’ banks. Sound, smell and thermal illusions 
  are included in the spell effect. Once created, the illusion 
  cannot be moved and remains in existence for 1 hour. 
  Creatures interacting with the illusion can disbelieve it with a 
  successful DC 14 Will save. Otherwise, the illusion functions as 
  major image. This ability can be used once per day. Desert 
  bandits and clever monsters sometimes employ these stones 
  as a lure to ambush unwary travelers.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, major image; Cost 3,600 gp.
  Myrrh Ointment
  Aura: faint enchantment; CL 5th
  Slot —; Price 1,250 gp; Weight 1/2 lb.
   
  DESCRIPTION
  A jar of this gummy ointment is 2 inches in diameter and 1 
  inch deep, and contains three applications. Placed upon a 
  poisoned wound or swallowed, the ointment detoxifies any 
  poison (as neutralize poison). When applied to a weapon or 
  single piece of ammunition in the same manner as poison, 
  the ointment functions as holy water when it hits corporeal 
  undead creatures and evil outsiders. The ointment deals an 
  additional 2d4 points of damage against mummies.
   
  CONSTRUCTION
  Requirements: Craft Wondrous Item, bless, neutralize poison; 
  Cost 625 gp.
  Oud of 1,000 Melodies
  Aura faint abjuration, conjuration and enchantment; CL 5th
  Slot —; Price 26,000 gp; Weight 15 lbs.
   
  DESCRIPTION
  Three centuries ago, the legendary bard Rashid ibn-
  Raheem, produced twenty of these magnificent pear-
  shaped stringed instruments. Roughly a dozen have survived 
  to the present day, making the remaining few extremely 
  valuable for more than their magical properties. Like all 
  masterwork musical instruments, the oud gives its user a 
  +2 circumstance bonus on all Perform checks that involve 
  its use. The oud’s remaining properties function only in 
  the hands of a bard. When played as part of a bardic 
  performance, the DC to resist the bard’s fascinate and 
  suggestion abilities increases by +2. In addition, the oud 
  can recall more than 1,000 melodies with only the slightest 
  prompting from its user. These songs are often enough to 
  jog the bard’s memory, enabling him to remember obscure 
  facts that otherwise would have escaped his mind. This 
  ability allows him to attempt a Perform (string) check in 
  place of the relevant Knowledge skill check. Using this 
  ability requires the bard to begin a bardic performance. 
  Each round of the performance, he may attempt a Perform 
  (string) check and use that check in place of a Knowledge 
  skill check. If the check fails, he may continue the bardic 
  performance until he succeeds. The oud must be continually 
  played throughout the performance, so the Lingering 
  Performance feat cannot be used while playing the oud 
  in this manner. Each round of the bardic performance is 
  treated as if the bard had spent two rounds performing.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, legend lore; Cost 13,000 gp.
  Parasol of Deflection
  Aura faint abjuration and evocation; CL 5th
  Slot —; Price 4,000 gp; Weight 2 lbs.
   
  DESCRIPTION
  This dull, ecru-colored parasol has an ivory handle and 
  base with steel framework and silk outer fabric. It can 
  be held in one hand. Most parasols are adorned with 
  geometric patterns. The parasol’s protective covering can 
  be extended and retracted with the push of a button. The 
  parasol has no special abilities in the retracted position, but 
  it has a variety of uses in the extended position. When held 
  above the head during daylight hours, the parasol emits 
  a cool breeze making the user feel as if the temperature 
  were 20° less than it actually is. When held in front of the 
  face, the parasol acts as an entropic shield. In its extended 
  position, the parasol’s steel framework is strong enough to 
  withstand wind speeds of 50 mph or less while protecting the 
  user from the wind’s ill effects and negating any damage 
  caused by debris propelled by the wind, such as sand and 
  dust. At wind speeds in excess of 51 mph the parasol must 
  succeed on a DC 15 Reflex save or be torn apart, rendering 
  it permanently useless.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, entropic shield, gust of 
  wind; Cost 2,000 gp.
  Peace Pipe
  Aura faint enchantment; CL 5th
  Slot —; Price 4,500 gp; Weight 2 lbs.
   
  DESCRIPTION
  This ornately decorated wooden pipe measures nearly 
  two feet in length and is open at both ends allowing two 
  people to simultaneously puff on its smoke. The pipe has no 
  magical properties until it is filled with tobacco and ignited 
  which requires a full-round action. Once lit, the pipe remains 
  active for 10 minutes. The pipe’s smoke grants the user a +5 
  competence bonus on all Diplomacy skill checks while the 
  pipe remains active. To use this effect, the user must inhale 
  the pipe’s smoke for 1 minute. It can grant this bonus to only 
  one creature at a time. In addition, when two creatures 
  smoke the pipe at the same time, the smoke cements a 
  bond of friendship between the two creatures duplicating 
  the effects of charm person. This usage generally requires 
  two willing participants and is often done for ceremonial 
  purposes to celebrate the conclusion of a successful 
  negotiation. In this circumstance, both parties willingly 
  forego their saving throw and accept the pipe’s effect. An 
  unwilling creature negates the pipe’s effects by succeeding 
  on a DC 14 Will save. Attempting to force an unwilling 
  creature to smoke the peace pipe requires a successful 
  grapple check to pin the target and force the pipe into its 
  mouth. Even then, an unwilling creature can continue to 
  hold its breath to prevent it from inhaling the pipe’s smoke.
  After remaining active for 10 minutes, the peace pipe 
  extinguishes itself. The peace pipe cannot be used again 
  until 1 hour has passed since it extinguished itself.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, Heighten Spell, charm 
  person; Cost 2,250 gp.
  
  40
  Dunes of Desolation
  Ram’s Horn
  Aura moderate transmutation; CL 6th
  Slot head; Price 6,000 gp; Weight —
   
  DESCRIPTION
  This sliver of ram’s horn is 2 inches long, a mere fraction 
  of an inch in diameter and whittled to a sharp point on 
  both ends. The horn is affixed to the owner’s face or head 
  by piercing it through his skin. It is usually worn as a nose 
  ring, earring or cheek piercing. The ram’s horn does not 
  function when attached to another part of the body. When 
  properly affixed to the wearer, it grants a +2 competence 
  bonus to attack rolls when making a charge attack. The 
  damage dealt by the charge attack is treated as if the 
  attacker’s natural weapons or its weapon were one size 
  category larger than it actually is. In addition, the ram’s 
  surefootedness allows the wearer to ignore difficult terrain 
  when charging or running.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape I, lead 
  blades†; Cost 3,000 gp.
  † Pathfinder Roleplaying Game Advanced Player’s Guide
  Saddle of the Aerie Born
  Aura faint transmutation; CL 3th
  Slot —; Price 7,530 gp; Weight 30 lbs.
   
  DESCRIPTION
  Meticulously handcrafted from fine leather, fur and eagle 
  feathers, this saddle is specifically designed to fit hippogriffs, 
  griffins, rocs and any other flying creature suitable to serve 
  as a mount. The saddle automatically adjusts to properly fit 
  the rider and its mount. The rider receives a +5 competence 
  bonus on Handle Animal and Ride checks, and the mount 
  receives a +5 competence bonus on Fly checks. The saddle 
  functions only when worn by a mount with the natural mode 
  of flight.
   
  CONSTRUCTION
  Requirements: Craft Wondrous Item, creator must have at 
  least 5 ranks in the Fly, Handle Animal and Ride skills; Cost 
  3,765 gp.
  Saddle of the Spirited Camel
  Aura: faint transmutation; CL 3th
  Slot —; Price 4,250 gp; Weight 2 lbs.
   
  DESCRIPTION
  Perfectly fitted to rest comfortably against or between a 
  camel’s humps, this ornately painted leather saddle grants 
  the rider a +5 competence bonus on all Ride checks. In 
  addition, the rider gains the Spirited Charge feat even if he 
  does not meet the feat’s prerequisites. The saddle functions 
  only when strapped onto a camel. It has no effect when 
  used on another animal or creature.
   
  CONSTRUCTION
  Requirements: Craft Wondrous Item, creator must have at 
  least 5 ranks in the Ride skill; Cost 2,125 gp.
  Sandals of the Dunes
  Aura faint transmutation; CL 3rd
  Slot feet; Price 7,500 gp; Weight 1 lb.
   
  DESCRIPTION
  These leather sandals feature corrosive-resistent wooden 
  soles with interlocking leather straps. In desert terrain, the 
  wearer can move at 10 times his normal speed when 
  making a charge (once per hour), and the wearer’s base 
  land speed increases by 10 feet. In addition to the wearer’s 
  increased speed (which is considered an enhancement 
  bonus), the sandals also grant the wearer a +5 competence 
  bonus on Acrobatics checks made to slide across desert 
  terrain.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, longstrider, creator must 
  have 5 ranks in the Acrobatics skill; Cost 3,750 gp.
  Suqri’s Talisman Against Monumental 
  Failure
  Aura faint abjuration, conjuration and enchantment; CL 5th
  Slot neck; Price 9,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Throughout his lifetime the talisman’s namesake, Suqri, 
  constantly bemoaned his terrible luck. When he received his 
  inheritance, Suqri promptly lost it in a rigged dice game. He 
  lived his few remaining years alone and in abject squalor, 
  devoting all of his energies to his poetry. Despite his best 
  efforts, Suqri failed as a poet and died as a young man in 
  total anonymity. A decade after his death, Suqri’s book of 
  poetry fell into the right hands, and the man who lived and 
  died in utter obscurity became one of the most beloved 
  and celebrated poets in all the land.
  This wooden talisman is shaped in the image of a small 
  book and dangles around the neck from a cotton cord. 
  One of Suqri’s verses is always inscribed somewhere on the 
  talisman. Three times per day, whenever the wearer rolls a 
  natural 1 on an attack roll or saving throw, the wearer may 
  elect to reroll that attack roll or saving throw. This does not 
  stack with other effects that allow the wearer to reroll an 
  attack roll or saving throw. The wearer may make only one 
  reroll and must use its results even if he rolls another natural 1.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, divine favor; Cost 4,500 gp.
  Tome of Infinite Tales
  Aura strong divination; CL 12th
  Slot —; Price 67,200 gp; Weight 10 lbs.
   
  DESCRIPTION
  This exquisite leather-bound tome would be a treasure unto 
  itself even if it had no magical properties. Its vellum pages 
  are filled with breathtaking drawings, inspiring verse and 
  beautiful calligraphy that makes it an artistic and literary 
  masterpiece. Though it is almost 1,000 pages long, the tome 
  weighs considerably less than it should for its massive size. 
  Reading the tome for a total of 24 hours or more attunes the 
  reader to it. The creature remains attuned to the tome until 
  its death or until another creature spends 24 hours or more 
  reading the tome. Once attuned to it, the tome responds 
  to its owner’s verbal questioning. Though the tome lacks 
  intelligence and the ability to speak, it directs its owner to a 
  potential answer by opening to an appropriate page where 
  the answer may be found. It takes the tome 2d4 rounds to 
  respond to its owner’s inquiries, and it then takes another 
  2d6 minutes for the owner to scan those pages to find a 
  possible answer.
  Asking a question about an upcoming course of action 
  within the next 30 minutes has an 82% chance of getting an 
  accurate and meaningful reply. In this case, the information 
  provided by the tome duplicates the effects of augury. 
  Making an inquiry about an important person, place or 
  
  41
  Desert Equipment
  thing generates varying results. If the person or thing is at 
  hand, or if the tome is in the place in question, the tome 
  directs the owner to any and all legends about the subject. 
  If the owner has only detailed information on the subject, 
  the tome points him to less complete and less specific 
  legends. If the owner only knows rumors, there is only a 50% 
  chance that the tome provides any response at all. If it 
  does, the information is vague and incomplete. The tome 
  is only aware of legends concerning subjects that have 
  attained legendary status (as legend lore). Failed checks 
  result in a response of “nothing” though it is not clear to the 
  owner whether that is the actual case or if the tome was 
  unsuccessful in locating the information.
  Posing a riddle, puzzle or other cryptic message to the 
  tome requires the owner to make a successful Intelligence 
  check. The DC for a simple riddle is 10, but the DC for a 
  complex riddle can be 20 or higher. Success grants the 
  owner a useful insight to the riddle or puzzle’s solution. The 
  information should be enough to point the owner in the 
  right direction, but not specific enough to give him the 
  answer. For instance, if a cryptic riddle contains a hidden 
  mathematical formula, the tome may grant the owner 
  generic advice such as “words lie, but numbers do not.”  
  However, if the owner rolls a natural 20, the tome gives the 
  owner the precise answer. Conversely, if the owner rolls a 
  natural 1, he takes 1 point of Intelligence damage from 
  being bombarded by false information. There is no saving 
  throw to avoid taking Intelligence damage.
  The tome is written in Common and functions once per 
  day.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, augury, commune, 
  legend lore; Cost 33,600 gp.
  Vambraces of Scimitar Wielding
  Aura moderate divination and transmutation; CL 6th
  Slot wrists; Price 9,000 gp; Weight 3 lbs.
   
  DESCRIPTION
  These leather vambraces enhance the wearer’s ability to 
  wield a scimitar. They grant the wearer a +1 competence 
  bonus to attack rolls made with a scimitar and a +4 bonus 
  against combat maneuvers made to disarm or sunder the 
  wearer’s scimitar. The wearer does not drop his scimitar 
  when panicked or stunned. In addition, upon speaking 
  a command word, the wearer can store a scimitar he is 
  holding in the vambraces as a swift action. Retrieving the 
  scimitar is a swift action that causes it to reappear in the 
  wearer’s hand. The vambraces can store only one scimitar 
  at a time. If the wearer attempts to store an additional 
  scimitar, that scimitar reappears on the ground in a random 
  location 1d10 feet away from the wearer.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, rope trick, true strike, 
  creator must be proficient with a scimitar; Cost 4,500 gp.
  
  42
  Dunes of Desolation
  New Monsters
  New and original monsters are presented here to give player characters 
  fresh challenges in any desert campaign. Many are indigenous to sandy, 
  windswept dunes, while others can be found in desert scrublands. A 
  random encounter table for these monsters and more can be found in the 
  Appendix.
  Akbadia
  This creature appears human with a bushy mustache, a 
  crafty gleam in its eyes and a wickedly wry smile on its 
  welcoming face.
  AKBADIA 
   
  CR 12
  XP 19,200
  NE Medium magical beast 
  (shapechanger)
  Init +10; Senses darkvision 60 ft., low-
  light vision, scent; Perception +17
   
  AC 22, touch 16, flat-footed 16 (+4 
  armor, +5 Dex, +1 dodge, +2 natural)
  hp 152 (16d10+64)
  Fort +14; Ref +16; Will +9
  DR 10/cold iron; Immune mind-
  affecting
   
  Speed 30 ft.
  Melee +1 rapier 
  +24/+19/+14/+9 (1d6+3 
  /15–20), bite +17 (1d6+1) 
  or bite +22 (1d6+2)
  Special Attacks sneak 
  attack +8d6, weapon 
  intuition
  Spell-Like Abilities  
  (CL 16th)
  3/day—illusory script 
  (DC 18)
  1/day—dream (DC 
  20), nightmare (DC 20), 
  phantasmal killer (DC 19)
   
  Str 14, Dex 23, Con 19, Int 15, Wis 14, 
  Cha 20
  Base Atk +16; CMB +18; CMD 34
  Feats Combat Expertise, Dodge, 
  Improved Critical (rapier), 
  Improved Feint, Improved Initiative, 
  Iron Will, Weapon Finesse, Weapon 
  Focus (rapier)
  Skills Acrobatics +21, Bluff +21, Disguise +13, Perception +17, 
  Stealth +25
  Languages Common, Draconic, Elven
  SQ change shape (human, hybrid, and coyote; polymorph), 
  coyote empathy
  Gear +1 studded leather armor, +1 rapier, other gear
   
  Environment desert or plains
  Organization solitary
  Treasure NPC gear
   
  Change Shape (Su) An akbadia has three forms. Its natural 
  form is that of a coyote, but it can also take the form of a 
  human or a human-coyote hybrid. An akbadia’s human 
  form is fixed — it cannot assume different human forms. An 
  akbadia can sneak attack in any of its forms. In coyote form 
  it functions as a dog. In its hybrid form, an akbadia can make 
  a bite attack as a secondary attack, while in human form it 
  lacks its bite attack entirely. An akbadia can shift into any of 
  its three alternate forms as a move action. Equipment does 
  not meld with the new form between human and hybrid 
  forms but does between those forms and its coyote form.
  Coyote Empathy (Ex) An akbadia can 
  communicate and empathize with 
  coyotes (use stats for Small dog), and 
  can use Bluff as if it were Diplomacy to 
  change a coyote’s attitude, receiving 
  a +4 racial bonus to do so.
  Trickster Assailant (Su) As a standard 
  action, an akbadia targets any 
  one creature within 30 feet. If the 
  target fails a DC 23 Will save, it loses 
  its Dexterity bonus to AC against 
  any attack made by the akbadia. 
  The affected creature sees multiple 
  images of the akbadia, preventing it 
  from adequately defending itself 
  against the akbadia’s attacks. 
  The effect last for 16 rounds. 
  Whether or not the save is 
  successful, that creature 
  cannot be affected again 
  by the same akbadia’s 
  trickster assailant ability 
  for 24 hours. The akbadia 
  can affect only one 
  creature with this ability 
  at any time. If it targets 
  another creature, the 
  effect immediately ends for 
  the creature previously affected 
  by trickster assailant. This is an 
  illusory effect that relies on visual 
  components. The save DC is 
  Charisma-based.
  Weapon Intuition (Ex) 
  Akbadias are proficient 
  with all simple and 
  martial weapons.
  In 
  the 
  desert 
  scrublands, 
  humanity gives no creature a warier eye 
  than the wily coyote. The vast majority 
  of coyotes are ordinary predators, but the 
  animals’ reputation is forever sullied by 
  the akbadia, a wicked shapechanger that 
  can assume human, hybrid and coyote form. In its humanoid form, an 
  akbadia resembles a normal person with a bushy mustache, a mischievous 
  gleam in its eye and an omniscient smile on its round, cherubic face. 
  Unlike lycanthropes, akbadias can control their transformation with 
  exacting precision, and there are no telltale signs or giveaways to betray 
  the creatures’ true malevolent nature. Though carnivorous, the creatures 
  delight more in spreading fear and terror than devouring meat and bone.
  Akbadias are loners, wandering the desert scrublands and its settlements 
  for fresh victims. During the day, they move about these communities in 
  
  43
  New Monsters
  their humanoid form, making friends and acquaintances among the local 
  populace. At night, they revert to their coyote form, slinking around in 
  the darkness to get a better lay of the land. After establishing personal 
  relationships and performing reconnaissance, the akbadia chooses its 
  quarry and begins the hunt by using dream to encourage the victim to 
  venture to an ambush site or nightmare to terrify and unnerve its victim. 
  An akbadia is a coward at heart, and it ensures that its victim is alone when 
  it ambushes the creature in a remote location or attempts to frighten it to 
  death with phantasmal killer. When a superior foe or a group of creatures 
  confront an akbadia, if almost always flees for safety.
  Akbadias are often nomadic, but some take up residence and assume 
  an identity in a humanoid settlement. In these circumstances, the 
  creature often assumes a position of trust or authority, allowing it to 
  conduct its nefarious business without scrutiny. Akbadias donning such 
  a guise frequently amass vast wealth that they hoard in a secret vault 
  somewhere within their residence. On even rarer occasions, an akbadia 
  that has accumulated unchallenged power and influence may recruit other 
  humanoids to aid it in its evil endeavors. One bold akbadia even married 
  the beautiful daughter of a wealthy merchant just to acquire the woman’s 
  dowry. A community with an akbadia in its midst is bound to notice a 
  sharp uptick in mysterious disappearances and other strange occurrences. 
  When too many residents start asking questions the akbadia leaves town 
  in search of a new location to wreak mayhem.
  Alhajan
  This large humanoid covered in a fine coat of beige fur has a 
  hunchback, two elongated arms ending in sharp claws and powerful legs 
  with oversized feet. Its face resembles that of a man, though it has a more 
  prominent brow and a protruding jaw.
  ALHAJAN 
   
  CR 5
  XP 1,600 
  NE Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +8
   
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 59 (7d8+28)
  Fort +8; Ref +5; Will +6
  Resist fire 10
   
  Speed 40 ft.
  Melee 2 claws +10 (1d6+4 plus grab) or mwk quarterstaff 
  +11/+6 (1d8+6)
  Special Attacks howl, rend (2 claws 1d6+6)
   
  Str 19, Dex 11, Con 18, Int 9, Wis 12, Cha 10
  Base Atk +7; CMB +12; CMD 22
  Feats Endurance, Great Fortitude, Power Attack, Run
  Skills Climb +8, Craft (carpentry) +4, Intimidate +6, 
  Knowledge (geography) +1, Perception +8, Stealth +2, 
  Survival +10
  Languages Common
  Gear masterwork quarterstaff, other gear
   
  Environment desert
  Organization solitary, pair, herd (2–8) or stampede (10–40)
  Treasure NPC gear
   
  Howl (Su) When an alhajan howls, all creatures except for 
  other alhajans within a 100 foot spread must succeed on 
  a DC 13 Will save or become panicked for 2d4 rounds. 
  Whether or not the save is successful, a creature cannot be 
  affected by the same alhajan’s howl for 24 hours.
  This is a sonic, mind-affecting fear effect. The save DC is 
  Charisma-based.
  These large monstrous humanoids are covered in a fine coat of beige-
  colored hair with a texture and coloring resembling that of cashmere. Their 
  limbs are unusually long, and their hands and feet are disproportionally 
  oversized. On average, they stand 8 feet tall and weigh almost 400 pounds. 
  The alhajan’s hunchback is actually a hump, which stores fat and water 
  allowing the creature to go for days and even a few weeks without water 
  or food. The presence of this rare evolutionary feature and their foul 
  temperament leads some scholars to believe that they are the unnatural 
  offspring of camels and men. Others surmise that some dark force or entity 
  transformed men into these creatures as a form of punishment or a failed 
  experiment. Whatever their origin, experienced desert travelers know it is 
  best to avoid these ill-tempered creatures while traveling through the desert.
  Alhajans live in clans with up to 40 extended family members. They lead 
  a nomadic existence, wandering the desert in search of prey and water. An 
  alhajan hunting party consists of two to twelve male clan members. They 
  use simple tactics. They charge anything they see and attack it as a wild 
  mob. Like predatory animals, alhajans surround and attack a single creature 
  if possible. Once they surround their intended victim, the remaining 
  alhajans use their howl ability to drive off other creatures that might come 
  to the victim’s rescue. Alhajans hate humans, and they target them in 
  preference to all others. In the absence of humans, they direct their attacks 
  against elves, dwarves and other humanlike races before targeting animals 
  or monsters. Despite their savage nature, alhajans are adept woodworkers, 
  fashioning exquisite quarterstaffs from wood harvested from the few trees 
  they encounter during the course of their travels. Alhajans do not amass 
  precious metals, but they do collect valuable wooden objects.
  
  44
  Dunes of Desolation
  Al-haloon
  This large, speckled animal resembles a giraffe 
  albeit with a shorter, but substantially thicker 
  neck and a smaller, elongated head with a 
  massive, gray tongue lolling out the side of its 
  filthy, sand-encrusted mouth.
  AL-HALOON 
   
  CR 3
  XP 800
  N Large animal
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 16, touch 11, flat-footed 14 (+1 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 30 (4d8+12)
  Fort +7; Ref +5; Will +2
   
  Speed 40 ft., burrow 5 ft. (sand only)
  Melee 2 hooves +8 (1d6+6)
  Space 10 ft.; Reach 5 ft.
   
  Str 22, Dex 13, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
  Feats Dodge, Run
  Skills Perception +6, Stealth +2
  SQ extend neck, smell water
   
  Environment desert or plains
  Organization solitary, or family (1 adult plus 1–4 young)
  Treasure none
   
  Extend Neck (Ex) The al-haloon’s neck consists of strong 
  but flexible cartilage. In its normal position, the animal’s 
  neck is 3 feet long, but it can extend its neck to a length 
  of 10 feet with no difficulty and to a length of 15 feet with 
  a successful DC 10 Strength check. If it fails the Strength 
  check, its neck immediately returns to its normal length, and 
  it cannot attempt to extend it again for one hour.
  Smell Water (Ex) An al-haloon can detect surface water 
  at a range of one mile, and at a range of 1,000 feet it can 
  detect an underground water source no more than 50 feet 
  beneath the surface.
  Al-haloons, camels and dire camels are the mounts and packs animals 
  of choice for many desert travelers. Al-haloons are passive, well-mannered 
  animals that attack only when threatened or provoked. They are slower and 
  more lumbering than the swifter camels, but they are better sprinters and take 
  well to being ridden by humanoids. They resemble long, sleek giraffes and are 
  8 feet long and stand 6 feet high at the shoulder. A light brown coat of fine fur 
  speckled with darker brown splotches covers their entire body. They have a 
  thin 2-foot long tail and a 3-foot long stout neck covered by wrinkles of densely 
  packed loose skin. The al-haloon’s oddly shaped neck allows it to extend its 
  neck and bury its head in the sand to drink water from an underground source. 
  The animal detects water by scent and can burrow into loose sand in search of 
  fresh water buried deep beneath the sandy dunes. Many desert travelers refer 
  to al-haloons as the “dowsers of the desert” because of this unique ability. 
  In fact, al-haloons are credited with founding many settlements and villages 
  thanks to their discovery of a nearby underground aquifer.
  Al-haloons encountered in the wild are either solitary animals or a mother 
  and her young. They are herbivores that eat shrubs, saplings and leaves. Unlike 
  camels that store water and fat for extended periods of fasting, al-haloons drink 
  regularly like other mammals so they typically roam an area no further than a 
  day’s walk away from a known water supply. They have some tolerance for 
  heat, but they typically sleep during the hottest parts of the day and roam the 
  desert during the cooler evening, overnight and early morning hours.
  A light load for an al-haloon is up to 519 pounds, a medium load is 
  520–1,038 pounds, and a heavy load is 1,039–1,560 pounds. An al-haloon 
  can drag 7,800 pounds.
  Cacdine
  This large cactus plant has two arms and a bifurcation in its lower 
  trunk creating two stubby legs. It has two small, white eyes resembling 
  flowers atop its trunk.
  CACDINE 
   
  CR 3
  XP 800
  N Large plant
  Init +0; Senses low-light vision; 
  Perception +9
   
  AC 15, touch 9, flat-footed 
  15 (+6 natural,  
  –1 size)
  hp 30 (4d8+12)
  Fort +6; Ref +3; 
  Will +1
  DR 5/slashing or 
  piercing; Immune 
  plant traits; Resist 
  fire 5
   
  Speed 10 ft.
  Melee slam +7 (1d6+4 plus 
  needles)
  Special Attacks needles
   
  Str 19, Dex 10, Con 16,  
  Int 7, Wis 10, Cha 8
  Base Atk +3;  
  CMB +8; CMD 18
  Feats Lightning 
  
  45
  New Monsters
  Reflexes, Weapon Focus (slam)
  Skills Perception +9, Stealth +5 (+13 in warm deserts); Racial 
  Modifiers +4 Perception, +4 Stealth (+12 in warm deserts)
  Languages Common (cannot speak)
   
  Environment desert
  Organization solitary, or field (2–7)
  Treasure none
   
  Needles (Ex) Any creature attacking a cacdine with natural 
  weapons or an unarmed strike takes 1d4 points of piercing 
  damage. A creature that grapples a cacdine takes 3d4 
  points of piercing damage each round it does so. Any 
  creature struck by a cacdine’s slam attack also takes 1d4 
  points of piercing damage.
  Cacdines appear to be ordinary, though large and robust cactus plants. 
  They are actually semi-intelligent plants with a rudimentary brain and 
  sensory organs located near the top of their trunks. Cacdines typically 
  consist of a central trunk reaching a height of 7 to 10 feet with two 3-foot 
  long arms and a short bifurcation in its lower trunk forming two stubby 
  legs. At its widest point, a cacdine’s trunk measures 2 feet in diameter.
  Cacdines exclusively eat a liquid diet, but blood is their food of 
  choice. Cacdines lack roots and instead have small rootlets beneath their 
  makeshift feet that they use to draw blood from their victims. Because of 
  this, they must stand atop their victim’s body while feeding. Cacdines can 
  subsist on nutrient-rich water or even milk for an extended period of time, 
  but they ultimately need blood to survive. Like their natural kin, cacdines 
  are ideally suited for life in a hot, arid climate.
  Cacdines live solitary lives or as a part of a small group, and they are 
  usually found living alongside ordinary cacti. Because they are relatively 
  slow and lumbering, cacdines prefer letting potential victims draw near 
  before attacking them. Cacdines fight to the death, because they have little 
  chance of outrunning a superior foe. Like other cacti, the cacdine’s flesh 
  retains moisture and can be compressed or squeezed for water. Although 
  the water is fresh and safe to drink, it tastes terrible, sickening any creature 
  that fails a DC 11 Fortitude save for 2d4 rounds after drinking it.
  Demon, Rabassa
  This broad-shouldered, chiseled figure has an elephant-
  shaped head without the trunk, four muscular arms and four 
  squid-like legs that somehow support its body.
  DEMON, RABASSA 
   
  CR 11
  XP 12,800
  CE Medium outsider (chaotic, demon, evil, 
  extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +15
  Aura uncertainty (DC 20)
   
  AC 22, touch 10, flat-footed 22 (+12 natural)
  hp 126 (12d10+60)
  Fort +13; Ref +4; Will +10
  DR 10/good; Immune electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 22
   
  Speed 30 ft.
  Melee 4 claws +18 (1d6+6 plus doubt)
  Special Attacks doubt, sow discord
  Spell-Like Abilities (CL 12th):
  At will—cause fear (DC 15), greater teleport 
  (self plus 50 lbs. of objects only)
  3/day—crushing despair (DC 18)
  1/day—geas/quest (DC 20), summon (level 4, 
  1d4 babau 30%)
   
  Str 23, Dex 10, Con 21, Int 16, Wis 14, Cha 18
  Base Atk +12; CMB +18; CMD 28 (32 vs. trip)
  Feats Combat Expertise, Greater Feint, Improved Feint, 
  Improved Initiative, Persuasive, Skill Focus (Bluff)
  Skills Acrobatics +4, Appraise +9, Bluff +25, Climb +8, 
  Diplomacy +23, Intimidate +17, Knowledge (local) +14, 
  Knowledge (planes) +18, Knowledge (any other one) +12, 
  Perception +15, Sense Motive +13, Spellcraft +11, Stealth 
  +11, Use Magic Device +8
  Languages Abyssal, Celestial, Common, Draconic
   
  Environment any (Abyss)
  Organization solitary
  Treasure none
   
  Aura of Uncertainty (Su) A rabassa’s body radiates an aura 
  of uncertainty. Any creature striking a rabassa with a natural 
  weapon or unarmed strike must succeed on a DC 20 Will 
  save to avoid being dazed for 1 round. If the creature 
  scored a critical hit, but failed its Will save, the critical hit is 
  negated, and the attack deals normal damage instead. 
  This is a mind-affecting fear effect. The save DC is Charisma-
  based.
  Doubt (Su) Creatures struck by a rabassa doubt their actions. 
  Whenever a rabassa hits a creature with its claw attack, the 
  creature struck must succeed on a DC 20 Will save to avoid 
  being dazed for 1 round. If the rabassa scores a critical 
  hit, a creature that fails its Will save against the critical hit 
  becomes stunned for 1d4 rounds instead of being dazed for 
  1 round. Doubt has no effect on a creature that is already 
  stunned. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Sow Discord (Su) Once per 
  hour, as a full-round 
  action the rabassa 
  fills the minds of all 
  creatures within 
  a 30-foot radius 
  spread with 
  unfounded 
  suspicions and 
  mistrust about 
  their allies. 
  Any creature 
  that fails 
  a DC 21 
  Will save 
  attacks 
  its 
  
  46
  Dunes of Desolation
  closed ally, as if he were under the effects of confusion. 
  Unlike the spell, the creature’s only possible action is to 
  attack its allies, but it follows all other conditions of the spell 
  applicable to attacking another creature. If the creature 
  kills the ally, knocks him unconscious or scores a critical hit 
  against him, he may attempt a new saving throw to end 
  the effect. Otherwise, sow discord lasts for 1 minute. This is a 
  mind-affecting effect. The save DC is Constitution-based.
  Rabassas delight in fear and anarchy. They take particular pleasure 
  watching mortals sink into despair, as doubt and uncertainty occupy the 
  creature’s every thought and deprive it of ambition. According to their 
  philosophy, action forestalls disorder, so inaction lets entropy take its 
  natural course. While other demons tempt mortals through seduction 
  or empty promises, rabassas dispense with complex machinations and 
  prefer to let man be his own worst enemy, filling his mind with paranoid 
  suspicions and the terror of failure. Unfortunately, humanity repeatedly 
  proves the rabassa correct.
  Rabassas are slightly taller than the average human, but they are 
  considerably burlier than the typical man. They are literally barrel-chested 
  with thick arms and legs covered by a grayish, leathery hide. Their heads 
  are shaped like an elephant’s though they have a broad, bull-Like nose 
  instead of a trunk. Their oversized, stumpy hands end in sharpened claws. 
  They form from the souls of those mortals who chose to look the other 
  way and ignore evil when they had the chance to stop it and set things 
  right.
  These demons always work alone, leading vulnerable mortals down an 
  irretrievable path of despair and anguish. Rabassas ideally target people of 
  great power and influence, hoping that their failure results in widespread 
  chaos, panic and disillusion, providing the dutiful demons with more 
  mortal souls ripe for the taking. They are covetous of worldly goods and 
  particularly prize magic items symbolic of political or military power, 
  such as armor, weapons, staves and rods. Though they are legendary 
  among desert peoples, rabassas can be encountered anywhere.
  Dendan
  This massive black fish has an elongated garlike jaw, a long, dorsal fin 
  and a stubby, but powerful tail.
  DENDAN 
   
  CR 12
  XP 19,200
  N Colossal animal (aquatic)
  Init +3; Senses blindsense 30 ft., scent; Perception +19
   
  AC 27, touch 1, flat-footed 27 (–1 Dex, +26 natural, –8 size)
  hp 171 (18d8+90)
  Fort +16; Ref +12; Will +9
   
  Speed swim 60 ft.
  Melee bite +20 (4d10+21/19–20 plus grab)
  Space 30 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d6+21, AC 23, 17 hp)
   
  Environment temperate ocean, rivers, and lakes
  Organization solitary, or tide (2–5)
  Treasure none
   
  Str 38, Dex 8, Con 21, Int 1, Wis 12, Cha 10
  Base Atk +13; CMB +35; CMD 44
  Feats Blind-Fight, Critical Focus, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (Perception), Staggering Critical, Weapon Focus (bite)
  Skills Perception +19, Swim +34
  Sailors traversing the seas bordering many warm deserts speak of this 
  massive, predatory black fish in hushed whispers. Few mariners have ever seen, 
  let alone encountered a dendan, but that fails to diminish the legend of these 
  elusive hunters. Strangely, witnesses claim that the dendan seemed more intent 
  on avoiding them rather than the seemingly logical other way around. These 
  accounts have given rise to the belief among some seafarers that dendans fear 
  humans or must avoid contact with them lest they face some terrible fate. The 
  simple truth is that dendans do not perceive ships as prey animals, and in the 
  absence of an injured or bleeding humanoid falling overboard, the dendan sees 
  no need to investigate what it believes is a massive pile of floating driftwood. In 
  those rare instances where a ship attacks a dendan, the gigantic fish hurtles itself 
  against the hull in an attempt to sunder the vessel. If that fails, the dendan uses its 
  reach to bite and swallow any living creatures on deck before retreating beneath 
  the waves. In contrast, dendans aggressively hunt merfolk, which is their prey 
  of choice. Merfolk often seek adventurers to rid the seas of their hated enemy, 
  whenever they detect a dendan’s presence.
  Dendans live in fresh and salt water oceans, rivers, seas and lakes. They 
  are loosely territorial and are organized into small pods containing two to 
  five individuals. The creatures hunt independently rather than as a group, 
  with each dendan trolling an area that could include more than 100 square 
  miles of open water. A dendan is 30 feet long, 15 feet high and 10 feet 
  wide and is covered in thick, black scales. Its jaw is elongated and filled 
  with rows of daggerlike teeth. The oldest dendans are rumored to be more 
  than 1,000 years old. Merfolk claim that the massive fish’s meat is the 
  finest delicacy of the sea; however merfolk may be proliferating that myth 
  to encourage other humanoids to hunt their hated foe to extinction.
  Desert Troll
  This large, hideous creature is covered in oozing pustules bursting from 
  the surface of its cracked, burnt-red skin. It has a mouth full of jagged, 
  rotting teeth and its hands end in claws.
  TROLL, DESERT 
   
  CR 8
  XP 4,800
  NE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
   
  AC 20, touch 8, flat-footed 19 (–1 Dex, +12 natural, –1 size)
  hp 85 (10d8+40); regeneration 5 (cold or electricity)
  Fort +13; Ref +2; Will +6
   
  Speed 30 ft.
  Melee bite +12 (1d8+5 plus disease), 2 claws +11 (1d6+5)
  Special Attacks disease (DC 19), pustules, rend (2 claws 
  1d6+7)
   
  Str 20, Dex 8, Con 19, Int 6, Wis 12, Cha 6
  
  47
  New Monsters
  Base Atk +7; CMB +13; CMD 23
  Feats Endurance, Great Fortitude, Iron Will, Power Attack, 
  Weapon Focus (bite)
  Skills Climb +10, Heal +6, Perception +4, Stealth –4,  
  Survival +6
  Languages Giant
   
  Environment desert
  Organization solitary, pair or cull (1 female plus 1–4 young)
  Treasure none
   
  Disease (Ex) Desert rot: bite—injury; save Fort DC 19; 
  frequency 1/day; effect 1d2 Str and Con damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Pustules (Ex) Once every 1d4 rounds, one of the desert troll’s 
  pustules explodes spewing disgusting ooze in a 10 foot cone 
  in a randomly determined direction. Creatures struck by 
  the ooze are sickened for 2d4 rounds unless they succeed 
  on DC 19 Fortitude save. Once a creature succeeds on this 
  save, it is immune to the same desert troll’s pustules for 24 
  hours. The save DC is Constitution-based.
  No other type of troll is as poorly 
  adapted to its particular environment 
  as the desert troll. If not for its 
  regenerative 
  properties, 
  these 
  loathsome monsters would have 
  undoubtedly become extinct. Their 
  pustules are the perfect example. 
  It would seem logical that these 
  growths once stored water or 
  fatty deposits below the skin 
  for storage, but the pustules are 
  actually 2nd-degree burns that 
  turned into massive, pus-filled 
  blisters. In actuality, sunburn 
  ravages the desert troll’s skin 
  accounting for its burnt-red 
  coloration.
  Desert trolls stand upright, 
  not stooped like their more 
  common cousins. An adult 
  desert troll is 10 feet tall 
  and weighs 400 pounds. 
  They are hideously ugly like 
  other members of their kin 
  with a bestial face, a grotesquely 
  abnormal under bite and powerful claws 
  at the ends of their hands. Because of the 
  intense heat, desert trolls are leaner than 
  their temperate-dwelling cousins, and 
  they are generally active only at night 
  when much cooler temperatures prevail.
  Desert trolls, like most other 
  trolls, lead solitary lives with the 
  exceptions of a mated pair and 
  a mother with her young. Desert 
  trolls are fearsome hunters with 
  a ravenous taste for al-haloon and camel meat, which brings them into 
  conflict with the animals’ owners. Merchant caravan owners despise 
  desert trolls, and they handsomely reward adventurers brave enough to 
  protect their caravans from the marauding raiders or seek and destroy 
  them before they create any havoc. In many cases, the monsters still 
  carry the ill-gotten spoils from earlier raids. Desert trolls are ferocious 
  combatants. They hurl themselves into battle with reckless abandon, and 
  flee only when confronted by foes dealing significant amounts of cold or 
  electricity damage to them. It is not uncommon to encounter a desert troll 
  furthering the plans of a more intelligent and ambitious master, such as 
  a genie. In these circumstances, desert trolls fight to the bitter end rather 
  than slink back to face their master’s wrath.
  Desperado
  This gaunt, leathery creature wears a ten-gallon hat, leather boots, a 
  button-down shirt and tattered trousers wrapped tight around its waist by 
  a worn-out leather gun belt. This unearthly gunfighter carries with it the 
  foul smell of the grave and a vengeful gleam in its eyes.
  DESPERADO 
   
  CR 6
  XP 2,400
  Male human desperado 
  gunslinger 6 (Pathfinder 
  Roleplaying Game Ultimate 
  Combat)
  LE Medium undead 
  (augmented humanoid)
  Init +8; Senses darkvision 60 
  ft.; Perception +11
  Aura bad reputation (30 ft., DC 15 
  Will negates)
   
  AC 21, touch 16, flat-footed 15, +4 
  Dex, +2 dodge, +5 natural)
  hp 51 (6d10+12 plus 6)
  Fort +7; Ref +11; Will +5
  Defensive Abilities gunslinger’s 
  dodge, nimble (+2 dodge bonus 
  to AC when wearing light or no 
  armor), undead traits
   
  Speed 30 ft.
  Melee mwk pistol whip +9/+4 
  (1d6+2)
  Ranged mwk pistol +12/+7 touch 
  (1d8+4/x4)
  Special Attacks deadeye, pistol-
  whip, spectral gunfighter
   
  Str 14, Dex 19, Con —, Int 11, Wis 
  16, Cha 15
  Base Atk +6; CMB +8; CMD 24
  Feats Deadly Aim, Extra GritB, 
  Gunsmithing, Improved Initiative, 
  Lightning Reflexes, Quick DrawB, 
  Toughness, Weapon Focus (pistol)
  Skills Bluff +8, Disguise +8, Intimidate 
  +11, Knowledge (arcana) +5, 
  Perception +11, Sense Motive +9, 
  Stealth +9
  Languages Common
  SQ deeds (gunslinger initiative, 
  quick clear, utility shot), grit (5), 
  gun training (pistol +4)
  Combat Gear masterwork pistol; Other 
  Gear leather boots, ten-gallon hat, gun belt 
  and holster, 20 bullets
   
  Environment desert
  Organization solitary
  Gear masterwork pistol, leather boots, ten-gallon hat, gun 
  belt and holster, 20 bullets, other treasure
   
  Bad Reputation (Su) All creatures within a 30-ft. radius that 
  see a desperado must succeed on a Will save or become 
  shaken for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same 
  desperado’s bad reputation ability for 24 hours. This is a 
  mind-affecting fear effect that relies on visual components. 
  The save DC is Charisma-based.
  Spectral Gunfighter (Su) A desperado’s firearm magically 
  
  48
  Dunes of Desolation
  reloads after each shot as a swift action. The desperado’s 
  firearm never misfires or breaks, and he can use the 
  weapon’s butt or handle as a melee weapon that deals 
  bludgeoning damage.
  A hole in the desert can hold many secrets, but sometimes it cannot 
  keep an evil soul buried in the ground. Desperados are undead gunfighters 
  that were so mean and despicable in life that even death was not enough 
  to end their killing ways. Desperados never rise from a grave found in any 
  habitat other than a desert, a fact that is often attributed to the climate’s 
  ability to naturally mummify humanoid corpses. They remember every 
  facet of their mortal life and spend their undead existence seeking 
  retribution against their enemies and any other unfortunate creature that 
  crosses their path.
  All desperados were once human to some degree. They are 6 feet 
  tall and weigh a meager 100 pounds as the hot sun and dry atmosphere 
  mummified their leathery skin and turned their internal organs to dust. 
  They wear the accoutrements they wore in life including tattered trousers, 
  a button-down shirt, a ten-gallon hat and a gun belt with at least a dozen 
  rounds of ammunition. They walk with a frightening swagger and can 
  draw their firearm with remarkable speed.
  Despite their dastardly nature, desperados prefer a straight-up gun fight 
  to an ambush or tactical attack. They are so confident in their martial 
  prowess that it is not uncommon for a desperado to let its enemy get 
  the first shot or blow before unleashing its firepower. It can afford this 
  bravado thanks to its spectral gunfighter ability, which magically reloads 
  its firearm after every shot. Though the vast majority of desperados are 
  evil, there are a few tales of good men rising from their graves to right 
  an unspeakable injustice or wreak revenge on those deserving of such a 
  terrible fate.
  Creating a Desperado
  “Desperado” is an acquired template that can be added to any living 
  creature with class levels in gunslinger. The desperado uses the base 
  creature’s stats and abilities except as noted here.
  CR: Same as the base creature +1.
  Type: The creature’s type changes to undead (augmented). Do not 
  recalculate the creature’s base attack bonus, saves or skill points.
  Senses: A desperado gains darkvision 60 ft.
  Armor Class: A desperado has a +5 natural armor bonus or the base 
  creature’s natural armor bonus, whichever is better.
  Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit 
  Dice derived from class levels remain unchanged. Desperados use 
  their Charisma modifiers to determine bonus hit points (instead of 
  Constitution).
  Defensive Abilities: A desperado gains all of the immunities 
  granted by its undead traits.
  Special Attacks: A desperado gains the following special attack 
  described below.
  Spectral Gunfighter (Su) A desperado’s firearm magically reloads 
  after each shot as a swift action. The desperado’s firearm never misfires 
  or breaks, and he can use the weapon’s butt or handle as a melee weapon 
  that deals bludgeoning damage.
  Special Qualities: A desperado gains the following special quality 
  described below.
  Bad Reputation (Su) All creatures within a 30-ft. radius that see 
  a desperado must succeed on a Will save or become shaken for 1d4 
  rounds. Whether or not the save is successful, that creature cannot 
  be affected again by the same desperado’s bad reputation ability for 
  24 hours. This is a mind-affecting fear effect that relies on visual 
  components. The save DC is Charisma-based.
  Abilities: +2 Dex, +2 Wis. Being undead, a desperado has no 
  Constitution score.
  Feats: Desperados gain Extra Grit and Quick Draw as bonus 
  feats.
  Dire Camel
  Foul spittle oozes from the filthy mouth of a large, powerfully-built, 
  two-humped camel.
  DIRE CAMEL 
   
  CR 3
  XP 800
  N Huge animal (Pathfinder Roleplaying Game Bestiary 2, 
  “Camel,” Frog God Games The Tome of Horrors Complete, 
  pg. 718, “Dire Creature Template”)
  Init +4; Senses low-light vision, scent; Perception +12
   
  AC 18, touch 12, flat-footed 14 (+4 Dex, +6 natural, –2 size)
  hp 63 (6d8+36)
  Fort +11; Ref +9; Will +4
   
  Speed 60 ft.
  Melee bite +10 (1d6+12)
  Space 15 ft.; Reach 10 ft.
  Special Attacks spit
   
  Str 26, Dex 18, Con 23, Int 2, Wis 15, Cha 8
  Base Atk +4; CMB +14; CMD 28 (32 vs. trip)
  Feats Endurance, Run, Skill Focus (Perception)
  Skills Perception +12, Survival +4
   
  Environment warm deserts
  Organization solitary
  Treasure none
   
  Spit (Ex) Once per hour, a dire camel can regurgitate 
  the contents of its stomach, spitting the foul material at a 
  single target within 10 feet. The target must make a DC 19 
  Fortitude save or be sickened for 1d4 rounds. The save DC is 
  Constitution-based.
  
  49
  New Monsters
  Larger and more aggressive than their domesticated kin, these 
  fearsome animals are the mount of choice for elite desert cavalry units. 
  Dire camels used for military purposes are equipped with custom-fitted 
  barding. Dire camels and al-haloons are the mounts of choice for most 
  desert natives, because of their durability. Like their smaller cousins, 
  dire camels are ill-tempered, but they are well-suited for battle with 
  proper training. Dire camels are herd animals, living in groups of twenty 
  or more when encountered in the wild. These territorial animals charge 
  any creature that they perceive as a threat, especially when their young 
  are present. Dire camels stand 10 feet tall at the shoulder and 12 feet tall 
  at the hump.
  El-aurens
  This shambling cadaver is coated by a thick, crusty overcoat of sand, 
  which covers its clothing and exposed rotting flesh. Its torso and head 
  bear humanoid features but its appendages end in hardened clumps of 
  gangrenous skin.
  EL-AURENS 
   
  CR 5
  XP 1,600
  N Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +7
   
  AC 18, touch 10, flat-footed 18 (+8 natural)
  hp 45 (6d8+12 plus 6)
  Fort +4; Ref +2; Will +8 Immune undead traits; Resist cold 5, 
  fire 5
   
  Speed 30 ft.
  Melee slam +9 (1d8+6)
  Special Attacks disorient
  Spell-Like Abilities CL 6th
  At will—know direction
   
  Str 18, Dex 10, Con —, Int 10, Wis 12, Cha 15
  Base Atk +4; CMB +8; CMD 18
  Feats Iron Will, Toughness, Weapon Focus (slam)
  Skills Climb +10, Intimidate +11, Knowledge (geography) +6, 
  Perception +7, Survival +7
  Languages Common
   
  Environment desert
  Organization solitary, or field (2–7)
  Gear explorer’s outfit, canteen, blanket, compass, spyglass, 
  other treasure
   
  Disorient (Su) Once per day, an el-aurens disorients a living 
  creature within 30 feet unless it succeeds on a DC 15 Will 
  save. Disoriented creatures move in a random direction 
  rather than the desired direction. Once the creature begins 
  moving, it continues moving in the same random direction 
  until it completes its action. This effect also applies to the 
  creature’s 5-ft. step. (See the “Throw Splash Weapon” 
  section in Chapter 8 of the Pathfinder Roleplaying Game 
  Core Rulebook for guidance on how to determine the 
  disoriented creature’s random direction.) The effect lasts for 
  1d4+1 minutes. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Natural dangers claim their fair share of desert travelers every 
  year. The bodies of most victims are forever lost beneath the dunes, 
  but some emerge from their graves and resume their appointed tasks. 
  These shambling cadavers are known as el-aurens. They are typically 
  found in groups, leading sages to conclude that they once belonged to an 
  expedition force or an exploration group. In fact, el-aurens occasionally 
  provide directions or even temporarily guide desert travelers to their 
  intended destination for the equivalent of 5 gp worth of opals and 
  turquoise stones per mile traveled. Alternatively, there is a 20% chance 
  that an el-aurens has a map of the immediate area, which it may sell at 
  an appropriate cost.
  El-aurens are haughty, aloof and devoted to their duty. They stand 
  between 5 and 6 feet tall and weigh 150 pounds. Most wear the tattered 
  remnants of an explorer’s outfit, and some carry the tools of their trade 
  including spyglasses, compasses, backpacks, supply containers and tents. 
  Unfortunately, their hands prevent them from using these devices, but 
  they are once again willing to part with these items for an appropriate 
  price in opals and turquoise stones. They attack monsters without 
  hesitation, yet they rarely attack humanoids unless provoked. They speak 
  with a dignified tone and become excited at the prospect of adventure. 
  They envision themselves as guides, and they greet any overtures to pay 
  them to fight with disdain. They ignore any orders to attack other creatures 
  and instead disorient those giving such orders before departing. Desert 
  travelers universally fear undead, but veteran explorers know that these 
  creatures can save the day for those hopelessly lost in the desert.
  El-halaj
  This dull yellow hare is the size of a large dog, and it has a foot-long 
  black horn protruding from its head and a mouth full of razor sharp teeth. 
  There is a malevolent, red glow in its eyes.
  EL-HALAJ 
   
  CR 4
  XP 1,200
  LE Small magical beast
  Init +5; Senses low-light vision, darkvision 60 ft.; Perception +6
   
  AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
  hp 37 (5d10+10); fast healing 2
  Fort +6; Ref +11; Will +3
  Immune disease, poison
   
  Speed 50 ft.
  Melee gore +11 (1d4+2 plus disease), bite +11 (1d4+2 plus 
  poison)
  Special Attacks disease (DC 14), poison (DC 14)
   
  Str 14, Dex 21, Con 15, Int 8, Wis 14, Cha 13
  
  50
  Dunes of Desolation
  Base Atk +5; CMB +6; CMD 21 (25 vs. trip)
  Feats Lightning Reflexes, Skill Focus (Acrobatics), Weapon 
  Finesse
  Skills Acrobatics +12, Climb +6, Perception +6, Stealth +14 
  (+15 in scrublands and deserts); Racial Modifiers +4 Stealth in 
  scrublands and deserts
  Languages Common (cannot speak)
   
  Environment desert
  Organization solitary, or pair (rarely)
  Treasure none
   
  Disease (Ex) Hantavirus: Bite—injury; save Fort DC 14; onset 
  1d3 days; frequency 1/day; effect exhaustion and 1d4 
  Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Poison (Ex) Peyote: Gore—injury; save Fort DC 14; frequency 
  1/round for 6 rounds; effect dazed; cure 1 save. The save 
  DC is Constitution-based.
  The ravenous el-halaj is a predatory, carnivorous hare that stalks desert 
  scrublands and sand dunes. It stands almost 3 feet high at the shoulder, 
  measures 2 feet in length and weighs 60 pounds. Its dull yellow coat 
  resembles the color of baked earth, which grants it some camouflage in 
  its native environs. The el-halaj uses its long, black horn to root through 
  carrion and debris in search of food. Whether by intention or accident, 
  the el-halaj’s horn carries the lethal hantavirus, which it undoubtedly 
  contracted while rummaging around dead animals. Similarly, the hare has 
  a fondness for the taste of a particular cactus plant that it used by desert 
  natives for its psychoactive and healing properties.
  The el-halaj is most active at night, preferring to scavenge food from 
  campsites or eat the unwanted scraps left behind from another predator’s 
  kill. But the carnivorous hare’s hunger is never truly sated, driving it to 
  consume at least twenty pounds of meat or cactus a day. Because of its 
  insatiable appetite, leftovers and scraps rarely suffice, and the el-halaj 
  must find more prey, and may even target creatures up to five times its 
  size. The speedy el-halaj prefers to close within 100 feet from its intended 
  victim and then charge headlong at it, hoping to sink its poisonous bite into 
  its flesh. El-halajs are usually found alone, but they may be encountered in 
  pairs during the mating season.
  There is a widespread belief that the el-halaj’s horn has curative 
  properties, despite the fact that it is also the carrier of a deadly disease. An 
  intact horn can fetch a price of 100 gp on the open market. Though it is 
  dangerous business, poachers and adventurers alike scour the scrublands 
  looking for that they foolishly refer to as the “golden rabbit”.
  Falak
  This huge creature has a serpentine body with dark brown scales, a 
  hard chitinous tail and an immense, toothless maw.
  FALAK  
  CR 10
  XP 9,600
  N Huge magical beast
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +9
   
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 136 (13d10+52 plus 13)
  Fort +12; Ref +7; Will +3
  Resist acid 10
   
  Speed 20 ft.; burrow 20 ft.
  Melee bite +20 (1d8+8 plus 1d6 acid, grab), tail slap +15 
  (2d6+12 plus 1d6 acid)
  Space 15 ft.; Reach 10 ft.
  Special Attacks spit acid, swallow whole (1d8+12 
  bludgeoning damage plus 4d6 acid, AC 18, 12 hp)
   
  Str 26, Dex 9, Con 18, Int 1, Wis 8, Cha 6
  Base Atk +13; CMB +23 (+25 to bull rush, +27 to grapple) 
  CMD +28 (+32 vs. grapple, cannot be tripped)
  Feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Power Attack, Toughness, Weapon Focus (bite, tail slap)
  Skills Perception +9, Stealth +0
  SQ corrosive slime
   
  Environment desert
  Organization solitary, or pod (2–5)
  Treasure none
   
  Corrosive Slime (Su) A falak’s body is covered in corrosive 
  slime. Anyone striking a falak with a natural weapon or 
  unarmed strike takes 1d6 points of acid damage. Any 
  
  51
  New Monsters
  creature struck by a falak with its bite attack or tail slap 
  takes 1d6 points of acid damage. A creature that grapples 
  a falak or is grappled by one takes 4d6 points of acid 
  damage each round the grapple persists.
  Spit Acid (Ex) Once every hour, a falak can spit a 30-foot 
  line of acid. Creatures struck by this acid take 9d6 points of 
  acid damage (DC 20 Reflex save halves). The save DC is 
  Constitution-based.
  Falaks burrow through the sandy dunes and pliable earth bordering 
  desert regions, consuming anything they find along the way. Their 
  corrosive slime dissolves almost any material in their path, enabling 
  them to burrow through rock and hardened clay with little difficulty. 
  Falaks are the bane of desert caravans, as the group’s movement 
  is sure to attract their unwanted attention. The cunning beast 
  often follows the trail for hours, remaining deep beneath the 
  surface waiting for the caravan to come to a halt before it 
  burrows straight up from underneath, hoping to knock anyone 
  or anything in its path into the air.
  Falaks are 20 feet long from head to tail. They have a 
  serpentine body with durable, but flexible scales and a rigid 
  tail resembling that of a rattlesnake. Falaks have a circular 
  maw with no tongue or teeth due to the constant 
  secretion of acid, which dissolved their fangs 
  shortly after birth. Falaks almost always travel in 
  mated pairs, and they remain partners for life. If 
  the male is killed or the young threatened, the 
  female abandons her partner and retreats beneath 
  the sands with her young. The male fights to 
  the death. The oldest falaks are rumored to live 
  upwards of 250 years.
  Ghazak
  This pale-skinned lanky man has long hands 
  and fingers, sinewy limbs and flowing white hair. His 
  eyes are sunken and disproportionally small, while his 
  nose is long and broader than the average human.
  GHAZAK 
   
  CR 1/2
  XP 200
  Male ghazak ranger 1
  LN Medium humanoid (ghazak)
  Init +2; Senses low-light vision; Perception +6
   
  AC 15, touch 11, flat-footed 14 (+4 armor, 
  +1 Dex)
  hp 8 (1d10+3)
  Fort +8; Ref +5; Will +3; +2 vs. poison, spells 
  and spell-like effects, +4 vs. fatigue and 
  exhaustion
  Resist fire 5
   
  Speed 30 ft.
  Melee longsword +2 (1d8+1/19–20)
  Ranged longbow +3 (1d8/x3)
  Special Attacks favored enemy 
  (undead)
   
  Str 12, Dex 14, Con 17, Int 10, Wis 15, 
  Cha 12
  Base Atk +1; CMB +2; CMD 14
  Feats Great Fortitude, Point-Blank Shot
  Skills Handle Animal +5, Heal 
  +6, Intimidate +5, Knowledge 
  (geography) +4, Perception +6, 
  Survival +6
  Languages Common
  SQ track, wild empathy (+2)
  Gear hide armor, longbow, longsword, 20 arrows, waterskin, 
  other treasure
   
  Environment desert
  Organization solitary, pair or family (3–10)
  Ghazaks are humans born and bred in the desert. Over the centuries, 
  ghazaks adapted to their rugged environment, becoming hardier, more 
  durable and savvier than their city-dwelling kin. Their evolutionary 
  development increased their stamina and survival instincts, but they are 
  scrawnier than their human cousins and not as learned. Despite their 
  lack of education, they are adept stargazers. Their calendar is among 
  the most accurate in the world, and they are renowned for their 
  ability to predict future events based upon their interpretation 
  of celestial events. Ghazaks believe that their people were 
  created from the essence of a lucky star that plummeted to earth  
  and graced their people with good fortune. In fact, many 
  ghazaks secretly cling to the notion that they originated in 
  another world somewhere among the stars. Whatever the case, 
  ghazaks have an uncanny knack for getting lucky breaks that 
  others do not.
  Ghazaks are predominately nomadic, living in small 
  family units numbering no more than ten individuals. 
  Though ghazaks originated in the deserts, many 
  have migrated to the cities in search of a life  
  not dependent upon the constant struggle to 
  find water, shelter or food. Ghazaks are taller  
  than most men, but also slighter in build and 
  much paler in complexion. They are born 
  with white hair giving them an otherworldly 
  appearance. They are quiet, introspective 
  people with an innate respect for nature 
  and the well-being of others. They are 
  welcomed in most humanoid communities 
  for their hard work ethic, peaceful demeanor 
  and uncanny penchant for benefiting from 
  good luck.
  Ghazak Characters
  Ghazaks are defined by their class levels — they do 
  not have racial HD. They have the following racial 
  traits.
  +2 Constitution, +2 Wisdom, –2 Intelligence: 
  Ghazaks are durable and clever, but they show little 
  interest in learning.
  Desert Acclimated: Ghazaks have fire resistance 
  5.
  Desert Runner: Ghazaks receive a +4 racial 
  bonus on Constitution checks and Fortitude 
  saves to avoid fatigue and exhaustions, as well as  
  any other ill effects from running, forced  
  marches, starvation, thirst, and hot or cold 
  environments.
  Hardy: Ghazaks gain a +2 racial bonus on 
  saving throws against poison, spells and spell-like 
  effects.
  Low-Light Vision: Ghazaks can see twice as 
  far as humans in conditions of dim light.
  Lucky Stars: At birth, ghazaks gain a +1 
  racial bonus on saving throws.
  Protective Eyelids: Ghazaks adapted to 
  avoid damage from bright light. They receive 
  a +1 bonus to saving throws against blindness.
  Languages Ghazaks begin play speaking 
  Common. Ghazaks with high Intelligence 
  scores can choose any of the following: 
  Draconic, Dwarven, Elven, Gnome, Halfling 
  and Ignan.
  
  52
  Dunes of Desolation
  Golem, Sand
  This large construct is sculpted from tightly packed sand. It lumbers 
  along on two heavy legs and its hands are fashioned into two hammer-like 
  fists.
  SAND GOLEM 
  CR 6
  XP 2,400
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 19, touch 8, flat-footed 19 (–1 Dex, +11 natural, –1 size)
  hp 74 (8d10+30)
  Fort +2; Ref +1; Will +2
  DR 5/adamantine; Immune construct traits, magic
   
  Speed 30 ft.
  Melee 2 slams +11 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sandstorm
   
  Str 18, Dex 8, Con —, Int —, Wis 10, Cha 10
  Base Atk +8; CMB +13; CMD 22
   
  Environment desert
  Organization solitary
  Treasure none
   
  Immunity to Magic (Ex) A sand golem is immune to any spell 
  or spell-like effect that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  A magical attack that deals cold damage slows a sand 
  golem (as the slow spell) for 2d6 rounds, with no saving 
  throw.
  A magical attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage for every 
  3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit points. 
  A sand golem gets no saving throw against fire effects.
  Sandstorm (Ex) As a free action once every 1d4+1 rounds, 
  a sand golem can unleash a torrent of sand from its 
  outstretched hands in a 30-foot cone. The effect blinds 
  for 1d4 rounds and deals 4d6 points of slashing damage; 
  however a successful DC 14 Reflex save halves the damage 
  and negates blindness. The save DC is Constitution-based.
  A sand golem has a humanoid body made from sand. It is frequently 
  fashioned in the image of a chiseled, muscular man with sledgehammer 
  fists and powerful legs. The sand golem’s body is polished to a fine sheen, 
  but its facial features are rarely defined. Sand golems cannot speak and 
  move across sandy surfaces with remarkable silence. They are typically 
  built by priests and wizards to serve as guardians for their temples or 
  strongholds. A sand golem is 8 feet tall and weighs 1,000 pounds.
  Construction
  A sand golem’s body must be sculpted from a single block of sand 
  weighing at least 1,000 pounds and treated with honey and resins worth 
  500 gp.
  SAND GOLEM
  CL 12th; Price 19,300 gp
   
  CONSTRUCTION
  Requirements Craft Construct, animate object, geas/quest, 
  limited wish, creator must be caster level 12th; Skill Craft 
  (sculpting) DC 17; Cost 8,800 gp
  Gugunda
  This small, aqua blue-skinned creature has white, feathered wings, a 
  cherubic face and the chubby body of a newborn baby.
  GUGUNDA 
   
  CR 4
  XP 1,200
  CG Small outsider (chaotic, good)
  Init +4; Senses darkvision 60 ft.; Perception +10
   
  AC 16, touch 16, flat-footed 11 (+4 Dex, +1 dodge, +1 size)
  hp 37 (5d10+10)
  Fort +6; Ref +10; Will +3
  Resist fire 10
   
  Speed 30 ft.; fly 60 ft. (good)
  Melee +1 dagger +11 (1d3+1/19–20)
  Special Attacks breath of dreams
  Spell-Like Abilities (CL 5th):
  At will—create water, detect evil, detect good
  3/day—cure light wounds, endure elements
  1/day—create food and water
   
  Str 10, Dex 19, Con 15, Int 14, Wis 15, Cha 18
  Base Atk +5; CMB +4; CMD 19
  Feats Dodge, Lightning Reflexes, Weapon Finesse
  Skills Diplomacy +9, Fly +18, Heal +10, Knowledge (planes) 
  +10, Perception +10, Sense Motive +10, Spellcraft +5, Stealth 
  +16, Use Magic Device +9
  Languages Celestial, Common, Draconic
  
  53
  New Monsters
  Gear +1 dagger, other gear
   
  Environment desert
  Organization solitary
   
  Breath of Dreams (Su) Once per hour, a gugunda expels a 
  30-foot cone of wispy, cloudlike vapors that cause all living 
  creatures that fail a DC 16 Will save to fall asleep, as if it 
  were affected by sleep. They remain asleep for 5 minutes. 
  Unlike the spell, there is no Hit Dice limitation on the number 
  or strength of creatures that may be affected. Breath of 
  dreams dissipates immediately in the face of a strong wind 
  (21+ mph). This is a mind-affecting, compulsion effect. The 
  save DC is Charisma-based.
  The gugunda is an extremely rare creature of legend. Desert natives 
  and travelers know it by many names including “medic of the sands”, “the 
  boy bearing water” or the “angel of the sands”, and over the centuries it 
  has saved many lives. Because of its affinity for water, most adventurers 
  mistake it for an elemental or a variant marid, but the gugunda actually 
  originates on the Upper Planes where it heals angels and other good-
  aligned outsiders in their battles against the wicked denizens of the Lower 
  Planes. Gugundas first came to the deserts centuries ago to answer the 
  prayers of a noble order of paladins in pursuit of a powerful mummy 
  and its undead legions. After aiding the men in their noble cause, a few 
  gugundas remained in the desert, tending to those in need of relief from 
  the oppressive heat and lack of water.
  Gugundas are 3 feet tall and weigh 50 pounds. They resemble idealized 
  cherubs with chubby arms and legs, a round baby’s face and a pair of white, 
  feathered wings. Most gugundas have sandy blonde hair and light blue eyes 
  though hair color varies from strawberry blonde to radiant white while 
  eye colors skew towards shades of blue and hazel. Gugundas scour the 
  unforgiving sands searching for travelers in desperate need. The benevolent 
  outsiders aid only those it believes are true of heart. While that is usually 
  construed to mean good-aligned creatures, gugundas may heal and provide 
  water to neutral creatures or in the rarest of circumstances, evil creatures 
  pursuing a worthy cause. On the rare occasion when it speaks, a gugunda’s 
  voice sounds like the crashing of the waves against the seashore.
  Gugundas shy away from combat whenever possible. When confronted 
  by a hostile enemy, gugundas first attempt to flee before using their 
  breath of dreams ability and as a desperate last resort, attacking with their 
  magical dagger. Rumors persist that a single gugunda feather contains 
  enough water to parch a man’s thirst for a day during the hottest of days. 
  These stories lead some adventurers to actively hunt down gugundas for 
  their prized feathers.
  Hallaraq
  This nightmarish abomination has a hard carapace, two serrated 
  claws, eight legs, a birdlike beak and a scorpion’s tail. Its crablike body is 
  the size of a large horse.
  HALLARAQ 
   
  CR 8
  XP 4,800
  N Large vermin
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 20, touch 8, flat-footed 20 (–1 Dex, +12 natural, –1 size)
  hp 102 (12d8+48)
  Fort +12; Ref +3; Will +4
  DR 5/bludgeoning or piercing; Immune mind-affecting 
  effects; Resist fire 10
   
  Speed 40 ft., burrow 10 ft. (loose sand only)
  Melee bite +13 (1d8+5), 2 claws +13 (1d6+5 plus grab), sting 
  +13 (1d6+5 plus poison)
  Space 10 ft.; Reach 10 ft.
   
  Str 20, Dex 8, Con 19, Int —, Wis 10, Cha 2
  Base Atk +9; CMB +15; CMD 24 (36 vs. trip)
   
  Environment desert
  Organization solitary, or herd (2–7)
  Treasure none
   
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The 
  save DC is Constitution-based.
  
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  Dunes of Desolation
  The monstrous hallaraq is referred to in many circles as the sewer of 
  the sands for its proclivity to eat absolutely anything. Many adventurers 
  undertake the disgusting task of cracking open its shell and searching 
  its innards for valuables the creature may have eaten during its travels. 
  Despite its formidable appearance, the hallaraq is a scavenger at heart, 
  preferring to eat carrion and even inorganic matter over fresh prey. In 
  simplest terms, the monster is an eating machine that seeks the most 
  reward for the least effort. It is 8 feet wide from the furthest tips of its 
  shell and 6 feet long from its beak to tail, which is roughly the same length 
  as its body.
  Hallaraqs live in small groups numbering between two and seven 
  individuals. Rival males are extremely aggressive towards each other 
  particularly as mating season approaches. It is not uncommon to encounter 
  a hallaraq missing a claw or with a damaged tail. Hallaraqs are constantly 
  on the move searching for their next meal. The hallaraqs’ shell reflects 
  most of the sun’s energy and retains moisture. As a result, they can travel 
  for days without drinking even in extreme heat. In battle, hallaraqs charge 
  at smaller foes, using their claws to grab enemies and then sting them 
  with their venomous tails. When severely threatened, hallaraqs sometimes 
  burrow beneath the sand to escape their attackers. Hallaraqs are mindless; 
  therefore they do not amass treasure.
  Karkadann
  This muscular, rhino-like creature has a thick, taupe hide, barrel-
  shaped legs, a short, sinewy tail and a disgusting maw of rotting molars. 
  A foul stench of decay accompanies the beast.
  KARKADANN 
   
  CR 8
  XP 4,800
  CN Large magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 95 (10d10+40); fast healing 5
  Fort +11; Ref +7; Will +6
   
  Speed 40 ft.
  Melee bite +17 (1d6+8 plus disease), gore +17 (2d6+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks powerful charge (gore, 4d8+16)
   
  Str 26, Dex 10, Con 18, Int 9, Wis 13, Cha 8
  Base Atk +10; CMB +19; CMD 29 (33 vs. trip)
  Feats Blind-Fight, Diehard, Endurance, Improved Initiative, 
  Iron Will
  Skills Perception +8, Stealth +2, Survival +4
   
  Environment desert
  Organization solitary, pair or family (mated pair plus 1–3 
  young)
  Treasure none
   
  Disease (Ex) Filth fever: bite—injury; save Fort DC 19; onset 
  1d3 days; frequency 1/day; 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  The karkadann is an oddity of desert creatures, as its thick hide and 
  muscular body appears unsuited for survival in a hot, arid climate. The 
  massive beast attributes its success to the fact that its aqua-colored blood 
  acts as a natural coolant, keeping its internal temperature down during 
  the day and then allowing its superheated coat to keep it warm during 
  the chilly overnight hours. The karkadann’s blood is highly prized by 
  alchemists and wizards alike as it can be used as a spell component and an 
  ingredient in potions and extracts. Similarly, practitioners of the healing 
  arts also covet the karkadann for its horn, which is also used to create 
  healing salves and balms.
  Karkadanns are herbivores, eating any vegetation they can find, but 
  they also supplement their diet with carrion. As a result, their disgusting 
  mouths are an incubator for disease. Although they are not natural hunters, 
  karkadanns charge humanoids on sight, perhaps as an evolutionary 
  
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  New Monsters
  response to those hunting them for their coveted blood and horn. 
  Karkadanns are territorial and always take up residence within a day’s 
  walk of a water source. They live alone, as a mated pair or as a family with 
  1d3 young. They age and mature incredibly slowly. Their gestation period 
  is almost five years, it takes 50 years to reach adulthood, and the oldest 
  karkadanns are more than 500 years old. Karkadanns stand 9 feet high at 
  the shoulder and measure almost 10 feet in length.
  Kharam
  This gorgeous, voluptuous woman has a forked tongue, phosphorescent 
  green eyes on the front and back of her head and sensuous red lips.
  KHARAM 
   
  CR 8
  XP 4,800
  LE Medium monstrous humanoid
  Init +7; Senses all-around vision, 
  darkvision 60 ft.; Perception +12
   
  AC 18, touch 14, flat-footed 14 (+3 
  Dex, +1 dodge, +4 natural)
  hp 76 (9d10+27)
  Fort +9; Ref +9; Will +4
  Immune mind-affecting
   
  Speed 30 ft.
  Melee mwk dagger +11/+6 
  (1d4+1/19–20 plus poison), mwk 
  dagger +11 (1d4+1/19–20 plus 
  poison)
  Special Attacks disarming 
  kiss, enfeebling gaze, sneak 
  attack +5d6
   
  Str 12, Dex 17, Con 16, 
  Int 12, Wis 12, Cha 15
  Base Atk +9; CMB +12; 
  CMD 23
  Feats Agile Maneuvers, Dodge, 
  Improved Initiative, Two-Weapon 
  Fighting, Weapon Finesse
  Skills Appraise +7, Craft (jewelry) 
  +8, Disguise +7, Intimidate +9, 
  Knowledge (local) +7, Knowledge 
  (nobility) +7, Perception +12, 
  Stealth +12, Survival +8; Racial 
  Modifiers +4 Perception
  Languages Common, Draconic
  Gear 2 masterwork daggers, 
  4 doses of black widow spider 
  venom, wig, veil, other treasure
   
  Environment desert
  Organization solitary
   
  All-Around Vision (Ex) The kharam’s 
  eyes in the back of her head allow 
  her to see in all directions. Kharams gain a +4 racial bonus to 
  Perception checks and cannot be flanked.
  Disarming Kiss (Su) The kharam disarms living creatures 
  with a kiss, causing them to drop all of their items and 
  take no actions other than stare lovingly into the kharam’s 
  eyes, which causes additional Strength damage from her 
  enfeebling gaze each round. The kharam must grapple 
  an unwilling victim before the kharam can use this ability. 
  A creature must succeed on a DC 16 Will save to resist the 
  effects of this ability. The effect ends if the kharam directly 
  attacks a victim influenced by disarming kiss. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Enfeebling Gaze (Su) 1d4 Strength damage, 30 feet, 
  Fortitude DC 16 negates. The save DC is Charisma-based.
  Poison (Ex) Dagger—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d3 Con and staggered; cure 2 
  saves. Kharams envenom their daggers with black widow 
  spider venom.
  According to legend, kharams first appeared six centuries ago, thanks to 
  a misguided wish. The rich and powerful King Youssef boasted a harem of 
  twelve wives and sixty concubines. Intrigue abounded within the harem, 
  and the exasperated king had just survived a third assassination attempt 
  within as many months. He turned to his marid advisor and wished that 
  there was a way he could tell which of his wives or concubines were 
  planning to kill him. In an instant, the genie fulfilled his wish and 
  transformed nearly his entire harem into kharams, or so the story goes. 
  Whether this tale is true or not, there is no doubting that kharams are 
  mistresses of seduction, intrigue and murder.
  A kharam appears as an ordinary woman with a few noteworthy 
  exceptions. She is completely bald and has a pair of eyes in the front and 
  back of her head. Her tongue is forked, presumably to lie, but she relies on 
  her gaze and kiss to seduce victims rather than her words. She is shapely 
  and beautiful and often wears ornate jewelry crafted from gold, silver 
  and precious stones along with form-fitting clothing that accentuates her 
  curvaceous body. The lust for wealth drives her murderous schemes, as 
  she always targets wealthy men and even other women to amass more 
  riches for her treasure hoard. A kharam can never have too much gold.
  Kharams typically stalk royal palaces, mansions and noble families in 
  search of more riches. When moving about a city or within a household, 
  kharams veil their eyes and wear a wig to conceal their baldness and 
  the pair of eyes in the back of their head. Once they are alone with their 
  intended victim, they unveil their eyes, remove their wig, unsheathe their 
  poisoned daggers and stab their prey in the back. If the victim survives the 
  surprise attack, the kharam focuses its gaze attack on the unfortunate foe 
  and grapples the creature in order to use its disarming kiss ability. Though 
  the victim is often rendered helpless, the kharam murders the unfortunate 
  for good measure before stealing its valuables.
  Kharams are not immune to the gaze attack of others of their kind thus 
  they live and operate alone. They are still fertile and reproduce every 
  3 to 5 years. The beautiful kharam would have little difficulty finding 
  willing partners, but they prefer taking advantage of unwilling partners 
  to father their children. Young kharams remain with their mothers until 
  adolescence, when they acquire their enfeebling gaze ability. When that 
  time approaches, the mother often sends the child to live with a wealthy 
  family as a servant or other member of the household to learn how to 
  interact within high society and make its own way in the world.
  Lycanthrope, Werehyena
  This feral creature has human shape, but the hunched shoulders, head 
  and fur of a hyena.
  <<insert image lycanthropewerehyela-cmyk.psd here>>
  WEREHYENA (HUMAN FORM) 
  CR 2
  XP 600
  Human male natural werehyena rogue 2 (augmented 
  humanoid) (Pathfinder Roleplaying Game Bestiary, 
  “Lycanthrope”)
  NE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 13 (2d8+4)
  Fort +2; Ref +5; Will +3
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  
  56
  Dunes of Desolation
  Special Attacks rogue talent (surprise attack), sneak attack +1d6
   
  Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6
  Base Atk +1; CMB +2; CMD 15
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +7, Bluff +3, Climb +6, Disguise +3, Intimidate 
  +3, Knowledge (local) +5, Perception +8, Stealth +7, Survival +5
  Languages Common
  SQ change shape (human, hybrid, and hyena; polymorph), 
  lycanthropic empathy (hyenas), trapfinding
  WEREHYENA (HYBRID FORM) 
   
  CR 2
  XP 600
  Human male natural werehyena rogue 2 (Pathfinder 
  Roleplaying Game Bestiary, “Lycanthrope”)
  NE Medium male humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 15 (2d8+6)
  Fort +3; Ref +5; Will +3
  Defensive Abilities evasion; DR 10/silver
   
  Speed 30 ft.
  Melee short sword +3 (1d6+3 /19–20), bite –1 (1d6+3 plus trip 
  and curse of lycanthropy)
  Ranged light crossbow +3 (1d6/19–20)
  Special Attacks rogue talent (surprise attack), sneak attack 
  +1d6
   
  Str 16, Dex 15, Con 17, Int 10, Wis 16, Cha 6
  Base Atk +1; CMB +4; CMD 17
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +7, Bluff +3, Climb +8, Disguise +3, Intimidate +3, 
  Knowledge (local) +5, Perception +8, Stealth +7, Survival +5
  Languages Common
  SQ change shape (human, hybrid, and hyena; polymorph), 
  lycanthropic empathy (hyenas), trapfinding
  Gear masterwork studded leather armor, short sword, light 
  crossbow with 20 bolts, vial of antitoxin, other gear
   
  Environment desert
  Organization solitary, pair, pack (4–6) or rush (11–20)
  Werehyenas are the ultimate opportunists, swooping in and 
  reaping the rewards sown by others’ actions. In their humanoid 
  form, werehyenas resemble normal people, though they have 
  shaggy, mangy hair and spontaneously emit laughter-like sounds 
  at inopportune times. In many desert communities, uncontrollable 
  vocalizations are considered a telltale sign that the person is in fact 
  a werehyena. Unfortunately, such generalizations are not always 
  accurate as nervous habits and some diseases may be to blame for 
  the behavior.
  Like their feral kin, werehyenas live in packs often at the fringes 
  of society, where they earn a living as thieves, swindlers and 
  smugglers. The crafty lycanthropes are adept at spotting newly 
  infected werehyenas, and they quickly take them under their wings 
  by introducing them to their bohemian lifestyle. They adhere to the 
  maxim that there is strength in numbers. While a lone werehyena 
  would hesitate to fight a well-armed soldier in open combat, a pack 
  of werehyenas would jump him in a heartbeat. Even among their own 
  kin, werehyenas constantly squabble amongst themselves about not 
  getting their fair share of the spoils. Envy courses through their veins, 
  and there is no greater affront than to get cheated out of one’s proper 
  share of treasure.
  Werehyenas are equally at home in a rough and tumble city, as they are 
  in the desert. They are natural predators always on the hunt for victims 
  to rob and potentially eat if the need arises. They always act as a team, 
  preferring to lure victims into the desert and then ambush them at the first 
  opportune moment. If the plan goes awry, they split up and flee into the 
  desert. When self-preservation is at stake, it becomes every werehyena 
  for himself.
  Martuush
  A frightening combination of scales and exoskeleton, this colossal half-
  cobra, half-scorpion drips venom from its fangs and its menacing stinger.
  MARTUUSH 
   
  CR 15
  XP 51,200
  N Colossal vermin
  Init –2; Senses darkvision 60 ft.; Perception +26
   
  AC 26, touch 0, flat-footed 26 (–2 Dex, +26 natural, –8 size)
  hp 275 (22d8+176)
  Fort +21; Ref +5; Will +7
  Immune mind-affecting effects
   
  Speed 50 ft.
  Melee bite +25 (4d6+17 plus poison), 2 claws +25 (2d8+17 
  
  57
  New Monsters
  plus grab), sting +25 (2d8+17 plus poison)
  Space 30 ft.; Reach 20 ft.
  Special Attacks constrict (2d8+17), poison (DC 29)
   
  Str 44, Dex 6, Con 26, Int —, Wis 10, Cha 2
  Base Atk +16; CMB +41 (+45 to grapple); CMD 49 (53 vs. 
  grapple, 61 vs. trip)
  Skills Climb +21, Perception +4, Stealth –14; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
   
  Environment desert
  Organization solitary, or clutch (1 female with 1–4 young)
  Treasure none
   
  Poison (Ex) Bite—injury; save Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d3 Constitution damage; cure 2 saves. 
  The save DC is Constitution-based.
  Poison (Ex) Sting—injury; save Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The 
  save DC is Constitution-based.
  The extremely rare and colossal martuush is a bizarre amalgam of 
  a cobra and a scorpion. Whether the combination occurred naturally 
  or through force of magic, those that come across this frightening 
  monstrosity rarely live long enough to answer that question. The 
  creature retains most of its scorpion features including its tail, claws 
  and most of its abdomen and thorax. A cobra’s head complete with a 
  massive hood replaces the scorpion head. The cobra’s fangs and the 
  scorpion’s tail retain their virulent poison. The martuush is a massive 
  creature measuring 30 feet in length and almost the same distance wide 
  from claw to claw. It stands 15 feet off the ground. Its coloration ranges 
  from jet black to dark maroon.
  Male martuushs are highly aggressive and attack one another on 
  sight. They always battle to the death. Females may be accompanied 
  by several young, but otherwise lead solitary lives except during 
  mating season. Martuushs dwell in underground complexes, taking up 
  residence in the buried ruins of a lost city or an abandoned lair of 
  another massive creature such as a blue dragon. They only venture 
  out at night and remain close to water at all times. Hallaraqs are their 
  prey of choice, but they attack and devour anything they encounter on 
  the desert sands. Many legends and myths claim that martuushs have 
  devoured a team of camels and a legion of men in a single sitting. 
  Caravan drivers take great care never to mention the monster’s name, 
  as even the faintest whisper of the elusive creature is enough to panic 
  an entire caravan team.
  Necropolis Guardian
  This large construct is sculpted from finely polished alabaster into the 
  likeness of a palace guard armed with a flail in one hand and a crook in 
  the other.
  NECROPOLIS GUARDIAN  
  CR 9
  XP 6,400
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura desecrate (20 ft.)
   
  AC 22, touch 8, flat-footed 22 (–1 Dex, +14 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4; Ref +3; Will +4
  DR 10/adamantine; Immune construct traits; SR 18
   
  Speed 30 ft.
  Melee 2 slams +15 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel negative energy (6d6, DC 16 Will 
  halves [DC 19 within desecrate aura])
   
  Str 18, Dex 8, Con —, Int —, Wis 10, Cha 1
  Base Atk +12; CMB +17; CMD 26
   
  Environment desert
  Organization solitary, pair or battalion (3–12)
  Treasure none
   
  Channel Negative Energy (Su) A necropolis guardian can 
  use a channel energy effect, as the cleric special ability, as 
  a free action once every 2 rounds. The effect has a range 
  
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  Dunes of Desolation
  of 30 feet in a burst centered on the necropolis guardian. A 
  successful DC 19 Will save within the necropolis guardian’s 
  aura or a successful DC 16 Will save outside of the 
  necropolis guardian’s aura halves the damage. The save 
  DC is Constitution-based.
  Desecrate (Sp) All creatures within a 20-ft. radius of the 
  necropolis guardian are affected by desecrate.
  A necropolis guardian has a humanoid body made from finely polished 
  alabaster. It is always sculpted into the likeness of a palace guard armed 
  with a flail and crook, though these aesthetic choices do not affect its 
  combat abilities. Their faces are often sculpted in the image of an important 
  person buried within the complex. Necropolis guardians cannot speak, 
  and they move in a deliberate, plodding manner. They are usually found 
  in royal tombs, pyramids or the cities of the dead buried deep within the 
  desert. Intended to ward such places against grave robbers, their creators 
  empowered them with the ability to bolster undead and harm the living. A 
  necropolis guardian is 9 feet tall and weighs 1,200 pounds.
  Construction
  A necropolis guardian’s body must be sculpted from a single block 
  of alabaster weighing at least 1,500 pounds and treated with inlaid lapis 
  lazuli, gold and paints worth 750 gp.
  NECROPOLIS GUARDIAN
  CL 17th; Price 45,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate objects, geas/quest, 
  miracle, spell resistance creator must be caster level 17th 
  and able to channel negative energy; Skill Craft (sculpting) 
  DC 19; Cost 22,500 gp
  Qarin
  When visible, this tiny, winged creature with onyx-colored skin, clawed 
  hands and feet, and a serpentine tongue flutters a few feet above the 
  ground.
  QARIN  
  CR 6
  XP 2,400
  NE Tiny outsider (evil, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +15
   
  AC 18, touch 16, flat-footed 15 (+3 Dex, +1 dodge, +2 
  natural, +2 size)
  hp 60 (8d10+16)
  Fort +5; Ref +9; Will +9
  DR 5/good; Immune mind-affecting; Resist sonic 10
   
  Speed 30 ft.; fly 40 ft. (good)
  Melee 2 claws +13 (1d4–1)
  Special Attacks second thought
  Spell-Like Abilities (CL 9th):
  Constant—tongues
  At will—daze (DC 13), invisibility
  3/day—charm person (DC 14), scare (DC 14)
  1/day—dominate person (DC 17), suggestion (DC 16) 
   
  Str 8, Dex 17, Con 12, Int 15, Wis 16, Cha 17
  Base Atk +8; CMB +9; CMD 19
  Feats Dodge, Great Fortitude, Toughness, Weapon Finesse
  Skills Acrobatics +7, Bluff +12, Diplomacy +14, Fly +20, 
  Intimidate +14, Knowledge (planes) +9, Knowledge (religion) 
  +11, Perception +12, Sense Motive +10, Spellcraft +4, Stealth 
  +22, Use Magic Device +5
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SQ attuned, guardian spirit
   
  Environment any (Pandemonium)
  Organization solitary
  Treasure none
   
  Attuned (Su) Whenever a qarin targets a living creature within 
  30 feet, that creature must succeed on a DC 17 Will save to 
  avoid having the qarin attune itself to that creature. The attuned 
  creature is vaguely aware that “something” is watching over it, 
  but the sensation initially feels more comforting than alarming. 
  A creature that succeeds on the save is immune to the same 
  qarin’s attuned ability for the rest of his life. Once a qarin is 
  attuned to a mortal creature, it remains attuned to that creature 
  until its death, the qarin’s death, the qarin leaves or until the 
  attunement is broken with a successful remove curse (DC 17). A 
  qarin may be attuned to only one creature at any given time, 
  and it must remain within 30 feet of the creature at all times to 
  remain attuned to it. Once freed of the qarin’s influence, the 
  creature is immune to the same qarin’s attuned ability for the 
  rest of his life. The save DC is Charisma-based.
  Guardian Spirit (Su) Once per day, a qarin may grant the 
  attuned creature a +1 luck bonus to attack rolls, weapon 
  damage rolls, saving throws, skill checks and ability checks 
  for 1 minute. The creature is aware of the bonuses, although 
  it is unaware of the source. The creature can resist gaining 
  the bonuses with a successful DC 17 Will save. Each time the 
  
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  New Monsters
  attuned creature benefits from the luck bonuses granted 
  by the qarin, the DC to resist the qarin’s spell-like abilities 
  increases by +1. The save DC is Charisma-based.
  Second Thought (Su) Once per day, a qarin forces an 
  attuned creature to reroll any attack roll, weapon damage 
  roll, saving throw, ability check that it just rolled if the 
  attuned creature fails a DC 17 Will save. The creature must 
  then use the worse result. The save DC is Charisma-based.
  Many human cultures share a common notion that a guardian angel or 
  spirit looks after the well-being of each person, but most people dismiss 
  the idea as an ancient superstition or an old-wives’ tale. Yet, this legend 
  has basis in truth, as the wicked and deceitful qarin proves. Desert travelers 
  sometimes speak of a reassuring voice that guided them through the 
  wilderness during a particularly hazardous trek, or of benefiting from an 
  improbable string of good luck when death or serious injury seemed certain. 
  The evil qarin delights in this folklore by using it to gain their victim’s trust 
  before leading the hapless creature astray into a life of sin and evil.
  Qarins originate on the Lower Planes, but spend most of their lives 
  on the Material Plane in search of souls to corrupt, tempt and ultimately 
  destroy. Qarins begin the process by attuning themselves to a specific 
  individual. If the creature appears receptive to the relationship, the qarin 
  reveals itself to the victim as its “guardian spirit”. At first, the qarin assists 
  the victim by using its guardian spirit ability to grant luck bonuses to 
  its prey. Once it gains the creature’s trust and wears down the creature’s 
  defenses, it then employs its spell-like abilities to force the creature to 
  partake in evil acts. When the creature can no longer resist the qarin’s 
  magical powers, the qarin drops all pretenses and controls the creature like 
  its puppet, making liberal use of its charm person, dominate person and 
  suggestion spell-like abilities to further its evil agenda.
  Qarins adopt a wait-and-see approach with suspicious or wary victims. 
  The conniving outsider remains invisible in the creature’s presence. It uses 
  its guardian spirit ability to further enhance the belief that a benevolent force 
  guides the creature’s action. In some cases, it uses its Knowledge (religion) 
  skill to feign being a deity or an agent of one to gain the attuned creature’s 
  confidence. Once it accomplishes that, the qarin’s sets its plan into motion. 
  The qarin’s ultimate goal is to have the creature destroyed during the 
  commission of an evil act, almost certainly assuring that its soul rises again 
  as a demon, devil or some other evil outsider. Qarins take particular pleasure 
  in corrupting paladins and good-aligned outsiders, especially aasimars.
  Qarins appear as tiny, winged creatures akin to a quasit or imp. In fact, 
  they are commonly mistaken for them. In most cases though, qarins remain 
  invisible until the attuned creature can only resist their spell-like abilities 
  by rolling a natural 20 on its saving throw. Qarins are weak physical 
  combatants and avoid confrontation at all costs by remaining invisible and 
  hiding. Once detected, the qarin attempts to quell the situation using its 
  spell-like abilities, but if that fails, the qarin flees for its life permanently 
  releasing any attuned creature in the process.
  Rahada
  This olive-skinned, hairless humanoid has a round head with stubby 
  ears, an exaggerated nose, and a muscular build, though his fingers and 
  toes are long and nimble. He has a short, vestigial tail and a layer of thin 
  porous scales just beneath his skin.
  RAHADA 
   
  CR 1/2
  XP 200
  Male rahada warrior 1
  CN Medium humanoid (rahada)
  Init +5; Senses low-light vision; Perception +0
   
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 
  natural)
  hp 7 (1d10+2)
  Fort +4; Ref +1; Will +0 
   
  Speed 30 ft.
  Melee scimitar +5 (1d6+3/18–20)
  Ranged light crossbow +2 (1d8/19–
  20)
   
  Str 17, Dex 12, Con 14, Int 11, 
  Wis 10, Cha 15
  Base Atk +1; CMB +4; CMD 15
  Feats Improved InitiativeB, 
  Quick DrawB, Weapon 
  Focus (scimitar)
  Skills Bluff +6, Handle 
  Animal +6, Perception 
  +0, Ride +3, Sleight 
  of Hand +4; Racial 
  Modifiers +4 Bluff, +2 
  Sleight of Hand
  Languages 
  Common, Draconic
  Gear studded 
  leather armor, 
  scimitar, light 
  crossbow, 20 bolts, 
  waterskin
   
  Environment desert
  Organization 
  solitary, family (2–
  10) or great family 
  (20–200)
  Rahadas are a race of 
  humans that trace their 
  lineage back to an extinct 
  race of purely reptilian 
  humanoids. 
  Over 
  the 
  centuries, they became more 
  human though they retained 
  a few vestigial features of their distant 
  heritage. Their ancestry, their habitat and their societal role have shaped 
  a race of physically strong, charismatic humanoids that are quick to act, 
  but too rash to sort out the consequences of their actions ahead of time. 
  Rahadas are ill-suited for sedentary life in crowded cities, so most make 
  their way in the world as traveling merchants wandering the desert plying 
  their wares. Rahadas are always accompanied by their herd animals bred 
  for desert survival, such as camels or al-haloons. The wealthiest rahadas are 
  said to have a caravan of dire camels literally hauling tons of goods across 
  the desert sands. Though often perceived as wandering vagabonds, rahadas 
  travel through the desert sands along predetermined routes, stopping at 
  designated cities and towns to sell and replenish their eclectic inventory of 
  goods. In fact, rahadas are very proprietary about their trade routes, which 
  are sometimes handed down from generation to generation. Territorial 
  disputes between competing rahada merchants and their families almost 
  always come to blows.
  Rahadas live and travel in family units ranging from a few individuals 
  for a poor family to several hundred for an extremely wealthy and 
  successful family. Only the wealthiest rahadas take up permanent roots in 
  a major city or another stopping point along their trade route. Experienced 
  merchants and commercial dealers perceive rahadas as fast-talking but 
  hard-nosed businessmen, but the average man on the street’s opinion is less 
  flattering. Though they are unmistakably humanoid, it is not uncommon 
  for disgruntled customers to derogatorily refer to them as snake-men, 
  forked-tongued or much worse. Whatever the perception, there is no 
  denying that rahadas are talkative and outwardly friendly people whose 
  livelihood depends upon their ability to successfully interact with others.
  Rahadas are 5 feet tall and weigh 150 pounds. They are squat and muscular, 
  though their fingers and toes are long and quite dexterous. They have olive 
  skin, round heads, stubby ears, yellow eyes, a large nose, a small mouth and 
  a vestigial tail. They are completely hairless, but close examination reveals a 
  thin layer of porous scales beneath their skin. They are well-respected within 
  the business community, but most others see them as shady merchants trying 
  to squeeze a few extra gold pieces from their coin purse.
  
  60
  Dunes of Desolation
  Rahada Characters
  Rahadas are defined by their class levels — they do not have racial HD. 
  They have the following racial traits.
  +2 Strength, +2 Charisma, –2 Wisdom: Rahadas are burly, outgoing 
  people who have a penchant for taking rash actions.
  Agile Fingers: Rahadas gain a +2 racial bonus to Sleight of Hands checks.
  Always Ready: Rahadas gain Improved Initiative and Quick Draw as 
  bonus feats.
  Convincing: Rahadas gain a +4 racial bonus on Bluff checks.
  Gregarious: When a rahada successfully uses Diplomacy to win over 
  an individual, that creature takes a –2 penalty on attempts to resist any of 
  the rahada’s Charisma-based skills for the next 24 hours.
  Languages Rahadas begin play speaking Common and Draconic. 
  Rahadas with high Intelligence scores can choose any of the following: 
  Dwarven, Elven, Giant, Gnome, Gnoll, Goblin, Halfling and Orc.
  Low-Light Vision: Rahadas can see twice as far as normal in dim light.
  Natural Armor: Rahadas gain a +1 natural armor bonus from the thin 
  layer of scales beneath their skin.
  Razorweed
  This man-sized carnivorous vine is almost identical to tumbleweed 
  except for the razor sharp thorns covering its supple olive-green branches.
  RAZORWEED 
   
  CR 2
  XP 600
  N Large plant
  Init +0; Senses low-light vision; Perception +0
   
  AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
  hp 19 (3d8+6)
  Fort +5; Ref +1; Will +1
  Immune plant traits; Resist fire 5
   
  Speed 10 ft.
  Melee slam +4 (1d6+3 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d2 Constitution)
   
  Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +6 (+10 to grapple); CMD 16 (cannot be 
  tripped)
  SQ tumbleweed
   
  Environment desert
  Organization solitary
  Treasure none
   
  Blood Drain (Ex) Razorweed drains blood at the end of its 
  turn if it grapples a foe, inflicting Constitution damage.
  Tumbleweed (Ex) A successful DC 10 Perception check 
  notices razorweed from tumbleweed at rest. A successful 
  DC 20 Perception check is needed to notice razorweed 
  while it is moving. A failed Perception check results in the 
  observer mistaking the razorweed for ordinary tumbleweed. 
  Anyone with ranks in Survival or Knowledge (nature) can use 
  either of those skills instead of Perception to notice the plant.
  Razorweed appears to be large, ordinary tumbleweed while rolling across 
  the dusty earth, but at rest it is much easier to spot the subtle differences. 
  Tumbleweed is stiff and dry, while razorweed is supple like a vine. In addition, 
  tiny thorns and barbs cover the plant’s branchlike structure, which is tightly 
  wrapped around a central stalk. Another subtle clue to the plant’s true nature 
  is its ability to sharply change direction even in the face of a stiff breeze. Most 
  importantly, unlike tumbleweed, razorweed is very much alive and on the 
  hunt for fresh blood. Though it lacks intelligence, it is still a cunning hunter 
  often feigning buffeting on the wind alongside ordinary tumbleweed.
  Fresh blood is the razorweed’s only source of nourishment. The creature 
  typically attacks rodents, snakes and small mammals, but nothing is too big for 
  the razorweed. The creature rolls along the ground towards its intended victim 
  and then slams into it full force, wrapping its spindly vines around its body and 
  sinking its thorns and barbs into its body. Razorweed drains blood quickly, but 
  once it causes 6 points of Constitution damage it releases its grapple and moves 
  onto to digest its blood meal. If attacked again, the razorweed slams its victim 
  again and continues draining blood until the creature becomes unconscious or 
  dies. Razorweed is found exclusively in the desert scrublands.
  Scarab Beetle Swarm
  A roiling mass of carnivorous beetles emits an ominous, clattering 
  drone as they devour everything in their path.
  SCARAB BEETLE SWARM  
  CR 3
  XP 800
  N Diminutive vermin (swarm)
  Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception 
  +4
   
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 28 (8d8–8)
  Fort +5; Ref +4; Will +2
  Defensive Abilities swarm traits; Immune weapon damage
   
  Speed 40 ft.
  Melee swarm (2d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks daze (DC 10), distraction (DC 13)
   
  Str 1, Dex 15, Con 8, Int —, Wis 10, Cha 2
  Base Atk +6; CMB —; CMD —
  Skills Perception +4; Racial Modifier +4 Perception
   
  Environment desert or underground
  Organization solitary, or scourge (2–5 swarms)
  
  61
  New Monsters
  Treasure none
   
  Daze (Ex) Any living creature that begins its turn with a 
  beetle swarm in its space must succeed on a DC 10 Will 
  save or be dazed. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  These ravenous, armored beetles devour anything in their path. A scarab 
  beetle swarm consists of 2,000 individual insects. Their incessant scuttling 
  noises often unnerve living creatures in their path. Scarab beetles are 
  primarily nocturnal and are typically encountered indoors or underground, 
  particularly in abandoned temples, where some religions revered them. 
  Scarab beetles are easily distinguishable from regular beetles because of 
  their bright green coloring and incessant chattering. They know no fear 
  and attack until they or their victim is no longer standing.
  Shahardeen
  This shaggy, ivory-colored, eight-legged creature moves with an 
  arrhythmic, halting gait. Its compound eyes appear to be carved 
  from crystal along with its teeth and claws.
  SHAHARDEEN 
   
  CR 4
  XP 1,200
  N Medium aberration
  Init +1; Senses darkvision 60 ft.; Perception +6
   
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 37 (5d8+10 plus 5)
  Fort +5; Ref +2; Will +5
  DR 5/slashing or piercing
  Weaknesses vulnerable to sonic
   
  Speed 30 ft., swim 20 ft.
  Melee bite +7 (1d6+3 plus osmotic bite), 2 claws +6 (1d4+3 
  plus salt in a wound)
  Special Attacks osmotic bite, salt in a wound
   
  Str 16, Dex 13, Con 14, Int 6, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 17 (29 vs. trip)
  Feats Great Fortitude, Toughness, Weapon Focus (bite)
  Skills Climb +7, Escape Artist +5, Intimidate +4, Perception 
  +6, Stealth +5, Survival +6, Swim +8
  Languages Common (cannot speak)
  SQ amphibious, gem guts
   
  Environment desert, lakes and rivers
  Organization solitary, crew (2–7) or wave (11–20)
  Treasure none
   
  Gem Guts (Ex) A shahardeen frequently eats gems and 
  other crystals, which it mistakes for salt. Its digestive tract 
  typically contains 2d4 valuable stones with an average 
  value of 50 gp per gem or crystal. Recovering these 
  items requires a thorough dissection of its digestive tract, 
  which takes 1 minute per Hit Die. In addition, the creature 
  performing this task must succeed on a DC 14 Fortitude 
  save or be nauseated for the duration of the dissection and 
  another 2d4 minutes afterward.
  Osmotic Bite (Ex) Whenever a shahardeen bites a living 
  creature, that creature must succeed on a DC 14 Fortitude 
  save or become fatigued. If the shahardeen bites a 
  creature that is already fatigued, that creature becomes 
  exhausted unless it succeeds on its Fortitude save. Osmotic 
  bite has no further effect on a creature that is already 
  exhausted. The save DC is Constitution-based.
  Salt on a Wound (Ex) The shahardeen’s claw attack deals 
  2 additional points of nonlethal damage each round. The 
  creature takes this damage every round at the start of 
  each of its turns for the next 1d4+1 rounds. The effect can 
  be stopped by a succeeding on a DC 15 Heal check or 
  the application of any effect that heals hit point damage. 
  The damage from this ability does not stack with itself. This 
  damage bypasses any damage reduction the creature 
  might have.
  
  62
  Dunes of Desolation
  Few creatures thrive in the harsh desert salt flats of the world, but 
  the shahardeen is one of the rare exceptions. The shahardeen is an 
  evolutionary jack of all trades, an amphibious creature able to survive in 
  an intensely hot or brutally cold environment. It has eight legs, but it relies 
  almost exclusively on its front and rear set of legs to move on land thus 
  explaining its odd gait. In water, all eight legs propel it through the murky 
  depths of the salty lakes and rivers of its native habitat. The shahardeen 
  reaches an average height of 4 feet at the shoulder, a length of 5 feet, and 
  it weighs 150 pounds. A shaggy coat of ivory-colored fur covers its body, 
  partially concealing hardened salt deposits affixed to its skin. These same 
  growths also coat its eyes, teeth and claws. Its torso is thick and muscular, 
  yet its otterlike head is slender and elongated.
  Though they are able to and often do eat salt in its raw form, their 
  nutritional needs depend upon a concoction of salt compounds found in 
  other creatures. Because of their unique diet, shahardeens are voracious 
  hunters that frequently consume the equivalent of their own body weight 
  per day. They extract every gram of salt from their victims, while excreting 
  everything else in less than a few hours. Shahardeens mistakenly eat gems 
  and other crystals on a frequent basis, and these minerals tend to stay in 
  the creature’s system for considerably longer.
  Shahardeens live in packs of closely related individuals with a rigid 
  hierarchy. Like normal pack animals, they hunt as a cohesive unit. On 
  land, shahardeens prefer ambushing their prey. One group of shahardeens 
  scans the landscape for potential victims and then chases them towards a 
  concealed group that leaps up and surprises the intended prey. Underwater, 
  they use a more basic strategy by fanning out and encircling their kill. 
  Shahardeens prefer eating sea creatures because of their higher salt 
  content, but the water’s high salinity makes it difficult for other creatures 
  to live in such an environment. As a result, these voracious hunters spend 
  most of their time on land.
  Spectral Rider
  A ghostly, featureless rider stands atop an equally spectral carpet 
  that hovers a few feet off the ground. The carpet and its rider fly with 
  astounding precision.
  SPECTRAL RIDER  
  CR 10
  XP 9,600
  Male human spectral rider sorcerer 9
  NE Medium undead (augmented humanoid, 
  incorporeal)
  Init +6; Senses darkvision 60 ft.; Perception +7
   
  AC 19, touch 19, flat-footed 16 (+6 
  deflection, +2 Dex, +1 dodge)
  hp 85 (9d6+54)
  Fort +11; Ref +9; Will +11
  Defensive Abilities channel resistance +4, 
  incorporeal; DR 10/magic and cold iron; 
  Immune undead traits; Resist cold 20
   
  Speed fly 40 ft. (perfect)
  Melee despairing touch +6 (1d8 plus 
  despairing touch)
  Special Attacks breath of pain, despairing 
  touch (DC 16), humiliating gaze, water’s fury
  Bloodline Spell-Like Ability (CL 9th, +6 ranged 
  touch):
  9/day—frost ray
  Spells Known (CL 9th, +6 ranged touch):
  4th (5/day)—dimension door, fire shield (DC 
  20), wall of ice (DC 20)
  3rd (7/day)—deep slumber (DC 19), 
  gaseous form, lightning bolt (DC 19), slow 
  (DC 19)
  2nd (8/day)—darkness, gust of wind, pyrotechnics, 
  scorching ray, see invisibility
  1st (8/day)—burning hands (DC 17), color spray (DC 17), 
  hypnotism (DC 17), mage armor, magic missile, obscuring 
  mist
  0 (at will)—acid splash, daze (DC 16), detect magic, flare, 
  ghost sound, read magic, resistance, touch of fatigue (DC 
  16)
  Bloodline Marid*
   
  Str —, Dex 14, Con —, Int 14, Wis 16, Cha 22
  Base Atk +4; CMB +4; CMD 23
  Feats Blind-Fight, Craft Wondrous Item, Dodge, Empower 
  Spell, Eschew Materials, Flyby Attack, Improved Initiative, 
  Lightning Reflexes
  Skills Bluff +15, Craft (weaving) +9, Fly +22, Knowledge 
  (arcana) +11, Perception +15, Spellcraft +14, Stealth +12, 
  Use Magic Device +14; Racial Modifiers +8 Perception, +8 
  Stealth
  Languages Aquan, Auran, Common
  SQ bloodline arcana
  Gear cloak of resistance +2, other treasure
   
  Environment desert
  Organization solitary
  *Pathfinder Roleplaying Game Ultimate Magic
  Spectral riders are incorporeal undead created when a powerful 
  genie curses a sorcerer that raised its ire. They appear as hooded figures 
  devoid of any facial features, which the genie deliberately did to punish 
  the offender with eternal anonymity. The effect works only on a living 
  creature that shares the same bloodline as the genie uttering the curse. 
  It is rumored, that a djinni created the first spectral rider when an evil 
  sorcerer with the djinni bloodline challenged him to a race aboard his 
  carpet of flying. When the genie prevailed, the sorcerer refused to accept 
  
  63
  New Monsters
  defeat and cast bestow curse on his competitor. Outraged by the offense, 
  the genie cursed the sorcerer instead and consigned him to spend the rest 
  of eternity as a spirit aboard his carpet of flying. Either out of tradition or 
  to preserve the punishment’s novelty, the capricious genies punish other 
  mortals in the same manner. Although a djinni is responsible for creating 
  the first spectral rider, the chaotic marids take credit for most spectral 
  riders wandering the desert today.
  Spectral riders aimlessly roam the deserts searching for sentient victims. 
  They typically begin battle by unleashing a barrage of ranged offensive 
  spells, particularly those that simultaneously affect multiple creatures. 
  After exhausting their complement of spells, the spectral rider uses its 
  Flyby Attack feat to deliver touch attacks to its opponents. They take 
  particular delight in destroying other practitioners of magic, especially 
  those that also share one of the genie bloodlines. Despite their hatred of 
  the beings responsible for their fate, they are reluctant to seek revenge on 
  their old foes. Spectral riders do not amass any treasure and never stay in 
  the same place for more than a few hours at a time.
  Creating a Spectral Rider
  “Spectral rider” is an acquired template that can be added to any living 
  creature with one of the following sorcerer bloodlines — djinni, efreeti, 
  marid or shaitan. The spectral rider uses the base creature’s stats and 
  abilities except as noted here.
  CR: Same as the base creature +2.
  Type: The creature’s type changes to undead (augmented). Do not 
  recalculate the creature’s base attack bonus, saves or skill points. It gains 
  the incorporeal subtype.
  Armor Class: A spectral rider gains a deflection bonus equal to its 
  Charisma modifier. It loses the base creature’s natural armor bonus, as 
  well as all armor and shield bonuses not from force effects or ghost touch 
  items.
  Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit 
  Dice derived from class levels remain unchanged. Spectral riders use their 
  Charisma modifiers to determine bonus hit points (instead of Constitution).
  Defensive Abilities: A spectral rider retains all of the defensive abilities 
  of the base creature save those that rely on a corporeal form to function. 
  They gain channel resistance +4, darkvision 60 ft., the incorporeal ability, 
  and all of the immunities granted by its undead traits.
  Speed: Spectral riders lose their previous speeds and gain a fly speed 
  of 40 ft. (perfect).
  Melee and Ranged Attacks: A spectral rider loses all of the base 
  creature’s attacks. If it could wield weapons in life, it can wield ghost 
  touch weapons as a spectral rider.
  Special Attacks: A spectral rider retains all the special attacks of the 
  base creature, but any relying on physical contact do not function. In 
  addition, a spectral rider gains one spectral rider special attack from the 
  list below for every 3 points of CR (minimum 1 — the first ability chosen 
  must always be despairing touch). The save DC against a spectral rider’s 
  special attack is equal to 10 + 1/2 spectral rider’s HD + spectral rider’s 
  Charisma modifier unless otherwise noted. The GM may create additional 
  abilities at his own discretion.
  Breath of Pain (Su) The genie physically beat the spectral rider during 
  their encounter. The spectral rider targets a living creature within 30 feet, 
  depriving it of air, which inflicts the creature with the staggered condition 
  if it fails a Fortitude save. When the next round begins a staggered 
  creature must succeed at another Fortitude save or become unconscious. A 
  creature that successfully saves against breath of pain cannot be affected 
  by the same spectral rider’s breath of pain for 24 hours. The save DC is 
  Charisma-based.
  Burning Touch (Su) Fury rages in the spectral rider. The spectral rider 
  gains a touch attack that deals 1d6 points of fire damage for every 2 Hit 
  Dice the spectral rider has. There is no save against this effect.
  Corroding Touch (Su) Avarice roils the spectral rider, fueling its desire 
  to destroy what it cannot have. The spectral rider can use rusting grasp 
  once every 1d4 rounds (caster level 9th or equal to the spectral rider’s HD, 
  whichever is higher.)
  Despairing Touch (Su) All spectral riders gain the despairing touch 
  attack. By passing its ghostly hand through a foe’s body as a standard 
  action, the spectral rider imparts its hopelessness by dealing 1d8 points 
  of damage and inflicting a –4 penalty to the creature’s attack rolls, saving 
  throws, skill checks and ability checks for 1d4 minutes. A successful Will 
  save negates the penalties but not the damage. This is a mind-affecting 
  effect. The save DC is Charisma-based.
  Humiliating Gaze (Su) The genie shamed the spectral rider before 
  bestowing its curse upon the unfortunate victim. The spectral rider has 
  a gaze attack with a range of 30 feet that inflicts the creature with the 
  confused condition for 2d4 rounds if it fails a Will save. A creature that 
  successfully saves against the gaze cannot be affected by the same spectral 
  rider’s gaze for 24 hours. This is a mind-affecting effect that relies on 
  visual components. The save DC is Charisma-based.
  Parching Touch (Su) The spectral rider is afflicted with constant thirst. 
  The spectral rider gains a touch attack that deals 2d6 points of nonlethal 
  damage +2 points per spectral rider Hit Die and 1d4 points of Constitution 
  damage. A successful Fortitude negates the Constitution damage, but not 
  the physical damage. The save DC is Charisma-based.
  Abilities: As an incorporeal undead creature, a spectral rider has no 
  Strength or Constitution score.
  Skills: Spectral riders have a +8 racial bonus on Perception and Stealth 
  skill checks. Otherwise, skills are the same as the base creature.
  Thirstmonger
  Deep fissures burrow into the desiccated skin of a sun-baked corpse 
  with jaundiced yellow eyes and sharpened, bony fingers. A proboscis 
  covered with suction cups protrudes from its mouth, which is permanently 
  affixed in a puckering position.
  THIRSTMONGER  
  CR 4
  XP 1,200
  NE Medium undead
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +12
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 37 (5d8+10 plus 5)
  Fort +3; Ref +3; Will +5
  Immune undead traits; Resist 
  fire 5
   
  Speed 30 ft., burrow 10 ft.
  Melee 2 claws +6 (1d6+3), 
  bite +6 (1d4+3 plus 
  desiccating kiss)
  Special Attacks desiccating kiss
   
  Str 16, Dex 14, Con —, Int 10, Wis 
  13, Cha 15
  Base Atk +3; CMB +6; CMD 18
  Feats Blind-Fight, Skill Focus 
  (Perception), Toughness
  Skills Climb +11, Intimidate +10, 
  Perception +12, Stealth +10
  Languages Common
   
  Environment desert (near 
  water)
  Organization solitary
  Treasure none
   
  Desiccating Kiss (Su) A 
  thirstmonger’s bite dehydrates any 
  victim it strikes. Creatures that do not 
  eat and those without a Constitution 
  score are immune to this effect. The 
  first time a thirstmonger hits a foe 
  with its bite attack, the victim 
  takes 2d6 points of nonlethal 
  damage if he fails a DC 14 
  
  64
  Dunes of Desolation
  Fortitude save. A creature that successfully saves cannot 
  be affected by the same thirstmonger’s desiccating kiss 
  for 24 hours. Alternatively, a thirstmonger can attempt to 
  inflict the exhausted condition on the victim by making a 
  touch attack — this variant requires a standard action, and 
  cannot be attempted in the same round the thirstmonger 
  makes claw attacks. The creature must then succeed on a 
  DC 14 Fortitude save or become exhausted. This variation of 
  desiccating kiss has no effect on a creature that is already 
  exhausted. The save DC is Charisma-based.
  Mirages are the bane of all desert travelers, but none more so than the 
  lamentable thirstmonger. These undead abominations are the risen earthly 
  remains of those unfortunate humanoids that died of thirst in pursuit of fresh 
  water only to be duped by an optical illusion. The desire for water is so 
  intense that the creature joins the ranks of the undead within minutes of death; 
  however its mission remains unchanged — it continues searching for water.
  The creature is as tall as the average man and deep fissures cut lines 
  into its desiccated skin. Its mouth is affixed in a kissing posture, allowing 
  a proboscis covered in suckers to protrude between its yellowed and rotten 
  teeth. Thirstmongers wear little if any clothing, but most still carry their empty 
  flask or waterskin as a symbolic reminder of their unquenchable thirst.
  Thirstmongers are generally solitary and are almost always encountered 
  near water. The hideous monster frequently burrows beneath the sand, 
  typically atop a high dune or other location that gives the thirstmonger 
  an advantageous tactical position and vantage point. When it 
  detects intruders, the thirstmonger burrows closer and attempts 
  to surprise them. Thirstmongers zealously defend their 
  watering holes and never retreat.
  Wadira
  This handsome, rugged figure has an athletic 
  build, which gives him a youthful, but experienced 
  appearance. He has a prominent chin and cheekbones 
  with flowing locks of silvery-white hair. He carries an 
  intricately carved quarterstaff.
  WADIRA 
  CR 6
  XP 2,400
  NG Medium fey
  Init +8; Senses low-light vision; Perception +13
  Aura serenity (30 ft., DC 20)
   
  AC 19, touch 15, flat-footed 14 (+4 armor,  
  +4 Dex, +1 dodge)
  hp 55 (10d6+20)
  Fort +7; Ref +11; Will +11
  DR 5/cold iron
  Weakness oasis bound
   
  Speed 30 ft.
  Melee mwk quarterstaff +9 (1d6+4) 
  or mwk quarterstaff +7/+7 
  (1d6+3/1d6+1)
  Special Attacks pacify
  Spell-Like Abilities (CL 10th):
  Constant—endure 
  elements
  At will—create water
  3/day—entangle (DC 13)
  1/day—plant growth, snare (DC 15)
   
  Str 16, Dex 19, Con 14, Int 14, Wis 15, Cha 20
  Base Atk +5; CMB +8; CMD 23
  Feats Dodge, Great Fortitude, Improved 
  Initiative, Iron Will, Two-Weapon Fighting
  Skills Acrobatics +10, Bluff +10, Craft 
  (jewelry) +9, Craft (weapons) +9, Diplomacy 
  +16, Disguise +10, Escape Artist +10, Heal +5, Knowledge 
  (geography) +13, Knowledge (local) +13, Knowledge 
  (nature) +15, Perception +13, Perform (sing) +12, Sense 
  Motive +9, Stealth +10, Swim +10, Use Magic Device +10
  Languages Common, Sylvan
  SQ replenishment
  Gear masterwork chain shirt, masterwork quarterstaff, other 
  gear
   
  Environment desert
  Organization solitary, or oasis (2–7)
  Treasure NPC gear
   
  Oasis Bound (Su) A wadira is mystically bonded to a single 
  natural body of water and must never stray more than 500 
  yards from it. The water source is typically an oasis spring, 
  pond, lake or similar body of water, but an underground 
  aquifer and its associated well function as well. A wadira 
  who moves 500 yards beyond the water’s edge or the 
  well’s edge immediately becomes sickened. Every hour 
  thereafter, he must make a DC 15 Fortitude save to resist 
  becoming nauseated for an hour. A wadira that is out of 
  range of his bonded body of water for 24 hours takes 1d6 
  points of Constitution damage, and another 1d6 points of 
  Constitution damage every day that follows — eventually, 
  this separation kills the wadira. A wadira can forge a new 
  bond with a new body of water by performing a 24-hour 
  ritual and making a successful DC 20 Will save.
  Pacify (Su) As a standard action, a wadira may fix 
  its gaze on any one creature within 30 feet. If the 
  target fails a DC 20 Will save, it is affected by calm 
  emotions. The effect last for 5 rounds. Whether 
  or not the save is successful, that creature 
  cannot be affected again by the same 
  wadira’s pacify ability for 24 hours. This is 
  a compulsive, mind-affecting effect that 
  relies on visual components. The save DC is 
  Charisma-based.
  Replenishment (Su) Drinking water from 
  the wadira’s bonded source removes the 
  fatigued, shaken and sickened conditions 
  from any living creature that does so. The 
  drinker cannot gain 
  these benefits again 
  for another 24 hours. 
  The water loses all 
  magical properties if it is 
  more than 500 feet from the 
  wadira.
  Serenity (Su) All living creatures within 
  30 feet of a wadira that attempt to 
  directly attack the wadira must succeed on 
  a DC 20 Will save or be unable to attack the 
  wadira as if they were under the influence of 
  sanctuary. The effect lasts for 1 minute, and 
  it even applies to targeted spells. Whether 
  or not the save is successful, that creature 
  cannot be affected again by the same 
  wadira’s serenity ability for 24 hours. The 
  save DC is Charisma-based.
  Wadiras are the defenders and protectors of the 
  desert’s most valuable commodity — water. They are 
  water-fey bound to a single naturally created body of 
  water, most typically in an oasis, but they can also 
  bond with an underground aquifer. Wadiras ensure 
  that the water remains pure for man, beast and plant 
  alike. Though they are bonded to the water, they 
  take equal pride in caring for the native plants and 
  animals that call their watering hole home. The 
  
  65
  New Monsters
  wadira’s bond to the water grants it magical properties, allowing it to cure 
  living creatures of fatigue, fear and sickness.
  Wadiras are slightly taller than the average man with a lithe, athletic 
  build. They are handsome and rugged male fey with pronounced facial 
  features and flowing silvery-white hair that drapes around their shoulders. 
  They wear a finely polished, white chain shirt and always carry an 
  ornately carved quarterstaff in their hands. Though they are water-fey, 
  wadiras have a fondness for precious metals and gems, which they often 
  incorporate into jewelry pieces such as necklaces and rings. They also 
  have an eye for lovely female humanoids, particularly elves and other 
  races with an affinity for the wilderness. They shower and adorn such 
  beauties with glowing words and wondrous gifts.
  Wadiras generally live alone, but it is possible for two or more of 
  them to reside within a particular oasis if the location has more than one 
  natural body of water. Wadiras view themselves as hospitable caretakers 
  rather than protective owners of their bonded location. They are healers 
  and providers, giving aid and respite to worthy creatures in need of such 
  assistance. They happily share these resources with other creatures, but 
  they steadfastly defend their sacred oasis or well against those seeking 
  to monopolize or exploit it for their own benefit. When confrontation 
  rears its ugly head, wadiras attempt the peaceful approach first using 
  their serenity and pacify abilities to reduce hostility and ease tensions. If 
  these fail, wadiras resort to combat as a measure of last resort, using their 
  handcrafted quarterstaff with deadly efficiency.
  Wellwringer
  This amorphous creature has a central saclike body of purplish 
  flesh covered in sticky mucous that is surrounded by eight 10-foot-long 
  tentacles coated with tacky adhesive. It has two ivory eyes without pupils 
  and a long beak with an almost grotesque overbite.
  WELLWRINGER 
   
  CR 5
  XP 1,600
  CE Medium aberration
  Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 39 (6d8+12)
  Fort +4; Ref +4; Will +6
  Immune acid; Resist cold 5, electricity 5, fire 5
   
  Speed 30 ft., climb 15 ft., swim 15 ft.
  Melee bite +7 (1d6+2), 6 tentacles +4 (1d4+1 plus 
  grab)
  Special Attack adhesive
   
  Str 14, Dex 15, Con 14, Int 6, Wis 12, Cha 10
  Base Atk +4; CMB +6 (+10 to grapple); CMD 18 
  (cannot be tripped)
  Feats Improved Initiative, MultiattackB, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Climb +15, Escape Artist +6, Perception +8, 
  Stealth +10, Swim +16
  Languages Common (cannot speak)
  SQ protective slime
   
  Environment underground, streams and rivers
  Organization solitary
  Treasure incidental
   
  Adhesive (Ex) The wellwringer’s suckered tentacles 
  along with the adhesive coating covering it make it 
  easier for the wellwringer to grapple any foe hit by its 
  tentacle attack. This allows the wellwringer to use its 
  grab ability against any Medium or smaller creature.
  Protective Slime (Ex) The wellwringer’s protective 
  slime grants it immunity to acid attacks and resistance 
  to cold, electricity and fire attacks.
  Wells are the life’s blood for many desert communities, and the 
  resourceful wellwringer takes full advantage of that necessity. Wellwringers 
  dwell below the sands, taking up residence in the subterranean rivers and 
  streams that crisscross the desert. These carnivorous aberrations primarily 
  feast on the small vermin that inhabit these dark tunnels, but their fondness 
  for humanoid flesh spurs them to search for manmade passages to the 
  surface. When they find such a passage, wellwringers make their way up 
  the slick stone walls and use their tremorsense ability to await the arrival 
  of fresh prey. Wellwringers almost always attack at night, when visibility 
  is poor, and thirsty humanoids cannot see them waiting in the darkness. 
  When the victim draws close enough, the wellwringer lashes out with its 
  tentacles and grabs the victim with its tentacles. With the creature firmly 
  in hand, it pulls it in and hurls it to the bottom of the well where it typically 
  dies from the fall. In the absence of observant eyes, the creature feasts on 
  its hard-earned meal.
  Wellwringers have a bizarre anatomy consisting of a 3-foot-diameter 
  central saclike body of purplish flesh much like a cephalopod’s body. 
  Sticky mucous coats the main body granting it immunity to acid and 
  resistance to certain types of energy attacks. The creature has eight 
  tentacles, but can only attack with six of them as it uses the other two to 
  anchor it in position. Suckers and an adhesive coating the tentacles make 
  it easier for the predator to grab its prey and hurl it to its demise at the 
  bottom of a well.
  Wellwringers are extremely territorial and always hunt alone. Once 
  a wellwringer stakes a claim to a particular location, it defends its 
  hunting grounds against all trespassers, especially other wellwringers. 
  Wellwringers can survive for several weeks without a fresh meal, which 
  allows the creature to retreat out of sight down the well, while the surface 
  humanoids vainly search for the culprit. Wellwringers can remain in a 
  highly populated location for months and sometimes even years if no one 
  takes notice of its nefarious activities. Though they have no concept of 
  wealth or magic, wellwringers stash their victims’ possessions behind a 
  loose stone along the shaft wall.
  
  66
  Dunes of Desolation
  Zibbine
  This bloated, corpulent man has a bald head, a maniacal look in his 
  burning red eyes and a mouth full of pointed and crooked teeth.
  ZIBBINE 
  CR 6
  XP 2,400
  CE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; 
  Perception +11
   
  AC 16, touch 10, flat-footed 16 
  (+6 natural)
  hp 68 (8d10+24)
  Fort +5; Ref +7; Will +10
  DR 5/piercing or slashing
   
  Speed 20 ft.
  Melee bite +13 (1d6+4 plus neuter), 
  slam +12 (1d4+4 plus grab)
  Special Attack expert grappler, neuter
   
  Str 19, Dex 13, Con 16, Int 15, Wis 14, Cha 8
  Base Atk +8; CMB +12 (+20 to grapple); 
  CMD 22 (28 vs. grapple)
  Feats Greater Grapple, Improved 
  GrappleB, Improved Unarmed StrikeB, 
  Iron Will, Power Attack, Weapon Focus 
  (bite)
  Skills Climb +11, Intimidate +10, 
  Knowledge (local) +8, Knowledge 
  (nobility) +9, Perception +11, Sense 
  Motive +8, Stealth +10, Survival +10
  Languages Abyssal, Common, Infernal
   
  Environment urban or underground
  Organization solitary, pair or harem 
  (3–12)
  Treasure none
   
  Expert Grappler (Ex) The zibbine is a 
  skilled grappler allowing it to use its grab 
  ability against any Medium or smaller 
  creature.
  Neuter (Su) When the zibbine bites any 
  living creature, it removes all gender from 
  the creature if it fails a DC 17 Fortitude 
  save. The effect is temporary and lasts for 
  1d4 minutes. If the creature’s saving throw is a 
  natural 1, the change is permanent unless undone 
  with curse-removing magic. An opponent that 
  succeeds on the saving throw is immune to that 
  same zibbine’s neuter effect for 24 hours. The abrupt 
  removal of gender is greatly disturbing, which requires 
  the creature to succeed on a DC 13 Will save to avoid 
  suffering a –2 morale penalty to attack rolls, weapon 
  damage rolls and saving throws for the duration of the 
  transformation even if it is a permanent transformation. The 
  creature’s ability scores remain the same. The save DC to 
  avoid gender removal is Constitution-based. The save DC 
  to avoid the morale penalties is Charisma-based, and it is a 
  mind-affecting effect.
  Most men of power entrust the safety of their harems to eunuchs, 
  men who are no longer susceptible to the temptations inherent 
  with protecting and serving many beautiful women. Most 
  young boys endure the procedure with no unintended side 
  effects, but in rare circumstances, the operation initiates a 
  terrifying and immediate transformation into a zibbine. 
  The reasons are a mystery, but most scholars believe 
  that even the smallest trace of fiendish, devilish or 
  genie lineage may be the catalyst that fuels the 
  zibbine’s creation. What is not in doubt is that the 
  zibbine is a monstrous brute with an intense hatred 
  for other men.
  The zibbine’s transformation is practically 
  instantaneous and permanent. Though they appear 
  as adult or even middle-aged men, most zibbines 
  are no more than ten years old. Zibbines grow at 
  an astonishing rate and within a few hours they 
  stand 6-1/2 feet tall and weigh at least 300 
  pounds. Their faces are round and bloated 
  with maniacal yellow eyes and a mouth 
  full of crooked, pointed teeth. They are 
  completely hairless and quite rotund. They 
  always wear an oversized toga to cover their 
  bellies, and they have a particular fondness 
  for exotic perfumes that they sparingly 
  douse on their outer garment.
  Though they appear bestial, zibbines are 
  articulate and learned which they attribute to 
  their disinterest in romantic entanglements. 
  They are interested in exacting revenge 
  against 
  those 
  responsible 
  for 
  their 
  transformation and against other men who 
  flaunt their romantic exploits. Zibbines 
  are ill-suited for life in the desert, so 
  they plot their vengeance in subterranean 
  caverns and secret rooms near the palaces 
  and mansions that spawned them. They 
  always act in concert with others of their 
  kind, and their schemes may include 
  kidnapping, murder or castrating those 
  who did the same to them. Zibbines 
  are skilled grapplers, and they use 
  their expertise to maximum advantage, 
  especially against enemy spellcasters. 
  Zibbines sometimes cooperate with other 
  humanoids to further their schemes if it 
  benefits them too. Most of these plots are 
  hatched by harem women, an irony that 
  does not escape the zibbine’s keen mind.
  
  67
  Spells
  There is an infinite variety of spells, but they all share one common 
  goal — to harness magic to create a desired effect. They can unleash 
  destructive energies, bolster defenses, conjure false images or heal the 
  injured. Magic is a universal force with endless potential. Those that draw 
  upon this mystical entity constantly tinker with its countless possibilities, 
  as they push the boundaries of reality to their utmost limits. Hundreds of 
  dismal failures precede every remarkable breakthrough. The exorbitant 
  costs and danger fail to deter researchers in their endeavor to shape magic 
  in accordance with their will. Thanks to the efforts of these determined 
  experimenters, arcane and divine magic undergo a continual state of 
  turmoil as new spells proliferate from one magical practitioner to another.
  New Spells
  Many spells presented in this chapter reflect the creator’s desert 
  roots, though in almost all cases they retain universal appeal for those 
  adventuring in other environments. Presented below is a collection of new 
  arcane and divine spells to aid adventurers in their pursuits.
  Amplify Instrument 
  School transmutation [sonic]; Level bard 2
  Casting Time 1 standard action
  Components V, S, F (a guitar string)
  Range touch
  Target musical instrument touched
  Duration 10 min./level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  An amplified instrument can influence more creatures than normal. 
  When the instrument is used to perform a bardic performance, it increases 
  the bardic performance’s area of effect by 5 feet at 4th level plus an 
  additional 5 feet for every four levels thereafter up to a maximum of +25 
  feet at 20th level.
  Blades to Canes 
  School transmutation; Level cleric 3, paladin 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, F/DF (a few splinters of wood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon
  Duration permanent (see text)
  Saving Throw Will negates (object); see text; Spell Resistance 
  yes (object); see text
  This spell transforms a manufactured weapon into an ordinary wooden 
  cane. An unattended, nonmagical weapon gets no saving throw. A magical 
  weapon is allowed a saving throw against the spell. A weapon in a 
  creature’s possession uses the creature’s saving throw bonus unless its 
  own is higher. The spell permanently turns nonmagical weapons into a 
  3-foot long, solid, wooden cane. The cane is treated as an improvised 
  weapon that deals 1d4 points of bludgeoning damage. Magical weapons 
  become a nonmagical cane for 1 minute per caster level before reverting 
  back to their normal state. If the cane is broken or damaged, a magical 
  weapon gains the broken condition when it returns to its original state. 
  This spell has no effect on artifacts, natural weapons or unarmed strikes.
  Buck 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (a tuft of hair from a wild horse)
  Range close (25 ft. + 5 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  This spell compels the subject to attempt an Acrobatics check and 
  leap straight up into the air as a high jump. The target generally lands in 
  the same location it began without any ill effect. If the spell causes the 
  creature to strike an object, the subject and the object take 1d3 points of 
  bludgeoning damage from the impact, and the jump ends immediately if 
  the creature collides with an immovable object. Unstable objects may fall 
  to the ground causing additional damage. When cast against a mount, the 
  rider must succeed on a Ride check as if he were performing a leap. On 
  a failed check, the rider suffers the consequences from a failed leap and 
  falls to the ground.
  Burning Sands 
  School transmutation [earth]; Level druid 2, sorcerer/wizard 
  2, witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of charcoal)
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft. radius spread (S)
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Burning sands causes sand, loose soil, salt or gravel to become 
  extremely hot. The superheated ground deals 1d6 points of fire damage 
  per round to any creature or object in direct contact with it and sets fire 
  to combustibles. Damage continues for 1d3 rounds after exposure ceases, 
  but this additional damage is only half of that dealt during actual contact 
  (that is, 1d3 points per round). The spell has no effect on magical or 
  enchanted soil, and it cannot be used to heat rock or stone.
  Cactus Body 
   
  School transmutation; Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 min./level (D)
  Your body assumes some features of a cactus plant. Razor-sharp 
  needles protrude from your body which becomes rigid and green like its 
  outer skin. You gain a +5 natural armor bonus, resist fire 10, and deal 1d6 
  points of damage to enemies that hit you with natural weapons or unarmed 
  strikes. You also deal 1d6 points of damage each round to creatures that 
  you grapple or that grapple you. In addition, you have a 25% chance 
  of negating any critical hit or sneak attack scored against you. You are 
  immune to thirst while in this form.
  The added protection comes at the expense of your agility. Your speed 
  is reduced by 10 feet, and you suffer a –4 penalty to Dexterity.
  
  68
  Dunes of Desolation
  Camelback 
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 1 day/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This spell causes a small hump to grow on the subject’s back. Like a 
  camel’s hump, the protrusion stores enough food and water to keep the 
  subject fully nourished and hydrated for the duration of the spell, even 
  in extremely hot or dry conditions. The subject can still eat and drink as 
  normal, if it so chooses.
  Canopic Jar 
   
  School necromancy; Level sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, F (miniature canopic jar)
  Range touch
  Target living creature touched
  Duration instantaneous/10 minutes; see text
  Saving Throw Fortitude half; Spell Resistance yes
  Your successful melee touch attack deals 1d6 points of Constitution, 
  Dexterity or Strength damage (your choice) to the subject. You gain an 
  enhancement bonus equal to the damage you deal to your corresponding 
  ability score. Enhancement bonuses gained from multiple castings of this 
  spell and other sources do not stack. A successful Fortitude save halves the 
  ability score damage (minimum 1). The enhancement bonus disappears 10 
  minutes later.
  Chaste 
   
  School abjuration; Level cleric 1, paladin 1, witch 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target becomes resistant to the charms of others. The subject gains a 
  +4 sacred bonus to saving throws made to resist magical attacks intended 
  to seduce him or compel him to fall in love with another creature. The 
  bonus applies also to any magical attack delivered with a kiss.
  Cloak of Serpents 
   
  School abjuration; Level druid 5, serpent [good] 5
  Casting Time 1 standard action
  Components V, S, DF
  Range Personal
  Target You
  Duration 1 round/level (D)
  A writhing, twisting, hissing mass of snakes surrounds you, protecting you 
  from attacks and biting those that come near you. This spell has two effects:
  First, you gain a +2 deflection bonus to your AC for the duration of the 
  spell.
  Second, the snakes surrounding you are at your command and attack 
  any that come within 5 feet of you, if you so desire. The snakes use your 
  full attack bonus when attacking. If the attack succeeds, the victim takes 
  1d4 points of damage. In addition, the bite subjects the target to a painful 
  poison that deal 1d4 points of Strength damage for 6 rounds. Poisoned 
  creatures can make a Fortitude save each round to negate the damage for 
  that round; two consecutive saves ends the effect.
  You can attack or move normally (including casting other spells) while 
  this spell is in effect. You do not need to concentrate to maintain it.
  Concussive Ray 
  School evocation [force]; Level magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes
  A concussive ray of force springs from your hand. You must succeed 
  on a ranged touch attack to strike a target. The ray deals 1d6 points of 
  bludgeoning damage plus 1 point of bludgeoning damage per caster level 
  (maximum +10) and renders the target dizzy for 1 round per caster level. A 
  successful Fortitude save halves the damage and negates the dizzy effect. 
  Whenever a dizzy creature takes a standard action or a move action, he 
  must succeed on a DC 10 Acrobatics check or fall prone. Even if the subject 
  remains standing, he treats all other creatures as if they had concealment, 
  suffering a 20% miss chance on all attack rolls. Casting spells with a somatic 
  component has a 20% chance of spell failure. Dizzy creatures can take a 
  5-foot step, free actions, swift actions and immediate actions normally. The 
  target must also succeed on a DC 10 Acrobatics check to stand up from 
  prone. Each round on its turn, the subject may attempt a new saving throw 
  to end the effect, though success does not negate damage already suffered. 
  This is a full-round action that does not provoke attacks of opportunity.
  Coordinated Retreat 
   
  School transmutation; Level cleric 2, paladin 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  When this spell is cast, an affected creature may take a 5-foot step as 
  an immediate action. You may also take a 5-foot step, even if you already 
  moved during your turn, though this spell does not entitle you to take a 
  second 5-foot step unless another feat, spell or spell-like effect allows you 
  to do so. Creatures taking a 5-foot step during your turn can take another 
  5-foot step on their next turn.
  Counter Curse 
   
  School abjuration; Level cleric 1, inquisitor 1, sorcerer/wizard 
  2
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1 hour/level
  Whenever you are the target of a spell that can be removed with remove 
  curse, you may use a necromancy spell of the same level or higher to 
  counterspell it as an immediate action, even if you did not ready such an 
  action.
  
  69
  Spells
  Death Mask 
   
  School necromancy; Level bard 6, cleric 8, magus 6, 
  sorcerer/wizard 6, witch 7
  Casting Time 1 standard action
  Components V, S, F/DF (miniature golden death mask worth 
  at least 100 gp)
  Range touch
  Target one living creature
  Duration permanent
  Saving Throw Fortitude partial; Spell Resistance yes
  You must succeed on a melee touch attack to impart this curse. Your touch 
  creates a golden death mask that is an exact replica of the subject’s face. The 
  death mask affixes itself to the subject’s face, rendering the subject blinded 
  and deafened as well as preventing the target from breathing or speaking. 
  Creatures unable to breathe begin suffocating when they can no longer 
  hold their breath. Those that cannot speak cannot cast spells with verbal 
  components or utter command words to activate magic items.
  A successful Fortitude save allows the subject to breathe, speak, see, and 
  hear with some difficulty. The target has a 40% chance of spell failure when 
  casting spells with verbal components, and all creatures that the subject 
  can see gain concealment (20% miss chance). The subject also suffers a 
  –8 penalty to Perception checks. Whether the save is successful or not, the 
  subject cannot eat or drink which may result in dehydration and starvation.
  This spell has no effect on creatures that lack a discernible head, such 
  as oozes and elementals, or those with more than one head. As a side 
  effect, the death mask protects the subject’s head against physical attacks 
  granting it the light fortification ability.
  The death mask cannot be dispelled, but it can be removed by break 
  enchantment, limited wish, miracle, remove curse or wish.
  Decrypt 
   
  School divination; Level cleric 3, inquisitor 3, sorcerer/wizard 
  3
  Casting Time 10 minutes
  Components V, S, F/DF (a pair of spectacles)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one spell or spell-effect with a password
  Duration instantaneous
  Saving Throw see text; Spell Resistance yes
  This spell allows you to learn the password for any spells and spell-like 
  effects that can be bypassed with the utterance of a password. You must be 
  aware of the spell or spell-like effect prior to casting this spell. You must 
  succeed on a decryption check (1d20 + your caster level) against the spell 
  you are targeting. (DC = 11 + the spell’s caster level). If you succeed, you 
  learn the password, (if any), and can utter it to safely pass through the 
  warded area. You learn nothing on a failed check. If you fail by 5 or more, 
  the spell reveals the wrong password. Multiple decrypts on the same spell 
  or spell-like effect use the same dice result as the first decrypt spell and 
  yield the same result each time.
  Den of Thieves 
   
  School transmutation [earth]; Level druid 5, sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M (a small shovel and a splinter from a 
  trap door)
  Range close (25 ft. + 5 ft./2 levels)
  Effect subterranean hideout up to one 10-ft. cube/level (S)
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You transform the solid earth just beneath the surface into a hidden, 
  subterranean complex of interconnected chambers. The hideout is 
  accessible from the surface via a concealed trap door built into the ground. 
  Creatures other than you must succeed on a DC 30 Perception check 
  to notice the entrance. The trap door is made from strong wood and is 
  secured with arcane lock and alarm. The hideout must be heated as a 
  normal dwelling, and extreme heat adversely affects it and its occupants.
  You can design any floor plan you like to the limit of the spell’s effect. The 
  hideout is modestly furnished and contains sufficient amounts of foodstuffs to 
  serve a three-course meal to six people per caster level. Two near-transparent 
  servants attend to the occupants’ needs. The servants function as unseen 
  servant spells except that they are visible and can go anywhere in the hideout.
  If the spell ends while creatures still occupy it, the occupants appear 
  on the surface directly above their previous location. If that space is 
  already occupied by another solid body, the creature appears in the 
  closest unoccupied space. Earth, rock and stone then refills the previously 
  affected area. The hideout’s maximum depth is 10 feet. Casting spells that 
  alter the physical properties of earth and stone above the hideout may 
  collapse the hideout’s ceiling, causing a cave-in directly beneath the area 
  affected by such spells.
  Desert Scales 
   
  School transmutation; Level alchemist 1, druid 1, ranger 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (snake’s sloughed skin)
  Range touch
  Effect creature touched
  Duration 24 hours
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This spell protects the subject’s skin from certain natural hazards. He gains 
  immunity to sunburn and corrosive damage from salt and other naturally 
  occurring minerals. Dust storms and sandstorms deal half damage. Desert 
  scales does not grant resistance or immunity to spells and spell-like effects that 
  damage the skin, nor does it protect against acid, cold, electricity or fire damage.
  Down to Earth 
   
  School transmutation; Level druid 4, sorcerer/wizard 3, witch 
  3
  Casting Time 1 standard action
  Components V, S, F/DF (a small magnet)
  Range 20 ft.
  Effect 20-ft. radius burst centered on you
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  All nonmagical projectiles weighing 1 pound or less fall harmlessly to 
  the ground. Arrows, crossbow bolts and other fine particles, such as sand, 
  dust, rain and salt, immediately plummet to the ground when they enter 
  the affected area, negating any damage they would otherwise cause.
  Enchanted weapons and projectiles created or propelled by magical 
  weapons, spells and spell-like effects are not affected by this spell and 
  function normally.
  Dowse 
   
  School divination; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 1 mile
  Area circle, centered on you, with a radius of 1 mile
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell improves your chances of finding water in the immediate area. 
  
  70
  Dunes of Desolation
  You gain a +10 competence bonus to Knowledge (geography), Knowledge 
  (nature) and Survival checks made to locate the nearest source of water.
  Extract Organ 
   
  School necromancy; Level cleric 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (an ounce of myrrh)
  Range touch
  Target humanoid corpse touched
  Duration 1 round/level
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  You can extract internal organs from the remains of a dead humanoid 
  without breaking the skin. The organs temporarily contract and pass 
  through the closest bodily orifice before expanding back to their normal 
  size. When targeting specific organs, you must succeed on a Knowledge 
  (nature) check to ascertain the organ’s general location. The DC for the 
  check is 10 for major organs (brain, heart, liver, lungs and stomach) and 
  15 for all other organs. If you belong to a culture that mummifies its dead, 
  you may attempt a Knowledge (religion) check in place of a Knowledge 
  (nature) check. When you determine the organ’s correct location, it 
  requires a full-round action to successfully remove the organ. You can 
  remove multiple organs if you have sufficient time to do so.
  After extraction, desert peoples typically place the organs in sacred 
  canopic jars prior to mummification.
  Eyes of the Desert 
   
  School transmutation; Level alchemist 3, druid 2, magus 3, 
  ranger 2, sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, F/DF (a pair of spectacles)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The subject becomes immune to natural and magical effects that blind or 
  impair his vision. This spell protects the target against sun glare and bright light, 
  but it does not allow the target to see through obstacles like fog, mist, smoke or 
  any form of precipitation. The subject immediately recognizes mirages for what 
  they truly are. Subjects with light blindness and light sensitivity may ignore 
  penalties from those qualities even in the brightest of conditions. The spell does 
  not protect creatures vulnerable to sunlight (such as vampires and wraiths).
  False Prophet 
   
  School necromancy; Level cleric 3, inquisitor 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M/DF (a nugget of pyrite)
  Range close (25 ft. + 5 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  This spells functions as a targeted dispel magic cast at the subject, 
  though a successful Will save negates the spell’s effects. False prophet 
  targets the subject’s divination spells and spells granting insight bonuses 
  only. When you attempt your dispel checks against these spells, you treat 
  your check as if you rolled a natural 20. The spell does not end when you 
  succeed on a dispel check. Instead, you continue attempting dispel checks 
  until you have made one attempt to dispel every divination spell cast on 
  the target as well as every spell that grants an insight bonus.
  Flummox 
   
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, F/DF (a child’s top)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Every time the subject moves from one square to the next, (including 
  taking a 5-ft. step), he is instead compelled to move in a random direction 
  (roll 1d8, with 1 indicating north and the other numbers indicating 
  compass going clockwise). The target cannot run or charge. If the subject is 
  forcibly moved by another creature, either because of a combat maneuver 
  or another spell or spell-like effect, the target ignores this spell’s effect and 
  moves as directed by the other creature.
  This spell affects the subject’s movement only. He can still make melee 
  and ranged attacks and cast spells that require a line of sight or line of 
  effect normally. This spell does not affect teleportation spells and effects.
  Fortune’s Folly 
   
  School necromancy; Level cleric 2, sorcerer/wizard 2, witch 
  2
  Casting Time 1 standard action
  Components V, S, M/DF (a deck of playing cards)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level or until discharged
  Saving Throw Will negates; Spell Resistance yes
  When the subject rolls a successful ability check, attack roll, saving 
  throw or skill check, the subject must reroll the die and accept the result 
  of the second die roll, even if it is worse. The spell is then discharged. 
  Unless he succeeds on a Spellcraft check to identify the spell as it is being 
  cast, the subject is unaware of the spell’s effects until discharged. Without 
  this knowledge, he cannot deliberately discharge the spell by attacking an 
  inanimate object or succeeding at a routine task.
  Guiding Light 
   
  School divination (scrying); Level cleric 3, paladin 2
  Casting Time 1 standard action
  Components V, S, F/DF (an astrolabe)
  Range long (400 ft. + 40 ft./level)
  Target one creature
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  This spell allows you and those you designate to follow a creature from 
  afar without detection. When cast, a glowing, celestial body appears in the 
  sky directly above the subject and remains directly above him wherever 
  he goes. It is indistinguishable from a star, planet or comet, though to you 
  and up to two creatures that you designate, it is easily the brightest object 
  in the night sky. During daylight hours, the object is invisible to all except 
  for you and those you designate.
  The spell ends immediately if the subject travels to another plane.
  Gusher 
   
  School conjuration (creation) [earth]; Level druid 4, sorcerer/
  wizard 4, summoner 4
  Casting Time 1 standard action
  Components V
  
  71
  Spells
  Range medium (100 ft. + 10ft./level)
  Area 20-ft. radius burst, 40 ft. high
  Duration 1 round/level (D)
  Saving Throw Reflex partial; see text; Spell Resistance yes
  A gout of flaming, viscous oil leaps into the air, dealing 5d6 points of fire 
  damage to creatures and objects. This damage only occurs once, when the 
  spell is cast. A successful Reflex save halves the damage. Creatures that 
  fail the Reflex save take full damage, fall to the ground, drop everything 
  held and are covered with oil. For the remaining duration of the spell, an 
  oil slick covers the ground and unattended objects.
  A creature can walk within or through the oil at half normal speed 
  with a successful DC 10 Acrobatics check. Failure means it cannot move 
  that round (and must then make a Reflex save or fall), while failure by 5 
  or more means it falls (see the “Acrobatics” section in Chapter 4 of the 
  Pathfinder Roleplaying Game Core Rulebook for details). Creatures that 
  fall become covered with oil. Creatures that do not move on their turn do 
  not need to make this check and are not considered flat-footed.
  Creatures covered with oil must succeed on a Reflex saving throw in 
  each round that the creature attempts to use or pick up an item; otherwise 
  the creature drops the item or fails to pick up the item. Likewise, the 
  creature must succeed on a Reflex save to pick up or use an object covered 
  in oil. A creature covered with oil gains a +10 circumstance bonus on 
  Escape Artist checks and combat maneuver checks made to escape a 
  grapple, and to their CMD to avoid being grappled.
  The oil burns almost instantly if exposed to flame. Once aflame, the 
  oil burns for the remaining duration of the spell dealing 1d6 points of fire 
  damage each round to creatures and objects standing atop. If a creature 
  covered with oil catches fire, he takes 1d6 points of fire damage each 
  round in addition to any fire damage he may take from standing atop an 
  oily surface that is also burning.
  A creature covered with oil may remove the oil with universal solvent. 
  Doing so is a full-round action that provokes attacks of opportunity. 
  Likewise, universal solvent can also remove oil from objects. At the end 
  of the duration, the oil disappears, leaving no aftereffects (other than the 
  damage dealt).
  Hesitate 
   
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 1, cleric 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell causes the subject to hesitate whenever he is called upon to 
  make a decision out of turn. The target cannot attack another creature, 
  move, cast a spell or take any other standard, move, free, swift or 
  immediate action (including attacks of opportunity) during another 
  creature’s turn, even if he would normally be entitled to do so.
  Homage 
   
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level cleric 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V
  Range touch
  Target creature touched
  Duration 1 round (see text)
  Saving Throw Will negates; Spell Resistance yes
  You compel the target to give you one of its items. The creature must 
  be able to understand you to comply with your request, and you must 
  specifically designate the item you want; otherwise the target ignores 
  your request and acts normally. Generic requests, such as “give me your 
  ring” or “hand me your weapon,” lack specificity and automatically fail. 
  However, a request to “give me the ring on your left hand” or “hand me 
  the mace in your left hand” provides sufficient detail to force the target to 
  comply with your demand.
  The target spends its next turn complying with your request. This 
  includes retrieving the item from its person or removing a worn item and 
  then giving it to you. When the subject complies with your request, the 
  spell ends, and the subject immediately realizes what happened. If the 
  subject cannot give you the item by the end of its turn, the spell ends. 
  Any act by you or your apparent allies that threatens the subject breaks 
  the spell.
  Hot Wind 
   
  School evocation [air, fire]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes
  A cone-shaped emanation of hot wind (approximately 30 mph) rushes 
  out from your fingertips. Hot wind deals 1d6 points of fire damage plus 
  1 point of fire damage per two caster levels (maximum +10) each round. 
  All flying creatures take a –2 penalty on Fly skill checks. Tiny or smaller 
  flying creatures must succeed on a DC 20 Fly skill check to move against 
  the force of the wind.
  Small or larger creatures may move normally within a hot wind effect. 
  This spell cannot move a creature beyond the limits of its range. Any 
  creature, regardless of size, takes a –2 penalty on ranged attacks and 
  Perception checks in the area of a hot wind.
  The force of the wind automatically extinguishes candles, torches, 
  and similar unprotected flames. In addition to the effects noted, hot wind 
  typically creates a stinging spray of sand, dust or gravel when cast in the 
  open desert.
  Hourglass of Sand 
   
  School evocation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, F (miniature hourglass)
  Range close (25 ft. + 5 ft./2 levels)
  Area hourglass (10-ft. square, 20-ft. high)
  Duration 1 minute/level
  Saving Throw Reflex negates; Spell Resistance no
  This spell creates an immobile, hardened glass hourglass consisting of 
  two 10-ft. cubes sitting atop one another that are connected by a 1-ft. 
  radius opening. Sand completely fills the upper cube. Creatures are caught 
  and contained in the bottom half of the hourglass, unless they are too big 
  to fit inside, in which case the spell automatically fails. (The hourglass’s 
  bottom part is a 10-ft. cube.) Teleportation and other forms of astral travel 
  provide a means of escape.
  Sand pours into the bottom cube at a rate of 1 foot per round. A trapped 
  creature can jam an object of the appropriate size and shape into the 
  opening; however he must win an opposed Strength check each round to 
  keep it in place. The sand has a Strength score of 20 + 1 per foot of sand 
  remaining in the upper cube. The hourglass can be damaged by spells, 
  weapons and supernatural abilities as normal. The glass is 1 inch thick 
  per caster level, and each 10-foot square has a Hardness of 5 and 10 hit 
  points per inch of thickness. Creatures can hit the hourglass automatically. 
  A section of hourglass whose hit points drop to 0 is breached. If a creature 
  tries to break out or into the hourglass with a single attack, the DC for the 
  Strength check is 15 + caster level + 1 per foot of sand in the lower cube. 
  When the glass is breached, it shatters into jagged shards dealing 1d6 
  points of slashing damage plus 1 point of slashing damage per caster level 
  
  72
  Dunes of Desolation
  (no save) to all creatures within 5 feet.
  When the sand reaches the trapped creature’s waist, his attacks deal half 
  damage. He can no longer attack when the sand reaches his shoulders. 
  Creatures buried beneath the sand begin suffocating when they can no 
  longer hold their breath.
  Infidel 
   
  School necromancy; Level cleric 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates; see text; Spell Resistance yes
  The subject gains channel resistance +4. In addition, the target must 
  attempt a Will save against channeled positive and negative energy, even 
  if he is a willing target. If the save succeeds, the amount of damage dealt 
  or healed is halved. The subject cannot voluntarily forego a saving throw 
  to resist this effect.
  Instill Faith 
   
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level cleric 4, inquisitor 4, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Effect all allies within a 40-ft. radius burst centered on you
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  When this spell is cast, it bolsters your allies’ resistance to mind-affecting 
  attacks. Each round, you must attempt a Diplomacy skill check as you utter 
  inspirational words and phrases to your allies. Doing so is a free action. 
  While this spell is in effect, any ally that is affected by a mind-affecting 
  magical attack may use your Diplomacy check result in place of its saving 
  throw if, after the saving throw is rolled, the Diplomacy check result proves 
  to be higher. This spell does not work on effects that do not allow saves.
  The ally must be able to hear and understand you for this spell to have 
  any effect. If you are rendered speechless, the spell ends immediately.
  Intoxicate 
   
  School necromancy; Level druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S, F/DF (a bud of peyote)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  Calling upon the hallucinogenic properties of the peyote cactus plant, 
  you infect the subject with a potent narcotic by making a successful melee 
  touch attack. The subject suffers a –6 penalty to Dexterity and a –4 penalty 
  on all saves against illusions; treats all ranged attacks as if he rolled a 
  natural 1; suffers a 50% miss chance on melee attack rolls; cannot use any 
  skills that require patience or concentration and has a 50% chance of spell 
  failure when casting spells.
  As a side effect, the target also becomes immune to fear and gains a +4 
  morale bonus to Strength. Spells and effects that target poison also affect 
  intoxicate. Intoxicated creatures may attempt a new Fortitude save each 
  round to end the condition. The target then becomes sickened equal to the 
  number of rounds that he was intoxicated. There is no save to eliminate 
  the sickening effect.
   Jyoti 
   
  School evocation [light]; Level bard 4, cleric 4, druid 4, 
  paladin 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (golden lamp worth at least 50 gp)
  Range touch
  Target golden lamp touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  This spell functions like daylight, except when you cast this spell, 
  you must touch the spell’s focus — a golden lamp. In addition to 
  duplicating the effects of daylight, jyoti negates any concealment 
  provided by natural or magical fog, rain, sleet, mist, wind and smoke 
  that is less than total concealment within a 60-ft. radius centered  
  on the spell’s focus. This ability continues to function even in  
  magical darkness, if the creature can see normally through magical 
  darkness.
  Kiss of Lust 
   
  School illusion (phantasm) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will disbelief; see text; Spell Resistance yes
  You create a phantasmal image of the most beautiful creature 
  imaginable to the subject by forming the carnal desires buried deep 
  within the subject’s unconscious mind into an irresistible object of 
  lust. Only the spell’s subject can see the object of lust. You see only 
  a vague shape. The target gets a Will save to recognize the image as 
  unreal. If that save fails, the phantasm kisses the subject, and bestows 
  one negative level to the subject each round. Each round on its turn, 
  the subject may attempt a new saving throw to disbelieve the phantasm 
  and end the effect. This is a free action that does not provoke attacks 
  of opportunity. The subject gets a +4 bonus to its Will save for each 
  negative already bestowed.
  A creature with an Intelligence score of 2 or lower is not affected. 
  A creature whose type is different from yours receives a +4 bonus on 
  its saving throw, because your perception of beauty differs from its 
  perspective.
  Lashing Tentacles 
   
  School transmutation; Level bard 5, sorcerer/wizard 4, 
  summoner 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  Six writhing, whiplike tentacles spring from your back and lash out 
  to attack enemies at your command. You can use them as secondary 
  attacks, while making attacks with weapons as a full-round action. 
  The secondary attacks are made using your base attack bonus –5 and 
  adding half your Strength bonus on damage rolls. The tentacles’ reach 
  is five feet greater than your normal reach, and they deal 1d6 points 
  of bludgeoning damage if you are Medium (1d4 if Small and 1d8 
  if Large). The tentacles cannot hold objects or wield weapons. The 
  tentacles created by this spell cannot be damaged, but they can be 
  dispelled as normal.
  
  73
  Spells
  Last Stand 
   
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small piece of a wild boar’s tusk)
  Range personal
  Target you
  Duration 10 min./level or until discharged (see text)
  When your hit point total drops below 0, but you are not dead; you 
  are automatically restored to 1 hp. In addition, you gain temporary hit 
  points equal to 1d10+1 per caster level (maximum +10) and a +1 morale 
  bonus to attack rolls, damage rolls, saving throws, skill checks and ability 
  checks. These temporary hit points last for 1 round per caster level. They 
  do not stack with temporary hit points gained from another source. The 
  morale bonus ends when your temporary hit point total drops to 0 or less.
  Market Savvy 
   
  School transmutation; Level alchemist 2, bard 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level (D)
  This spell prevents merchants and traders from taking advantage of you. 
  You gain a +10 competence bonus to Appraise and Profession (merchant) 
  as well as Sense Motive skill checks made to avoid being bluffed or 
  determine when “something is up.”
  Martyr 
   
  School conjuration (healing); Level paladin 4
  Casting Time 1 standard action
  Components V, S, M (a drop of your blood)
  Range 30 ft.
  Target allies within a 30-ft. emanation, centered on the 
  caster (see text)
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell allows you to willingly take damage to heal others. When you 
  cast this spell, you may take no actions and offer no defense against attacks. 
  You are treated as having a Dexterity of 0 (–5 modifier) and lose any dodge 
  bonuses to Armor Class. Whenever an evil creature successfully hits you with 
  a melee attack, your allies within 30 feet that can see you are healed of damage 
  equal to half the damage you took from the attack. Allies benefit from this spell 
  when you are struck by a legitimate threat only. (The GM has sole discretion in 
  determining what comprises a legitimate threat.) When an enemy kills you or 
  drops you to 0 hp or less, allies are healed of damage equal to the damage you 
  took from the attack. Whenever an enemy confirms a critical hit against you, all 
  allies receive a morale bonus to attack and weapon damage rolls equal to your 
  Charisma bonus on their next single attack roll (if it is made before the end of 
  the next round) in addition to being healed of damage. The spell ends when 
  you are dropped to 0 hp or less, take an action, are healed of any damage or are 
  affected by any spell or spell-like effect cast by an ally.
  
  74
  Dunes of Desolation
  Mirage Hysteria 
   
  School enchantment (compulsion) [mind-affecting]; Level 
  druid 3, ranger 3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 level)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  The subject is obsessed with drinking as much water as possible. A 
  victim under the influence of this spell moves toward the closest visible 
  source of water by the most direct means available. The spell has no effect 
  if the target does not see any water source at the time the spell is cast. If 
  the path leads the subject into a dangerous area such as through fire or off 
  a cliff, the subject receives a second saving throw to end the effect before 
  proceeding into the perilous area.
  When the subject reaches the water source, he can take no actions other 
  than to drink water. If he is attacked, he can take no actions other than to 
  defend himself. Living creatures that do not need to drink are immune to 
  this spell.
  Mummify 
   
  School transmutation; Level cleric 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude half; see text; Spell Resistance yes
  You must succeed on a melee touch attack. Your touch instantaneously 
  mummifies the subject, causing its muscles to atrophy and its skin to lose 
  its elasticity. The subject takes a penalty to its Constitution, Dexterity and 
  Strength equal to 1d6 plus 1 per two caster levels (maximum 1d6+10). 
  The subject’s ability scores cannot drop below 1. A successful Fortitude 
  save reduces this penalty by half. This penalty does not stack with itself. 
  Apply the highest penalty instead.
  In addition, the subject gains vulnerability to fire and DR 5/–. There 
  is no save against these effects. The subject remains mummified until a 
  break enchantment, heal, limited wish, miracle or wish spell is used to 
  cancel the effect of mummify.
  Murder of Crows 
   
  School illusion (phantasm) [mind-affecting]; Level sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a crow’s feather)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will disbelief; Spell Resistance yes
  You create a phantasmal image of large, black crows that swirl around 
  and peck at the subject. Only the spell’s subject can see the crows. You 
  see only the shadowy image of bird wings overhead. The target gets a Will 
  save to recognize the image as unreal. It that save fails, the crows become a 
  constant distraction to the subject. Casting a spell requires a concentration 
  check (DC 15 + the level of the spell). Any other concentration checks 
  have their DC’s increased by 5. The DC of Perception checks involving 
  sight is likewise increased by 5, and creatures more than 5 feet away 
  from the subject gain concealment (20% miss chance). Because of the 
  distraction, the subject cannot take 10 or take 20 on ability checks or skill 
  checks.
  Neuter 
   
  School transmutation (polymorph); Level bard 2, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V
  Range touch
  Target living creature touched
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance no
  Your touch removes all gender from the subject, giving him an 
  androgynous, neutered appearance. Though the creature’s abilities, 
  mind and memories remain intact, the shocking transformation deals 
  1d4 points of Charisma damage and stuns the subject for 1 round. If the 
  subject rolled a natural 1 on its saving throw, the creature takes 2 points of 
  Charisma drain as well. The creature’s gender can be restored with break 
  enchantment, limited wish, miracle, remove curse or wish.
  Protection from Serpents 
   
  School abjuration; Level cleric 1, druid 1, inquisitor 1, serpent 
  [Good] 1
  Components V, S, F
  Casting Time 1 standard action
  Range Touch
  Target Creature touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance No 
  (see text)
  This spell wards a creature from attacks by serpents (including animals, 
  aberrations, beasts, or magical beasts — such as medusa, naga and 
  imphidians — but not outsiders that are serpents or include serpents in 
  their composition). It creates a magical barrier around the subject to a 
  distance of 1 foot. The barrier moves with the subject and has two major 
  effects:
  First, the subject receives a +2 deflection bonus to AC and a +2 
  resistance bonus on saves. Both of these bonuses apply to attacks made 
  by serpents.
  Second, the barrier prevents serpents from touching the subject. Natural 
  attacks by a serpent fail and the creature recoils from the barrier. The 
  protection ends if the warded creature makes an attack against or tries to 
  force the barrier against a blocked serpent. Spell resistance can allow a 
  creature to overcome this protection and touch the warded creature.
  Quicksand 
   
  School transmutation [earth]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft. radius spread
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  When this spell is cast, all natural, undressed sand, loose soil, gravel 
  and soft earth becomes saturated, transforming it into quicksand. You 
  affect a 20-foot radius up to a depth of 1 foot per level (to a maximum of 
  10 feet). Magical, enchanted or dressed earth and any type of stone cannot 
  be affected. Earth or stone creatures are not affected.
  A creature in quicksand must make a successful Reflex save or sink into 
  the quicksand. Creatures large enough to walk on the bottom and keep 
  their head above the surface do not sink. Creatures submerged beneath 
  the surface begin to drown when they can no longer hold their breath. 
  They may attempt to return to the surface by making a successful DC 15 
  Swim check or using alternate means, such as levitate or fly to escape the 
  
  75
  Spells
  quicksand altogether. In addition, rescuers may pull a creature back to 
  the surface by using a sturdy object long enough to reach the submerged 
  character. The rescuer must succeed on a DC 15 Strength check to pull the 
  victim, and the victim must succeed on a DC 10 Strength check to hold 
  onto the object. If both checks succeed, the victim is pulled 5 feet closer 
  to safety. Creatures that do not sink into the quicksand have their speed 
  reduced to 5 feet and suffer a –2 penalty to attack rolls and AC.
  This spell does not affect dressed earth, stone or many other building 
  materials, but the quicksand may extend deep enough to damage building 
  foundations. The effect is too localized to damage or destroy large 
  structures, but it may damage or even partially topple small buildings 
  and structures with compromised foundations. The spell does not affect 
  vertical surfaces or a horizontal surface suspended above the ground like 
  a roof or ceiling.
  Rain of Salt 
   
  School conjuration (creation) [earth]; Level druid 3, sorcerer/
  wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S, M/DF (a salt crystal)
  Range long (400 ft. + 40 ft./level)
  Area cylinder (20-ft. radius, 40 ft. high)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  When this spell is cast, magical salt crystals rain down from the sky 
  dealing 3d6 points of bludgeoning damage to every creature and 2d6 
  points of corrosive damage to water creatures. This damage only occurs 
  once, when the spell is cast. For the remaining duration of the spell, large 
  jagged pellets of salt cover the ground. Creatures moving through the area 
  at greater than half speed run the risk of stepping on these sharp crystals. 
  The salt crystals function as caltrops (see the “Adventuring Gear” section 
  in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook for 
  details regarding caltrops).
  The salt crystals deal 1d6 points of damage per round to any water 
  creature in direct contact with them. At the end of the duration, the salt 
  crystals disappear, leaving no aftereffects (other than the damage dealt).
  Restless 
   
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration 1 day/level
  Saving Throw Fortitude negates; Spell Resistance yes
  You channel negative energy through your touch, turning the target into 
  a bundle of nervous energy. Every round, the subject must move at its full 
  speed, even if that consists of walking in a circle or pacing back and forth. 
  The subject is free to determine his own path, though he is not required 
  to enter squares occupied by obstacles or other creatures. However, he 
  cannot choose not to enter squares threatened by other creatures. If he 
  is unable to move because he is completely surrounded by creatures or 
  obstacles, he becomes dazed for as long as he remains surrounded. If he is 
  under the influence of magic that impedes movement, he is not dazed if he 
  moves as far as possible up to his full speed.
  In addition, the spell prevents the subject from sleeping or resting. The 
  subject cannot recover hit points or restore ability damage by resting. He 
  cannot eliminate fatigue or reduce exhaustion to fatigue through rest. In 
  addition, spellcasters that require sleep or rest to prepare spells are unable 
  to do so. Other classes that demand rest or sleep to restore their class 
  features, like the barbarian’s rage, are likewise affected.
  Every day that the subject goes without sleep, he must succeed on a 
  Constitution check (DC 15, +1 for each previous check) or take 1 point 
  of ability damage to all of his abilities. Magic sleep effects function 
  normally, though the subject’s restlessness returns as soon as he awakens. 
  Living creatures that do not require sleep or rest (elementals, oozes and 
  plants) are immune to this spell. While under the influence of restless, the 
  subject is immune to fatigue and exhaustion.
  Restless can be removed with break enchantment, limited wish, miracle, 
  remove curse or wish.
  Riddle of the Sphinx 
   
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; see text; Spell Resistance yes
  You pose a brief riddle to the subject that he feels compelled to solve. 
  The subject must be able to hear and understand you. The subject can 
  take no actions while contemplating the solution, but he is not considered 
  helpless. On the creature’s next turn, it may attempt to solve the riddle 
  by succeeding on an Intelligence check (DC 10 + your Intelligence 
  modifier). This attempt is a full-round action that does not provoke attacks 
  of opportunity. If the Intelligence check is successful, the subject solved 
  the riddle, and the spell ends. If not, the creature tries to deduce the answer 
  for the entire duration.
  Salinate Weapon 
   
  School transmutation [earth]; Level cleric 2, druid 2, inquisitor 
  2, paladin 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a chunk of salt)
  Range touch
  Target weapon touched or 50 projectiles (all of which must 
  be together at the time of casting)
  Duration 10 min./level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  Salinate weapon coats a weapon’s surfaces with a thin layer of salt. 
  Increase the weapon’s critical hit multiplier by +1, whenever the weapon 
  confirms a critical hit against corporeal undead.
  You cannot cast this spell on a natural attack, such as an unarmed strike.
  Sandblast 
   
  School evocation [earth]; Level druid 4, sorcerer/wizard 4, 
  summoner 4
  Casting Time 1 standard action
  Components V, S, M (a grain of sand)
  Range 60 ft.
  Area 60-foot line
  Duration instantaneous
  Saving Throw Reflex partial; see text; Spell Resistance yes
  You call forth a potent blast of stinging sand that strikes all creatures 
  and objects in its path until it hits something it cannot move past. This blast 
  acts as a bull rush against creatures and moveable objects, and its CMB 
  is equal to your caster level plus your Intelligence or Wisdom modifier 
  (whichever is higher). You make a separate combat maneuver check for 
  each creature and object struck by the blast. The blast does not provoke 
  attacks of opportunity and can affect creatures of any size. If the bull rush 
  succeeds, the blast pushes the creature in a straight line away from you, 
  and the creature must succeed on a Reflex save or fall prone. The blast 
  
  76
  Dunes of Desolation
  buries prone creatures beneath 1d6 inches of sand which may cause the 
  affected creature to suffocate when it can no longer hold its breath.
  The blast cannot break or destroy immovable objects; however it 
  removes inscriptions, etchings, paint and any other surface indentation 
  or impression exposed to the blast. When attempting to break a moveable 
  object, the blast has an effective Strength score equal to your caster level 
  plus your Intelligence or Wisdom modifier.
  Scalping Tomahawk 
   
  School conjuration (creation); Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect one magical tomahawk
  Duration 1 round/level (D)
  Saving Throw Fortitude half; see text; Spell Resistance yes
  A translucent, tomahawk hewn from flint appears in your open hand. 
  The weapon has a +1 enhancement bonus on attack and damage rolls and 
  can be hurled as a ranged weapon or used as a melee weapon. If hurled, it 
  has a range increment of 10 feet, and the returning special ability. It deals 
  1d6+1 points of damage (including the tomahawk’s enhancement bonus), 
  has a threat range of 19–20 and a critical multiplier of x3.
  Whenever the tomahawk confirms a critical hit, the weapon also deals 
  1d4 points of Charisma damage if the creature struck fails its Fortitude 
  save. A successful save halves the Charisma damage.
  Scorpion’s Sting 
   
  School transmutation; Level cleric 4, druid 4, ranger 4, 
  summoner 4
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw Fortitude negates; see text; Spell Resistance no
  A scorpion’s tail grows from the base of your spine giving you a sting 
  attack. If used as part of a full attack action, the sting attack is made at 
  your full attack bonus –5. The sting deals 1d4 points of damage if you are 
  Medium (1d3 points of damage if you are Small) and injects the creature 
  struck with poison. A successful Fortitude save negates the poison damage, 
  but not the physical damage. The poison deals 1d2 Strength damage per 
  round for 6 rounds. Poisoned creatures can attempt a Fortitude save each 
  round to negate the damage and end the affliction.
  Serpent Hands 
   
  School transmutation; Level druid 6, serpent [evil] 6, 
  sorcerer/wizard 7, summoner 6, witch 7
  Casting Time 1 standard action
  Components V, S, M (The poison glands of a viper)
  Range Personal
  Target You
  Duration 1 round/level (D)
  Saving Throw None (see text); Spell Resistance Yes 
  (harmless)
  By casting this spell, you turn your arms and hands into large poisonous 
  vipers. On your next turn and each round thereafter, the vipers can be 
  directed to attack any opponents within 10 feet, allowing you to attack a 
  different opponent with each hand. These attacks are made using your full 
  attack bonus and you do not suffer any penalties for fighting with your 
  off-hand. Each viper deals 1d6 points of damage when it bites and injects 
  a lethal poison. The poison deals 1d4 points of Constitution damage for 
  6 rounds. Poisoned creatures can make a Fortitude save each round to 
  negate the damage for that round; two consecutive saves ends the effect.
  The caster cannot hold or pick up items while this spell is in effect. As a 
  result, the caster cannot cast any spells that require a material component 
  and must succeed at a Reflex save (DC 20) to cast any spell requiring a 
  somatic component while this spell lasts.
  Serpent Plague 
   
  School conjuration (summoning); Level cleric 5, druid 5, 
  serpent [evil] 5, summoner 4
  In all other respects, this spell is identical to the spell insect plague, 
  except that a horde of serpents, including small flying serpents, is 
  summoned instead of insects.
  Sew Shut 
   
  School transmutation; Level sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a sewing needle and strand of thread)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  The target’s lips seal shut, preventing it from opening its mouth. The 
  subject cannot speak, making it impossible to cast spells with verbal 
  components or activate magical items with a command word. The target 
  cannot continue language-dependent spells and effects that were already 
  in effect, and he cannot use skills that require conversation. The spell 
  also prevents the subject from eating, drinking or placing anything in its 
  mouth. If the subject has a bite attack, it cannot use it while its mouth is 
  sewn shut.
  The target can pry its lips open by succeeding on a DC 20 Strength 
  check; however doing so deals 1d6 points of damage to the subject. 
  Alternatively, the subject may use a sharp implement to cut its lips open 
  as a full-round action that provokes attacks of opportunity and deals 
  2d6 points of slashing damage to the subject. The creature does not 
  receive a saving throw in either instance to avoid taking damage. Until 
  the damage is fully healed, the subject has a 20% chance of spell failure 
  when casting spells with verbal components, and suffers a –4 penalty to 
  bite attacks and skill checks requiring conversation. Enemies receive a 
  +4 bonus to saves against the subject’s language-dependent spells and 
  effects.
  Only creatures made of flesh are affected by this spell. This spell has no 
  effect on creatures without mouths. The spell deals 2d6 points of piercing 
  damage plus 1 point of piercing damage per caster level to creatures with 
  more than one mouth, but it has no other effect.
  Shade 
   
  School conjuration (creation); Level bard 1, cleric 1, druid 1, 
  ranger 1, sorcerer/wizard 1, summoner 1
  Casting Time 1 standard action
  Components V, S, DF
  Range 20 ft.
  Area cylinder (20-ft. radius, 40-ft. high emanation centered 
  on you)
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  This spell reflects a portion of sunlight back into the atmosphere, 
  reducing the air temperature in the affected area by 2d10° F plus 1° F per 
  caster level. The spell does not affect the prevailing light conditions, nor 
  does it provide protection against precipitation and wind effects. Creatures 
  within the shaded area are protected against sunburn.
  
  77
  Spells
  Sidewinder 
   
  School transmutation; Level druid 2, ranger 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a snake scale)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes
  The subject gains the locomotion of a snake, allowing him to move 
  at half speed while prone. While prone, the subject makes attack rolls 
  with natural weapons or light melee weapons normally, and suffers a –2 
  penalty to attack rolls made with larger melee weapons. The spell allows 
  the target to also make ranged attacks with thrown light weapons normally 
  while prone. The subject still receives a +4 bonus to Armor Class against 
  ranged attacks while prone, but suffers only a –2 penalty to AC against 
  melee attacks. The target may stand up from prone as a free action.
  Skirmisher 
   
  School transmutation; Level bard 2, druid 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a bent reed)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gets a +10 enhancement bonus on Acrobatics checks made 
  to move through a threatened square without provoking an attack of 
  opportunity. The bonus increases to +20 at caster level 8th, and +30 (the 
  maximum) at caster level 16th.
  Song of Stone Splitting 
   
  School evocation [earth, sonic]; Level bard 3, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V
  Range 30 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude partial or Reflex negates (object); see 
  text; Spell Resistance yes
  You emit a low-frequency pulse of sound that creates large fissures and 
  cracks in stone and rock. Objects in the area crafted from either material 
  are not destroyed, but they are severely weakened. The Strength DC 
  needed to break rock and stone objects affected by this spell decreases 
  by 10.
  Song of stone splitting deals 1d6 points of sonic damage per caster 
  level (maximum 10d6) to creatures made from rock or stone. An affected 
  creature is allowed a Fortitude save to reduce the damage by half, and 
  a creature holding a rock or stone object can negate damage to it with a 
  successful Reflex save.
  Spectral Cat 
   
  School conjuration (creation); Level cleric 5, summoner 5
  Casting Time 10 minutes
  Components V, S, DF
  Range touch
  Effect spectral cat guardian; see text
  Duration permanent
  Saving Throw none; Spell Resistance no
  You conjure a spectral cat that is invisible to everyone but yourself. 
  The spectral cat sits atop an object that you touch. Whenever any Small 
  or larger creature approaches to within 5 feet of the protected object, the 
  spectral cat hisses, spits and growls at the intruder. It continues to do so as 
  long as the intruder or any other Small or larger creature remains within 
  10 feet of the object. The cat sees invisible and ethereal creatures. It does 
  not react to figments, but it does react to shadow illusions.
  If an intruder touches or disturbs the protected object, the cat attacks 
  with two claw attacks and a bite. The attack bonus for all three attacks 
  is equal to 1/2 your caster level + your Wisdom modifier. The claws deal 
  1d6+4 points of piercing and slashing damage, and the bite deals 1d4+2 
  points of piercing damage.
  The cat is considered ready to attack intruders, so it delivers all three 
  attacks on the intruder’s turn. Its attacks are the equivalent of a magic 
  weapon for the purpose of damage reduction. The cat’s attacks affect 
  incorporeal creatures as if it had the ghost touch weapon property. The cat 
  cannot be attacked, but it can be dispelled.
  This spell is typically used to protect coffins and sarcophagi against 
  grave robbers and undead.
  Spring Oasis 
   
  School conjuration (creation) [water]; Level druid 5, 
  summoner 5
  Casting Time 10 minutes
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. squares/level (S)
  Duration 1 day/level; see text
  Saving Throw none; Spell Resistance no
  This spell causes fresh water to spring forth from sand, loose soil and 
  gravel. Rock, stone and magical earth are not affected by the spell. As the 
  water pours from the ground, it pushes sand, gravel and loose soil outward 
  to form rudimentary banks. The oasis’ depth cannot exceed 10 feet with 
  an average depth of 2d4 feet. The spell continually replenishes water lost 
  to evaporation, saturation and consumption so it maintains a consistent 
  volume and depth throughout the life of the spell. When the spell ends, the 
  oasis disappears at a rate of 1d4 10-ft. squares per day, provided that the 
  water is not replenished by some other means.
  �
  Sticks to Snakes 
   
  School transmutation; Level cleric 4, druid 4, serpent [good/
  evil] 4, summoner 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (A number of sticks equal to the 
  number of sticks to be changed and a handful of scales 
  from a poisonous snake.)
  Range 60 feet
  Target 1d4 sticks plus one stick/level
  Duration 1 round/level
  Saving Throw None (see text); Spell Resistance No
  By means of this spell, you change 1d4 sticks plus one per caster level 
  (maximum +20) into Small or Medium poisonous vipers, depending on 
  the size of the wood used (sticks under 4 feet long become Small snakes, 
  and sticks over 4 feet long become Medium snakes). Sticks or wood of 
  a magical nature, or those larger than 6 feet long, cannot be affected. If 
  a stick to be affected is held or carried by someone other than the caster 
  when this spell is cast, the item receives a Fortitude save just as if the 
  person holding the stick was making the saving throw.
  
  78
  Dunes of Desolation
  The snakes have the abilities and statistics of the standard venomous 
  snake in the Pathfinder Roleplaying Game Bestiary. For Small snakes, 
  apply the “young” template.
  Sure-Handed 
   
  School transmutation; Level alchemist 2, cleric 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a dab of sticky resin)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance yes
  The subject is immune to combat maneuvers, spells and spell-like 
  effects that cause him to drop a held item or take a held item from his 
  hand. He does not drop held items even if another condition would 
  normally cause him to do so. He also gains a +4 bonus to Sleight of Hand 
  checks made to palm an item or take something from a creature.
  Tactical Reconfiguration 
   
  School conjuration (teleportation); Level bard 5, sorcerer/
  wizard 5
  Casting Time 1 minute
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D) or until discharged
  This spell functions in a similar manner to contingency, though the 
  condition triggering the spell’s effect and the effect itself are always the 
  same. When you fail a Reflex save that deals damage, you may choose 
  to instantly transfer yourself from your current location to any other 
  spot within your line of sight that is not occupied by a solid body. If you 
  transport out of the area affected by the magical attack, you do not take 
  any damage from the attack that triggered this spell. You take full damage 
  if you remain in the affected area.
  Attempts to transport to an occupied square discharge the spell with 
  no effect. You cannot bring objects not on your person or other creatures 
  with you. You can only use one tactical reconfiguration spell at a time; if 
  a second is cast, the first one, (if still active) is dispelled.
  Wall of Sand 
   
  School conjuration (creation) [earth]; Level druid 3, ranger 3, 
  sorcerer/wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S, M (a small pouch of sand)
  Range close (25 ft. + 5 ft./2 levels)
  Effect mound of sand whose area is up to one 10-ft. square/
  level (S)
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell creates a wide, vertical barrier of sand similar to a berm. The 
  wall must sit upon a firm foundation, but it does not require anchor points. 
  A wall of sand is 5 feet thick per two caster levels and composed of up to 
  one 10-foot square per level. You can double the wall’s area by halving its 
  thickness. The wall cannot be conjured so that it occupies the same space 
  as a creature or another object.
  A wall of sand has no structural integrity and must always sit on a firm 
  foundation. It cannot be used to bridge a chasm, but it can be shaped into 
  a ramp as long as there is solid ground beneath it. You can create a wall of 
  sand in any vertical shape you desire. Unlike most magical walls, a wall 
  of sand is impervious to breaking and chipping. It can be affected by a 
  disintegrate spell, though sand from adjoining sections of the wall pours 
  in and fills any breach.
  Creatures can force their way slowly through the wall by making a 
  Strength check as a full-round action. For every 5 points by which the 
  check exceeds 10, a creature moves 5 feet (up to a maximum distance 
  equal to its normal land speed). Sand fills the area immediately after the 
  creature moves through it. Creatures moving through the wall of sand are 
  blinded and must hold their breath, or they begin to suffocate. Creatures 
  can also climb over the wall by succeeding on a DC 25 Climb check.
  Any creature within the area of the spell when it is cast is caught inside. 
  Wall of Serpents 
   
  School conjuration (creation); Level cleric 7, druid 7, serpent 
  [good] 7, sorcerer/wizard 7, summoner 6
  Casting Time 1 standard action
  Components V, S, M/DF (crushed scales from a constrictor 
  snake and a viper)
  Range Medium (100 ft. + 10 ft./level)
  Effect Wall of serpents up to 20 ft. long/caster level or a 
  ring of serpents with a radius of up to 5 ft./two caster levels; 
  either form 20 ft. high
  Duration 1 minute/level
  Saving Throw See text; Spell Resistance No
  Using this spell, you can create an immobile wall of poisonous, biting, 
  and constricting snakes. A wall of serpents cannot form in an area occupied 
  by physical objects or creatures.
  For the duration of the spell, any creature that comes within 10 feet 
  of the wall must succeed at a Reflex save or automatically be grappled 
  by the constrictor snakes formed from the wall. (A creature must make 
  a Reflex save each round he stays or moves within 10 feet of the wall to 
  avoid being grappled.) A grappled creature can escape by succeeding at a 
  Strength check or Escape Artist check (both DC 20).
  A grappled victim is automatically bitten by 1d4 poisonous vipers (1d6 
  points of damage per snake) each round the hold is maintained and must 
  succeed at a Fortitude save or suffer 1d6 points of Constitution damage 
  for 6 rounds. Poisoned creatures can make a Fortitude save each round to 
  negate the damage for that round; two consecutive saves ends the effect. 
  Note, a grappled creature must make a Fortitude save for each snake that 
  successfully bites in a given round.
  The wall can be attacked with spells and weapons. If any 5-foot section 
  of the wall takes 20 points of damage or more in one round, that area 
  ceases to function.
   
  War Paint 
  School transmutation; Level alchemist 2, bard 2, inquisitor 2, 
  ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 minute
  Components V, S, M/DF (small jar of paint)
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The subject gains a +2 morale bonus on attack rolls made to confirm 
  critical hits, Will saves and Intimidate checks made to demoralize enemies. 
  The morale bonus does not stack with morale bonuses from other sources.
  
  79
  Archetypes
  Everything evolves over time. Some adaptations exceed all expectations 
  and thrive, while others careen towards extinction right from the start. 
  Success and failure depend upon whether the changes suited the individual’s 
  specific needs. The conventional druid’s ability to effortlessly pass through 
  undergrowth proves useful when moving through a dense thicket, but 
  it provides no benefit to a druid travailing across the trackless sands of a 
  barren desert. Many characters are faced with the same dilemma. Skills, 
  feats and abilities that are invaluable in one environment or campaign may 
  be useless in another. The desert is a sere world that demands specialization, 
  so adventurers heeded the call and adapted to this harsh land by developing 
  alternate class features like the ability to withstand severe heat or to move 
  across the sand without impediment. These alternate class features are in lieu 
  of rather than in addition to familiar class features. Unlike feats, characters 
  cannot pick and choose individual alternate class features. Instead, specific 
  features are combined together to create archetypes.
  In short, archetypes are alternate versions of character classes. Though 
  they retain the class’s base attack bonus, Hit Dice and saving throws, the 
  class features are different. Archetypes group together several alternate class 
  features to create a more specialized version of the class that is better suited 
  for a particular environment or culture, such as a fighter trained to protect a 
  merchant caravan or a ranger that subsists on the desert’s meager resources. 
  Those archetypes with alternate class features that allow characters to brave 
  extreme temperatures are best suited for a desert campaign, but many others 
  are equally effective far from the desert’s scorching sands. The archetypes 
  presented in this chapter allow players to explore a variety of options when 
  creating characters for a desert campaign.
  Barbarian Archetypes
  Barbarians are commonly perceived as crazed, wild men who pour out 
  of some god-forsaken hole in the ground to wreak havoc on civilization. 
  Like most perceptions, there are grains of truth in this outlook. Barbarians 
  can and frequently do whip themselves into a frenzy during the heat of 
  combat, but they are much more than battle-mad warriors spawned from 
  the bowels of the earth. They are skilled animal handlers and proficient 
  riders. They are fast, agile and attuned to the natural world. The archetypes 
  presented in this section exemplify their diversity. The dromedarii is 
  an expert camel rider born and bred for life on the burning sands. The 
  scalp fetishist collects grisly trophies from his victims that enhance his 
  combat abilities. Though both archetypes display aspects of the barbarian 
  stereotype, they are unique enough to also stand apart from it.
  Dromedarii
  A few days after birth, the dromedarii gets his first view of the world from 
  the back of a camel. His training continues throughout his formative years 
  as he learns to spur his mount to greater speeds and to attack his enemies 
  from the saddle. When he reaches adulthood, the dromedarii and his trusted 
  camel are a frightening instrument of war. Because of their affinity for their 
  mounts, they are seen as an offshoot of the more commonly encountered 
  steppe barbarians who terrorize the grasslands from horseback. Yet there 
  are significant differences. The desert lacks enough food and water to 
  sustain vast hordes of men and beasts, so dromedarii travel alone or in much 
  smaller groups. Those that join a larger force are typically employed as 
  auxiliary troops rather than serving as part of the main fighting force like the 
  barbarians of the steppe. They make excellent scouts, because their mount 
  can travel vast distances without needing to stop for food and water. The 
  dromedarii’s speed, knowledge of the land and martial prowess make him a 
  valuable addition to any party setting out into the trackless desert.
  Fast Rider (Ex): The speed of any camel the dromedarii rides is 
  increased by 10 feet. This replaces fast movement.
  Camel Warrior (Ex): At 2nd level, a dromedarii gains Mounted 
  Combat and Mounted Archery as bonus feats. This ability replaces 
  uncanny dodge.
  Terrain Expert (Ex): At 3rd level, the dromedarii gains a +1 bonus 
  on Acrobatics, Climb, Knowledge (nature) and Survival checks made in 
  desert terrain. These bonuses improve by +1 every three levels after 3rd. 
  This ability replaces trap sense.
  Master of the Sands (Ex): At 5th level, the dromedarii and his mount 
  can move across any type of difficult terrain encountered in the desert at 
  their normal speed. Terrain magically manipulated to impede motion still 
  affects them. The dromedarii gains a +4 bonus on Ride checks made to 
  negate a hit against the dromedarii’s mount, and a +4 bonus on Survival 
  checks made to notice quicksand. This ability replaces improved uncanny 
  dodge.
  Rage Powers: The following rage powers (found in the Pathfinder 
  Roleplaying Game Advanced Player’s Guide) complement the dromedarii 
  archetype: ferocious mount, ferocious trample, greater ferocious mount, 
  greater ferocious trample and spirit steed.
  Scalp-Taker
  Most frequently encountered in semiarid deserts, scalp-takers are 
  savage warriors renowned for displaying gruesome keepsakes culled 
  from the bodies of vanquished enemies. The bloody practice stirs disdain 
  and fear among more civilized desert peoples who view its practitioners 
  as feral animals. But scalping is much more than a primitive act of 
  mutilation. Though it arose from an intention to instill fear into the 
  scalp-taker’s enemies, (which it still does), the practice also boosts the 
  barbarian’s morale and makes it easier for him to demoralize his foes. 
  This is particularly true because most scalp-takers are part of a much 
  larger tribe. A lone scalp-taker is a fearsome adversary in his own right, 
  but encountering a battle-frenzied group of these barbarians is utterly 
  terrifying. However, some independent-minded scalp-takers abandon 
  their tribal existence and set out on their own in search of adventure. 
  These men and women are skilled warriors and survivalists, though their 
  macabre art may be too much for some companions to stomach.
  Scalp Fetish (Ex): The scalp-taker collects scalps from foes he slew 
  in battle. At 3rd level, a scalp-taker can attach one of these scalps to his 
  armor, weapon or piece of clothing such as a belt or sash. This grants 
  the scalp-taker a +1 morale bonus to attack rolls made against cowering, 
  frightened, panicked and shaken creatures and on Intimidate checks made 
  to demoralize enemies. Every three levels beyond 3rd, a scalp-taker can 
  use an additional scalp fetish. The effects of multiple scalp fetishes stack. 
  Alternatively, once per day at 3rd level and one additional time per day for 
  every five levels thereafter, a scalp-taker can choose to add a morale bonus 
  equal to 1/2 his barbarian level to a single weapon damage roll. Doing 
  so destroys the scalp fetish. A scalp fetish can be sundered (hardness 
  5, 1 hit point) but is not damaged by area attacks or attacks that do not 
  specifically target it. A scalp fetish lasts for a number of days equal to the 
  scalped creature’s Hit Dice before it decays and becomes useless. The act 
  of procuring a scalp from a fallen enemy requires a full-round action that 
  provokes attacks of opportunity. This ability replaces trap sense.
  Rage Powers: The following rage powers complement the scalp-taker 
  archetype: animal fury, fearless rage, inspire ferocity*, intimidating glare, 
  primal scent, reckless abandon* and scent. Those marked with an asterisk 
  can be found in the Pathfinder Roleplaying Game Advanced Player’s Guide.
  Bard Archetypes
  Bards are the keepers of lore and entertainers of their age. Their words, 
  music and motions stir a wide range of emotions among their listeners 
  and observers. They can rouse the lethargic, inspire the apathetic, soothe 
  the melancholy or charm the wary. Because of their diverse talents and 
  abilities, bards are an important facet of desert culture. Entertainment is 
  a welcome diversion from the drudgeries of daily life in an inhospitable 
  
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  environment. Poets are particularly popular among the common people 
  because their poetry collections are easily remembered and reasonably 
  priced, while dancers, musicians, comedians and other live performers 
  are found predominately in the palaces and mansions of those who can 
  afford such luxuries. The concubine, a woman belonging to a harem and 
  the first archetype presented in this section, hails from the latter world. 
  The sha’ir, a poet with an affinity for genie magic, may be found in any 
  social or economic circle. These skilled performers combine their mastery 
  of arcane magic and entertainment prowess to maximum effect.
  Concubine
  Polygamy is not uncommon in the royal courts and wealthy estates 
  of many desert kingdoms. A powerful king’s harem may include dozens 
  of wives and an even larger complement of concubines to entertain and 
  pleasure him. (In general, a concubine moves up to the position of wife by 
  giving birth to his child.) Though the concubine’s role is often perceived 
  as being purely sexual, concubines and wives are also responsible for 
  raising, educating and entertaining the many children born from these 
  unions. The relationships forged during the children’s formative years pay 
  substantial dividends over the coming years, as these youngsters reach 
  adulthood and vie for succession. Fierce rivalries are common, as wives 
  and concubines allied with them scheme against each other to ensure that 
  their child achieves the status of favored son or daughter. The common 
  man views the harem as an inexhaustible fountain of pleasure, but in reality 
  the harem is a cauldron of perpetual intrigue. A fresh plot lurks around 
  every corner of the harem. Without a vested stake in the endless roils of 
  succession, some concubines leave the harem, either by escaping or by 
  mutual agreement, to make their own way in the world as entertainers or 
  persons of tremendous influence. Skilled in the art of seduction, deception 
  and intrigue, they also have a sharp intellect and beauty that many men 
  find irresistible. Concubines use these diverse talents to influence the 
  actions of others to get whatever they want, often without a fight.
  Bardic Performance: A concubine gains the following types of bardic 
  performance.
  Seduction (Sp): At 6th level, a concubine can dominate a creature 
  already fascinated by her performance. The affected creature must belong 
  to the same creature type as the concubine and also find her physically 
  attractive. (Unless otherwise noted in the affected creature’s description, 
  members of the opposite gender are physically attracted to the concubine.) 
  Using this ability does not disrupt the fascinate effect, but it does require 
  a standard action to activate (in addition to the free action to continue 
  the fascinate effect). If the target succeeds on a Will save (DC 11 + 1/2 
  the bard’s level + the bard’s Cha modifier), he resists this power and is 
  immune to it for 24 hours. (The save DC includes the +1 bonus gained 
  from love at first sight.) Failure leaves the creature dominated for as long 
  as the performance continues. If the target takes damage, this effect ends 
  immediately. This mind-affecting ability relies on audible components. 
  This ability replaces suggestion.
  1,001 Tales (Su): A concubine of 8th level or higher can spin wondrous 
  tales that capture the imagination of those that hear them. Enemies within 
  30 feet are unable to attack the bard unless they succeed at a Will save 
  (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). This ability 
  duplicates the effects of sanctuary even if the creature had no intention to 
  attack the bard. A successful save renders a creature immune to this ability 
  for 24 hours. 1,001 tales is a language-dependent, mind-affecting ability 
  that uses audible components. This performance replaces dirge of doom.
  Harem Performer (Ex): A concubine adds 1/2 her bard level (minimum 
  1) to Bluff, Disguise, Diplomacy, Knowledge (local), Knowledge 
  (nobility), one type of Perform check (act, dance, oratory, percussion, 
  string instruments or sing) and Sense Motive checks. She may make 
  checks with these skills untrained. This ability replaces bardic knowledge.
  Love at First Sight (Ex): At 2nd level, a concubine adds +1 to the 
  DC of mind-affecting effects used against creatures physically attracted 
  to the concubine as defined for her seduction ability. This ability replaces 
  well-versed.
  Master Poisoner (Ex): At 2nd level, concubines are trained in the 
  use of poison and cannot accidentally poison themselves when applying 
  poison to a blade. In addition, they are highly skilled at masking the taste 
  
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  of ingested poisons. Whenever a concubine poisons a creature’s food or 
  drink, the save DC to resist the ingested poison is increased by +1. This 
  bonus increases by an additional +1 at every four levels thereafter. This 
  ability replaces versatile performance.
  Sneak Attack (Ex): At 5th level, a concubine deals +1d6 points of 
  damage against targets within 30 feet that she flanks or that are denied 
  their Dex bonus to AC against her. This damage increases by +1d6 every 
  five levels after 5th. This ability replaces lore master.
  Sha’ir
  Many desert creation myths tell that when the world came into 
  existence, a poet uttered a single word, and a genie miraculously 
  appeared to carry out his commands. It is no coincidence then that bards 
  and genies are inexorably linked to one another. Genies are pervasive 
  throughout the literature and music of nearly every desert culture. 
  Words and performances sing praise to their glorious achievements and 
  heroism and decry their capricious acts of betrayal and destruction. The 
  bards that compose and perform these works are commonly known as 
  sha’irs, and they are found at every level of society. To the eyes and 
  ears of the casual listener or observer, the sha’ir seems to be nothing 
  more than a storyteller fascinated with genies. In fact, they are most 
  popular among children whom they captivate with their wondrous tales 
  of fantastical magic and exotic places. Yet beneath the surface, the sha’ir 
  is much more than a publicity machine or propagandist for the genies. 
  His intense study of these mystical beings allows him to duplicate their 
  magical powers and gives him added insight to defeat or aid them in 
  battle. For those that listen carefully to the sha’ir’s words and songs, 
  it becomes apparent that he is recounting his own experiences and 
  encounters with the genies, rather than reciting the deeds of others. For 
  that very reason, sha’irs are skilled at matching words and wits with the 
  desert’s most conniving denizens.
  Bardic Performance: A sha’ir gains the following types of bardic 
  performance.
  Scourge of Genies (Ex): A sha’ir who has identified a genie with a 
  Knowledge (planes) check can use performance to guide the actions of 
  his allies in combat. The sha’ir and any allies within 30 feet gain a +1 
  insight bonus to AC and on attack rolls against that type of genie. This 
  bonus increases by +1 at 5th level and every six levels thereafter. This 
  language-dependent ability requires visual and audible components. This 
  ability replaces inspire courage.
  Disappear (Su): At 3rd level, a sha’ir can cause one creature within 
  30 feet to become invisible. This effect functions as an invisibility spell 
  that lasts as long as the target can hear the bard’s performance or until 
  the target takes an action that would end the spell’s effects. Unwilling 
  creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier). Whether the save is successful or not, any 
  creature affected by this performance, (willingly or not), is immune to this 
  performance for 24 hours. The bard cannot use this performance to affect 
  himself. This effect relies upon audible components. This performance 
  replaces inspire competence.
  Flight of the Genie (Su): At 6th level, a sha’ir can imbue one creature 
  within 30 feet with the ability to fly. This effect functions as a fly spell 
  that lasts as long as the target can hear the bard’s performance. Unwilling 
  creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier). Whether the save is successful or not, 
  any creature affected by this performance, (willingly or not), is immune to 
  this performance for 24 hours. This effect relies upon audible components. 
  This performance replaces suggestion.
  Genie Form (Su): At 8th level, a sha’ir can cause one creature within 30 
  feet to assume gaseous form. This effect functions as a gaseous form spell 
  that lasts as long as the target can hear the bard’s performance. Unwilling 
  creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier). Whether the save is successful or not, 
  any creature affected by this performance, (willingly or not), is immune 
  to this performance for 24 hours. This effect requires audible components. 
  This performance replaces dirge of doom.
  Genie Resistant (Ex): At 2nd level, the sha’ir becomes resistant to 
  the magical powers of genies. He gets a +4 bonus on saves made against 
  all genies’ exceptional, supernatural and spell-like abilities. This ability 
  replaces well-versed.
  Cleric Archetypes
  Clerics serve as the link between the mortal and the divine. They act 
  as the conduit through which all divine energy flows. When deities or 
  a universal entity channel their energy into the world of men, the godly 
  power enters the cleric’s body for dispersal to his earthly followers. Gods 
  rarely walk among men, so for the overwhelming majority of worshippers, 
  the cleric is the closest they ever come to a personal audience with the 
  divine. Like most aspects of life in this brutal environment, desert gods 
  and the priests that serve them are also tempestuous and parochial. Rather 
  than fully open their doors and welcome a broad-based group of followers, 
  desert deities focus their attention on small but devout groups of believers 
  single-mindedly dedicated to one cause. The archetypes presented in this 
  section represent this philosophy. The kahin is a cleric consumed with 
  interpreting signs, omens and seeking good fortune. On the other hand the 
  nehjeer is a cleric charged with the preservation of earthly remains and 
  the destruction of the abominations that defy the grave and walk among 
  the living. Resolute in their faith, these clerics sacrifice diversity for total 
  mastery of their chosen domain.
  Kahin
  Fortune favors the brave or so the motto goes, but for the kahin fate 
  more than courage makes the man. For them, events do not take place 
  because men will them to happen; they occur because destiny dictated that 
  they would. Celestial forces even more powerful than the mightiest deities 
  shape the lives of men, and those able to foresee what the future holds 
  are poised to take advantage of the whims of fate. Kahins strive to be at 
  the forefront of the winds of change, yet they are willing to share their 
  insights with those that share their beliefs or ideologies. In fact, gamblers 
  and other people in high-risk professions typically flock to the kahin’s 
  side in search of hidden insight or even the slightest advantage in the 
  odds. They are among the most popular clerics encountered in the desert 
  because of their jovial nature and willingness to share their visions of 
  the future with others. Though they are fervent believers in the power of 
  fate, kahins also believe that they have at least a limited ability to shape 
  their own destinies. Kahin adventurers take this notion to heart for they 
  are convinced that they have more to offer the world than misfortune and 
  bad luck.
  Fortune Seeker: A kahin must choose the Luck domain. He does not 
  gain a second domain. If the cleric worships a deity, that deity must be one 
  that grants the Luck domain.
  Devotion: A kahin devotes his studies to the mysteries of fortune thus 
  he does not gain Medium Armor Proficiency or Shield Proficiency.
  Blessed Fortune (Su): A kahin does not have to touch a targeted 
  creature to bestow his bit of luck granted power. Instead, as a standard 
  action he may target any creature within 30 feet. The kahin can also target 
  unwilling creatures who resist the effect with a successful Will save (DC 
  10 + 1/2 cleric’s level + cleric’s Wis modifier). At 8th level, he may target 
  a creature with his bit of luck granted power as a move action, and 16th 
  level, he may target a creature with his bit of luck granted power as a free 
  action.
  See the Future (Su): Whenever the kahin casts a spell that grants a 
  luck or insight bonus to attack rolls, weapon damage rolls, AC, saving 
  throws, skill checks or ability checks, he casts the spell as if he were one 
  level higher than he actually is.
  Added Insight (Su): The kahin can use his good fortune granted power 
  once per day at 6th level, and one additional time per day for every three 
  cleric levels beyond 6th. A cleric normally gains one additional daily 
  usage of this granted power for every six cleric levels beyond 6th.
  Nehjeer
  Not all clerics tend to the needs of the living. A select few focus their 
  prayers and devotion to preserving the eternal sanctity of the dead. Many 
  desert cultures build elaborate tombs to house the mortal remains of their 
  dearly departed as well as many of the treasures he accumulated during 
  his lifetime. Most crypts are simple, subterranean vaults carved from 
  rock and sand, but for royalty and the extremely wealthy nothing short 
  of a wondrous monument suffices. The greatest kings and princes rest 
  
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  forever at the heart of massive pyramids that rival the most extravagant 
  palaces in size and riches. To preserve their earthly bodies for the afterlife, 
  many desert religions mummify their dead. This process is performed by 
  specialized clerics known as nehjeer. Though lay people derogatorily refer 
  to them as embalmers, the nehjeer is more than an ordinary mortician. 
  These clerics not only perform the religious rites of mummification, they 
  are also charged with the task of destroying those creatures that mock the 
  solemnity of death. Nehjeers who embark on careers as adventurers do so 
  with the latter goal in mind. For them, the gods entrusted them with the 
  sacred mission to root out and eradicate any creatures that defy the natural 
  order of death and instead rise as undead abominations. It is a crusade they 
  are ready, willing and able to undertake.
  Keeper of the Dead (Ex): A nehjeer must choose the Repose domain. 
  He does not gain a second domain. If the cleric worships a deity, that deity 
  must be one that grants the Repose domain.
  Undead Tactician (Ex): Whenever a nahjeer encounters undead 
  enemies, he can always act in a surprise round even if he failed a 
  Perception check to notice them. He is still considered flat-footed until 
  he acts. This ability works as long as there is at least one undead creature 
  among his enemies.
  Face Death (Ex): At 2nd level, a nehjeer gain a +1 bonus on Will saves 
  against fear effects from an undead source. This bonus increases by +1 for 
  every four levels beyond 2nd.
  Rebuke Unlife (Su): At 8th level, the nehjeer’s spells, spell-like 
  abilities and supernatural abilities used to damage undead deal an extra 
  50% damage. At 16th level, these effects automatically deal the maximum 
  possible damage for the effect + the extra 50%. This does not stack with 
  abilities or feats such as Empower Spell or Maximize Spell.
  Druid Archetypes
  Nature is a powerful force, and druids serve as its guardians and 
  benefactors. In temperate and tropical climates, druids tend to the trees 
  and plants of the verdant forests along with the abundant fauna that call 
  these lush paradises home. They use their magical powers and martial 
  prowess to defend the sanctity of the pristine wilderness against despoilers 
  and trespassers bent on exploiting nature for their own benefit. Their role 
  in the lush forests and sweeping grasslands of the world is well-defined, 
  but deserts present a different dilemma. Most creatures venturing across 
  the windswept dunes and scorching sands are simply struggling to survive 
  rather than pillage the desert’s scant natural resources. Of course, there 
  are exceptions, but many desert druids view their roles in a different light. 
  Oasis druids seek to preserve and expand the refreshing waters of the 
  desert’s oases for the continued usage of the native inhabitants as well as 
  passing travelers. The medicine men of the semiarid deserts use plants 
  materials and other natural resources to heal the sick and injured and fortify 
  the courage of those under their care. For them, nature is a welcoming 
  source of sustenance and comfort for those in the greatest need.
  Oasis Druid
  Trackless expanses of rolling sand dunes, gravel plains and salt pans 
  comprise the overwhelming majority of a hot and dry desert’s surface 
  area. This sere, granular soil lacks any moisture which renders vast swaths 
  of the desert virtually uninhabitable to all but the hardiest of indigenous 
  residents. Yet, pockets of life flourish in this punishing landscape around 
  its scattered oases. Oases are low-lying areas where tremendous pressure 
  has pushed underground water to the surface. The fresh supply of water 
  attracts thirsty birds, animals, men and monsters to its inviting shores. 
  These creatures deliberately or inadvertently carry seeds with them 
  which then take root in the fertile soil along the oasis’ edges. As this 
  natural process progresses, oasis druids typically oversee and enhance 
  the oasis’ transformation from a fresh water spring to a verdant, green 
  paradise. They see these wellsprings of life as welcoming desert gardens 
  for plants, animals and passing travelers alike. Oasis druids encourage 
  other creatures, both wild and civilized, to drink from its fresh waters 
  and reap its fruits and vegetables, particularly dates from the palm trees 
  that they planted shortly after the oasis’ birth. Wanderlust fills the souls 
  of most adventuring oasis druids preventing them from forming lasting 
  bonds with companions. Unsatisfied with tending to the needs of a single 
  oasis, they search the desert’s burning sands and salt flats for more oases 
  to cultivate and expand. Their bold spirit and unsurpassed knowledge of 
  this environment make them one of the desert’s greatest resources.
  Nature Bond (Ex): An oasis druid may not select an animal companion. 
  Instead he must choose from the following domains, rather than those 
  usually available to druids: Air, Animal, Earth, Plant, Sun, Travel, Water 
  and Weather.
  Oasis Seeker (Ex): An oasis druid gains a +2 bonus on Knowledge 
  (nature), Knowledge (geography) and Survival checks to find water 
  sources in the desert or get along in the desert. This bonus improves by +1 
  every three levels thereafter. This ability replaces nature sense.
  Vermin Empathy (Su): An oasis druid can improve the attitude of 
  vermin as a normal druid can with animals. Vermin have a starting attitude 
  of unfriendly. The oasis druid can also improve the attitude of animals, but 
  he takes a –4 penalty on the check. This ability replaces wild empathy.
  Sandwalker (Ex): At 2nd level, an oasis druid suffers no penalties to 
  speed or on Acrobatics or Stealth checks when moving through desert or 
  sandy terrain. He cannot be tracked in such environments as well. This 
  ability replaces woodland stride.
  Desert Endurance (Ex): At 3rd level, an oasis druid ignores the effects 
  of a hot climate as if using endure elements. He also has a reduced need to 
  eat and drink, as if wearing a ring of sustenance (though normal sleep is 
  still required). This ability replaces trackless step.
  Dunecrawler (Ex): At 4th level, an oasis druid gains a burrow speed 
  of 15 feet (10 feet if he wears medium or heavy armor or if he carries 
  a medium of heavy load) through sand, loose soil or gravel. He cannot 
  burrow through stone, wood or hardened earth. He cannot charge or run 
  while burrowing. The loose material fills in behind the oasis druid as he 
  burrows, so he must either hold his breath or find an alternate means of 
  breathing to avoid suffocating. This ability replaces nature’s lure.
  Date Palm Tree (Ex): At 13th level, an oasis druid can cast tree shape 
  at will. The oasis druid must assume the form of a date palm tree. This 
  ability replaces a thousand faces.
  Medicine Man
  Among many of the nomadic peoples of the semiarid deserts, the 
  medicine man holds an important spiritual and political position within 
  the tribe. Outsiders perceive him as a primitive healer capable of brewing 
  herbal remedies and casting rudimentary curative spells, but his role is 
  much more complex. Though he specializes in the healing arts, his sacred 
  bond to the natural world and its deities grants him religious authority 
  among his people. In addition, his ability to communicate with beasts and 
  interpret natural omens gives him valuable insight that is indispensible to 
  many tribal chieftains. In fact, civic authorities never make an important 
  decision without soliciting the medicine man’s opinion first. The medicine 
  man acts as a high priest, spiritualist and strategist, yet in the eyes of 
  the common man he serves as a healer first and foremost. While clerics 
  rely predominately upon magic to aid the infirmed, the medicine man 
  uses more intuitive means to repair injury and cure sickness. Years of 
  experience, skilled hands and a treasure trove of natural ingredients give 
  the medicine man a fighting chance in his battle against wounds, disease 
  and poisons. The medicine man foregoes a close bond with the animal 
  kingdom to heal his fellow man. Medicine men believe that nature is the 
  wellspring of all healing.
  Nature Bond (Ex): A medicine man may not select an animal 
  companion. Instead he must choose from the following domains, rather 
  than those usually available to druids: Animal, Healing, Knowledge, 
  Plant, Repose, Sun and Water.
  Natural Healer (Ex): A medicine man adds half his class level 
  (minimum 1) to all Heal and Knowledge (nature) checks. This ability 
  replaces nature sense.
  Herbal Remedies (Ex): At 2nd level, a medicine man can roll a 
  Heal check and a Knowledge (nature) check and use the higher result 
  whenever he performs any task listed under the Heal skill (first aid, long-
  term care, treat deadly wounds, poison, disease or wounds from caltrops, 
  spike growth or spike stones). He can use this ability once per day and 
  one additional time per day for every three levels beyond 2nd level. In 
  addition, he does not provoke attacks of opportunity when treating deadly 
  wounds or treating poison. This ability replaces woodland stride.
  Master Brewer (Ex): At 3rd level, the medicine man gains Brew 
  
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  Potion as a bonus feat. Any cure spell potion brewed by a medicine man is 
  treated as if he were one level higher than he actually is. This does not add 
  any additional cost to the base price. This ability replaces trackless step.
  Hale (Ex): At 4th level, the medicine man gains a +4 bonus on saves 
  made against disease and all Heal checks made to treat disease. This 
  ability replaces resist nature’s lure.
  Antibodies (Ex): At 9th level, a medicine man gains immunity to all 
  diseases, and a +4 bonus on saves made against poison and all Heal checks 
  made to treat poison. This ability replaces venom immunity.
  Fighter Archetypes
  Fighters are the backbone of every military force. Their battle prowess 
  and diverse combat skills allow them to serve as infantry, archers, 
  crossbowyers or cavalry troops. On the surface, fighters appear to be the 
  most homogenous character class, yet reality is much different. Fighters 
  gain more feats than any other character class, allowing them to focus 
  their training on a particular combat style, mastery of a single weapon or 
  dabble in a broad-based spectrum of fighting disciplines. The sky is the 
  limit for a fighter with ingenuity and imagination. Some fighters opt to 
  follow a career path and hone their skills in furtherance of their chosen 
  profession. The archetypes presented here exemplify this decision. The 
  caravan guard is an experienced desert warrior that is a skilled rider with 
  some merchant skills. The palace guard is a vigilant protector and sworn 
  defender of the kingdom’s wealthiest and most powerful individuals. 
  Though they remain fighters at heart, their distinct and well-defined roles 
  make them more than an ordinary foot soldier.
  Caravan Guard
  Desert cities and towns owe their existence to trade. Roads traverse the 
  sweltering sands allowing caravans of men, camels and other domesticated 
  animals to transport their valuable goods from exotic ports of call and far 
  off destinations to the shelves of desert marketplaces. Yet, the journey 
  across the barren dunes is not an easy one. In addition to the stifling heat 
  and other natural hazards, bandits, highwaymen, wild animals and cunning 
  monsters pose a constant threat to the caravan’s security. To ward against 
  these dangers, affluent merchants hire experienced desert fighters as 
  caravan guards. Though their primary role is to fend off would be thieves 
  and robbers, caravan guards also acquire some additional riding skills as 
  well as a nose for business. Because of the extreme temperatures, caravan 
  guards universally wear light armor. Over time, they learn to master its 
  defensive capabilities. Their weaponry varies, but most caravan guards 
  hone their combat prowess with a mix of ranged and melee weapons. The 
  caravan guard’s battle experience and familiarity with desert terrain make 
  him an ideal companion for any journey across the sands.
  Skills: A caravan guard adds Appraise and Bluff to his list of class skills and 
  removes Knowledge (dungeoneering) and Swim from his list of class skills.
  Weapon and Armor Proficiency: A caravan guard is not proficient 
  with medium armor, heavy armor or tower shields.
  Desert Vigilance (Ex): At 1st level, a caravan guard gains both 
  Alertness and Mounted Combat as bonus feats. This ability replaces the 
  1st-level fighter bonus combat feat.
  Caravan Veteran (Ex): At 2nd level, a caravan guard gains a +1 
  bonus on Constitution checks made to avoid nonlethal damage from a 
  forced march; Constitution checks made to avoid nonlethal damage from 
  starvation or thirst; Fortitude saves made to avoid nonlethal damage from 
  hot environments, all Ride skill checks and all Profession (driver) skill 
  checks. This bonus increases by +1 for every four levels after 2nd level (to 
  a maximum of +5 at 18th level). This ability replaces bravery.
  Light Armor Expert (Ex): At 3rd level, a caravan guard increases the 
  AC bonus granted by any light armor he uses by 1. At 11th level, a caravan 
  guard increases the AC bonus granted by any light armor he uses by 2. 
  These bonuses do not stack. This ability replaces armor training 1 and 3.
  Desert Senses (Ex): At 5th level, a caravan guard gains a +1 bonus on attack 
  rolls, initiative checks, Perception checks and Reflex saves made in the desert. 
  This bonus increases by +1 for every four levels after 5th to a maximum of +4 
  at 17th level. This ability replaces weapon training 1, 2, 3 and 4.
  
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  Uncanny Dodge (Ex): At 7th level, a caravan guard can react to danger 
  before his senses would normally allow him to do so. He cannot be caught 
  flat-footed, nor does he lose his Dexterity bonus to AC if the attacker 
  is invisible. He still loses his Dexterity bonus to AC if immobilized. A 
  caravan guard with this ability can still lose his Dexterity bonus to AC if 
  an opponent successfully uses the feint action against him.
  If a caravan guard already has uncanny dodge from a different class, 
  he automatically gains improved uncanny dodge instead. This ability 
  functions only in the desert. This ability replaces armor training 2.
  Improved Uncanny Dodge (Ex): At 15th level, a caravan guard can no 
  longer be flanked. This defense denies a rogue the ability to sneak attack 
  the character by flanking him, unless the attacker has at least four more 
  rogue levels than the target has caravan guard levels.
  If a character already has uncanny dodge from another class, the levels 
  from the classes that grant uncanny dodge stack to determine the minimum 
  rogue level required to flank the character. This ability functions only in 
  the desert. This ability replaces armor training 4.
  Palace Guard
  Wealth and power always attract unwanted attention. Thieves, 
  kidnappers and other miscreants are constantly on the lookout for the next 
  big score, and an opulent palace teeming with riches is certain to garner 
  their interest. Disgruntled people seek opportunities to air their grievances 
  or exact revenge against those they hold accountable for their misfortune. 
  Ambitious rivals hatch schemes to clear their path towards increased 
  power and fortune. Mighty walls can keep only so much danger at bay — 
  the rest is up to the palace guard. Vigilant, attentive and steadfastly loyal, 
  the palace guard is responsible for securing their employer’s property 
  and protecting his well-being along with ensuring the safety of his family 
  or trusted associates. Palace guards generally serve royalty, nobility or 
  the extremely wealthy. Many also hail from these elite circles and are 
  handsomely paid for their services. Though their mission to protect the 
  residence against intruders is rather straight-forward, palace guards must 
  also navigate the web of intrigue entangling those already inside the 
  palace. Conspiring family members, jealous spouses, clandestine lovers 
  and disloyal servants abound within mansion walls. Weak-minded and 
  covetous palace guards soon become embroiled in these plots, while those 
  that resist these temptations rise to the highest levels of their profession. 
  The palace guard is a skilled warrior with an extensive network of allies 
  and associates within any desert city.
  Skills: A palace guard adds Knowledge (nobility), Perception and Sense 
  Motive to his list of class skills and removes Knowledge (dungeoneering), 
  Knowledge (engineering) and Swim from his list of class skills.
  Weapon and Armor Proficiency: A palace guard is not proficient with 
  heavy armor or tower shields.
  Right Connections (Ex): At 1st level, a palace guard gains Alertness 
  as a bonus feat. Palace guards enjoy a one-time benefit to their initial 
  finances. Their starting cash increases to 900 gp. A palace guard can 
  attempt a Knowledge (nobility) check in place of a Knowledge (local) or 
  Diplomacy check made to gather information. This ability replaces the 
  1st-level fighter bonus combat feat.
  Strong-Minded (Ex): At 2nd level, a palace guard gains a +1 bonus 
  against enchantment spells and effects and to Sense Motive checks to 
  avoid being bluffed. This bonus increases by +1 for every four levels after 
  2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
  Save the King (Ex): At 3rd level, when performing the aid another 
  action, the palace guard grants a +3 bonus to the ally’s Armor Class. The 
  +3 bonus applies to the ally’s AC only and not to attack rolls. This bonus 
  increases by +1 for every four levels after 3rd level (to a maximum of +6 
  at 15th level). This ability replaces armor training 1 and 3.
  Nice Try (Ex): At 5th level, whenever an enemy attempts a disarm, 
  feint or trip combat maneuver against the palace guard and fails, the 
  palace guard gains a +1 bonus on attack and damage rolls made against 
  that enemy for 1 round. The bonus increases by +1 for every four levels 
  beyond 5th. This effect does not stack with itself, but can be applied to 
  multiple enemies. This ability replaces weapon training 1.
  Not So Fast (Ex): At 7th level, a palace guard gains a +4 bonus to his 
  CMD against Acrobatics checks made to avoid an attack of opportunity 
  by moving through a square threatened by the palace guard. The bonus 
  increases to +6 at 15th level. This ability replaces armor training 2 and 4.
  Monk Archetypes
  Discipline, self-sacrifice and inner determination are the hallmarks 
  of every monk. Endless repetition, deep introspection and solemnity of 
  body and mind combine forces to unleash a weapon that transcends the 
  limitations of the physical world. Their combat abilities ascend to the realm 
  of the supernatural, allowing them to perform maneuvers beyond the bounds 
  of normal reality. In contrast to conventional wisdom, monks achieve 
  these astounding feats by focusing on simplicity and self-deprivation 
  rather than complexity and self-indulgence. Monks shun the trappings 
  and materialism of the outside world in favor of an ascetic lifestyle spent 
  meditating, fasting and exercising. Though these endeavors are typically 
  associated with a religious order, monks are generally not as devoted to a 
  particular deity or belief system as clerics and other divine spellcasters. Yet, 
  there are exceptions to every rule, as one of the archetypes presented here 
  demonstrates. The dervish believes that his martial powers derive from a 
  mystical link between himself and his deity, Mah-Barek. On the other hand, 
  the sadhu taps into the powers of the spiritual world to curse his enemies and 
  reach into the ethereal realm. Despite their divergent ideologies, there is no 
  doubting that the powers wielded by the dervish and sadhu lay closer to the 
  realm of the impossible rather the plausible.
  Dervish of Mah-Barek
  The dervish’s motions seem like disjointed, whirling dance steps, 
  but hidden amidst the leaps, twirls and spins is a rhythmic conjoining 
  of mysticism and combat maneuvers. Though dervishes spend hours 
  painstakingly rehearsing and practicing these routines, they firmly 
  believe that their deity, Mah-Barek, guides their actions in battle. (Details 
  regarding Mah-Barek appear in Chapter 9, “Faiths of the Desert.”) Dervish 
  communities are found in almost every major desert city. Because the 
  dervishes perform their rituals in celebration of their faith, they are more 
  open to the public than many monastic orders. In fact, dervishes actively 
  seek converts, yet they do not proselytize new members with fiery sermons 
  or religious texts. Instead, the dervishes’ battle dance speaks for itself. 
  Those able to imitate its intricate steps and motions after observing it for a 
  few minutes are immediately approached to join the order. Even the most 
  brazenly devout worshipper of Mah-Barek cannot become a dervish if 
  he cannot master the battle dance. In the heat of combat, the dervish is a 
  unique synthesis of practiced routine and divine inspiration, as he becomes 
  a constant whirlwind of motion striking all enemies within his reach.
  Weapon and Armor Proficiency: Dervishes are proficient with the 
  kama, quarterstaff, shortspear, short sword and spear only. This replaces 
  the normal monk weapon proficiencies.
  Whirlwind Attack (Ex): At 1st level, a dervish gains Whirlwind Attack 
  as a bonus feat, even if he does not meet the prerequisites. When using this 
  feat, a dervish can roll his attack roll twice and take the higher result. If one 
  of these rolls is a critical threat, the other roll is used as the confirmation 
  roll (dervish’s choice if they are both critical threats). He can use this ability 
  once per day and no more than once per round. He can use this ability one 
  additional time per day for every four levels thereafter up to a maximum of 
  five times per day at 17th level. This ability replaces stunning fist.
  Whirlwind Dance (Ex): At 3rd level, a dervish learns the discipline 
  of incorporating his attack routine with the dervish’s battle dance. This 
  allows the dervish to attack enemies and make Perform (dance) checks 
  simultaneously though he incurs a –2 penalty to attack rolls and Perform 
  (dance) checks while doing so. This ability replaces still mind.
  Battle Dance (Ex): At 5th level, a dervish can combine his attack and 
  dance routine with devastating effects. While performing a whirlwind 
  dance, he may spend 1 point from his ki pool as a swift action to add the 
  results of his Perform (dance) check to his attack roll. He cannot use this 
  ability more than once per round. This ability replaces purity of body.
  Inspired Dance (Ex): At 5th level, a dervish adds his level to all 
  Perform (dance) checks. By spending 1 point from his ki pool as a swift 
  action, a dervish gains a +20 bonus on Perform (dance) checks for 1 
  round. He can use this ability in conjunction with other ki abilities. This 
  ability replaces high jump.
  Saving Dance (Ex): At 7th level, a dervish can grant creatures another 
  saving throw to resist the effects of certain magical effects. While performing 
  a whirlwind dance, he may spend 1 point from his ki pool (as a swift action) 
  
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  to grant any creature already under the influence of a mind-affecting magical 
  attack another saving throw against the effect. Any creature that can see the 
  dervish and is within 30 feet of him gains another saving throw against the 
  effect, but it must use the dervish’s Perform (dance) skill check result for the 
  save. Saving dance does not work on effects that do not allow saves. This 
  ability relies on visual components. Saving dance lasts for 1 round only, 
  but it can be used multiple times by expending additional points from the 
  dervish’s ki pool. This ability replaces wholeness of body.
  Prayer Dance (Su): At 11th level, a dervish can grant the blessing of 
  Bah-Marek to his allies. While performing a whirlwind dance, he may 
  spend 2 points from his ki pool (as a swift action) to duplicate the effects of 
  prayer for 1 minute. In addition, whenever an ally affected by prayer scores 
  a critical threat, he may use the dervish’s Perform (dance) check in place 
  of his confirmation roll if, after the confirmation roll is made, the Perform 
  check result proves to be higher. This ability replaces diamond body.
  Sadhu
  Sadhus are rigid disciplinarians who follow a strict doctrine of self-
  deprivation and spiritualism. They accumulate no material goods beyond the 
  bare necessities and regularly fast or abstain from eating meat or animal-based 
  products, like milk or butter. Though sadhus are commonly seen begging on 
  street corners or in other public places, they donate the proceeds to society’s 
  least fortunate individuals. Sadhus consider themselves to be spiritually rich, 
  so they have no need for wealth. They are devout, religious men, but they 
  do not worship a particular deity. Instead, they pay homage and pray to a 
  multitude of gods. They believe that the world’s wonders are too bountiful 
  and diverse for one being to create or oversee no matter how powerful it may 
  be. Villagers and townspeople revere sadhus as holy men who are admired 
  for their wisdom and incorruptibility. Because of these traits, sadhus may be 
  called upon to settle disputes or resolve conflicts within the community. City 
  dwellers also respect them for their devotion and piety, yet they are met by an 
  undercurrent of resentment and suspicion attributable to their begging activities. 
  When confronted by others, sadhus do not appear as imposing figures. They 
  lack the defined muscularity and obvious agility of other monks, but they 
  compensate for their unimpressive physicality with frightening magical powers. 
  As such, sadhus are often mistaken for arcane spellcasters rather than physical 
  combatants, an error that their enemies soon regret.
  Hex Strike (Ex): At 1st level, a sadhu gains Hex Strike (Pathfinder 
  Roleplaying Game Ultimate Combat) as a bonus feat, even if he does not 
  meet the prerequisites. When he receives this feat, he must choose one of the 
  following witch’s hexes to apply to it: blight, charm, evil eye, fortune, healing, 
  misfortune, slumber or ward. The save to resist the hex is equal to 10 + 1/2 the 
  sadhu’s level + the sadhu’s Wisdom modifier. His caster level is equal to his 
  monk level. A sadhu may attempt a hexing strike attack a number of times per 
  day equal to his monk level, plus one more time per day for every four levels he 
  has in classes other than monk. He cannot select this feat again unless he gains 
  the hex class feature from another class. This ability replaces stunning fist.
  Endurance (Ex): At 1st level, a sadhu gains Endurance as a bonus feat. 
  This ability replaces the monk bonus feat at 1st level.
  See the Beyond (Ex): At 2nd level, a sadhu gains Blind-Fight as a 
  bonus feat. At 6th level, the sadhu gains Improved Blind-Fight as a bonus 
  feat, even if he does not meet the prerequisites. At 10th level, the sadhu 
  gains Greater Blind-Fight as a bonus feat, even if he does not meet the 
  prerequisites. This ability replaces the bonus feat at 2nd level and evasion. 
  Improved Blind-Fight and Greater Blind-Fight are both located in the 
  Pathfinder Roleplaying Game Advanced Player’s Guide.
  See Reality (Ex): At 3rd level, a sadhu gains a +2 bonus on saving 
  throws against illusion spells and effects. This ability replaces still mind.
  Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki 
  pool, a sadhu may spend 1 point from his ki pool to allow his unarmed 
  attacks to be treated as ghost touch weapons for 1 round.
  See Truth (Ex): At 5th level, a sadhu adds his level to all Sense Motive 
  checks. By spending 1 point from his ki pool as a swift action, a sadhu gains a 
  +20 bonus on Sense Motive checks for 1 round. This ability replaces high jump.
  Spirit Strike (Su): At 7th level, a sadhu may spend 1 point from his ki 
  pool (as a swift action) to treat his unarmed strikes as melee touch attacks 
  for 1 round. This ability replaces wholeness of body.
  Freedom of Movement (Su): At 9th level, a sadhu may spend 2 points 
  from his ki pool (as a swift action) to duplicate the effects of freedom of 
  movement for 10 minutes. This ability replaces improved evasion.
  Paladin Archetypes
  Blessed with a pure heart, the truest convictions and skill at arms, 
  paladins man the vanguard in the struggle against evil. They never waver 
  in the battle against wickedness or compromise their lofty principles 
  when faced with temptation. They exemplify all that is just and right in 
  the world and serve as glorious beacons of goodness and lawfulness for 
  others to emulate. Their fervent belief in their noble cause blesses them 
  and those that serve alongside them. They can call upon the powers of 
  goodness to smite evil, heal the injured or bolster the courage of those 
  not as brave as they are. Paladins bring light where darkness rules, and 
  hope where despair reigns. In many desert cultures, they are the figures 
  of legends. They are courageous knights, just kings and righteous 
  counselors. They take on these prestigious roles because their bravery and 
  strength of convictions make them natural-born leaders. Others aspire to 
  follow in their footsteps and walk the same path they do. The archetypes 
  presented here demonstrate the paladin’s ideal to guide and serve others. 
  The mah-baresh is a devout follower and crusader in the service of his 
  deity, Mah-Barek. The janissary defends and guides goodly kings in many 
  desert nations. For these men and women, staunch belief in goodness and 
  faith always triumphs over sin and fear.
  Mah-baresh
  Since the birth of their faith centuries ago, the mah-bareshes have been a 
  shining testimony to the glory and benevolence of their deity, Mah-Barek. 
  They ascribe to the teachings and writings of Fatimashan, one of the four 
  witnesses to their god’s manifestation. When Mah-Barek journeyed with 
  her for thirty days and thirty nights across the desert, he spoke of the virtues 
  of love, mercy, charity and kindness — traits every mah-baresh emulates 
  in his words and deeds. Orders of the mah-baresh can be found in every 
  major desert city or town. These holy temples are renowned throughout 
  the kingdoms as places of peace, sanctuary and generosity. The mah-
  bareshes are prohibited from turning away anyone in need. Criminals and 
  undesirables in need of healing, asylum or respite find refuge within these 
  sacred walls, but this generosity comes with a unique price. When the 
  refugee’s time of need passes, he is required to fight alongside the mah-
  bareshes in a faqwad, which is generally translated as righteous battle. In 
  many cases, the former refugee’s experience is so inspirational that he 
  abandons his old lifestyle and joins the mah-baresh in their holy mission. 
  The mah-bareshes welcome such converts because they believe that no 
  experience tests the mettle of a man’s beliefs and convictions more than 
  combat. In fact, the mah-bareshes believe that they are warriors first and 
  men second. Words and good deeds can alter the wayward paths of some, 
  but only the purest of hearts and sharpest of scimitars can rid the world of 
  unrepentant evil forever. Their illustrious history and renowned reputation 
  for doing just that speak for themselves.
  Weapon Focus: A mah-baresh gains Weapon Focus (scimitar) as a 
  bonus feat at 1st level. This ability replaces his heavy armor proficiency.
  Mah-Barek’s Fervor (Su): At 3rd level, a mah-baresh can spend one 
  use of his lay on hands ability as a standard action to grant all adjacent 
  allies (including paladins) a bonus. At 3rd level, adjacent allies receive a 
  +1 sacred bonus on their attack rolls and combat maneuver checks. These 
  bonuses last for a number of rounds equal to the mah-baresh’s Charisma 
  modifier. At 9th and 15th levels, this bonus increases by +1. At 6th level, 
  these bonuses are granted to all allies within 10 feet, and allies within 
  this area are immune to fear. At 12th level, these bonuses are granted to 
  allies within 15 feet, and allies within this area gain a +2 circumstance 
  bonus on attack rolls to confirm critical hits. At 18th level, these bonuses 
  are granted to all allies within 20 feet, and allies within this area deal an 
  additional +1d6 points of damage whenever they confirm a critical hit. 
  These bonuses are cumulative with each other. Allies only benefit from 
  these bonuses while in the listed area. This ability replaces mercy.
  Mah-Barek’s Insight (Su): At 3rd level, when a mah-baresh confirms 
  a critical hit with his scimitar, he can spend one use of his lay on hands 
  ability as a swift action to double the threat range of all weapons wielded 
  by allies within 10 feet of him until the start of his next turn. This effect 
  does not stack with any other effect that expands the threat range of a 
  weapon. His allies must remain within 10 feet of him, and must be able 
  both to see and hear the mah-baresh to gain this benefit. This ability 
  
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  replaces divine health.
  Divine Bond (Su): Upon reaching 5th level, a mah-baresh must form 
  a bond with a scimitar. This ability otherwise functions as the paladin 
  ability.
  Mah-Barek’s Strength (Su): At 8th level, a mah-baresh can expend a 
  use of his smite evil ability as a swift action to grant himself and all allies 
  within 10 feet the Power Attack and Cleave feats, even if they do not 
  meet the prerequisites. The effects last for 1 minute. Evil creatures gain no 
  benefit from this ability. This ability replaces aura of resolve.
   Janissary
  Janissaries are the incorruptible defenders of kings, princes and other 
  individuals worthy of such an honor. Becoming a janissary is an arduous 
  and hazardous journey that few men willingly aspire to undertake. Most 
  janissaries begin this road as unwitting, young children culled from the 
  ranks of conquered people hundreds or even thousands of miles away. 
  Tearing children away from their homes and families appears barbarous 
  and cruel, but the reality is that many parents see this as the child’s 
  opportunity for a better life. These children receive the finest education 
  and live a life of luxury in the palaces and mansions of the kings and 
  princes. In time, many of the boys and occasional girls that grow up in 
  this unusual system forget about their previous lives and develop an 
  unwavering loyalty towards each other and their benefactors. As the 
  children grow older, they undergo strenuous testing to determine what 
  line of profession they are best suited to perform as adults. Only an elite 
  few have the minds, bodies and hearts to be janissaries. They must be 
  fearless, steadfastly loyal and willing to sacrifice themselves to save the 
  lives of others. Janissaries are adept combatants dedicated to protecting 
  their allies regardless of the cost. Many men of power owe their kingdoms 
  and fortunes to the unwavering devotion and martial prowess of a loyal 
  janissary.
  Sacred Karma (Su): At 2nd level, a janissary can spend one use of 
  his lay on hands ability as a standard action to grant all adjacent allies 
  (including paladins) a bonus. At 2nd level, adjacent allies receive a +1 
  sacred bonus on saving throws. These bonuses last for a number of rounds 
  equal to the janissary’s Charisma modifier. At 9th and 15th levels, this 
  bonus increases by +1. At 6th level, these bonuses are granted to all allies 
  within 10 feet. At 12th level, these bonuses are granted to allies within 15 
  feet. At 18th level, these bonuses are granted to all allies within 20 feet. 
  These bonuses are cumulative with each other. Allies only benefit from 
  these bonuses while in the listed area. This ability replaces divine grace.
  Staunch Protector (Su): At 3rd level, a janissary can spend one use of 
  his lay on hands ability as an immediate action to grant a +2 bonus to AC 
  and 1d6 temporary hit points to a targeted creature within 10 feet of him. 
  At 6th level and every four levels thereafter, the ally gains an additional 
  1d6 temporary hit points. The temporary hit points last for a number of 
  rounds equal to the janissary’s Charisma modifier. Multiple uses of this 
  ability do not stack with themselves. This ability replaces divine health.
  Karmic Justice (Su): At 11th level, a janissary can expend two uses 
  of his smite evil ability to require all evil creatures within 20 feet of him 
  that fail a Will save (DC 10 + 1/2 the janissary’s level + the janissary’s 
  Charisma modifier) to roll their attack rolls twice and use the worse result. 
  Whether or not the save is successful, the creature is immune to karmic 
  justice for 24 hours. The effect lasts for 1 minute and continues to affect 
  creatures that move out of the original area. Creatures moving out of the 
  area remain affected by karmic justice, but creatures moving into the area 
  after its casting are not affected. This ability replaces aura of justice.
  Ranger Archetypes
  From childhood, rangers learn that nature is inherently cruel. Some 
  creatures are born to ascend to the envied position of top predator, while 
  others are destined to become their prey. Rangers strive to achieve the 
  former role rather than the latter. These self-sufficient wilderness warriors 
  pursue a specialized path to reach their desired goal. Rather than dabble 
  in several different martial disciplines, rangers hone their combat prowess 
  in one particular combat style, learning to become adept archers or skilled 
  dual weapon wielders. Instead of hunting any creature that stumbles across 
  their path, they carefully study the strengths and weaknesses of specific 
  enemies that become their chosen prey. Rangers also hone their combat 
  abilities and survival skills in a particular environment. Within that terrain, 
  they can forage for life’s basic necessities, move through the wilderness 
  undetected, spot concealed enemies and track quarry with relative ease. 
  The archetypes presented here demonstrate the ranger’s mastery of his 
  world. The bedouin is an expert desert survivalist and warrior who can 
  brave the intense heat and claim dominion over the hardy creatures that 
  walk or crawl across the burning sands. The trance warrior is a nomad of 
  the semiarid deserts that uses a potent, natural hallucinogen to gain hidden 
  insight about the world around him and see what others cannot see. As 
  these archetypes reveal, nature is an omnipotent force that those attuned 
  to it can use to wield tremendous might.
  Bedouin
  Where most men fail, the bedouin thrives. The desert’s stifling 
  temperatures, ferocious winds and sere landscape claim many victims, 
  but years of experience and perseverance allow these crafty rangers to 
  conquer this harsh environment. However, accomplishing this feat comes 
  with a price. As conventional rangers expand their boundaries, adapt to 
  new surroundings and seek out other prey creatures, the bedouin is single-
  mindedly focused on conquering his desert world and strengthening the 
  symbiotic bond between him and his trusted mount — the camel. Seated 
  atop the ultimate desert specialist, the bedouin and his animal companion 
  make a formidable team. He is an expert mounted combatant, skilled at 
  deflecting ranged attacks directed at his mount and returning fire from his 
  position atop the camel. In addition, his body is attuned to the blistering 
  heat and resisting the toxic effects of scorpion stings and snake bites. The 
  bedouin is a master of his environment, and any creature that faces him on 
  the swirling sands does so at a lopsided disadvantage.
  Desert Warrior (Ex): At 1st level, a bedouin gains a +1 competence 
  bonus to AC, attack rolls and weapon damage rolls when he and the creature 
  he is combating are in desert terrain. He also gains a +2 competence bonus 
  on initiative checks and Acrobatics, Climb, Knowledge (geography), 
  Perception, Stealth and Survival checks made in desert terrain. A beduoin 
  may make Knowledge skill checks untrained when attempting to identify 
  any creature encountered in the desert. A bedouin traveling through the 
  desert leaves no trail and cannot be tracked (though he may leave a trail 
  if he so chooses).
  At 5th level and every five levels thereafter, the AC, attack roll and 
  weapon damage bonuses improve by +1 up to a maximum of +5 at 
  20th level, the initiative check and skill bonuses improve by +2 up to a 
  maximum of +10 at 20th level. This ability replaces favored enemy and 
  favored terrain.
  Track (Ex): A bedouin adds his level (minimum 1) to Survival checks 
  made to follow or identify tracks in desert terrain only. He does not receive 
  a bonus to follow or identify tracks in any other environment.
  Desert Creature Empathy (Ex): A bedouin can improve the initial 
  attitude of an indigenous desert animal as if using wild empathy. He can 
  also use this ability to influence an animal not native to the desert, magical 
  beasts with an Intelligence score of 1 or 2 and vermin, but he takes a –4 
  penalty on the check. Vermin have a starting attitude of unfriendly. He 
  cannot influence magical beasts or vermin that are not indigenous to the 
  desert. This ability replaces wild empathy.
  Combat Style Feat (Ex): At 2nd level, a bedouin ranger must choose 
  the mounted combat style (Pathfinder Roleplaying Game Advanced 
  Player’s Guide).
  Mounted Bond (Ex): At 4th level, the bedouin forms a bond with an 
  animal he can use as a mount, which becomes his animal companion. A 
  Medium ranger must select a camel. A Small ranger must select a mule. 
  This ability functions like the druid animal companion ability except that 
  the ranger’s effective druid level is equal to his ranger level –3. The ranger 
  gains a +2 bonus on Handle Animal and Ride checks with his animal 
  companion mount. This ability replaces hunter’s bond.
  Sandwalker (Ex): At 7th level, a bedouin suffers no penalties to speed 
  or on Acrobatics or Stealth checks when moving through desert or sandy 
  terrain. He cannot be tracked in such environments as well. This ability 
  replaces woodland stride.
  Fast Rider (Ex): At 8th level, the speed of any camel or mule the 
  Bedouin rides is increased by 10 feet. This ability replaces swift tracker.
  Desert Immunity (Ex): At 11th level, a bedouin gains immunity to 
  
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  animal and vermin poisons. He gains a +2 luck bonus on saves against all 
  other types of poison. This ability replaces quarry.
  Desert Camouflage (Ex): At 12th level, a bedouin can use the Stealth 
  skill to hide in desert environments, even if the terrain does not grant 
  cover or concealment. This ability replaces camouflage.
  Meld with Dunes (Ex): At 17th level, a bedouin can use the Stealth 
  skill while he is in the desert, even when being observed. This ability 
  replaces hide in plain sight.
  Strong Bond (Ex): At 19th level, the bedouin strengthens his bond 
  with his mount. The ranger’s effective druid level for his mount is now 
  equal to his ranger level. This ability replaces improved quarry.
  Trance Warrior
  Native to many semiarid deserts, the trance warrior believes that there 
  is a reality beyond that which the senses perceive. The physical body is a 
  conduit to a transcendental realm of mystical sights, sounds, smells and 
  experiences. To reach this existential world, the trance warrior enlists the 
  aid of the hallucinogenic agent, peyote, to commune with the natural and 
  spiritual forces all around him. Derived from a cactus plant, the narcotic 
  and the warrior’s conviction in his beliefs unleash the hidden power of his 
  inner being and transform him into a seemingly, otherworldly combatant. 
  In this state, the trance warrior appears to react to events before they 
  happen, moving across the battlefield with blinding speed and precision. 
  He appears to be an invincible whirlwind of euphoric devastation, surging 
  past one enemy to the next, but when the short-lived experience ends, the 
  regression back to the real world is disorienting. Confusion overcomes the 
  trance warrior, as he readjusts to his original condition. Yet for those brief 
  moments when he escapes the bonds of the physical world, the trance 
  warrior is a spirit of nature that few dare oppose.
  Vision Quest (Su): A trance warrior can relive the experiences of a 
  metaphysical journey, granting him additional insight about the world 
  around him. Starting at 1st level, a trance warrior can go on a vision quest 
  for a number of rounds per day equal to 4 + his Wisdom modifier. At each 
  level after 1st, he can vision quest for 2 additional rounds. Temporary 
  increases to Wisdom such as those gained from spells like owl’s wisdom 
  do not increase the total number of rounds that a trance warrior can go on 
  a vision quest per day. A trance warrior can enter a vision quest as a free 
  action. The total number of rounds of vision quest per day is renewed after 
  ingesting a small amount of peyote, a species of desert cactus, and resting 
  for 8 hours, although these hours do not need to be consecutive.
  While on a vision quest, a trance warrior gains uncanny dodge as the 
  rogue’s class feature. He gains a +1 insight bonus to AC, attack rolls, 
  weapon damage rolls, saving throws and Wisdom-based skill checks. A 
  trance warrior can end his vision quest as a free action and does nothing 
  but babble incoherently for a number of rounds equal to 2 times the number 
  of rounds spent on the vision quest. A trance warrior cannot begin a new 
  vision quest while babbling incoherently but can otherwise vision quest 
  multiple times during a single encounter or combat. If a trance warrior 
  falls unconscious, the vision quest immediately ends.
  At 5th level and every 5 levels thereafter, the insight bonus improves 
  by +1 up to a maximum of +5 at 20th level. In addition, the trance warrior 
  also gains the following abilities while on a vision quest. These effects 
  are cumulative.
  Instinctive Reaction: At 5th level, a trance warrior gains improved 
  uncanny dodge as the rogue’s class feature.
  Recognize Illusion: At 10th level, a trance warrior can roll twice for 
  any miss chance or Will saving throws to disbelieve illusions, taking the 
  better result.
  Touch Spirits: At 15th level, a trance warrior deals normal damage to 
  incorporeal creatures even when using nonmagical weapons.
  Ancestors’ Blessing: At 20th level, once per vision quest as a swift 
  action that costs 2 rounds of vision quest, the trance warrior can implore 
  his ancestors to guide his actions. Ancestors’ blessing allows him to reroll 
  one d20 roll he has just made. He can call upon ancestor’s blessing after 
  seeing the result of the d20 roll. He must use the second die roll even if 
  it is worse.
  This ability replaces favored enemy, quarry and improved quarry.
  Fast Movement (Ex): At 7th level, a trance warrior’s land speed is 
  faster than the norm for his race by +10 feet. This benefit applies only 
  when he is wearing no armor, light armor, or medium armor, and not 
  carrying a heavy load. This bonus stacks with any other bonuses to the 
  trance warrior’s land speed. This ability replaces woodland stride.
  Rogue Archetypes
  Rogues live and move about on society’s rough edges. They can be 
  found tucked away in the isolated corner of the coffee house, shrouded in 
  a veil of darkness and mystery, or warily flitting about the shadowy alleys 
  and back streets of a large, desert city. Wherever they go, an air of intrigue 
  and suspicion follows close behind them. Shopkeepers cast a vigilant 
  eye in their direction whenever they suspect a rogue in their midst, and 
  wealthy merchants keep a tight grip on their coin purses, as they make 
  their way through bustling marketplaces and boisterous crowds. They 
  are well aware that a stray glance in a wayward direction or a seemingly 
  impromptu conversation may be the opening a rogue needs to relief that 
  person of his belongings or in some cases — his life. Though many rogues 
  are not engaged in criminal activities, they gained this reputation among 
  many desert citizens because of the actions of the archetypes presented 
  here. The bazaar thief is a cunning master of deception adept at robbing 
  items from market shelves before disappearing into the crowd without 
  a trace. The caravan thief plies his nefarious trade far from the bustling 
  bazaars of the cities and instead preys upon the lucrative caravans 
  moving across the desert’s barren wastelands. Masters of their chosen 
  environments, these rogues prove that cunning, deception and guile more 
  than compensate for heavy armor and magical might.
  Bazaar Thief
  There is an old proverb among many desert people. The only difference 
  between a thief and a merchant is that one gets thrown in prison for robbing 
  someone blind while the other gets paid to do it. Though the average 
  citizen has no tolerance for a burglar breaking into his home and stealing 
  his valuables, that same person wryly grins when a thief makes off with a 
  merchant’s prized goods. In his eyes, karma simply righted an injustice. 
  The bazaar thief takes full advantage of the public’s perception of their 
  chosen marks. He plies his trade in the bustling bazaars and marketplaces 
  of desert cities and villages. Merchants vigorously pursue thieves pilfering 
  their inventories, but sympathetic shoppers secretly root for the brazen 
  robber to avoid justice and escape with their hard-fought earnings. This 
  sentiment helps the bazaar thief to blend into the crowd unnoticed after 
  pulling off a robbery, but it is not the only tool in his repertoire. Bazaar 
  thieves rely upon quick thinking and the ability to disguise their actions 
  to perpetrate their activities without being noticed. Over time, some grow 
  bored or remorseful with this lifestyle and use their diverse talents for 
  more constructive purposes, such as adventuring.
  Rummage the Shelves (Ex): Whenever a bazaar thief uses Sleight of 
  Hand to palm an unattended object or take something from a creature, he 
  gains a bonus on the opposed roll equal to 1/2 his rogue level (minimum 
  +1). This bonus does not apply to attempts to hide a small object on his 
  body or entertain an audience. This ability replaces trapfinding.
  Blend in the Crowd (Ex): At 3rd level, the bazaar thief can take 10 on 
  any Stealth check he makes in urban terrain. Once per day at 6th level and 
  one additional time per day every three levels thereafter, the bazaar thief 
  can attempt an Escape Artist check and add the results of that check to 
  any Stealth check he attempts in urban terrain only. This ability replaces 
  trap sense.
  Rogue Talents: The following rogue talents complement the bazaar 
  thief archetype: Camouflage*, Deft Palm**, Fast Fingers*, Fast 
  Getaway* and Fast Stealth. Those marked with an asterisk are located 
  in the Pathfinder Roleplaying Game Advanced Player’s Guide while deft 
  palm is located in the Pathfinder Roleplaying Game Ultimate Combat.
  Advanced Rogue Talents: The following advanced rogue talents 
  complement the bazaar thief archetype: Skill Mastery and Weapon 
  Snatcher (Pathfinder Roleplaying Game Ultimate Combat).
  Caravan Thief
  Far from the bustling marketplaces and opulent, royal palaces of 
  civilization, the caravan thief makes his living on the dusty plains and 
  rolling dunes of the barren desert. His is an extremely lucrative yet very 
  
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  Dunes of Desolation
  dangerous business, as he attacks and steals from caravans making their 
  way across the sandy landscape. These traveling merchant trains are 
  laden with gold, coins, exotic goods and other wondrous riches from 
  all corners of the world, making them extremely attractive targets for 
  anyone who wants to literally get rich overnight. Yet great reward comes 
  with overwhelming risk. A contingent of well-armed and highly trained 
  soldiers accompanies nearly every caravan traversing the desert’s network 
  of highways and roads. They are sometimes complemented by one or 
  more arcane or divine spellcasters. A lone caravan thief stands no chance 
  against such a well protected target; therefore they rarely, if ever, work 
  alone. Instead, they combine forces and create gangs that specialize in 
  robbing mounts and vehicles. Because they must travel great distances, 
  caravan thieves become skilled riders. In addition, they employ guerilla 
  tactics to target a vulnerable part of the wagon train and get away with 
  as much as they can before being driven off by the caravan’s protectors. 
  Many caravan thieves meet their tragic end on the desert sands, but 
  the price still seems worth it for those few remarkable individuals who 
  overcome all the obstacles and achieve unparallel wealth and infamy as 
  the desert’s most notorious outlaws.
  Caravan Thief: At 1st level, a caravan thief adds Knowledge 
  (geography) and Ride to his list of class skills and removes Perform and 
  Swim from his list of class skills.
  Endurance (Ex): At 1st level, a caravan thief becomes accustomed to 
  life in the desert. He gains Endurance as a bonus feat, even if he does not 
  meet the prerequisites. This ability replaces trapfinding.
  Mounted Archery (Ex): At 2nd level, the caravan thief learns to fire a 
  ranged weapon from atop a mount. He gains Mounted Archery as a bonus 
  feat, even if he does not meet the prerequisites. This ability replaces the 
  2nd-level rogue talent.
  Dodge Bullets (Ex): At 3rd level, a caravan thief gains a +1 dodge bonus 
  to AC against attacks made against him with firearms, bows or crossbows. 
  (If firearms are not used in the campaign, the caravan thief must choose 
  either bows or crossbows. Once he chooses, he cannot change it at a later 
  time.) This bonus increases by +1 for every three levels, to a maximum of 
  +6 at 18th level. This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement the caravan 
  thief archetype: Camouflage, Combat Trick, Fast Stealth, Firearm 
  Training*, Grit*, Sniper’s Eye and Terrain Mastery*. Those marked with 
  an asterisk are located in the Pathfinder Roleplaying Game Ultimate 
  Combat. Camouflage is located in Pathfinder Roleplaying Game Advanced 
  Player’s Guide.
  Advanced Talents: The following advanced rogue talents complement 
  the caravan thief archetype: Hide in Plain Sight (Pathfinder Roleplaying 
  Game Ultimate Combat) and Stealthy Sniper (Pathfinder Roleplaying 
  Game Advanced Player’s Guide).
  Sorcerer Archetypes
  Sorcerers are born with magic coursing through their veins. Whether 
  they are the progeny of powerful outsiders, the spawn of some monstrous 
  being, or the child of the grave, magic is as innate to the sorcerer as 
  breathing is to the common man. The act of casting spells or wielding 
  arcane forces is purely instinctual. Sorcerers do not spend countless hours 
  memorizing words and symbols to tap into their magical powers; instead 
  it flows from their fingertips with the slightest effort. Yet, their affinity 
  for magic is not limitless. Sorcerers draw their arcane power from their 
  connection to a mystical bloodline, which may be celestial, draconic or 
  infernal in origin. The magic derived from this source allows the sorcerer 
  to emulate the abilities of a particular type of creature or mastery of a 
  specific environment, but such mastery comes at the expense of diversity. 
  Sorcerers have a much smaller repertoire of spells to choose from than 
  wizards, and their ability to incorporate new spells into their magical 
  arsenal is extremely rigid. The sorcerers presented here draw their power 
  from their bloodlines. Magi observe and interpret the hidden meanings of 
  celestial events to give him valuable insight about what the future may 
  hold. Meanwhile, the uzza is the offspring of the desert itself, allowing 
  him to claim dominion over the sands and its creatures. In the hands of 
  these chosen sons, magic can undertake wondrous deeds and terrible 
  calamities.
  Magi
  Men’s lives are fleeting and kingdoms collapse over time, but the distant 
  points of light in the night sky are eternal. They watched untold generations 
  of men and women walk across the desert’s gravel plains, yet they remain 
  as they have for countless millenniums. As witnesses to history’s greatest 
  events, the stars guide those able to understand the hidden meaning of their 
  celestial dance across the boundless expanse of deep space. By and large 
  cosmic happenings are subtle and subject to a myriad of interpretations, but 
  on rare occasions, there is no mistaking that the stars foretell a monumental 
  event in the making. Solar and lunar eclipses, comets streaking across the 
  heavens, and in the rarest of instances, the death of a star are telltale signs 
  that the world is about to dramatically change. The magi live for such 
  moments. These omens are the hard-fought culmination of tireless hours 
  of studying and interpreting the movements of the heavens. They believe 
  that an unseen cosmic force entrusted them with the task of deciphering 
  the cryptic messages that the stars convey. Armed with this foresight, magi 
  wield a magical power that allows them to know what is about to unfold 
  before it actually happens. Magi acquire this knowledge through their 
  connection to the Astrology bloodline.
  Astrology (Bloodline)
  Somewhere in your lineage, an ancestor came into contact with a 
  heavenly body that plummeted from the skies and crashed to the ground. 
  The vaporous trail of cosmic debris and extraterrestrial radiation left its 
  eternal mark on your family causing you to look to the stars for answers. 
  The wisdom of countless ages is evident in your magic.
  Class Skill: Knowledge (history).
  Bonus Spells: true strike (3rd), augury (5th), clairaudience/
  clairvoyance (7th), divination (9th), break enchantment (11th), true 
  seeing (13th), vision (15th), moment of prescience (17th), foresight (19th).
  Bonus Feats: Arcane Shield, Blind-Fight, Dodge, Extend Spell, 
  Improved Counterspell, Improved Iron Will, Iron Will, Skill Focus 
  (Knowledge [history]).
  Bloodline Arcana: Whenever you cast a divination spell, you gain a 
  number of temporary hit points equal to the spell’s level for 1 minute. 
  Temporary hit points gained from multiple castings do not stack.
  Bloodline Powers: Your link to celestial events lets you foreshadow 
  and alter the outcome of future events.
  Foresee Outcome (Su): At 1st level, you can alter the outcome of an 
  attack roll, saving throw, skill check or ability check. As an immediate 
  action before you attempt the die roll, you select a number other than 1. If 
  you roll that number on the die roll, the die roll is treated as if you rolled 
  a natural 20. You can use this ability a number of times per day equal to 3 
  + your Charisma modifier.
  Sixth Sense (Ex): At 3rd level, you gain the uncanny dodge rogue class 
  feature. If you already have uncanny dodge from a different class, you 
  automatically gain improved uncanny dodge instead. At 9th level, you 
  gain the improved uncanny dodge rogue class feature. If you already have 
  uncanny dodge from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum rogue level required to 
  flank you.
  Precognition (Ex): At 9th level, whenever a creature targets you with 
  a ranged attack, as an immediate action you may take a 5-ft. step in any 
  direction before determining the attack’s outcome. The attack roll is 
  modified by any bonuses or penalties attributable to your new location, 
  including any cover bonus to AC, and any penalties incurred for firing 
  into melee or at an increased range increment. If the attacker can no longer 
  attack you as a result of your movement, the attacker’s action is lost. At 
  13th level, you gain the evasion rogue class feature. At 17th level, you 
  gain the improved evasion rogue class feature.
  Expert Astrologer (Sp): At 15th level, your caster level is increased 
  by 3 when casting divination spells other than those from the scrying 
  subschool. In addition, once per day as a swift action, your anticipation of 
  what is about to happen allows you to act before all others for 1 round, as 
  if you were under the influence of time stop.
  Portend the Future (Ex): At 20th level, you can see events before they 
  happen. You gain an insight bonus to all saving throws equal to your 
  Charisma modifier. You gain immunity to mind-affecting spells and 
  effects, and you ignore spells and effects that impose penalties to your 
  die rolls or force you to reroll the outcome of any action you undertook.
  
  89
  Archetypes
  Uzza
  Desert people rank among the hardiest and most resolute members of 
  humanity. Few men and women who attempt to stake out an existence 
  in this harsh landscape willingly abandon their quest. Over time, desert 
  dwellers become one with the land, and this bond gets past down to their 
  descendents. Family is very important in most desert cultures. In fact, 
  many desert inhabitants are the descendents of settlers who first came to 
  the burning sands hundreds and even thousands of years earlier. For the 
  overwhelming majority of these individuals, the link to the land is purely 
  emotional and figurative, but in rare instances, the connection to the desert 
  is literal. Even from an early age, the hot temperatures, swirling currents 
  of blowing sand and dry landscape pose more of a nuisance than a threat 
  to those with a magical affinity for this unforgiving environment. Known 
  as uzzas, over time these sorcerers gain mastery of their chosen domain, 
  allowing them to manipulate the desert’s natural forces in accordance with 
  their whims and desires. Those that challenge an uzza in his domain soon 
  realize that they do battle not just with the sorcerer, but with the very 
  land itself. Uzzas gain their power from their affiliation with the Desert 
  bloodline.
  Desert (Bloodline)
  Over the centuries, a distant ancestor forged a bond with the desert 
  itself. He may have solved the riddle of a sphinx, discovered a lost 
  city beneath the dunes or succumbed to natural forces in the desert. 
  You are one with the sands, and your magic reflects your desert 
  heritage.
  Class Skill: Survival.
  Bonus Spells: endure elements (3rd), gust of wind (5th), daylight (7th), 
  secure shelter (9th), blight (11th), move earth (13th), control weather 
  (15th), sunburst (17th), imprisonment (19th).
  Bonus Feats: Acrobatic Steps, Alertness, Craft Staff, Diehard, 
  Endurance, Great Fortitude, Nimble Moves, Self-Sufficient, Skill Focus 
  (Survival), Toughness.
  Bloodline Arcana: Whenever you and the target of your spell are both 
  in desert terrain, increase the spell’s save DC by +1.
  Bloodline Powers: Your bond with the desert allows you to brave the 
  elements and make the land itself conform to your will.
  Fist of Sand (Sp): At 1st level, as a standard action, you can create 
  a fist-shaped block of sand that strikes a single creature within 30 feet, 
  functioning as a bull rush maneuver using your sorcerer level plus your 
  Charisma modifier in place of your CMB. You can use this ability a 
  number of times per day equal to 3 + your Charisma modifier.
  Desert Sojourner (Ex): At 3rd level, you gain resist fire 5 and can 
  move across dusty, gravely and sandy surfaces without penalties and 
  without leaving tracks. At 9th level, you gain resist fire 10 and notice 
  naturally occurring desert hazards, like mirages and quicksand, as if you 
  took 20 on your Perception check, even if you were not actively looking 
  for them.
  Dust Devil (Su): At 9th level, you ignore the effects of wind 
  conditions less than hurricane force. You take no damage from dust 
  storms and sandstorms. In addition, you can surround yourself with 
  a swirling vortex of blowing dust, gravel and sand for a number of 
  rounds per day equal to your sorcerer level. It grants you concealment 
  (attacks made against you have a 20% miss chance). Creatures ending 
  their turn adjacent to you take 2d6 points of bludgeoning damage 
  from the granular particles whirling around you and must succeed on 
  a Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier) to avoid being blinded for 1d4 rounds from the swirling 
  sand. You can use this ability once per day at 9th level, twice per day 
  at 17th, and three times per day at 20th.
  Dune Bore (Ex): At 15th level, you can tunnel through sand, loose soil 
  or gravel with a burrow speed equal to half your normal speed. You cannot 
  pass through stone. You do not leave a tunnel or trace of your passage. 
  While burrowing beneath the surface, you must either hold your breath 
  or use an alternate means of breathing to avoid suffocation. You can use 
  this ability for 1 minute per sorcerer level each day. The duration is not 
  required to be continuous, but it must be used in 1-minute increments.
  Offspring of the Sands (Ex): At 20th level, you become immune to 
  fire, fatigue and exhaustion. Grains of sand protrude through your skin, 
  granting you DR 10/bludgeoning. While in the desert, you gain evasion.
  Wizard Archetypes
  Wizards are the consummate students of magic, spending countless 
  hours thumbing through dusty, old tomes and ruminating the meaning of 
  cryptic, mystical runes. Wizards are not born with an innate affinity for 
  magic, so they must compensate for the lack of natural talent in other 
  ways. They do so by developing a keen intellect and flawless memory. 
  Devoted study and endless repetition are the tools wizards use to unlock 
  magic’s deepest mysteries. If one trait is universal among all wizards, it 
  is their insatiable thirst for knowledge. Curiosity is a powerful force that 
  spurs innovation and discovery. In their sharp minds, the next dog-eared 
  page of every book may unravel an arcane secret capable of changing the 
  world forever. Fueled by their lust for learning, wizards constantly explore 
  new areas of magic and create unique items to guide them along the way. 
  The ankh guardian is a studious wizard intrigued by the dichotomy of 
  life and death and its application to magic. The vizier uses his magic 
  to influence enemies and allies alike as well as advise his sovereign on 
  important matters. Regardless of how they go about their studies, these 
  wizards excel in their chosen specialties.
  Ankh Guardian
  The ankh, a cross with a handle, is a symbol revered in many desert 
  societies, though its exact meaning varies from one culture to the next. 
  Typically crafted from gold and inlaid with precious stones, the most 
  universally accepted and common interpretation among scholars is that it 
  originally represented life. Its intended purpose has faded from memory, 
  leaving perception only in its wake. For most, the ankh now stands for 
  knowledge and power. It is the instrument by which kings rule their 
  subjects, priests revere their gods and wizards channel their magic. In the 
  hands of royalty and clerics, it may serve as a symbol of earthly dominion 
  or holiness, but when wielded by a wizard, it is a potent implement of 
  mystical strength and lordship over the realms of the living or the dead. 
  Those that form an arcane bond with an ankh are known as ankh guardians. 
  Unlike the conventional arcane bond, the wizard’s mystical link to this 
  cryptic symbol infuses him with raw energy unimaginable to others of 
  their kind. The ankh’s exact meaning may remain a well-kept secret, but 
  it is obvious that the strange symbol confers potent abilities to any wizard 
  that chooses to bond with it.
  Ankh Bond (Sp): At 1st level, an ankh guardian must form an arcane 
  bond with an ankh. The ankh functions as a holy symbol for a good 
  wizard or a neutral wizard who wants to channel positive energy. The 
  ankh functions as an unholy symbol for an evil wizards or a neutral wizard 
  who wants to channel negative energy. In all other respects, this ability is 
  identical to arcane bond.
  Ankh Mastery (Su): At 1st level, an ankh guardian can channel 
  positive or negative energy like a cleric, using his wizard level as his 
  effective cleric level when determining the amount of damage healed (or 
  caused to living creatures or undead) and the DC. An ankh guardian who 
  channels positive energy must choose to use his channel ability to either 
  heal living creatures or deal damage to undead, but he cannot do both. 
  Likewise, an ankh guardian who channels negative energy must choose 
  to use his channel ability to either heal undead or deal damage to living 
  creatures, but he cannot do both. Once the choice is made it cannot be 
  reversed. The ankh guardian can use this ability a number of times per day 
  equal to 1 + his Intelligence modifier. This ability replaces Scribe Scroll 
  and the wizard’s 5th-level bonus feat.
  Ankh School: The mysteries of life and death consume the ankh 
  guardian to the detriment of most other pursuits. At 1st level, the ankh 
  guardian forsakes three schools of magic. These opposition schools are 
  chosen at 1st level and cannot be changed later. An ankh guardian who 
  prepares spells from his opposition school must use two spell slots of that 
  level to prepare the spell. In addition, the ankh guardian takes a –4 penalty 
  on any skill checks made when crafting a magic item that has a spell from 
  one of his opposition schools. This ability replaces arcane school.
  Vizier
  No desert monarch rules his kingdom alone. Behind the scenes, 
  a retinue of men and women oversee the government’s day-to-day 
  
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  Dunes of Desolation
  functions. Fearless warriors defend the royal family from harm, astute 
  treasurers attend to the realm’s fiscal responsibilities, and capable 
  administrators carry out and enforce the laws and policies established 
  by the king or queen. Though these individuals perform vital tasks, no 
  government official wields more power within the royal court than the 
  vizier. These trusted confidantes and advisors provide valuable input 
  about every important political and economic decision that the monarch 
  must make. Other than members of the immediate royal family, the vizier 
  has more direct and unfettered access to his sovereign lord than anyone 
  else in the royal court. Offering advice is just one facet of the vizier’s 
  role. He may also travel to foreign lands on diplomatic missions or root 
  out traitors and corrupt officials within the royal court itself. Viziers rely 
  upon their enchantment magic to gain allies and force enemies to submit 
  to his will. Combined with their sharp intellect, the vizier is aware of 
  every event transpiring within the kingdom. Though not required, nearly 
  all viziers specialize in the Rulership focused arcane school of magic 
  (See the “Focused Arcane Schools” section in Chapter 2 of the Pathfinder 
  Roleplaying Game Advanced Player’s Guide for details regarding arcane 
  schools of magic).
  Rulership School
  The rulership wizard uses his magical powers to win allies to his cause, 
  to bend enemies to his will and discover traitors in his midst.
  Associated School: Enchantment.
  Replacement Powers: The following school powers replace the aura 
  of despair, dazing touch and enchanting smile powers of the enchantment 
  school.
  Politician (Ex): You gain a +2 enhancement bonus on Knowledge 
  (local), Knowledge (nobility) and Sense Motive skill checks. This bonus 
  increases by +1 at 5th level and every five levels thereafter, up to a 
  maximum of +6 at 20th level. At 20th level, whenever you succeed at a 
  saving throw against a spell of the illusion school, as an immediate action 
  you can dispel the illusion by succeeding on a dispel check, as if you cast 
  a targeted dispel magic spell against it.
  Genuflect (Sp): You can cause a creature to fall prone to the ground 
  and remain prone for 1 round with a successful melee touch. It may act 
  normally while prone but takes any appropriate penalties. You can use this 
  ability a number of times per day equal to 3 + your Intelligence modifier.
  Demand Fealty (Sp): At 8th level, you can compel others to obey your 
  orders. As a standard action, you attempt to command a creature as though 
  using greater command spell, except that the creature must have a number 
  of Hit Dice equal to or less than your wizard level. The targeted creature 
  receives a Will saving throw each round to negate the effect. The DC is 
  equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can 
  command creatures for a number of rounds per day equal to your wizard 
  level. These rounds do not need to be consecutive. You must concentrate 
  as a standard action to continue commanding the targeted creature. If you 
  give the creature a different command than the previous round, the effect 
  immediately ends.
  
  91
  Faiths of the Desert
  Desert inhabitants are a hardy breed of people. They display a measure 
  of resolve and ingenuity missing in many residents from more temperate 
  climates. For them, the struggle to survive is a daily endeavor. The 
  blistering temperatures and scarcity of life’s bare necessities conspire 
  against the hard-working souls determined to eke out an existence in 
  this unrelenting environment. Constant toil is an inevitable fact of life in 
  the desert, as the harsh elements grant no respite to the weary. For these 
  reasons, the desert dweller has a much different and in many respects, 
  a much simpler outlook on life and faith than the men and women who 
  inhabit the forests and farms. He is single-mindedly focused on making 
  the most out of his limited resources, and time is one of his most precious 
  assets. In his mind, spending countless hours venerating a pantheon of 
  deities holding dominion over every minutest aspect of life seems like 
  a colossal waste of energy in comparison to showing pious, unwavering 
  devotion to one god who created and oversees the entire world. For him 
  efficiency ensures existence. Granting absolute power to one divine entity 
  makes far more sense than divvying authority up between numerous 
  beings constantly undermining and competing against each other.
  Accordingly, desert peoples worship far less deities than their 
  temperate-dwelling kin, but fewer gods does not translate to fewer 
  viewpoints. Schisms are common among desert religions. In fact, one 
  deity can give rise to a dozen sects that hold radically different beliefs than 
  their brethren even though they all pay homage to the same being. The 
  self-sufficiency and determination that gives people the will to survive 
  also fuels stubbornness and parochialism. One group may place far more 
  emphasis on a small facet of spiritual dogma than another. For this reason, 
  rivalries within a particular faith can be more heated than those between 
  members of opposing deities. Familiarity breeds contempt and when 
  fueled by man’s most sacred and cherished beliefs, the combination may 
  prove incredibly volatile. With these principles in mind, presented below 
  is a religion that is well-suited for desert campaigns.
  Mah-Barek, The 
  Wellspring of the Desert
  Thirty centuries ago, Mah-Barek, the Wellspring of the Desert, walked 
  the earth for thirty days and thirty nights with four mortal companions 
  — Fatimashan, Hafaz, Koua and Marwan. At first, the quartet did not 
  recognize Mah-Barek’s divinity, but as his teachings touched their hearts 
  and resonated in their souls, they began to realize that they walked in the 
  company of a god. From that moment on, his mere presence mesmerized 
  them, and they hung on his every word and deed. When Mah-Barek 
  departed from their company and walked back across the distant sea, the 
  four friends committed to spreading his message throughout the desert. At 
  first, they traveled together and worked cooperatively. As the faith spread, 
  the demands of their mission required them to part ways and venture out 
  on their own. Separated by time and distance, their unified voice became 
  four separate voices. Though each heard the same words and witnessed the 
  same deeds, their memories and interpretations of these events evolved as 
  the years went by. In addition to advancing differing meanings of Mah-
  Barek’s messages and actions, they also debated the most appropriate way 
  to worship him. When they died — not coincidently, thirty years after 
  their encounter with Mah-Barek — the faith splintered into four unique 
  churches aligned with the viewpoints and belief systems of the religion’s 
  four founders — Fatimashan, Hafaz, Koua and Marwan. Not surprisingly, 
  those churches diverged even further as successor clerics, priests, scholars 
  and thinkers added their own insights to each church’s core principles. At 
  last count, Mah-Barek’s faith includes four distinct churches with as many 
  as two dozen sects devoted to the tenets of later followers. Yet every sect of 
  Mah-Barak accepts how the desert — and all life for that matter — began.
  The Desert’s Birth
  Long before Mah-Barek took his first steps with his companions, 
  Ellashah, the Great Creator, made the world, the moon, the sun and the 
  stars from his very essence. Ellashah formed the binding elements that held 
  all things together — air, earth, fire and water — and gave these inanimate 
  forces dominion over the whole of creation. For untold millennia, Ellashah 
  marveled at the wonder of his handiwork, yet the passage of time even 
  weighs on the omniscient mind of a bored deity. Though he admired and 
  reveled in the beauty of the heavens and the earth, something was missing. 
  Ellashah pondered the dilemma until the solution struck him like a divine 
  thunderbolt. He realized that he was alone. There was no denying that the 
  sun and the stars existed, but they were incapable of sharing in his delight. 
  They were nothing but lifeless masses of matter and energy, while he was 
  a living being blessed with higher thought and noble purpose. Ellashah 
  desired others to converse with and to share with, yet he expended nearly 
  all of his essence on this grand creation. He had only enough essence left 
  to bring one being to life, so he imbued his progeny with the ability to 
  create others. From his last reserve of essence Ellashah brought Rema, the 
  mother of life, into the world. And after many eons of loneliness Ellashah 
  experienced joy once again.
  For the next ten thousand years, Ellashah delighted in showing her 
  his wondrous marvels, and she cherished every moment of it. Yet over 
  time, the sheer magnitude of Ellashah’s creations overwhelmed her. She 
  knew what Ellashah expected of her, and she realized that she could 
  never duplicate his monumental effort. Though they were now equals 
  in all respects, Rema’s godly might fell far short of Ellashah’s at the 
  beginning of time. It would be impossible for her to singlehandedly give 
  life to thousands of unique, individual creatures in perpetuity. She knew 
  such beings would eventually die, and in time life would again disappear 
  from the world. The solution eluded her until she turned her gaze inward. 
  There she found love, the emotion she felt towards the only counterpart 
  she ever knew. If her creations experienced the same feeling, it would be 
  strong enough to join them together for the purpose of creating others 
  of their kind. Populations would not only remain constant; they would 
  substantially increase from generation to generation. Rema presented her 
  idea to Ellashah, and he gave his blessing to her master design.
  So it came to pass that Rema breathed life into trees, plants, fishes of the 
  seas and animals of the land. Ellashah marveled at her diverse creations, 
  yet like Ellashah countless centuries earlier, she too felt the pangs of 
  ennui. For all of their beauty and abilities, none of her creations could 
  converse with her, laugh with her or cry with her. Unlike the stars and the 
  moon, life coursed through them, but something was still missing. She 
  longed to be loved by others, as she loved Ellashah, so Rema formed man 
  and woman from her last remaining spare essence, and the sight greatly 
  pleased her. She and Ellashah watched with tremendous joy as generation 
  after generation of men and women populated the land until the fateful 
  day when the world shed its first tear.
  Abbashar, son of Alathar and Abbelei, changed the course of history 
  forever. He was the brightest, most handsome and most ambitious man yet 
  to walk the earth. While others graciously accepted and cherished Rema’s 
  precious gifts of food, water and life, Abbashar desired more. He yearned 
  to be a god just like Ellashah and Rema. Though he recognized that he 
  was mortal and not divine, he came to realize that he too could wield 
  the power of life and death over others of his kind. He pondered these 
  thoughts while walking through the forest. There he came upon an alluring 
  woman with luxurious flowing hair and loving eyes sitting beneath a tree. 
  At that moment, he vowed that she would be his. Abbashar approached 
  her and boldly proclaimed his undying love for her even though he never 
  set eyes upon her before. The woman, Pandora, graciously listened to his 
  overtures, but politely declined, telling Abbashar that her heart belonged to 
  another whom she was waiting to meet. Abbashar feigned acceptance and 
  
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  apologized for the intrusion. He crept back into the wilderness, while these 
  conflicting emotions raced through his troubled mind. For the first time in 
  his life, envy, lust and wrath surged through him. As he grappled with these 
  feelings, he spied Pandora’s lover traipsing towards his rendezvous with 
  Pandora. Abbashar angrily strode towards the man to confront him until 
  he saw that Pandora’s lover was his own brother, Althazar. Startled but 
  undeterred, Abbashar demanded that Althazar abandon Pandora and leave 
  the forest immediately. Althazar loved Pandora too much to accept his 
  brother’s demands so he refused and tried to brush past him. Seeing that 
  Althazar would not relent, Abbashar blocked the path and struck Althazar 
  in the head with his fist knocking him to the ground. For the first time in 
  his life, Althazar felt fear as he looked into the enraged eyes of his lustful 
  brother. He watched in stunned horror as his brother Abbashar lifted a 
  large stone and hurled it downward at Althazar’s head. A moment later, 
  Abbashar watched in wonderment as life ebbed out of Althazar’s battered 
  body. Abbashar committed the unthinkable. Like divinity, he wielded 
  the ultimate power to mete out death. A few hours later, when Althazar 
  did not appear for his tryst with Pandora, Abbashar feigned ignorance of 
  Althazar’s whereabouts and claimed Pandora for his own.
  Rema, the mother of life, peered down from the heavens and looked 
  away in shame at the revolting sight. Man succeeded in perverting her 
  greatest creation — love — into lust. Fueled by burning desire, man 
  also learned to wield the power of death in furtherance of his ambitions. 
  Sin crept into the bloodline of men, and it soon spread across the world 
  like a raging inferno infecting every living thing from the most majestic 
  animal to the tiniest organism. Murder became rampant, and Rema could 
  no longer bear to watch her beloved creations destroy one another. She 
  blamed Abbashar for introducing evil into the world, so she swept down 
  from the heavens and hurled him along with herself into a smoldering 
  volcano so as to rid both of them from the world. Stunned by her actions, 
  Ellashah plunged into the volcano hoping to stop her, but he was too late. 
  He watched in abject horror as the intense heat and Rema’s broken heart 
  tore her divine essence asunder causing a violent explosion that covered 
  much of the world in fire, dust and ash. Without Rema, Ellashah could 
  not bear eternity alone, so he willed his own destruction. As their divine 
  essence departed from the world, ash, dust, gravel and sand spewed from 
  the earth and fell from the heavens for thirty days and thirty nights turning 
  the lush, green forests into barren deserts. Even the sun displayed its anger 
  with man. It scorched the land with blistering heat leaving it a desolate 
  wasteland. Divine magic abandoned the world of men. And in this way 
  Ellashah and Rema left the desert as their lasting legacy.
  Rise of the Genies
  In the aftermath of the great calamity, a vast desert covered the world, 
  but Ellashah’s self-immolation inadvertently birthed the world’s eventual 
  salvation to life. As his divine essence fled his dying body, the four 
  elements that he gave dominion over so long ago — air, earth, fire and 
  water — came to life as the immortal genies. Though they were born 
  of pure divinity, Abbashar’s corrupting taint proved just as strong as 
  godliness. As fire consumed his earthly remains, Abbashar’s wicked spirit 
  latched onto the flames and filled the souls of the efreeti, the fire genies 
  born of the great conflagration. Despite their differences, the efreeti and 
  their genie-kin, the djinni (air genies), marids (water genies), shaitans 
  (earth genies) and the janni (a combination of the four elements) worked 
  together to awaken the world from its long slumber.
  Their task was beyond taunting. The wake of devastation left a world 
  that was vastly different than the one before Rema and Ellashah’s 
  destruction. The god and goddess who created the world and breathed 
  life into it were now gone. The cataclysm left the few, surviving men, 
  beasts and plants scattered and defeated. Sand and dust stood where 
  mighty rivers once flowed. Endless plains of corrosive salt covered the 
  ground where great lakes once collected. Even the vast oceans retreated 
  into miniscule, stagnant pools. Life depended on water, and without it, the 
  world was doomed. So the marids tapped into their magic to bring water 
  to the pockets of survivors, as the other genies restored the natural order 
  as best they could. Over the span of countless generations, life ebbed back 
  into the world, and the forests, plains, rivers, lakes and oceans reclaimed 
  a portion of what was lost. The genies succeeded in resurrecting a dying 
  world, but triumph is frequently short-lived. Envy, greed and ambition 
  festered among the genies, just as it had corrupted the race of men eons 
  earlier. The fractious alliance fell apart, and the genies indulged their 
  previously dormant, capricious nature. They fought among themselves 
  and against the creatures they saved from certain destruction. War loomed 
  on the horizon, as each faction of genies, men and beasts marshaled their 
  forces, drawing strange creatures and monsters from nearly every plane 
  of existence into the conflict. Destruction seemed inevitable until four 
  friends began a desert journey that changed the world forever.
  Manifestation of Mah-Barek
  Panic spread through every community, as vast armies massed along 
  imaginary borders to face off against each other in a final showdown. 
  In the small village of Baslacta near the war’s frontline, four friends 
  since childhood — Fatimashan, Hafaz, Koua and Marwan — set off 
  into the trackless desert to flee the upcoming battle. On the first night of 
  the journey, they stopped at a well-frequented oasis several miles away 
  from their village. There, they encountered a mysterious traveler, who 
  concealed his face and body beneath a heavy, woolen cloak. In a foreign 
  accent, the stranger asked the quartet if he could accompany them on their 
  journey across the desert. The request caught them off guard for they were 
  inherently leery of strangers. After a few moments of suspicious glances 
  and whispered debate, they inexplicably agreed and the group resumed 
  their trek across the burning dunes along with their new friend. That first 
  night, they never saw his face, but his placid demeanor put their worried 
  minds at ease.
  The following evening the Traveler thanked the four friends for 
  their generosity before sitting down to share a meal with his newfound 
  companions. They watched in amazement while the mysterious Traveler 
  drew the cloak away from his face. As his countenance came into view, 
  pale, white light danced on his face, basking it in a luminescent glow. 
  A reassuring smile spread across his lips, though the four friends were 
  not sure whether they were looking upon the face of the most handsome 
  man or most beautiful woman they had ever seen. Sensing their curiosity, 
  the Traveler cryptically told them that they were correct in their all 
  assumptions. That night, they fell asleep beneath the stars and pondered 
  the hidden meaning of the Traveler’s arcane response.
  The next morning, they awoke to find the Traveler patiently waiting 
  for them. They timidly greeted the Stranger who responded only with a 
  warm smile before they set out again across the swirling sands. With each 
  step the four friends contemplated a rational explanation for the strange 
  events from the preceding night, but a reasonable explanation eluded 
  them at every turn. Midday approached, and the sun shone at its highest 
  point. Out in the distance, they saw an immense cloud of swirling sand 
  and dust gathering ahead of them. A few moments later, the ferocious 
  howling pierced their ears. Fear gripped them as a monstrous sandstorm 
  barreled towards them at breakneck speed. They hurriedly secured their 
  provisions and sought shelter from the oncoming storm, yet the Traveler 
  displayed resolute calm. Though they implored him to take precautions, 
  he politely nodded and continued on his way. The four friends watched in 
  nervous anticipation as the sandstorm bore down on him and drew closer, 
  but the Traveler’s assured gait never wavered for even a step. They begged 
  him to turn around, yet the Traveler ignored their pleas and persisted. An 
  instant later, he disappeared into the teeth of the raging winds and stinging 
  sands. Dreading the worst, they looked away in despair. They were 
  next. The maelstrom of angry air, biting sand and flying debris marched 
  towards them with callous intent. Though the gods were long dead, they 
  desperately whispered silent prayers to any benevolent force that might 
  hear their cries for help and salvation. The first gust of wind then rushed 
  across their trembling faces. They braced for the impending onslaught and 
  then — nothing.
  “The calm before the storm,” they initially thought to themselves. A few 
  more seconds passed and still no wind, no sand and no sound. An eerie 
  silence fell over the desert. The next sensation that Fatimashan felt was 
  a gentle hand caressing her face. She opened her eyes, and the Traveler 
  stood before her. Her lips quivered as she stammered for something to say, 
  but her tongue failed her.
  “Because you believed,” the Traveler answered in response to her 
  
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  unspoken question.
  The four friends fell to their knees as the Traveler removed his cloak 
  from his face. This time they saw a radiant, shining white light contoured 
  into the shape of an idealized human face.
  “I am Mah-Barek,” the Traveler continued, “And on this day, the faith 
  of four friends redeemed a world that one man’s sins nearly destroyed.” 
  Mah-Barek stretched out his hand and beckoned them to follow him. 
  “Come with me my friends. The time has come to lead you to a new 
  world.”
  Over the next twenty-eight days and nights, Mah-Barek imparted his 
  divine revelations to his four awestruck companions. They walked across 
  the desert in a trancelike state, spellbound by Mah-Barek’s every word 
  and deed. While the world they left behind reveled in the wanton carnage 
  of war, blissful serenity accompanied them on every step of their journey. 
  On the final night of their pilgrimage, they reached the placid shores of a 
  distant sea. Mah-Barek looked across the sea and then at his friends again. 
  He smiled one last time, as he gazed deeply into their eyes and unlocked 
  the mysteries of their souls.
  “The world we left behind smolders with spent anger and rage,” Mah-
  Barek told them. “You must set it ablaze again, but this time you must 
  kindle the flames with the radiant light of hope. My essence burns within 
  each of you. Speak, and I shall hear. Pray, and I shall listen. Believe, and 
  I am your servant.” And with those words, Mah-Barek stepped onto the 
  water and walked across the sea until he departed from their sight.
  After spending thirty days and thirty nights in Mah-Barek’s divine 
  presence, they returned to their homeland determined to change it for 
  the better. Though the genies had scorched the earth with fire, deluged 
  the land with water, caused the ground to tremble and lashed the world 
  with ferocious winds, the former combatants fell to their collective knees 
  before the might of four ordinary people blessed with unwavering faith, 
  inspiring words, miraculous deeds and torrents of hope. In this way, Mah-
  Barek conquered the world without even lifting a sword.
  <2>Foundations of Faith
  The four disciples conveyed a simple and consistent message — Mah-
  Barek brought divinity back to a godless world. They demonstrated 
  this fundamental principle by performing divine magic unseen since 
  Ellashah’s and Rema’s demise and the genies’ arrival. Humbled by their 
  remarkable deeds and inspiring words, the religion spread through the 
  war-torn men, monsters and even many genies like seeds buffeted by a 
  brisk wind. Eager listeners flocked to them in every battle-scarred village, 
  town and city that they visited. Over the first five years of their mission, 
  they remained together, preaching with one singular voice to the ravenous 
  masses yearning for hope. Willing converts journeyed from distant lands 
  to set eyes upon the four mortals chosen to hear a god’s message. All 
  accounts agree that 10,000 souls accepted Mah-Barek as their deity during 
  those early years, but many thousands more awaited his calling in far-off 
  nations and cities. One fateful evening after four hours of prayer, the four 
  disciples agreed to part ways and carry Mah-Barek’s teachings to the four 
  corners of the world. As time and distance separated them, the religion 
  underwent steady yet noticeable changes. Previously shared recollections 
  of events, deeds and words changed and took on new meanings as their 
  personal beliefs and outside influences shaped their individual messages. 
  On the rare occasions when two or more of them did meet, disagreements 
  over religious doctrine surged to the forefront. The initial points of 
  contention were relatively minor, yet two decades after their separation 
  the differences became too great to reconcile. Within a few years after 
  their deaths, Mah-Barek’s unified faith split into four churches.
  Though they evolved into unique entities with divergent beliefs, the 
  faith’s universal doctrines remained intact, albeit subject to differing 
  interpretations of their true meaning. After Mah-Barek spared his four 
  companions from the raging sandstorm, he taught them that faith can be 
  built on a strong foundation only. A true follower must make the final leap 
  of faith, but he must stand on sturdy ground before leaving his feet. In 
  accordance with these principles he imparted five primary doctrines that 
  form the basis for his religion. Mah-Barek’s worshippers call them the 
  Foundations of Faith.
  Every worshipper of Mah-Barek, regardless of their church or language, 
  can recite these five tenets verbatim. In fact, these are the first words many 
  children learn to speak. The words are the same, yet the interpretations 
  and emphasis vary among the churches. For instance, adherents of 
  Fatimashan’s church and Koua’s church interpret the phrase “when blood 
  is spilt, I bring peace” in dissimilar manners. Fatimashan’s followers 
  believe it means that Mah-Barek  reconciles enemies and comforts the 
  injured, while some elements in Koua’s church contend that spilling blood 
  in Mah-Barek’s name offers the only path to peace. As the churches’ 
  beliefs and dogmas moved in different directions, their administrative 
  hierarchy and traditions followed suit in accordance with the clergy’s and 
  membership’s wishes. Within two generations of the founders’ deaths, the 
  four churches were more akin to unique religions than institutions that 
  revered the same deity.
  Four Churches, One God
  Over the past three millennia, the four churches’ dissimilarities only 
  increased as each church branched off into divergent sects. During the 
  religion’s early days, conflicts between members of rival groups were 
  heated and passionate, yet remained largely nonviolent. As tensions 
  escalated between the churches, ambitious voices spewing fiery 
  rhetoric saw an opportunity to increase their political and spiritual 
  influence within the church’s hierarchy. They fanned the flames of 
  religious zealotry with hateful speeches and dubious promises of divine 
  favor to anyone who followed their orders. Armed battles grew more 
  frequent and deadlier, as their misguided adherents attacked anyone 
  who did not share their beliefs. These battles raged for several hundred 
  years until the mainstream elements within each church stamped out 
  the radical ideologues within their clergy. Though weakened, a handful 
  of firebrand preachers still wield tremendous influence among fringe 
  elements within each church and still harbor bold plans to usurp their 
  church’s traditional beliefs and replace them with their heretical 
  viewpoints. For now, they are content to wait and watch for any signs 
  of weakness.
  This section contains an overview of each church describing its core 
  beliefs, history, clergy, worshippers, places of worship, holy texts and 
  important sects that branched off from the main church. All the churches 
  worship the same deity, yet each church’s clerics gain access to a different 
  set of domains. This also holds true for some of the variant sects found 
  within each church.
  Church of Fatimashan, 
  “The Righteous,”  
  “The Blessed”
  More than sixty percent of Mah-Barek’s followers belong to the 
  Church of Fatimashan, making it the largest of the four denominations 
  by an extremely wide margin. Nonbelievers generally presume that 
  Fatimashan’s church represents the mainstream worship of Mah-Barek, 
  giving it the added distinction of being the most widely recognized of the 
  four churches. In many respects, the Church of Fatimashan most closely 
  resembles the core tenets and beliefs of Mah-Barek’s unified church 
  before its schism 3,000 years ago. For that reason, many members refer to 
  their church as Mah-Barek’s true faith.
  Foundations of Faith
  I am Mah-Barek, the Wellspring of the Desert, the oasis 
  nourished by the Father’s blood and the Mother’s tears. All 
  divinity flows from me.
  When you give yourself to Mah-Barek, impossibility ceases.
  Belief is food for the body and energy for the spirit.
  Flesh and bone are sacred. When blood is split, I bring peace.
  What is mine is yours, and what is yours belongs to all.
  
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  Dunes of Desolation
  Church of Fatimashan
  Alignment: Neutral good
  Domains: Charity, Glory, Good, Repose, Sun
  Symbol: An illuminated page of verse
  Typical Worshippers: Charitable humans, some humanoids; 
  only females are clerics
  Favored Weapons: Quarterstaff
  Core Beliefs
  Mah-Barek returned to the company of men to restore love and hope to 
  a forlorn and desperate world. All benevolence flows from him. His path 
  leads to goodness and righteousness for all that follow in his footsteps. 
  Devout faith in Mah-Barek can overcome any obstacle, and sincere prayer 
  provides the solution to all of life’s dilemmas. The body is a sacred temple 
  that must be revered and kept pure, even after death. Mah-Barek, the 
  peacemaker, abhors war and violence. Charity is the greatest virtue for 
  no man claims sole dominion over earthly possessions, and Mah-Barek 
  shares his worldly treasures with even the least of his beloved children.
  History
  Fatimashan was only fourteen years old when she set foot in the 
  desert, making her the youngest and perhaps the most innocent and 
  vibrant of the four companions. Contemporary accounts describe her as 
  a precocious teenager with a vivacious personality and boundless energy, 
  yet she also exhibited a serious nature when confronted by questions of 
  faith and matters of the heart. For such a charismatic figure, her physical 
  appearance is widely accepted to be ordinary and even unflattering, 
  especially when depicted by her rivals. When the time came for the 
  four companions to go their separate ways, fate took Fatimashan north 
  where she encountered the grandest and most populous desert kingdoms. 
  On her travels, the twenty-one year old Fatimashan met and fell in love 
  with Abdul Nasrahi, a talented, idealistic poet with a modest following. 
  They married shortly afterward, and the union produced three daughters. 
  The family traveled together using Fatimashan’s firsthand accounts and 
  Abdul’s religious poetry to spread Mah-Barek’s message throughout the 
  lands. Thanks to their collective efforts, Fatimashan, her husband and 
  eventually their children rapidly expanded the faith and easily recruited 
  more new converts than her three fellow companions combined. Though 
  luck played some factor in her church’s rapid expansion, her conviction, 
  faith and sincerity played much more of the determining factors in her 
  widespread success.
  As the decades passed and the schisms widened, Fatimashan never 
  wavered from her belief that the four friends would eventually resolve 
  their differences and restore unity to Mah-Barek’s faith. Despite her 
  tireless efforts, her dying wish never came true, and it fell to her three 
  daughters, Hatsetshup, Parveza, and Zahrahan to determine her church’s 
  ongoing legacy. The two older children, Hatsetshup and Parveza closely 
  adhered to their mother’s tenets and beliefs, but Zahrahan’s views deviated 
  from her sisters’ in a few important respects. She believed that Mah-
  Barek personally appointed her mother as the supreme leader of his faith. 
  Zahrahan’s increasingly intolerant doctrines brought her followers into 
  conflict with her three rival churches and her two sisters, who desperately 
  wanted to avoid a bloody internal struggle. In a masterful diplomatic and 
  political coup, Parveza and Hatsetshup convinced Zahrahan to venture 
  to a distant shrine and beseech Mah-Barek to reveal a recognizable sign 
  proving that her convictions were true. If he did, they would accept her 
  beliefs and promulgate them as the church’s official dogma. Once there, 
  Parveza and Hatsetshup placed Zahrahan under house arrest, though 
  at their father’s urging they made certain that no harm would ever to 
  Zahrahan at the hands of her captors. She lived there until she died twenty-
  four years later, still waiting for the divine revelation that never came. The 
  two sisters succeeded in thwarting a major religious crisis. In time, the 
  vast majority of her followers returned to the conventional flock, yet there 
  are still a few pockets of Zahrahanites, (the name given to her followers), 
  remaining to this very day.
  Parveza and Hatsetshup were the last true leaders of Fatimashan’s 
  church. Fatimashan’s direct descendents still hold a revered position of 
  authority within the hierarchy, yet there is no clearly defined religious 
  figure occupying a leadership role. Through the passing centuries, the 
  Church of Fatimashan made overtures to their fellow churches seeking 
  reunification, but none ever moved past the preliminary discussion stages. 
  Though reconciliation remains one of the church’s core doctrines, no one 
  within the church believes it is a realistic possibility.
  Relationships
  Conventional wisdom would suggest that Fatimashan’s followers and 
  Koua’s followers would have the most acrimonious relationship, yet that 
  conclusion does not ring true. Though Fatimashan’s clergy disapprove of 
  their murderous deeds and vile words, they are quick to forgive them of 
  their transgressions and welcome them back to Mah-Barek’s loving arms. 
  Fatimashan’s followers take greater umbrage with the Church of Hafaz’s 
  elitist attitudes and policies of exclusion. It is a greater sin to claim that 
  Mah-Barek speaks to a chosen few only than to convey a misinterpreted 
  message of his doctrines. In their view, it is better to know Mah-Barek in 
  any form than to never know him at all. The Church of Fatimashan enjoys 
  a cordial and outwardly friendly relationship with Marwan’s adherents. 
  In fact, many of Fatimashan’s followers secretly applaud the Church 
  of Marwan’s public displays of celebratory worship, though they still 
  disagree with some of their religious doctrines. On occasion, Fatimashan’s 
  clerics join forces with Marwan’s to combat the direst threats to their faith. 
  After eliminating the common enemy, old grudges resurface immediately 
  afterward and fracture the tenuous alliance.
  Clerics and Worshippers
  Fatimashan’s clerics are exclusively female, though there are no racial 
  prohibitions. To become a cleric of Fatimashan, the acolyte must spend 
  thirty days and thirty nights traveling with three fellow acolytes through 
  the desert, preferably following the same path Fatimashan traveled thirty 
  centuries earlier. The Fatimashite, the Church’s titular supreme authority 
  and a direct descendent of Fatimashan herself, performs a welcoming 
  ceremony that officially installs the successful candidate as one of the 
  Church’s clergy. Once initiated into the order, clerics take a vow of poverty 
  prohibiting them from owning anything in excess of what they can carry 
  on their person. Adventuring gear, including armor, weapons and magic 
  items is permitted as long as those items are used in the furtherance of 
  the faith. Otherwise, traveling clerics never wear more than a simple 
  cloak and carry a quarterstaff only. They are prohibited from adorning 
  their bodies with tattoos, piercings and even jewelry for flesh and bone 
  are deemed sacred. Likewise Fatimashan’s clerics wash the bodies of the 
  deceased before anointing them with holy oils and then mummifying them 
  for eternal preservation.
  In keeping with their vow of poverty, Fatimashan’s clerics are primarily 
  tasked with operating and overseeing charitable institutions. Clerics live 
  on the premises, sharing their personal quarters with members of their 
  immediate family. In many cases, the clerics’ husbands and children 
  volunteer their services at that institution. In addition to providing much 
  needed assistance, the experience encourages many young girls to follow 
  in their mothers’ footsteps and also become clerics. These organizations 
  function as autonomous entities that employ as many as 100 clerics in the 
  case of a large hospital or orphanage in a major city. Clerics are assigned 
  duties based upon their skills and abilities. Some tend to the injured or 
  supervise young children, while others perform administrative functions 
  like bookkeeping or managing other clerics. Every year, the church’s 
  clergy elects one of its own to head the institution as its supreme authority. 
  Known as a prelate, she is responsible for handling all church matters 
  including making personnel decisions, meeting financial obligations and 
  disciplining subordinate clerics that violate the church’s rules or traditions. 
  The prelate refers severe transgressions, such as stealing donations, violent 
  crimes and blasphemy, to the Church’s Fatimashite who is the only person 
  that can defrock one of her priestesses.
  Clerics belonging to the Church of Fatimashan gain access to the 
  
  95
  Faiths of the Desert
  Charity, Glory, Good, Repose and Sun domains. The quarterstaff is the 
  favored weapon. As a tribute to Abdul’s influence within the church, 
  an illuminated page containing one of his verses serves as the church’s 
  symbol.
  Worshippers adhering to the tenets of Fatimashan’s church are an 
  eclectic lot with representation from a broad spectrum of races, classes 
  and professions. Paladins of the mah-baresh order are exclusively found 
  among their ranks. Every day, worshippers are required to pray for at 
  least thirty minutes during the midday hours, and they must perform 
  a charitable act which may include giving one’s possessions or time 
  to another. Unlike the clergy, worshippers are not required to take a 
  vow of poverty, but the Church actively discourages its members from 
  publicly flaunting their wealth. Communal prayers are conducted on 
  the last day of the week, though they are usually sparsely attended. 
  Instead, many believers commemorate the day by abstaining from 
  sleeping, eating, drinking or bathing during the daylight hours to reflect 
  upon Mah-Barek’s blessings. Many worshippers also follow a time-
  honored tradition to invite strangers to their homes for a celebratory 
  feast that begins after sunset. There is no greater insult in many desert 
  communities than to decline a seat at another’s table, even if the guest is 
  not a fellow church member.
  Temples and Shrines
  The Church of Fatimashan has no temples in the traditional sense. 
  Instead, believers meet and gather together in communal areas at 
  charitable institutions administered by its clerics. These include 
  hospitals, orphanages, geriatric homes, soup kitchens and other places 
  where the Church gives aid and assistance without compensation. 
  Worshippers are expected to make a donation whenever they visit these 
  locales. The meeting area typically consists of an unadorned room 
  furnished with enough tables and chairs to meet the congregation’s 
  needs. All are welcome to attend daily services, including members of 
  other churches, though they sometimes refuse admittance to anyone 
  flaunting their wealth. Places of worship are found in every desert city, 
  town or village.
  The Church requires its dead members to be mummified. The preserved 
  remains are then interred in necropolises or catacombs which function 
  as shrines for the faithful. These vast complexes include common burial 
  areas, family vaults and individual chambers that are typically reserved 
  for important religious, political and professional figures. On the first 
  anniversary of a loved one’s death, the decedent’s family traditionally 
  visits the person’s final resting place for thirty minutes and then makes a 
  donation to their respective place of worship in any amount divisible by 
  thirty. A similar tradition applies to the first time that the deceased misses 
  an important event, such as the birth of a child, a wedding or the death of 
  another family member. Instead of making a donation, the family leaves 
  the deceased an important memento from the event.
  Holy Texts
  Written by Fatimashan’s husband, Abdul, the Al-Qajin is his poetic 
  account of her words and deeds during her mission to the northern lands. 
  Many prayers are verbatim recitations of what she said on that particular 
  day. Every worshipper is expected to read the book at least once and 
  memorize a personalized, favored saying. The holy text is considered 
  more of a guide than scripture, because Mah-Barek conveys a unique 
  message to all worshippers through prayer and deeds.
  Sects
  The Church’s hierarchy recognizes seven sects as distinct offshoots from 
  the main church. These include the Brotherhood of Abdul, a patriarchal 
  branch of the Church and the Deprived, a group that disavows the 
  ownership of any personal property. Other than minor changes in practice 
  or tradition, they retain the same core beliefs as the main Church. Like 
  nearly all sects of Fatimashan, these splinter groups keep a low profile and 
  remain on friendly terms with the mainstream clergy and laic community. 
  The Zahrahanites are the lone exception to this rule. They actively seek 
  publicity by destroying property and committing violent acts. As one of the 
  oldest and possibly largest sects, the Zahrahanites are highly organized, 
  well-funded and well-connected with operatives and members holding 
  strategic political and military positions in most desert kingdoms. For its 
  part, Fatimashan’s Church strongly condemns the Zahrahanites’ methods 
  and cooperates with local authorities in the fight against their sister sect. 
  The Church occasionally hires adventurers to infiltrate the organization or 
  launch an assault against one of its strongholds.
  Zahrahanites
  The Zahrahanites are one of the desert’s most hateful and feared spiritual 
  orders. They follow the tenets of Fatimashan’s youngest daughter, Zahrahan, 
  who believed that Mah-Barek specifically chose her mother as his divine 
  messenger to the exclusion of all others. Despite their professed allegiance 
  to Fatimashan, they extol none of her virtuous traits. They believe that her 
  two older daughters, Parveza and Hatsetshup, betrayed their mother’s legacy 
  and turned her Church into a congregation of traitors. Zahrahanites hold 
  members of the other three churches in even lower regard, branding them as 
  heretics. The group strives towards achieving two stated goals—to eradicate 
  all churches other than Fatimashan’s and to make Fatimashan’s church the 
  state religion in every desert kingdom. They use targeted acts of violence to 
  achieve these desired measures including burning down or destroying rival 
  temples and shrines as well as assassinating high ranking clerics in other 
  churches. Each cleric leads a cell of two to ten likeminded followers to carry 
  out these missions. These groups are completely autonomous and work 
  independently of one another. Though this organizational structure prevents 
  one person from revealing information that would undermine the entire 
  network, it also results in redundancy and occasionally the spilling of blood 
  between competing cells. Membership in the sect is handed down from 
  generation to generation; hence all of the sect’s current members descend 
  from Zahrahan’s original followers. In many respects, the sect serves as 
  a cautionary example demonstrating how easy it is for good intentions to 
  go terribly awry. In this case, the Zahrahanites became so consumed with 
  forcing others to accept Fatimashan’s message of charity and forgiveness 
  that they solely focused on imposing their will on others and in the process 
  forgot the message’s redeeming qualities altogether.
  Zahrahanite clerics gain access to the Death, Evil, Glory, Nobility and 
  Strength domains. The favored weapon is a quarterstaff. The image of a 
  burning temple serves as the sect’s symbol.
  Sect of Zahrahan
  Alignment: Chaotic evil
  Domains: Death, Evil, Glory, Nobility, Strength
  Symbol: An image of a burning temple
  Typical Worshippers: Revolutionaries, violent zealots, would-
  be tyrants
  Favored Weapons: Quarterstaff
  Charity Domain
  Granted Power: You place the needs of others above your 
  own. Whenever you use an aid another action to assist one of your 
  allies, the ally receives a +3 bonus to his AC, attack rolls, saving 
  throw or skill check.
  Helpful (Ex): You can aid another as a free action. You can use 
  this ability a number of times per day equal to 3 + your Wisdom 
  modifier.
  Last Second Aid (Sp): At 6th level, you can cast aid as a swift 
  action. You can use this ability once per day at 6th level, and an 
  additional time per day for every six levels thereafter.
  Domain Spells: 1st—shield of faith, 2nd—shield other,  
  3rd—helping hand, 4th—imbue with spell ability, 5th—breath 
  of life, 6th—heroes’ feast, 7th—resurrection,  8th—holy aura,  
  9th—miracle.
  
  96
  Dunes of Desolation
  Church of Hafaz,  
  “The Light in the Darkness,” 
  “The Hidden Revealed”
  The Church of Hafaz is the smallest of the four churches by far and 
  not by accident. Its low membership numbers are not attributable to 
  recruitment deficiencies or disorganization. Instead, the hierarchy believes 
  that Mah-Barek’s words and deeds conceal esoteric messages meant for 
  an elite group of people only. In fact, the most vocal critics within the 
  church complain that it has too many members, even though the Church 
  accounts for no more than five percent of Mah-Barek’s total followers.
  Church of Hafaz
  Alignment: Neutral
  Domains: Artifice, Esoteric, Knowledge, Magic, Rune
  Symbol: An open eye emitting radiant beams of light
  Typical Worshippers: Scholars, philosophers, sages, elitists
  Favored Weapons: Shortspear
  Core Beliefs
  Mah-Barek is the coalesced essence of Ellashah and Rema, which he 
  revealed to only a select few capable of comprehending complex matters 
  of divinity. Mah-Barek enlightens those he deems worthy to be privy to the 
  world’s arcane mysteries. Belief leads a true follower down many paths 
  invisible to most others in his search of hidden knowledge. Mah-Barek 
  dwells within the mind, bringing inner peace to those who suffer ailments 
  of the body in their quest to discover the unrevealed truth. Bloodshed 
  is deplorable and must be avoided whenever possible. Worldly treasures 
  belong to those he blessed with understanding and insight beyond the 
  abilities of others.
  History
  Hafaz was the most learned and also the most skeptical of the four 
  companions. He mistrusted Mah-Barek during their initial meeting, leading 
  him to insist that one of them keep him under surveillance at all times 
  on that first night. By nearly all accounts, Hafaz was also the last group 
  member to accept Mah-Barek’s divinity, though once he did acknowledge 
  Mah-Barek’s godhood he embraced it with an open mind and heart. On 
  many arduous legs of their journey, Hafaz questioned Mah-Barek at 
  length regarding the world’s secrets and mysteries that confounded him 
  during the course of his studies. Despite the relentless grilling, Mah-Barek 
  indulged every line of circuitous inquiry with equally cryptic answers. 
  Over time, Hafaz grew to believe that Mah-Barek recognized his unique 
  talents and bequeathed insights to him that he withheld from the others.
  After Mah-Barek departed across the sea, Hafaz’s curiosity fueled his 
  desire to learn more about the world’s origins. During their travels, Mah-
  Barek told the four companions that he was the oasis nourished by the 
  Father’s blood and the Mother’s tears, but Hafaz still felt that something 
  was missing. He poured through long-forgotten lore and eldritch tomes, 
  yet answers eluded him at every turn. Who were the Father and Mother and 
  what happened to them? Every avenue of research lead to a dead end, but 
  Hafaz refused to leave these questions unanswered. On the verge of giving 
  up, he realized that instead of looking for the direct answer, he should 
  look for someone who could point him in the right direction towards the 
  answer. The genies were the one recurrent constant that kept appearing in 
  his research. Armed with this newfound insight, Hafaz obtained a private 
  audience with an ancient shahzada, a noble marid genie. The genie relayed 
  the story of creation to Hafaz who recorded it and shared it with the other 
  three. Much to Hafaz’s surprise, they did not readily accept his accounting 
  of events, but they did agree to pray on the matter in the coming days. That 
  night, each saw Mah-Barek in a dream and took it as a sign that Hafaz’s 
  version of the world’s creation was indeed accurate. The creation story 
  became accepted dogma.
  Hafaz believed that many other hidden revelations awaited discovery, 
  yet they were not intended to be uncovered by just anyone. Mah-Barek 
  intended to reveal true knowledge to a few individuals only. Hafaz’s 
  views on the subject hardened after he journeyed to the sparsely populated 
  south to spread Mah-Barek’s message on his own. During his travels, 
  he stumbled upon an exclusive university of magic and philosophy, the 
  Al-Ulasham. Hafaz took this seemingly random event as a sign of Mah-
  Barek’s wishes regarding the search for knowledge. Hafaz returned to the 
  university on many occasions, espousing his growing convictions that 
  Mah-Barek’s message is not meant for mass consumption, but is actually 
  directed at men and women driven by curiosity and intellect to uncover 
  the concealed truth. He stopped actively seeking converts and instead 
  revealed Mah-Barek’s existence to promising students and intellectuals 
  only.
  Fatimashan and Marwan did not look favorably upon his restrictive and 
  secretive recruitment methods causing tremendous friction between them. 
  The matter remained unsettled at the time of Hafaz’s death, but his two 
  greatest students, Rahman ibn Kadesh and Malik el-Duraash continued 
  and expanded his legacy. After the schism, Rahman and Malik left the 
  Al-Ulasham and ventured to other universities and centers of learning in 
  search of promising converts. In time, the Church gained traction among a 
  considerable number of learned people who shared Hafaz’s elitist opinions 
  on membership. Over the passing centuries, the Church of Hafaz branched 
  out to nearly every institution of higher learning and influential political 
  circles. Though the Church remains relatively small in comparison to its 
  rivals, its ranks include a disproportionate number of the greatest minds 
  of their generation. What the Church lacks in numbers, it more than 
  compensates with talent.
  Relationships
  Hafaz’s church does not publicly acknowledge its existence making it 
  difficult to forge a relationship with any of its sister churches. Privately, 
  the church’s hierarchy and its members look down upon Mah-Barek’s 
  other worshippers. They derogatorily refer to Fatimashan’s followers as 
  Hwaadites which literally translates as “religion for fools”. They hold 
  a similar opinion regarding Marwan’s adherents as well calling them 
  Caadamites which translates to “public buffoons”. They give Koua’s 
  following a modicum of credit for not taking Mah-Barek’s words in a 
  literal sense, but they also consider his constituents to be lazy dullards 
  who perverted Mah-Barek’s message to justify their frequently illegal and 
  immoral activities. Despite their critical outlook towards Mah-Barek’s 
  fellow believers, they adhere to a strict policy of nonviolence towards 
  them. As Hafaz himself once said, “thoughts and words win more battles 
  than armor and swords.”
  Clerics and Worshippers
  Clerics and worshippers are one in the same within the Church of Hafaz 
  with one notable exception—the Church requires its clergy to author 
  original works regarding their faith. His clergy jokingly quip that the voice 
  is the instrument for spreading the faith, but the pen in the implement for 
  keeping one’s clerical robes. There are no requirements pertaining to the 
  type of composition and the work’s subject matter. Ahmad the Feeble, an 
  elderly elf cleric is said to have written more than 1,000 volumes during 
  his lifetime. Otherwise, nothing distinguishes clerics from laymen. Nearly 
  every member dabbles with divine magic to some degree making the line 
  between cleric and worshipper blurry at best. The Church’s leaders see 
  no need to weed out prospective acolytes with rituals or requirements. 
  As they see it, membership in the Church of Hafaz makes any constituent 
  worthy of joining the ranks of its clergy. All worshippers must spend at 
  least one hour per day in quiet study, reading and contemplating what the 
  written text is actually trying to say. Poetry is the most common example, 
  as Hafaz’s adherents analyze the subtle nuances of every word and phrase 
  in a quest to discover its hidden meaning.
  
  97
  Faiths of the Desert
  The Church of Hafaz lacks central leadership, so church matters are 
  resolved by local councils comprised of the area’s four most senior clerics. 
  They have full autonomy to make all decisions regarding the interests 
  of their congregations, particularly in regards to offering membership to 
  worthy individuals. They are also responsible for organizing and leading 
  “introspective studies” which function as its official religious services. 
  Every week at a designated time and day, the local membership gathers 
  together to debate matters of faith, science, history, mathematics and 
  literature. These meetings typically last for several hours as the group 
  discusses revelations hidden within the context of these topics.
  Clerics of Hafaz gain access to the Artifice, Esoteric, Knowledge, 
  Magic and Rune domains. Their favored weapon is the shortspear. An 
  open eye emitting radiant beams of light acts as the Church’s symbol.
  The church’s membership is predominately comprised of scholars, 
  teachers, tutors, wizards and people belonging to other learned professions. 
  Unlike the other churches, they do not recruit new members from among 
  the masses. They instead target specific individuals from universities, 
  schools of magic and private tutors regardless of their race, gender or 
  age. Prospective candidates are brought to the Church’s attention because 
  of their intelligence and hunger for learning. Because of their secretive 
  nature, the Church clandestinely drugs and then blindfolds potential 
  new members before they meet with the clergy. The process is jokingly 
  referred to as “Hafaz’s nap”. The clergy interviews them and tests their 
  mental abilities before rendering a decision. Candidates that do not 
  express an interest in joining the Church are allowed to leave unharmed, 
  though they still remain blindfolded throughout the process. Those that 
  want to become members are interviewed at least one more time to judge 
  their sincerity before they accept a new member. Once welcomed into 
  the church, the member remains so for life. Though they adhere to a 
  general policy of nonviolence against worshippers from rival churches, 
  they do not show the same restraint towards anyone that may threaten the 
  Church’s veil of secrecy, including prodigal members. The clergy uses its 
  repertoire of divination spells and informants to pursue those it brands as 
  traitors to the faith. Whenever possible, they kill their victims with a spear 
  thrust to the mouth which they refer to as “Hafaz’s rebuke”. After death, 
  they remove the deceased’s tongue and nail it to a nearby object as a final 
  warning to others that would betray their confidence.
  Temples and Shrines
  According to legend, Rahman ibn Kadesh once quipped that if one 
  wants to visit Mah-Barek’s temple, he should go to a library and study. 
  That statement rings largely true, though church members would never 
  gather together in such a public place. Most introspective studies take 
  place in secret within private chambers that are strictly off-limits to the 
  general public. These rooms are better suited for academic pursuits than 
  the performance of religious rites.
  Shrines may be found in the largest desert cities. In addition to containing 
  massive quantities of obscure tomes and rare books, these shrines also 
  serve as ossuaries for the skulls of the Church’s greatest scholars as a 
  tribute to their intellectual greatness. The Church of Hafaz believes that 
  flesh and bone are no longer sacred after death. They preserve the skull 
  and the brain inside of it, and then cremate the rest of the body. Many 
  worshippers believe that the skulls grant inspiration that would otherwise 
  elude them in their studies.
  Holy Texts
  The Church of Hafaz considers nearly every written document to be a 
  holy text, though books written by fellow church members are considered 
  more important than those written by nonbelievers or rival church 
  members.
  Sects
  The Church of Hafaz denies the existence of any sects affiliated with 
  its Church. The hierarchy of the other three churches disagrees with 
  them. Rumors persist that a few renegade former members founded 
  a group known as The Vanished. They disavow the use of all divine 
  magic, claiming it to be a tool of deceit created by the genies. Comprised 
  predominately of wizards, they use their arcane magic to elude their 
  pursuers. The growing Cult of Zargareth represents the Church’s greatest 
  threat. Its members believe that an all-powerful time traveler originally 
  created Ellashah and the four elements. The mainstream church deems 
  their beliefs to be heretical and does everything in its power to rid the 
  world of their outlandish claims.
  Cult of Zargareth
  A century ago, the brilliant yet erratic cleric Mustafa Xabi purchased 
  an unusual manuscript entitled The Shadow in Light from a mysterious, 
  otherworldly stranger. The beautifully illustrated and hand-crafted gilded 
  tome instantly piqued his interest. He poured through the book, and with 
  each turn of a page it revealed a new earth shattering revelation. When 
  he finished reading, the world he knew changed dramatically. The work 
  penned by an unknown hand claimed that a time traveler named Zargareth 
  created the world as well as Ellashah and the genies. The book further 
  purports that time moves in a circular manner, meaning that existence is 
  doomed to constantly repeat itself in an endless loop. The Shadow in Light 
  also claims that it is possible to go backwards in time; however doing so 
  would create a cataclysmic paradox that would snap time’s circular path 
  and alter the course of future events from that moment forward.
  Cult of Zargareth
  Alignment: Chaotic neutral
  Domains: Artifice, Entropy, Knowledge, Magic, Rune
  Symbol: A sundered golden circlet
  Typical Worshippers: Deranged inventors, anarchists, nihilists, 
  schizophrenics
  Favored Weapons: Morningstar
  Mustafa shared the mysteries with his most trusted confidantes, but his 
  numerous skeptics dismissed its heretical account of creation as well as its 
  theories regarding the fabric of time.  Mustafa vehemently disagreed with 
  their conclusions and left the Church of Hafaz with its irate clergy in hot 
  pursuit. While on the run, he swayed a handful of influential clerics to his 
  cause, but Hafaz’s priests finally captured and killed the renegade cleric 
  one year after he purchased the book. Before dying, Mustafa left the tome 
  in the custody of his most trusted associate, Aljadin Buurabbi. Since then 
  The Shadow in Light passed through many hands as the cult’s influence 
  spread throughout the desert. Its adherents tinkered with technological 
  devices intended to reverse the passage of time or greatly accelerate it. 
  They combined these newfangled inventions with magical incantations 
  Esoteric Domain
  Granted Power: The world around you was not meant to 
  be known or seen by most others. You are endowed with secret 
  knowledge and insight granting you a +2 bonus on Bluff checks 
  to pass secret messages and Linguistics checks to decipher writing 
  in an unfamiliar language or a message written in an incomplete 
  or archaic form.
  Detect Secret Doors (Sp): You can detect secret doors, as per 
  the spell, for a number of rounds per day equal to 3 + your cleric 
  level.
  Find Traps (Sp): At 4th level, you can use find traps at will as a 
  spell-like ability using your cleric level as the caster level. You can 
  use this ability for a number of rounds per day equal to your cleric 
  level. These rounds do not need to be consecutive.
  Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 
  3rd—arcane sight, 4th—divination, 5th—true seeing, 6th—analyze 
  dweomer, 7th—arcane sight, greater,  8th—moment of prescience, 
  9th—foresight.
  
  98
  Dunes of Desolation
  and pseudo-religious rites yielding only lackluster results. Despite 
  abundant failures, his successors continued to forge ahead branching 
  off into increasingly bizarre and gruesome avenues of research. Cultists 
  always operate alone or in pairs, and many still belong to the Church of 
  Hafaz, choosing to conduct their cultist activities in secret laboratories.
  Clerics of the Cult of Zargareth gain access to the Artifice, Entropy, 
  Knowledge, Magic and Rune domains. Their favored weapon is a 
  morningstar. A sundered, golden circlet serves as the cult’s symbol.
  Church of Koua,  
  “The Hand of Mah-Barek,” 
  “The Zealot”
  The Church of Koua accounts for approximately fifteen percent of Mah-
  Barek’s followers, yet few openly profess their membership. Nonbelievers 
  commonly dismiss Koua’s followers as a band of criminals, riff-raffs, and 
  ne’er do wells. This is an overly simplistic and uninformed assessment. 
  On the other hand, Koua’s proponents try to smooth out the church’s 
  rough edges by contending that they only differ from other worshippers of 
  Mah-Barek in the way that they approach their faith rather than the actual 
  faith itself. Like most debates involving contrasting points of view, the 
  truth rests somewhere in the middle.
  Church of Koua
  Alignment: Neutral evil
  Domains: Intrigue, Nobility, Strength, Trickery, War
  Symbol: A white hand wrapped around the hilt of an onyx 
  dagger
  Typical Worshippers: Bureaucrats, dictators, bandits, spies, 
  thieves, assassins
  Favored Weapons: Dagger
  Core Beliefs
  Mah-Barek is the only deity, and he must be worshipped. He makes 
  all things possible and guides the hands of his true servants. The world 
  is yours for the taking. Charity is a fool’s errand for Mah-Barek gave 
  his believers the desire and ability to provide for themselves. Those that 
  refuse to worship Mah-Barek must be forced to do so, for only then can 
  he bring peace. Property ownership is a transitory, manmade invention for 
  all things really belong to Mah-Barek. True believers are empowered to 
  take what they need or want for themselves using any means necessary.
  History
  Koua is the most enigmatic figure among the four founders of the faith. 
  Koua, the man, and Koua, the emissary of Mah-Barek, appear to be two 
  different people. Traditional sources describe Koua before and during the 
  journey as a meek, soft-spoken man in his early twenties. In fact, his two 
  male companions respected him as an older brother, while Fatimashan 
  looked up to him as a father figure. He continued to fulfill this role 
  throughout the unified church’s formative years, but shortly after parting 
  ways with his companions his personality abruptly changed. An assertive, 
  dour man replaced his previously timid and gentle persona. Speculation 
  abounds regarding the reasons for the transformation. Circumstantial 
  evidence found in many historical documents hint that Fatimashan 
  rebuffed Koua’s romantic overtures prior to him departing to the eastern 
  lands, though most religious scholars dismiss this notion as propaganda. 
  There is no doubt though that Koua’s sudden change of heart altered the 
  course his church took in the years and generations to come.
  
  99
  Faiths of the Desert
  During his lifetime, Koua never advocated violence against fellow 
  believers or even nonbelievers. However, he demanded that his followers 
  adopt a more proactive approach in shaping the fortunes of their own 
  lives. He felt that too many worshippers accepted the false notion that 
  Mah-Barek was expected to literally do everything for them. This brought 
  him into direct conflict with the compassionate Fatimashan, especially in 
  regards to charity’s proper place. Over the passing decades, they argued 
  bitterly over the subject, and it grew into the primary bone of contention 
  between them. Though Koua refused to abandon his religious doctrines in 
  the wake of her pointed criticism, in his final days he privately conceded 
  to his closest confidantes that he regretted the sad state of his relationship 
  with Fatimashan more than anything else he had done.
  During the centuries following Koua’s death, the church remained true 
  to Koua’s core principles regarding nonviolence until a minor squabble 
  with a member of Marwan’s church escalated into a public massacre. It 
  started as a religious disagreement between Salaam al-Rasheed, a highly 
  respected cleric of Marwan and Koufas, the leader of Koua’s church and 
  a direct descendent of Koua’s sister, Shareesha. No one knows how the 
  dispute started, but everyone unanimously agrees that it ended when 
  Koufas and his younger brother, Kuurwan, murdered Salaam, his wife 
  and their three children in a bloody street fight. In response to the outcries 
  for justice, Koufas declared to his followers that murder committed in the 
  name of Mah-Barek is not only justified, it is a true believer’s sacred duty. 
  His bold edict rallied many of his followers to his cause. Faced with the 
  prospect of a savage religious war, the Church of Marwan relented in their 
  demands for justice in exchange for a promise to uphold the peace in the 
  future and a financial settlement. With a dozen flicks of his dagger, Koufas 
  forever shattered centuries of precedent and steered the Church of Koua 
  into uncharted waters. Other similar incidents followed in the intervening 
  years, leading many believers to cast a wary eye towards the Church’s 
  activities. Because of these attitudes, many of Koua’s followers conceal 
  their faith from others.
  Relationships
  Old grudges can linger for years and sometimes millennia, and the 
  Church of Koua’s icy relationship with the Church of Marwan proves this 
  contention. Violence between the rivals is rare, but it is common to hear 
  insults and jibes hurled in either or both directions whenever one is aware 
  of the other’s presence. Similarly, they hold the Church of Hafaz in equally 
  low regard. They view his followers as quixotic elitists and eccentrics that 
  waste their time pouring through old tomes vainly searching for hidden 
  meanings that do not exist. And even if they allege to discover something, 
  they never do anything with their so-called knowledge anyway. In an 
  odd twist, the Church enjoys a strained, but cordial relationship with 
  Fatimashan’s followers. Many political and social circles believe that 
  Koua’s hierarchy placates Fatimashan’s clergy with insincere apologies 
  to allay their concerns about the Church’s activities. Koua’s clergy may 
  also fear Fatimashan’s vast numbers and pervasive influence throughout 
  many desert kingdoms which may explain why they sometimes acquiesce 
  to their rival church’s demands.
  Clergy and Worshippers
  In simplest terms, Koua’s clergy is a family affair. Koua never fathered 
  children during his lifetime, so prospective clerics must be able to trace 
  their lineage back to Shareesha, Koua’s sister, if they aspire to join his 
  priesthood. Because of this restriction, his clerics are overwhelming 
  human, but it is possible for anyone with even a trace of human blood 
  to become one of his clerics provided they can prove direct descent 
  from Koua’s line. Men dominate the ranks of his clergy, and they almost 
  exclusively occupy the higher rungs of its hierarchy. The Kouashara, a 
  priest elected from the ranks of the clergy to serve a lifetime appointment, 
  wields absolute authority over Koua’s church. Talik el-Ribin is the 
  church’s current Kouashara having served in the prestigious position for 
  the last twelve years. Beneath the Kouashara are four Kouashere that are 
  assigned to oversee the churches in their respective quadrants, i.e. north, 
  south, east and west. There are four more layers of bureaucracy between 
  the Kouashere and the rank and file clergy known as the Kouasha. 
  Clerics lead their congregations in monthly prayer services that last from 
  midnight until the early morning hours during the first night of a new 
  moon. In addition to tending to their followers’ spiritual needs, Koua’s 
  priests also serve as personal advisors, counselors, matchmakers and even 
  employment recruiters. In addition, they mediate disputes between church 
  members. Higher ranking priests are empowered to pass judgment on 
  criminals that engage in what it deems to be “acts of deviance” which 
  generally include any violent or sexual act committed for no tangible gain, 
  such as pedophilia and rape. In these cases, punishment is swift, harsh and 
  apropos for the crime.
  Koua’s worshippers run the gamut from the most respected and 
  least respected segments of desert society to everything in the middle. 
  Ambitious men and women occupying positions of power and wealth 
  embrace Koua’s positive outlook regarding personal property and self-
  determination while sharing his dislike of sloth and charity. In a similar 
  vein, the Church attracts thieves, assassins, smugglers, prostitutes and 
  others who believe that the world is one’s for the taking using any means 
  necessary. Koua’s message also resonates with individuals aspiring to 
  making a better life for themselves regardless of their economic means 
  or profession. The Church accepts, but does not require donations from 
  its members. Traditionally, anyone who comes into a windfall of money, 
  whether obtained legally or illegally, is expected to give four percent of 
  their newfound wealth to the Church. Worshippers refer to these donations 
  as “Mah-Barek’s fortunate glance”. Though the Church’s membership 
  includes a significant number of dubious and in some cases, extremely 
  dangerous individuals, the clergy takes no active role in its members’ 
  nefarious schemes. It neither condones nor condemns its members’ 
  actions which give rise to the commonly held perception that the Church 
  promotes evil and mayhem. In its defense, worshippers point to the fact 
  that the Church takes a hard line against heinous acts committed for no 
  justifiable reason. Still, the stigma attached to membership is difficult to 
  overcome in most circles, so many of Koua’s followers do not openly 
  profess their faith. Instead, it remains a poorly kept secret.
  Temples and Shrines
  The Church of Koua lacks any formal temples or shrines dedicated 
  for worship. Instead, it always conducts its monthly services outdoors, 
  typically in remote locations far from the glare of prying or judgmental 
  eyes. The clergy selects sites with special significance and that are easy to 
  remember like an unusual rock formation, a uniquely shaped dune or the 
  entrance to a subterranean cave. The location must also grant a clear view 
  of the surrounding area and the night sky.
  Mummification is an honor bestowed upon its greatest and most 
  Intrigue Domain
  Granted Power: You are skilled at allaying the suspicions of 
  others and ultimately gaining their trust. You are trained in the use 
  of poison and cannot accidently poison yourself when applying 
  poison to a blade.
  Sneak Attack (Ex): Your attack deals extra damage anytime your 
  target would be denied a Dexterity bonus to AC or when you flank 
  your target. Your attack deals an additional 1d6 points of damage 
  + 1 point for every two cleric levels you have. If you get a sneak 
  attack bonus from another source, the bonuses on damage stack. 
  You can use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Disappear (Sp): At 8th level, you can become invisible, as per 
  the spell, for 1 round per cleric level. The rounds do not need to 
  be consecutive.
  Domain 
  Spells: 
  1st—disguise 
  self, 
  2nd—invisibility, 
  3rd—nondetection, 4th—discern lies, 5th—scrying, 6th—mislead, 
  7th—scrying, greater,  8th—mass invisibility, 9th—imprisonment.
  
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  Dunes of Desolation
  illustrious members that often include kings, princes, nobles and wealthy 
  merchants. The tombs of Koua’s cherished dead serve as makeshift shrines 
  for the faithful who leave small homemade offerings of art, prepared food, 
  and other finished products. Less renowned figures are usually buried in 
  underground chambers or wilderness locales that also act as informal 
  gathering places for Koua’s followers typically on the person’s birthday 
  or the anniversary of his death.
  Holy Texts
  The Treatise of Koufas is widely regarded as the Church’s most 
  sacred text. It contains detailed accounts of the Creation story, Koua’s 
  solo journey across the desert and the history of the early church. More 
  importantly, the tome establishes the foundations of the Church’s beliefs 
  including its doctrines regarding justifiable violence, property ownership 
  and the forced conversion of nonbelievers.
  Sects
  The two dozen sects that splintered off from the main church encompass 
  a broad spectrum of beliefs, but none if more prevalent or dangerous than 
  the Children of Abbashar. This sect claims that Mah-Barek is Abbashar’s 
  essence reincarnated. They espouse that the propensity for violence 
  and murder is an innate trait that should be celebrated and acted upon 
  rather than being suppressed. The Church of Koua and the Children of 
  Abbashar loathe each other. Any contact between the two always results 
  in a bloody dagger and fresh souls for the afterlife. On the other end of the 
  section, the splinter group known as The Union believes that they descend 
  from Morhad the Fertile, who claimed to be Koua’s and Fatimashan’s 
  illegitimate son. They believe that the four companions parted ways 
  because Hafaz wanted to hide Fatimashan’s pregnancy and separate the 
  secretive lovers. Its members constantly try to infiltrate the Church of 
  Hafaz to find documents supporting their questionable claim. Their ill-
  planned attempts rarely succeed, and the explosive evidence they seek 
  continues to elude them.
  Children of Abbashar
  The mere mention of this radical organization sends shivers down the 
  spines of powerful rulers, wealthy merchants and all clergy members 
  regardless of their church or religious affiliation. The Children of Abbashar 
  believe that Mah-Barek is the spiritual embodiment of Abbashar, whom 
  they consider to be the first man. Rahadd the Dead Stealer, a notorious grave 
  robber, founded the sect 2,500 years ago. Koua’s clergy condemned him 
  to death for committing unspeakable deviant acts on dead corpses, but the 
  depraved criminal escaped justice and set about to rallying others to his cause 
  by taking the mainstream church’s teachings one step further. He professed 
  that violence and lust represent man’s natural state, because the spirit of 
  Abbashar manifested itself as Mah-Barek. All actions, regardless of how 
  deviant, are justified as long as it brings pleasure to the perpetrator. In fact, he 
  vigorously encouraged believers to commit these acts to achieve union with 
  Abbashar. The fugitive Rahadd spread his message through his network of 
  contacts where it struck a chord with likeminded individuals languishing in 
  prisons as well as those committing deviant acts in secret. Rahadd recruited 
  twenty members to his newfound sect, but his success proved short-lived. The 
  local authorities responded to the group’s wanton crime spree with numerous 
  arrests, including Rahadd’s. In the end, the Church of Koua carried out its 
  punishment against Rahadd; however his sect survived his death.
  Children of Abbashar
  Alignment: Chaotic evil
  Domains: Chaos, Death, Destruction, Evil, Trickery
  Symbol: A necrotic fist dripping with blood
  Typical Worshippers: Madmen, murderers, deviant hedonists
  Favored Weapons: Dagger
  The Children of Abbashar learned from Rahadd’s mistakes and went 
  underground. Members exercise far more care in planning their deviant 
  acts rather than engaging in the chaotic bloodbath that lead to Rahadd’s 
  downfall. Prospective members aspiring to join the sect must commit a 
  random act of violence and avoid detection in doing so. The sect kills 
  anyone who fails in this endeavor. Its membership is exclusively human 
  and predominately male. Clerics head individual groups, and these smaller 
  groups are loosely affiliated with other groups operating in the immediate 
  vicinity. The sect’s crimes range from petty, lewd offenses to barbarous 
  serial killings. Its clerics not only encourage these acts, they advise and 
  even participate in their commission.
  The Children of Abbashar’s clerics gain access to the Chaos, Death, 
  Destruction, Evil and Trickery domains. The favored weapon is a dagger. 
  A necrotic fist dripping with blood is the group’s symbol.
  Church of Marwan,  
  “The Mystic,”  
  “The Dancer in Dreams”
  Roughly twenty percent of Mah-Barek’s worshippers partake in the 
  raucous celebration that is the Church of Marwan. His followers forego 
  the quiet reserve and measured secrecy commonly found in the other 
  churches to boldly proclaim their beliefs to any creature within earshot 
  or line of sight. They actively seek new converts and welcome them into 
  their faith with open arms. Church members pride themselves on their 
  devout spiritualism and boundless enthusiasm for their beloved deity. On 
  the other hand, their detractors deride them as annoying salesmen, drug-
  crazed mystics, circus performers or hopeless dreamers that are out of 
  touch with reality. In typical fashion, Marwan’s followers dismiss these 
  criticisms with a warm smile and a hearty laugh.
  Church of Marwan
  Alignment: Chaotic good
  Domains: Chaos, Magic, Liberation, Luck, Performance
  Symbol: A swirling gray cloak
  Typical Worshippers: Performers, bards, musicians, orators, 
  artists
  Favored Weapons: Quarterstaff
  Core Beliefs
  Faith must be celebrated for Mah-Barek is the source of all things. 
  He requires worshippers to publicly proclaim his message through 
  performances. He commands that his followers strive to achieve the 
  impossible. The body is a conduit to Mah-Barek’s realm beyond the 
  boundaries of this world. If the body is pushed to its absolute limits, the 
  mind achieves true understanding of his purpose in life and Mah-Barek’s 
  divine plan for him. There are many ways to achieve one’s goals, and 
  battle becomes a necessary evil when all other paths are closed. Put no 
  value in worldly goods for all things belong to Mah-Barek.
  History
  Tradition holds that when Mah-Barek revealed his divinity to the 
  four companions, sixteen-year old Marwan spontaneously erupted in 
  celebratory singing and dancing and continued to praise Mah-Barek’s 
  godhood with music and motion until evening fell that first night. Legends 
  even claim that on one occasion, Marwan preached, sang and danced 
  for thirty-six straight hours before finally collapsing from exhaustion. 
  Throughout the remaining stages of their desert journey and the faith’s 
  early years, Marwan gained a reputation for being the group’s unofficial 
  spokesman and resident risk-taker. Marwan loved to meet new people, 
  and he quickly ingratiated himself into the fabric of every community 
  they entered. Whenever danger loomed, Marwan stepped to the forefront 
  
  101
  Faiths of the Desert
  and greeted it as one would greet a long-lost friend. His zeal and reckless 
  abandon carried over to every facet of his faith and his life. Marwan did 
  not just accept Mah-Barek as his deity. He embraced him with every 
  ounce of strength and conviction he could muster.
  Yet Marwan was a man of wild extremes. During the religion’s 
  formative years, the effervescent preacher and energetic performer 
  concealed his darker nature. As the years passed and the whirlwind of 
  nonstop activity ebbed, the previously dormant beast roiled to the surface 
  during any extended lull in the action. Moodiness and depression crept 
  into his soul like a ravenous bloodworm. The same passion he exhibited 
  for Mah-Barek also fueled his deep melancholy. Increasingly, Marwan 
  turned to narcotics and alcohol for solace from the relentless monster 
  gnawing at the core of his being. During the last few years of his life, 
  addiction consumed nearly every waking moment, transforming the once 
  vibrant Marwan into a desiccated husk of his former self. Fortunately 
  for his church, few people witnessed his tragic descent into despair and 
  self-loathing. His bastard son and sole heir, Ibrahim Fah, swore all of 
  his father’s closest confidantes to absolute secrecy regarding his father’s 
  sickness before he embarked on the monumental task of rebuilding his 
  father’s image and converting his convoluted and often contradictory 
  messages into a coherent belief system.
  To accomplish this feat, he focused his attention on Marwan’s early 
  missions. First and foremost, his father believed that faith must be openly 
  proclaimed and celebrated in the most expressive manner possible. 
  Music, dance and words became a cornerstone of the church’s services. 
  In addition, he emphasized that Mah-Barek encouraged his followers 
  to strive for the impossible. Man made limits, and man can overcome 
  limitations once he gives himself fully to Mah-Barek. Minor changes 
  filtered into the church throughout subsequent generations, but the core 
  beliefs remain true to Ibrahim’s remarkable vision for Marwan’s lasting 
  legacy. In many respects, the Church of Marwan would not exist if not for 
  the efforts of Ibrahim and his capable successors.
  Relationships
  Marwan’s worshippers are outgoing and friendly towards everyone 
  with one notable exception — Koua’s followers. Marwan’s followers 
  never forgot or forgave Koufas and Kuurwan, two of Koua’s clerics, for 
  murdering Salaam al-Rasheed, a revered cleric, and his family in cold 
  blood more than 2,000 years ago. The wound still runs deep for many, and 
  most believe that Koua’s church never repaid the debt. Koua’s followers 
  hold a contrary opinion regarding the matter. Hafaz’s secretive church 
  barely acknowledges the Church of Marwan’s existence, yet Marwan’s 
  followers would welcome any relationship with their fellow believers. 
  The problem lies in how to reconcile the differences between one group 
  that actively recruits and welcomes new members and the other that 
  restricts Mah-Barek’s message to a select few individuals of its choosing. 
  They hold Fatimashan’s followers in high regard, though they privately 
  complain about her church’s stodgy attitude and overabundance of rules 
  and traditions. Over the centuries, the two churches temporarily put their 
  differences aside to root out mutual enemies. Though initially promising, 
  such alliances immediately end after they defeat the common threat.
  Clergy and Worshippers
  The Church of Marwan demands that prospective acolytes display one 
  trait only — innate talent for performance. The clergy seeks inspirational 
  speakers, daring dancers, accomplished musicians and show-stopping 
  singers blessed with ability and fervent belief to serve as the Church’s 
  ambassadors to the masses. Potential candidates are required to audition 
  before at least four clerics before the clergy accepts them into the 
  priesthood. Worship is more akin to a public event like an opera or a play 
  than a formal religious service. Like their Church’s founder, Marwan’s 
  clerics push the bounds of reality to the absolute breaking point, as 
  they perform dangerous feats of agility, strength and endurance during 
  their public performances. Injuries are uncommon, though clerics and 
  audiences alike attribute failure to a deficiency in faith rather than reckless 
  bravado or a foolhardy idea gone terribly wrong. Despite the outwardly 
  chaotic and frenetic nature of these services, its hierarchy is surprisingly 
  more organized than most other churches. A lone cleric is responsible 
  for overseeing and managing all Church activities within a designated 
  geographic area. Once every year, all clerics occupying leadership 
  positions within the Church’s hierarchy gather together to discuss pressing 
  issues and relay the remarkable words, deeds and feats their subordinate 
  clerics accomplished over the past year.
  Clerics of Marwan gain access to the Chaos, Magic, Liberation, Luck 
  and Performance domains. Their favored weapon is the quarterstaff. A 
  swirling, gray cloak serves as the Church’s symbol.
  By nature, Marwan’s followers are gregarious extroverts with boundless 
  energy and blind enthusiasm for their faith. His most devout practitioners 
  always say that the heart chooses Fatimashan’s church; the mind selects 
  Hafaz’s church; instinct opts for Koua’s church; but the soul begs for 
  Marwan’s church. His devotees are a bohemian mix of artists, authors, 
  dancers, singers and anyone else that wears their emotions on their sleeve 
  and revels in the expression of their faith. The church dispenses with any 
  semblances of formality and instead encourages its members to freely 
  and publicly celebrate and exude their love and devotion to Mah-Barek. 
  Spontaneous outbursts of song and dance are commonly seen in many 
  desert communities. Worshippers not participating in the performances 
  work the crowd soliciting donations that the church later uses to support 
  civic projects and provide assistance to needy members. The church relies 
  exclusively on this income to fund its operations. Marwan’s followers are 
  actually prohibited from giving money to their own cause. The Church 
  requires its members to conduct performances at least twice per month, 
  but it maintains no schedules or records of such activity. Marwan’s 
  clerics often quip that inspiration cannot be planned. Attention inevitably 
  attracts scrutiny. Critics assail these shows as choreographed gimmicks 
  or glorified panhandling festivals. Thankfully for Marwan’s church, their 
  admirers greatly outnumber their detractors, making them a welcome and 
  entertaining sight in most desert communities.
  Temples and Shrines
  Though chaotic and spontaneous at its core, the Church of Marwan 
  displays unprecedented structure in the artistic design and layout of its 
  temples. The sprawling complex’s main building provides housing, 
  meeting rooms and rehearsal space for its resident clerics. Soaring minarets, 
  large domes and intricate carvings and paintings on the outer face and 
  interior surfaces express the artists’ passion for their faith. The centerpiece 
  is its elaborate courtyard adorned with sculptures, gardens, mosaics and 
  gazebos. Marwan’s priests upkeep the temple’s outer areas. Throughout 
  the day, inspired worshippers burst into unrehearsed songs, dances and 
  speeches praising Mah-Barek and Marwan. In many desert cities and 
  large villages, Marwan’s temples bustle with activity as residents stroll 
  through its gardens amid the constant hum of activity around them. The 
  Performance Domain
  Granted Power: You are an accomplished performer. You treat 
  all Perform skills as class skills.
  Fascinate (Su): You can cause a living creature to become 
  fascinated for 1 round as a melee touch attack. Creatures with 
  more Hit Dice than your cleric level are unaffected. You can use 
  this ability a number of times per day equal to 3 + your Wisdom 
  modifier.
  Powerful Performance (Su): At 6th level, you must choose 
  whether you gain the bardic performance countersong or 
  distraction. Once this choice is made, it cannot be reversed. You 
  can use this ability a number of rounds per day equal to your cleric 
  level. These rounds do not need to be consecutive. If another 
  source grants you the ability to use countersong or distraction, the 
  abilities do not stack.
  Domain Spells: 1st—disguise self, 2nd—enthrall, 3rd—
  glibness, 4th—shout, 5th—song of discord, 6th—shout, greater, 
  7th—statue,  8th—irrestible dance, 9th—time stop.
  
  102
  Dunes of Desolation
  abundant sights and sounds are a welcome distraction from the drudgeries 
  of daily life, and the temple grounds provide a much safer backdrop for 
  conversations and introspection than the crowded bazaars.
  The Church of Marwan mummifies legendary clerics and performers. 
  The subterranean vaults housing their earthly remains serve as makeshift 
  shrines for worshippers who reminisce about the deceased’s most daring 
  feats and greatest performances. In honor of their accomplishments, 
  visitors traditionally leave articles of clothing behind as gifts for the 
  tomb’s occupant. Tales claim that the tomb of Marajahan the Nimble 
  contains more than 1,500 pairs of sandals left as tribute by his fellow 
  believers.
  Holy Texts
  Marwan’s followers place little emphasis on written documents. 
  According to their perspective, Mah-Barek moves the mind and body to 
  action, not words transcribed in a book. Marwan’s exploits and the creation 
  story are passed down from one generation to the next through song, poetry 
  and music. The compilation, El-Falajad, is the Church’s most significant 
  written work and lone exception to the rule. It contains a diverse collection 
  of poems and stories describing Mah-Barek’s time in the world as well as 
  Marwan’s personal life and other important figures throughout the religion’s 
  history. Nearly every household owns a copy of this seminal document.
  Sects
  The Poppy’s Chorus is by far the largest and most visible sect 
  associated with the Church of Marwan. Members openly engage and 
  encourage the use of narcotics, particularly opium and peyote to reach 
  a state of greater consciousness. In addition, the drugs spur worshippers 
  to perform dangerous stunts that no one in their right mind would dare 
  to attempt. Civic authorities consider the sect to be a criminal enterprise 
  masquerading as a religious group, especially in desert communities that 
  ban these hallucinogenic substances. The populace generally shares the 
  same opinion. In a similar vein, the only other significant sect, Salaam’s 
  Blood, is also associated with illegal activities. This violent, radical 
  organization attacks Koua’s followers on sight. The group’s penchant 
  for chaotic brawls and bloody street attacks earned it a well-deserved 
  reputation for causing mayhem, but the sect causes little real damage 
  because of its meager numbers and leadership deficiencies.
  The Poppy’s Chorus
  This sect shares the same beliefs and traditions as the Church of Marwan 
  with one exception — its attitude and usage of narcotics. Though Ibrahim 
  subverted all knowledge of Marwan’s abuse of these substances, unfounded 
  rumors spread by rival churches and insiders alike persisted for years after his 
  death. Some of Marwan’s followers believed the stories and experimented 
  with drugs, particularly opium, derived from the poppy seed, and peyote, a 
  hallucinogenic species of cactus. Under the influence of these mind-altering 
  substances, energetic and daring followers accomplished unprecedented 
  feats and deeds. They soared higher, moved faster, danced longer and sang 
  louder than ever before. It seemed like a miracle at first, however over time 
  the drugs took their toll on their users. Many found it impossible to function 
  without the narcotics, and in extreme cases, the substances claimed the lives 
  of their users. The Church of Marwan recognized the drugs’ inherent danger 
  and outlawed their usage under the guise of religious doctrine by stating that 
  they supplanted the role of belief in achieving the previously impossible. 
  Many abided by the Church’s office stance regarding opium and peyote, yet 
  pockets of resistance remained especially in large cities and rural areas close 
  to the source materials.
  The Poppy’s Chorus
  Alignment: Chaotic neutral
  Domains: Chaos, Darkness, Liberation, Madness, Travel
  Symbol: A poppy flower
  Typical Worshippers: Addicts
  Favored Weapons: Quarterstaff
  They became known as The Poppy’s Chorus, a name the group earned 
  because its members publicly sing and perform rambling, nonsensical 
  songs allegedly dedicated to Mah-Barek for donations to buy or produce 
  more drugs. In addition to its chaotic and extremely dangerous street 
  performances and panhandling activities, members also resort to running 
  rigged games of chance, confidence schemes and petty thievery for 
  money. Members frequently run afoul of the law, and most spent at least 
  some time in prison. The bohemian group embraces a communal lifestyle 
  lead by its resident cleric. They establish their homesteads on the fringes 
  of society, living in abandoned homes, ruins and other out of the way 
  locales where they can indulge their drug habits in private.
  Other Non-Pantheon Faiths
  The worship of Mah-Barek is a pervasive and perhaps dominant religion 
  of the deserts, yet it is far from the only faith practiced by the inhabitants 
  of the trackless dunes. Much of the populace, particularly in certain areas 
  where pantheons predominate, ascribes to other beliefs or in some cases no 
  beliefs at all. Outside of these pantheons, which will be discussed in more 
  detail below, some of these beliefs share a common heritage with Mah-
  Barek’s churches, but they differ in the respect that none of them reveres 
  him as a god. Others assign divinity to primal entities and invisible forces. 
  Presented below are brief synopses of each non-pantheon religion’s core 
  beliefs, clerics, worshippers, temples, symbols and goals.
  Ancestor Worship
  Nomadic desert peoples, remote communities and the tribal nations of 
  the semiarid deserts frequently engage in ancestor worship. They believe 
  that the spirits of the dead, especially those of immediate family members, 
  remain with the living forever. Their eternal souls bring good fortune and 
  protect their descendants for countless generations. Ancestor worship 
  comes in two forms. In the first example, the worshiper’s ancestors 
  function as intermediaries between mortals and the gods. The believer 
  asks the spirits to intercede on his behalf and relay his prayers directly 
  to his deity. In the second instance, the person’s ancestors ascended to 
  godhood. In both cases, the relationship is symbiotic in nature. The family 
  prays for the welfare of the dead, and the ancestral spirits in turn look 
  favorably upon those praying to them. The religion has no formal clergy, 
  as each family venerates its own ancestors. Instead, the family’s patriarch 
  serves as its resident cleric. These clerics gain access to the Community, 
  Death, Protection, Repose and Strength domains. Their favored weapon 
  is the light mace. The person’s home also acts as a temple. Some families 
  even craft clay likenesses of their ancestors that they keep in a sacred 
  location within the house. Every family has a unique symbol associated 
  with their heritage. Ancestor worshippers typically live amongst extended 
  family members as part of a larger clan or tribe. The bonds of family even 
  between distant cousins are extremely strong, making them an extremely 
  effective and close-knit fighting unit.
  Ancients
  Born shortly after the rise of Mah-Barek, this religion worships 
  Ellashah and Rema whom they believe are still alive. Though they share 
  a common ancestry with Mah-Barek’s faith, they claim that Mah-Barek 
  is an imposter masquerading as a god. This assertion puts them in direct 
  conflict with his followers, so they receive a chilly reception from Mah-
  Barek’s churches. In an unusual twist, prospective clerics must join the 
  clergy as a married couple and remain married during their tenure as 
  priests. Ancients’ clerics gain access to the Animal, Earth, Plant, Sun and 
  Weather domains. The favored weapon is the sickle. Worshippers come 
  from all walks of life, but farmers and other professions that subsist off 
  the land comprise the majority of the church’s membership. The religion 
  actively recruits new members in agrarian communities, though it retains 
  a much lower profile in large cities dominated by Mah-Barek’s churches. 
  As a result, most temples are located on the outskirts of rural desert towns 
  
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  Faiths of the Desert
  and villages. The resident clerics reside within the buildings. Therein they 
  conduct weekly prayer services and preside over the faith’s most important 
  rites — weddings and funerals. In fact, the church requires its members 
  to marry before reaching thirty years of age or face excommunication. 
  In addition, Ancients display no tolerance towards homosexuals and 
  adulterers. When discovered, their clerics are responsible for expelling 
  them from the faith or even in some cases murdering them. The religion’s 
  symbol is the silhouette of a man and woman holding hands against a 
  yellow background. Clerics and worshippers alike are tasked with the 
  duty of debunking Mah-Barek’s divinity. Ancients commonly spread false 
  rumors about Mah-Barek and even forge alleged holy texts. The Church 
  of Hafaz even claims Ancients wrote the heretical The Shadow in Light, 
  though its clerics vehemently deny having a hand in its authorship.
  Arcanaeans
  Arcanaeans worship arcane magic as a god, believing that creation and 
  all life sprung from this primal force. They also believe that divine magic 
  is not a separate type of magic, but is instead an undiscovered school of 
  arcane magic. Some go as far as to claim that magic is a living being; 
  however that belief is not commonly shared by many of the religion’s 
  practitioners. All clerics begin their careers as arcane spellcasters 
  before changing classes. Arcanaean clerics gain access to the Artifice, 
  Knowledge, Magic, Protection and Rune domains. The quarterstaff is 
  their favored weapon. The faith is especially popular among those capable 
  of wielding arcane magic, particularly sorcerers and wizards, who also 
  constitute its hierarchy alongside its few clerics. It is especially prevalent 
  within magical academies, universities and other institutions of higher 
  learning specializing in the mystical arts. These buildings also act as their 
  de facto temples. The church holds no formal religious services or rites, 
  and instead encourages its members to create new arcane spells and magic 
  items. An open tome serves as its symbol. Arcanaeans strive to prove their 
  detractors wrong and acquire the ability to incorporate divine magic into 
  their magical repertoire.
  Circle of Doubt
  The Circle of Doubt is more akin to an ideology than an actual religion. 
  Its practitioners believe that existence sprang from the dissolution of an 
  invisible, nameless entity that inexplicably split into an infinite number 
  of invisible particles similar to grains of sand. These tiny pieces are the 
  building blocks for every creature and object found throughout the world. 
  Even after death, these minute particles are not destroyed. Instead, they 
  are recycled and reincarnated into a new form. The so-called gods played 
  no part in the world’s formation, and instead they are just extremely 
  powerful creatures or monsters that began their lives as ordinary mortals. 
  The Circle’s clerics pray for spells like all other priests, but they assert that 
  what remains of the entity is not even aware of their or its own existence. 
  They do nothing to spread their beliefs or sway others to their way of 
  thinking. Instead, they assert that new followers must come to reach this 
  conclusion of their own accord. The Circle’s clerics gain access to the 
  Artifice, Knowledge, Law, Liberation and Travel domains. The favored 
  weapon is the club. The Circle’s followers include philosophers, poets, 
  students, teachers and members of other learned professions. Members 
  typically meet in informal and impromptu settings to discuss their ideas, 
  so there are no formal temples, services or any other sanctioned activities. 
  Most conceal their faith or lack thereof leading some to mistakenly 
  suspect that they belong to the Church of Hafaz. The ideology’s symbol is 
  a gray circle set against a white background. The clergy and its followers 
  have no stated goals or agendas other than to have badgering clerics from 
  other faiths leave them alone.
  Deniers
  Between five and ten percent of desert peoples fall into the broad 
  category referred to as Deniers. In short, they believe that the world and 
  men always existed or sprang from nothingness. Deities do not exist. They 
  are figments of overactive imaginations or mighty creatures pretending 
  to be omniscient, all-powerful beings infused with divine power. On the 
  surface, the Circle of Doubt and Deniers appear to share the same beliefs, 
  but they disagree on one critical fact. The Circle of Doubt believes that 
  the being responsible for creating the world still exists in a diffused form; 
  the Deniers counter with the assertion that such a being never existed in 
  the first place. There are no clerics among the ranks of the Deniers. People 
  of various backgrounds comprise the group’s ranks, though it attracts a 
  disproportionately high percentage of extremely wealthy individuals. Not 
  surprisingly, some speculate they may have an economic motive for being 
  a Denier. By and large, Deniers keep their personal beliefs to themselves 
  rather than run the risk of inviting a recruitment speech from someone 
  else. Deniers have no temples and symbols. They do not believe in an 
  afterlife or reincarnation, so they extol of philosophy of living life to its 
  fullest during one’s brief existence in the world.
  Druids
  Though more commonly found in temperate climates and lush 
  grasslands, druids can be found in remote areas of the desert tending 
  to verdant green oases or traversing across the scorching dunes. Druids 
  revere nature as an omnipotent entity that nurtures all living creatures. 
  Druids form close bonds with the land itself and its inhabitants. They 
  move across the desert’s formidable terrain without hindrance and forge 
  friendships with the resident wildlife. Druids do not establish formal 
  temples or churches like their clerical brethren. Instead, druids and their 
  followers congregate in important wilderness locations like oases or 
  wadis. Druidic services are usually held on special dates and times such as 
  the vernal equinox, summer solstice or a new lunar cycle. Druids live off 
  the bounty of the land, and their primary goal is to ensure that the desert’s 
  natural resources remain viable for generations to come.
  Light of the Lamp
  According to Mah-Barek’s followers, Ellashah’s dying spirit 
  transformed inanimate matter into the immortal genies. The proponents 
  of this religion dispute their account and instead believe that Ellashah’s 
  and Rema’s essence coalesced to form the genies since they sprung into 
  being simultaneously with the creator’s demise. Members of the Light of 
  the Lamp worship the genies as divine beings. Most genies relish flattery 
  so they neither encourage nor dissuade mortals from worshipping them. 
  They agree that Mah-Barek is a god but for a different reason. They claim 
  he is really the first jann which makes him a genie first — and then a god. 
  In furtherance of this belief, all clerics must claim lineage to the genies 
  or to one of the four elements. Clerics gain access to the Air, Earth, Fire, 
  Water and Weather domains. Their favored weapon is the scimitar. The 
  religion is popular among royalty, nobility and others that interact with 
  the outsiders. The Light of the Lamp also appeals to arcane spellcasters 
  specializing in elemental magic as well as miners, smiths and members of 
  other professions that have close contact with the elements. Temples are 
  found in every major desert city and other significant settlements. They 
  always incorporate some aspect of all four elements into their design. 
  This typically includes a central structure built from quarried stone, a 
  large pool of water, an open air courtyard and a roaring fire. Clerics lead 
  
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  Dunes of Desolation
  the services on the last day of the week, sacrificing something of value 
  to the flames in commemoration of Ellashah’s demise and the genies’ 
  creation. The religion’s symbol contains four quadrants each containing 
  an apropos depiction of the four elements. The Light of the Lamp exists 
  to serve the genies and perform their bidding which sometimes leads to a 
  confrontation with Mah-Barek’s followers or in rare circumstances fellow 
  worshippers acting under the direction of a rival genie. When this occurs, 
  the genies involved in the matter immediately cease hostilities. Regardless 
  of their personal differences, genies are smart enough to know not to ruin 
  a good thing while it lasts.
  Numerologists
  Mathematics give the world order and structure. Ratios determine the 
  area, height, size and width of objects. Numerical equations determine the 
  outcome of every event. Without numbers, all things would cease to exist. 
  The proponents of this religion believe that numbers are more than entries 
  in a ledger book. They are the nuts and bolts used by a divine entity to 
  create the world. Numerologists pay no attention to that being’s identity; 
  who created the world is unimportant. The real mystery is figuring out how 
  it was created, and numbers are the key to unlocking the secret. Naturally, 
  prospective clerics must demonstrate some mathematical skill. The 
  church’s elders administer a test to acolytes to determine their suitability 
  for the priesthood. (A passing grade requires the cleric to succeed on a DC 
  20 Knowledge or Profession skill check for a field of study or profession 
  that demands math skills like architecture or engineering.) Numerologist 
  clerics gain access to the Artifice, Knowledge, Law, Luck and Magic 
  domains. Their favored weapon is the flail. Worshippers also come from 
  like professions, though the religion is most popular among fortune 
  tellers and gamblers for obvious reasons. Numerologist temples are 
  commonplace in most desert communities and are more akin to libraries 
  than a place of worship. Abaci, measuring equipment and geometry tools 
  replace the statues, altars and incense found in most religious institutions. 
  Clerics lead their congregations in discussion, study and prayer on dates 
  and times with special numerical significance. The church’s symbol is 
  an abacus. Numerologists devote their lives to unraveling the hidden 
  meaning of numbers, whether the person is a seer attempting to see into 
  the future or a faro player trying to beat the odds.
  Pantheons of the Desert
  In addition to the faith of Mah-Barek and the faiths listed above, 
  many of the desert’s peoples subscribe to older worship practices — the 
  anthropomorphizing of animals and characteristics of the desert lands 
  into complex pantheons of gods, lesser and greater, good and evil. To the 
  enlightened followers of Mah-Barek these practices are seen as quaint 
  and backward at best and pagan and barbaric at worst. Yet despite this 
  reproach held by many of the desert’s cities and kingdoms, the followers 
  of these deities are nonetheless granted divine powers as well. The two 
  philosophies — monotheistic and polytheistic — usually ignore each 
  other and keep to their own regions of influence as much as possible; open 
  warfare, as has occurred in the past, tends to bring ruin to all rather than 
  truly elevate one over the other, and as a result a tense peace of tolerance 
  and avoidance tends to reign on a large scale. Though on an individual 
  scale, such restraint is not necessarily the rule of the day and bloody acts 
  of violence are not unknown.
  The religion of Mah-Barek reflects a more modern trend in the theology 
  of the desert peoples embracing complex philosophies and theological 
  practices, whereas the pantheons tend to hearken back to an earlier time 
  when blood sacrifices were not uncommon and the rule of the sword 
  prevailed over the rule of law more often then not. Yet some regions still 
  cling tenaciously to the older ways, refusing to abandon the practices of 
  their ancestors.
  If you prefer to not use this potentially volatile mix of religions in your 
  game, then pick and choose as you see fit. Mah-Barek is closer to the more 
  modern ideas of religion and theology and in some ways is intended to reflect 
  characteristics of Judeo-Christianity and Islam, framed in a fantasy game 
  setting, of course. The religions described below reflect the polytheistic 
  religions more traditionally seen in fantasy games that correspond to those 
  of the world prior to the advent of Christianity or Islam, though often 
  contemporaneous to Judaism. If you prefer not to use this more eclectic 
  combination, feel free to drop or down-play some or all aspects in your 
  game and just focus on those that fit the needs of your own campaign. But 
  for the sake of completeness, we have included both types of religions here.
  In The Lost Lands Campaign Setting of Frog God Games, the religions 
  of Mah-Barek are found more universally than the polytheistic religions 
  and correspond more to the western and northern Ashurian Desert. The 
  peoples of the eastern Ashurian Desert and Zagros Mountains still cling 
  to the old ways and worship some or all of the Anunnaki, depending 
  on where they dwell and who they serve. Across the Free Sea from the 
  Ashurian Desert lies the desert kingdom of Khemit. The people of Khemit 
  follow the state religion of the Pharonic pantheon and its multitude of 
  deities under a strict caste of priests.
  The Pharonic Pantheon
  The lands of Khemit have a very distinct pantheon of gods, each detailed 
  below. The gods can be divided into the gods of Good, Balance, and Evil. 
  This list was first published in Gary Gygax’s Necropolis by Necromancer 
  Games. It has been updated and provided here for your convenience.
  Pharonites
  The Pharonic Pantheon of ancient Egypt has been a staple of 
  roleplaying games since James M. Ward’s and Robert J. Kuntz’s 
  Deities & Demigods and earlier. The pantheon as described here 
  bears many similarities to its previous iterations. If you have been 
  involved in roleplaying games for a long time, it is possible that 
  you may be tired of the extensive and well-worn list of deities 
  utilized here. If so, we have included an abbreviated means of 
  using the Pharonic religion in your game without resorting to the 
  entire pantheon. This abbreviated version of the Pharonites is 
  provided below.
  Some desert kingdoms are theocracies. The king or queen, 
  often referred to as the pharaoh, claims to descend from the sun 
  god, Amun-Ra, who granted power to his worldly representative. 
  Amun-Ra created the world and all life, and then delegated 
  the responsibility of governing to his descendants. Aided by 
  a ruling class of priests, noblemen and generals, the monarch 
  exerts supreme authority over all economic, political, social 
  and religious matters. In many respects, the kingdom’s subjects 
  consider the pharaoh to be a living god rather than his progeny 
  even though he is undoubtedly mortal. The religion’s clerics serve 
  as advisors and bodyguards to the pharaoh. Like their master, they 
  also acquired their position through birthright rather than merit. 
  Pharonite clerics gain access to the Law, Nobility, Repose, Sun 
  and War domains. Their favored weapon is the falchion. Openly 
  worshipping any deity other than Amun-Ra and the pharaoh is 
  a crime punishable by death, though small pockets of citizens 
  secretly worship other gods.
  Pharonite temples are found in every city, town and village 
  throughout the kingdom. Typically constructed near rivers or 
  major travel arteries, they are sprawling complexes containing 
  numerous monoliths, statues and paintings depicting the pharaoh’s 
  glorious accomplishments and solidifying his legacy as an heir to 
  divinity. In architectural terms, temples are rivaled only by the 
  pharaohs’ grand tombs known as pyramids. These triangular, mud-
  brick structures soar high above the city where they house their 
  occupant’s mummified remains and his vast collection of worldly 
  treasures for all eternity. In fact, the image of a pyramid serves as 
  the religion’s symbol. Pharonites share their ruler’s political and 
  religious ambitions. His armies fight wars in his name with the 
  belief that death in battle earns a place at the pharaoh’s side in the 
  afterlife.
  
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  Faiths of the Desert
  Gods of Good
  Aker, God of the Earth and Death
  Alignment: Neutral good
  Domains: Death [Good], Earth, Protection
  Symbol: Two lions’ heads facing away from each other
  Typical Worshippers: Embalmers, guardians, kings
  Favored Weapons: Hammer, longsword
  Aker rules over the meeting point between the eastern and western 
  horizons in the Khemitian underworld. He guards the gate through which 
  the rulers and aristocrats pass into the underworld. He provides safe 
  passage to those through the underworld.
  Amset “Son of Horus,”  
  Guardian of the Dead
  Alignment: Lawful good
  Domains: Animal, Death [Good], Law, Protection
  Symbol: Hawk
  Typical Worshippers: Embalmers, guardians
  Favored Weapon: Longsword
  It is the sole duty of Amset to guard the liver of a dead body so that the 
  beasts of the land may not come and devour it. Amset appears as a great 
  hawk-headed god and is one of the sons of Horus. He is the brother of 
  Hapy and Duamutef.
  Amun “The Hidden One,”  
  God of the Sky and Sun
  Alignment: Neutral good
  Domains: Air, Knowledge, Magic, Strength, Sun
  Symbol: Ram
  Typical Worshippers: Rulers, kings, scholars, nobles
  Favored Weapons: Quarterstaff, crook, longsword
  Amun is a primeval deity and rose in prominence as the Sun God, even 
  replacing Ra in some areas of Khemit. In other areas, and this seems to be 
  the consensus, he and Ra have merged into one form, becoming known as 
  the Amun-Ra. He is said to have created (or at least aided the other gods 
  in the creation of) the sky and earth out of mere thought. He is the husband 
  of Mut and father of Chons.
  In human form, he appears as a blue-skinned, ram-headed humanoid 
  with curved horns. His crown sports two ostrich feathers.
  Anhur, God of War and the Hunt
  Alignment: Chaotic good
  Domains: Animal, Chaos, Strength, War
  Symbol: A lance
  Typical Worshippers: Hunters, warriors, soldiers
  Favored Weapon: Lance
  Anhur appears as a tall, bearded warrior wearing robes and a headdress 
  with four feathers. In his hands he carries a powerful lance that never 
  misses its target.
  Anhur is the champion of Ra and the defender of Khemit. In war, he 
  goes before the armies of Khemit to strike terror into the enemy and to 
  fight any gods that might be aiding the other side. Mekhit is his consort.
  In parts of Khemit he is known as Anhert, Anhuret, or Onuris.
  Anqet, Goddess of Rivers and Water
  Alignment: Chaotic good
  Domains: Chaos, Good, Magic, Water
  Symbol: Ankh
  Typical Worshippers: Sailors, fishermen, pleasure seekers
  Favored Weapons: Sickle, spear, and quarterstaff
  Anqet appears as a woman wearing a crown of reeds and ostrich 
  feathers. It is believed that she is not of the same origin as the other 
  Khemitian gods; rather, she is a deity from another pantheon seeking 
  refuge for one reason or another. Many Khemitians build temples and 
  pray to her to ensure fertility to their crops, especially those planted along 
  the riverbanks.
  In some parts of Khemit, she is revered as the goddess of pleasure and 
  is considered the mistress to all gods.
  Anubis, Guardian of the Dead
  Alignment: Lawful good
  Domains: Death [Good], Law, Luck, Protection, Strength
  Symbol: Jackal
  Typical Worshipers: Embalmers, guardians
  Favored Weapon: Quarterstaff
  Anubis appears as humanoid with the head of a jackal. His head, unlike 
  a normal jackal’s, is black, representing his position as the god of the dead.
  Anubis was the original god of the dead, before Osiris took over the 
  position. After that, he became one of the many sons of Osiris and a 
  conductor of souls in the underworld.
  Anubis watches over the mummification process to ensure that all is 
  done properly. He guides the souls of the deceased through the underworld, 
  testing their knowledge and faith. It is the job of Anubis to place the hearts 
  of the deceased on the Scales of Justice and weigh them against the feather 
  of Maat. The souls that fail are fed to Amemt, the Eater of the Dead.
  Apis, God of the Sun and Life
  Alignment: Neutral good
  Domains: Bounty, Earth, Good, Strength, Sun
  Symbol: Bull wearing the uraeus (cobra amulet) on its head
  Typical Worshippers: Farmers, midwives, expectant mothers
  Favored Weapons: Sickle, scythe, hammer
  Apis is believed to have originally been a form of the water deity Hapy, 
  and then later a part of Ptah. Isis is his mother, and she conceived him 
  after being struck by a flash of lightning. When he dies, he will become a 
  part of Osiris.
  He is revered as a deity encompassing all parts of the life-cycle: birth, 
  adulthood, old age, and death. It is through the strength of Apis that the 
  people of Khemit live their lives, and the pharaohs gain the strength and 
  fertility to rule the people.
  
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  Dunes of Desolation
  Apuat “the Messenger,”  
  God of Messengers and Battle
  Alignment: Chaotic good
  Domains: Air, Strength, Travel, War
  Symbol: Banner with a jackal head
  Typical Worshippers: Messengers, warriors, barbarians
  Favored Weapon: Longsword
  Apuat is the messenger of the gods and the one who bears the standard 
  of the deities in times of war. His worshippers are many, and usually those 
  given the task of bearing the standard, either in religious times or times of 
  war. He appears as a great jackal-headed god.
  Bast, Goddess of Beauty and Cats
  Alignment: Chaotic good
  Domains: Animals, Chaos, Good, Luck, Trickery
  Symbol: Cat
  Typical Worshippers: Nobles, women
  Favored Weapons: Dagger or short sword
  Bast appears as a woman with the head of a cat. She was originally 
  a sun goddess and is believed to be the daughter of Ra. She is now the 
  goddess of cats and beauty.
  To those she favors, she gives great blessings, but her wrath is legendary, 
  and she is often employed by Ra to punish the sinners and enemies of 
  Khemit.
  One sure way of drawing her vengeance is to harm a cat. This is a great 
  transgression in the eyes of Bast and her followers, and is almost always 
  punishable by death.
  Buto, Goddess of Protection
  Alignment: Lawful good
  Domains: Law, Protection, Serpent [Good], Travel
  Symbol: Cobra
  Typical Worshippers: Guardians, fighters, merchants
  Favored Weapon: Longsword
  Buto appears as a cobra-headed humanoid in most instances, but has 
  been known to take the form of a lioness-headed humanoid. Legend has it 
  that Buto is the daughter of Atum, the first god of the universe. He created 
  her as his eye. Her purpose was to search the universe for his lost sons 
  Tefnut and Shu. Buto did find his sons, and Atum was so happy to see 
  them that he cried. It is said that those tears made humans. As a reward, 
  Atum placed Buto upon his head in the form of a cobra. There she would 
  be feared and respected by all the gods and men.
  Chons “the Wanderer,” God of the Moon, 
  Time, and Knowledge
  Alignment: Chaotic good
  Domains: Chaos, Good, Travel, Trickery
  Symbol: Lunar disc
  Typical Worshippers: Musicians, bards, merchants, pranksters
  Favored Weapons: Spear, short sword
  Chons, also called Khonsu, is the son of Amun and Mut. He is regarded 
  as a companion of Thoth and is a lover of games. He frequently plays one 
  deity against another for sheer enjoyment. He appears as a human hawk-
  headed male in a close, tight-fitting robe wearing a skullcap topped by the 
  crescent of the new moon. His head is shaven, save for the sidelock and 
  punt beard.
  Duamutef “Son of Horus,” God of Death
  Alignment: Lawful good
  Domains: Death [Good], Law, Protection, Strength
  Symbol: Hawk spreading its wings over a lunar disc
  Typical Worshippers: Guardians, embalmers
  Favored Weapons: Light or heavy mace
  Duamutef is the funerary god that presides over the death rites and 
  funerals of mortals and gods alike. He is the son of Horus and appears as 
  a great hawk-headed male.
  Hamehit, Goddess of the Water, Fish, and Seas
  Alignment: Neutral good
  Domains: Animals, Bounty, Good, Luck, Water
  Symbol: Fish
  Typical Worshippers: Sailors, fishermen
  Favored Weapons: Net, trident
  Hamehit appears as a fish-headed woman of great stature. She is closely 
  linked to and may be the daughter or wife of Hapy. It is her duty to supply 
  the waters and seas with life. She is thus viewed by the Khemitians as a 
  fertility goddess and is highly revered, for without the life she gives, the 
  land would surely die.
  Hapy, God of the Rivers,  
  Oceans, Streams, and Seas
  Alignment: Neutral good
  Domains: Animals, Bounty, Good, Protection, Travel, Water
  Symbol: Sun disc surrounded by a fish
  Typical Worshippers: Sailors, fishermen, those who depend 
  on the sea
  Favored Weapons: Net, spear
  Hapy is known as the Lord of the Fishes and Birds, indicating that he 
  provided Khemit with these creatures. In Khemit, he is revered, sometimes 
  above Ra, because without him and his powers over the waters, the entire 
  land of Khemit would die.
  At a very early stage in his life, Hapy absorbed the essence of Nun, the 
  watery mass from which Ra emerged. He is thought to be the husband of 
  Nekhebet and Buto. When he absorbed the essence of Nun, he became 
  husband to Nun’s wife, Naunet, one of the primeval deities of Khemit.
  When the rivers of Khemit flood, it is said to be Hapy pouring water 
  from a pitcher in the heavens, so that the land of Khemit will be enriched 
  and crops may grow.
  
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  Faiths of the Desert
  Hathor, Goddess of Music and the Arts
  Alignment: Neutral good
  Domains: Good, Healing, Luck, Trickery
  Symbol: Sun disc surrounded by horns
  Typical Worshippers: Musicians, women
  Favored Weapons: Dagger or quarterstaff
  Hathor appears as a beautiful woman wearing lightly colored robes 
  with a crown and the sun disc on her head.
  Hathor is said to be the deity that brought dance and music into the 
  world. Her clerics and priests often hold huge rituals consisting of music 
  and dancing as their form of worship. She is also the goddess of inspiration 
  and many come to her temple to ask her for aid in creation or guidance. In 
  ancient Khemit, she was depicted as the mother-goddess, though that role 
  has since been taken up by Isis.
  Herakhty, God of the Morning and Sunrise
  Alignment: Neutral good
  Domains: Earth, Good, Protection, Sun
  Symbol: Red sun disc wrapped by a cobra
  Typical Worshippers: Farmers
  Favored Weapons: Longsword, sickle
  Herakhty rules over the sunrise and morning, and it is his duty to see 
  that the sun comes up each morning. Because of this, he is sometimes 
  linked with Nefertem. He is believed to be one of the sons of Horus, 
  though only a handful of his worshippers believe and relate this story. 
  Herakhty’s worship throughout Khemit is fading, being replaced by the 
  more popular Nefertem.
  Heru “The Watcher,”  
  God of Law, Order, Rulership
  Alignment: Lawful good
  Domains: Law, Good, Knowledge, Strength, War
  Symbol: Hawk spreading its wings over a solar disc
  Typical Worshippers: Rulers, nobles, lawyers, fighters, warriors
  Favored Weapons: Sickle, hammer, longsword
  A hawk-headed humanoid, Heru is revered by many leaders and 
  rulers throughout Khemit. Khemitians observe the hawk’s quickness, 
  intelligence, alertness, and staying power, and attribute these things to 
  Heru, who in turn bestows them on the ruler of the land. It is said that 
  nothing escapes the watchful eye of the true Heru, and no wrongdoer 
  escapes his claws.
  Isis, Goddess of Fertility and Magic
  Alignment: Neutral good
  Domains: Bounty, Good, Healing, Magic
  Symbol: Ankh
  Typical Worshippers: Women, mothers, wizards, clerics, 
  sorcerers
  Favored Weapons: None
  Isis may be the oldest deity in Khemit and possibly the most important. 
  She is the major goddess of the pantheon and is the mother-goddess of life 
  and magic. She is never selfish and never cruel, and at one time she may 
  have been more powerful than Ra and Osiris. She did after all trick Ra into 
  giving her his truename, so that she might hold power over him.
  She is revered as the great protector, a guide, a peacekeeper, and 
  loregiver. Together with Thoth, Isis taught mortals the secret of magic. 
  Powerful and compassionate, crafty but merciful, Isis represents all the 
  qualities of women.
  Isis is the daughter of Nut and Geb, and the sister to Osiris, Set, and 
  Nephthys. She is the mother of Horus. In an earlier age, she was not only 
  the wife of Osiris, but his counterpart as well, equal in all ways and power. 
  When Osiris was slain by Set, it was she, with the aid of Thoth, who 
  gathered all his body parts and brought him back to life.
  Khnemu, God of Creation and Invention
  Alignment: Neutral good
  Domains: Earth, Good, Healing, Luck
  Symbol: Lunar disc
  Typical Worshippers: Craftsmen, artisans
  Favored Weapons: None
  Khnemu was the creator of people. He sculpted them out of clay and 
  held them up so Ra could shine his life-giving rays of light upon them. 
  He then placed them in the womb. He is the husband of Menhit and the 
  father of Hike. Though Ptah is revered as the sole deity of creation, there 
  is some speculation, especially among the followers of Khnemu, as to the 
  validity of such a story.
  Maat, Goddess of Truth and Law
  Alignment: Lawful good
  Domains: Good, Knowledge, Law, Strength
  Symbol: Stone platform
  Typical Worshipers: Judges, city officials, paladins, monks
  Favored Weapons: Mace or morningstar
  Maat appears as a woman wearing a crown surmounted by a huge 
  ostrich feather. She represents the fundamental order of the universe, 
  without which all of creation would perish. She bestowed the duty of 
  maintaining the law and administering justice to the pharaohs.
  In the underworld, Anubis weighs the heart of the deceased against the 
  feather of Maat. If the heart is heavy (with evilness and wickedness) and 
  outweighs the feather, the soul is fed to Amemt, the Eater of the Dead. If 
  the scales balance (indicating honesty and truth), the soul is welcomed to 
  the underworld by Osiris.
  Maftet, Goddess of Protection and Healing
  Alignment: Chaotic good
  Domains: Good, Healing, Serpent [Good], Strength, Vermin
  Symbol: Scorpion
  Typical Worshippers: Healers, midwives, women, guardians
  Favored Weapons: Longsword, trident
  Maftet appears as a cheetah-headed woman with braided hair ending in 
  scorpion tails. She occasionally dons a headdress of poisonous snakes. It 
  is her duty to protect the people of the world from the poisonous bites and 
  stings of snakes, scorpions, and other such creatures.
  Meretseger the Protector
  Alignment: Lawful good
  Domains: Good, Law, Protection, Serpent [Good]
  Symbol: Cobra wrapped around a sun disc
  Typical Worshippers: Guardians, warriors, keepers of secrets
  Favored Weapons: Longbow, short sword, dagger, 
  quarterstaff
  Meret, the cobra-headed goddess, was appointed guardian and protector 
  of the Valley of the Gods by Ra. She lives on a nearby mountain where she 
  ever watches those coming and going from the Valley. Anyone disturbing 
  the tombs of the great pharaohs is subjected to her wrath, which usually 
  takes the form of poisonous animals descending on the would-be tomb 
  raiders. Though she is vigilant in her protection of the Valley of the Gods, 
  should a person repent of his crimes against the Valley or tombs therein, 
  Meret shows mercy on the person by healing the wounds suffered.
  Mert, Goddess of Song and Joy
  Alignment: Neutral good
  Domains: Good, Healing, Knowledge, Trickery
  Symbol: Raven on the sun disc
  Typical Worshippers: Musicians, poets, artists, bards
  Favored Weapons: Longbow, short sword, dagger, 
  quarterstaff
  
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  Dunes of Desolation
  Mert is the goddess of song, music, and happiness. It is believed by her 
  followers that she invented music and gave it to the Khemitians so they 
  could share in her happiness. Her worship consists of her priests dancing 
  and rejoicing as they sing praises to her.
  Min “Protector of the Moon,”  
  God of Male Fertility
  Alignment: Chaotic good
  Domains: Chaos, Destruction, Good, Knowledge, Magic
  Symbol: Twin-plumed crown
  Typical Worshippers: Commoners
  Favored Weapons: Flail, sickle, scythe
  When a male fathers a child, it is the will and grace of Min that allows 
  it to happen. It is his duty to ensure the propagation of Khemit continues, 
  yet does not get out of control so as to cause overpopulation of the lands, 
  thereby leading to a shortage of food, water, and other supplies.
  Yet Min has a destructive side as well. His power over life-giving 
  directly relates to supremacy over the enemies of Khemit, therefore Min 
  is linked to both power and destruction.
  Min appears as a bearded mummified human male wielding a flail. A 
  small twin-plumed crown sits atop his head.
  Nefertem, God of the Sun,  
  Lord of the Sunrise, God of Healing
  Alignment: Neutral good
  Domains: Good, Healing, Knowledge, Plant, Sun
  Symbol: Lotus blossom on a sun disc
  Typical Worshippers: Healers, surgeons, women, sorcerers, 
  wizards
  Favored Weapon: Longsword
  Nefertem appears as a lion-headed humanoid or as a handsome man 
  with lotus blossoms in his hair. He had no father and mother, but was born 
  of a lotus blossom. His duty as Lord of the Sunrise is to bring the sun into 
  the sky each day to where Ra is located. He is sometimes referred to as the 
  Lord of Flowers or Lord of Perfume (a reference to his birth). Due to his 
  association with flowers and herbs, Nefertem is often revered as the god 
  of healing, and has in fact on several occasions offered his assistance in 
  the healing process to both mortals and gods alike.
  Neith, Goddess of War and Wisdom, 
  Guardian of the Dead
  Alignment: Chaotic good
  Domains: Death [Good], Good, Knowledge, Law, War
  Symbol: Crown and longbow
  Typical Worshippers: Soldiers, hunters, fighters, paladins, 
  loremasters, scholars, nobles
  Favored Weapons: Quarterstaff and longbow
  Neith appears as a beautiful woman carrying a longbow and shield. 
  She is revered as a goddess of war and guardian of the dead, the latter 
  because she stands along with Isis, guarding the funerary bier of the 
  pharaoh. The wrappings used to mummify a dead body are considered to 
  be “gifts of Neith.” On occasion, she is employed by various deities to act 
  as an arbitrator between two sides, her military prowess and impartiality 
  rendering a fair and just verdict. She is the mother of Sebk.
  Nekhbet, Goddess of Protection and War, 
  Childbirth and Fertility
  Alignment: Lawful good
  Domains: Law, Protection, Strength, War
  Symbol: Vulture with wings spread
  Typical Worshippers: Warriors, women, farmers
  Favored Weapons: Flail or mace
  Nekhbet appears as a tall, shapely woman wearing a white crown. 
  Her head is that of a vulture. In times of war, it is believed that Nekhbet 
  appears on the battlefield hovering above the head of the pharaoh, holding 
  her symbol and flail. She is seen as the pharaoh’s personal protector, 
  though lately she has been venerated as a goddess of birth, specializing 
  in the protection of infants and children. It is said that Nekhbet instilled 
  in parents the nurturing and protective qualities they show toward their 
  young.
  In some Khemitian legends, she is thought to be the wife of Hapy, while 
  other legends link her with Horus. Though venerated as the goddess of 
  protection and childbirth, she is still a formidable deity in the art of war.
  Nephthys, Goddess of the Dead
  Alignment: Chaotic good
  Domains: Chaos, Death [Good], Knowledge, Magic
  Symbol: Full moon surrounded by horns
  Typical Worshippers: Women
  Favored Weapons: Quarterstaff or dagger
  Nephthys is the sister of Osiris and Isis and the wife of Set. Though she 
  is the wife of Set, she did not support him in his battle with and slaying 
  of Osiris. Secretly, she helped Isis find the pieces of Osiris’ body. She is 
  the mother of Anubis and stands at the head of the family of Khemitian 
  funerary deities.
  She is revered as the head of the household of the gods, and she extends 
  this protection to the head woman of any Khemitian house. When a 
  woman is in childbirth, it is believed that Nephthys stands at the head of 
  the bed to offer comfort.
  Nut, Goddess of the Night and Sky
  Alignment: Neutral good
  Domains: Air, Good, Knowledge, Protection, Trickery
  Symbol: Stars twinkling on a black field
  Typical Worshippers: Rogues, bards, guardians, paladins
  Favored Weapon: Dagger
  A naked woman painted with stars bending over the world, her hands 
  and feet touching the four cardinal points. She is often shown being held 
  up by Shu and standing over her husband-brother Geb. Nut is revered 
  as the goddess of the sky. She is the daughter of Shu and Tefnut and the 
  mother of Osiris, Isis, Set, and Nephthys. She protects the world from 
  darkness and evil.
  Osiris, God of Fertility and the Dead
  Alignment: Lawful good
  Domains: Death [Good], Good, Law, Protection
  Symbol: Crown
  Typical Worshippers: Nobles, rulers, farmers, commoners
  Favored Weapons: Crook or quarterstaff
  Osiris appears as a green-skinned man wearing the raiment of a 
  pharaoh. In power, Osiris is second only to his father, Ra, and is the leader 
  of the gods on the Material Plane. He is the husband of Isis and the father 
  of Horus. He makes his home in the underworld as the lord of the dead 
  because, after Set killed him, Isis resurrected him, and even though he is a 
  god, he can no longer dwell in the land of the living.
  In the underworld, Osiris sits on a great throne, where he passes 
  judgment on the newly arrived souls. All those who pass the tests of the 
  underworld become worthy to enter.
  Osiris remains in the underworld because Maat dictates that the dead, 
  even dead gods, may not return to the land of the living.
  Pakhut, Goddess of Strength
  Alignment: Chaotic good
  Domains: Chaos, Destruction, Good, Strength
  Symbol: Lioness
  Typical Worshippers: Fighters, barbarians
  Favored Weapon: Greatsword
  
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  Faiths of the Desert
  Pakhut is seen as the epitome of strength and physical power. While 
  she is feminine in appearance and movement, she has a ferocity and skill 
  in combat that can rival the greatest warrior on the Material or heavenly 
  planes.
  Ra, God of the Sun and Pharaoh of the Gods
  Alignment: Neutral good
  Domains: Bounty, Good, Knowledge, Protection, Sun
  Symbol: A serpent wrapped around a solar disc
  Typical Worshippers: Rulers, nobles, scholars
  Favored Weapons: Quarterstaff, club
  Ra appears as a great humanoid with the head of a hawk. He is 
  dressed in flowing robes and the headdress of the pharaoh. Ra is the 
  king of the gods and all-father of creation. A sun god, he commands 
  the chariot that rides across the sky during the day. A king, he is the 
  patron of the pharaoh. Ra is the most central god of the Khemitian 
  pantheon.
  Ra’s position in the pantheon is unusual. He is the only god, apart from 
  Osiris, who is definitely said to be not on the earth. Ra, it is said, is an 
  aging god, still powerful, but too old to deal with his children any longer, 
  so he has gone exclusively to the sky to watch over the world. Horus rules 
  over the earth and the gods in his stead, demonstrating the divine right of 
  kingship.
  Renenet “The Lady of the Robes,”  
  Goddess of Protection and Fortune
  Alignment: Chaotic good
  Domains: Good, Knowledge, Luck, Protection, Serpent 
  [Good]
  Symbol: Cobra wrapped around a crook
  Typical Worshippers: Women, gamblers, guardians
  Favored Weapons: Quarterstaff, short sword
  Renenet appears as a cobra-headed goddess in long, flowing robes 
  and is known as the “Nourishing Snake.” It is her role, as protector and 
  mother of all children, to give a newborn child its true name. The name 
  the child’s parents give is its earthly name; only Renenet and the child 
  know its true name. Because she watches over a child until it is grown, 
  gives it its true name, and nurtures it, she is also known as the goddess 
  of fortune.
  She not only is a goddess that nurtures and aids children, she also offers 
  guidance and protection to rulers on their journey through the land of the 
  dead. Because of this, and because Khemitians mummify their rulers, she 
  is known as the “Lady of the Robes.”
  Seker, God of Death and Light
  Alignment: Neutral good
  Domains: Death [Good], Good, Protection, Strength, Sun
  Symbol: Hawk-headed mummy holding an ankh
  Typical Worshippers: Commoners
  Favored Weapons: Halberd, longsword
  Seker appears as a hawk-headed humanoid wielding a staff with 
  symbols of power and death inscribed along the staff. He is the patron 
  deity of the dead (the dark) and the living (the light).
  In Khemitian religion, he is seen as the resurrected form of Osiris and 
  is thus closely linked to him. They are not, in fact, the same deity, though 
  many seem to believe as such. It is Seker’s duty to oversee the funeral 
  cults, burial grounds, and tombs, and he has recently taken it upon himself 
  to destroy all evil on the Material Plane.
  Serqet “She Who Breathes,”  
  Goddess of the Dead and Strength
  Alignment: Lawful good
  Domains: Death [Good], Good, Law, Strength, Vermin
  Symbol: Scorpion on a lunar disc
  Typical Worshippers: Fighters, guardians, necromancers
  Favored Weapons: Dagger, quarterstaff
  Serqet appears as a female, with the lower torso of a scorpion. She is 
  one of the oldest Khemitian deities, and her worship has fallen by the 
  wayside lately. It is her duty to guard the canopic jars in which viscera 
  of the dead are dead. She also protects children and the elderly from the 
  venomous bites and stings of various creatures of the world.
  Seshat “the Female Scribe,”  
  Goddess of Writing, History,  
  Time, Knowledge, and Architecture
  Alignment: Neutral good
  Domains: Good, Knowledge, Luck, Magic
  Symbol: Writing palette and brush
  Typical Worshippers: Record-keepers, scribes, sages
  Favored Weapon: Warhammer
  Seshat appears as a woman dressed in a panther-skin dress wearing a 
  seven-pointed crown. The crown has a pair of down-turned horns. She, 
  as a lunar deity, is linked to and believed to be the wife and daughter of 
  Thoth. Seshat invented writing and Thoth gave it to the Khemitians.
  It is Seshat who records the time allotted to the pharaoh for which 
  he rules Khemit. She also records the time allotted by the gods for each 
  person to remain on the Material Plane.
  Shu, Lord of the Air
  Alignment: Lawful good
  Domains: Air, Good, Law, Strength
  Symbol: Ostrich feather
  Typical Worshippers: Mystics, nobles, rulers, warriors
  Favored Weapons: Quarterstaff and mace (heavy or light)
  Shu is the god of the air, and it was he alone that created the wind. His 
  divine duty is to hold up the sky so that it does not come crashing down 
  on the earth. He is the brother of Tefnut and was one of the first deities 
  created at the beginning of time.
  Tefnut, Goddess of Storms and Rivers
  Alignment: Lawful good
  Domains: Good, Protection, Sun, Water
  Symbol: Lioness head
  Typical Worshippers: Farmers, fishermen, sailors
  Favored Weapon: Spear (any)
  
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  Dunes of Desolation
  Tefnut, along with her brother Shu, was the first deity at the beginning 
  of time. She is the goddess of moisture and of the warm moist air near the 
  rivers. It is she, along with Hapy, who floods the rivers and provides water 
  to the dry lands of Khemit.
  Tuart, Goddess of Fertility and Protection
  Alignment: Lawful good
  Domains: Good, Knowledge, Magic, Plant, Protection
  Symbol: Sickle
  Typical Worshippers: Women, expectant mothers, midwives, 
  farmers
  Favored Weapons: Longsword, scimitar
  Tuart is the goddess of maternity and childbirth, protector of women 
  and children. Like Bes, she is both a fierce fighter as well as a popular 
  deity who guards the mother and her newborn child.
  She appears as a combination of a crocodile, a pregnant hippopotamus 
  standing on her hind legs with large breasts, and a lion. Unlike the 
  composite deity Ammut, her head and body are that of the hippo, her paws 
  are that of the lion, and her back is the back of a crocodile.
  It is her role as protector that led to her popularity in Khemit. She assists 
  mothers in childbirth by scaring off demons that have come to cause harm 
  to the mother or child.
  She is also a goddess relating to fertility. She is the goddess of harvests as well 
  as a goddess who helps with female sexuality and pregnancy. In this capacity, 
  she is linked with the goddess Hathor. She is linked to Sebk (because of her 
  crocodilian appearance) and is thought to be (or have been) the wife of Bes.
  Gods of Balance
  Aten, The Sun, The Sun Disc
  Alignment: Neutral
  Domains: Air, Bounty, Fire, Strength, Sun
  Symbol: Sun disc
  Typical Worshippers: Clerics, sages, wizards
  Favored Weapons: Quarterstaff, longsword
  Aten appears as a solar disc of immense size and proportion, sometimes 
  with wings, sometimes with arms and hands.
  He is worshipped as a life-giver and is, in some areas of Khemit, more 
  highly venerated than Ptah or Ra. He is thought to be the sole creator of 
  life and the world, though Ptah’s followers dispute such claims.
  Bes, God of Protection,  
  Happiness, Music, and War
  Alignment: Neutral
  Domains: Luck, Protection, Strength, War
  Symbol: Crown wrapped with a panther skin
  Typical Worshipers: Fighters, rogues, bards
  Favored Weapons: Longsword, short sword, light or heavy 
  mace, dagger, knife
  Bes appears as a leonine-faced dwarf wrapped in the skins of panthers, bears, 
  or some other creature. He wears a plumed crown on his head. He is known as 
  the “demonic fighter” because of his ferocity. It is said that he strangles bears, 
  lions, snakes, and antelopes with his bare hands. He is friend to Ra and has 
  helped his friend defend the land of the gods from many enemies.
  Bes extends his protection not only to the pharaoh but to women and 
  children as well. He is said to protect both women and children during 
  childbirth by driving away evil spirits that could kill the mother or 
  newborn.
  His use as a god of protection came to be a sign of happiness and 
  humor, as he drove away evil and ill, thus he became a god of music and 
  happiness. When a child smiles for no reason, it is said to be Bes pulling 
  faces at the child to make him or her laugh.
  Despite his fun-loving nature, Bes is revered as a god of war in parts 
  of Khemit. His ferocious nature and leonine features lend to this belief.
  Geb, God of the Earth
  Alignment: Neutral
  Domains: Earth, Plant, Protection, Strength
  Symbol: A white goose
  Typical Worshipers: Farmers, druids
  Favored Weapon: Quarterstaff
  Geb appears as a tall, well-muscled man wearing a white crown. As the god 
  of the earth, Geb is a very important deity to the land of Khemit. He is the son of 
  Shu and Tefnut, the wife of Nut, and the father of Osiris, Isis, Set, and Nephthys. 
  Geb wears a golden crown that allows him to summon any creatures of the earth 
  to fight for him. His staff can slay all but the greatest of gods. His laughter is 
  said to be felt on the Material Plane in the form of earthquakes. Geb is one of 
  the gods who watches the weighing of the heart in the Judgment Hall of Osiris.
  Horus the Avenger
  Alignment: Lawful neutral
  Domains: Destruction, Law, Sun, War
  Symbol: Falcon or hawk
  Typical Worshipers: Soldiers, warriors, fighters, those seeking 
  vengeance and retribution
  Favored Weapons: Longsword and lance
  His most common form is that of falcon-headed man, but he is also 
  shown as a falcon, a lion with the head of a falcon, or a sphinx.
  Horus is the son of Osiris (though in some Khemitian beliefs he is the son 
  of Ra). He is the protector and guide to the current Pharaoh of Khemit, and it is 
  believed that some time in the past, Horus assumed his earthly form and ruled 
  as Pharaoh for a time. Horus is the patron deity of young men and emblazons 
  the ideal of the son who grows up to become a righteous and honorable person.
  When Osiris was slain by Set, Horus took up arms against his uncle, 
  and to this day still battles him to avenge his father’s death and to ensure 
  the safety of Khemit.
  Horus allows lawful neutral paladins, though instead of smite evil, 
  a paladin of Horus receives smite chaos. Paladins of Horus are the 
  embodiment of oaths and vengeance.
  Khebsenef “Son of Horus,” God of Death
  Alignment: Lawful neutral
  Domains: Death [Good and Evil], Law, Protection, Strength
  Symbol: Falcon
  Typical Worshippers: Guardians, surgeons, physicians
  Favored Weapon: Hammer
  Khebsenef is a falcon-headed deity that watches over the soul of one 
  who has died. He is believed to be one of the sons of Horus and is thus 
  linked to Hapy, Duamutef, and Amset.
  Menu, God of War
  Alignment: Chaotic neutral
  Domains: Chaos, Destruction, Strength, War
  Symbol: Solar disc and uraeus (cobra)
  Typical Worshippers: Fighters, warriors
  Favored Weapons: Quarterstaff, longsword, light or heavy 
  mace, flail
  Also called Mentu, he is a falcon-headed humanoid crowned with a 
  twin-plumed solar disc. Menu is the embodiment of war. He alone taught 
  the world the art of fighting and war. He is a great general and military 
  leader among the gods. On rare occasions, he has taken an earthly form 
  and helped Khemit drive its enemies from the lands.
  Ptah, Creator of the Universe
  Alignment: Lawful neutral
  Domains: Air, Bounty, Earth, Law, Magic, Sun
  Symbol: Apis bull
  Typical Worshippers: Craftsmen, artisans
  Favored Weapons: Quarterstaff, longsword, dagger
  
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  Faiths of the Desert
  A man with a punt beard, wrapped like a mummy, with his hands free 
  and gripping a great staff covered in symbols of life and power. It was 
  Ptah that crafted the universe from nothing and created all of the gods of 
  the Khemitian pantheon.
  According to one tradition (the northern Khemitian creation myth), 
  Ptah was the primary motive force in creation, thinking and speaking 
  the cosmos into existence. (Elsewhere, he was said to have created the 
  cosmos out of mud.) In this tradition, propagated by his priesthood, it was 
  Ptah who was pre-eminent among the gods. He was said to have invented 
  the ‘opening of the mouth’ ceremony restoring the faculties of life to the 
  corpse by performing it on the mouths of the gods when he created them.
  Sekhmet “Lady of Pestilence,”  
  Goddess of the Sun, the Destructor
  Alignment: Chaotic neutral
  Domains: Chaos, Destruction, Healing, War
  Symbol: Sun disc with serpent entwined around it
  Typical Worshippers: Surgeons, doctors, healers, warriors
  Favored Weapons: Longbow, shortbow
  The lion-headed goddess Sekhmet is thought to be the wife of Ptah and 
  mother of Nefertem (though the motherhood of Nefertem is in dispute 
  — Bast and Buto are touted as his mother in their respective cities). 
  Associated with war and retribution, she is said to use arrows to pierce 
  her enemies with fire, her breath being the hot desert wind as her body 
  takes on the glare of the midday sun. She represents the destructive force 
  of the sun.
  According to Khemitian history/legend, she came into being when 
  Hathor was sent to the Material Plane to take vengeance on humanity. She 
  was the one who slaughtered humankind and drank their blood.
  As mother of Nefertem, she is the healer of the gods. Many of her 
  followers and priests are skilled surgeons and doctors.
  Thoth, God of Knowledge and Magic
  Alignment: Neutral
  Domains: Knowledge, Luck, Magic, Travel
  Symbol: Ibis
  Typical Worshippers: Scholars, sages, travelers
  Favored Weapon: Quarterstaff
  Thoth appears as a humanoid with the head of an ibis. In his hands he 
  holds a scribe’s palette and stylus. Khemitians believe him to be the son of 
  Ra, though it is believed among Thoth’s devout followers that he created 
  himself through the power of language. He is the sole creator of magic, 
  the inventor of writing and speech, and the messenger of the gods. He is 
  also the divine record keeper and acts as mediator when a quarrel erupts 
  among his fellow deities.
  It is Thoth who questions the souls of the dead before their heart is 
  weighed against the feather of Maat.
  Gods of Evil
  Aapep the Black Serpent, The Destroyer
  Alignment: Chaotic evil
  Domains: Chaos, Death [Evil], Destruction, Evil, Serpent [Evil]
  Symbol: Black coiled serpent
  Typical Worshippers: Evil power-seeking humanoids, 
  assassins, cults
  Favored Weapons: Whip, dagger, longsword
  Aapep is the ancient spirit of evil and destruction that dwells in eternal 
  darkness. He appears as a great black serpent several miles in length. He 
  spends each day attempting to devour the great Sun Boat that Ra sails across 
  the heavens. It is Set’s task to battle Aapep and keep him from destroying 
  the boat. When Aapep wins the battle, the world is plunged into darkness for 
  a short time as he devours the Sun Boat. Set then uses his weapons to slice 
  open the belly of Aapep, allowing the Sun Boat to escape.
  Amemt the Devourer,  
  Eater of Hearts, Eater of the Dead
  Alignment: Chaotic evil
  Domains: Chaos, Death [Evil], Destruction, Evil, Magic
  Symbol: Bleeding heart and Scales of Justice
  Typical Worshipers: Evil humanoids
  Favored Weapons: Dagger, knives
  Amemt has the head of a crocodile, the body of a leopard, and the 
  hindquarters of a hippo.
  She sits in the Judgment Hall of Osiris and devours the soul and heart 
  of any that is unworthy to cross into the underworld. A soul devoured by 
  Amemt can never be recovered or revived. It is the final death. She is, by 
  some, considered to be the protector of Osiris.
  Sebk, God of Evil, Betrayal, and Water
  Alignment: Chaotic evil
  Domains: Chaos, Evil, Trickery, Water
  Symbol: Crocodile
  Typical Worshipers: Sailors, fishermen
  Favored Weapons: Scimitar, longsword, dagger
  Sebk appears as a crocodile-headed humanoid and is considered the 
  god who controls all the waters of the world. He is worshipped out of fear 
  and appeasement to ensure the fertility of the crops of Khemit and the 
  success of the fishermen of Khemit.
  Sebk is revered for his ferocity and speed. He is the god, as written in 
  ancient Khemitian legends, who caught the four sons of Horus in a net as 
  they emerged from the waters in a lotus bloom.
  Sebk is the epitome of evil and an adversary to Osiris and Horus. He is 
  also considered to be a cohort of Horus, as he aided Horus in recovering 
  the parts of Osiris from the waters where Set had discarded them. Later, he 
  turned on Horus and aided Set in his eighty-year war with Horus.
  Set, God of Evil and the Night
  Alignment: Lawful evil
  Domains: Death [Evil], Destruction, Evil, Knowledge, Law, 
  Serpent [Evil]
  Symbol: Coiled cobra
  Typical Worshipers: Evil power-seeking humanoids, evil 
  monks, assassins
  Favored Weapons: Cobra staff, Spear of Darkness, poisoned 
  weapons
  
  112
  Dunes of Desolation
  Set is a greater god, worshiped on many planes in many forms. He most 
  often appears as a scaled humanoid with the head of a jackal. He is utterly 
  dedicated to the orderly spread of evil and oppression. His symbol is the 
  coiled cobra, though any snake can be used to represent his power. His 
  temples are filled with enormous serpents, always poisonous. His skin is 
  poisonous to the touch. Organized groups of assassins are known to be 
  dedicated to his worship. His priests carry staves worked on one end into 
  the head of a cobra.
  The cobra head is normally tipped with steel fangs coated with poison. 
  His clerics also often carry a stylized black spear, representing the Spear 
  of Darkness he carries. Many of his worshipers tattoo themselves with 
  serpents or cobras.
  New Domains
  The following domains are unique to the Pharonic Pantheon. Spells 
  marked with an asterisk are described in Chapter 7: Spells.
  Bounty Domain
  The Bounty domain reflects the bountiful aspect of the waters of the 
  great river Nylle and the sun disk of Ra that are central to life in the lands 
  of Khemit. Note that the Bounty domain is not the same as the elemental 
  domain of water, though there is some overlap.
  Granted Powers: Your touch restores and enhances life. In addition, 
  you treat Knowledge (nature) and Survival as class skills.
  Create Water (Sp): You can use create water at will as a spell-like 
  ability.
  Blessing of Life (Su): At 8th level, you can emit a 20-foot aura of life for 
  a number of rounds per day equal to your cleric level. Allies within your 
  aura receive a +4 sacred bonus to saving throws against death effects; in 
  addition, any ally within your aura automatically stabilizes if she drops 
  below 0 hit points. The bonus increases by +2 for every six levels beyond 
  8th. These rounds need not be used consecutively.
  Domain Spells: 1st—goodberry; 2nd—lesser restoration; 3rd—create 
  food and water; 4th—control water; 5th—breath of life; 6th—heroes’ 
  feast; 7th—regeneration; 8th—summon nature’s ally; 9th—miracle.
  <2>Protection Domain
  Gods of this domain offer slightly different domain spells than those 
  detailed in the Pathfinder Roleplaying Game Core Rulebook, focusing 
  more on magical warding than on physical resistance. Elemental 
  protection in Khemit is left to the domain of the gods of those elements.
  Granted Powers: As the normal Protection domain powers detailed in 
  the Pathfinder Roleplaying Game Core Rulebook.
  Domain Spells: 1st—shield of faith; 2nd—shield other; 3rd—magic 
  circle against chaos/evil/good/law; 4th—stoneskin; 5th—dispel chaos/
  evil/good/law; 6th—antimagic field; 7th—repulsion; 8th—protection 
  from spells; 9th—antipathy.
  Repose Domain
  Death in Khemit is not viewed as inherently evil. Rather, it is a passage 
  to the afterlife. Those of the Repose domain —sometimes called the Death 
  [Good] domain — help ensure the passage of the spirit through the Duat to 
  the Throne of Osiris, where they are judged and the worthy are allowed to 
  enter. Priests of this domain are held in high regard in Khemit and officiate 
  over the elaborate embalming ceremonies common in the kingdom.
  Granted Powers: As the normal Repose domain powers detailed in the 
  Pathfinder Roleplaying Game Core Rulebook.
  Domain Spells: 1st—deathwatch; 2nd—consecrate; 3rd—speak with 
  dead; 4th—death ward; 5th—raise dead; 6th—heal; 7th—resurrection; 
  8th—clone; 9th—true resurrection.
  Serpent Domain (Good and Evil)
  Serpents in Khemit are both a symbol of nobility and of evil. Thus, the 
  serpent domain has both good and evil aspects. The great black serpent 
  Aapep embodies all that is evil in serpents, attempting to devour the very 
  sun itself. Buto, the serpent-headed god, on the other hand, is a great 
  guardian and protector, as are Maftet and Renenet. Even the uraeus rod — 
  a cobra-headed rod — is a symbol of nobility in Khemit.
  Granted Powers: Priests of the serpent domain have the option of 
  spontaneously casting a summon nature’s ally (serpents only) spell of the 
  equivalent level in addition to the ability to spontaneously casting cure 
  or inflict spells. In addition, you receive a +2 profane or sacred bonus (as 
  appropriate) to saves against poison. 
  Inhibit Poison (Sp): A creature you touch is affected as though under the 
  effects of delay poison for one round. You may use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Spit of the Viper (Su): Beginning at 8th level, you gain the ability to 
  make a ranged touch at a range of 30 feet. If you successfully strike the 
  target, it’s affected as though you successfully cast poison. The save DC 
  is 10 + 1/2 your cleric level + your Wisdom modifier, and also include a 
  +2 sacred or profane bonus, as appropriate for your alignment. You may 
  use this ability 3 times per day, plus an addition use at 1th level and every 
  three levels thereafter. In addition, you are now immune to all poisons.
  Domain Spells (Good): 1st—protection from serpents*; 2nd—delay 
  poison; 3rd— neutralize poison; 4th—sticks to snakes*; 5th—cloak of 
  serpents*; 6th—regeneration; 7th—wall of serpents*; 8th—animal 
  shapes (serpents only); 9th—shapechange (serpents only).
  Domain Spells (Evil): 1st—hypnotism; 2nd—summon swarm (serpents 
  only); 3rd—poison; 4th—sticks to snakes*; 5th—serpent plague*; 6th—
  serpent hands*; 7th—destruction; 8th—animal shapes (serpents only); 
  9th—shapechange (serpents only).
  Vermin Domain
  The desert of Khemit is full of vermin — from the scarab beetle to 
  the scorpion. These creatures feature prominently in the mythology of the 
  region and as such several deities control this domain.
  Granted Powers: You gain a +4 sacred or profane bonus (as 
  appropriate) to saves against vermin special abilities, including poison. At 
  10th level, this bonus increases to +8.
  Vermin Mind I (Su): Your spells with the mind-affecting descriptor 
  affect vermin normally, despite their immunity. If the spell allows a saving 
  throw, the vermin target receives a +4 bonus; if the spell normally does not 
  allow a saving throw, the vermin gains one anyway.
  Vermin Mind II (Su): Beginning at 8th level, for a number of rounds 
  per day equal to half your cleric level, you are immune to mind-affecting 
  effects. Activating this ability is an immediate action. The rounds need not 
  be used consecutively.
  
  113
  Faiths of the Desert
  Domain Spells: 1st—spider climb; 2nd—summon swarm; 3rd—poison; 
  4th—giant vermin; 5th—insect plague; 6th—web; 7th—creeping doom; 
  8th—animal shapes (except Small or Medium vermin only); 9th—summon 
  monster IX (any vermin between CR 13 and 15, such as black scorpion 
  [Pathfinder Roleplaying Game Bestiary 2], shipwrecker crab [Pathfinder 
  Roleplaying Game Bestiary 3], chain worm, or giant sea slug [The Tome of 
  Horrors Complete]. Apply the fiendish or celestial template as normal. ).
  The Anunnaki
  The tribes of the eastern Ashurian Desert and Zagros Mountains still 
  follow the gods of their ancestors, the Anunnaki that once dominated the 
  city-states from the mountains to the distant sea. Now only a handful of 
  these desert kingdoms remain that cling to the old ways, but across the 
  Red Waste at night can still be heard the ululating rituals and sacrificial 
  screams from atop moonlit ziggurats and in shadowed mountain passes.
  Hundreds, if not thousands, of gods of the Anunnaki are worshipped. Many 
  of these are minor local gods or deities associated with very narrow and specific 
  concepts. This section details only the most important gods of the Anunnaki, 
  who were worshipped almost universally across the Ashurian Desert region.
  The Anunnaki can be roughly divided into two groups: The older, or 
  primeval gods, and the younger gods. Apsu and Tiamat were the first gods, 
  both originating from a time when the world was a chaotic, watery abyss. 
  From their union was born two great monsters, Lahmu and Lahamu, who 
  in turn engendered Anshar and Kishar, the sky and the earth. Anshar and 
  Kishar’s son, Anu, was the first of the younger gods. He sired Ea, Ishtar, 
  and Erishkigal. However, after aeons even Anu grew old, and bestowed 
  kingship of heaven upon his grandson Marduk.
  The Major Gods of the Anunnaki
  Anu, The Father and King of the Gods
  Alignment: Lawful good
  Domains: Air, Law, Magic, Protection
  Symbol: Golden bull’s head
  Typical Worshippers: Kings, nobles, exorcists
  Favored Weapons: Quarterstaff
  This god, besides being Father and King of the Gods, is also God of the 
  Sky, and the source of order in the Universe. He appears as an old, bearded 
  man, wearing loose fitting garments. Ishtar is sometimes his consort. 
  Anu is the great-grandson of Apsu and Tiamat. Anu is a distant god who 
  has retired to the upper heavens and leaves the affairs of the universe to 
  Marduk and the younger generation of gods.
  Apsu, The Primeval Father
  Alignment: Chaotic neutral
  Domains: Chaos, Knowledge, Magic, Water
  Symbol: Deep blue wave
  Typical Worshippers: Magicians, sages, mystics
  Favored Weapons: Warhammer
  The primeval god, the underworld ocean, and the father of the skies and 
  of the earth, who in turn fathered the lesser gods. After a time, Apsu and 
  Tiamat thought that their divine offspring had become too troublesome and 
  sought to slay them. However, Ea discovered their plans, cast a sleeping 
  spell on Apsu and killed him. Apsu is now considered a dead deity.
  Ea, The God of Wisdom and Magic
  Alignment: Neutral
  Domains: Earth, Healing, Knowledge, Magic
  Symbol: Green tentacle
  Typical Worshippers: Exorcists, healers, craftsmen, wizards
  Favored Weapons: Trident, dagger
  Ea knows everything and is regarded as the source and patron of 
  wisdom, magic, and medical science. He is one of the creators of mankind, 
  towards whom he is usually well-disposed, and their instructor who taught 
  them arts and crafts.
  It was Ea who discovered Tiamat’s designs to kill her offspring, and 
  managed to kill her consort Apsu. He forms with Anu and Marduk an 
  important and powerful triad of gods. Ea is shown on the seals with 
  streams of water and fish flowing from his shoulders.
  Erishkigal, The Queen of the Underworld
  Alignment: Lawful evil
  Domains: Death, Earth, Evil, Law
  Symbol: Grey crowned skull
  Typical Worshippers: Death priests, assassins, evil nobles, 
  tomb robbers, necromancers
  Favored Weapons: Scimitar, sickle
  Ereshkigal is the goddess of death, said to be the sister of Ishtar. Her 
  abode is Irkalla, a region of darkness and dust from which no-one returns. 
  Erishkigal appears as a beautiful, naked, young woman. She is dark and 
  violent, ruling the Underworld with her consort Nergal. As ruler over the 
  shades, Ereshkigal receives the mortuary offerings made to the dead.
  Ishtar, The Goddess of Love and War
  Alignment: Chaotic good
  Domains: Animal, Destruction, Protection, War
  Symbol: Bloodstained female statuette
  Typical Worshippers: Prostitutes, concubines, eunuchs, 
  warriors
  Favored Weapons: Scimitar, longbow
  The daughter of Anu, Ishtar is the goddess of passion. In her aspect 
  as a love goddess, she is the mate of Tammuz. In her war aspect she is 
  considered a heartless goddess who destroys her lovers and mates and 
  sends disease to her enemies. Temple prostitution is a part of her worship. 
  Ishtar appears as a beautiful, naked, young woman with wings, at times 
  wearing a helmet with ostrich plumes. She is often accompanied by a lion. 
  She is armed with a scimitar and bow.
  Kingu, The General of Chaos
  Alignment: Chaotic evil
  Domains: Chaos, Destruction, Evil, Strength
  Symbol: Red barbed whip
  Typical Worshippers: Evil warriors, kings, raiders, slavers
  Favored Weapons: Two-bladed sword, whip
  Kingu was a demon lord who became the husband of Tiamat and 
  general of Chaos after Apsu was killed. Tiamat gave him the Tablets of 
  Destiny and intends to make him lord of the gods. He appears as a young, 
  bearded man, armed with a bow and a sword of cold.
  Marduk, The General of Law
  Alignment: Lawful good
  Domains: Air, Good, Law, Strength
  Symbol: Silver lightning bolt
  Typical Worshippers: Warriors, generals, charioteers
  Favored Weapons: Heavy mace, longbow
  Marduk, also known as Enlil, is the son of Ea and serves as Anu’s 
  general in the battle against Chaos. He is a god of light and life, and 
  commands lightning and thunderstorms. Marduk appears as a young man 
  with a beard, wearing a short kilt, and a horned helmet. He rides a chariot 
  pulled by four horses, and is armed with a dagger, bow and mace.
  Namtar, The Herald of Evil Destiny
  Alignment: Lawful evil
  Domains: Evil, Law, Luck, Trickery
  Symbol: Shattered clay tablet
  Typical Worshippers: Judges, evil viziers, oracles, sorcerers
  Favored Weapons: Quarterstaff
  
  114
  Dunes of Desolation
  Namtar is a demon lord, regarded as the bringer of disease and 
  pestilence. He represents fate, destiny in its evil aspect, and acts as the 
  herald or messenger and chief minister of Ereshkigal and Nergal.
  Nergal, The God of Plague
  Alignment: Neutral evil
  Domains: Air, Destruction, Evil, War
  Symbol: White locust
  Typical Worshippers: Warlords, plague priests, evil cultists
  Favored Weapons: Heavy mace, longsword
  Nergal is an evil god who brings war, pestilence, fever and devastation. 
  He is the consort of Erishkigal. He is armed with a mace, bow, and a 
  dancing sword. Nergal appears as a mature man wearing a kilt, a helmet, 
  and carrying two lion-headed staves.
  Sin, The Moon
  Alignment: Neutral
  Domains: Air, Knowledge, Magic, Travel
  Symbol: Moon disc
  Typical Worshippers: Astrologers, scribes, pilgrims, travelers
  Favored Weapons: Falchion
  The moon god Sin is the chief astral deity, father of Utu, and lord of the 
  calendar and fixing the seasons. He is also a god of travel. Sin appears as 
  a mature man with a long black beard.
  Tammuz, The God of Fertility and Rebirth
  Alignment: Neutral good
  Domains: Earth, Good, Healing, Plant
  Symbol: Yellow corn-spike
  Typical Worshippers: Farmers, peasants, landowners
  Favored Weapons: Light flail, sickle
  Tammuz is a god of vegetation and the symbol of death and rebirth in 
  nature. He is the son of Ea and husband of Ishtar. Each year he dies in the hot 
  summer and his soul is taken by the gallu-demons to the underworld. Woe and 
  desolation fall upon the earth, and Ishtar leads the world in lamentation. She 
  then descends to the netherworld, ruled by Ereshkigal, and after many trials 
  succeeds in bringing him back, as a result of which fertility and joy return to 
  the earth. Tammuz appears as a handsome young man, wearing a kilt.
  Tiamat, The Primeval Mother
  Alignment: Chaotic evil
  Domains: Animal, Chaos, Destruction, Evil
  Symbol: Black dragon claw
  Typical Worshippers: Evil warriors, sorcerers, nobles
  Favored Weapons: Dagger, longsword
  Tiamat, the glistening one, is a huge, bloated female dragon that personifies 
  the saltwater ocean, the water of Chaos. She is also the primordial mother 
  of all that exists, including the gods them-selves. She mated with Apsu, the 
  personification of the freshwater abyss that lies beneath the Earth. From their 
  union, saltwater with freshwater, the first pair of gods were born. When Apsu 
  was slain by Ea, Tiamat flew into a rage and wanted to avenge her husband. 
  She created an army of monstrous creatures and placed them under the 
  leadership of her new consort and general Kingu, who is also her son.
  Utu, The Sun
  Alignment: Lawful neutral
  Domains: Fire, Law, Sun, War
  Symbol: Sun disc
  Typical Worshippers: Holy warriors, judges, government officials
  Favored Weapons: Battleaxe, morningstar
  The sun god is a judge, a lawgiver, a warrior, and the god of wisdom. 
  He appears as a tall man, wearing a robe, and carrying a saw with which 
  he “cuts decisions”.
  Foreign and Ancient Gods
  The following divinities are not part of the Anunnaki, but they are 
  found in parts of the same region. They are foreign and/or ancient gods 
  with minor cults scattered across the Ashurian Desert and surrounding 
  mountains and wastelands.
  Baal-Zag, The Howler in Darkness
  Alignment: Chaotic evil
  Domains: Beast, Blood, Strength
  Symbol: Three-taloned claw
  Typical Worshippers: Evil rangers, cannibals, were-creatures
  Favored Weapons: None
  Baal-Zag is a dark god of bloodlust, cannibalism and bestiality. He 
  is often pictured in the shape of a wolf- or jackal-headed humanoid. 
  Worshippers are often granted the “blessing” of lycanthropy from Baal-Zag. 
  Rites to Baal-Zag are always performed during the nights of the full moon, 
  when the consumption of raw human flesh is said to bestow strength and 
  invulnerability to weapons upon the faithful for the coming days and weeks.
  Nhakhramat of the Emerald Flame
  Alignment: Lawful evil
  Domains: Knowledge, Magic, Serpents [Evil]
  Symbol: Four-armed woman
  Typical Worshippers: Mystics, sacred warriors, those seeking 
  the awakening of latent powers
  Favored Weapons: Falchion
  A mysterious deity depicted as a shapely, four-armed woman 
  surrounded by a halo of emerald flames, holding an ornate oil lamp in 
  each of her hands. One of the rites associated with her is the drinking of 
  serpent poison to “awaken” latent powers in the worshipper.
  Shupnikkurat
  Alignment: Chaotic neutral
  Domains: Animal, Chaos, Evil, Earth, Plant
  Symbol: Red moon disc
  Typical Worshippers: Druids, mothers, fertility cultists
  Favored Weapons: Sickle
  Usually identified with the universal great mother goddess, 
  Shupnikkurat is associated with fertility, birth, and wild animals. Rites 
  are usually performed at night, under star-lit skies, and involve orgiastic 
  feasts accompanied by wild music and ecstatic dancing. The priests 
  and priestesses, who are said to be unusually fanatical, are naked but 
  smeared with blood and mud during these events. By some theologians, 
  Shupnikkurat is seen as a savage and uncivilized aspect of Ishtar.
  Yaazotsh, The Eater of The Dead
  Alignment: Neutral
  Domains: Air, Death, Protection
  Symbol: Tattered black wings
  Typical Worshippers: Death priests, druids, nomads
  Favored Weapons: Dagger
  Despite certain sinister aspects, the vulture-god Yaazotsh is generally 
  considered benevolent by both civilized and barbaric peoples. His mute priests 
  wear vulture-masks and feathered robes, and it is their sacred duty to carry away 
  the corpses of the recently dead (in cultures that bury their dead, the priests of 
  Yaazotsh claim only those who are too poor to pay for their own funerals). After 
  suitable preparations, the corpses are placed on the carrion altars of Yaazotsh 
  where they are consumed by flocks of vultures, preventing the corpses from 
  rising as undead. Such altars are always placed far away from settlements, due 
  to the unavoidable stench and diseases. Some claim that the vulture-masked 
  priests are actually ghouls who carry away and eat the dead, leaving only token 
  offerings on the altars of Yaazotsh. This has yet to be confirmed, however.
  
  115
  i
  Child s Play
  Adventure Background
  No being is as capricious as a bored genie. Ennui gnaws on the souls of 
  mortals yet utterly devours those that live forever. During the waning days 
  of the efreet city of Iljanna, tedium conspired with cruelty to give birth to a 
  frightful creation. Infernalfist, an efreeti malik, loathed his dull existence in 
  his race’s rapidly decaying city. Forever banished from his elemental home 
  by his immortal kin for an unforgiveable transgression, he despised spending 
  his days in exile surrounded by worthless mortals and the very creatures that 
  condemned him to his wretched fate. Even the wanton excesses and cruel 
  indulgences that amused him in the past grew stale and trite over the passing 
  decades. Monotony tormented Infernalfist for as long as he could remember 
  until he overheard a passing comment from a stranger.
  “Nothing makes me happier than to see someone’s wish come true,” the 
  man mumbled to himself as he watched a child play with a newfound toy.
  The noble sentiment struck a chord with the despondent genie, though 
  not for the obvious reasons. His demeanor did not change from any desire 
  to transform someone else’s life for the better. Instead, he wanted to turn the 
  man’s statement on its ear and use others as his playthings. Infernalfist never 
  granted anyone’s wishes before, but that was about to change as he contrived 
  a wicked plan to twist joy into horror. The efreeti commissioned his slaves to 
  build a furnished, miniaturized replica of his palatial estate from wood and 
  stone. When they completed the construction, he forced his servants to make 
  wishes that allowed him to animate selected objects and to shape monsters to 
  stalk the facsimile. Using a portion of his own blood, he created a homunculus 
  named Ezreki to act as the device’s caretaker and a fire elemental to serve as 
  its guardian. Infernalfist called his finished creation The House of a Thousand 
  Delights, though its victims experienced nothing but horror and terror.
  To set his devious scheme into motion, the crafty genie cajoled indigents, 
  prostitutes and addicts from Iljanna’s streets to come to his palace to see 
  a wondrous sight that would forever change their lives. Though they were 
  desperate, no one trusted the efreeti, so Infernalfist overcame their inherent 
  suspicion by showering them with expensive gifts and feigned interest in 
  improving their lot in life. The allure of instant wealth combined with his 
  relentless coercion proved too much for nearly all to resist. They fell for 
  his elaborate charade and followed him to his residence. For the rest of the 
  day, the unwitting victim basked in the trappings of luxury and the syrupy 
  flattery of an immortal being. When the sun rose the following morning, 
  Infernalfist offered his guest a proposition. They could return to the streets 
  and resume their former life, or he could grant them their wish to spend 
  the rest of their life in a stately mansion like his. Too few realized the 
  danger of trifling with a conniving genie. They succumbed to temptation 
  and wished to remain in a grand palace. He eagerly granted their wish 
  which teleported them into an extradimensional space that simultaneously 
  coexisted with his miniaturized house of horrors. Once inside, Infernalfist 
  watched with salacious delight, as the monsters and constructs within 
  claimed another hapless victim. To further enhance his pleasure, he crafted 
  The House of a Thousand Delights’ extradimensional space to allow only 
  genies to see what is happening within that space. Infernalfist’s human 
  slaves saw nothing when they looked inside the facsimile prompting them 
  to believe — if they had not already done so — that their master was 
  insane when he would howl in ecstasy while observing what they thought 
  was an empty replica. The efreeti’s quest for amusement cost hundreds of 
  lives, and in the end his callous disregard led to his undoing.
  While an enemy army routed the genies and their mercenary force 
  outside the city walls, Iljanna’s citizens and slaves took matters into their 
  own hands inside its walls. Aided by a network of spies and traitors among 
  the ranks of Iljanna’s mercenaries, the people rebelled against their hated 
  efreet masters. Centuries of oppression and injustice fueled their wrath, 
  and none felt their sting more than the sadistic Infernalfist. Unable to 
  return to his homeland, the haughty exile chose to stand his ground and not 
  bend in the face of an angry throng. Though he inflicted many casualties, 
  the enraged mob overwhelmed and destroyed him. With Infernalfist now 
  dead, chaos reigned in his opulent palace. The jubilant victors sacked the 
  residence with reckless abandon. Every valuable object vanished in the 
  blink of an eye, and The House of a Thousand Delights was no exception 
  much to the dismay of Infernalfist’s former slaves who feared that the 
  strange replica that amused their master so greatly held some dark secret.
  In the centuries since Iljanna’s downfall, Infernalfist’s miniature palace 
  passed through many hands, though no one knew what it truly was. In 
  fact, the wealthy families that owned it mistakenly believed that it was a 
  large dollhouse. They painted the rooms in pastoral colors and decorated 
  the interior with curtains, silk and lace. Many generations of young girls 
  played with what they believed to be a toy without having even the 
  slightest inkling of its sinister past.
  Lakta Jamar
  It remained that way until it became the plaything of Lakta Jamar, 
  a ten-year-old girl unlike any other that played with The House of a 
  Thousand Delights. In addition to being precocious and blessed with a 
  vivid imagination, genie blood courses through her veins, though she 
  knows nothing of her outsider heritage. Because of her unusual lineage, 
  Lakta was the first child to sense that there was something strange about 
  her dollhouse. She told her mother, Dima, that she sometimes heard 
  terrible screams and saw objects and creatures move within the rooms. Her 
  mother dismissed the young girl’s claims as the product of an overactive 
  imagination. Despite these odd occurrences and her growing trepidation, 
  Lakta spends most of her free time playing with her beloved dollhouse.
   Jumia Rassad
  Lakta’s claims about the dollhouse did not escape the notice of her 
  intrusive and alluring tutor, Jumia Rassad. She believed her pupil, 
  prompting her to research the matter further. She soon happened upon a 
  description of The House of a Thousand Delights at Hamsha University, 
  causing her to believe that Lakta’s dollhouse was in actuality Infernalfist’s 
  prized creation. The unexpected discovery suited her plans perfectly. 
  Unbeknownst to Lakta’s family, Jumia is a young kharam (see Chapter 
  6) that has an old score to settle with her current employer. Lakta’s 
  father, Hassan, a personal bodyguard of the regional abaya thwarted an 
  assassination attempt by Jumia’s mother ten years earlier when Jumia was 
  just a small child. Hassan and his fellow bodyguards uncovered her plot and 
  slew the murderous kharam in process. On that fateful day, Jumia began 
  planning her revenge against Hassan and his entire family. Ten years later, 
  thanks to her surreptitious find her plan appears poised to come to fruition. 
  By giving the little girl a ring that grants a single wish, she could make 
  Lakta vanish without a trace, depriving Hassan of his only child and paving 
  the way for her to take the rest of his family and fortune away from him.
  
  116
  Dunes of Desolation
  Family Affair
  Jumia is not the only one keeping a secret. Dima Jamar, Latka’s mother, 
  also hides one of her own. A few weeks before she married Hassan, Dima 
  began having second thoughts about her upcoming wedding. She walked 
  the streets for hours, internally debating what to do when she came upon a 
  handsome and charming man with an otherworldly quality that she found 
  irresistible. They met several times afterward until Dima’s conscience got 
  the better of her. She ended the affair and never saw the mysterious man 
  again. A few days after her wedding, she realized that she was pregnant 
  with Lakta. Convinced that the mysterious stranger fathered her child, Dima 
  did not announce her pregnancy for several months to avoid arousing any 
  suspicions that Hassan was not the father. When she gave birth to Lakta 
  the newborn seemed radiant, though Hassan begrudgingly acknowledged 
  that the infant looked nothing like him or anyone in his family. Still the 
  child’s bubbly personality and incredible beauty captured his heart despite 
  his doubts about Lakta’s true parentage. His suspicions put a heavy strain on 
  their marriage. They are still together solely for Lakta’s sake.
   Jumia’s Revenge
  At an early age, Jumia realized that the loss of a loved one can be a fate 
  worth than death. The young kharam learned this lesson well when Hassan 
  killed her mother, so she planned to return the favor by taking Hassan’s 
  young daughter from him. However, that was before she discovered the 
  dollhouse’s long-lost mystery. She knew that The House of a Thousand 
  Delights added a new element to her plot — uncertainty. Jumia decided 
  that not knowing what happened to a beloved family member was indeed 
  worse than losing them.
  Jumia’s plan seemed flawless. Using a magic ring she stole from a 
  family acquaintance, she cajoled Lakta into using the ring’s last wish 
  spell to allow her to live in her dollhouse in perpetuity, just as Infernalfist 
  convinced so many others to do centuries earlier. At that moment, the 
  kharam’s perfect scheme unexpectedly unraveled. Lakta’s secret genie 
  heritage prevented her body from entering The House of a Thousand 
  Delights. Instead, it transplanted her brain into a doll while channeling 
  her heart, lungs and liver into other inanimate objects randomly placed 
  throughout the house. Meanwhile her soul remained with her physical 
  body in a virtually lifeless state. The unexpected outcome startled Jumia. 
  Nevertheless, Lakta showed no outward signs of life so Jumia thought she 
  succeeded in killing Lakta even though she was not transported into The 
  House of a Thousand Delights as she expected.
  When Lakta’s parents found her, they immediately called for assistance. 
  Despite the best efforts of local healers and magical potions, she remained 
  motionless and unresponsive appearing as if she were dead. She had no 
  pulse, no breath and no signs of brain activity, but she remained warm 
  to the touch and retained her color. Lakta’s mysterious dilemma baffled 
  everyone, especially Jumia who realized that something was terribly amiss. 
  The only thing that the experts agreed upon was that every moment spent 
  in this condition lessened the chances of her ever emerging and resuming 
  her previous life. Lakta’s desperate parents summoned adventurers from 
  around the city in the hopes of finding answers or a miracle.
  Adventure Synopsis
  Lakta’s father Hassan Jamar or one of the abaya’s (the equivalent 
  of a local governor) inner circle approaches the PCs and offers them a 
  reward if they can rouse the young girl from her coma. The problem is 
  that her physicians and clerics have tried just about everything — they 
  treated her for disease and poison as well as giving her a potion that would 
  undo a curse without any benefit. Lakta’s affliction does not appear to be 
  natural and is beyond the ability of her caregivers. Hassan and Dima are 
  convinced that some foul magic is afoot in their humble abode.
  Lakta’s body and soul are helpless, but the resourceful child’s brain is wide 
  awake and terrified. If not for her genie heritage, Lakta’s body and soul would 
  have also been dragged into the dollhouse, and she would have vanished 
  without a trace. Instead, the wish transplanted her brain into a doll and three of 
  her physical body’s other organs into inanimate objects scattered throughout 
  the dollhouse. Her soul remains in her physical body on the Material Plane. 
  Clues found in the home lead the PCs to her dollhouse where they can faintly 
  hear Lakta’s voice crying out for help. She directs them to a closet in her 
  bedroom which leads to a newly created secret door that acts as a gateway into 
  The House of a Thousand Delights. The magic portal transports them into an 
  attic room in the dollhouse’s attic where they meet Lakta. Though the rescue 
  plan appears successful, the precocious young girl tells them that escape is 
  not that easy. Her physical body remained intact, but her four major organs 
  are contained in canopic jars placed throughout the house. Lakta attempted 
  to retrieve the scattered parts herself, but the dollhouse’s fearsome occupants 
  forced her to retreat and wait for assistance. To make matters worse, the PCs 
  soon discover that they are trapped in the dollhouse and must find another 
  way out of the accursed structure.
  Under her guidance or on their own, the PCs must search The House 
  of a Thousand Delights in pursuit of her missing vital organs. Along the 
  way, they encounter terrifying variations of childhood tales and folklore 
  including a mean ogre hiding in a closet, a hag cooking her liver in a kitchen, 
  two lycanthropes posing as overnight guests, and swarms of spiders hiding 
  behind a faux castle door. During their investigation and interaction with 
  Lakta, they learn about Jumia’s role in the child’s abduction and may gain 
  some insight into Lakta’s true origins. As they explore the house in greater 
  detail, they ultimately come to the realization that The House of a Thousand 
  Delights is more than an inanimate object. It is a magical construct powered 
  by some unknown intelligence that must be destroyed from within for them 
  and Lakta to escape from its sinister clutches.
  The revelation leads the PCs and Lakta to a secret door leading into a 
  warm basement where they encounter a fire elemental entrusted with 
  defending The House of a Thousand Delights’ true master and intelligent 
  component, Ezreki, Infernalfist’s homunculus servant. After its efreeti 
  creator’s destruction, Ezreki did not go insane as most others of its kin, but 
  instead became one with the house giving shape and direction to its terrors. 
  When the PCs destroy Ezreki, the dollhouse’s magic ebbs away, reverting 
  it back to its original state as an ordinary replica of Infernalfist’s mansion. 
  Lakta’s organs return to her body, and she awakens from her coma. The 
  PCs reappear just outside of the dollhouse. The PCs must now decide how 
  to deal with Jumia, if they did not already, and how to handle the delicate 
  matter of Lakta’s birth, if they learned of the girl’s genie heritage.
  Starting the Adventure
  The adventure is set in the small city of Qamara, though its events may 
  also take place in any other desert setting of the GM’s choice with a few 
  minor modifications. Hassan Jamar’s beloved only child, his daughter 
  Lakta, inexplicably appears dead and has remained in that state for two full 
  days. She cannot be roused from her state and every attempt to discover 
  the root cause of her malady failed. Skilled healers attempted to cure any 
  disease or poison that might be afflicting her, but none were found. In his 
  desperation, Hassan poured a potion of remove curse down her throat with 
  no visible effect. During the course of his service for the abaya, he has 
  never encountered any poison, disease or magic that could account for 
  his daughter’s condition. Lakta’s predicament even baffled the medicinal 
  students and instructors from nearby Hamsha University. Hassan is 
  running out of options to save his only child even with the assistance of his 
  long-time friend and superior, the region’s abaya Salamun ibn Saddesh. 
  The grateful abaya urged him to seek out adventurers who may have seen 
  Lakta’s strange malady somewhere else in their travels. In order to do so, 
  Salamun is offering a 2,000 gp reward to anyone who can aid the daughter 
  of the man who saved his life ten years earlier.
  Adventure Hooks
  Several parties may engage the PCs’ services to resolve this difficult 
  matter. If the PCs are new to Qamara, it is more likely that Hassan or 
  Salamun approaches the PCs directly. PCs familiar with the city can be 
  drawn into its events by several different sources including any affiliations 
  with the local Church of Fatimashan or through contacts with Hamsha 
  
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  Child's Play
  University. Presented below are three methods of getting the PCs involved 
  in the adventure.
  Hook 1 — Urgent Summons
  Because of the situation’s urgent nature, Hassan or Salamun foregoes 
  dispatching a messenger and instead contacts the PCs himself. Though 
  both men cannot explain Lakta’s current predicament, they are certain 
  that time is of the essence, if they want to help the child. In that vein, they 
  waste no time negotiating a suitable reward — it is 2,000 gp — take it 
  or leave it. If the PCs momentarily waver, either man briefly tugs at that 
  person’s heartstrings, but the reward amount remains firm. Alternatively, 
  PCs in Salamun’s employ or working for any other authority figure may 
  simply be ordered to provide Hassan with assistance.
  Hook 2 — Act of Charity
  Hassan and Salamun also sought the assistance of the local Church 
  of Fatimashan. The case stumped the local priestesses, but the church 
  still wants to get to solve the mystery and aid fellow believers during 
  their greatest time of need. Fatimashan’s priestesses not so subtly twist 
  the proverbial arms of any worshippers or adventurers that they believe 
  could help the Jamar family. Though the church cannot offer any financial 
  recompense and actually takes great offense at any suggestion of receiving 
  a monetary reward, the priestesses make the PCs aware of Salamun’s 
  offer, much to their personal disgust.
  Hook 3 — Strictly Academic
  In addition to beseeching aid from the Church of Fatimashan, the two 
  men also called upon experts from Hamsha University to unravel the 
  mystery. The faculty and pupils are extremely disappointed that they could 
  not resolve Lakta’s dilemma; however they are not ready to capitulate. They 
  are convinced that they can get to the bottom of the mystery with a little 
  help from their newfound outside consultants — the PCs. With the proper 
  guidance, the PCs may provide the missing piece to this most confounding 
  puzzle. Alternatively, a professor or student may barter information on 
  another matter in exchange for the PCs’ assistance with Lakta’s enigma.
  Rumors
  Hassan Jamar is a well-known and influential person in Qamara, so 
  any news about his daughter spreads quickly throughout the city. The PCs 
  may learn the following information by succeeding on a Diplomacy or 
  Knowledge (local) check. For each successful check at that level, provide 
  one new rumor at that DC or from a lower one if the ones at that level have 
  already been heard.
  DC 20
  • Hassan Jamar and the abaya, Salamun ibn Saddesh are close friends. 
  Hassan has served as the head of his personal bodyguards for the last ten 
  years.
  • Ten years ago, Hassan foiled a plot to assassinate Salamun. Salamun 
  has been in Hassan’s debt ever since.
  • Hassan and his wife Dima adore their only child. They would never 
  do anything to harm her.
  DC 25
  • Hassan and Dima’s relationship is strained at best. Public consensus 
  is that they are still married strictly for Lakta’s sake.
  • Hassan has had his share of pursuers over the years, but he continually 
  rebuffs their advances and remains faithful to Dima.
  • Hassan is not Lakta’s father. The girl looks and behaves nothing like 
  Hassan.
  Further Inquiries
  Before making their way to Lakta’s home, the PCs may conduct a 
  preliminary investigation by interviewing several witnesses or asking 
  questions of particular persons. Unlike the information obtained from the 
  gossip mill, the PCs can learn the following details from specific sources.
  Nur Paddah (LG female human cleric of Fatimashan 4; Int 13; 
  Heal +9) is the priestess Hassan called upon to treat Lakta for poison 
  and disease. Now in her mid-40s, Nur befriended Hassan’s family for as 
  long as she can remember. She saw none of the telltale signs of physical 
  trauma, poisoning or illness. Lakta was not feverish, sweating or laboring 
  to breathe. She bore no wounds, bruising, rashes or unusual skin coloring. 
  In fact, her skin color was normal, and she remained warm despite the fact 
  that she was not breathing and had no pulse.
  Salaam Ka (N male human expert 3/wizard 2; Int 16; Knowledge 
  [nature] +10) is the star pupil in Hamsha University’s medicinal program 
  and fledgling practitioner of arcane magic. He examined Lakta shortly 
  after her parents found her in a coma. As a trained physician, he also 
  noticed that Lakta appeared alive even though she was not breathing and 
  her heart was not beating. He observed no symptoms that would point 
  to a natural cause for her condition. Salaam then turned his attention to 
  a magical cause, using his spells and mystical knowledge to detect any 
  magical auras on the young girl and her possessions. The search revealed 
  nothing. He then suggested to Hassan that he should use his magic potion 
  to rid Lakta of any curses or other magic that could account for her strange 
  condition. Again, the effort failed. Salaam is very anxious to solve the 
  mystery plaguing the young girl.
  If the PCs ask either or both of them to lend their further assistance in 
  the matter, they gladly accompany the PCs back to Lakta’s house.
  Part One: 
  The Wishing Unwell
  After conducting their preliminary inquiries and gathering a few 
  important tidbits about Lakta and her family, a visit to the Jamar residence 
  becomes the most obvious course of action. The lovely home stands just 
  a few paces away from the abaya’s palace in the city’s most affluent 
  neighborhood. Though it pales in comparison to the surrounding mansions 
  and estates, the single-family house is meticulously maintained with a 
  well-manicured outer courtyard outside the ornately carved front door. 
  An eerie calm seems to surround the building and the adjoining street, as 
  residents go about their normal routines oblivious to the turmoil unfolding 
  behind closed doors.
  House of Dearth
  In contrast to the placid exterior, the Jamar residence’s interior is abuzz 
  with chaotic activity and pent-up anxiety. When the PCs arrive at the door, 
  a servant timidly opens it and briefly interrogates them about the reason 
  for the visit and who sent them. The servant is initially suspicious, though 
  her trepidation is easily allayed by mentioning that someone within the 
  household sent for them, or they were asked to go to the Jamar residence 
  by another reputable person. Naturally, if Jamar accompanies the PCs, he 
  allows them into his home without asking any questions.
  When the PCs enter the residence, the GM may read or paraphrase the 
  following description.
  
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  The 3 middle-aged female servants (N female human commoner 2; 
  Int 11; Profession [maid] +6) are A’liyah, Feray and Turna. They have 
  worked for the Jamar family ever since the couple’s wedding 10 years 
  ago. The women are extremely reluctant to speak ill of their employer, 
  so they give the PCs a wide berth and refuse to voluntarily answer any 
  questions concerning the family’s personal affairs. If they are forced to 
  do so, they begrudgingly admit that the marriage exists in name only; 
  however they steadfastly affirm that both parents dote on their only child, 
  Lakta. Neither harbors any ill will towards the child despite their feelings 
  about their partner.
  Dima’s younger brother Parava Hameer (CG male human aristocrat 
  3; Int 12; Profession [merchant] +8) is the man of noble birth. He loves 
  his sister and resents Hassan’s accusations about the circumstances 
  surrounding Lakta’s birth and the callous disregard he displays towards 
  her. Parava and Hassan can barely tolerate one another, and it takes only 
  a misspoken word or misinterpreted gesture for either of them to openly 
  express how much they dislike each other.
  House Divided
  The central players in the drama surrounding the Jamar family are 
  Lakta’s mother Dima Jamar (LN female human aristocrat 3; Int 13; 
  Knowledge [nobility] +7), Hassan Jamar, Jumia Rassad and Lakta. 
  Hassan’s suspicions concerning Dima’s fidelity and the circumstances 
  surrounding Lakta’s birth put a tremendous strain on their relationship. 
  PCs that succeed on a DC 20 Sense Motive check pick up a hunch about 
  the couple’s ambivalent attitude towards each other. They respect each 
  other as parents and both share a mutual love of Lakta, but theirs is a 
  marriage in name only. They treat each other like roommates instead of 
  spouses. Though Hassan displays no romantic interest in the seductive 
  Jumia, she considers herself to be the proverbial “other woman” in this 
  imaginary love triangle. Dima tolerates the flirtatious nubile only because 
  of Lakta’s fondness for her private tutor, though that does not prevent her 
  from gesturing behind her back or making a snide comment about her 
  outside of her earshot. However, Lakta’s current condition ensures that 
  everyone remains on their best behavior including the murderous kharam 
  who set this chain of events into motion.
  Dima Jamar
  Lakta’s mother is a complex women tormented by guilt and bound 
  by love and a sense of honor. Her affair is the explosive secret that 
  simultaneously keeps the family together and apart. If she reveals it, 
  she clears her conscience but risks losing her husband and daughter in 
  the process. By denying it, nagging suspicions dog her relationship with 
  Hassan, but he remains with her and the girl he desperately wants to 
  believe is his only daughter. To make matters worse, Dima is certain that 
  her clandestine tryst somehow plays a part in current events. For the first 
  time in 10 years, she teeters close to the breaking point of divulging the 
  sin that gnaws on her soul.
  A PC that interacts with Dima can convince her to reveal her secret by 
  succeeding on a DC 20 Diplomacy check. In addition, she also admits 
  that Lakta’s presumed father had an otherworldly nature about him. She 
  is certain that he carried some outsider lineage. Similarly, anyone directly 
  confronting her about Lakta’s parentage can see through her lie by winning 
  an opposed Sense Motive check. A successful Sense Motive check also 
  senses her intense dislike of Jumia. Though her relationship with Hassan 
  is cold at best, she is still very jealous of the attractive teenager.
  Dima knows little about the actual events leading up to Lakta’s 
  imprisonment within The House of a Thousand Delights. She and Hassan 
  discovered Lakta unconscious in her bedroom and could not awaken her. 
  She does not recollect her daughter telling her anything about feeling ill. 
  The only strange occurrence she recalls is that Lakta told her that she 
  heard screams and voices emanating from her dollhouse, but she dismissed 
  her claims as a child’s imagination run amok. If the PCs inquire further 
  about the dollhouse, she tells them that she and Hassan inherited it from 
  Hassan’s parents one month earlier. His parents owned it for two decades 
  and never reported any unusual incidents about the toy. 
  Hassan Jamar
  Lakta’s father is a military man through and through. He is a rigid 
  disciplinarian who always maintains a tight leash on his feelings in all 
  personal and business matters except for one — Lakta’s welfare. He is 
  holding himself together for now, but he is in a vulnerable state. Any 
  setback or breakthrough releases a flood of emotions. Hassan has long 
  suspected that Lakta is not his daughter, but he fears to uncover the truth. 
  Yet deep down inside, the stern soldier knows that he loves Lakta too 
  much to abandon her and separate a child from her mother.
  Hassan’s account of Lakta’s discovery is identical to Dima’s. Lakta is 
  usually eager for dinner, especially since Dima made her favorite food — 
  roasted lamb. When he and Dima went to check on her, they found her 
  not breathing. Every effort to resuscitate her failed. The local priestess of 
  Fatimashan checked to see if she was under the influence of dark magic, 
  but there were no signs of an evil spell on the girl. A skilled physician also 
  examined her and could find no evidence of disease or poison in her body. 
  He also suggested that Hassan give her a magical potion to rid her of any 
  curse that may be afflicting her.
  If the PCs ask him about his relationship with Dima, he nonchalantly 
  claims that it is fine. He becomes indignant at any suggestions that he 
  is having an affair or harbors any amorous feelings towards Jumia. He 
  steadfastly claims that the teenage girl is an excellent tutor and Lakta’s 
  close friend, even though she has only been her tutor for about a month. 
  He remarks that he inherited a large dollhouse from his deceased mother 
  right around the same time as Jumia’s arrival. Lakta spends much of 
  her free time playing with her newfound toy, though he recollects that 
  she commented about how she thinks that it comes to life from time 
  to time. Like her mother, he dismissed her claims as the byproduct of 
  a precocious child’s overactive imagination. Hassan also downplays his 
  role in thwarting the assassination attempt against the abaya 10 years ago. 
  If pressed on the matter, he blurts out that he slew an insane woman with 
  an inane plan to kill Salamun.
  Hassan displays starkly contrasting emotions when Dima’s and Jumia’s 
  secret are revealed. The frequently judgmental husband sees the error 
  of his ways and forgives his wife for her transgression, while accepting 
  Lakta as his daughter. On the other hand, he shows no mercy towards 
  Jumia once he learns she is responsible for Lakta’s current predicament, 
  or he discovers her relationship to the kharam he killed 10 years earlier. 
  He attacks her alone or fights her alongside the PCs.
  HASSAN JAMAR 
  CR 5
  XP 1,600
  Male human fighter 6
  LN Medium humanoid (human)
  Init +2; Perception +4
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 49 (6d10+6 plus 6)
  Fort +7; Ref +5; Will +2; +2 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 falchion +13/+8 (2d4+10/18–20)
  Special Attacks weapon training (heavy blades +1)
   
  Abilities Str 18, Dex 14, Con 13, Int 12, Wis 8, Cha 10
  
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  Child's Play
  Base Atk +6; CMB +10; CMD 22
  Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Power 
  Attack, Quick Draw, Weapon Focus (falchion), Weapon 
  Specialization (falchion)
  Skills Handle Animal +5, Intimidate +7, Knowledge (local) +4, 
  Knowledge (nobility) +4, Perception +4, Profession (soldier) 
  +6, Sense Motive +3, Survival +4
  Languages Common, Draconic
  SQ armor mastery 1
  Gear +1 studded leather armor, +1 falchion, cloak of 
  resistance +1, antitoxin, 50 gp
   Jumia Rassad (CR 8)
  The voluptuous teenager’s outer beauty belies her wicked heart and 
  evil motives. The attractive kharam always wears a sheer veil and a wig 
  to conceal her true monstrous identity. After her mother’s death, Jumia 
  aimlessly wandered the streets until Rateef Rassad, a sage specializing in 
  Khartous history, took pity on the youngster scavenging through refuse 
  and animal stalls looking for food. Rateef and his wife Tarwa adopted the 
  young girl and reared her as their own. The manipulative Jumia basked in 
  the attention the older couple showered on their only child. She proved to 
  be a quick student and even attended classes at Hamsha University despite 
  her youth. By all outward appearances, the charismatic Jumia seemed to 
  be thriving in her new environment, yet her innate curiosity and gracious 
  exterior was nothing more than a ruse to conceal her true malevolent 
  nature. All the while, the murderous kharam plotted her revenge against 
  the man responsible for her mother’s death.
  As soon as she acquired all of her innate special abilities, Jumia used 
  her parents’ contacts to land her a position in Hassan’s household. The 
  charming and outwardly friendly teenager made an immediate and lasting 
  impression on the innocent young girl. For the next three weeks, the 
  cunning kharam carefully observed her surroundings and considered her 
  options. She was prepared to kill Hassan and his entire family in their 
  sleep, yet the surreptitious discovery of The House of a Thousand Delights 
  altered her plans. She returned to Hamsha University to research the 
  item’s history and abilities. She soon realized that the seemingly harmless 
  dollhouse was a sinister house of horrors that would destroy any creature 
  transported into it without leaving the slightest trace; however she needed 
  a wish spell to unlock its full powers. She then remembered that one of her 
  adoptive father’s friends, a rare jewelry collector named Jamaal Ta’alika, 
  claimed to have a ring that made anyone’s dream come true. The clever 
  temptress paid the older gentleman a visit and claimed him as her first 
  victim. She took the ring and gave it to Lakta as a gift. She tricked the 
  young girl into wishing herself into The House of a Thousand Delights.
  Jumia relies upon her youth and charm to deflect any accusations leveled 
  against her. She denies any involvement in Lakta’s current predicament, 
  Jamaal’s murder or the ring’s theft. Her reactions are more fully described 
  in the following section.
  JUMIA RASSAD, KHARAM 
  CR 8
  XP 4,800
  LE Medium monstrous humanoid (see Chapter 6)
  Init +7; Senses all-around vision, darkvision 60 ft.; Perception 
  +12
   
  AC 19, touch 14, flat-footed 15 (+1 armor, +3 Dex, +1 dodge, 
  +4 natural)
  hp 76 (9d10+27)
  Fort +9; Ref +9; Will +4
  Immune mind-affecting
   
  Speed 30 ft.
  Melee mwk dagger +11/+6 (1d4+1/19–20 plus poison), mwk 
  dagger +11 (1d4 plus poison /19–20)
  Special Attacks disarming kiss, enfeebling gaze, sneak 
  attack +5d6
   
  Str 12, Dex 17, Con 16, Int 12, Wis 12, Cha 15
  Base Atk +9; CMB +12; CMD 22
  Feats Agile Maneuvers, Dodge, Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse
  Skills Appraise +7, Craft (jewelry) +8, Disguise +7, Intimidate 
  +9, Knowledge (local) +7, Knowledge (nobility) +7, 
  Perception +12, Stealth +12, Survival +8; Racial Modifiers +4 
  Perception
  Languages Common, Draconic
  Combat Gear potion of cure serious wounds, potion of 
  invisibility, potion of shield of faith, 4 doses of black widow 
  spider venom (see below for stats); Other Gear bracers of 
  armor +1, 2 masterwork daggers, gold ring (100 gp), silver 
  necklace with ebony pendant (75 gp), wig, veil
   
  All-Around Vision (Ex) The kharam’s eyes in the back of her 
  head allow her to see in all directions. Kharams gain a +4 
  racial bonus to Perception checks and cannot be flanked.
  Disarming Kiss (Su) The kharam disarms living creatures 
  with a kiss, causing them to drop all of their items and 
  take no actions other than stare lovingly into the kharam’s 
  eyes, which causes additional Strength damage from her 
  enfeebling gaze each round. The kharam must grapple 
  an unwilling victim before the kharam can use this ability. 
  A creature must succeed on a DC 16 Will save to resist the 
  effects of this ability. The effect ends if the kharam directly 
  attacks a victim influenced by disarming kiss. This is a 
  mindaffecting effect. The save DC is Charisma-based.
  Enfeebling Gaze (Su) 1d4 Strength damage, 30 feet, 
  Fortitude DC 16 negates. The save DC is Charisma-based.
  Poison (Ex) Dagger—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d3 Con and staggered; cure 2 
  saves. Kharams envenom their daggers with black widow 
  spider venom.
  First Impression
  Two full days have passed since Lakta last opened her eyes. Her parents, 
  Jumia, clerics and others made numerous attempts to rouse her from her 
  catatonia, but all to no avail. Lakta’s parents first discovered her in her 
  bedroom, after she did not appear for dinner. The young girl normally 
  receives a poetry lesson from Jumia before dinner, but the wily Jumia 
  claims that Lakta told her she did not feel well that afternoon and skipped 
  the lesson. PCs can see through her Bluff by winning an opposed Sense 
  Motive check. Otherwise, no one can provide any useful information 
  about Lakta’s activities that day. When the PCs approach the young girl, 
  the GM may read or paraphrase the following description.
  Lakta’s body shows no signs of injury, illness or disease. A PC that 
  succeeds on a DC 15 Knowledge (nature) or Heal check notices that she 
  has no pulse and is not breathing, yet she remains warm to the touch 
  and shows no signs of decomposition. If that same PC succeeds on the 
  preceding check by 5 or more, he also notices that she has no brain 
  activity and is slightly jaundiced. In addition, the PC also notices that 
  the girl’s left ring finger is swollen, indicating that the ring adorning her 
  left hand is new. The golden ring appears to have been inset with three 
  stones at one time, but all of the stones are missing, though they show no 
  signs of being forcibly removed. Lakta’s family members and servants 
  do not recognize the ring and do not believe that it belonged to her. 
  Jumia realizes that she made a mistake by not removing the spent ring 
  of three wishes from Lakta’s hand so she too denies any knowledge of 
  the item. Once again, PCs can detect that she is being untruthful with a 
  
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  successful opposed Sense Motive check or via magical means. If the PCs 
  confront her about these issues, Jumia relays a half-truth claiming that 
  she gave Lakta the ring as a gift to help her feel better. If Jumia senses 
  that she is in any danger, she conveniently excuses herself or discreetly 
  slips away and coats each of her weapons with poison before returning 
  to the room. She also claims that she initially lied about the ring, because 
  she believes it may be stolen. Furthermore, a PC that succeeds on a DC 
  20 Knowledge (local) check remembers hearing about a reward for a 
  stolen ring roughly matching the description of this one, though it is 
  currently missing an inset ruby. A successful check also reveals that an 
  unknown assailant murdered the ring’s former owner, Jamaal Ta’alika, 
  a rare jewelry collector. She denies any involvement in the actual theft 
  or the killing. When confronted by this accusation, Jumia insists that 
  Dima framed her in a thinly disguised effort to separate her and Hassan. 
  She claims that she and Hassan have been secret lovers ever since she 
  arrived. Jumia continues this charade for as long as possible and even 
  attempts to grab Hassan and kiss him in front of everyone to prove her 
  point. Naturally, she uses her disarming kiss ability. If Hassan is unable 
  to resist, his smitten reaction lends credibility to her story, and it also 
  makes him vulnerable to her enfeebling gaze ability which she directs 
  against him. Otherwise, she attempts to flee, preferably by quaffing 
  her potion of invisibility. She fights only if she is left with no other 
  alternative. Jumia begins combat by removing her veil and subjecting 
  all onlookers to her enfeebling gaze before attacking with her poisoned 
  daggers. She then singles out flat-footed opponents who are susceptible 
  to her sneak attacks. Whenever she is reduced to less than a quarter of 
  her original hit points, she begs for mercy and reveals her true identity 
  and motives for her actions in a blatant attempt to garner sympathy to 
  spare her life.
  The ring is no longer magical, so PCs cannot identify it using 
  detect magic and succeeding on a Spellcraft skill; however certain 
  divination spells may reveal the item’s former properties. Spells cast 
  directly on Lakta do not reveal any useful information, including 
  divination spells, such as detect evil or detect magic. Divination 
  spells of a more general nature, such as augury and divination yield 
  some helpful, though cryptic information to investigate Lakta’s room 
  or retrace her steps. It might also reveal that appearances are not 
  what they seem in regards to Lakta’s outsider heritage or Jumia’s 
  monstrous secret identity.
  Lakta’s Bedroom
  Lakta’s strange claims about her new dollhouse and the mysterious 
  circumstances surrounding her current condition should prompt the 
  PCs to search her bedroom. If Jumia’s disguise is still intact, she insists 
  on accompanying the PCs while they investigate the area. When the 
  PCs enter the room, the GM may read or paraphrase the following 
  description.
  All of the dolls and toys are valuable in their own right for their 
  exceptional quality, but they all pale in comparison to The House 
  of a Thousand Delights that now masquerades as Lakta’s dollhouse. 
  Its sheer size and meticulous focus on details especially in regards 
  to its miniature furniture pieces distinguish it from any ordinary toy. 
  The dollhouse has two floors as well as an attic. On the surface, there 
  is nothing unusual about the dollhouse, but closer examination and 
  knowledge checks unravel its sinister history and the secret it currently 
  conceals.
  Lakta’s Dollhouse
  Infernalfist’s creation does not reveal its mysteries without a fight. PCs 
  can gather information about the item using several avenues of inquiry.
  Magic
  PCs may resort to casting spells, particularly those of the divination 
  school, to gather information about the dollhouse. Detect magic reveals 
  that the dollhouse radiates strong universal magic attributable to the wish 
  spells used to create it. A PC that uses detect magic in conjunction with 
  Spellcraft identifies The House of a Thousand Delights by succeeding on a 
  DC 28 Spellcraft check. (As a malik, Infernalfist’s caster level is effectively 
  13th.) Other divination spells such as legend lore or commune may also 
  reveal useful information about The House of a Thousand Delights. The 
  GM must exercise his discretion in adjudicating the effects of these spells. 
  Powerful spells like legend lore reveal The House of a Thousand Delights 
  for what it is, while lesser spells including augury and divination reveal 
  cryptic clues about the dollhouse’s true nature. These spells may also 
  direct the PCs to the newly created secret door in Lakta’s closet that acts 
  as a one-way portal into The House of a Thousand Delights.
  Lost Knowledge
  PCs that succeed on a DC 20 Knowledge (local) check remember 
  hearing rumors and details about a magnificent dollhouse that has changed 
  hands many times since its discovery in Iljanna shortly after the genies’ 
  defeat. A PC that succeeds on the check by 5 or more also uncovers 
  rumors claiming that an efreeti may have constructed the dollhouse for an 
  unknown purpose. Though this discovery may arouse suspicion, there are 
  no stories alleging that its owners derived anything but enjoyment from 
  the miniaturized replica.
  PCs may also attempt a Knowledge (history) check independent of or 
  in conjunction with a Knowledge (local) check to link the dollhouse back 
  to its genie origin. A successful standalone DC 30 Knowledge (history) 
  leads the PC to believe that Lakta’s dollhouse is in fact The House of a 
  Thousand Delights. A PC that already succeeded on a DC Knowledge 
  (local) check learns this information with a successful DC 25 Knowledge 
  (history) check, while those that succeeded by 5 or more on the earlier 
  Knowledge (local) check discover the link between the dollhouse and 
  Infernalfist by succeeding on a DC 20 Knowledge (history) check. A PC 
  that succeeds on the Knowledge (history) check by 5 or more also learns 
  that victims are trapped inside the house by being deceived into wishing 
  themselves into the dollhouse. Furthermore, genies are the only creatures 
  that can peer into The House of a Thousand Delights, and they cannot be 
  trapped inside of the house. This may lead the PCs to surmise that Lakta 
  has some genie heritage that accounts for her current state.
  Powers of Observation
  Tactile examination and close observation cannot reveal any 
  information about The House of a Thousand Delights’ forgotten past; 
  however they are particularly useful in discovering its sinister purpose. 
  Under normal circumstances, a victim tricked into the dollhouse leaves 
  no trace of what happened to them, but Lakta’s genie heritage created an 
  unforeseen dilemma for Ezreki, the dollhouse’s hidden caretaker. In its 
  confusion, the dollhouse created Lakta’s current predicament, transporting 
  her vital organs into the house while keeping her soul and the remainder 
  of her physical body temporarily alive in her parent’s residence. The 
  transformation created links to the real world that would normally be 
  invisible and inaudible. A PC that carefully examines the dollhouse notices 
  a faint light behind a door in the dollhouse’s attic with a successful DC 20 
  Perception check. If the PC succeeds on this check by 5 or more, the PC 
  hears a child’s voice repeating the words “attic” and “closet”. If the PC 
  opens the door in the dollhouse’s attic, he can hear Lakta’s voice without 
  succeeding on a Perception check. Similarly, PCs standing near Lakta’s 
  closet also notice a faint light emanating from beneath a wall in the back 
  of the closet with a successful DC 25 Perception check. The successful 
  Perception check also leads them to the secret door in the back of the 
  closet. The secret door only grants access to the 5-foot diameter opening 
  
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  leading into Lakta’s hideout in The House of a Thousand Delights’ attic 
  compartment.
  Secret Door: 1 in. thick; hardness 5, hp 10; Break DC 15; 
  Perception DC 25.
  Development
  Lakta cannot hear the PCs from inside the dollhouse so she cannot 
  converse with them. Instead she repeatedly says the words “closet” 
  and “attic”, hoping to direct the PCs to the closet in her bedroom or the 
  attic in the dollhouse. Lakta’s ability to communicate with the outside 
  world poses a serious problem for Jumia. She must prevent the PCs from 
  possibly rescuing Lakta and discovering the truth, but she is also reluctant 
  to risk her own wellbeing in the process. She tries to convince the PCs 
  that Lakta’s voice is an illusion or a trap meant to entice others to their 
  doom. If this attempt fails, she ultimately decides to accompany the PCs 
  into the dollhouse, but not before she coats her blades with poison for her 
  sneak attacks. On the other hand, Hassan and Dima decide to stay behind 
  with their daughter, entrusting the PCs to rescue her from her terrible fate.
  Part Two: The House of 
  a Thousand Delights
  The PCs’ efforts to rescue Lakta not only take them inside of a unique 
  magical construct, but also give them a horrific glimpse into the mind of its 
  caretaker, the demented homunculus Ezreki. Over time, Infernalfist’s ancient 
  servant developed a sense of irony lacking in its genie creator. It devised 
  ingenious ways to turn a child’s toy into a deadly house of horrors based 
  upon fairy tales and stories. The clever monster prides itself on its ability to 
  transform the seemingly harmless and mundane into the utterly terrifying.
  The House of a Thousand Delights is the culmination of multiple wish 
  spells making it impossible to destroy it or to even harm it by conventional 
  means. It is a marvel of magic and physics as it simultaneously 
  occupies space on the Material Plane and extradimensional space. The 
  extradimensional space fabricates exact duplicates of all inorganic 
  matter within the dollhouse. Unlike typical spells, Infernalfist designed 
  The House of a Thousand Delights to allow only genies to see creatures 
  within the extradimensional space. Creatures trapped within the house 
  of horrors are not visible because they occupy the extradimensional 
  space, even after they die. Instead, time passes much slower in the 
  dollhouse than on the Material Plane. Ten minutes spent in the dollhouse 
  is actually 1 hour outside of the dollhouse. Though its rooms and 
  furniture appear miniaturized from the outside, they are much larger on 
  the inside. Similarly, creatures trapped within the dollhouse retain their 
  normal size as well. When someone is trapped within the dollhouse, 
  objects moved or removed by someone outside of the dollhouse do not 
  affect the duplicates created in the extradimensional space without the 
  use of a wish or miracle.
  Lakta’s genie blood created a problem for the dollhouse’s caretaker. 
  Unsure of what to do, Ezreki forged a link between the Material Plane 
  and the extradimensional space within the dollhouse. This allowed Lakta 
  to see and speak through the portal linking the Material Plane and the 
  extradimensional space; however it does not allow her to escape through 
  it though she is currently not aware of that. Other creatures cannot see or 
  speak through the portal. They must pass through it to contact Lakta. Once 
  again, the portal simultaneously exists in the miniaturized version of the 
  dollhouse allowing the PCs to hear Lakta’s voice from her secure spot 
  in the dollhouse’s attic and through the portal at the back of her closet. 
  Because of its minute size, the PCs can gain entry into the dollhouse 
  through the closet portal only.
  Small Problem
  After the PCs open the secret door that conceals the portal leading into 
  Lakta’s fortified hiding spot in the dollhouse’s attic, the GM may read or 
  paraphrase the following description.
  Spells cannot be cast through the portal, nor can area effects cross 
  through it. Only spells that work across planes can reveal Lakta’s presence 
  on the other side of the portal. When a PC passes through the portal, they 
  emerge in Area 1 where they first encounter Lakta’s brain within a doll.
  If Jumia accompanies the PCs and Lakta sees her, Lakta immediately 
  reacts to her presence.
  She pleads through the portal. “Jumia tricked me. She gave me a ring 
  and told me to wish to live in the dollhouse. Liar! She did this to me. Help 
  me!”
  Jumia tries to dismiss Lakta’s cries as another trick or illusion intended 
  to deceive the PCs. If that fails, she unsheathes her daggers and tries to 
  disable as many PCs as she can before fleeing as described in earlier 
  sections. Alternatively, Jumia may jump through the portal if she is in an 
  opportune position and try to attack Lakta. Lakta’s brain occupies a doll 
  she hid in a storage compartment in the attic, so Lakta pretends to be an 
  inanimate doll as soon as she sees Jumia pass through the portal. This 
  causes the kharam to hesitate for 1 round, as she tries to figure out what 
  to attack. If Jumia destroys the doll, Lakta dies. Her physical body on the 
  Material Plane immediately begins to decay and grows cold.
  1. Storage Room
  Past generations of owners stored the dollhouse’s spare parts and decorations 
  in this barred attic chamber. When the wish spell drew Lakta into the dollhouse, 
  it pulled her mind into this room where she kept her favorite doll — one she 
  believed looked very similar to her. The long-forgotten doll was actually created 
  by Infernalfist as a failsafe in the event that a genie was somehow pulled into 
  his malevolent creation. It is not a coincidence that the toy bears a striking 
  resemblance to the young girl. It is crafted in the likeness of a youthful jann, 
  much like her true father. The door in the room is barred from this side by a 
  heavy wooden plank. During Infernalfist’s heyday, he barred the door to this 
  room to add to the terror of creatures trying to escape from pursuing creatures.
  Strong Wooden Door: 2 in. thick; hardness 5, hp 20; Break DC 25.
  The strong wooden door can be easily unbarred and opened from inside 
  the room.
  The dollhouse magically transplanted Lakta’s brain into her favorite 
  doll that she kept concealed in this secret compartment. The frightened 
  young girl welcomes the PCs as her rescuers, though she warns them that 
  her escape is not as easy as it seems. If she did not do so already, she tells 
  the PCs that Jumia tricked her into making a wish that transported her 
  into her dollhouse. She also relays that though her soul remains with her 
  physical body back in her home, her body is not intact. For an unknown 
  reason, she had a vision that her heart, liver and lungs were teleported 
  from her physical body and placed in objects scattered throughout the 
  dollhouse. She attempted to leave the secret compartment to search for 
  them, but retreated back to the safety of this room after large rats attacked 
  her. Though she is still alive, Lakta is currently a half-construct with 
  a doll body and a human brain magically implanted into the doll. In 
  addition, the transformation also unlocked the mystical powers she 
  
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  Child's Play
  inherited from her elemental bloodline. Lakta is currently adjusting to her 
  new doll body, so her gait is awkward, and she is somewhat clumsy. The 
  PCs face a dilemma. Lakta knows the dollhouse inside and out making her 
  an excellent guide; however if she dies in this state, her brain is forever 
  lost. Without her mind, Lakta’s body and soul on the Material Plane die 
  within minutes.
  LAKTA JAMAR 
  CR 2
  XP 600
  NG Tiny humanoid (half-construct, human) (Pathfinder 
  Roleplaying Game Advanced Race Guide, “Half-
  Construct”)
  Female human sorcerer 1
  Init –1; Perception +1
   
  AC 11, touch 11, flat-footed 11 (–1 Dex, +2 size)
  Hp 9 (1d6+3)
  Fort +0; Ref –1; Will +5; +2 racial bonus on saves versus 
  disease, mind-affecting, poison and effects that cause 
  fatigue or exhaustion
  Defensive Abilities half-construct traits (does not need to eat 
  or drink)
   
  Speed 30 ft.
  Melee unarmed strike +1 (1–1)
  Space 2 1/2 ft.; Reach 0 ft.
  Bloodline Spell-Like Ability (CL 1st; ranged touch +1):
  5/day—elemental ray
  Spells Known (CL 1st; ranged touch +1):
  1st (4/day)—charm person (DC 13), protection from evil
  0 (at will)—daze (DC 12), detect magic, light, read magic
  Bloodline elemental (air)
   
  Str 8, Dex 9, Con 10, Int 11, Wis 12, Cha 15
  Base Atk +0; CMB –3; CMD 6
  Feats Eschew Materials, Iron Will, Toughness
  Skills Appraise +4, Bluff +6, Perception +1, Spellcraft +4
  Languages Common
  Development: The PCs and Lakta can see and speak through the portal, 
  but they cannot hear creatures on the other side. Likewise, creatures back 
  on the Material Plane can hear them, though they cannot see or speak 
  through the portal. Any attempts to pass through the portal and return to 
  the closet always fail which may distress the PCs. Lakta currently believes 
  that they can escape only if she is reunited with her remaining bodily 
  organs. Lakta knows the dollhouse’s layout, yet she cannot say the same 
  for the creatures or objects inhabiting it other than the large rats on the 
  other side of the secret door.
  2. Attic (CR 3)
  The trap door at the far end of the room grants access to the dollhouse’s 
  second level. Its hinges are well-lubricated, so a gentle push is all that 
  is needed for the door to open and the stairs to unfold. The stairs were 
  not designed to support any significant amount of weight. Any Medium 
  creature or larger that attempts to walk down the stairs causes them to 
  collapse and break. The fall is less than 10 feet, so the creature does not 
  take any damage from the fall. The creature lands in Area 8.
  The wooden box on the floor is a child’s jack-in-the-box. Originally 
  placed into the dollhouse by a young girl shortly after Infernalfist’s 
  demise, Ezreki cast magic mouth on the toy. Turning the crank handle for 
  one full rotation in a clockwise direction opens the jack-in-the-box. An 
  efreeti torso attached to a spring emerges from the box and speaks in a 
  baritone pitch saying the following.
  “Are you frightened yet, children? Fear is so much fun. Enjoy yourselves 
  while you still live.”
  The jack-in-the-box can be reset by pushing the efreeti back into the 
  box and closing the lid.
  Strong Wooden Door: 2 in. thick; hardness 5, hp 20; Break DC 25.
  None of the remaining doors are barred or locked. They open with 
  minimal effort.
  In the absence of fresh meat, the dire rats that frightened Lakta back into 
  her hiding space underwent the transition from life to undeath becoming 
  12 dire rat zombies. The ravenous creatures viciously attack anything 
  that enters the room and do not retreat under any circumstances. The dire 
  rat zombies have no treasure.
  DIRE RAT ZOMBIES (12) 
  CR 1/4
  XP 100
  NE Small undead (Pathfinder Roleplaying Game Bestiary 
  “Rat, Dire”, “Zombie”)
  Init +2; Perception +0
   
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  Hp 12 (2d8 plus 3)
  Fort +0; Ref +2; Will +3
  DR 5/slashing; Immune undead traits
   
  Spd 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +3 (1d4+1) or slam +3 (1d4+1)
   
  Str 12, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +1; CMD 13
  Feats ToughnessB
  SQ staggered
  3. Storage Room
  The broken pieces of wood appear sturdy from a distance, but closer 
  examination reveals that they are merely balsa wood — all part of a 
  Lakta as a Guide
  Lakta is a valuable resource while exploring the dollhouse 
  and also a potential liability. Lakta knows the layout of the entire 
  dollhouse with the exception of the secret door leading into the 
  basement. She can provide a general description of each room’s 
  intended purpose, i.e. bedroom, kitchen, storage etc. as well as 
  some specific details about any exceptional inanimate objects 
  in the room. She has no knowledge about what creatures dwell 
  within each chamber. The drawback is that venturing through the 
  dollhouse with the PCs exposes Lakta to dangers that she is ill-
  equipped to handle. If Lakta is subjected to any fear attacks during 
  the course of the adventure, she may opt to lag far behind the 
  PCs or demand to be returned to her secure location in the attic. 
  Ultimately, the PCs must decide whether the benefits outweigh 
  the risks.
  
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  Dunes of Desolation
  cruel trick played by a mischievous efreeti. Though none of the skeletons 
  are complete, there are fourteen skulls. A successful DC 10 Knowledge 
  (nature) check identifies all of the skulls and skeletons as being human. 
  The bones are thoroughly devoid of flesh, yet anyone who succeeds on 
  a DC 22 Perception check notices a platinum ring worth 100 gp still 
  wrapped around a tiny finger bone.
  The wooden chest against the far wall is closed and unlocked. It 
  contains an assortment of cheap, dusty bed linens with no monetary value.
  4. Guests’ Bedroom (CR 4)
  The two sleeping figures are actually 2 werewolves in human form. 
  Each keeps a longsword underneath the sheets. The sly werewolves rise 
  from their slumber pretending to be startled. They insist that they too are 
  prisoners within the house, though they offer only vague details about 
  how they arrived in The House of a Thousand Delights. They identify 
  themselves as Amari Jankhar and his wife Saana Jankhar and go on to say 
  that they have been here for 200 years. To gain the PCs trust, they tell the 
  PCs that they can help them escape, though it quickly becomes obvious 
  that neither has any knowledge of the house beyond their room. If the PCs 
  fall for their ruse, they attack them at the most opportune time. Likewise, 
  the werewolves immediately attack as soon as they feel threatened. They 
  change into their hybrid form before attacking if possible.
  WEREWOLF (2) 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Werewolf”)
  Treasure: The clothes in the armoire are of exceptional quality. The 
  gentleman’s clothing is worth 175 gp, while the lady’s wear is worth 150 
  gp. The satin sheets on the bed are worth 100 gp. A detect magic cast in 
  the vicinity of the vanity table reveals a magical aura from two vials. One 
  vial is a potion of cure moderate wounds and the other contains a potion 
  of blur. The remaining jars of perfume and ointments are worth 75 gp.
  5. Storage Room (CR 4)
  Most of the dolls depict young girls of various ethnicities and races, 
  though three of them are sewn into the image of circus clowns. At least 
  half of the dolls are missing their eyes or stuffing. The sturdy wooden 
  plank is normally used to bar the door.
  Though the dolls appear ordinary, there are 3 soulbound dolls mixed 
  among them. The malevolent toys spring to life at the most opportune 
  moment, attacking the creatures nearest to them. They are the restless 
  spirits of three spoiled, ill-mannered children that met their end within 
  the house. Because the dolls reflect their personalities, these creatures 
  pout, sulk and whine whenever they miss an attack. Likewise, they gloat 
  and cackle anytime they hit an enemy in combat. In life, they were three 
  ruffians named Ahmad, Raheem and Xarxes. Infernalfist culled the trio 
  from Iljanna’s mean streets. They refuse to cooperate with the PCs and 
  do not divulge any useful information under any circumstances. They are 
  chaotic neutral.
  SOULBOUND DOLL (3) 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Soulbound 
  Doll”)
  6. Storage Room
  The broken furniture bears the telltale signs of a struggle. The tabletops 
  and bed are smashed as if a heavy object fell on top of them. Likewise the 
  chairs and dressers are sundered in a manner akin to something crashing 
  into them or if they were used to strike a solid object. In addition to 
  whatever damage was dealt to them, the objects also appear to have been 
  scavenged for spare parts.
  7. Game Room (CR 2)
  Lakta describes the three games as mancala, pachisi, (a forerunner to 
  modern-day Parcheesi) and seega; otherwise the PCs can correctly identify 
  each game by succeeding on a DC 15 Knowledge (local), Knowledge 
  (nobility) or Profession (gambler) check. Even without making a 
  successful skill check, the PCs determine that all three games are set up 
  and ready to play. The game boards and pieces are poorly crafted and 
  rudimentary, yet they serve their intended purpose.
  Development: If a PC or Lakta touches a game piece for any of the 
  board games, the game begins. Ezreki acts as the player’s opponent, 
  moving the pieces via telekinesis. In many respects, Ezreki and The House 
  of a Thousand Delights are one entity, so some of Infernalfist’s power 
  lingers in his master creation. The game continues until either side wins or 
  a PC prematurely ends the game. If that occurs, Ezreki abruptly ends the 
  other games and refuses to play again. Ezreki plays each game only once.
  Whenever the player emerges victorious, Ezreki telepathically 
  communicates useful information to his opponent based upon the game 
  he played. Winning players receive the following messages. The GM may 
  reward the PCs with 400 XP for each game won.
  Mancala: Precise to a tee and short by a hare, you may find a heart there 
  Play the Game
  A PC or Lakta wins the game by making a successful DC 10 
  Intelligence check, with the following modifiers:
  • If the PC or Lakta is familiar with the game, the player gets 
  a +2 bonus
  • The player and Ezreki each then attempt a Bluff check 
  opposed by the opponent’s Sense Motive. (Ezreki has +6 Bluff 
  and +3 Sense Motive.) The player gains a +2 for each check won, 
  and a –2 for each check lost.
  • Lastly, the opponents attempt opposed Intimidate checks. 
  (Ezreki has a +0 modifier.) The player gains a +2 bonus for 
  winning this checks, and a –2 penalty for losing.
  • If either party wins a check by 5 or more, the bonus or penalty 
  is +4 or –4, as appropriate.
  
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  Child's Play
  if you dare.
  Pachisi: Turn to the right and off by a beat, you may catch her breath 
  with two left feet.
  Seega: Burn to a cinder and scratch by a shrew, you may find a liver in 
  a boiling stew. 
  Several of the homophones in the messages are likely to result 
  in misinterpretation which is naturally by design. Though it seems 
  counterintuitive for the homunculus caretaker to divulge information in the 
  context of a game, Ezreki, like his efreeti master, derives pleasure from 
  toying with other creatures. He, like his creator, is supremely confident that 
  the PCs and Lakta are ultimately doomed to fail. Letting his opponents think 
  they have a chance makes the spectacle even more enjoyable for Ezreki.
  Second Floor
  The trap door in the attic spills out into the second floor’s main corridor. 
  A gentle push is sufficient to retract the trap door and its folding stairs 
  back into their normal position.
  The creatures confined to the attic never wander outside of their 
  designated areas; however the restless spirits of those that died in the 
  dollhouse are more prevalent on the first and second floors, though they 
  are most commonly found wandering the main corridors on both floors 
  and the few open areas. They never open any doors on either floor or 
  interact with its other denizens. For every 5 minutes spent on the second 
  floor, the PCs have a 25% chance of encountering 1d3 soulbound dolls.
  SOULBOUND DOLL 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Soulbound Doll”)
  8. Main Corridor
  The doors lining the corridor are unlocked and open with minimal 
  effort. The staircase at the opposite end of the corridor descends to the 
  first floor and into Area 16.
  Good Wooden Door: 1-1/2 in. thick; hardness 5, hp 15; break 
  DC 18.
  If a character fell on the stairs and landed in this area, there is a 50% 
  chance that the noise attracts the interest of 1d3 soulbound dolls of 
  varying alignments.
  SOULBOUND DOLL 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Soulbound 
  Doll”)
  9. Music Room
  Though the music appears to come from the piano and the harp, the 
  effect actually results from a ghost sound spell cast by Infernalfist centuries 
  earlier. No one sits at the piano or the harp, and it is quite obvious that the 
  keys and strings do not move. The tune plays for 1 full minute before 
  repeating itself again. A successful DC 20 Knowledge (history) check 
  identifies the song as an archaic wedding march that fell out of favor 
  around the time of Iljanna’s collapse. The PCs can disbelieve the ghost 
  sound by succeeding on a DC 12 Will save. The piano is too large to move 
  from its current location, though the harp fits through the door. If the PCs 
  insist on taking either musical instrument with them, they discover that 
  items do not return to the Material Plane with them.
  10. Maestro’s Quarters (CR 4)
  The strings and equipment on the shelves are poorly made and have 
  no monetary value. They are stored here for spare parts or to tune the 
  instruments. Surprisingly, Infernalfist had an ear for music, so he is 
  responsible for incorporating the piano and the harp in The House of a 
  Thousand Delights. Subsequent generations of children kept the music 
  room intact.
  The zither player is named Ceruth, a beggar that solicited donations 
  by playing his zither during Iljanna’s decline. After death, the bitter 
  musician refused to depart and became a ghost cursed to forever haunt the 
  dollhouse. During combat, Ceruth screams and shouts at his opponents, 
  asking them if they recognize his original compositions. Of course, the 
  PCs are unfamiliar with his music, though they can attempt a Bluff check 
  to convince Ceruth that they have heard it. However, the PC suffers a –10 
  penalty to the Bluff check, because the outraged ghost firmly believes that 
  his music fell into obscurity. If the check is successful and the PCs defeat 
  Ceruth, his ghost is forever destroyed. Otherwise his spirit emerges from 
  the dollhouse after its destruction and ventures back to Khartous to haunt 
  the back alleys that Ceruth traveled during his mortal existence.
  CERUTH 
  CR 4
  XP 1,200
  Male human ghost bard 3 (Pathfinder Roleplaying Game 
  Bestiary “Ghost”)
  CN Medium undead (augmented humanoid, incorporeal)
  Init +1; Senses darkvision 60 ft.; Perception +15
   
  AC 15, touch 15, flat-footed 13 (+3 deflection, +1 Dex, +1 
  dodge)
  hp 26 (3d8+9)
  Fort +4; Ref +6; Will +5; +4 versus bardic performance, 
  language-dependent and sonic
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +3 (4d6; Fort DC 14 half)
  Special Attacks bardic performance 11 rounds/day 
  (countersong, distraction, fascinate [DC 14], inspire 
  competence +2, inspire courage +1)
  Spells Known (CL 3rd; ranged touch +3):
  1st (4/day)—grease (DC 14), hideous laughter (DC 14), lesser 
  confusion (DC 14), sleep (DC 14)
  0 (at will)—daze (DC 13), ghost sound (DC 13), lullaby (DC 
  13), mending, resistance, summon instrument
   
  Str —, Dex 13, Con —, Int 12, Wis 14, Cha 16
  Base Atk +2; CMB +3; CMD 17
  Feats Dodge, Lightning Reflexes, Skill Focus (Perform [string])
  
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  Skills Appraise +5, Bluff +12, Diplomacy +12, Disguise +8, 
  Escape Artist +6, Fly +15, Intimidate +8, Knowledge (local) 
  +7, Perception +15, Perform (string) +12, Sense Motive +7, 
  Spellcraft +7, Stealth +15, Use Magic Device +8
  Languages Common, Elven
  SQ bardic knowledge +1, versatile performance (string), 
  well-versed
   
  Corrupting Touch (Su) By passing part of its incorporeal 
  body through a foe’s body as a standard action, Ceruth 
  deals 4d6 points of damage. This damage is not negative 
  energy — it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune to 
  magical aging are immune to this damage, but otherwise 
  the damage bypasses all forms of damage reduction. A 
  Fortitude save halves the damage inflicted.
  Rejuvenation (Su) In most cases, it is difficult to destroy a 
  ghost through simple combat: the “destroyed” spirit restores 
  itself in 2d4 days. Even the most powerful spells are usually 
  only temporary solutions. The only way to permanently 
  destroy a ghost is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.
  11. Nursery (CR 4)
  The book resting on the arm of the sofa is a collection of nursery rhymes 
  and children’s songs. It is written in Common and is open to the pages 
  telling a story about a brave baby that frightened a hungry spider with a 
  loud sneeze. The dresser against the far wall has two drawers and contains 
  cloth diapers, infants’ clothing and an array of other baby accessories. The 
  cushioned top is used as a changing table. The massive armoire can be 
  opened by pulling its large doors apart. Despite their size, the doors open 
  with relative ease.
  The porcelain doll in the bassinet is a soulbound doll containing the 
  spiteful spirit of a selfish, spoiled girl named Naima. She is neutral evil. 
  The doll pretends to be an ordinary toy until someone picks up the open 
  book. When she spots that, Naima sits up and starts wailing uncontrollably. 
  She demands that a PC sing her a lullaby; otherwise she intends to make 
  the story in the book come true. She grants the PCs just one attempt. If the 
  performer succeeds on a DC 20 Perform (sing) check, Naima falls back 
  asleep, but not before she tells the PCs not to open the castle doors, if they 
  do not want to meet her pets. In the event that the PC fails the Perform 
  check, or the PCs open the armoire doors, 2 spider swarms pour out of 
  it and attack the PCs. Naima uses her levitate ability to stay out of range 
  from the swarm.
  SOULBOUND DOLL 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Soulbound 
  Doll”)
  SPIDER SWARM (2) 
  CR 1
  XP 400
  hp 9 (Pathfinder Roleplaying Game Bestiary “Spider Swarm”)
  12. Play Room (CR 4)
  Though most of the dolls, toys and children’s books on the shelves are 
  worthless, a few of them are rare and valuable. These include a porcelain 
  clown doll worth 100 gp, an illustrated book entitled Jaina and the Tiger 
  worth 50 gp and six small chess sets worth 10 gp each. The dollhouse does 
  not resemble The House of a Thousand Delights in any way, but all of the 
  rooms feature young children being frightened by horrific monsters hiding 
  under their beds, in the closet or standing in a dark corner.
  The tea party “guests” are a strange mix of creatures. The leader is an 
  al-mir’aj, the rabbitlike creature heading the ceremony. Despite its pink 
  coloring and golden horn, it is extremely aggressive and attacks on sight. 
  Though it is not particularly intelligent, the creature uses it dimension 
  door ability to single out Lakta, if she is present. Otherwise it uses the 
  ability to avoid the best melee combatant. It is incapable of speaking as 
  are the 3 ghouls accompanying it. The ghouls on the other hand attack 
  living creatures in preference to the half-construct little girl that may be 
  accompanying them. These creatures have no treasure.
  AL-MIR’AJ 
  CR 1/2
  XP 200
  N Small magical beast (The Tome of Horrors Complete 21 
  “Al-mir’aj”)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 6 (1d10+1)
  Fort +3; Ref +5; Will +1
  Defensive Abilities blink; Immune poison; SR 11
   
  Speed 40 ft.
  Melee gore +5 (1d4-2)
   
  Str 6, Dex 17, Con 12, Int 5, Wis 12, Cha 6
  Base Atk +1; CMB –2; CMD 11 (15 vs. trip)
  Feats Weapon Finesse
  Skills Perception +5, Stealth +11, Survival +1 (+5 when 
  tracking by scent); Racial Modifiers +4 Perception, +4 
  Survival when tracking by scent
  SQ dimension door
   
  Blink (Su) Al-mi’raj can blink as a free action.
  Dimension Door (Su) An al-mi’raj can create an effect 
  identical to a dimension door spell once per round as 
  a standard action. The ability affects only the al-mi’raj, 
  which never appears within a solid object and can act 
  immediately after teleporting. 
  GHOUL (3) 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  Development: A PC that won the mancala game back in Area 7 may 
  recognize that the tea and the hare reference points to the rabbitlike 
  creature and the tea party. In fact, a PC that succeeds on a DC 15 
  Perception check notices that the “tea” appears to be blood. Similarly, 
  anyone that tastes the tea comes to the same conclusion with a successful 
  
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  DC 10 Perception check. The red, porcelain tea kettle (Hardness 4, hp 
  8, Break DC 10) contains Lakta’s heart, though there is no liquid in the 
  kettle. Correctly identifying the organ requires a successful DC 10 Heal or 
  Knowledge (nature) check. The kettle’s opening is too small for the heart 
  to be removed without damaging it. The heart is fragile and susceptible 
  to injury. If Lakta accompanies the PCs, she insists on being allowed to 
  touch her heart. When she does, the organ disappears and teleports inside 
  of her current body just like her brain. Otherwise, the PCs may carry the 
  organ with them until Lakta can return it to her present body.
  13. Child’s Bedroom (CR 3)
  The dresser’s three drawers and the chest are closed. The drawers are 
  unlocked and contain an assortment of young girl’s clothing and a diary 
  that is locked with a tiny key attached to a strand of pink thread. The 
  diary is written in Common and contains numerous hand-drawn pictures 
  of an attractive young girl named Kayla with numerous references to her 
  handsome prince. The story then claims that a horrible monster took her 
  heart in her sleep, but her champion came to her rescue and they lived 
  happily ever after.
  The closed toy chest contains an assortment of girl’s dolls and majestic 
  cloth elephants and horses. There are nine of these stuffed items in all with 
  an average value of 5 gp each.
  The dolls on the child’s bed and the clown seated in the chair are 
  ordinary dolls of average quality. There are twelve small wild animal 
  dolls, including a bear, camel, horse, hyena, lion and tiger. These dolls 
  and the clown are worth an average of 2 gp each. Despite the odd color, 
  the satin sheets and frilly lace are worth 20 gp total.
  Hidden behind the folding closet door is the stuff of Kayla’s nightmares, 
  an ogre. The hideous monster bursts through the door and attacks the PCs 
  if they spend more than 1 minute in the room, or anyone attempts to open 
  the folding door. Though the diary suggests that the ogre took Kayla’s 
  heart, a thorough search of the attached closet turns up nothing.
  OGRE 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  14. Child’s Bedroom (CR 4)
  All of the objects littering the floor are worthless and beyond repair. 
  Even the dresser and the bed reveal nothing of any value. The young girls 
  that played with the dollhouse over the centuries used this bedroom to 
  simulate their brothers’ destructive nature and martial expectations.
  Though it is not apparent, the heap of shattered toy soldiers, weapons 
  and marionettes form the components of a lonely attic whisperer. 
  The neglected undead creature becomes especially excited if Lakta 
  accompanies the PCs into the room. The attic whisperer calls out to Lakta 
  and the PCs secondarily using the stolen voices of its victims. When the 
  PCs or Lakta come within 10 feet of it, it activates its aura of sobs and then 
  rises to attack them. It appears as a misshapen amalgamation of arms, legs 
  and swords topped by a marionette’s head. The attic whisperer displays 
  a modicum of intelligence. It uses its bite against melee combatants to 
  weaken them, and uses its touch attack against spellcasters to rob them 
  of their voices. The attic whisperer’s material components, like the other 
  refuse strewn about the room, have no value.
  ATTIC WHISPERER 
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary 2 “Attic 
  Whisperer”)
  15. Parents’ Bedroom (CR 5)
  When the door initially opens, the PCs cannot see behind the dressing 
  panel in the near corner where the room’s lone occupant currently hides. 
  The silk sheets on the bed are worth 50 gp, and the exotic fur is worth 50 
  gp as well. A successful DC 10 Knowledge (nature) check identifies the 
  fur as belonging to an oryx. The vanity table has a small drawer that pulls 
  out, but is empty. There are six jars on top of the vanity table. Three of 
  them contain perfume with a total value of 100 gp. The remaining three 
  jars include a potion of fly, mirror image and blur. The armoire contains 
  a marvelous collection of women’s clothing including formal gowns, 
  dresses and silk wraps worth a total of 450 gp. The black lacquered 
  dressing panel stands 7 feet high and partially obscures a full-length silver 
  mirror behind it. Though the mirror is valuable, it is also extremely heavy 
  and rather large.
  If Lakta accompanies the PCs, she explains that she roughly furnished 
  the bedroom as a duplicate to her parents’ bedroom, though she did not 
  put any clothing in the armoire or the jars on the vanity table. She is also 
  somewhat disturbed that none of her father’s items appear in the room. 
  Lakta insists that her father’s clothing and belongings should appear in 
  the room as well, but when pressed she admits that she has never seen his 
  items in what she believes is her parents’ bedroom.
  Lakta’s heritage created a logistical headache for the dollhouse’s 
  caretaker. In an act of spite and what he deems to be “enlightenment,” 
  Ezreki populated the room with an undead abomination of Lakta’s distant 
  ancestor. A lone ghul hides behind the dressing panel. The creature took 
  great care to position itself out of sight, so PCs do not notice it unless they 
  succeed on a DC 31 Perception check. The ghul waits behind the panel, 
  peeking through the cracks until the opportune moment when it lashes 
  out to attack. Throughout the combat, the bitter creature harps on Lakta’s 
  heritage, especially if she is present. It hurls horrific insults at her, calling 
  her a bastard daughter, polluted child, half-breed girl and any other jibe 
  the GM can devise. If Lakta is still unaware of her genie heritage and her 
  true parentage, the ghul’s disparaging remarks are likely to cause her to 
  question the PCs about the volley of derogatory comments hurled at her. 
  The ghul wears a gold bracelet worth 250 gp, a gold ring inset with a small 
  sapphire worth 200 gp and a bronze necklace worth 100 gp.
  GHUL 
  CR 5
  XP 1,600 
  hp 51 (Pathfinder Roleplaying Game Bestiary 3 “Ghul”)
  First Floor
  The staircase in Area 8 leads down to the dollhouse’s first floor. Unlike 
  the dollhouse’s second floor, there are no wandering monsters on this 
  level. Here, the PCs discover Lakta’s two missing organs as well as the 
  
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  secret entrance to The House of a Thousand Delights’ basement and its 
  caretaker Ezreki.
  16. First Floor Landing
  The doors are strong wooden doors that when opened lead to a solid 
  masonry wall. They are the dollhouse’s faux entrance. The portrait is 
  an artist’s rendering of Infernalfist during his life in Iljanna. A PC that 
  succeeds on a DC 18 Knowledge (planes) check identifies the creature in 
  the picture as an efreeti. If the PCs are aware of Infernalfist, they recognize 
  him as the subject of the portrait with a successful DC 23 Knowledge 
  (history) check. The archway adjoins this entryway with the parlor.
  17. Parlor (CR 5)
  The three needlepoint canvases hanging from the walls are colorful and 
  syrupy sweet. The closest one features flower petals and an idyllic cottage 
  above the expression “Home Sweet Home.” The second is a depiction of 
  the parlor’s corner fireplace above the words “Home is Where the Hearth 
  Is.” The furthest one is an image of a country farmhouse surrounded by wild 
  fields and populated by domesticated animals. The three chairs surrounding 
  the table are akin to those found in an estate home or a mansion. Almost fifty 
  needles of varying shapes and sizes rest atop the table along with six large 
  balls of pink, yellow and bright green yarn. The fireplace is fully functional 
  and exquisitely carved with bas reliefs of flower petals and dots. The hutch 
  has two drawers that contain an assortment of ceramic and glass drinking 
  vessels. The door on the far wall opens easily with minimal effort.
  Good Wooden Door: 1-1/2 in. thick; hardness 5, hp 15;  
  Break DC 18.
  Shortly after the PCs enter the room, its 2 quicklings start to play with 
  their newfound toys. In their motionless state, the creatures are naturally 
  invisible, so they cannot be spotted with a see invisibility spell or similar 
  magic. They begin their festivities by using their abilities in tandem with 
  each other. One uses its dancing light ability to create a vaguely humanoid 
  shape while the other uses its ventriloquism ability to project its voice 
  from the image in an effort to make the illusion appear to be an incorporeal 
  undead creature. Anyone that hears the voice may disbelieve that the voice 
  is actually coming from someplace other than the image with a successful 
  DC 12 Will save. In addition, the voice speaks so fast that it is difficult to 
  understand anything it says. This tactic makes them visible for 1 round. 
  The quicklings resemble small, pale blue elves with silver hair and large 
  ears. The mischievous and malevolent creatures giggle and snicker the 
  entire time. If possible, the quicklings try to grab a handful of needles that 
  they poison and use to stab the PCs. The needles are relatively small, so 
  they deal only 1 point of damage instead of the dagger’s normal damage. 
  If necessary, the quicklings use their superior speed and agility to dart past 
  the PCs and back up the stairs to the second floor where they find an ideal 
  location to hide and coat their needles with poison.
  QUICKLING (2) 
  CR 3
  XP 800
  CE Small fey (The Tome of Horrors Complete 497, 
  “Quickling”)
  Init +7; Senses low-light vision; Perception +11
   
  AC 19, touch 19, flat-footed 19 (+7 Dex, +1 dodge, +1 size)
  hp 14 (4d6)
  Fort +1; Ref +11; Will +6
  Defensive Abilities evasion, natural invisibility, supernatural 
  speed, uncanny dodge; DR 5/cold iron
  Weaknesses slow susceptibility
   
  Speed 120 ft.
  Melee dagger +10 (1d3–1/19–20 plus poison)
  Spell-like Abilities (CL 6th)
  1/day—dancing lights, flare (DC 11), levitate, shatter (DC 
  13), ventriloquism (DC 12)
   
  Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 14
  Base Atk +2; CMB +0; CMD 18
  Feats Dodge, MobilityB, Spring AttackB, Weapon Finesse
  Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, 
  Escape Artist +14, Knowledge (nature) +9, Perception +11, 
  Stealth +18 (+26 in natural surroundings), Survival +6; Racial 
  Modifiers +2 Perception, +8 Stealth in natural surroundings
  Languages Aklo, Common
  SQ poison
  Combat Gear 5 doses of kava leaf poison; Other Gear 
  dagger
   
  Natural Invisibility (Su) A quickling is invisible when 
  motionless. It loses this invisibility and remains visible for 1 
  round in any round in which it takes any action other than a 
  free action.
  Poison Use (Ex) A quickling is never at risk of poisoning itself 
  when handling poison. They usually use kava leaf poison on 
  their daggers.
  Supernatural Speed (Su) A quickling moves with incredible 
  speed. Save for when it remains motionless (at which point 
  it is invisible), a quickling’s shape blurs and shimmers with 
  this speed, granting it concealment (20% miss chance). 
  In addition, this ability grants the quickling evasion and 
  uncanny dodge (as the rogue abilities of the same name).
  Slow Susceptibility (Ex) A quickling that succumbs to a slow 
  effect loses its supernatural speed ability and is sickened.
  18. Ball Room (CR 5)
  Another ghost sound spell provides the music emanating from the dais. 
  After spending 1 minute in the room, the melody repeats itself. The two 
  zithers sitting on the dais are masterwork instruments worth 100 gp each. 
  The large bongo style drum has no monetary value, though it has greater 
  significance. Though the drum is sealed, it is heavier than it should be and 
  does not produce a proper sound when struck. The reason is that Lakta’s 
  lungs are tucked inside of it. Anyone who succeeds on a DC 10 Heal or 
  Knowledge (nature) check can properly identify the organ. Her lungs can 
  be easily removed by cutting through the drum skin with a sharp object. 
  As was the case in Area 12, her lungs are teleported into her current body 
  
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  as soon as she comes in physical contact with them. The door into the 
  adjoining chamber opens with no effort. Anyone who won the pachisi 
  game in Area 7 may also realize the connection to Ezreki’s cryptic clue.
  Good Wooden Door: 1-1/2 in. thick; hardness 5, hp 15; Break 
  DC 18.
  The seductive creatures dancing to the music are 2 inphidian dancers. 
  They take great care to keep their hands concealed behind their backs as 
  they attempt to fascinate onlookers using their entrancing dance special 
  ability. The creatures’ hands are actually viper heads that a PC can spot 
  by succeeding on a DC 20 Perception check. (The inphidian dancers take 
  10 on their Stealth checks to keep their hands behind their backs.) During 
  their performance, they move closer to the PCs and then attack them with 
  their viper hands. Under normal circumstances, the inphidian dancers 
  would attempt to flee, but there is nowhere for them to go in the dollhouse. 
  They have no treasure.
  DANCER INPHIDIAN (2)  
  CR 3
  XP 800
  NE Medium monstrous humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +10
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +3; Ref +7; Will +5
   
  Speed 30 ft.
  Melee 2 snake-hand bites +5 (1d4+1 plus poison)
  Special Attacks entrancing dance, poison (DC 16)
   
  Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 15
  Base Atk +4; CMB +5; CMD 18
  Feats Alertness, Skill Focus (Perform [dance])
  Skills Bluff +6, Perception +10, Perform (dance) +9, Sense 
  Motive +7, Stealth +10
  Languages Common, Inphidian
   
  Entrancing Dance (Su) A dancer inphidian can sway its 
  body in a rhythmic motion that charms all those within 30 
  feet viewing the dance. The charmer makes a Perform 
  (dance) check. Those viewing the dance must make a 
  successful Will save (DC equal to the charmer’s Perform 
  check) or be fascinated for 1d4+2 rounds. A creature that 
  makes a successful save is immune to the entrancing dance 
  of that charmer for one day.
  19. Dining Room
  The stuffed animals sitting around the table include a lion, hyena, 
  giraffe, horse, camel, rabbit, donkey, cat, dog and mouse. A tray of 
  desserts sits in front of each dinner guest. The door leading into Area 20 is 
  somewhat swollen and requires effort to open.
  Good Wooden Door: 1-1/2 in. thick; hardness 5, hp 15; Break 
  DC 18.
  Development: When anyone enters the room, a programmed image 
  spell begins. The ten stuffed animals instantly come to life and begin 
  devouring the treats placed in front of them. Between bites, the creatures 
  converse among themselves in Common praising the genies and their 
  clever servant (Ezreki) that made this feast possible. Each guest acts in 
  accordance with its animal counterpart, so the hyena laughs, while the 
  donkey is grim and stubborn. The stuffed animals do not respond to 
  cues from the PCs or answer their questions. Anyone interacting with 
  the illusion can disbelieve it by rolling a successful DC 19 Will save. By 
  now the PCs are likely on edge that this menagerie is poised to attack 
  them; however after 13 rounds, the stuffed animals and the dessert trays 
  suddenly disappear leaving only empty chairs and an empty table in their 
  wake.
  20. Kitchen (CR 5)
  Like the dining room, the kitchen is also subject to an illusion, though 
  this time it is a permanent image rather than a programmed one. In this 
  case, only certain elements are part of an illusion. The fire in the hearth 
  and oven, the onions on the table and the fresh tray of baklava comprise 
  parts of the illusion. Anyone that interacts with the illusion is entitled to 
  a DC 19 Will save to disbelieve it. The remaining elements are real with 
  the exception of the chef, most important among them being the stew. In 
  this case, Lakta’s liver is inside the stew pot, though thankfully it is cool to 
  the touch. Anyone who succeeds on a DC 10 Heal or Knowledge (nature) 
  check can correctly identify it. As in Areas 12 and 18, Lakta’s liver is 
  teleported in her new body as soon as she touches it. Likewise, if anyone 
  won the seega game in Area 7, the clue should lead them to the stew pot. 
  The door to the adjoining servants’ quarters is less sturdy than the others 
  found on this floor.
  Simple Wooden Door: 1 in. thick; hardness 5, hp 10; Break DC 13.
  Like some of the features already encountered in the kitchen, 
  everything is not as it appears to be. The grandmotherly figure is 
  really a green hag masquerading as such using her alter self ability. 
  She claims that her name is Jenna, and she was imprisoned in the 
  House of a Thousand Delights seven centuries ago. She claims that 
  she entreated Infernalfist to spare her life by indulging the genie’s 
  sweet tooth with her famous baklava. Of course, she realizes that 
  the baklava in the tray is an illusion, so she tells curious PCs that 
  it is far too hot to eat. The cunning predator plays along with the 
  ruse and even feigns ignorance about Lakta’s liver in the stew. When 
  she is confronted with her inconsistencies or an opportune moment 
  presents itself, she turns invisible and attacks a flat-footed PC.  
  She even uses her mimicry ability to imitate the sounds of the  
  stuffed animals in Area 19 in an effort to make it seem that they are 
  real after all and serve as a distraction. The green hag fights to the 
  bitter end.
  GREEN HAG 
  CR 5
  XP 1,600 
  hp 58 (Pathfinder Roleplaying Game Bestiary “Hag, Green”)
  Development: Unless the PCs or Lakta did not find one of her organs 
  along the way, Lakta or the PCs should have all of her missing organs 
  apparently paving the way for them to escape The House of a Thousand 
  Delights. Unfortunately for the PCs that is not the case. Lakta’s organs 
  remain with her half-construct body and the portal in Lakta’s hiding 
  space in the attic also bars their exit from the dollhouse. Lakta has only 
  one possible explanation. She asserts that the closed cupboard beneath 
  the stairs leading from the second floor to the first floor is the only area 
  inaccessible in her dollhouse back home. She believes that if there is a 
  way to get into the cupboard it must be hidden somewhere in either the 
  servant’s quarters or supply room.
  
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  21. Servants’ Quarters (CR 6)
  The objects strewn about the room include weathered books, crockery, 
  clothes and other sundries. They have no monetary value, but they are 
  useful for the servants’ quarters four unseen occupants.
  Simple Wooden Door: 1 in. thick; hardness 5, hp 10;  
  Break DC 13.
  The room’s cluster is not an accident. It is haunted by 4 poltergeists 
  that are the undead spirits of those rare individuals that nearly discovered 
  the house’s concealed basement and inner workings. These ghostly 
  abominations use the objects scattered around the room as projectiles, 
  hurling them at the PCs with reckless abandon while remaining 
  invisible. Like the other restless apparitions stalking The House of a 
  Thousand Delights, these beings can only be granted permanent rest by 
  accomplishing what they failed to do — destroy Infernalfist’s miserable 
  creation.
  POLTERGEIST (4) 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary 2 “Poltergeist”)
  22. Supply Room
  There are two straw brooms, a wire broom, three mops and two feather 
  dusters hanging from the wall bracket. All of these objects can be easily 
  removed from the bracket which opens and closes the secret door leading 
  into the basement. Sliding the bracket to the right opens the door and 
  pushing it back to the left closes the secret door.
  Secret Door: 2 in. thick; hardness 5, hp 20; Break DC 18; 
  Perception DC 20.
  The laundry apparatus is fully functional and actually works well to 
  bleach stains. The linens in the open cabinets consist predominately of bed 
  sheets and towels. None of them have any value.
  23. Spiral Staircase
  Anyone who succeeds on a DC 10 Perception check notices that the 
  warmth emanates from behind a swollen wooden door tightly fitted into 
  the wall.
  Strong Wooden Door: 2 in. thick; hardness 5, hp 20;  
  Break DC 23.
  Basement Level
  Nothing has entered the basement since Infernalfist constructed The 
  House of a Thousand Delights centuries ago. Ezreki and his fire elemental 
  servant have remained undisturbed since then, waiting for an opportunity 
  to unleash the house’s horrors on another terrified and unsuspecting 
  victim. Ezreki monitors the PCs and Lakta’s activities using a miniaturized 
  replica of the dollhouse as a scrying device, so he is aware that they wait 
  outside of the door searching for an opportunity to escape.
  24. Basement (CR 7)
  The roaring pillar of flame in the center of the room is a Large fire 
  elemental. It obeys its new master’s commands and immediately steps 
  out of the fire pit to combat the PCs. The creature overlooking the replica 
  dollhouse is Ezreki, the advanced homunculus. Upon his master’s death, 
  the homunculus and The House of a Thousand Delights became a single 
  consciousness that infused Ezreki with some of its power allowing the 
  intelligent construct to direct its denizens as it so chooses. He does so 
  using a telepathic link that connects him with Infernalfist’s diabolic 
  creation. Ezreki is incapable of speaking, so he expresses his emotions 
  with childish gestures like stamping his feet in anger. The homunculus 
  leaves the bulk of the melee combat to its fire elemental servant, instead 
  relying upon its speed and maneuverability to bite enemies and leave the 
  vicinity.
  EZREKI 
  CR 5
  XP 1,600
  Advanced homunculus (Pathfinder Roleplaying Game 
  Bestiary “Homunculus”)
  LE Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
   
  AC 19, touch 12, flat-footed 18 (+1 Dex, +1 size, +7 natural)
  hp 48 (7d10+10)
  Fort +2; Ref +5; Will +3
  Defensive Abilities construct traits
   
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +9 (1d6+1 plus poison)
  Special Attacks poison
   
  Str 12, Dex 13, Con —, Int 10, Wis 12, Cha 7
  Base Atk +7; CMB +7; CMD 18
  Feats Flyby Attack, Hover, Lightning Reflexes, Skill Focus 
  (Bluff)
  Skills Bluff +6, Fly +11, Intimidate +0, Perception +3, Sense 
  Motive +3, Stealth +7
  Languages Common (cannot speak); telepathic link (with 
  The House of a Thousand Delights)
   
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/minute 
  for 60 minutes; effect sleep for 1 minute; cure 1 save. The 
  save is Constitution-based and includes a +2 racial bonus.
  Telepathic Link (Su) A homunculus cannot speak, but the 
  
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  Child's Play
  process of creating one links it telepathically with its creator. 
  A homunculus knows what its master knows and can convey 
  to him or her everything it sees and hears, out to a distance 
  of 1,500 feet.
  LARGE FIRE ELEMENTAL 
  CR 5
  XP 1,600 
  hp 60 (Pathfinder Roleplaying Game Bestiary “Fire Elemental, 
  Large”)
  Development: Ezreki is the last physical link to The House of a 
  Thousand Delights’ extradimensional space. When it is destroyed, the 
  extradimensional space slowly fades away, and The House of a Thousand 
  Delights loses all of its magical properties. The process takes 1 minute, 
  giving the PCs a chance to grab anything they can before they reappear 
  in Lakta’s room around her dollhouse. If Lakta failed to recover all of 
  her missing organs, she dies 1d3+1 minutes after Ezreki’s destruction. 
  Otherwise, the PCs and the objects they take from the dollhouse return to 
  their normal size when they reappear on the Material Plane, while Lakta 
  awakens from her catatonic state with her organs and mind intact.
  After their ordeal, the PCs are aware of Jumia’s role in the plot. If 
  the PCs did not learn of her involvement prior to their adventure in the 
  dollhouse, they must now confront the vengeful kharam. Jumia is not a 
  seasoned killer. After the PCs initial foray into the secret portal, Jumia 
  concocts an excuse and discreetly leaves the Jamar residence for 30 
  minutes, as she wanders the streets and internally debates the PCs’ chance 
  of success. She then periodically returns to the Jamar residence every 30 
  minutes thereafter to check on any new developments. After repeating 
  this process for two hours, Jumia is satisfied that the PCs are hopelessly 
  trapped within Lakta’s dollhouse.
  Though Jumia longs to avenge her mother’s death, self-preservation 
  remains her foremost concern. She flees whenever she is reduced to less 
  than a quarter of her original hit points. If she escapes, the spiteful monster 
  broods over the failed plot for several weeks before making another 
  assassination attempt against Hassan, Dima or Lakta.
  Treasure: The quartz shaped seat is intended to serve as a throne; 
  however it is so misshapen that appears to be a rudimentary seat. The 
  closed iron chest is unlocked and contains the spoils culled from countless 
  victims over the years. Ezreki has no need for these treasures, so he threw 
  them inside the chest for safekeeping. Inside the chest are a +1 longsword, 
  an elemental gem (fire), a ring of protection +1, a brooch of shielding, a 
  javelin of lightning, a +1 chain shirt, an elixir of fire breath, a cloak of 
  resistance +1, wand of scorching ray (11 charges), an arcane scroll (CL 
  5th: blur, mirror image, ventriloquism), 10 +1 arrows, 3,685 gp and five 
  gems worth 500 gp, 250 (x2), 100 gp and 50 gp. The tapestries are images 
  of Infernalfist during his life in Iljanna. Though they have some value 
  (200 gp), they are extremely large and heavy measuring 20 feet in length 
  and weighing 300 pounds each. Transporting them is not feasible without 
  magical intervention.
  Concluding the Adventure
  Several loose ends await the PCs when they return to Lakta’s bedroom 
  after their nightmarish experience in The House of a Thousand Delights. 
  Lakta’s wellbeing is foremost among them. If they saved the young girl’s 
  life, Hassan, Dima, their servants and the abaya shower adulation on the 
  PCs and give them their reward, if they were promised one. Hassan and 
  Salamun treat the PCs as heroes and grant them assistance in Qamara 
  whenever they request it. Lakta also becomes their friend for life, offering 
  to accompany the PCs on their perilous adventures when she gets older. 
  Instead of spending her time playing with her dollhouse, Lakta attunes 
  herself to her magical abilities. On the other hand, PCs that fail to save 
  Lakta’s life do not get a reward and manage only lukewarm thanks for 
  their effort. PCs that fail to save Lakta or bring Jumia to justice feel the 
  full brunt of the family’s discontent. A few household members may even 
  go so far as to publicly question the PCs’ competence and abilities.
  In addition to the obvious concerns, there is also the delicate matter 
  of Lakta’s parentage. Despite Hassan’s previous position on the subject, 
  the prospect of losing Lakta, and his family proved too much to bear. He 
  forgives Dima for her past transgression and asks her to forgive him for 
  his boorish behavior on the matter. Likewise, Dima admits to the affair 
  and apologizes to her husband while accepting his. Lakta is also eternally 
  grateful for restoring unity to her family to her.
  The PCs’ stature within Qamara and the surrounding area rises if 
  they successfully rescued Lakta or at least brought Jumia to justice. 
  Salamun may call upon them again in the future to thwart Jumia’s further 
  machinations if she escaped justice, or he could request their assistance in 
  the next adventure “King of Beasts.”
  
  132
  Dunes of Desolation
  King of Beasts
  Adventure Background
  The desert is riddled with secrets, though some do not enjoy being 
  kept that way. Before the Kharitsines arrived to settle the fertile Pesha 
  River Delta, the comparatively primitive Omaruri people farmed the 
  fertile soil, hunted along its nurturing banks and revered the forces of 
  nature for granting them their bountiful harvests and fresh meat. They 
  paid homage to a pantheon of gods that governed the land, the beasts, 
  the water and the weather, yet when they sought counsel their elders 
  and high priests trekked across the sands of the Maighib Desert to a 
  mysterious and ancient structure that predated their arrival to this land. 
  They called the place Chass. Within its cluttered rooms and majestic 
  chambers dwelt a wise and seemingly immortal creature that they knew 
  as Chasshagra, though he referred to himself by another name in his 
  native tongue. Though the Omaruri’s first encounters with Chasshagra 
  the androsphinx were tension-filled battles of wits and intellect, over 
  time the gruff and territorial beast grew to appreciate their company 
  and insight about the outside world. He even came to regard their most 
  remarkable sages and leaders as dear friends whom he entertained 
  for days and sometimes weeks at a time while they debated topics of 
  particular interest to him. Foremost among his inquiries were man’s role 
  in the natural world as well as who should rule the land — man or beast. 
  Chasshagra always championed the supremacy of beasts. In the end, the 
  Omaruri deferred to Chasshagra’s vast intellect and accepted nature’s 
  triumph over the forces of civilization, though their successors were not 
  as accommodating.
  The Kharitsine’s arrival and the subsequent, rapid decline of the Omaruri 
  culture forever changed the dynamic between men and Chasshagra. 
  Though they never openly expressed it, many Omaruri revered the astute 
  sphinx as a living deity, a belief that the worshippers of Mah-Barek 
  considered blasphemous. Within the span of a generation, the pilgrimages 
  to Chass ended. The once highly sought after Chasshagra retreated to the 
  sanctity and loneliness of his treasured library, only venturing into the 
  outside world on rare occasions vainly searching for any signs of his long-
  lost friends. After the passage of a century, he accepted that his Omaruri 
  admirers were dead and that the Kharitsines were very much alive and 
  probably headed in his direction.
  The Kharitsines had no desire to conquer trackless expanses of searing 
  dunes under the Kingdom of Guurzan’s nominal control, but they were 
  interested in new business opportunities. They were particularly keen 
  on establishing an overland route from the fertile Pesha River Delta to 
  the distant Guurzan settlement of Qiram far to the east, one that would 
  take them through Chasshagra’s territory or even past Chass itself. 
  The reclusive sphinx greeted the prospect of new visitors with mixed 
  feelings. He greatly missed his discussions with his old friends, yet 
  suspicions persisted about the newcomers. His nagging doubts proved 
  prophetic. Chass itself and the surrounding fresh water springs garnered 
  the traders’ interest; however they had no time or patience for the crafty 
  sphinx’s philosophical debates or his lively conversation. Much to his 
  dismay, the merchants offered Chasshagra treasure in exchange for 
  his hospitality and access to his water supplies. The proposal insulted 
  the haughty beast. To make matters worse, the merchant leaders 
  misinterpreted his overtures as a negotiating tactic aimed at exacting 
  more gold and riches from them. Dialogue with Chasshagra inevitably 
  broke down denying the traveling merchants access to his water supplies 
  and safe passage through his territory. That was an outcome that some 
  refused to accept. Conflict became unavoidable, yet those that dared to 
  rouse the anger of the immortal being soon came to regret it. After a 
  few hard-fought lessons, the caravan leaders abandoned their attempts 
  to wrest Chass and its resources from the territorial sphinx’s control 
  and instead steered a wide berth around the area. Occasional skirmishes 
  erupted over the passing years, but for the most part both sides honored 
  their uneasy, tacit truce.
  Though the men sidestepping his territory gave no thought to the 
  ancient sphinx dwelling within Chass, the increasingly misanthropic 
  creature became obsessed with proving beasts’ superiority over man. 
  The endeavor consumed nearly every waking moment as he alternated 
  between pouring through his vast library looking for evidence to support 
  his hypothesis and conducting field research following and observing 
  wild animals, particularly lion prides, scattered through the Pesha River 
  Delta. He struggled to maintain his objectivity on the subject, especially 
  when someone killed a wild beast for sport or to protect his property. 
  His contempt for man grew with each affront to nature, yet it all became 
  a distant memory when his path crossed with another of his kin — the 
  gynosphinx Savvith. In the blink of an eye, his obsession with men 
  vanished and was replaced with a new purpose. After a lengthy repartee 
  of riddles, puzzles and logic problems, Chasshagra’s sharp intellect and 
  persistence won over the object of his affections. Savvith accompanied 
  him back to his library, and his ill feelings towards man faded into a 
  distant memory. The beautiful and brilliant gynosphinx occupied his 
  every thought. In a few months, she captured his heart and soul. Less 
  than a year later, she became pregnant with his offspring. Chasshagra 
  doted on his beloved mate, yet she still enjoyed her occasional freedom 
  wandering through the desert in search of new discoveries. But her 
  curiosity brought her face to face with an old enemy that altered their 
  destinies forever.
  Game Over
  Lost in complex thought, Savvith paid little attention to her 
  surroundings, as she walked across the Maighib Desert’s desolate 
  sands where an unexpected band of predators lay in wait. The three 
  men and one woman that comprised Game Over, a renowned troupe of 
  big-game hunters, carefully stalked their coveted prey from a distance. 
  Though they normally targeted wild animals, an ambitious caravan 
  leader named Ameht Baktar offered them a hefty bounty to rid Chass 
  of its resident sphinx. The group of skilled archers and swordsmen 
  followed her every step for nearly an hour until the opportune moment 
  presented itself. Two archers armed with lethal magical projectiles 
  let fly a volley of arrows followed by a headlong charge towards the 
  startled Savvith. She fought back with every ounce of strength she 
  could muster, severely injuring two of them in the wild melee before 
  succumbing to their coordinated attack. They decapitated her and 
  returned to their hunting lodge at the edge of the Maighib Desert with 
  proof of their kill and a prized trophy — Savvith’s head which they 
  Riddle of the Sands
  I may elude those who seek me even though I cannot hide. I 
  may be in plain sight, but they do not see me. I may be at the tip of 
  their tongue, yet they cannot remember me. What am I?
  I am an answer.
  King of Beasts is an 8th-level desert adventure that takes 
  the PCs on a whirlwind journey through a small village and its 
  outlying area in the Pesha River Delta and then into the heart of 
  the Maighib Desert. A case of mistaken identity sets a chain of 
  events into motion that transforms the hunters into the hunted, 
  as wild beasts under the direction of a vengeful creature turn the 
  tables on mankind. The lives of the guilty and the innocent are at 
  stake unless someone can solve the true riddle of the sands.
  
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  King of Beasts
  proudly mounted on the wall. And all along they had no idea that they 
  killed the wrong sphinx.
  Time passes slowly for sphinxes, yet for Chasshagra every passing 
  hour seemed like a thousand years without Savvith. When morning broke 
  without any sign of her, he could not justify any further delay. The nervous 
  sphinx took to the skies in search of his missing love. Eight miles from 
  Chass, his worst fear came true. He saw Savvith’s headless, dead body 
  lying on the burning sands. Overcome with grief, the normally reserved 
  beast devolved into a heaving mass of inconsolable flesh and bone. He 
  laid his head against her belly until the following morning desperately 
  longing to hear his unborn offspring in her womb, but no signs of life 
  stirred within her. Profound sadness and melancholy steadily gave way to 
  anger and resentment as he carried her corpse back to Chass. The arrows 
  in her belly left no doubt in his mind about who was responsible for this 
  atrocity. It could only be his old nemesis — man. He used his divination 
  magic to gather a few cryptic facts and deduced that Savvith’s killers 
  could only be the hunting group Game Over. He resolved that thought 
  must now give way to action.
  Memories of the Omaruri
  Chasshagra returned to Chass searching for an ancient magical book 
  given to him centuries earlier by a hermetic Omaruri high priestess 
  named Nawalapuura. While she walked the earth, the benevolent sphinx 
  avoided the wicked cleric whenever possible because of her reputation 
  for worshipping the Omaruri’s dark earth mother, Owomarari. Rumors 
  persisted that she animated corpses into undead abominations and 
  summoned sinister beasts to her aid during her evil rituals. Nawalapuura 
  always took an interest in Chasshagra, presumably borne of some 
  desire to corrupt the soul of an inherently good creature. Her dark 
  magic gave her unnaturally long life, and just before she departed this 
  world to join her divine mistress she gave him her book entitled King 
  of Beasts. She claimed that he could use it to summon aid from her vile 
  goddess during his greatest time of need. Though Chasshagra never 
  considered the evil priestess’ proposition for nearly a thousand years, 
  the current tragedy sparked his interest. He opened its vile pages and 
  began reading through its dark incantations, all of which demanded 
  the freshly spilt blood of a magical beast. Chasshagra considered it 
  apropos that he should sacrifice his own blood to exact his revenge. 
  As he read the accursed words, his spilt blood bubbled and roiled on 
  the floor. With each passing phrase, the life fluids took substance, 
  transforming into bone, flesh and hair as they grew in size. After the 
  vengeful sphinx finished reading the spell, the wicked tome burst into 
  black flames, and three therianthrope lionweres stood before him ready 
  to perform his bidding. He bid his servants to avenge Savvith’s death 
  and prove to men that beasts are the world’s true masters, not men. He 
  commanded them to find the men who killed Savvith using any means 
  necessary, while he monitored their progress via a sending spell that 
  linked master and servants.
  Full Circles
  The lionweres dashed off from Chass and headed towards the closest 
  settlement to Chass and the hunting group’s reputed home — the village 
  of Ramaashta along the Pesha River. The cunning shapechangers assumed 
  their human form and visited the village square seeking information 
  about their quarry’s whereabouts. Though no one could provide specific 
  details about Game Over, they learned that Ameht Baktar, a prominent 
  caravan leader offered a massive bounty on Chasshagra’s head to give 
  him unfettered access to Chass. The discovery outraged the sphinx. Once 
  again, man’s greed and avarice claimed an innocent life, that of his beloved 
  mate. The enraged sphinx took to the skies and captured Ameht Baktar in 
  the open desert as he led his caravan en route to Qiram. Several caravan 
  members perished in the attack while most of the others fled into the desert 
  only to succumb to the scorching heat and native denizens. However, 
  two survivors escaped the carnage and embarked on the perilous journey 
  across the sands. On their way to Ramaashta, they encountered Caleb and 
  Guadalupe Ansiki, two members of Game Over. Vaguely familiar with 
  the siblings, the two survivors conveyed their account of Chasshagra’s 
  recent attack on their caravan to the stunned listeners. The Ansiki siblings 
  suddenly realized that they made a grave mistake. They killed the wrong 
  sphinx. Troubled by this news, they returned to their hunting lodge and 
  relayed the information to their perturbed and increasingly paranoid 
  leader, Ammar Tareq. After some internal debate, Ammar demanded that 
  the group must kill the two survivors to spare them any embarrassment 
  from their mistake and to prevent the villagers from blaming them for any 
  repercussions that might result from their error.
  Meanwhile, Chasshagra’s lionweres grow frustrated with the villagers’ 
  lack of cooperation and the need to suppress their inherent murderous 
  instincts. No one knew where to find their quarry, or at least that is what 
  they told the lionweres posing as three strangers. The situation reached 
  its boiling point during a particularly tense encounter with an elderly 
  farmer and his grandniece. Conversation devolved into an argument, and 
  the disagreement then escalated into violence. The lionweres slew both 
  family members. As an unintended consequence, the murders loosened 
  the villagers’ tongues. To further improve their surreptitious ruse, the 
  lionweres committed additional murders in their lion form and claimed that 
  they were also game hunters seeking Game Over’s assistance in ridding 
  the village of these man-eating beasts. In addition to creating the desired 
  effects among the villagers, the lionweres’ murderous deeds inadvertently 
  stirred an ancient evil from her slumber. Sensing the presence of residual 
  magic from her long-forgotten tome, the slumbering Nawalapuura rose 
  from the banks of the Pesha River as a bog mummy where she stalked the 
  El-Rauf Farm on the village’s outskirts in search of live bodies to swell the 
  ranks of her minions. When the PCs arrive in Ramaashta events seemingly 
  come full circle, as the PCs must contend with the savage lionweres’ 
  murderous rampage, the malevolent bog mummy and the hunting troupe 
  that set everything into motion.
  Adventure Synopsis
  The PCs first become involved in the adventure when they are asked to 
  investigate and stop a series of brutal wild animal attacks in the village of 
  Ramaashta along the banks of the Pesha River. Shortly after arriving at the 
  scene, they learn that the beasts exclusively target men and do not harm 
  livestock or other wild animals. The assaults coincide with the sudden 
  appearance of three strangers — gruff men more akin to beasts that seek 
  information about Game Over, a renowned hunting troupe that dwells 
  beyond the village’s borders. It is unclear how the mysterious strangers 
  and the hunting group are related to the recent animal attacks. As the PCs 
  dig deeper, they discover that the savage beasts committing the killings 
  and the mysterious visitors are one and the same. They are lionweres sent 
  by the androsphinx Chasshagra to avenge the death of his beloved mate 
  Savvith at the hands of Game Over. The PCs must solve the mystery and 
  stop the lionweres’ murderous ways, but they are just one piece to the 
  rapidly evolving puzzle.
  The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, 
  from her watery grave along the banks of the Pesha River. She rises 
  from the muck as a malevolent bog mummy and infects Mesut Azaz, 
  a local farmhand from the El-Rauf Farm with her evil curse. The day 
  after the PCs arrive in the village, two survivors from Chasshagra’s 
  assault against Ameht Baktar’s caravan make their way into Ramaashta 
  with Game Over following close behind. Game Over’s rash and violent 
  leader, Ammar, searches the village for the two survivors only to discover 
  that three mysterious strangers are looking for Game Over instead. In 
  addition to contending with the lionweres, the PCs now find themselves 
  standing between Game Over and the two innocent men they seek to kill. 
  The situation comes to a head as the PCs must simultaneously halt the 
  lionweres’ attacks against the village, take sides in the conflict between 
  Game Over and the two caravan survivors, and defeat the bog mummy 
  stalking the banks of the Pesha River. The PCs must deal with all three 
  threats before they can set out into the Maighib Desert to confront the 
  architect behind the entire plan.
  The long trek across the burning sands pits the PCs against the forces 
  of nature and the inhospitable realm’s indigenous denizens. Along the 
  way the PCs may also come upon the remnants of Ameht’s caravan or 
  the location of Savvith’s killing. After braving the dangers of the Maighib 
  
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  Dunes of Desolation
  Desert, Chass and its vengeful master await. Intrigued by the power of 
  Nawalapuura’s demonic tome, Chasshagra scoured its surviving pages 
  and created other wicked creatures to exact his revenge. The PCs must 
  overcome these minions as well as the ancient citadel’s devious traps 
  and ancient inhabitants before confronting the wrathful sphinx within 
  his grand library. The intelligent beast has dabbled in evil rituals and 
  burns with rage, but he is still not beyond redemption. If the PCs can 
  devise a way to restore life to Savvith, Chasshagra may atone for his sins. 
  Otherwise, the PCs are left with no option but to destroy him and bring 
  this sad chapter of his lengthy existence to a permanent end.
  Starting the Adventure
  An interested party may contact the PCs anywhere in northern 
  Khartous, including Qamara or any of the villages and towns scattered 
  throughout the Pesha River Delta. The person employing their services 
  requires the PCs to accomplish three fundamental, intertwined tasks 
  — safeguard the local residents against additional attacks, unmask 
  the culprits and put a stop to the vicious assaults. The adventure itself 
  begins in the small village of Ramaashta on the southern branch of the 
  Pesha River close to where the mighty waterway splits into two, though 
  PCs traveling to the region from far away must traverse the treacherous 
  Maighib Desert to reach the remote location. Regardless of who engages 
  the PCs to look into these strange events, their employer provides them 
  with some basic information about the attacks. So far, there are no 
  survivors to relay any rhyme or reason for the assaults. The wounds and 
  tracks left behind by the assailants bear the telltale hallmarks of at least 
  one large, predatory feline. Every attack took place at night under the 
  cover of darkness in a remote and isolated location except for the first 
  attack in a farmhouse. Speculation abounds as to the cause. Theories 
  range from a group of sick beasts driven mad by some disease to fiendish 
  brutes under the sway of a demonic power to everything in between. In 
  addition to the human toll, the vicious assaults are also having a chilling 
  effect on the region’s economy. Farmhands are increasingly frightened 
  to till the fields, harvest the crops or tend to the livestock even during 
  the day. Any significant disruption to the Pesha River Delta’s ability to 
  produce food would result in major food shortages or famine throughout 
  northern Khartous. This dire prospect is enough to force the most 
  miserly politicians and merchants alike to take action regardless of the 
  monetary cost.
  Hooks
  Many parties are concerned about these developments prompting them 
  to potentially employ adventurers to resolve the matter. PCs far from the 
  Pesha River Delta are more likely to be contacted by a political official 
  than anywhere else especially if they have an ongoing relationship with 
  that person. If the PCs completed the preceding adventure Child’s Play 
  and are still in Qamara, Salamun ibn Saddesh directly approaches PCs 
  seeking their assistance with another urgent matter. Those closer to the 
  scene are more apt to be hired by a local merchant with business ties to the 
  affected area or become personally involved in the matter. Regardless of 
  the circumstances, the GM may use one of the following hooks or create 
  another one in order to get the adventure underway.
  Murder Most Foul
  The brutal deaths of so many citizens cause great concern among 
  Khartous’s rulers. Salamun ibn Saddesh, Yamun’s abaya, or Sultan Faud 
  Umarr himself summons the PCs to an urgent meeting about the matter. 
  Neither party has additional information about the killings other than they 
  are believed to be caused by wild animals and are concentrated in and 
  around the village of Ramaashta on the southern bank of the Pesha River’s 
  eastern branch. Either party offers the PCs a 4,000 gp reward to kill the 
  beasts committing the slayings. PCs may attempt Diplomacy checks to 
  increase the reward, but no matter how successful the check, the reward 
  never increases beyond 5,000 gp. Salamun or Faud directs the PCs to the 
  remote village of Ramaashta and gives them an official letter that they 
  should present to the settlement’s local administrator, Aramses Ottama, 
  indicating that they were personally sent by either of them.
  Aramses Ottama 
  CR 2
  XP 600
  hp 20 (Pathfinder Roleplaying Game GameMastery Guide 
  “Noble Scion”)
  Bad for Business
  No one fears the economic fallout from the murders more than Cirat 
  the Swift-Lipped (N male human expert 5, Int 15, Profession [merchant] 
  +10), a fabulously wealthy merchant with deep, economic ties in the 
  affected region. The portly, gregarious businessman owns breweries and 
  bakeries that depend upon the village’s crop yields. Early reports suggest 
  that the killings directly affected several farms that supply grain to his 
  operations and caused farmhands on adjacent lands to abandon their 
  harvests and seek work elsewhere. The wily Cirat desperately needs the 
  PCs’ assistance to protect his assets and revenue stream. Renowned for 
  his ability to crunch numbers to his greatest benefit, the cunning merchant 
  offers them the odd sum of 3,568 gp and 2 sp to stop the creatures 
  responsible for the murders and restore order to the area. Needless to say, 
  the reward amount is non-negotiable unless it favors Cirat. He also directs 
  the PCs to Aramses Ottama for assistance in the matter.
  Local Affairs
  If the PCs begin the adventure in the local vicinity, their stature 
  attracts tremendous interest among those living in the area, none more 
  than Aramses Ottama, the local administrator. The young, capable 
  official wants to make a name for himself and impress the Abaya 
  as well as the Sultan himself with his ability to handle this pressing 
  matter. He realizes that this situation is beyond his area of expertise; 
  therefore he recruits the PCs to investigate and stop the killings. As a 
  local official in a rural district, Aramses is short on coin and manpower, 
  so he tugs at the PCs’ heartstrings and appeals to their sense of honor. 
  Should that fail the crafty politician employs an unusual strategy. He 
  presents his stunningly beautiful younger sister Kadin Ottama (CG 
  human female aristocrat 2, Cha 15, Perform [sing] +7) to the PCs and 
  offers her hand in marriage to an appropriately aged PC willing to 
  undertake this important mission. Though he fully expects the PCs to 
  relent on their demand to marry the young woman, he follows through 
  with his promise if the PC insists.
  Sandy Trails and Watery Roads
  Unless the PCs are in remote village of Ramaashta at the beginning 
  of the adventure, they must still negotiate the treacherous Maighib 
  Desert and the Pesha River Delta to reach the distant settlement of 
  Ramaashta. The GM may challenge those making the arduous trek 
  across the burning sands with one or more of the encounters found in 
  Part 2 of this adventure with the exceptions of Ameht’s Caravan and 
  Scene of the Slaughter. In addition, the GM should consult the tables 
  found in Chapter 3 to determine the prevailing weather conditions 
  and their impact on the PCs as they make their way across the rolling 
  dunes. Though the journey through the Pesha River Delta does not 
  pose the same natural obstacles as the Maighib Desert, travelers 
  moving through the area still encounter several formidable problems. 
  The Pesha River is too deep to walk across, so travelers must seek 
  alternate means to ford the waterway. The current is relatively still; 
  therefore anyone may attempt DC 10 Swim check to move across the 
  water by that means. On average, the river is 80 feet wide and 20 
  feet deep, so it takes multiple successful Swim checks to get to the 
  other side. A successful DC 15 Knowledge (geography) or Knowledge 
  (nature) check directs the PC towards a narrower crossing. Knowledge 
  (geography) checks that succeed by 10 or more reveals the location of 
  a bridge. Though the water route is the safer and less grueling method 
  of travel, the actual distance may be substantially longer depending 
  upon the journey’s starting point. On average, boats navigating these 
  waters charge passengers 5 sp to travel to the opposite river bank and 
  a standard rate that roughly equals 1 gp per mile.
  
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  King of Beasts
  Part One: Fields of Blood
  After securing passage on a vessel navigating the Pesha River or making 
  the overland journey across the fertile delta, the PCs arrive in the coastal 
  village of Ramaashta, the focal point of the attacks. It is important to 
  remember that the adventure’s events do not happen in a vacuum. The PCs’ 
  arrival and Chasshagra’s actions influence the adventure’s outcome. The 
  following timeline of events describing the main antagonists’ activities and 
  whereabouts is intended to serve as a guide for adjudicating the outcome 
  of these events. Events that occurred before the PCs’ involvement are 
  static; however the GM may modify subsequent incidents accordingly. 
  The timeline’s starting point is based upon their arrival in Ramaashta, not 
  when they are first contacted. Since the killings began five nights before 
  the PCs’ arrival in Ramaashta, the culprits have claimed six victims.
  Cast of Characters
  The following sections further describe the actions and activities of 
  the four parties involved in the sad events at Ramaashta. The GM should 
  fully familiarize himself with each group as their actions and reactions 
  depend largely upon what the PCs do in the village. Unlike conventional 
  adventures, there are no set encounters involving any of these parties; 
  therefore the PCs and the GM are free to determine where and when the 
  encounters take place based upon the PCs’ travels within the village. For 
  instance, the PCs may surreptitiously run into the lionweres in the village 
  square, or the PCs may get extremely lucky and catch the lionweres in 
  the act during a covert stakeout. In the event that the PCs appear to be 
  struggling with unearthing leads or solving the mystery, the GM may 
  bring the action to the PCs by having the lionweres ambush them or have 
  an important NPC with information seek them out instead.
  Lionweres (CR 9)
  From his distant residence in Chass, the vengeful sphinx used 
  Nawalapuura’s ancient book to breathe life into 3 lionweres that search 
  the small village of Ramaashta for the hunting troupe Game Over. In 
  human form, the lionweres present themselves as Aswan, Leu and Sanga. 
  Their aggressive demeanor and abrasive rudeness shine through even in 
  their human form which hampers their efforts to garner information from 
  the insular locals. They initially portrayed themselves as three wayward 
  travelers, because they believed that a few questions would quickly lead 
  them right to their intended quarry. When they realized that finding Game 
  Over would be more difficult than they suspected, they assumed the guise 
  of three big-game hunters on the trail of three man-eating lions. They use 
  this ruse in the hope that it lures Game Over to Ramaashta. After the initial 
  assault in the farmhouse, the lionweres lured subsequent victims out 
  into the open while in human form under the guise that they wanted the 
  person to give them a “lay of the land” to aid them in their pursuit of the 
  beasts. Though they are most adept at attacking in their hybrid form, they 
  committed the murders in their animal form to perpetuate the belief that 
  wild animals are responsible for the slayings. Despite their bestial nature 
  and ability to detect scents, the lionweres are poor trackers. In addition to 
  these obstacles, they experience tremendous difficulty suppressing their 
  inherent bloodthirstiness. Though it seems obvious that more killings 
  are not bringing them any closer to new information about the hunting 
  group’s current whereabouts, they still indulge their innate cruelty strictly 
  for twisted kicks.
  During their first few days in Ramaashta, the trio frequented the village 
  square listening for rumors about Game Over and asking questions of the 
  locals. They focused extra attention on Harkuul Gristlebeard, the village’s 
  smith whom they suspected outfits the group with weapons and armor. The 
  gruff dwarf admitted to them that he occasionally supplies Game Over, 
  but he gave them no other information. They were reluctant to assault 
  someone capable of fighting back, so they pursued other leads instead. 
  By the time the PCs arrive in Ramaashta, the lionweres abandoned any 
  hopes of finding Game Over by investigative means and now hope that the 
  killings draw the hunting group into the village in search of answers. The 
  timeline of events describes the lionweres’ movements during the course 
  Timeline of Adventure Events
  –1 month ago: Ameht Baktar offers a bounty on Chasshagra’s 
  head.
  –21 days ago: Caleb and Guadalupe Ansiki, two members of 
  Game Over, learn of Ameht Baktar’s proposal during a visit to 
  Ramaashta.
  –14 days ago: Caleb and Guadalupe meet with Ameht Baktar 
  at the Hook and Sickle to discuss the terms of his offer. The 
  parties agree on a suitable price. The pair purchases a dozen 
  magical beast bane arrows from Harkuul Gristlebeard’s armory 
  in Ramaashta.
  –13 days ago: Game Over heads into the Maighib Desert in 
  search of Chasshagra.
  –10 days ago: Game Over encounters and kills Savvith outside 
  of Chass.
  –9 days ago: Chasshagra discovers Savvith’s corpse.
  –8 days ago: Chasshagra reads from King of Beasts breathing 
  life into the lionweres who immediately head out to Ramaashta. 
  Ameht Baktar leads his caravan of twenty camels and ten men 
  out of Ramaashta and into the Maighib Desert en route to distant 
  Qiram.
  –7 days ago: Game Over returns to their lodge with their kill 
  and then heads to Ramaashta’s village square to boast about their 
  prize.
  –5 days ago: The lionweres arrive in Ramaashta and kill their 
  first victims at the Khottam farmhouse.
  –4 days ago: The lionweres learn of Ameht Baktar’s bounty and 
  relay the information back to Chasshagra. The lionweres kill 
  their next victim at Ramaashta’s catacombs.
  –3 days ago: Chasshagra locates Ameht Baktar’s caravan. He 
  captures Ameht Baktar and drives off his men. The lionweres 
  kill their next victim in the fields of the Bizayad Farms.
  –2 days ago: The lionweres kill another victim on the road near 
  the Cuzek Farm.
  –1 day ago: The lionweres slay another victim on the grounds of 
  the El-Rouf Farm. The evil deed stirs the corpse of their former 
  master, Nawalapuura, a bog mummy buried along the banks of 
  the Pesha River.
  Present: The PCs arrive in Ramaashta. Nawalapuura infects her 
  first victim, Mesut Azaz, with bog rot. That evening, the diseased 
  Mesut is brought from the El-Rauf Farm to Sholamara’s House 
  of Respite for treatment. Caleb and Guadalupe Ansiki encounter 
  the caravan survivors and discover their mistake. The lionweres 
  do not attack this evening.
  +1 day: The lionweres stalk the grounds of the El-Rauf Farm 
  asking questions during the day and then attacking another victim 
  at night. The caravan attack’s two survivors arrive in Ramaashta 
  followed shortly afterward by Game Over. Nawalapuura is first 
  sighted on the banks of the Pesha River.
  +2 days: The lionweres move to the neighboring Al-Hoda Farm 
  and kill another victim that night.
  +3 days: The lionweres move to Aramses Ottama’s estate and 
  slay one of his family members that evening. Nawalapuura 
  infects a second victim, Jazeel Sharif, with bog rot.
  +4 days: The lionweres move to the Sharif Farm and claim their 
  last victim.
  +5 days and beyond: Nawalapuura’s curse spreads through 
  Ramaashta, as she and her undead minions perpetrate more 
  attacks and swell their ranks.
  
  136
  Dunes of Desolation
  of the adventure, though they still periodically frequent the village square 
  for supplies, food or water.
  If the lionweres cross paths with the PCs or the PCs make their presence 
  abundantly known in the village, they incorrectly mistake them for Game 
  Over. Unlike the unarmed villagers, the lionweres do not directly approach 
  the PCs. They instead follow them from a distance and wait for nightfall 
  before launching a sneak attack in their hybrid form. The lionweres do 
  not avoid the PCs even if they are accompanied by the village’s soldiers 
  or Aramses. The lionweres also communicate the PCs’ presence to their 
  distant master, Chasshagra via a sending spell, which Chasshagra must 
  initiate. Chasshagra communicates with all three simultaneously in order 
  for it to function properly, and Chasshagra can only use it once per day.
  In addition to their gear, the lionweres also carry six potions — blur, 
  cure serious wounds, displacement, fox’s cunning, remove disease and 
  remove paralysis distributed evenly amongst the lionweres. They also 
  have a rare Omaruri obsidian votive figure worth 1,000 gp.
  THERIANTHROPE, LIONWERES (3) 
  CR 6
  XP 2,400
  The Tome of Horrors Complete 738
  CE Medium/Large magical beast (shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size) 
  as lion; 20, touch 12, flat-footed 17 (+3 armor, +3 Dex, +5 
  natural, –1 size) as hybrid; 18, touch 13, flat-footed 15 (+3 
  armor, +3 Dex, +2 natural) as human
  hp 32 (5d8+10)
  Fort +6, Ref +7, Will +3
  DR 5/cold iron
   
  Speed 40 ft. as lion, 30 ft. as hybrid or human
  Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) as lion, 
  longsword +7 (1d8+5/19–20), bite +2 (1d8+2 plus grab) as 
  hybrid, longsword +8 (1d8+5/19–20) as human
  Space 10 ft.; Reach 5 ft. as lion, 10 ft./10 ft. as hybrid, 5 ft./ 5 
  ft. as human
  Special Attacks lethargy in all forms; pounce, rake (2 claws 
  +7, 1d4+5) in lion or hybrid
  Spell-Like Abilities (CL 5th)
  1/day—sending (Chasshagra only, see above)
   
  Abilities Str 21, Dex 17, Con 15, Int 12, Wis 12, Cha 15
  Base Atk +3; CMB +9 (+13 grapple) as lion or hybrid; +8 as 
  human; CMD 22 as lion or hybrid (26 vs. trip as lion), 21 as 
  human
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +13, Disguise +10 (+18 as lion), Perception 
  +10, Stealth +10 (+14 in undergrowth as lion or hybrid, +14 
  as human); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in 
  undergrowth as lion or hybrid
  Languages Common
  SQ alternate form
  Gear longsword, masterwork studded leather armor
   
  Alternate Form (Su) A therianthrope’s natural form is that of 
  the base animal. It can shift into two other forms as though 
  using the polymorph spell on itself, though only a specific 
  human form or hybrid form can be assumed. Equipment 
  carried by the therianthrope in human or hybrid form shifts 
  with it and is absorbed into its animal form. Magic items do 
  not function while in this form. When a therianthrope shifts 
  back into human or hybrid form, equipment (including 
  magic items) returns to normal and function normally.
  A therianthrope’s first form is that of a human. A 
  therianthrope always assumes the same appearance and 
  traits in human form. In this form, it cannot use its natural 
  weapons or any extraordinary special attacks. It can wield 
  weapons and wear armor however.
  Its second form is a bipedal hybrid form with prehensile 
  hands and animalistic features. The therianthrope retains 
  its natural attacks and extraordinary special attacks in this 
  form, and can also wield weapons or wear armor. Changing 
  forms is a standard action. A slain therianthrope reverts to 
  its animal form, although it remains dead. Separated body 
  parts retain their human or hybrid form, however.
  Lethargy (Su) By speaking or singing (or making a sound 
  normal to its animal form), the lionwere can slow all 
  creatures within 60 feet that hear it and fail a DC 14 Will 
  save. The slow effect lasts 1d4 rounds plus 5 rounds per 
  HD of the lionwere (maximum +6). A bard’s countersong 
  ability allows the creature to attempt a new Will save. 
  This is a sonic, mind-affecting effect. A creature that 
  successfully saves cannot be affected again by the same 
  therianthrope’s lethargy ability for one day. A therianthrope 
  is immune to its own lethargy and the lethargy of other 
  therianthropes of the same base animal type. The save DC is 
  Charisma-based.
  Game Over (CR 8)
  The renowned hunting troupe plays an unwitting role in the troubles 
  plaguing the nearby village of Ramaashta. The group consists of the 
  Alcaldarian siblings Caleb Ansiki and his sister Guadalupe along with 
  Gabriel Ammaska and its half-elf leader Ammar Tareq. They joined 
  forces as teenagers and have been together for two decades. Caleb and 
  Guadalupe are the group’s trackers and archers. Gabriel is its ferocious 
  barbarian, and Ammar is its former professional soldier. They dwell in a 
  hunting lodge beyond Ramaashta’s outlying farmland and venture to the 
  neighboring settlement on an infrequent basis. On Ammar’s rare visits to 
  the village, he openly proclaims that he hunts trespassers on sight. He is 
  famous for saying “Game Over finds you alive and well at your home, 
  but dead and broken if you dare try to find ours.” Their partnership with 
  the traveling merchant, Ameht Baktar, sets the entire chain of events 
  into motion when they wrongly slew Savvith, the gynosphinx, instead of 
  Chasshagra, the androsphinx, on the open sands of the Maighib Desert.
  Until Caleb and Guadalupe’s chance encounter with the caravan 
  survivors, they were completely unaware that they killed the wrong 
  sphinx because Ameht never provided any specifics other than to kill 
  the sphinx at Chass. The news changes everything and outrages their 
  increasingly paranoid and cruel leader Ammar. He berates his colleagues 
  for not detaining or better yet killing the two survivors. Ammar believes 
  that their eyewitness accounts could embarrass the group and lead some 
  to blame them for the surviving sphinx’s retribution. He insists that they 
  capture or preferably kill the two survivors who fled to Ramaashta.
  Though the residents initially welcome the legendary hunters, the 
  current state of affairs is too much for Ammar. The savage animal attacks, 
  the presence of three strangers asking many questions about them and the 
  PCs’ arrival in the village feed his paranoid delusions. He declares open 
  season on the two caravan attack survivors, the three strangers asking 
  questions about them and the PCs in no particular order. He expresses no 
  concerns about stopping the animals terrorizing the village. The Ansiki 
  siblings reluctantly go along with Ammar’s violent plans, while Gabriel 
  is delighted by the chance to just “let loose” and do whatever he pleases.
  Unlike the group’s typical hunts, the jittery Ammar is too impatient for 
  planning. He wants to eradicate all of their threats as quickly as possible. It 
  defeats the purpose of the adventure to have Game Over square off against 
  the lionweres and do the PCs’ dirty work for them, so it makes more sense 
  for Game Over to pursue the PCs or the caravan survivors which may 
  bring Game Over into conflict with the PCs anyway. Despite Ammar’s 
  orders to the contrary, Caleb and Guadalupe take defensive positions 
  prior to any anticipated battle, preferably atop a building or at a minimum 
  behind some type of cover. Ammar and Gabriel fight to the bitter end. 
  Caleb and Guadalupe may surrender if the PCs kill or incapacitate Ammar 
  and one of the siblings dies or is gravely injured. Caleb and Guadalupe 
  willingly divulge everything they know about the caravan survivors, 
  Ameht Baktar’s bounty and Savvith’s death.
  If the PCs decide to take the fight to Game Over and track them back 
  to their lodge, see the “Game Over’s Trail” section in Part Two of this 
  adventure.
  
  137
  King of Beasts
  CALEB AND GUADALUPE ANSIKI 
  CR 4
  XP 1,200
  Male and female human ranger 5
  LN Medium humanoid (human)
  Init +7; Perception +10
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 37 (5d10+12)
  Fort +5, Ref +9, Will +3
   
  Speed 30 ft.
  Melee mwk scimitar +7 (1d6+1 /18–20)
  Ranged +1 composite longbow +9 (1d8+2/x3)
  Special Attacks combat style (archery), favored enemy 
  (magical beasts +4, animals +2)
  Spells Prepared (CL 2nd)
  1st—endure elements, speak with animals
   
  Abilities Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 12
  Base Atk +5; CMB +6; CMD 19
  Feats Endurance, Improved Initiative, Lightning Reflexes, 
  Point-Blank Shot, Precise Shot, Skill Focus (Stealth)
  Skills Climb +6, Handle Animal +5, Heal +10, Intimidate 
  +7, Knowledge (geography) +8, Knowledge (nature) +8, 
  Perception +10, Ride +7, Spellcraft +4, Stealth +14, Survival 
  +10, Swim +6
  Languages Common
  SQ favored terrain (desert +2), hunter’s bond (companions), 
  track, wild empathy
  Combat Gear elixir of hiding; Other Gear masterwork 
  studded leather, +1 composite longbow, 60 arrows, 
  masterwork scimitar, 207 gp, hunting lodge key
  GABRIEL AMMASKA 
   CR 4
  XP 1,200
  Male human barbarian 5
  CN Medium humanoid (human)
  Init +2; Perception +10
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 53 (5d12+10 plus 5)
  Fort +6, Ref +3, Will +4
  Defensive Abilities improved uncanny dodge, trap sense +1
   
  Speed 40 ft.
  Melee +1 falchion +10 (2d4+5 /18–20)
  Ranged mwk javelin +8 (1d6+3)
  Special Attacks rage (14 rounds/day), rage powers (low-
  light vision, scent)
   
  Abilities Str 16, Dex 14, Con 14, Int 9, Wis 12, Cha 10
  Base Atk +5; CMB +8; CMD 20
  Feats Alertness, Combat Reflexes, Iron Will, Weapon Focus 
  (falchion)
  Skills Acrobatics +7 (+11 when jumping), Climb +8, Handle 
  Animal +4, Intimidate +8, Perception +10, Ride +7, Sense 
  Motive +4, Survival +7
  Languages Common
  SQ fast movement
  Combat Gear potion of lesser restoration; Other Gear 
  masterwork studded leather, +1 falchion, masterwork javelin, 
  299 gp, hunting lodge key.
   
  Rage: When raging, Gabriel has the following stats: AC 13, 
  touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage); hp 63; 
  Fort +8, Will +6; Melee +1 flachion +12 (2d4+8/18–20); Str 20, 
  Con 18; CMB +10, CMD 20;
  AMMAR TAREQ 
  CR 5
  XP 1,600
  Male half-elf fighter 6
  NE Medium humanoid (elf, human)
  Init +0; Senses low-light vision; Perception +2
   
  AC 19, touch 10, flat-footed 19 (+5 armor, +4 shield)
  hp 49 (6d10+6 plus 6)
  Fort +7, Ref +3, Will +5; +2 vs. fear, +2 vs. enchantments
  Defensive Abilities bravery +2; Immune sleep
   
  Speed 30 ft.
  Melee mwk scimitar +13/+8 (1d6+7/18–20)
  Special Attacks weapon training (heavy blades +1)
   
  Abilities Str 18, Dex 10, Con 13, Int 12, Wis 10, Cha 13
  Base Atk +6; CMB +10 (+12 vs. bull rush); CMD 20 (22 vs. bull 
  rush)
  Feats Combat Reflexes, Improved Bull Rush, Iron Will, Power 
  Attack, Shield Focus, Skill Focus (Intimidate), Weapon Focus 
  (scimitar), Weapon Specialization (scimitar)
  Skills Climb +9, Handle Animal +6, Intimidate +13, Perception 
  +2, Ride +4, Survival +7, Swim +7; Racial Modifiers +2 
  Perception
  Languages Common, Elven, Giant
  SQ armor training 1, elf blood
  Combat Gear oil of keen edge; Other Gear +1 chain shirt, 
  +1 heavy steel shield, cloak of resistance +1, masterwork 
  scimitar, 165 gp, hunting lodge key, key to room G10 in the 
  lodge.
  Nawalapuura (CR 8)
  The lionweres’ residual mystical energy from her dread tome King of 
  Beasts proved sufficient to wake the vile priestess from her eternal rest as 
  a bog mummy and unleash her on an unsuspecting world. The force of her 
  will and the corruption of her soul were so great that four unfortunate men 
  that drowned countless ages ago also rose from the mire as 4 draugrs. Like 
  others of her kin, Nawalapuura stays close to her grave along the banks 
  of the Pesha River near the El-Rouf farmhouse. She remains partially 
  submerged during the day and stalks the river bank in the evening along 
  with her draugr allies who rise from their resting places at the bottom of 
  the river. PCs searching the area around the Pesha River must succeed on 
  a DC 31 Perception check to spot the concealed bog mummy during the 
  day. A successful DC 21 Perception check spots Nawalapuura at night. 
  However, her proximity to the river makes it relatively easy to track her 
  movements. A successful DC 10 Perception or Survival check detects 
  her tracks, and the PC can follow the tracks to Nawalapuura’s concealed 
  hiding place with a Survival check. If the PCs track her to her lair, she and 
  her minions rise from the muck and attack.
  The hateful bog mummy aspires to create more minions to serve her; 
  therefore she slams her victims to the precipice of death so that they rise as 
  bog mummies under her command. She abandons all restraint when faced 
  with superior numbers or a powerful enemy. Though her evil endured the 
  transformation to undeath, her intellect did not. Nawalapuura harbors no 
  grand ambitions and furthers no plans other than to create more creatures in 
  her image and slay any living being she encounters. When the PCs arrive in 
  Ramaashta her first victim, Mesut Azaz, lies in the village’s hospital under 
  the care of its resident priestess, Sholamara. Over the course of the adventure, 
  others soon follow as discussed in the preceding timeline of events.
  BOG MUMMY 
  CR 6
  XP 2,400
  The Tome of Horrors Complete 75
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 
  negates)
   
  AC 18, touch 10, flat-footed 18 (+8 natural)
  hp 60 (8d8+16 plus 8)
  
  138
  Dunes of Desolation
  Fort +4; Ref +2; Will +8
  DR 5/—; Immune undead traits; Resist fire 10
  Weaknesses vulnerability to cold
   
  Speed 20 ft., marsh move
  Melee slam +10 (1d6+4 plus bog rot)
  Special Attacks create spawn
   
  Str 17, Dex 10, Con —, Int 6, Wis 14, Cha 15
  Base Atk +6; CMB +9; CMD 19
  Feats Improved Initiative, Skill Focus (Perception), Toughness, 
  Weapon Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
   
  Bog Rot (Su) Supernatural disease—slam; save Fort DC 16; 
  onset 1 day; frequency 1 day; effect 1d6 Str, Dex, Con, or 
  Cha (determine randomly using 1d4); cure —. Creatures 
  afflicted with bog rot do not heal naturally and gain only 
  one-half benefit from magical healing until the disease 
  is cured. Unlike normal diseases, bog rot continues until 
  the victim reaches Constitution 0 (and dies) or receives 
  a remove disease spell or similar magic. The save DC is 
  Charisma-based.
  Create Spawn (Su) Any humanoid that dies from bog rot 
  becomes a bog mummy in 1d4 days unless a remove 
  disease is cast (within one day after death) or the creature 
  is brought back to life (raise dead is ineffective, but 
  resurrection or true resurrection works). Spawn are under 
  the command of the bog mummy that created them and 
  remain enslaved until their death. They do not possess any 
  of the abilities they had in life.
  Despair (Su) All creatures within a 30-foot radius that 
  see a bog mummy must make a DC 16 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the save 
  is successful, that creature cannot be affected again by 
  the same bog mummy’s despair ability for one day. This is 
  a paralysis and a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Marsh Move (Ex) Bog mummies can move at their normal 
  movement speed through mud, marshes, and swamps with 
  no penalty.
  DRAUGR (4) 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Draugr”)
  Caravan Survivors
  Nasir and Samir al-Hoda, two cousins originally from Ramaashta, are 
  the sole survivors of Chasshagra’s assault against Ameht Baktar’s desert 
  caravan. The exhausted pair stumbles into Ramaashta’s main square the 
  morning after the PCs’ arrival in the village. Worn out by the long trek 
  across the hot sands, they immediately make their way to the Hook and 
  Sickle for food and water. After they sate their privation, the experienced 
  desert travelers relay their story to anyone in earshot.
  They explain that they left Ramaashta 9 days ago. Five days into their 
  otherwise uneventful trip, the ancient sphinx from Chass swooped down 
  from the skies and grabbed Ameht Baktar, their caravan’s leader. He 
  then unleashed three fearsome roars that slew many camels and men and 
  sent the terrified survivors fleeing in every direction. To the best of their 
  knowledge, the sphinx carried Ameht back to his lair and left the caravan’s 
  remnants to rot in the desert. Along the journey back to Ramaashta, they 
  encountered Game Over’s two siblings who questioned them at length 
  about their encounter with the sphinx. They acknowledge that Ameht 
  offered a bounty on the sphinx, but they presumed that Game Over had 
  not accepted the offer or was preparing to hunt down the magical beast in 
  the near future.
  After telling their tale, the news of the attacks in the village greatly 
  unnerves them. To make matters worse, they also hear rumors about 
  Game Over slaying a sphinx before their encounter with Chasshagra in 
  the desert. They come to the realization that the hunting troupe killed 
  the wrong sphinx. Not only is this information potentially embarrassing 
  to Game Over, it may also lead some to implicate them in the rash of 
  killings. They are now certain of two things. They are convinced that their 
  encounter with the sphinx and the subsequent killings in Ramaashta are 
  not coincidences, and they are in grave peril from Game Over. They fear 
  for their safety and seek protection from Aramses and his soldiers or the 
  PCs. If the PCs are in the village square at the time of their arrival, Nasir 
  and Samir find the PCs first. They tell the PCs their tale and insist that 
  there is a connection between the caravan attack, Ramaashta’s killings 
  and Game Over’s colossal blunder. Otherwise they seek assistance from 
  Aramses at the administration building.
  NASIR AND SAMIR AL-HODA 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide 
  “Caravan Guard” except no armor)
  Ramaashta 
  The peaceful, quiet village of Ramaashta lies 35 miles upriver from 
  the much larger settlement of Xamesh on the eastern branch of the Pesha 
  River near the heart of the Pesha River Delta. Since its establishment 
  nearly 400 years ago, Ramaashta is renowned for producing some of the 
  finest and tastiest grains in the region. Several beer makers, most notably 
  Cirat the Swift-Lipped, rely exclusively upon the village’s cereal grains 
  to craft their legendary brews. Ramaashta’s grains have a distinct taste 
  that appeals predominately to aficionados who can truly appreciate the 
  unique flavors and underlying elements found in these specialty products. 
  In addition, the taste of the beers and breads produced in the region vary 
  wildly from one batch to the next, whereas than those made in Xamesh 
  taste the same year after year, making them much more popular among 
  the general public. The same principle applies to Ramaashta’s livestock. 
  Connoisseurs prize the meat’s distinctive qualities and unique flavoring, 
  while the average household considers them to be too gamey. Despite 
  its lofty reputation among Khartous’s elite citizens and its ideal location 
  near the confluence of the Pesha River’s northern and southern branches, 
  the village lags far behind its more conventional counterparts in terms of 
  overall sales and popularity.
  The settlement itself consists of a rudimentary wharf for waterborne 
  traffic and a square with administrative buildings and shops. The majority 
  of the population lives on the sprawling farmland outside of the central 
  Ramaashta
  CG village
  Corruption –1; Crime –5; Economy –1; Law +2; Lore –1; 
  Society +2
  Qualities insular, superstitious
  Danger +0
   
  Government autocracy
  Population 183 (109 humans; 24 dwarves, 20 elves, 10 
  half-elves, 20 others)
  Notable NPCs
  Aramses Ottama, Administrator (NG male human 
  aristocrat 4)
  Harkuul Gristlebeard, Armory Owner (CN male 
  dwarf expert 5)
  Athman al-Qasaad, Proprietor Tariq’s Emporium 
  (CG male human expert 3)
   
  Base Value 500 gp; Purchase Limit 2,500 gp; 
  Spellcasting 1st;
  Minor Items 2d4; Medium Items 1d4
  
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  King of Beasts
  square. Most residents venture to the main square on a recurring basis 
  to procure supplies, ship their agricultural products to distant markets or 
  catch up on local gossip. Though the farms stretch across many miles, 
  Ramaashta is a tight-knit community of long-term settlers. In fact, nearly 
  every family tending to its fertile soil can trace its lineage in the area back 
  to Ramaashta’s founding four centuries earlier.
  These economic influences and the residents’ ancestral ties to the land 
  account for the village’s overall demeanor. Its residents are generally 
  friendly and outgoing, but they are also very superstitious and protective 
  of their own. Though they harbor no particular allegiance to Game Over, 
  they still consider the village’s infrequent visitors as kin rather than 
  strangers even to the point of risking their own well-being to protect 
  them. Figuring that the newly arrived strangers may be bounty hunters 
  too, the villagers freely admitted that Ameht Baktar, a wealthy merchant 
  that monopolizes Ramaashta’s grain trade across the overland route to the 
  distant settlement of Qiram offered a bounty to anyone who would kill 
  a sphinx that refused to share his water supplies with his caravans and 
  blocked a shorter route to the east. However, the villagers mention nothing 
  about Game Over’s involvement with Ameht Baktar, though many are 
  aware of their connection to the caravan leader. As news of the killings 
  spread, the deaths produced the desired effect — the villagers began 
  talking. For the first time, the residents acknowledged that they knew of 
  Game Over and that they maintained a hunting lodge somewhere nearby, 
  but no one knew its precise location or even general location
  For his part, the village’s competent administrator, Aramses Ottama, 
  does what he can, but he lacks the resources to protect everyone and stop 
  the killings. He has a small garrison of 6 soldiers to keep the peace. Two of 
  his men patrol the main roads leading to the surrounding farmhouses. Two 
  others maintain wary vigilance in the central square, while the remainder 
  sleeps allowing the unit to maintain around-the-clock surveillance. 
  Whenever possible, Aramses himself lends a hand along with the most 
  able-bodied citizens. The lionweres’ ability to blend in with the populace 
  allows them to keep a watchful eye on the groups’ activities and avoid 
  them with little difficulty.
  RAMAASHTA’S SOLDIERS (6)  
  CR 2
  XP 600
  Male human fighter 3
  NG Medium humanoid (human)
  Init +1; Perception +3
   
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 30 (3d10+3 plus 6)
  Fort +4, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk scimitar +7 (1d6+3/ 18–20)
  Ranged mwk light crossbow +6 (1d8/19–20)
   
  Abilities Str 16, Dex 12, Con 13, Int 12, Wis 12, Cha 11
  Base Atk +3; CMB +6; CMD 17
  Feats Point-Blank Shot, Precise Shot, Rapid Reload (light 
  crossbow), Toughness, Weapon Focus (light crossbow)
  Skills Diplomacy +1, Handle Animal +5, Intimidate +5, 
  Perception +3, Ride +6, Survival +6, Swim +7
  Languages Common, Dwarven
  SQ armor training 1
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds, Other Gear masterwork studded leather 
  armor, masterwork light crossbow, 20 bolts, masterwork 
  scimitar, 225 gp.
  Rumors
  News about the animal attacks spreads through Ramaashta like wildfire 
  and the explanations for them run the gamut from the plausible to the 
  farfetched. Everyone in the village is aware of the attacks, so PCs new to 
  the area hear about the attacks against the villagers without succeeding 
  at a skill check, though their employer likely told them already. The PCs 
  may learn the following information by succeeding on a Diplomacy or 
  Knowledge (local) check. The GM may supplement these rumors with 
  additional outlandish or conceivable explanations for the attacks and the 
  force behind them. For each successful check at that level, provide one 
  new rumor at that DC or from a lower one if the ones at that level have 
  already been heard.
  DC 10
  • The animal attacks began about a week ago at the Khottam household. 
  The beasts killed an elderly man and his grandniece. They must have brought 
  these events upon the village, because an angry spirit now haunts the home. 
  (The portion about the Khottam’s responsibility for these events is false.)
  • The creatures responsible for these attacks recently escaped captivity 
  and are exacting their revenge against their human captors. (This is a false 
  rumor.)
  • Someone who saw the killings said that he watched a large, predatory 
  cat flee the scene. The tracks left behind at the scene support the man’s 
  version of events.
  • There is a curse on this village. Some malevolent force seeks to claim 
  this accursed soil for some hidden purpose. (This is a false rumor.)
  • The Sultan and the Abaya are troubled by the killings. They are 
  seeking the aid of adventurers or more soldiers to protect the villagers.
  • The beasts never attack livestock or pets. They kill people only.
  DC 20
  • Game Over is a group of game hunters that infrequently visits the 
  village. No one knows where they live, because they slay trespassers on 
  sight. No one has seen them since the killings began. They would be well-
  suited to handle this matter.
  • Ismael Ka and Jezabel Arashka disappeared last night. The beasts 
  must have killed them, but their bodies are still missing. (This rumor 
  relates to the events in Area A: The Wharf.)
  • Three strangers arrived in town shortly before the killings started. The 
  men asked many questions about the renowned hunting group Game Over.
  • Ameht Baktar, a local merchant, offered a large bounty to evict an 
  ancient sphinx that inhabits Chass, a virtual oasis en route from Ramaashta 
  to the distant town of Qiram.
  • The first victims died inside of their homes with their doors closed 
  and intact. These creatures must be restless spirits. Beasts cannot pass shut 
  doors. (Most of this is true except for the speculation about restless spirits.)
  • A young man suffers from a horrid disease and is now under the care 
  of Sholamara at the House of Respite. (This rumor does not begin until the 
  evening of the PCs’ arrival.)
  • A ghastly corpse now haunts the banks of the Pesha River. (This 
  rumor does not begin until one day after the PCs’ arrival.)
  • A sphinx has inhabited a mysterious building about 60 miles east of 
  Ramaashta in the Maighib Desert for hundreds of years. The cantankerous 
  creature discourages visitors and keeps a close eye on his bountiful fresh 
  water springs, attacking anyone who attempts to drink from them.
  Specific NPCs are the only 
  individuals aware of these rumors.
  • Two members of Game Over appeared in town one week ago. They 
  bragged about killing a sphinx in the Maighib Desert that would fetch 
  them a handsome price.
  • Ordinary animals are not committing these attacks. Legend says 
  that the Omaruri, the ancient people that inhabited Ramaashta before the 
  Kharitsine’s arrival, used dark magic to summon beasts to serve their 
  nefarious purposes.
  Ramaashta Proper
  Though the surrounding farmland is technically part of Ramaashta, the 
  residents only use the village’s proper name to describe the main square 
  which consists of six permanent structures and the wharf. Ramaashta has 
  no formal streets per se. Instead, the village square is a haphazard cluster 
  
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  rather than an organized design. The PCs’ first steps in the village likely 
  occur on its wharf as they search for their likely point of contact, Aramses. 
  Any PC who succeeds on a DC 10 Sense Motive check notices that the 
  residents are on edge. Nervous glances and whispers greet the PCs as they 
  move through Ramaashta and its environs.
  A: The Wharf (CR 8)
  The nearly 100-foot-long wharf provides direct access to the nearby 
  Pesha River. A seasoned crew of 5 longshoremen under the supervision of 
  Salaam Rabbin and 6 sailors are currently loading barrels of grain onto 
  The Concubine of Qamara, a merchant ship that is bound for Cirat the 
  Swift-Lipped’s brewery on the outskirts of Zakkesh. He and his men are 
  single-mindedly focused on the task at hand under the constant urging of 
  Karem Abbad, the ship’s captain. The wiry, middle-aged man nervously 
  paces the wooden planks and mumbles angrily to himself as the men fill 
  the ship’s hold. He is particularly anxious to set sail from this accursed 
  village. Meanwhile, his 2 mates rest their backs against the adjacent 
  warehouse’s wall. They flank 2 shrouded figures that lie on the ground.
  LONGSHOREMEN (5) 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide 
  “Street Thug”)
  SALAAM RABBIN 
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game GameMastery Guide 
  “Dealer”)
  Karem is outwardly friendly and accommodating, especially if the PCs 
  portray themselves as acting on behalf of the Sultan or the Abaya. In any 
  case, he reveals only basic knowledge about the village and the animal 
  attacks, other than to declare them a tragedy. He claims that he arrived 
  on the wharf a few hours earlier and immediately set about the task of 
  preparing the vessel for launch, though a successful opposed Sense Motive 
  check foils his attempt to bluff the PCs. He responds to any questions 
  about the two shrouded figures with a rehearsed answer that they are two 
  mummified bodies destined for burial at the Necropolis of Rabakka. He, 
  the 6 sailors loading the ship and his 2 mates politely refuse to answer any 
  further questions under the guise that they are on a tight schedule.
  Action: The PCs’ sudden appearance unnerves Karem far more than the 
  recent killings. Though he earns a fair living from the shipping industry, 
  his true profession is much more lucrative and sinister. Karem traffics 
  human beings. He abducts attractive young men and women from remote 
  villages in the Pesha River Delta and sells them to the brothel owners 
  in Khartous’s Flame District for a hefty profit. The shrouded figures are 
  his latest victims, Ismael Ka and Jezebel Arashka. Last night, Karem and 
  his crew plied the comely, young couple with enough alcohol to render 
  them unconscious and plan to sell them to their middleman in Zakkesh 
  before offloading their goods at the brewery. They believe that the lion 
  attacks provide the perfect cover story to account for the young people’s 
  unexplained disappearance. They try to pass off the shrouded figures as 
  two dead bodies awaiting entombment at the Necropolis of Rabakka.
  Karem is short on details about the deceased or religious rituals. A 
  PC may attempt a DC 15 Knowledge (religion) check to recognize that 
  the burial process does not comply with traditional practices. If any 
  PC approaches Ismael and Jezebel, Karem rushes forward and bars the 
  PC from moving any closer. Even from a distance, a successful DC 15 
  Perception check notices the smell of alcohol, while a successful DC 25 
  Perception check notices that they appear to be breathing. Karem attempts 
  a Bluff check to allay the PCs’ suspicions claiming that the alcohol smell 
  is actually a “salt wash” and that the figures appear to be breathing or 
  moving because their bodily fluids are “settling in their chest cavity.” If 
  the ruse fails, Karem, his 2 mates, and the 6 sailors rush the PCs. Karem 
  and his 2 mates maneuver around in combat looking for flank attacks or 
  trying to catch an opponent flat-footed. The 6 sailors fight to the best of 
  their abilities, but they are badly overmatched. They surrender or flee into 
  the Pesha River and swim for the other side. Likewise, Karem and his 2 
  mates loose the boat’s moorings and feverishly row away from shore. If 
  escape is not realistic, Karem and his crew reluctantly surrender.
  For their part, Salaam and his 5 longshoremen willingly answer the 
  PCs’ questions. They are aware of all of the rumors in the first two 
  categories of the preceding Rumors section. Inquiries directed at Salaam 
  alter Karem’s demeanor making him extremely edgy and agitated. He 
  stammers about deadlines and loudly declares that the PCs are wasting 
  his time and money. If his protestations do not halt the PC’s questions, he 
  directly intervenes and physically nudges the PCs aside until they leave. 
  As soon as combat breaks out, Salaam and his 5 longshoremen retreat to 
  a safe location and take in the spectacle from afar. They do not intervene 
  under any circumstances and flee into the adjoining warehouse or the 
  village square whenever the circumstances warrant a hasty escape.
  KAREM ABBAD 
  CR 5
  XP 1,600
  Male human rogue 6
  NE Medium humanoid (human)
  Init +8; Perception +8
   
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 42 (6d8+6 plus 6)
  Fort +4, Ref +10, Will +3
  Defensive Abilities evasion, resiliency, trap sense +2, 
  uncanny dodge
   
  Speed 30 ft.
  Melee +1 short sword +10 (1d6+3/19–20)
  Special Attacks rogue talents (finesse rogue, surprise 
  attacks), sneak attack +3d6
   
  Abilities Str 14, Dex 18, Con 13, Int 10, Wis 11, Cha 12
  Base Atk +4; CMB +6; CMD 2
  Feats Combat Reflexes, Dodge, Improved Initiative, Weapon 
  Focus (short sword), Weapon Finesse
  Skills Acrobatics +11, Appraise +8, Bluff +10, Diplomacy 
  +7, Disable Device +12, Disguise +7, Escape Artist +8, Heal 
  +2, Intimidate +6, Perception +8, Profession (merchant) +5, 
  Profession (sailor) +5, Sense Motive +7, Sleight of Hand +9, 
  Stealth +12
  Languages Common
  Combat Gear potion of barkskin +2, potion of cure 
  light wounds (2); Other Gear masterwork chain shirt, +1 
  shortsword, cloak of resistance +1, masterwork thieves’ tools, 
  290 gp.
  KAREM’S MATES (2) 
   CR 3
  XP 800
  Male human fighter 4
  NE Medium humanoid (human)
  Init +1; Perception +0
   
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 38 (4d10+8 plus 4)
  Fort +6, Ref +4, Will +3; +1 vs. fear
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk rapier +10 (1d6+6/18–20)
   
  Abilities Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 13
  Base Atk +4; CMB +8; CMD 19
  Feats Intimidating Prowess, Iron Will, Lightning Reflexes, 
  Quick Draw, Weapon Focus (rapier), Weapon Specialization 
  (rapier)
  Skills Bluff +3, Intimidate +10, Profession (sailor) +2, Sense 
  Motive +2
  Languages Common
  SQ armor training 1
  Combat Gear potion of bull’s strength; Other Gear +1 
  
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  Dunes of Desolation
  breastplate, masterwork rapier, masterwork heavy wooden 
  shield, 273 gp.
  KAREM’S SAILORS (6)  
  CR 1
  XP 400
  Male human expert 3
  NE Medium humanoid (human)
  Init +0; Perception +6
   
  AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
  hp 13 (3d8)
  Fort +3, Ref +1, Will +4
   
  Speed 30 ft.
  Melee mwk club +5 (1d6+2)
   
  Abilities Str 14, Dex 10, Con 11, Int 9, Wis 13, Cha 8
  Base Atk +2; CMB +4; CMD 14
  Feats Endurance, Great Fortitude, Skill Focus [Profession 
  (sailor)]
  Skills Climb +8, Heal +7, Perception +6, Perform (sing) +3, 
  Profession (cook) +7, Profession (sailor) +10, Survival +7, Swim +8
  Languages Common
  Gear masterwork club, masterwork studded leather armor, 
  masterwork light wooden shield, 152 gp.
  Development: The wily captain has one more hand to play. As he 
  and his mates moved through the village last night, they overheard other 
  residents talking about three strangers asking questions about Game 
  Over. During his travels, Karem heard that the reclusive hunters maintain 
  a hunting lodge on the edge of the Maighib Desert alongside a remote 
  stretch of grassland outside of Ramaashta. Though he does not know the 
  exact location, he claims that the structure stands near a small hill that the 
  locals refer to as Traitor’s Ridge. If the PCs provide this information to 
  the local residents, they can point the PCs towards Game Over’s general 
  vicinity. The clever businessman does not divulge this information for 
  nothing. Ever the opportunist, Karem’s asking price is his and his crew’s 
  freedom. If the PCs balk at his initial proposal, he drops his demands to 
  free his sailors and as a final offer — his mates. Should that fail, he refuses 
  to negotiate any further and instead looks for an opportunity to escape.
  Once revived, Ismael and Jezebel recall little from the night before 
  other than drinking very heavily in the company of Karem and his two 
  shipmates. Like most other villagers, they know something from the first 
  category in the Rumors section, but cannot provide any additional useful 
  information.
  B: Warehouse
  Salaam and his longshoremen are responsible for the warehouse’s 
  maintenance, security and operation. Under normal circumstances his 
  team mans the building from dawn until dusk. After hours, they lock the 
  doors granting access to the wharf and the village square proper. Salaam 
  keeps the key on his person, though he also has a spare key that he keeps 
  hidden in his rented room at the Hook and Sickle. Any attempts to forcibly 
  open one of the warehouse’s doors may attract attention from bystanders 
  in the village square or possibly the soldiers on duty.
  Strong Wooden Door: 2 in. thick; hardness 5; hp 20; Break DC 
  25; Disable Device DC 24.
  The warehouse currently stores 24 full barrels of wheat, 8 barrels of 
  barley and 6 crates of cured meat. The items’ values range from 5 gp 
  for each barrel of wheat, 10 gp for each barrel of barley and 25 gp for 
  each crate of cured meat. These products are awaiting shipment to various 
  locations along the Pesha River as well as Qamara, Qiram and the city 
  of Khartous, so they are technically belong to the village’s farmers who 
  did not get paid for these items yet. Stealing these commodities and 
  attempting to resell them within Ramaashta creates a major complication 
  for the PCs who may face an accusation of theft.
  C: Administration Building
  Ramaashta’s government functions out of this small, multipurpose 
  building. The structure houses Aramses Ottama’s personal quarters, 
  barracks chambers for the village’s tiny garrison of 6 soldiers, a 
  courtroom that doubles as a meeting chamber, a jail cell, a common room 
  and Aramses private office. Aramses occupies the building for most of 
  the day and night with occasional jaunts to the village square for food, 
  supplies or a brief respite from the stress plaguing his tiny settlement. 
  The soldiers work in 8 hour shifts, so two soldiers are always asleep 
  in the barracks chambers, while the remaining four soldiers patrol the 
  village with two in the main square and the other two scattered across the 
  surrounding farmland. Though the front entrance is normally open to the 
  public, Aramses locks the administration building after dark.
  Strong Wooden Door: 2 in. thick; hardness 5; hp 20; Break DC 
  25; Disable Device DC 26.
  Aramses’ Information
  Aramses is not suited for handling this type of situation so he is 
  extremely relieved that someone responded to his request for aid. He and 
  at least two of his soldiers surveyed each of the crime scenes, though 
  they are not trained or skilled investigators. They were adept enough to 
  secure two eyewitness accounts blaming the attacks on at least two large 
  male lions. The bite marks and slashing wounds found on the victims 
  corroborate these accounts. The attacks follow the same modus operandi 
  in each case with one notable exception for the first killing. The first 
  two victims were found in their homes; the other victims died outside 
  of their residence and alone. In each case, the beasts assaulted their prey 
  at night. Despite Aramses’ warnings to remain inside with the doors and 
  the windows firmly shut and locked, he and his soldiers discovered the 
  bodies outdoors with no signs of forced entry. After the killings, the 
  beasts’ telltale trail seems to vanish without a trace. In addition to the 
  preceding information, Aramses may divulge one rumor from each of 
  the first two categories presented in the Rumors section. Aramses is also 
  aware of Ameht Baktar’s bounty to rid Chass of its resident sphinx. He 
  sees no connection between the village’s current crisis and this event, so 
  he makes no mention of it unless the PCs directly ask him about Ameht 
  Baktar or the sphinx.
  Aramses eagerly agrees to cooperate with the PCs during their stay in 
  Ramaashta. He can direct them to all of the murder scenes and introduce 
  them to other NPCs in the village. (The murder scenes are described in 
  later in the adventure.) His soldiers also obey his orders, including those 
  directing them to follow or accompany the PCs during their travels 
  through the village.
  D: Hook and Sickle Inn
  The Hook and Sickle Inn is the place to go for Ramaashta’s best food, 
  drink, conversation and local gossip. Hartuz Takram (CN male human 
  commoner 2, Str 14, Profession [bartender] +5) and his wife, Amara 
  Takram (N female human commoner 1, Int 12, Profession [cook] +6) own 
  the establishment. The cantankerous older couple dotes on their patrons and 
  guests, while hurling an endless barrage of insults and disparaging remarks at 
  one another. Locals marvel at the pair’s ability to twist the Common tongue 
  to create hilarious, new expressions to describe each other’s shortcomings. 
  Phrases such as “hag’s rectal wart”, “flaccid maggot wand”, “camel vomit 
  breath”, “beetle dung brain” and “goopy gelatinous breast” ring out from 
  behind the bar and the kitchen with alarming regularity. Though the 
  contemptuous display violates every rule of decorum, Ramaastha’s residents 
  are so accustomed to the vulgarity that they consider it part of the Hook and 
  Sickle’s signature charm. In fact, some believe that the confrontations are 
  actually staged for entertainment purposes.
  The Hook and Sickle Inn’s bar and restaurant area opens at varying 
  times during the mid-morning and closes a few hours after sunset. 
  Residents and guests receive a key to lock and unlock the front door 
  during non-business hours.
  
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  King of Beasts
  Good Wooden Door: 1-1/2 in. thick; hardness 5; hp 15; Break 
  DC 18.
  The multipurpose institution serves as a bakery, restaurant, tavern, 
  coffee house, hookah lounge and inn. Local residents and traveling 
  merchants pack the tables and bar throughout the day. Food, drink and 
  rumors fly across the room on a regular basis, including those listed 
  from the first two categories in the Rumors section. Some of the regulars 
  include retired miner Graz Quartzbane (CN male dwarf expert 5; Con 
  15; Profession [miner] +9) who sports an entire mouth full of quartz teeth; 
  local courtesan Ciril Mambai (NG female human expert 2; Cha 14; 
  Profession [courtesan] +6) whose looks greatly outshine her intelligence; 
  hookah smoker Khomar the Inhaler (CN male human rogue 1; Cha 13; 
  Escape Artist +5) who is the source for any illicit drugs; and resident 
  ladies’ man Rallam ibn-Maktuush (CG male human aristocrat 3; Cha 15; 
  Bluff +8) who runs at the mere mention of an angry husband. In addition 
  to its patrons, Kharita (CG female half-elf expert 2; Cha 15; Profession 
  [barmaid] +7), an attractive and friendly woman waits the tables on most 
  days. If directly questioned about Ameht Baktar or Game Over, she 
  distinctly recalls that the caravan master and the hunting troupe’s sibling 
  pair met at the inn a few weeks ago to discuss some business venture. She 
  did not hear the specifics of their conversation, though she is certain that 
  the meeting ended with firm handshakes and a rousing toast. As an aside, 
  she mentions that three strangers also asked questions about Game Over 
  and a bounty for killing some powerful beast several days earlier.
  The lionweres visited the Hook and Sickle on their first three days in 
  Ramaashta hoping the locals could quickly steer them in Game Over’s 
  direction. After Aramses deployed two of his soldiers in the village 
  square, the trio stopped visiting the Hook and Sickle regularly and instead 
  focused their efforts in the outlying areas with occasional jaunts to the 
  village square to keep a tab on current events.
  E: Skin and Bow
  Hurkuul Gristlebeard (CG male dwarf expert 5; Wis 15; Craft 
  [leather] +10), a retired dwarf miner from the Al-Illam salt plains, is the 
  proprietor of Skin and Bow, Ramaashta’s sole armory. The gruff, foul-
  mouthed craftsman manufactures a variety of leather armor and wooden 
  weapons from local products. He is also the village’s only source of non-
  healing related magic items which he acquires from passing merchants in 
  exchange for his wares. He always keeps at least one suit of masterwork 
  leather and masterwork studded leather armor in stock at all times along 
  with a complement of composite longbows and shortbows. If he is not 
  minding his shop, Hurkuul tans leather in his attached work area or carves 
  bows and arrows from freshly cut wood. Skin and Bow is open from mid-
  morning until supper time. At night he securely fastens both doors and 
  sleeps in a pull-out bed built into the wall.
  Strong Wooden Door: 2 in. thick; hardness 5; hp 20; Break DC 23.
  Hurkuul exclusively supplies Game Over with some of their weapons 
  and armor. He is particularly friendly with Caleb Ansiki and his sister 
  Guadalupe Ansiki, the hunting group’s two archers. Because of his close 
  personal relationship with the pair, he is extremely hesitant to say anything 
  about them or their activities other than he occasionally does business with 
  them. He also relays that the PCs are not the first individuals asking him 
  about his relationship with Game Over, though he says nothing else about 
  the encounter. The PCs may overcome his reluctance with a successful 
  DC 22 Diplomacy check, though he provides answers about the group 
  under direct questioning only. A PC may add +1 to the Diplomacy check 
  for every 100 gp he spends in Hurkuul’s shop. If the check succeeds, 
  Hurkuul acknowledges his relationship with the Ansiki siblings and 
  relays that they visited him about two weeks ago. They purchased twelve 
  magical arrows specifically imbued to harm magical beasts. He also tells 
  the PCs that three strangers with unusual accents also asked him about 
  Game Over several days ago. He told them virtually nothing, and he 
  never saw them again. If the Diplomacy check succeeded by 5 or more, 
  Hurkuul begrudgingly admits that Caleb and Guadalupe returned a week 
  later bragging that they killed a sphinx near an ancient building known as 
  Chass in the Maighib Desert. They also mentioned that they would soon 
  spend plenty of coin in his store because they were poised to receive a 
  large payment from Ameht Baktar, a local merchant who offered a sizable 
  bounty to kill a sphinx inhabiting an important way station on his route 
  to Qiram. Hurkkul has no direct knowledge about Game Over’s hunting 
  lodge other than it lies south of Ramaashta along the edge of the Maighib 
  Desert. Hurkkul has never been to Chass either, though he knows its 
  purported general location.
  F: Tariq’s Emporium
  A Ramaashta institution, Athman al-Qasaad, the general store’s 
  current owner, purchased it from its founder a decade ago. The shop 
  features an eclectic collection of local food products, clothing and 
  other sundry items as well as an assortment of exotic goods and wares 
  purchased from passing merchants and visitors. The store opens shortly 
  after dawn and closes in the late afternoon. Athman lives in a small room 
  connected to the store. The emporium’s proprietor is a chatty busybody 
  with a reputation for knowing exactly what his customers want within a 
  minute of meeting them, but the detail-oriented merchant fails to see that 
  his assistant Maritza Huumdal (CG female human commoner 2; Cha 
  13; Profession [merchant] +6) is madly in love with him. The caravan 
  master, Ameht Baktar is one of Athman’s main suppliers, so he is aware 
  of Ameht’s hefty bounty to eradicate the sphinx that stands in his way of 
  securing a quicker route across the Maighib Desert. Yet, the nosy Athman 
  is less willing to part with information than he is to inquire about it. The 
  PCs may learn of his involvement with Ameht Baktar as well as his bounty 
  offer with a successful DC 26 Diplomacy check. If the check succeeds by 
  5 or more, he also reveals that the hunting troupe Game Over accepted his 
  bounty and is now waiting to collect their spoils.
  Strong Wooden Door: 2 in. thick; hardness 5; hp 20; Break DC 23.
  ATHMAN AL-QASAAD 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game GameMastery Guide 
  “Shopkeep”)
  G: Sholamara’s House of Respite
  In keeping with the traditions of the Church of Fatimashan, Sholamara, 
  Ramaashta’s resident cleric and healer operates a rudimentary hospital that 
  serves as a gathering place for fellow believers. The makeshift house of 
  worship remains open and unlocked at all times. In light of recent events, 
  the hallowed shrine is more akin to a morgue than a house of healing, as 
  mummification is the church’s common practice. In fact, Sholamara is so 
  overwhelmed by the recent demand that she hired three local farmhands, 
  Erdogu (CG male human commoner 1; Wis 11; Profession [farmer] +5), 
  Habbas (CG male human commoner 1; Str 11; Profession [farmer] +5) 
  and Raheem (CG male human commoner 1; Cha 11; Profession [farmer] 
  +5) to assist her with the embalming process. The rash of killings tests 
  Sholamara’s faith, but she is up to the task and more resolved than ever 
  to assist her followers during their greatest time of need. She holds daily 
  prayer services at noon, and she welcomes the PCs’ arrival as Mah-
  Barek’s answers to the pleas of the faithful.
  Sholamara and her assistants could not help but see the decedents’ 
  graphic injuries during the mummification process. As a healer, she 
  recognized that the wounds are consistent with teeth and claw marks dealt 
  by a large, predatory cat; however she also noticed that the attackers left 
  three different bite patterns in the victims’ skin. She is very animated 
  about this point and believes that it is clear-cut evidence that a team of 
  beasts works together to perpetrate these atrocities. She eagerly shares 
  her opinion that the coordination and planning involved in these attacks 
  indicate the work of intelligent monsters rather than wild animals. 
  Sholamara is less reluctant to discuss an ancient religion’s involvement 
  in these events without a successful DC 20 Diplomacy check. If the PC 
  succeeds on the check, Sholamara conveys that a lost race known as the 
  Omaruri once inhabited these lands centuries ago. Rumors claim that 
  
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  the priests of the Omaruri’s dark earth goddess participated in rites and 
  rituals that gave them dominion over monstrous beasts. The secrets of 
  their magic are lost to the race of men, but many believe that a sphinx 
  dwelling in the ancient stronghold of Chass undoubtedly has access to 
  their forgotten mysteries.
  If Mesut is here, his case confounds Sholamara. She cured his injuries, 
  yet the disease lingers and seems to be worsening. She correctly believes 
  that beasts did not cause the trauma and a strange contagion is afflicting 
  the terrified young man. The overwhelmed cleric also tells the PCs that 
  his fellow farmhands found him near the banks of the Pesha River on the 
  El-Rouf farm which may prompt the PCs to investigate the area.
  Mesut is conscious, but catatonic. He stares blankly at the nearest object 
  and says nothing even when someone directly addresses him. The damage 
  is psychological so any magic short of a heal fails to snap Mesut from his 
  catatonia. Mesut recalls little of that night other than the haunting image 
  of a monstrous cadaver covered in mud attacking him. The creature said 
  nothing during the assault and seemingly left the traumatized farmhand 
  for dead.
  Sholamara happily agrees to tend to the PCs’ wounds and spiritual 
  needs, though she is unwilling to accompany them in their further 
  adventures. She insists that her place is with the devoted, and not 
  traipsing across the Maighib Desert meting out punishment and 
  bloodshed.
  SHOLAMARA 
  CR 3
  XP 800
  Female human cleric of Mah-Barek (Church of Fatimashan) 4
  NG Medium humanoid (human)
  Init +0; Perception +3
   
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 29 (4d8+4 plus 4)
  Fort +5, Ref +1, Will +7
   
  Speed 30 ft.
  Melee quarterstaff +2 (1d6–1)
  Special Attacks channel positive energy 8/day (DC 15 [17 to 
  damage undead], 2d6)
  Domain Spell-Like Abilities (CL 4th)
  6/day—gentle rest, touch of glory (+2)
  Spells Prepared (CL 4th)
  2nd—augury, gentle reposeD (3)
  1st—endure elements, obscuring mist, protection from evil, 
  sanctuary (DC 14), shield of faithD
  0 (at will)—create water, purify food and drink, read magic, 
  stabilize
  D Domains Glory, Repose
   
  Abilities Str 8, Dex 10, Con 12, Int 13, Wis 16, Cha 16
  Base Atk +3; CMB +2; CMD 12
  Feats Extra Channel, Selective Channeling, Turn Undead
  Skills Diplomacy +10, Heal +10, Knowledge (nature) +5, 
  Sense Motive +8, Spellcraft +6
  Languages Common, Dwarven
  Gear leather armor, quarterstaff
  Ramaashta’s Outskirts
  During the course of their investigation, the PCs are likely to explore 
  the farmland surrounding Ramaashta’s central square in search of clues 
  and witnesses to the killings or to pursue the lionweres moving about 
  the area. Eight families, including Aramses Ottama, own spacious tracts 
  of land along the settlement’s outskirts. The individual farms are all 
  accessible by a central road that leads out of the village and runs parallel 
  to the Pesha River. Vast fields of wheat, barley and rice border the main 
  thoroughfare. Smaller trails periodically split off from the road and cut a 
  path through the waves of grain to the distant farmhouses perched atop the 
  properties’ highest point. The following section provides a brief overview 
  of each property and its residents.
  R1: Al-Hoda Farm
  The Al-Hoda estate includes large fields of wheat and barley, a small 
  vineyard with a winery and three silos for storing grain. The land’s 
  middle-aged owner, Jafraazi Al-Hoda (CG male human commoner 2; 
  Wis 12; Profession [farmer] +6) fancies himself an amateur winemaker. 
  He lives in a spacious farmhouse along with his wife Talia (CG female 
  human commoner 1; Wis 10; Profession [cook] +5) and their three teenage 
  children Habriz (NG male human commoner 1; Int 11; Profession 
  [farmer] +5), Zafrez (NG male human commoner 1; Str 12; Profession 
  [farmer] +5) and Peshwari (CG female human commoner 1; Cha 11; 
  Profession [farmer] +5). They are courteous, polite people that refrain 
  from talking about their neighbors or even strangers in a disparaging light. 
  Their 8 farmhands (CG male human commoner 1; Str 11; Profession 
  [farmer] +4) live in a cozy, well-maintained servants’ residence adjacent 
  to the main house. Like their employers, these workers are gracious, but 
  subdued.
  R2: Kalifa Farm
  The Kalifas own one of the smaller tracts of land in Ramaashta, but their 
  patriarch, Mamelak Kalifa (N male human expert 3; Cha 12; Bluff +7) still 
  harbors grandiose ambitions. He tends to the land with his two surviving sons, 
  Mustafa (CN male human commoner 2; Wis 12; Profession [farmer] +6) and 
  Khalif (N male human expert 2; Cha 12; Bluff +6), along with a complement 
  of 6 farmhands (CN male human commoner 1; Wis 11; Profession [farmer] 
  +4). Unlike most estates, the Kalifa family and their workers occupy the same 
  quarters atop a hill overlooking their land. Mamelak exclusively grows wheat 
  that he stores in the family’s lone silo or that he mills into flour used to make 
  bread and other cereal products in their bakery. Mamelak and his sons are 
  scheming blowhards that see an opportunity to subtly annex additional land 
  from their deceased neighbors, the Khottoms. They are outwardly friendly to 
  friends and strangers alike, though one cannot help but take everything they 
  say with a heaping spoon of salt.
  R3: Cuzek Farm
  Naheem Cuzek (CG male human aristocrat 2; Wis 12; Profession 
  [shepherd] +8) operates the largest and most lucrative farm in Ramaashta. 
  His parcel is nearly double the size of his competitors and supports a diverse 
  array of crops including wheat, barley and quinoa as well as a vast expanse of 
  grassland to support his sheep and cattle. Naheem and his team of 6 laborers 
  (NG male human commoner 1; Wis 11; Profession [farmer] +6) handle the 
  livestock, while his daughter Zumia (CG female human commoner 2; Wis 
  12; Profession [farmer] +6) and her husband Kabbar (CG male human 
  Witness Accounts
  If an attack already took place on that property, the PCs have a 
  20% chance of encountering someone who actually saw a killing 
  or its aftermath. In this case, the witness provides the PCs with 
  one of the following bits of information. The GM should avoid 
  providing duplicate information and instead grant a new clue for 
  each witness from the following choices.
  • I saw three lions seemingly appear out of nowhere. They 
  ignored the other animals they encountered along the way. The 
  beasts then surrounded the victim and slew him with their claws 
  and teeth before running off.
  • A few minutes before I heard the victim scream, I saw those 
  three strangers talking to him. I turned away to finish my chores, 
  but when I ran back to investigate I saw a large beast running from 
  the scene.
  • Although I am not sure, I swear I heard the beasts conversing 
  with one another during the attack. I could not hear what they were 
  saying, though I am certain that they spoke Common.
  • A few minutes before the attack, the victim told me that he 
  was going outside for a few minutes to give some hunters an 
  overview of the property.
  
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  commoner 2; Wis 12; Profession [farmer] +6) oversee and supervise a crew 
  of 10 men and women (CG male and female human commoner 1; Wis 11; 
  Profession [farmer] +4) to tend to their fields. Naheem and his immediate 
  family live in a resplendent manor house more akin to a cosmopolitan setting 
  than a country estate. Their workers predominately occupy modest living 
  quarters close to the fields and grasslands, though a few take up permanent or 
  transitory residence at the Hook and Sickle in the village square. The property 
  also includes a slaughterhouse, smoke house and six silos for grain storage. 
  The Cuzek family members are hardworking people who mind their own 
  business, though they are always willing to help a neighbor in need.
  R4: Sharif Farm
  This property’s main residence is the only farmhouse visible from 
  Ramaashta’s village square. The family’s elderly, iron-willed matriarch 
  Eliyah Sharif (LG female human expert 3; Int 14; Knowledge [religion] 
  +11) still works the property’s rice fields with the help of her two grandsons, 
  Umar (LG male human commoner 1; Wis 12; Profession [farmer] +6) and 
  Padeem (CG male human commoner 2; Wis 12; Profession [farmer] +6) 
  and granddaughter Lalah (NG female human expert 2; Wis 12; Knowledge 
  [religion] +6). She and her grandchildren live in the meticulously maintained, 
  elevated farmhouse that has stood for more than two centuries. Eliyah is an 
  extremely pious, good-hearted woman with a rugged, no nonsense exterior, 
  qualities that she instilled in her descendants. The family’s 6 farmhands 
  (CG male human commoner 1; Wis 10; Profession [farmer] +4) live in 
  a small residence more akin to a military barracks further away from the 
  nearby Pesha River. They are fiercely loyal to their employer and consider 
  the Sharif’s land as their ancestral home.
  R5: Aramses Farm
  Ramaashta’s resident administrator, Aramses Ottama, owns a prime 
  location along the Pesha River next to the village square. Aramses’ civic 
  duties occupy most of his time; hence his son Rahaab (CG male human 
  commoner 2; Wis 12; Profession [farmer] +6) manages the farm in his 
  absence. The family grows a diverse array of rice, wheat, barley and 
  other niche grains that they use to bake breads in their bakery or ship to 
  Qamara and Khartous for their usage in specialty products. They store 
  the excess grain in four silos scattered about the property. Under normal 
  circumstances, Aramses would return to his comfortable home in the 
  evenings to his wife Ullema (LG female human aristocrat 2; Cha 13; 
  Perform [sing] +6) and his two children, but the current crisis prevents 
  him from doing so. The Ottama family gladly offers their assistance to 
  anyone investigating the brutal slayings, as do their 11 farmhands (NG 
  male human commoner 1; Wis 10; Profession [farmer] +4) who live in 
  four cottages close to the village square.
  R6: Bizayad Farm
  Like his much larger neighbor, Omar Bizayad (CG male human 
  commoner 3; Wis 14; Profession [farmer] +7) also uses his farm to 
  raise livestock, though he devotes a much higher percentage of his 
  available land towards animal husbandry. Nearly 100 goats and sheep 
  feed on the fertile grasses which the family uses to produce wool, milk 
  and cheeses as well as meat and leather. In fact, Omar’s wife Tarania 
  (CG female human commoner 2; Wis 12; Profession [seamstress] +6) 
  and his three daughters, Jamilah (CG female human commoner 1; Wis 
  11; Profession [seamstress] +4), Sabah (CG female human commoner 
  1; Wis 10; Profession [seamstress] +4) and Zahra (CG female human 
  commoner 2; Wis 12; Profession [seamstress] +5) manufacture clothing, 
  while the remaining 6 laborers (CG male human commoner 1; Wis 10; 
  Profession [farmer] +4) feed and care for the animals. The farm includes 
  a dairy facility, a slaughterhouse and a smoke house. The Bizayads 
  are hyperactive, disorganized people with good hearts. They live in a 
  ramshackle, older residence at the far end of their property, while their 
  help lives in a dilapidated shack next door.
  R7: El-Rouf Farm (CR 8)
  The village’s most fertile soil is found in the El-Rouf Farm which is 
  also the village’s oldest farm. The historic tract of land is in great danger 
  of falling into ruin or being devoured by its neighbors, as its owners, 
  Youssef El-Rouf (CG male human commoner 2; Wis 9; Profession 
  [carpenter] +5) and his wife Khari (NG female human expert 2; Int 15; 
  Profession [merchant] +7) enter their thirties without any children. The 
  farm exclusively grows rice and is renowned throughout Khartous for its 
  extremely flavorful and flood-resistant variety of rice. Youssef is a rather 
  oafish figure, so Khari manages much of the family’s affairs including 
  managing the farm’s 8 farmhands (CN male human commoner 1; Wis 10; 
  Profession [farmer] +5) and making decisions on behalf of her husband. 
  Youssef is an adequate carpenter, so he maintains the family’s stylish, yet 
  modest residence as well as the cottages where their employees live.
  Though the recent killings greatly concern Youssef and Khari, 
  Nawalapuura and her 4 draugr minions represent a more immediate and 
  pressing danger to them than the lionweres. The bog mummy and her servants 
  hide in the tall reeds on the banks of the Pesha River during the day and 
  emerge from their hiding place at night to attack anyone that crosses their 
  path. She remains partially submerged during the day and stalks the river bank 
  in the evening along with her draugr allies who rise from their resting places 
  at the bottom of the river. PCs searching the area around the Pesha River must 
  succeed on a DC 31 Perception check to spot the concealed bog mummy 
  during the day. A successful DC 21 Perception check spots Nawalapuura at 
  night. However, her proximity to the river makes it relatively easy to track 
  her movements. A successful DC 10 Perception or Survival check detects 
  her tracks, and the PC can follow the tracks to Nawalapuura’s concealed 
  hiding place with a Survival check. If the PCs track her to her lair, she and her 
  minions rise from the muck and attack. Nawalapuura already infected one of 
  their farmhands with bog rot. (See the preceding “Nawalapuura” section for 
  details on her actions and her complete stats.)
  R8: Khottam Farm (CR 7)
  The lionweres began their carnage at this remote farm, killing its 
  elderly owner Yeshua Khottam and his grandniece Shadara. Unlike the 
  subsequent killings, the lionweres did not plan to kill the frail patriarch 
  and his young relative. The lionweres falsely believed that the old man 
  would lead them to Game Over’s doorstep with a few simple questions. 
  As their inquiries progressed and their frustration increased, Yeshua’s 
  suspicions about the mysterious strangers grew. He accused them of 
  working as agents of the Khalifas trying to strong arm him into selling 
  his property. An argument ensued, and the lionweres morphed into their 
  hybrid form and killed Yeshua and Shadara.
  The deaths left the land and the business in disarray. Shadara was 
  Yeshua’s last living heir, so the property’s ownership and the land itself 
  remain in limbo. The 3 farmhands (LN male human commoner 1; Wis 
  10; Profession [farmer] +4) that remain still tend to the wheat and rye 
  fields, but they are uncertain whether they can legally sell the crops or 
  stay in their cottages for much longer. Since the killings, strange sounds 
  emanate from the main residence. Though they did not see anything, the 
  eerie activity keeps them awake for most of the night. To make matters 
  worse, they feel their neighbors’ greedy eyes bearing down on the land 
  so much that they initially suspected them of committing the killings 
  until other victims started perishing. Because of these complications, the 
  workers are reluctant to say anything about the slayings or anything else 
  that took place here. In fact, they vigorously discourage the PCs from 
  investigating the main residence out of fear.
  Investigation: The main house is a neglected building in a state of utter 
  disrepair. Though the bodies were removed the telltale signs of a deadly 
  struggle are plainly evident in and around the residence. Streaks and 
  droplets of dried blood stain the front door and interior walls, furniture 
  is toppled over or smashed and the walls bear various holes and impact 
  marks as if struck by a heavy object. Bloody footprints and even partial 
  paw prints are still visible on the floor. The exterior doors and windows 
  are intact and undamaged.
  A week has passed since the killings, but some unusual tracks remain. 
  A PC that succeeds on a DC 25 Survival check notices that the paw prints 
  on the floor originate from inside the home rather than outside. In other 
  words, the beasts did not leave a trail leading into the residence. Instead, 
  it seems that they spontaneously appeared in the center of the room and 
  then left through the front door. The trail then leads into the fields and 
  becomes impossible to follow. In addition, a PC that succeeds on a DC 30 
  Perception check notices an unusual hole in the wall that is too clean to 
  have come from a claw or tooth. Though the PC cannot identify the exact 
  
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  source, it is apparent that it was made by a manufactured weapon driven 
  into the wall with tremendous force unlikely to have come from an elderly 
  man or petite woman.
  As the PCs rummage through the Khottam residence, they encounter its 
  lone occupant — a spectre. Yeshua’s restless spirit emerges from a back 
  room to confront the PCs. He cannot bear to leave his ancestral home, 
  especially given the circumstances of his death. The translucent spectre 
  resembles a wizened man with no teeth and deep wrinkles crisscrossing 
  his face. He is powerless in sunlight, so Yeshua preferably attacks at night 
  or somewhere indoors away from the doors or windows. After hitting his 
  first victim, he mumbles something about “confounded lion-men” and 
  “greedy Khalifas” before resuming the offensive. The angry spectre says 
  nothing else and refuses to engage in any further conversation. Yeshua 
  defends his residence at all costs even if it destroys him.
  SPECTRE 
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary “Spectre”)
  R9: Burial Vault
  Like nearly all other Khartous communities, Ramaashta inters the 
  mummified remains of its deceased residents in a nearby, subterranean 
  burial vault. Sholamara, the local priestess of Mah-Barek serves as the 
  tomb’s caretaker. Under normal circumstances, the burial vault is tranquil 
  and reassuring; however the recent untimely deaths are taking their toll on 
  the residents’ emotions and the village’s resources. At least 1d4 mourners 
  (CG male and female human commoner 1; Wis 10; Knowledge [local] 
  +4) moan and wail the loss of a departed family member or friend. These 
  individuals know the first two categories of Rumors. The complex is 
  kept open during the day to accommodate visitors and locked at night. 
  Sholamara has the only key.
  Strong Wooden Door: 2 in. thick; 5 hardness; 20 hp; Break DC 
  25; Disable Device DC 22.
  The burial vault consists of ten separate rooms including one for each 
  of the eight farm-owning families and two more for the common citizens. 
  Most corpses lie in a simple wooden coffin though a few of the village’s 
  wealthiest residents spend eternity in a bronze or stone sarcophagus. Gifts 
  of fresh grain, rice plants and burning incense can be found atop or near 
  the burial vault’s most recent additions.
  M: Murder Scenes
  It is very likely that the PCs may want to investigate Ramaashta’s other 
  murder scenes at some point during the adventure. Unlike the carnage at 
  the Khottam Farm, the lionweres meticulously planned these slayings, so 
  they are virtually identical in all major respects. The killings took place 
  outdoors in a quiet, remote area a good distance away from any homes 
  or other common areas. A successful Survival check detects the presence 
  of large animal tracks around the victim’s body. The check’s DC is 13 +1 
  for every day since the killing. The lionweres’ trail leads away from the 
  murder and eventually joins up with the main thoroughfare. Inexplicably, 
  the animal tracks suddenly disappear after reaching the road and blend 
  with the other humanoid footprints traversing the path on a daily basis.
  Part Two: 
  The Road to Chass
  After stopping the lionweres’ murderous rampage in Ramaashta, the 
  next stage of the adventure takes the PCs out of the village and onto 
  the unforgiving road to Chasshagra’s abode. In addition to the perilous 
  journey across the forbidding Maighib Desert, the PCs may decide to 
  search for Game Over’s hunting lodge to obtain additional information 
  or perhaps to return Savvith’s head to her bestial lover. The prevailing 
  weather conditions and the dunes’ native denizens make the trek to Chass 
  a dangerous one indeed.
  Game Over’s Trail
  After learning of the hunting troupe’s unwitting role in the current crisis 
  and the lionweres’ interest in them, the PCs may be inclined to take the hunt 
  to them rather than await their arrival in the village. The sheer volume of 
  foot traffic makes it is impossible to follow a trail from the square to their 
  lodge on Ramaashta’s outskirts, so the PCs must rely upon the locals’ word 
  of mouth as well as trial and error to find their hideout. In general terms, the 
  residents believe that Game Over lives several miles beyond the Ramaashta’s 
  southernmost farms near the edge of the Maighib Desert; however if the PCs 
  mention its proximity to Traitor’s Ridge, the locals provide more specific 
  directions. Even if the PCs stumble in the right direction, the group always 
  covers its tracks to the best of its ability. Nonetheless, PCs searching for tracks 
  within a five-mile radius of the hunting lodge have a 20% chance of coming 
  across a discernible trail for every 10 minutes spent moving through the area. 
  The mere presence of tracks does not ensure that the PCs find them. If there 
  are tracks in the vicinity, the PCs must still succeed on a DC 20 Survival 
  check to actually follow their footsteps. In addition to deliberately hiding their 
  path through the grasslands and farms, Game Over uses animal traps and 
  concealed pits to trap game and maim trespassers violating their privacy. The 
  PCs have a 10% chance of encountering an animal trap or a concealed pit for 
  every 10 minutes spent moving in the vicinity of their lodge. The GM may 
  randomly determine or select one of the following traps.
  ANIMAL TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 23; Disable Device DC 23
   
  Trigger location; Reset manual
  Effect Atk +12 melee (2d8+4); jagged metal jaws snap tight 
  around the creature’s lower leg and halve the creature’s 
  base speed. The creature can escape with a DC 23 Disable 
  Device, DC 25 Escape Artist or a DC 28 Strength check.
  CAMOUFLAGED PIT TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 30-foot deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-foot square).
  PCs that trigger these traps not only sustain damage from the insidious 
  devices, but they must also devise a means of escape. In most circumstances, 
  this should not be too difficult for experienced adventures; however the 
  unexpected surprise may elicit a loud reaction from the afflicted PC that 
  alerts the lodge’s residents to their presence. During the day there is a 
  30% chance that the Ansiki siblings roam somewhere within a one mile 
  radius of the lodge in search of fresh game or to check the pits and snares 
  scattered about the residence. Otherwise they are inside the lodge with the 
  rest of their group. If Game Over detects someone’s presence outside of the 
  home, Gabriel rushes out to investigate and the siblings rush to the second 
  floor windows for a better vantage point and a clear shot from a position of 
  cover. Ammar trails roughly 30 feet behind Gabriel. If the PCs gain access 
  to an entry point undetected or slip into the lodge without being noticed, 
  Game Over reacts differently. Gabriel and Ammar engage the PCs in melee, 
  while Caleb and Guadalupe fire arrows from behind furniture or any other 
  available cover. If possible, the siblings attempt to exit the building and 
  shoot their bows through open windows and doors at visible targets inside. 
  In the event that Caleb and Guadalupe are roaming the grounds, Ammar and 
  Gabriel call for their aid. They arrive 2d4 rounds later. No member of Game 
  Over surrenders in or around the lodge under any circumstances.
  Hunting Lodge
  Originally designed for short-term usage, the group’s small communal 
  residence expanded over the years to accommodate their burgeoning 
  trophy collection. The great room housing their display of severed heads 
  
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  is nearly as large as the rest of the house. The residence sits on the edge 
  of the Pesha River Delta’s grasslands, though the vegetation in the home’s 
  immediate vicinity is more akin to scrubland than the waves of grain found 
  on Ramaashta’s farms or even the sparse grass south of the building. In 
  fact, the rolling dunes of the Maighib Desert lie approximately 1 mile 
  south of the hunting lodge. The ground is relatively flat and devoid of 
  large obstacles, so it is relatively easy to see the Game Over’s abode from 
  1,000 feet away. When the PCs come within visual range of the building, 
  the GM may read or paraphrase the following description.
  Further exploration of the building reveals the presence of three 
  additional windows — two on the west wall and one on the north wall 
  — as well as another strong wooden door on the north wall. Game Over 
  keeps the entry and exit doors locked at all times. The interlocking iron 
  bars are present on all of the first floor windows.
  Strong Wooden Doors: 2 in. thick; hardness 5; hp 20; Break 
  DC 23, Disable Device DC 25.
  The windows are 2 feet square, making them an extremely tight, yet 
  doable fit for most humans. However, trespassers cannot gain access to 
  the first floor without removing the iron bars or devising a way to bypass 
  them. The bars form roughly 6-inch squares, so a Tiny or smaller creature 
  can squeeze through the barrier without significant difficulty.
  Iron Bars: 2 in. thick; hardness 10; hp 60; Break DC 25.
  If Game Over is present, interior rooms without windows are lit by 
  small oil lamps burning in recessed niches at all times. These oil lamps 
  are also used to light occupied rooms with windows during the overnight 
  hours.
  G1: Great Room
  The 22 heads on the walls represent a diverse collection of beasts, 
  animals, aberrations and monstrous humanoids including a lamia, dire 
  lion, a sea hag and other creatures of the GM’s choosing. Its most notable 
  recent addition is Savvith the gynosphinx. Recovering her head presents 
  an opportunity for the PCs to communicate with her. Savvith relays the 
  general circumstances surrounding her death and her love for Chasshagra, 
  but she does not convey any information that the PCs could use to harm 
  her former lover. She indicates that she worries greatly about him and 
  believes that he is sinking further into despair and straying closer to the 
  path of evil, though she cannot explain why. She knows nothing about 
  King of Beasts or the lionweres’ murderous activities.
  The trophies are well preserved though somewhat macabre especially 
  among desert cultures. On average, each head is worth 25 gp. The PCs can 
  remove the heads from the wall with brute force necessitating a successful 
  DC 20 Strength check or by disabling the fastening devices which requires 
  a successful DC 20 Disable Device check. The upright taxidermy pieces 
  are significantly more valuable than their incomplete counterparts on 
  the wall. The gruesome ogre and mummy are worth a mere 20 gp each; 
  however the desert giant is valued at 250 gp and the juvenile blue dragon 
  is worth 750 gp. The figures are bulky and heavy making it difficult to 
  transport them over long distances. The same principle applies to the 
  couches, chairs and carpet which are worth 100 gp each, 50 gp each and 
  150 gp respectively. Small wooden tables sit in front of one couch and 
  the two chairs. They are worth 10 gp each. When the house is occupied 
  at night, the candles in the iron chandelier hanging over the room are 
  lit, providing illumination for the great room. During daylight hours, the 
  windows provide the chamber with sufficient natural light.
  Game Over’s movements and actions are not static. As described in 
  previous sections, the PCs may encounter the hunting troupe in their 
  residence, in which case, they are always found in some combination in 
  this area during the day and evenings hours. During the overnight hours, 
  each member takes a 2-hour guard shift in the main room while the 
  others sleep. The lone member periodically walks around the outside of 
  the premises looking for intruders or prey animals. Obviously, if the PCs 
  killed or captured Game Over in Ramaashta or the troupe is currently in 
  the village, the PCs encounter no one in the residence.
  G2: Dining Room
  Similar to the furniture in the great room, the table and chairs are 
  valuable, yet they are extremely heavy and cumbersome to transport. The 
  table is worth 250 gp, and the chairs are worth 25 gp each. Ammar is the 
  subject of both paintings, a fact that the PCs can discern if they already 
  encountered him or by rolling a successful DC 15 Knowledge (local) 
  check.
  G3: Kitchen
  Because of their reclusive and secretive nature, Game Over does not 
  rely upon servants to perform the menial household tasks. Instead, all 
  four members share the cooking responsibilities, though the majority of 
  them fall upon Guadalupe. There is also an unlocked door leading into the 
  pantry that opens without effort.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10.
  
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  G4: Pantry
  The pantry is well-stocked with an assortment of herbs, spices, 
  cooking ingredients, oil and even cured meats. None of the food items 
  is particularly valuable or significant, though the oil is used to light the 
  lanterns recessed into the wall.
  G5: Wash Room
  The clothing on the drying rack includes four traveler’s outfits, 
  three explorer’s outfits, a courtier’s outfit and a noble’s outfit 
  with the latter two designed for women. The ammonia has caustic 
  properties and can be used as weak acid or a weak base. If substituted 
  for more commonly used stronger acids, it only deals half damage to 
  any creature or object that comes in contact with it. The barrel holds 
  approximately four gallons of ammonia. The door to the privy opens 
  with minimal effort.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10.
  G6: Privy
  Though it smells terrible, the privy is safe to use.
  G7: Guadalupe’s Bedroom
  Though she appears to be a rugged outdoorswoman, Guadalupe also 
  has a softer, feminine side that she conceals in her private quarters. Her 
  vanity table includes four jars of perfume worth 10 gp each and four 
  containers of makeup worth 5 gp each; however mixed in among her 
  beauty aids are a potion of lesser restoration and a potion of remove 
  disease. The dressing panel is old, outdated and barely functional, so 
  it has no value. The silk sheets and the lace pillow shams are worth a 
  total of 65 gp. Guadalupe’s dresser contains an assortment of woman’s 
  undergarments, three folded outfits and four pairs of shoes. She hides her 
  diary beneath the lower drawer. It can be accessed by pulling the drawer 
  completely out of the dresser or with a successful DC 20 Perception 
  check.
  The diary is very personal and contains Guadalupe’s impressions of 
  various people in Ramaashta and the outlying farms. She professes to 
  greatly admire Aramses Ottama and Sholamara whom she considers to 
  be the sister she never had. Older entries describe her life in Alcaldar 
  before relocating with her brother across the desert to Khartous to join 
  Game Over. It then describes her early hunts in exacting details as well 
  as her pride in her accomplishments. The more recent entries tell a much 
  different story. She expresses concern about Ammar’s increasingly dour 
  personality and reservations about slaying the “noble sphinx” for a “bag 
  of loot.” She is fiercely loyal to her brother whom she views as a father 
  figure more than a sibling. The diary is written in Common and has no 
  monetary value.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10.
  G8: Caleb’s Bedroom
  Caleb’s collection of weaponry ranges from the impractical to the 
  bizarre. It includes six jade arrows that deal only half damage, but 
  are worth 5 gp each for their component parts; a decorative longbow 
  constructed from ivory that is worth 150 gp, yet is too rigid to fire arrows; 
  a worthless, ornamental quartz scimitar that shatters upon impact and 
  a masterwork shortbow worth 330 gp that is inexplicably adorned by 
  concentric white and red circles painted onto the weapon’s surface. 
  The saddle is a riding saddle with historical significance. Intended to 
  be used for a camel, careful inspection coupled with a successful DC 
  25 Perception check reveals the name Carath ibn-Hayuzet cut into a 
  piece of leather that is partially obscured by a later repair. A successful 
  Knowledge (history) check identifies Carath as the first Khartous 
  merchant to make the journey from Qamara to Qiram, making it a 
  collector’s item. The saddle is worth 500 gp if the seller is aware of 
  its historical significance; otherwise it is valued as an ordinary, rather 
  abused riding saddle. Caleb’s bed, armoire and personal effects are more 
  conventional and also worthless.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10.
  G9: Gabriel’s Bedroom
  Gabriel’s three falchions are all masterwork blades featuring decorative 
  hilts inset with pearls, garnets, sapphire chips and pieces of ivory. They 
  are worth 375 gp each. The clothing and shoes stuffed into the drawers are 
  worth a total of 50 gp. The bed furnishings are only worth 10 gp.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10.
  
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  G10: Ammar’s Bedroom (CR 7)
  The increasingly paranoid and irrational Ammar keeps his bedroom door 
  locked at all times thus the PCs must force it open, pick the lock or climb 
  in through the window to get inside the room. Ammar treats his bedroom 
  as his sanctuary, allowing him to read his collection of books at his leisure 
  and without interruption. None of the 48 tomes in his library is particularly 
  valuable, though the subject matter gives some insight into his current state 
  of mind. Most focus on philosophical musings regarding the nature of good 
  and evil as well as treatises on the morality of killing other sentient creatures. 
  The works appeal to a specialized market only making them worth a meager 
  2 gp each. Ammar’s armoire includes three pairs of masterwork sandals and 
  three masterwork desert robes. (See Chapter 5 for details on these items.) 
  The silk sheets covering his bed are worth 50 gp.
  Simple Wooden Door: 1 in. thick; hardness 5; hp 10; Break DC 
  15; Disable Device DC 20.
  The iron chest is unlocked, but not unprotected. Whenever anyone 
  other than Ammar opens the chest, that person triggers the trap which 
  immediately summons a Huge air elemental that fights to the death. The 
  chest contains 1,590 gp, six rubies worth 250 gp each, a scroll case, 6 
  dragon bane arrows and 5 animal bane arrows. The case contains a divine 
  scroll with the spell breath of life.
  SUMMON MONSTER VI TRAP 
   
  CR 7
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (summon monster VI, summons 1 Huge air 
  elemental).
  HUGE AIR ELEMENTAL 
  CR 7
  XP 3,200
  hp 95 (Pathfinder Roleplaying Game Bestiary “Elemental, Air”)
  Maighib Desert
  The only obstacle now standing in the way of the PCs and Chasshagra 
  is the forbidding Maighib Desert. The events depicted in this adventure 
  occur at some point in the late summer, so the GM is encouraged to use the 
  weather rules presented in Chapter 3 of this sourcebook to determine the 
  temperature and other prevailing conditions during their trek across the 
  burning sands. Chapter 2 also provides useful information to adjudicate 
  the logistical details of the PCs’ trek across the expansive Maighib Desert.
  This portion of the adventure includes two set encounters — Ameht’s 
  Caravan and Scene of the Slaughter plus three additional encounters that 
  may take place at any point during the PCs’ journey to Chass. The three 
  additional encounters appear first followed by the two set encounters. The 
  additional encounters can take place in any order that the GM chooses or 
  can be supplemented with more random encounters.
  Encounter 1: How Bazaar? (CR 8)
  It is safe to say that no humanoid race adapted to life in the desert better 
  than the rahadas (see Chapter 6 for details regarding this new race), and 
  Shazzab Rumun is the perfect example of this fact. The solitary desert 
  merchant treks across the burning sands accompanied only by his trusty 
  al-haloon. In fact, his beast of burden is the only creature that believes 
  anything he says. Though most of his race travels as a family unit, his 
  kin disowned him long ago because of his endless scheming and innate 
  treacherous nature. Shazzab is not evil per se. He simply looks out for 
  himself first, second, third and so on.
  As the PCs make their way across the desert, they come across a lone 
  rahada sitting atop an al-haloon that appears to be lugging a tremendous 
  amount of junk across the searing sands. In most likelihood, Shazzab’s keen 
  senses alerted him to the PCs before they became aware of his presence. 
  If this is the case, Shazzab heads in the PCs’ direction. Shazzab is always 
  interested in selling one or more of his items or information, but his primary 
  goal is to steal items of value from the PCs and add them to his hoard.
  If the PCs decide to interact with Shazzab, he comes across as the 
  consummate snake oil salesman of the Old West. He is gregarious, witty, 
  charming and not averse to telling fantastical tales and blatant exaggerations, 
  though he portrays himself as a humble, hard-working merchant barely eking 
  out a living. Throughout his conversation with the PCs, Shazzab makes self-
  deprecating comments to put the PCs at ease. Shazzab is particularly pleased 
  these days thanks to Chasshagra’s destruction of his most hated rival — 
  Ameht Baktar, a fact that he happily relays to the PCs. He minces no words 
  in describing the caravan leader as an overpriced scoundrel who gouged his 
  customers to pay for his numerous mistresses and opium addiction. (The 
  latter allegations are a lie.) He also offers no niceties regarding Chasshagra, 
  whom he describes as the miserly sphinx in Chass that hoards his water and 
  withholds his hospitality from struggling desert merchants such as himself. 
  He can point the PCs in the general direction of Chass for a small fee, but he 
  knows nothing about Savvith’s killing or the recent events in Ramaashta. If 
  told of these unfortunate events, Shazzab feigns sadness and recites random 
  lines of poetry from obscure elegies to express his false regret.
  Shazzab’s inventory includes an eclectic collection of items. The GM 
  should treat Shazzab as a thorp for the purposes of determining what items 
  are available for sale. (See the “The Settlement Stat Block” section in 
  Chapter 7 of the Pathfinder Roleplaying Game GameMastery Guide for 
  details regarding a thorp.) Shazzab offers fair prices for his wares and 
  may even grant a discount if the PCs purchase items in bulk. During his 
  interaction with the PCs, he takes careful notice of their valuables, as he 
  looks to pilfer something of great value from their person or preferably 
  from an unattended mount. Shazzab relies upon his exceptional Sleight 
  of Hand abilities to rob the PCs without them noticing it. If the PCs catch 
  him in the act, Shazzab falls back upon his Bluff abilities to convince his 
  accuser that he just wanted to take a closer look at the item and intended 
  to give it back. Shazzab then decides not to tempt fate again and concludes 
  his business with the PCs without any further ado. He rebuffs insistent 
  PCs with a hurried claim that he is already late for a scheduled delivery.
  Shazzab does everything he can to avoid a physical confrontation short 
  of parting with his goods on anything but his own terms. If he cannot avoid 
  a fight, he always positions himself for a flank attack using his al-haloon 
  as his ally, or he attempts Bluff check to feint and then sneak attack his 
  opponent. As soon as he is reduced to less than one-quarter of his original 
  hit points, Shazzab pleads for his life and claims that poverty drove him to 
  a life of thievery. If the ruse works, Shazzab gratuitously thanks the PCs 
  for their mercy and begins plotting an opportunity to exact revenge on the 
  PCs at a later date. If the PCs do not accept his bargain, he begs them to let 
  him offer the PCs a valuable gift as recompense. He searches through his 
  items and finds a potion of invisibility that he quickly quaffs before trying 
  to escape. He leaves everything behind if necessary, though he plans on 
  returning at a later point in time to reclaim his lost possessions.
  SHAZZAB RUMUN  
  CR 8
  XP 4,800
  Male rahada rogue 9 (See Chapter 6)
  CN Medium humanoid (rahada)
  Init +7; Senses low-light vision; Perception +11
   
  AC 18, touch 15, flat-footed 14 (+2 armor, +3 Dex, +1 
  deflection, +1 dodge, +1 natural)
  hp 53 (9d8+9)
  Fort +4, Ref +9, Will +4
  Defensive Abilities evasion, improved uncanny dodge, 
  resiliency 1/day, trap sense +3
   
  Speed 30 ft.
  
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  Melee +1 short sword +11/+6 (1d6+4/19–20)
  Special Attacks rogue talents (bleed attack +5, surprise 
  attack), sneak attack +5d6
   
  Abilities Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 18
  Base Atk +6; CMB +9; CMD 24
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Feint, Improved InitiativeB, Iron Will, Quick DrawB, 
  Weapon Focus (short sword)
  Skills Acrobatics +10, Appraise +13, Bluff +20, Diplomacy 
  +16, Disable Device +12, Escape Artist +7, Handle Animal +7, 
  Heal +1, Perception +11, Profession (merchant) +8, Ride +9, 
  Sense Motive +10, Sleight of Hand +17, Stealth +14, Survival 
  +2; Racial Modifiers +4 Bluff, +2 Sleight of Hand
  Languages Common, Draconic, Dwarven
  SQ gregarious, rogue talents (weapon training [short 
  sword]), trapfinding +4
  Combat Gear potion of cure moderate wounds (2), potion 
  of invisibility; Other Gear bracers of armor +2, +1 short sword, 
  ring of protection +1, masterwork thieves’ tools, 740 gp 
  including inventory.
  AL-HALOON 
  CR 3
  XP 800
  hp 30 (See Chapter 6)
  Encounter 2: Sands in the 
  Hourglass (CR 8)
  It is generally easy to see creatures moving atop the searing dunes, but it 
  is much more difficult to spot the cunning creatures that reside beneath the 
  sands waiting for unfortunate prey to happen upon them. The reviled dust 
  diggers are one such predator. This loathsome gang of desert aberrations 
  generally hunts at night, so this encounter should take place during the 
  cooler evening, overnight or early morning hours. Dust diggers are 
  rather slow, so they rely upon their tremorsense ability to detect potential 
  targets before moving in for the kill. They generally attack their prey at 
  campsites or other fixed locations rather than engaging in a futile effort to 
  run down much faster opponents. These 4 dust diggers approach the PCs 
  using their earth glide ability so it is impossible to detect their presence 
  on the surface unless the PC possesses tremorsense or a similar ability. 
  The cunning predators surround the PCs from all four sides as they move 
  towards the surface. One round before they attack, a PC may attempt a 
  Perception check to notice something amiss underfoot, otherwise the dust 
  diggers surprise the unwary desert travelers. Each positions itself beneath 
  a potential target and uses its sinkhole ability to subject that victim to 
  its tentacle attacks. The cunning creatures rely upon their tentacles to 
  grab opponents and either bite them or swallow them whole depending 
  upon the circumstances. The dust diggers do not retreat, and they have 
  no treasure.
  DUST DIGGER (4)  
  CR 4
  XP 1,200
  The Tome of Horrors Complete 247
  N Large aberration
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
   
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 27 (5d8+5)
  Fort +2; Ref +1; Will +4
   
  Speed 10 ft., burrow 10 ft.
  Melee 5 tentacles +8 (1d6+3 plus grab) and bite +8 (2d6+3)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks sinkhole, swallow whole (1d6+3 plus 1d8 
  acid damage, AC 13, 10 hp)
   
  Str 16, Dex 10, Con 13, Int 2, Wis 11, Cha 10
  Base Atk +3; CMB +7 (+11 grapple); CMD 17 (can’t be 
  tripped)
  Feats Improved Natural Attack (bite), Skill Focus 
  (Perception), Skill Focus (Stealth)
  Skills Perception +8, Stealth +5 (+17 sandy terrain); Racial 
  Modifiers +12 Stealth in sandy terrain
  SQ earth glide
   
  Earth Glide (Ex) A dust digger can glide through sand, loose 
  soil, or other loosely packed earth as easily as a fish swims 
  through water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or signs of its presence. 
  A move earth spell cast on an area containing a burrowing 
  dust digger flings the creature back 30 feet, stunning it for 1 
  round unless it succeeds on a Fortitude save.
  Sinkhole (Ex) A buried dust digger can deflate its body as 
  a free action, causing the sand above it to slide toward 
  its maw. A creature standing on a space occupied by a 
  buried dust digger when it deflates is immediately subjected 
  to the dust digger’s tentacle attacks.
  Encounter 3: 
  Waters of Death (CR 8)
  Lamias are among the most despised and feared denizens of the 
  desert. They typically reside in places formerly devoted to the cause 
  of good, such as a temple or shrine dedicated to a righteous deity. In 
  this particular instance, a pair of lamias inhabits a long forgotten and 
  abandoned Guurzan crypt that is half-buried beneath the desert sands. 
  When the PCs notice the structure, the GM may read or paraphrase the 
  following description.
  Shortly after arriving a few years ago, 2 lamias removed the crypt’s 
  stone door, allowing them an unobstructed view of the surrounding area. 
  Whenever they detect intruders, one of the lamias uses major image to 
  conjure a heavy stone door covered in hieroglyphics and the other casts 
  ventriloquism. Since the lamia not maintaining the image knows that the 
  stone door is an illusion, she can see through it, allowing her to cast her 
  own major image in the likeness of an emaciated, wizened sadhu emerging 
  from inside the crypt. The elderly man claims that his name is Marjeev, a 
  sadhu (holy man) and hermit who searches for insight and knowledge. To 
  further the ruse, Marjeev tells the PCs that he is partially deaf so they must 
  speak loudly, allowing the lamia to clearly hear what the PCs are saying 
  so that she can continue to converse with them. The illusion’s goal is to 
  lure the unsuspecting PCs into the crypt and an ambush by the lamias. PCs 
  that directly interact with all three of the illusions are entitled to a Will 
  save to disbelieve the figments. In the case of ventriloquism, a PC that 
  succeeds on his Will save recognizes the voice as illusory, but still hears it. 
  A successful Will save against the major image spells dispels the intended 
  image and replaces it with a faint outline.
  Marjeev only directly answers questions about Chasshagra, whom 
  the lamias hate with tremendous passion. The wise monk tells them that 
  he lives in an ancient structure known as Chass. He also knows that he 
  recently met a female of his kin; however she died before they could 
  mate. The lamias take particular pleasure in that turn of events; therefore 
  a successful DC 15 Sense Motive check reveals that Marjeev seems 
  very pleased about the gynosphinx’s death. Absent any questions about 
  Chasshagra, Marjeev offers the PCs esoteric advice such as “the sun waits 
  for no man,” “the desert’s heat is cold compared to the fire in one’s heart” 
  and other half-baked truisms. He insists on allowing him to offer the PCs 
  his hospitality and invites them into the crypt. When he approaches the 
  door, he pretends to run his fingers across the hieroglyphs causing the 
  
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  door to magically disappear. As soon as the PCs step inside, the lamias 
  end the illusions and viciously attack the PCs. If the ruse fails, each lamia 
  uses its charm monster spell-like ability against a PC of her choice before 
  charging out of the crypt to attack.
  LAMIAS (2) 
  CR 6
  XP 2,400
  hp 67 (Pathfinder Roleplaying Game Bestiary “Lamia”)
  Treasure: The crypt’s interior is empty other than a lone sarcophagus 
  holding an ancient, mummified body and the lamias’ ill-gotten treasure. 
  The sarcophagus can be pried open with a successful DC 18 Strength 
  check. In addition to the desiccated corpse, the PCs also find boots of 
  elvenkind, a cloak of elvenkind, a diamond worth 1,000 gp and 692 gp.
   J1: Ameht’s Caravan (CR 8)
  The enraged Chasshagra attacked Ameht Baktar’s caravan roughly 10 
  miles due north of his home and left a wake of carnage in his stead. The 
  devastating aftermath of his fury litters the desert road leading to Qiram 
  with sundered vehicles, slain animals and shattered men. The stench of 
  decay and rot is so powerful that it can be detected from a mile away with 
  a successful DC 20 Perception check, and it is noticeable from a quarter 
  mile away without making a Perception check.
  The powerful odor also attracted the unwanted attention of a small raiding 
  party that picks through the broken remains in search of any valuables. Like 
  vultures descending upon a week old kill, the fetid stench of death drew 
  a hunting party of 3 alhajans to the scene. The opportunistic scavengers 
  feast on the festering meat and sift through the wreckage seeking anything 
  useful. In fact, their single-minded focus causes them to suffer a –2 penalty 
  on Perception checks made to notice anyone approaching. Like others of 
  their kin, they zealously guard their prize and attack anyone that approaches 
  the area. The cruel monsters forego their usual tactics and instead use their 
  howl special ability to drive off as many trespassers as possible and then 
  envelope any creatures that successfully resisted the fear effect. They use 
  their expertly crafted quarterstaffs to beat their opponents to a bloody pulp.
  ALHAJANS (3) 
  CR 5
  XP 1,600
  hp 55 (See Chapter 6)
  Development: After driving off the alhajans, the PCs can fully assess 
  the scene. There are two busted and toppled caravan wagons that held 
  fresh water, fruits, vegetables and 30 barrels of stored grain. These items 
  are now spilt onto the hot sands causing the water to evaporate and the 
  grains to blow away on the wind. There are 3 dead camels and 6 dead men 
  lying on the ground around the caravan. It is impossible to tell the exact 
  manner of their death because of the post-mortem damage caused by the 
  alhajans and other desert scavengers, but a DC 20 Knowledge (nature) 
  check reveals that their level of decomposition strongly supports the belief 
  that these creatures died around the time of Chasshagra’s attack.
  Treasure: The alhajans found 642 gp among the wreckage as well as a 
  scrimshaw pendant worth 250 gp, a ruby and gold ring worth 200 gp and 
  six chunks of raw platinum ore worth 100 gp each.
   J2: Scene of the Slaughter (CR 8)
  Chasshagra hauled Savvith’s lifeless body back to Chass, so there are few 
  indications that a battle actually took place here roughly a week ago. The site 
  is an otherwise nondescript tract of bare hardpan approximately 8 miles west 
  of Chass that is now marked by an upright bronze ankh imbedded deep into 
  the sandy earth. The ankh is 6 feet high and is worth 250 gp. It can be removed 
  from the ground with a successful DC 28 Strength check. A successful DC 20 
  Knowledge (history) check determines that Guurzan craftsmen manufactured 
  the ankh roughly 500 years ago. Chasshagra left the relic here to forever 
  identify the location where Savvith fell. Any PC that closely examines the 
  surrounding area notices a patch of discolored earth with a successful DC 15 
  Perception check and 1d4 broken arrows with a successful DC 25 Perception 
  check. The discolored earth is dried blood from Savvith’s decapitation and the 
  projectiles are evidence of Caleb and Guadalupe’s involvement in the attack.
  Within 1d4 minutes after the PCs arrive on the scene, a hallaraq 
  appears on the horizon. The monstrous scavenger continuously scours the 
  sands searching for scraps left behind by other predators. In a pinch, the 
  hungry vermin even resorts to eating inorganic matter, and it sets its sights 
  on the bronze ankh looming over the dunes. If the PCs removed the ankh 
  from the sand, its reflection attracts the hallaraq like a shimmering fishing 
  lure. The mindless critter has no interest in attacking the PCs unless they 
  stand in the way between it and its inanimate meal. In the event that a 
  battle does take place, the hallaraq abandons the cause and burrows into 
  the sand whenever it is reduced to less than half its original hit points. 
  The hallaraq has no treasure, but cracking its shell open reveals a camel’s 
  skull, (DC 15 Knowledge [nature] check to successfully identify), a 
  ragged suit of studded leather armor, pieces of a javelin and a wooden 
  wheel presumably from a caravan wagon. The hallaraq acquired these 
  items from the slaughter and wreckage of Ameht’s caravan.
  HALLARAQ 
  CR 8
  XP 4,800
  hp 102 (See Chapter 6)
  Part Three: 
  Chass and Mate
  Having endured the arduous trek across the Maighib Desert, the 
  PCs now face the final portion of the adventure — the confrontation 
  with Chasshagra within his mysterious citadel of Chass. The PCs must 
  overcome his first line of defense — a gang of lion beasts of chaos before 
  they can enter the sphinx’s ancient structure. Inside the walls of Chass, 
  the PCs must rely upon more than might and magic to defeat Chasshagra. 
  A sharp mind and quick reflexes are needed to solve the magical beast’s 
  puzzles and traps if they aspire to make it out alive.
  Approaching Chass (CR 8)
  Though its original purpose and intent are unknown, Chass’ mysterious 
  builders seem to have picked a strategic location for a desert outpost. The 
  oddly-shaped structure sits atop a plateau overlooking the surrounding 
  dunes. At least forty fresh water springs are located within a 2-mile 
  radius of Chass. The vegetation and date palm trees flowering from these 
  oases make Chass look more like a swank resort than an oddity. At one 
  time, the building sat further above the surface; however over the last 
  several thousand years, the shifting sands have gradually leveled out the 
  area around Chass, making its elevation less pronounced. Nonetheless, 
  Chasshagra’s bizarre abode is still visible from 6d6 x 20 feet away despite 
  the undulating mounds of sand and dust surrounding the building. When 
  the PCs first enter visual range, the GM may read or paraphrase the 
  following description.
  
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  These creatures are present only if the PCs slew the lionweres; otherwise 
  the entrance to Chass is unguarded. Though the building is visible from 
  quite a distance away, its guardians are not. Scattered among the oases near 
  the western entrance are 3 lion beasts of chaos that spring upon any creature 
  that approaches Chass’ stone doors. The creatures are well camouflaged 
  in the reeds and grasses that grow around the fresh water springs. Each 
  occupies its own spring. A PC can spot any of them amidst the greenery by 
  succeeding on a DC 22 Perception check. Whenever the PCs attack one of 
  the lion beasts, the other emerge from hiding and converge on the PCs. They 
  never retreat. Like the lionweres, Chasshagra can relay messages to the lion 
  beasts via a sending spell; however they lack the requisite intelligence to 
  communicate anything of note to their master.
  LION BEAST OF CHAOS (3)  
  CR 5
  XP 1,600
  The Tome of Horrors Complete 702
  CN Large magical beast (augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  Aura frightful presence (30 ft., DC 12)
   
  AC 19, touch 12, flat–footed 16 (+3 Dex, +7 natural, –1 size)
  hp 37 (5d10+10)
  Fort +6; Ref +7; Will +2
  Immune confusion, fear, hold animal, hold monster, slow, 
  and haste; SR 16
   
  Speed 40 ft.
  Melee 2 claws +8 (1d4+6), bite +8 (1d6+6 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rage, rake (2 claws +8, 1d4+6)
  Str 23, Dex 17, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +10 (+14 grapple); CMD 23 (27 vs. trip)
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +11, Perception +9, Stealth +8 (12 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 
  in undergrowth).
  Chass 
  Chass conforms to no known architectural style or building technique. 
  In addition the materials used to build it are not indigenous to the area. 
  Omaruri oral tradition claims that Chass predates their arrival in the 
  Maighib Desert, but it does not provide any details about its creators or 
  its intended purpose. Their historical record also indicates that Chasshagra 
  inhabited the structure when the Omaruri arrived in the area. Chass shows 
  little wear for its immense age and strange design features. For instance, 
  its ceiling is not sloped like conventional structures; however rain falls so 
  infrequently in the Maighib Desert that any pools of water that may collect 
  on the roof quickly evaporate. Sandstorms left pockmarks on the outer stone 
  wall, but other than this cosmetic damage, the material itself remains intact 
  with no structural damage. The same can be said for its massive, completely 
  undecorated stone doors. Despite their immense weight, these expertly 
  crafted portals open with virtually no effort thus granting access to Chass.
  Stone Door: 4 in. thick; hardness 8, hit points 60.
  Unless otherwise noted, all of the doors within Chass share the same 
  characteristics; they are all crafted from stone and open with minimal effort.
  C1: Entry Hall (CR 8)
  Chasshagra once greeted his guests in this grand entry hall, but today it 
  serves more as his first line of defense against intruders than a welcoming 
  chamber. However, the crafty sphinx still takes great pleasure testing the 
  wits and intellects of other creatures. Whenever a creature passes between 
  the two lion statues or past one of them, a magic mouth spell activates. It 
  says the following in Common.
  “You cannot pass until you answer my riddle.
  I have feet, but do not have legs.
  I have no shape, but I have at least one line.
  I have rhythm, but require no music.
  What am I?”
  The correct answer is a poem. The first line refers to the measurement 
  of classical meter in poetry, the second line refers to the fact that a poem 
  consists of at least one line, and the third line refers to poetic rhythm. 
  The riddle is particularly apropos because the book beneath the case is 
  an extremely rare book of handwritten poetry penned by the master poet 
  Suqri himself, a fact that a PC can determine with a successful Knowledge 
  (history) check. Though it has no magical properties, the tome is worth 
  3,000 gp to any serious collector.
  After the riddle is presented, one of the lions immediately transforms 
  into a mythical lion. As the PCs ponder the answer to the riddle, the 
  massive animal menacingly taps its paw against the ground, furling and 
  unfurling its claws as it does so. The creature immediately attacks if a 
  creature attacks it, a creature passes through one of the archways, the PCs 
  give an incorrect answer to the riddle, or 1 minute passes. The mythical 
  lion attacks until slain or until it runs out of enemies to attack.
  MYTHICAL LION 
   CR 8
  XP 4,800
  The Tome of Horrors Complete 726
  N Large animal
  Init +9; Senses low-light vision, scent; Perception +18
   
  AC 21, touch 15, flat–footed 15 (+5 Dex, +1 dodge, +6 
  natural, –1 size)
  hp 147 (14d8+70 plus 14)
  Fort +14; Ref +14; Will +14
   
  Speed 50 ft.
  Melee bite +21 (2d6+11/19–20 plus grab), 2 claws +20 
  (1d6+11)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws, 1d6+11)
  Str 33, Dex 21, Con 21, Int 2, Wis 16, Cha 10
  Base Atk +10; CMB +22 (+26 vs. grapple); CMD 38 (42 vs. trip)
  Feats EnduranceB, Improved Critical (bite), Improved 
  Initiative, Iron WillB, Power Attack, Run, Skill Focus
  (Perception), Toughness, Weapon Focus (bite)
  Skills Acrobatics +13 (+21 jump), Climb+15, Perception +18, 
  Stealth +13 (+17 in undergrowth), Swim +16; Racial Modifiers 
  +4 Acrobatics (+8 to jump), +4 Perception, +4 Stealth (+8 in 
  undergrowth)
   
  Development: If the PCs correctly answer the riddle, the mythical lion 
  returns to its statue form and a magic mouth speaks again.
  “Well done stranger. You are worthy of entrance into my humble 
  abode.”
  Ad Hoc XP Award: The GM may award the PCs 2,400 XP for correctly 
  solving the riddle.
  C2: Solarium
  
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  Though the ceiling covering the dome appears to have been crafted 
  from stone on the outside, it is actually made from 4-inch-thick glass that 
  is made to appear like stone by a permanent silent image spell cast by 
  Chass’ architects. Chasshagra took advantage of this structural anomaly 
  to hone his horticultural skills. In fact, he intended to use the flowers 
  grown in the solarium to craft perfumes for Savvith and shower their 
  offspring in a bed of flowers harvested from his vast collection. Any PC 
  that succeeds on a DC 10 Knowledge (nature) identifies the flowering 
  plants as indigenous desert species including lilies and poppy plants that 
  can be used to produce opium. The bees are ordinary honeybees used to 
  pollinate the flowers. If a PC opts to brave the insects’ wrath and retrieve 
  the bees’ sweet delicacy, the honeycomb in the hive 25 feet above the 
  ground contains 50 gp worth of honey. A creature can safely gather the 
  honey with the use of smoke; however the bees deal 1d4 points of damage 
  plus 1 point of Constitution damage to any creature that sticks its hand 
  into the hive and fails a DC 11 Fortitude save. A successful save halves 
  the damage and negates the Constitution damage. The stone door leading 
  into the adjoining chamber opens with ease.
  C3: Audience Chamber
  During Chass’ heyday, the resident sphinx and his Omaruri guests 
  engaged in lively debates in this spacious audience chamber. Since those 
  conversations ended centuries ago, the hall is largely neglected and 
  unused. The carpet, chair and couches are in extremely poor condition 
  and worthless.
  C4: Reliquary (CR 8)
  In addition to bequeathing King of Beasts to Chasshagra, the Omaruri 
  priestess Nawalapuura also gave him other relics and items of particular 
  significance within their culture. A successful DC 15 Knowledge (history) 
  or (religion) identifies the items as Omaruri in origin. If the Knowledge 
  (religion) check succeeds by 5 or more, the PC also learns that the objects 
  are commonly associated with the race’s dark earth goddess, Owomarari. 
  Chasshagra collected these oddities and stored them in this reliquary for 
  safekeeping and occasional study. The items never displayed any magical 
  properties until Chasshagra recited his first ritual from King of Beasts. 
  Under the right conditions, the inherent evil in these long forgotten items 
  now stirs to life.
  Whenever a PC attempts to move or remove any of these objects 
  from the reliquary, they unwittingly spring a devious trap. The 
  four totems’ mouths open slightly, allowing 4 shadow rat swarms 
  to pour into the room. The undead vermin display visible signs 
  of decomposition and burning red eyes belying their inherent 
  wickedness. Each totem produces one swarm. The swarms attack 
  until destroyed, even if the offender leaves the room or returns the 
  touched object back to its original location. The shadow rat swarms 
  only assume incorporeal form if the PCs leave the room; otherwise 
  they remain corporeal.
  SHADOW RAT SWARM TRAP 
   
  CR 4
  Type magic; Perception DC 27; Disable Device DC 27
   
  Trigger touch; Reset none
  Effect spell effect (summon swarm, summons 1 shadow rat 
  swarm per totem).
  SHADOW RAT SWARMS (4) 
  CR 4
  XP 1,200
  The Tome of Horrors Complete 586
  NE Tiny undead (swarm)
  Init +6; Senses darkvision 60 ft., scent; Perception +9
   
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 39 (6d8+12)
  Fort +4; Ref +6; Will +6
  Defensive Abilities half damage from piercing and slashing, 
  incorporeal form, shadow blend; Immune swarm traits, 
  undead traits
  Weaknesses swarm traits
   
  Speed 40 ft., climb 60 ft.
  Melee swarm (2d6 plus 1d4 Strength damage plus disease)
  Space 10 ft.; Reach 0 ft.
  Special attacks distraction (DC 15)
  Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 14
  Base Atk +4; CMB —; CMD —
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Acrobatics +4, Climb +10, Perception +9, Stealth +19; 
  Racial Modifiers +4 Stealth
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15, onset 
  1d3 days, frequency 1/day, effect 1d3 Dex damage and 
  1d3 Con damage, cure 2 consecutive saves. The save DC is 
  Charisma-based.
  Incorporeal Form (Su) A shadow rat swarm can, as a 
  standard action, assume an incorporeal form for up to 1 
  hour per day. In this form, the swarm loses its natural AC 
  bonus but gains a +2 deflection bonus to AC. While in this 
  form, the shadow rat swarm is AC 16 (+2 deflection, +2 Dex, 
  +2 size), touch 15, flat-footed 13. The shadow rat swarm 
  can still swarm attack corporeal opponents while in its 
  incorporeal form, but its attack only inflicts Strength damage 
  and cannot distract foes or cause physical damage. The 
  shadow rat swarm gains the incorporeal subtype while using 
  this ability.
  Shadow Blend (Ex) A shadow rat swarm can disappear into 
  the shadows as a move action, gaining total concealment 
  in all levels of illumination save bright light.
  Strength Damage (Su) A shadow rat swarm deals 
  Strength damage to living foes over which it swarms. 
  A creature reduced to 0 Strength cannot move but 
  does not die — at least, not until the swarm’s physical 
  damage takes its toll.
  Treasure: Though grisly and macabre, the Omaruri relics are valuable. 
  The totems lose their magical properties after the trap is activated, but 
  they are still worth 100 gp each. The wooden totems are heavy and 
  cumbersome. The two wicker oval shields are purely ceremonial and date 
  back more than 600 years. Once held by a legendary king, the shields are 
  worth 250 gp each. The weapons resting against the rack are ordinary 
  and impractical. There are fifteen in all worth a total of 150 gp based 
  solely upon rarity and historical value rather than usefulness. The assorted 
  items in the chest include votive figures, prayer beads, mysterious dolls 
  and phylacteries. None of the objects is magical, yet as a collection they 
  are worth 1,500 gp. The tapestries behind the chest are exquisitely crafted. 
  They are worth 325 gp each.
  
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  C5: Savvith’s Tomb
  After her death, Chasshagra brought Savvith’s body here and cast 
  a gentle repose spell upon her to preserve her body in the event that 
  he finds a way to bring her back to life. He repeats the casting every 
  6 days when the spell is set to expire. A PC that succeeds on a DC 
  18 Knowledge (nature) check identifies her as a gynosphinx. Savvith 
  can be restored to life with a resurrection spell; however raise dead 
  and lesser spells fail because she lacks a head. Even if the PCs have 
  her head with them, it cannot be reattached to a dead creature via 
  regenerate and similar magic.
  The flowers surrounding her body come from the solarium. The five 
  arrows stuck into her body proved her undoing. All five arrows are 
  magical beast bane arrows which may prove useful against Chasshagra. 
  The alabaster slab next to Savvith is intended for Chasshagra when he 
  deems it time for him to join her in the afterlife. The tapestry hanging 
  from the wall is worth 600 gp.
  The man chained to the slab is Ameht Baktar. As punishment for 
  his crime, Chasshagra chained him to the slab, forcing him to stare 
  at Savvith’s dead body to see the consequences of his actions. The 
  spiteful sphinx even forces Ameht to apologize to Savvith every day 
  and beg her forgiveness. After at least a week of captivity and constant 
  shaming, the pampered and confident Ameht is a shell of his former 
  self. He is largely uninjured, at least in a physical sense, though his 
  mind is another matter. Ameht bursts into tears when he first sees the 
  PCs, blubbering about his guilt. The PCs can settle Ameht down and 
  speak with him using magical means, such as a calm emotions spell or 
  by succeeding on a DC 25 Diplomacy check; otherwise he incoherently 
  babbles and wails whenever anyone attempts to communicate with him. 
  In a semi-rational state, Ameht tells the PCs that Game Over accepted 
  his bounty to kill Chasshagra, not Savvith. Several days after meeting 
  with the hunting troupe, the vengeful sphinx assaulted his caravan and 
  carried him away to Chass. He has been imprisoned in this chamber 
  ever since. His captor feeds him and gives him water on an irregular 
  basis. Freeing Ameht from his manacles requires a successful DC 20 
  Disable Device check.
  AMEHT BAKTAR 
  CR 5
  XP 1,600
  hp 31 (Pathfinder Roleplaying Game GameMastery Guide 
  “Traveling Merchant”)
  Development: This information may prompt the PCs to wait for 
  Chasshagra to appear in the room and ambush him. In this case, the 
  resident sphinx appears in the room 2d4 hours after the PCs’ arrival 
  here. However, if the PCs left any indications of their presence in the 
  building, Chasshagra moves through the complex with tremendous 
  caution and may bolster his ranks by casting any available summoning 
  spells, including another attempt to summon more lion beasts  
  of chaos or lionweres using King of Beasts. (See the King of 
  Beasts entry in Area C8 for additional details on the book’s usage.) 
  In this case, he and his charges split up and enter the room from both 
  sides.
  C6: Abandoned Guard Tower
  In keeping with the building’s seemingly haphazard design, the original 
  creators apparently intended to turn this tower into a guard outpost and 
  then inexplicably abandoned the effort. Any attempts to locate secret or 
  concealed doors result in failure.
  C7: Scriptorium
  During Chass’ heyday, Omaruri scribes and scholars used this 
  scriptorium to transcribe works from Chasshagra’s collection or to pen 
  original manuscripts. On occasion, the brilliant sphinx dictated his thoughts 
  to a waiting scribe who put pen to paper and brought them to life. Since the 
  Omaruri’s demise, Chasshagra has been forced to transcribe his materials 
  himself, using the strange glovelike apparatus sitting on the cluttered desk 
  to manipulate and hold a pen in his paw. The item is clever and unique in 
  design, though its limited market appeal reduces its value to a mere 100 gp. 
  The desk against the far wall is empty, but the one close to the entrance holds 
  an open book that is partially completed. The book is written in Sphinx and 
  is entitled The Nature of Man and Failings of Creation. PCs most likely 
  require magical assistance to actually read its contents. Chasshagra wrote 
  the book over the course of the past 200 years, so it tends to wander and 
  stray from its themes on a frequent basis. The vast majority of the work is 
  scholarly and historical, citing various incidents throughout human history 
  demonstrating man’s darker side and evil nature; however the book takes 
  an abrupt turn from its intellectual musings over the course of the last five 
  pages. It becomes a self-serving diatribe sharply criticizing humanity’s 
  failings and questioning the necessity of man’s continuing existence. 
  Chasshagra strongly condemns civilization’s exploitation of nature and 
  beasts, calling for the children of the earth to rise up and overthrow their 
  humanoid oppressors. He focuses on trying to find a justification for killing 
  Savvith, and as predicated, he cannot find any. Other than providing a 
  glimpse into Chasshagra’s angry mind, it provides no useful information 
  about the complex or the sphinx’s many abilities.
  Is Chasshagra Evil?
  At some point in the adventure, the PCs are likely to conclude 
  that Chasshagra fell from grace and succumbed to the temptations 
  of evil. On the surface, that assertion appears valid, but Chasshagra 
  is not beyond hope. So far, the ageless sphinx has resisted the 
  evil effects of Nawalapuura’s accursed book and would seek 
  forgiveness from the people of Ramaashta if Savvith were to be 
  restored to life. Though Chasshagra seeks to punish Game Over 
  and Ameht Baktar regardless of the collateral damage, he has no 
  plans to raze Ramaashta to the ground or wantonly kill all humans 
  he encounters, despite his protestations in his written works. 
  Chasshagra’s acts are more akin to him being chaotic neutral than 
  chaotic evil. In time, it is possible that further usage of King of 
  Beasts may sway him to becoming chaotic evil, but for now he is 
  chaotic neutral.
  
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  C8: Library (CR 9)
  Chasshagra uses this combination lock to protect his treasured library. 
  In order to enter the library without triggering the glyph of warding 
  trap, the PC must push the buttons beneath numbers 59, 75 and 97 in no 
  particular order. The combination trap is based upon the number 7. In the 
  first line, when the second digit is subtracted from the first digit, the result 
  is 7 except for 59. In the second line, all of the numbers are divisible by 
  7 except for 75. In the last line, the sum of both digits added together 
  equals 7 except for 97. Forcing the locked door open or pushing the wrong 
  buttons immediately triggers the trap.
  GLYPH OF WARDING TRAP 
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (glyph of warding, 3d8 fire damage, DC 16 
  Reflex save for half damage); multiple targets (all targets in 
  a 5-ft-radius)
  After the PCs open the door, the GM may read or paraphrase the 
  following description.
  Hundreds of books, scrolls and sheets of writing materials line the 
  shelves and floor of this magnificent library. Most of the works are 
  quite ancient, predating the Omaruri’s arrival in the Pesha River Delta. 
  Unfortunately, the materials show the obvious signs of age and poor 
  upkeep by the highly intelligent, yet somewhat absent-minded sphinx. A 
  complete inventory of the works could take several weeks or even a few 
  months; however roughly 114 books stand out as being noteworthy with 
  a total value of 3,904 gp. Making this determination requires a successful 
  DC 30 Perception check or a DC 20 Linguistics check. The works cover 
  a variety of topics, but the majority focuses on obscure philosophical 
  matters. In addition to the tomes, six scrolls are magical. They contain 
  the divine spells — dispel magic, glyph of warding, magic stone, lesser 
  restoration, tongues and water walk, all cast at 6th level. In addition to 
  these items, the fur-covered book atop the bookshelf is the dreaded minor 
  artifact King of Beasts described in the sidebar.
  Triggering the trap on the outer door gives Chasshagra the androsphinx, 
  an opportunity to prepare for a confrontation. In this event, he bolsters his 
  combat abilities by casting shield of faith, bull’s strength and divine favor 
  on himself. The sphinx lacks enough time to use King of Beasts to increase 
  his ranks, so he turns to a summon monster III spell instead. However, if 
  Chasshagra somehow becomes aware of the lion beasts of chaos’ death, 
  he may have sufficient downtime to create three more lion beasts of chaos 
  to replace those that the PCs killed. Regardless of whether Chasshagra 
  King of Beasts
  Aura strong conjuration (evil); CL 18th
  Slot none; Weight 3 lbs.
   
  Nearly all of the original six copies vanished with 
  the demise of the Omaruri civilization except for 
  two that were preserved by others. The evil work is 
  covered in thick black fur, and its corners are shaped 
  into the likeness of beast paws that are used to keep 
  the book closed, though they have no detrimental 
  effects or locking ability other than to tightly close 
  the book’s bindings. Dedicated to the Omaruri 
  earth goddess Owomarari, this vile book confers its 
  powers upon its reader at a terrible price. By spilling 
  a drop of chaotic magical beast blood from a living 
  creature onto one, two or three of the tome’s pages 
  and then reading the page’s incantations within 
  1 minute afterward, the reader brings an equal 
  number of magical beasts into being. It takes the 
  reader 1 minute to read a single page. The created 
  creatures must be a chaotic magical beast that 
  shares common lineage with the blood’s donor. 
  Therefore blood from a magical beast with leonine 
  heritage could conjure a lionwere or a lion beast 
  of chaos, but it could not create a lupine magical 
  beast. Furthermore, the Hit Dice of each individual 
  creature cannot be greater than half the blood 
  donor’s Hit Dice; otherwise the attempt fails. The 
  created creatures obey the reader’s instructions 
  without question and to the best of their ability 
  based upon their intelligence. The book grants the 
  reader the ability to communicate with the created 
  creatures via a sending spell once per day. When 
  the reader uses this ability, it simultaneously affects 
  all created creatures in existence at that time. 
  The reader can have only one group of created 
  creatures in existence at any time; therefore the 
  reader cannot use the book again until all previously 
  created creatures are slain. Each creation attempt, 
  whether successful or not, consumes the pages 
  containing the spilt blood. There are twenty-six 
  pages remaining in the book.
  In exchange for its power, the book draws the 
  reader closer to the entropic, dark entity bestowing 
  these powers. Every time a non-chaotic evil creature 
  attempts to create creatures from the tome, his 
  alignment moves one step closer to chaotic evil if 
  he fails a Will save. The save’s DC is 10 + 2 for each 
  alignment step between the reader and chaotic evil 
  + 2 for each additional creature beyond the first that 
  the reader is attempting to create and +2 for each 
  prior usage of the book. (See the “Alignment Steps” 
  section in Chapter 7 of the Pathfinder Roleplaying 
  Game Core Rulebook for information regarding 
  alignment steps.) If the creature succeeds on the 
  Will save, the spiteful book bursts into black flames 
  burning an additional number of pages equal to the 
  number of creatures created as added incentive for 
  the reader to bend to its will.
   
  DESTRUCTION
  King of Beasts can be destroyed only by sprinkling a 
  drop of blood from a living lawful good outsider on 
  each page.
  
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  gets an opportunity to ready for a fight or not, the proud beast appears 
  disturbed by this turn of events. He undoubtedly realizes that the PCs are 
  likely responsible for thwarting his designs for revenge in Ramaashta and 
  traced the plot’s origins back to him. Yet, he does not attack the PCs on 
  sight. Instead he asks them about the fate of Game Over. If the PCs killed 
  or captured them, he seems pleased with the outcome though skeptical 
  in the absence of any proof. Presenting Chasshagra with satisfactory 
  evidence of Game Over’s demise is sufficient to satiate his appetite for 
  revenge. He is willing to let bygones be bygones and allow the PCs to 
  leave unharmed and also swear off any further plans of revenge against 
  Ramaashta and its residents. If the PCs drive a hard bargain and demand 
  compensation for his actions, Chasshagra is willing to part with all of his 
  treasures except for his beloved library and its contents including King 
  of Beasts. The GM should note that good PCs aware of the loathsome 
  book should not accept such a compromise in light of the magical tome’s 
  reputation for evil which likely brings them into conflict with Chasshagra.
  On the other hand, the haughty sphinx immediately attacks PCs that 
  took no actions against Game Over or who may have even brought one 
  or more of its members with them. Whether he attacks the PCs or not, 
  Chasshagra’s main topic of discussion when not otherwise engaged in 
  casting spells or roaring is the supremacy of beasts over men. His tenor 
  during the conversation depends upon his attitude towards the PCs. He 
  engages in a civil discourse with PCs that punished Game Over, while 
  ranting and raving about the subject with PCs that did not. It is impossible 
  to convince Chasshagra that he is wrong and any statements contrary to 
  his opinion cause him to attack the PCs if he has not done so already.
  Chasshagra is simultaneously horrified and elated if the PCs present him 
  with Savvith’s head. The grisly sight infuriates him, but he also realizes 
  that he can now communicate with her departed spirit via speak with 
  dead. Chasshagra grills them about their motives for returning it to him. 
  If he judges them to be sincere, he expresses his gratitude. Furthermore, 
  if the PCs restore Savvith to life, he becomes extremely remorseful for 
  his actions and begs forgiveness. In this case, he is even willing to part 
  with King of Beasts or aid in its destruction. He also offers Ramaashta 
  and its citizens any assistance that he can provide. PCs that he judges 
  to be insincere feel his full wrath. The outraged sphinx launches into a 
  brief tirade about Savvith’s unjustified murder, Ameht’s bounty and man’s 
  propensity for cruelty before he attacks the person whom he believed 
  slighted Savvith’s remains or memory.
  CHASSHAGRA 
   
  CR 9
  XP 6,400
  hp 123 (Pathfinder Roleplaying Game Bestiary 3 “Sphinx, 
  Androsphinx”)
  Gear suqri’s talisman against monumental favor (See 
  Chapter 5), golden raiment worth 2,500 gp
  Tactics: Chasshagra opens combat with a roar, hoping to frighten off as 
  many opponents as he can. He continues to roar on the successive 2 rounds 
  as well until he can no longer do so. Though a poor flyer, he realizes 
  that he enjoys a tactical advantage attacking the PCs from higher ground 
  preferably outside the range of their melee attacks. He uses his pounce 
  ability to charge an opponent allowing him to attack with both claws and 
  rake his opponent as well. In the event that he cannot charge, he uses his 
  Flyby Attack feat to attack and grab an opponent before flying to a safe 
  location with his victim in tow preferably above the central bookstand. 
  The furniture piece is 6 feet high, and the ceiling is roughly 25 feet above 
  that. With his enemy firmly in hand, he resorts to using his rake attacks 
  against the grappled target.
  Chasshagra refuses to concede defeat and fights to the bitter end, 
  opining that he would rather leave this world and spend eternity with 
  Savvith in the next than bow to the two-legged beasts that trample nature 
  and its wondrous creations underfoot.
  C9: Abandoned Guard Tower
  Like Area C6, the original creators apparently intended to turn this 
  tower into a guard outpost and then inexplicably abandoned the effort. 
  Any attempts to locate secret or concealed doors result in failure.
  C10: Living Quarters
  Though this spacious chamber technically serves as Chasshagra’s 
  living quarters, he rarely spends any time here other than to occasionally 
  nap or give his weary eyes a rest from pouring through his voluminous 
  written works. The decaying flower pedals spread across the carpet’s edge 
  came from the flowers in his solarium and were intended for Savvith’s 
  enjoyment. Since her death, he has not set foot in this chamber and its 
  adjoining chamber out of inconsolable grief. The chamber’s carpet 
  is extremely large, heavy and in poor shape. Prior to his gynosphinx’s 
  arrival, Chasshagra dug his sharpened claws into the heavy fabric creating 
  numerous pulls, tugs and holes in the massive textile. PCs that decide to 
  salvage the 1,000 pound carpet get only 500 gp for the monumental effort.
  C11: Nursery
  It is almost impossible not to share the profound sadness that 
  Chasshagra experienced when first setting eyes upon this painstakingly 
  crafted nursery. Unlike the carpet in the sphinx’s living chambers, this 
  less cumbersome wool and silk carpet is in good shape and is worth 500 
  gp. Savvith etched the mathematical equations and riddles onto the wall 
  to amuse her offspring. The mathematical equations etched onto the 
  wall include the calculations to determine the area and size of various 
  geometric shapes. PCs can discern this fact by making a successful DC 20 
  Knowledge (engineering) check. The hieroglyphs are written in Sphinx, 
  likely requiring the PCs to use magical means to read and understand 
  them. They are children’s riddles interspersed with classic riddles from 
  antiquity.
  C12: Omaruri Crypt (CR 7)
  Unlike most doors in this complex, this stone door is stuck requiring a 
  successful DC 28 Strength check to break it down.
  In accordance with Omaruri tradition, four of Chasshagra’s long 
  departed friends are laid to rest in the accoutrements of their people near 
  the being they venerated as a living deity. For the better part of the first 
  century after their deaths, their sphinx companion frequently visited and 
  spoke with them using a speak with dead spell. Several decades after 
  the Omaruri stopped visiting Chass the spiteful Chasshagra reciprocated 
  and never set foot in the crypt again. Since then, the signs of neglect are 
  everywhere. Thick layers of dust, cobwebs and a stagnant odor fill the 
  room.
  If the PCs opt to examine the skeletons, they can determine that they are 
  human with a successful DC 10 Knowledge (nature) check. A check that 
  
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  succeeds by 5 or more reveals that they are the skeletal remain of Omaruri 
  men. If the check succeeded by 10 or more, the PCs’ examination reveals 
  no signs of trauma indicating that they likely died from natural causes. 
  Their clothing fell into tatters long ago, but some valuables remain within 
  each of the reed boats that act as coffins. PCs that opt to search the bodies 
  discover an ivory necklace worth 150 gp, a bone pendant worth 100 gp, a 
  mahogany ring worth 75 gp, an amber bracelet worth 50 gp and nine gems 
  worth 10 gp each with a successful DC 10 Perception check. However, 
  disturbing the remains triggers the wrath of the chamber’s two guardians.
  Any physical contact with the bodies or the contents of their coffin 
  immediately animates the 2 graven guardians that watch over the crypt. 
  The monsters’ Omaruri creators fashioned them in Chasshagra’s humanoid 
  likeness, though their powers are based upon their archaic nature deities. 
  The two constructs attack until destroyed.
  GRAVEN GUARDIANS (2) 
  CR 5
  XP 1,600
  N Medium construct (Pathfinder Roleplaying Game Bestiary 
  3 “Graven Guardian”)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
   
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine; Immune construct traits; SR 16
  Weaknesses faith bound
   
  Speed 40 ft.
  Melee +1 keen shortspear +10/+5 (1d6+5/15–20) or slam +9 
  (1d6+4)
  Special Attacks magic weapon, dazzling (DC 14)
  Spell-Like Abilities (CL 5th)
  3/day—entangle (DC 14)
  1/day—haste (self only)
   
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +9; CMD 21
  SQ guardian domains (Plant, Sun)
   
  Dazzling (Su) When the graven guardian scores a critical hit 
  with its magic weapon, a bright flash blinds the target for 
  1d4 rounds (Fortitude save negates). The save DC is Wisdom-
  based.
  Faith Bound (Su) A graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the graven guardian is 
  dedicated unless that creature first attacks the graven 
  guardian.
  Magic Weapon (Su) A graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon 
  as long as it is wielded by the guardian. If the weapon is a 
  melee weapon, it gains the keen weapon special ability 
  (even if the weapon is a bludgeoning weapon). If it is a 
  thrown weapon, it gains the returning weapon special 
  ability. If it is a ranged weapon, it gains the seeking weapon 
  special ability, and generates new ammunition with each 
  attack (this ammunition is destroyed whether or not it hits).
  C13: Chasshagra’s Tomb
  Contemporaneous with the construction of the Omaruri crypt, 
  Chasshagra built this tomb for himself, but since the Kharitsines’ arrival, 
  the solitary sphinx abandoned his original plan and left the tomb and its 
  treasures undisturbed. Most of the objects are useless junk that Chasshagra 
  did not need, so he dumped them here when he forsook his plan to be 
  buried here.
  Treasure: Even if the PCs thoroughly scrounge the area, the moldy 
  textiles, chunks of raw materials and ordinary items are worth a grand 
  total of 100 gp. However, buried within the chests and piles of garbage are 
  many valuable items. A PC that searches the chests uncovers the following 
  treasures with successful Perception checks. Subsequent successful 
  Perception checks reveal no additional items.
  DC 10: lion’s shield, a +1 mighty cleaving scimitar, a suit of elven 
  chain, a cloak of resistance +2 and a 3-foot high bronze sculpture of a 
  pouncing lion worth 1,500 gp.
  DC 20: 16 gems worth 100 gp each and 3,402 gp.
  Concluding the Adventure
  When all is said and done, Chasshagra either ends the adventure as a 
  dead villain or a flawed character that miraculously found redemption and 
  is bent on atonement. In the end, there is no right or wrong way per se — 
  just choices and consequences. Ridding Chass of its resident sphinx opens 
  the locale for traveling merchants seeking to make use of its fresh water 
  springs for their caravans and its spacious rooms for shelter. The mad dash 
  to claim ownership of Chass is likely to result in tense standoffs at best 
  and prolonged armed conflict at worst between rival business owners. It 
  is possible that the Abaya or the squabbling parties themselves ask the 
  PCs to intervene and negotiate a settlement, though it is equally likely 
  that one of the rival factions ask the PCs to eliminate his competitors. 
  Theoretically the PCs can solve this matter by declaring themselves as the 
  new masters of Chass since they were responsible for evicting its prior 
  tenant and have the strongest claim. The Sultan or the Abaya support the 
  PCs’ position if they originally hired them to undertake this mission. If the 
  situation appears poised to spiral out of control, the Abaya or the Sultan 
  steps in and declares Chass to be state property, a resolution that leaves all 
  interested parties unhappy, but powerless to stop it.
  In the more unlikely event that Chasshagra survives the adventure, he 
  begrudgingly grants traveling merchants access to his water supplies. 
  More importantly, he extends a heartfelt invitation to Khartous’s greatest 
  minds to join him for lively discussions on any topic, though he steers 
  clear of man’s role in the world. He also offers Chass’ treasures to the 
  families of the lionweres’ victims as well as those slain by Nawalapuura. 
  If the PCs or another party restores Savvith to life, the haughty sphinx 
  becomes a driveling mass of gratitude and happiness.
  The moral ambiguities surrounding Game Over also leaves their 
  ultimate fate in the balance as well, if they survived the adventure. Caleb 
  and Guadalupe Ansiki remain popular figures in Ramaashta despite their 
  complicity in Ammar’s efforts to kill the caravan survivors in cold blood to 
  maintain the group’s lofty reputation. Like Chasshagra, they too can atone 
  for their mistakes, though the villagers are unwilling to forgive Ammar 
  and his willing henchman, Gabriel. The PCs must determine whether they 
  face conventional justice or frontier justice.
  On the other hand, there are no ethical questions surrounding what to 
  do with Nawalapuura if the PCs did not destroy the bog mummy and her 
  growing legion of minions before setting off for Chass. Upon returning 
  to Ramaashta, Aramses and Sholamara approach the PCs to enlist their 
  aid in defeating the undead monstrosity before the entire village becomes 
  infected with her vile disease.
  As a result of their actions, the PCs’ reputation in Khartous only 
  increases. If the Abaya or the Sultan were not aware of these heroes, they 
  now take a keen interest in their exploits. In fact, Sultan Faud turns to 
  the PCs in the future for their assistance in defeating Eyegouger, the blue 
  dragon, in the sourcebook’s next adventure “My Blue Oasis.”
  The adventure ends with one enduring mystery — who built Chass and 
  why. Even its resident sphinx does not know the answer to that question, 
  but the PCs may uncover the answer in the next adventure.
  
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  Dunes of Desolation
  My Blue Oasis
  Adventure Background
  The land itself never forgets. Time may bury or conceal its wounds, but 
  they never truly heal. The injuries left behind from primordial impacts 
  fade over the ages, though some residual scars always remain for those 
  who know where to look. Ages ago, a race of subterranean fey creatures 
  excelled at finding these gouge marks. These intrepid explorers scoured 
  the ravaged planetary surfaces and the depths of the earth searching for 
  the remnants of these extraterrestrial collisions. Their expertise yielded 
  astounding finds, unearthing precious minerals and metals with alien 
  properties and newfangled uses. Yet, some things buried deep below the 
  ground are not meant to be discovered, and the consequences for those 
  that do can forever alter the destiny of an individual — and an entire race.
  Origins of Chass
  One day while traveling across a remote stretch of desert, a large group 
  of fey colonists stumbled upon a massive, freshwater lake that defied all 
  rational explanation. The strange anomaly puzzled them. They sought 
  an explanation, so some of their party delved into the earth in search of 
  an answer, while the remainder built a settlement atop a scenic plateau 
  overlooking the lake. Four months into the expedition, a lone explorer 
  spelunking in the depths below the lake encountered an eerie pulsating 
  blue light. He followed the mysterious luminescence into a vast cavern 
  where he discovered its source, a tiny shard of blue crystal no larger than a 
  small pebble. He marveled at the breathtaking mineral, yet he noticed that 
  he and the world around him began to change. Time ebbed and flowed for 
  no apparent reason. His body steadily withered in its presence. Alarmed 
  by these strange events, he fled the cavern and returned to the surface; 
  however upon arriving at the settlement, he found that the warm rays of 
  the sun seared his skin. Frightened by this new development, he sought 
  an explanation from his people’s most powerful sorcerer, Thozzaggard.
  For his part, the power hungry Thozzaggard saw a perfect opportunity 
  to take advantage of this situation for his betterment. Though his kin 
  were brilliant in many regards, they were also highly superstitious and 
  fascinated with omens. Thozzaggard boldly proclaimed that the discovery 
  was in fact a “god particle,” a small chip of divine essence that would only 
  reveal its origins and secrets to a powerful practitioner of arcane magic. 
  Mesmerizing them by his rousing tale, the charismatic Thozzaggard then 
  led his spellbound followers into the bowels of the earth to pay homage 
  to their newfound deity and its exalted high priest. When they arrived 
  in the cavern, his brethren fell to their knees and worshipped the minute 
  crystal emitting fluctuating blue light, while it simultaneously tore 
  away the fabric of time and space. Their elation soon turned to terror, 
  as their bodies and then their minds atrophied in the midst of the “god 
  particle.” The development even frightened the ambitious Thozzaggard 
  who inexplicably resisted its detrimental effects better than his rapidly 
  withering kin. In an act of desperation, the resourceful sorcerer called 
  upon his mystical powers to utterly disintegrate what would have been 
  the cornerstone of his new faith. Thozzaggard reduced the crystal into fine 
  dust, but the damage was already done. The race that slowly rose to its feet 
  was forever scarred by their encounter with the “god particle.” Insanity 
  ravaged their beleaguered minds, while their very skin ached from even 
  the slightest contact with sunlight. Consumed by their madness, they 
  abandoned the settlement to spread their affliction to their descendents. 
  Within the span of several generations, Thozzaggard’s disillusioned 
  followers corrupted their entire race giving birth to the derro.
  Despite his close call with irreparable insanity, the moderately 
  deranged Thozzaggard became obsessed with unraveling the secret of 
  the “god particle.” As he wandered the lonely depths beneath the earth, 
  he encountered a small enclave of his kin beneath another large oasis. 
  Within their complex, he recognized the telltale flashes of blue light as the 
  unmistakable presence of his elusive crystal; however unlike his previous 
  followers, these fey greatly feared the strange mineral. They encased it 
  within a prison sealed by heavy, metallic alloy portals that kept its harmful 
  emanations tucked safely behind closed doors. Despite his impassioned 
  pleas and relentless cajoling, his kin refused to open the reinforced doors. 
  Undeterred, Thozzaggard used his magic to transport himself into the 
  cavern behind the door. This time, the wily sorcerer would not escape 
  the god particle’s grasp. Madness overcame him shortly before the alien 
  substance sucked the last vestiges of life from him and hurled his ravaged 
  soul into the void beyond reality. What later rose where his corpse now lay 
  was an undead monstrosity that longed to spread its curse to every living 
  creature. It hurtled his massive body against the alloy doors, allowing 
  some of the god particle’s emanations to escape. Before his fey brethren 
  completely succumbed to insanity, they reinforced the alloy doors with a 
  stone and mortar wall that would seal the ungodly abomination behind it 
  forever. In the shadow of Thozzaggard’s folly, the derros endured in their 
  subterranean hell for countless millennia to come, ruing the fateful day 
  when a mad sorcerer ruined their race forever.
  Obsession Reborn
  Unlike Thozzaggard’s kin, terrestrial anomalies are nothing more than 
  a source of wonderment and curiosity for most men, but for one man, 
  they consumed his thoughts since childhood. From an early age, Ahmad 
  Pachwari knew he was destined to do something extraordinary. The 
  child prodigy excelled in all his studies, though he took a particularly 
  keen interest in the earth sciences, particularly geology. His enthusiasm 
  for the subject was so great that at the age of thirteen, he set out into 
  the forbidding Maighib Desert in search of a renowned shaitan pasha 
  named Agateye. Using his extensive knowledge of geology, the intrepid 
  teenager discovered previously unknown water sources as he scoured the 
  dunes and gravel looking for the most likely entrance to the noble genie’s 
  underground kingdom. After three weeks of searching, the youngster’s 
  ingenuity and sharp mind were rewarded. In the depths beneath an unusual 
  rock formation, Ahmad met his newfound tutor for the first time.
  The precocious Ahmad spent the next three months in the company of 
  his immortal host, watching and listening as the noble genie explained 
  the wonders of his vast, subterranean realm. He cataloged countless new 
  varieties of gems, metals and stones, but one legendary mineral fascinated 
  him. Agateye referred to the substance as warilium. Even though the noble 
  shaitan doubted its very existence, he told the wide-eyed pupil the legend 
  
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  about the mysterious cosmic stone. The story told that the incredibly dense 
  material fell from the skies during the world’s infancy and imbedded itself 
  deep beneath the surface. These tiny warilium fragments are no larger than 
  a small crystal and weigh less than a pound, yet each allegedly contains 
  enough water to fill a small lake. Throughout the ages, numerous races 
  and beings scoured countless worlds and planes in a futile search for the 
  elusive substance they dubbed “watery stars” or less commonly known 
  as “god particles.” The lack of success led the overwhelming majority to 
  eventually abandon the quest; however a few stalwarts persisted in the 
  face of consistent failure and growing ridicule. Over time, the hunt for 
  watery stars escaped the bonds of reality and became a full-blown myth. 
  Scientific hypotheses gave way to esoteric folklore and fanciful tales. The 
  search for watery stars was no longer a topic for discussion in recognized 
  intellectual circles. Instead, scholars relegated warilium to the stuff of 
  children’s stories and old wives’ tales.
  Agateye’s tutelage changed Ahmad forever. After he returned from 
  his desert journey, his interest in watery stars steadily grew. His part-
  time hobby and diversion soon bordered on obsession. His other learned 
  pursuits fell by the wayside as Khartous’s brightest scholar focused all 
  of his energy, efforts and mind towards finding the obscure object of 
  his desire. The young genius disassociated himself from the world of 
  academia and immersed himself in pseudoscience and the occult in his 
  mission to solve the age-old mystery of the watery stars. He chased every 
  conceivable lead, meeting with shady and malevolent outsiders, arcane 
  charlatans and false prophets in the faint hope of discovering even the 
  slightest trace of evidence to support the fable’s existence. His efforts 
  appeared to be in vain until one day when reality intervened.
  Nothing moves faster through the desert than gossip followed shortly 
  thereafter by half-truths, sandstorms and real news. The strange details 
  about the remote structure of Chass reached his attentive ears and piqued 
  his curiosity. (See Chapter 11 for details regarding Chass.) Down to his 
  last few coins, the reclusive genius gambled his remaining fortunes on 
  a mysterious building in a remote corner of the Maighib Desert. Within 
  moments of arriving, Ahmad knew that his fate was about to change for 
  the better.
  Despite spending much of his young adulthood dabbling in quackery, 
  Ahmad was still one of the brightest minds of his age. As soon as he 
  surveyed the landscape around Chass, he realized something that no one 
  else could. He recognized that Chass once stood atop a plateau in the 
  middle of a vast, ancient lake — a body of water that should not have 
  existed and could only be explained by the presence of warilium. Ahmad 
  surmised that Chass’ unknown architects also reached the same conclusion 
  and thoroughly mined the area before abandoning the site eons ago 
  leaving the lake to slowly evaporate into the much smaller oases that now 
  exist. Though Ahmad was convinced about warilium’s existence, others 
  would not follow suit without being able to touch or at least glimpse at a 
  sliver or chip of the legendary mineral. Ahmad pondered the dilemma for 
  several hours and then proposed a bold hypothesis. What if warilium were 
  responsible for creating Khartous’s largest source of water — the Oasis 
  of Al-Marak? Unlike Chass, there were no permanent fixtures to suggest 
  that someone else had mined the area before, so if the watery stars were 
  responsible for creating the massive freshwater spring, it is likely that they 
  are still there. Ahmad had the inspiration and the idea, but no resources 
  and only a handful of coins. Still, he had a hunch about who could solve 
  the latter problem for him.
  Though he had distanced himself from his intellectual peers more 
  than a decade earlier, the memories of the boy genius were still strong 
  enough to grant him an audience with the one man in Khartous that could 
  fulfill his childhood dream — Sultan Faud. Ahmad previously met the 
  kingdom’s ruler on several occasions during his youth; however Faud was 
  a prince at the time. In a heartfelt plea, the animated man presented his 
  case to his old acquaintance, claiming that a few chips or slivers of watery 
  stars would meet the city’s future water needs and those of the entire 
  kingdom for millennia to come. Ahmad’s proposal intrigued the Sultan. 
  He deliberated the idea for several days. He sought additional counsel 
  from his advisors and based upon their insight and his own gut instinct, 
  Faud declined to fund the massive undertaking citing the enormous costs 
  and the likely prospect that the massive operation would turn up nothing. 
  The disappointed Ahmad politely accepted Sultan Faud’s decision, yet he 
  remained determined to find another way to make his vision a reality.
  Ahmad refused to let the Sultan’s decision halt his ambitious project. 
  Over the course of the next several weeks, the resolute wizard pitched 
  his idea to many of Khartous’s wealthiest citizens, yet like the kingdom’s 
  ruler, they also balked at the hefty price tag and the precipitous risk of 
  failure. Disheartened but not defeated, the bitter Ahmad left the capital 
  city determined to fulfill his boyhood dream regardless of how he did it. 
  However, before he departed, he posited a theory. He traded a magical ring 
  to another wizard in exchange for a scroll containing two spells beyond 
  his ability to cast himself — disintegrate and reverse gravity. Ahmad’s 
  scientific mind deduced that the only way to unlock the watery star’s full 
  potential would be to reduce it to its basest components and then unravel 
  the primal bonds holding the matter together.
  Ahmad had the brains, the tools and an ingenious theory; all he lacked 
  was the manpower. Undeterred, Ahmad set out from Khartous to survey 
  his intended target and possibly sway some desert travelers or even its 
  monstrous denizens to his cause. The seasoned desert traveler blazed 
  his own trail across the trackless dunes, hoping to run across more like-
  minded individualists and pioneers along the way. More than halfway 
  through his journey, the swirling winds on the horizon kicked up an 
  angry funnel of blistering sand. He immediately recognized the telltale 
  beginnings of an intense sandstorm, so he fled towards a large cavernous 
  opening carved into the face of an odd rock formation. Before he reached 
  his intended shelter, the earth beneath his feet gave way and much to his 
  surprise and horror he plummeted 50 feet into a subterranean chamber. 
  When the startled Ahmad looked up at his new surroundings, the terrified 
  young man soon discovered that he was not alone.
  Dragon Hoard
  A steaming blast of hot air charged with static electricity tingled across 
  his entire body as a huge blue dragon stared menacingly at the proverbial 
  fly caught in the spider’s web. Ahmad landed in the lair of Eyegouger, 
  an avaricious, intelligent mature adult blue dragon with a penchant for 
  grandiosity. The arrogant reptile sized up his stunned prey and dismissed 
  the ragged, young man as no threat. But before the dragon could utter a 
  word, Ahmad regained his senses and in a daring move began pitching his 
  bold plan to his captor. The epic scale of the proposal instantly grabbed 
  Eyegouger’s attention. With every passing moment, Ahmad strengthened 
  his grip over the seemingly spellbound dragon. Visions of unfathomable 
  riches frolicked in his greedy mind. Ten minutes later, Ahmad had 
  accomplished the impossible. He sold his idea to the desert’s most feared 
  resident — an evil blue dragon.
  After concealing the entrance to his lair and securing his immense 
  treasure hoard for the journey across the desert, the pair headed off to the 
  Oasis of Al-Marak to begin their search for the legendary watery stars. 
  Still titillated by the prospect of acquiring instant wealth, Eyegouger flung 
  his immense body headfirst into the sand around the oasis and burrowed 
  beneath the ground. Much to Eyegouger’s chagrin, laying claim to 
  Ahmad’s promised treasure would not be easy or quick. Over the course 
  of the next few days, the antsy blue dragon recruited more of the desert’s 
  denizens to the great undertaking. As more evil monsters and mindless 
  brutes trickled into the area to perform Eyegouger’s bidding, Ahmad 
  realized that he made a bargain with the proverbial devil. He watched 
  with dismay as his lifelong ambition became the grand design of a sinister 
  creature bent on exploiting what could potentially be mankind’s greatest 
  discovery since fire for his own wicked purpose. At that moment, he 
  understood that genius is no match for obsession.
  As the digging progressed and Eyegouger’s legions of followers 
  swelled around the oasis, the caravans and travelers that normally frequent 
  the vital watering hole found the location closed for business. The few 
  brave souls that dared to defy the covetous blue dragon and attempted 
  to drink from the refreshing waters met a grisly and electrifying end at 
  the claws and flaring nostrils of the oasis’ new resident caretaker. Under 
  Eyegouger’s direction, the oasis was off-limits to all humanoid traffic, as 
  he and his minions delved deep below the surface in search of Ahmad’s 
  fabled watery stars.
  Under pressure from his generals, ministers and merchants alike, Sultan 
  Faud must take action to wrest control of the critical water supply from 
  the scaly nemesis that hoards it. Though a military operation is a possible 
  
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  Dunes of Desolation
  option, the logistics of securing provisions for a full scale assault requires 
  time and resources that the kingdom does not have. In addition, Eyegouger 
  and his allies are certain to inflict mass casualties to a large army with 
  devastating aerial attacks and searing bolts of lightning capable of felling 
  an entire column of men in seconds. After much consideration, the Sultan 
  believes that a small group of highly skilled adventurers is much better 
  suited to deal with Eyegouger than a larger force of ordinary soldiers. 
  Meanwhile, as Faud moves to respond to the crisis, the brilliant Ahmad 
  rues the day he made a foolish deal with his untrustworthy partner. He 
  secretly wishes that he was terribly wrong about the existence of watery 
  stars; otherwise Eyegouger is sure to use the mineral to advance his own 
  interests regardless of the consequences. As they follow in the ancient 
  footsteps of the mad Thozzaggard, Ahmad fears that the object of his 
  lifelong desire lies perilously close to the eager dragon’s clutches and 
  certain ruination unless someone more powerful than he stops him.
  Adventure Synopsis
  Regrets sometimes endure for an eternity, and Ahmad’s dilemma 
  personifies this adage to a tee. Though he spent his entire life searching for 
  the fabled watery stars, his current predicament leaves him, and the whole 
  kingdom, wishing he never thought of them. The gifted man appealed 
  to a dragon’s avarice and soon learned that its greed knows no bounds. 
  Now, the Sultan or one of several other concerned parties contact the 
  PCs to undo Ahmad’s terrible mistake and permanently evict the Oasis 
  of Al-Marak’s new, unwanted resident. The PCs soon discover that the 
  normally safe road to the watery paradise is overrun by Eyegouger’s loyal 
  and wicked minions making the arduous trek across the Maighib Desert 
  all the more difficult.
  After dispatching of the dragon’s cohorts and the native denizens, the 
  PCs complete the long, harrowing journey across the windswept dunes 
  and arrive at the Oasis of Al-Marak or at least what remains of it. The 
  malevolent Eyegouger and his servants have transformed the lush, vibrant 
  spring into a mammoth excavation site. Guarded by two desert drakes and 
  a pair of brutish desert trolls, the PCs must defeat or somehow circumvent 
  these sentinels and descend into the boreholes carved into the earth. From 
  there, the PCs must navigate their way through the treacherous subterranean 
  tunnels in pursuit of the blue dragon and the eldritch watery stars. As they 
  descend further below the surface, the PCs contend with the monstrous 
  creatures that constructed this labyrinth of passages and chambers before 
  entering the realm of Thozzaggard’s demented descendants.
  In addition to contending with the derros inhabiting this underground 
  complex, strange anomalies also plague the area, suggesting that someone 
  or something is altering the very laws of nature themselves. The watery 
  star’s powerful gravitational pull and simultaneous coexistence in another 
  dimension warps the boundaries of time and space. The passage of time 
  randomly slows in some areas and accelerates in others. Eerie momentary 
  bursts of bright, blue light suddenly irradiate the underground passages 
  and chamber, temporarily blinding anyone who fails to turn away from 
  the intense flash. After overcoming these obstacles, the PCs finally come 
  face to face with the brawn and the regretful brains behind this ambitious 
  scheme.
  The derros’ network of chambers and passageways culminate before 
  ominous, reinforced metallic doors at the far end of a massive chamber 
  that Eyegouger recently unearthed behind a hastily constructed stone 
  wall. Though the ancient portal appears to have stood for millennia, 
  a loud pummeling sound emanating from the other side causes it to 
  violently shudder with each successive strike. There, the PCs encounter 
  the apprehensive Eyegouger and his rueful partner Ahmad, as they 
  watch the primordial door helplessly teeter from the constant bashing. 
  Despite his preoccupation, the dragon’s insatiable greed drives Eyegouger 
  to immediately attack the PCs to defend his prized treasure from the 
  newcomers. Meanwhile, the conflicted Ahmad stares wide-eyed at 
  the portal. Throughout the struggle, the bonds of reality fluctuate with 
  greater regularity and intensity, affecting both the PCs and their reptilian 
  adversary.
  Several minutes later, the battered doorway eventually yields, and a 
  monstrous devourer bursts into the chamber attacking anything in its 
  path. Countless millennia ago, Thozzaggard also found the watery star; 
  however he succumbed to its power and became an undead abomination. 
  Now that its former guardian is out of the way, the PCs are free to step foot 
  in an immense, cavern of indeterminate age containing nothing other than 
  a pulsating crystal, Thozzaggard’s journal and his worldly possessions. 
  Relieved of his trepidations, the watery star’s mystical allure once again 
  captivates the awestruck Ahmad; however the PCs realize that the watery 
  star poses a tremendous danger to all living things. They must convince 
  the obsessed wizard to abandon his lifelong quest or he attempts to fulfill 
  the elusive dream that consumed him for most of his adolescence and 
  adulthood. After resolving this crisis, the PCs face their final and most 
  critical dilemma — what to do with a tiny crystal that is simultaneously 
  capable of improving countless lives or destroying them in an instant. 
  Ultimately, the PCs’ decision determines many fates including their own.
  Starting the Adventure
  The events taking place at the Oasis of Al-Marak trouble many 
  concerned parties, including the kingdom’s absolute ruler, Sultan Faud. 
  Ideally, the PCs begin the adventure in the city of Khartous or its nearby 
  environs; however the GM is free to incorporate his own setting into the 
  adventure provided that the locale includes desert terrain and a distant 
  oasis. While there, a prospective employer contacts them to resolve 
  the situation at the Oasis of Al-Marak. Because Ahmad presented his 
  proposal to multiple persons throughout the city, everyone involved in 
  the matter is fairly certain that the current events at the important location 
  are somehow associated with his grand plan to excavate the mysterious 
  watery stars from the depths below its refreshing waters. However, details 
  about what is actually transpiring at the watering hole are sketchy at best. 
  Witnesses claim that monstrous beasts constantly circle the skies around 
  the area, while foul creatures patrol the nearby road. A few daring souls 
  attempted to get a closer look, though none were even seen or heard from 
  again. Though Khartous’s business interests are primarily worried about 
  regaining accessibility to the vital water supply for their overland caravans, 
  the Sultan is especially fearful of the potentially dire consequences if 
  the watery stars fell into the wrong hands. All involved parties express 
  skepticism about their actual existence, yet the mere possibility that they 
  could be used for nefarious purposes is enough to frighten even the most 
  jaded cynic.
  Adventure Hooks
  If the PCs already performed services for the Sultan in a previous 
  adventure, he dispatches his most trusted lieutenants to summon them 
  for a private audience. Likewise, merchant interests that worked with the 
  PCs in the past directly contact them for their assistance in this important 
  matter. Alternatively, Jamaal Dakkar, a renowned scholar and secret 
  member of the Church of Hafaz, solicits the PCs to recover Ahmad’s 
  watery stars. In addition to the adventure hooks presented here, the GM is 
  free to create another adventure hook tailored specifically for the group’s 
  PCs.
  Political Crisis
  Usman Al-Naddar (NG male human fighter 5; Str 17; Intimidate +8), 
  one of Sultan Faud’s most trusted and loyal subordinates approaches the 
  PCs with an urgent request that they meet with the monarch to discuss a 
  vital matter. From the outset of the meeting, it is readily apparent that the 
  current situation weighs heavily on his fretful mind. He explains to the PCs 
  that several weeks ago, Ahmad Pachwari presented him with an ambitious 
  proposal to excavate the Oasis of Al-Marak in search of a legendary rare 
  mineral he referred to as a watery star. Faud declined his request citing his 
  skepticism about the material’s existence as well as the immense costs that 
  would be incurred financing such an undertaking. According to Ahmad’s 
  account, the mysterious substance weighed no more than a small stone, 
  but contained enough water to fill a small lake under the proper conditions. 
  He expresses to the PCs that the discovery of such an item could be an 
  incredible boon for his people, but in the wrong hands, it could be used as 
  a devastating weapon to flood an entire metropolis. The Sultan is certain 
  that Ahmad began the excavation, though he has no knowledge of who is 
  
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  supporting him in the endeavor. Faud offers the PCs 10,000 gp to free the 
  Oasis of Al-Marak from its occupiers’ grip and prevent the watery stars, if 
  they do exist, from falling into the wrong hands.
  Fell by the Way Station
  Taliya Maakhana (LN female human expert 8; Cha 17; Profession 
  [merchant] +14) and Mehmet Asikkurra (N male human aristocrat 7; Int 
  16; Profession [merchant] +12) seek out the PCs and offer them a business 
  proposition. The pair controls the vital trade routes from Khartous to 
  the distant settlements of Qiram and Olappo, so their caravans depend 
  upon the oasis to supply them with water for the long journey across the 
  Maighib Desert. Taliya is aware of Ahmad’s possible involvement in this 
  affair based upon his proposal to her just a few weeks earlier. Though 
  Ahmad impressed her with his enthusiasm and intellect, she believed the 
  risks greatly exceeded the rewards. Taliya and Mehmet expect two of their 
  caravans returning from Qiram and Olappo to pass through the area over 
  the next several days. Because their caravan leaders are unaware of these 
  recent developments, they are greatly concerned for the safety of their 
  personnel and their goods. In exchange for their assistance, Taliya and 
  Mehmet each offer a payment of 5,000 gp to rid the oasis of its unwanted 
  intruders and secure the critical junction for the foreseeable future.
  Esoteric Research
  Jamaal Dakkar (N male human expert 5/wizard 4; Int 19; Knowledge 
  [arcana] +15), one of Khartous’s most renowned scholars and secret 
  member of the Church of Hafaz, approaches the PCs regarding recent 
  events at the Oasis of Al-Marak. Unlike the PCs’ other prospective 
  employers, Jamaal is far more interested in recovering the watery stars, 
  rather than expelling the oasis’ current occupiers. The somewhat scatter-
  brained intellectual has his doubts about their existence, but the prestige 
  associated with such an important find is too great to let the opportunity 
  slip through his fingers. Though he never directly met with Ahmad, several 
  parties that attended one of Ahmad’s presentations approached him for his 
  insight and advice. Jamaal’s only request is that the PCs prove or disprove 
  the watery star’s existence. Of course, by proof he means for the PCs to 
  actually bring him the watery stars. He presumes that in doing so, the 
  PCs would have to deal with the oasis’ current occupants, but he never 
  specifically says anything about it unless directly asked. Jamaal offers the 
  PCs an extremely rare golden idol of a winged woman valued at 8,500 gp.
  Rumors
  Learning additional information about Ahmad himself, the watery stars 
  or the current troubles at the Oasis of Al-Marak is extremely difficult. 
  Few people have ever heard of watery stars, let alone know anything 
  about them. Similarly, the reclusive Ahmad spent much of his adulthood 
  in solitary study. The PCs may attempt Diplomacy and Knowledge (local) 
  checks to gather information about Ahmad and the Oasis of Al-Marak 
  while in Khartous and its immediate vicinity. Details about the watery stars 
  are so difficult to come by that the PC can only acquire that information 
  with a successful Knowledge (dungeoneering) check. Alternatively a 
  successful Knowledge or Profession check in an appropriate science, such 
  as geology or astronomy also reveals useful insight about the celestial 
  bodies. In addition, PCs with access to specialized knowledge, such as 
  a member of the Church of Hafaz, may also learn about the watery stars 
  from a reliable source with a successful Diplomacy or Knowledge (local) 
  check. For each successful check at that level, provide one new rumor at 
  that DC or from a lower one if the ones at the current DC have already 
  been heard.
  DC 20
  • Ahmad was a child prodigy excelling in the earth sciences. In his early 
  teens, Ahmad devoted himself to pursuing his studies in pseudoscience 
  and the occult. His peers no longer took him seriously, and he fell out 
  of favor with established academia. PCs can obtain this rumor with a 
  successful Diplomacy or Knowledge (local) check.
  • Monsters overran the road from Khartous to the Oasis of Al-Marak. 
  They even say that massive flying beasts circle overhead, attacking any 
  travelers that attempt to approach the watering hole. PCs can obtain this 
  rumor with a successful Diplomacy or Knowledge (local) check.
  • During his adolescent years, Ahmad ventured into the Maighib Desert 
  and studied under the tutelage of a genie who first told him about the watery 
  stars. After his return, the studious young man changed dramatically and 
  became a recluse. PCs can obtain this rumor with a successful Diplomacy 
  or Knowledge (local) check.
  • Ahmad made a bargain with a powerful devil. The foul denizens of 
  Hell toil under his oppressive whip, digging day and night around the 
  oasis in search of his fabled watery stars. PCs can obtain this rumor with a 
  successful Diplomacy or Knowledge (local) check. (This is a false rumor.)
  • Ahmad fell under the influence of a mysterious woman during his 
  time in the desert. Some say that she is a demon. Others believe she is a 
  hag, while a few are convinced that she is a sorcerer from the depths of 
  the earth. She has been the guiding hand in all his actions over the past 
  decade including his current undertaking at the Oasis of Al-Marak. PCs 
  can obtain this rumor with a successful Diplomacy or Knowledge (local) 
  check. (This is a false rumor.)
  DC 30
  • The so-called watery stars are primordial meteors with mystical 
  and unusual scientific properties. Though they are small and virtually 
  weightless, they are said to hold enough water to fill a small lake under the 
  right circumstances. No one knows for certain how to unlock their stores 
  of water, but it is believed that casting several arcane spells in the proper 
  sequence alters their chemistry enough to release the stored reservoir. PCs 
  can obtain this rumor with a successful Knowledge (arcana) or Knowledge 
  (dungeoneering) check.
  • After Ahmad learned about the mysterious events at Chass, he 
  traveled to the remote outpost and became convinced that watery stars 
  created the numerous desert springs surrounding the unusual structure. 
  He also asserted that Chass’ builders also came to the same conclusion 
  and mined the area for any watery stars. PCs can obtain this rumor with a 
  successful Diplomacy or Knowledge (local) check.
  • A subterranean, alien race worships the watery stars in their bizarre 
  temple deep beneath the surface. The odd chemistry of the legendary 
  mineral warps their minds and bends space and time in ways previously 
  unimaginable. PCs can obtain this rumor with a successful Knowledge 
  (dungeoneering) check. (This rumor is mostly true except for the part 
  about the derros worshipping the watery star.)
  • Watery stars are the last living remnants of Ellashah and Rema. 
  Powerful magic cast upon these stones could restore the creators back to 
  life. PCs can obtain this rumor with a successful Diplomacy, Knowledge 
  (local) check or Knowledge (religion) check. (This is a false rumor.)
  DC 40
  • If they do exist, watery stars must simultaneously coexist on this 
  plane of existence and another dimension. Despite their small size, the 
  gravitational pull from the object must be so great that it alters the fabric 
  of time and space. It would be impossible to actually touch the object or 
  even spend more than a brief period of time around it without feeling any 
  undo effect from the mineral. PCs can obtain this rumor with a successful 
  Knowledge (dungeoneering) or Knowledge (planes) check.
  Part One: 
  Long Days’ Journey
  After gathering background information in Khartous or another 
  suitable locale, all roads point to the Oasis of Al-Marak as the PCs’ next 
  destination. The oasis lies roughly 70 miles east of Khartous; therefore 
  it likely takes the PCs several days to reach their goal. The PCs must 
  decide whether to travel via the established trade route from Khartous 
  to the Oasis of Al-Marak or blaze their own trail across the trackless 
  dunes to reach their intended destination. (See Chapter 2 for information 
  about desert travel.) Each option presents its own benefits and pitfalls. 
  
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  Obviously, travel across the established road is faster and more direct; 
  however Eyegouger’s minions pay closer attention to the thoroughfare 
  than the desert expanses. On the other hand, the uncharted trail across 
  the burning sands is slower and more populated by monstrous denizens 
  that Khartous’s soldiers and merchants usually beat back away from the 
  vital trade route. The PCs may avoid some of these dangers if they have 
  the ability to fly for long distances, though it may also prevent them from 
  gathering important clues if they omit all of the overland encounters in 
  their entirety. In addition, several of Eyegouger’s minions may also take 
  to the skies to slay any perceived intruders. Regardless of the chosen route 
  or method of transportation, foul beasts and sinister beings block the way 
  to the Oasis of Al-Marak.
  Encounters
  As the PCs make their way to the Oasis of Al-Marak there are eight 
  possible encounters along the journey. A few of them are set encounters 
  that occur at fixed locations in the desert, while the remainder may take 
  place anywhere in the desert. (These encounters do not include those that 
  the PCs may face in and around the oasis itself.) The set encounters are 
  addressed first followed by the random ones. These encounters are denoted 
  as S1, S2 and S3 on the accompanying map of the Maighib Desert. The 
  GM is free to use the Appendix to generate more random encounters or 
  create additional ones of his own design to further challenge the PCs.
  S1: Troll Collectors (CR 10)
  Like nearly all desert kingdoms, Khartous operates toll collection 
  booths at strategic locations along its major trade routes. In this particular 
  case, the tariff station lies at the base of a steep canyon surrounded by high, 
  windswept dunes. These conditions persist in a 6 to 12 mile radius around 
  the toll collection site. Creatures traveling along the road may attempt to 
  circumvent the area by going around it; however the deep dunes of loose 
  sand and sharp elevation changes make it virtually impossible to navigate 
  a vehicle through the area. Anyone passing through this inhospitable 
  terrain must succeed on DC 5 Climb check to move through the dunes 
  which are also treated as difficult terrain. (The Maighib Desert’s airborne 
  predators are also aware of the hazards of moving through this region and 
  typically circle overhead searching for prey attempting to pass across this 
  treacherous landscape.)
  If the PCs remain on the road, they come across the remnants of the 
  toll collection station that Eyegouger destroyed shortly after arriving 
  in the area. When they come within visual range of the scene, they can 
  easily make out the remains of a crude, wooden building that has been 
  reduced to splinters and displaced stones as well as the severely charred 
  and desiccated corpses of its presumed former occupants. The stench of 
  burnt flesh and wood is so strong, that the PCs can detect it from 400 feet 
  away with a successful DC 10 Perception check.
  Eyegouger left 2 desert trolls to man the critical juncture in the road. 
  The mated pair of ignorant giants immediately attacks anything that 
  crosses their path. The monstrous brutes fight to the death, as the clever 
  dragon posted them here to constantly remind them of the fate that awaits 
  those that dare to stand in his way. If they are forced to surrender or are 
  temporarily incapacitated, the desert trolls have no information of any 
  consequence other than Eyegouger’s responsibility for destroying the toll 
  collection booth.
  DESERT TROLL (2) 
  CR 8
  XP 4,800
  hp 85 (Chapter 6)
  Development: In the aftermath of their encounter with the desert trolls, 
  PCs may investigate the surrounding area and the dead bodies to gather 
  clues about the prior attack. The obvious scorch marks on the collection 
  site’s stone foundations and the charred condition of the structure’s 
  wooden components and the corpses are all telltale signs that intense 
  heat destroyed these objects and burned the defenders’ flesh. These facts 
  indicate that the desert trolls are not responsible for the carnage. PCs that 
  examine the dead bodies learn that an extremely intense and focused blast 
  of heat burned through their flesh with a successful DC 20 Knowledge 
  (nature) check. With that information in hand, a successful DC 23 
  Knowledge (arcana) check points to an electrical attack as the injuries’ 
  likeliest cause.
  Treasure: The desert trolls have no treasure of their own; however a 
  singed, iron chest buried beneath fallen timbers in the adjacent structure 
  still contains the toll proceeds collected during the week preceding 
  the attack. A PC can spot the concealed chest with a successful DC 16 
  Perception check. Though heavily damaged by the subsequent fire and the 
  impact of crashing beams, the chest is still securely locked. There are 396 
  gp inside the chest. Technically, the money still belongs to the Sultan, so 
  taking it may create some future complications
  Iron Chest: 1 in. thick; hardness 10; 30 hp; Break DC 30; 
  Disable Device DC 23.
  S2: Giant Trouble (CR 10)
  Desert giants are one of the landscape’s apex predators. These massive 
  humanoids roam across the desolate sands traveling from one oasis to 
  another in search of food and water. Though they lead a nomadic lifestyle, 
  they still lay claim to vast swaths of territory that they deem their own. 
  In this particular instance, the desert giant Fazzellon called the stretch 
  of desert west of the Oasis of Al-Marak as his domain. That is until 
  Eyegouger arrived on the scene. Fazzellon fought valiantly against the 
  reptilian intruder, but in the end the potent dragon proved to be too much. 
  Fazzellon ceded his land to Eyegouger in life; however he is unwilling to 
  relinquish his claim so easily. His burning desire to rule over his fiefdom 
  fueled his transformation into something unnatural.
  After his destruction at Eyegouger’s claws, Fazzellon rose from death 
  as a juju zombie desert giant. As in life, Fazzellon fends off all intruders, 
  roaming a 1-mile radius around his battered and broken yurt. Relieved of 
  the burdens of finding food, water or rest, Fazzellon completes an endless 
  circle around his former camp in a desperate effort to keep all intruders off 
  his land. The incredibly powerful giant charges any creature it perceives 
  as threat, which in most cases is anything larger than a small rodent. It 
  attacks with his grand scimitars, hacking and slashing its opponents into 
  a bloody stump of gashes and lacerations. Fazzellon says nothing other 
  than mumbling under his breath about trespassers, thieves and interlopers.
  PCs moving through the 1-mile area around Fazzellon’s yurt may find 
  the undead monster’s tracks with a successful DC 9 Perception or Survival 
  check. (Prevailing weather conditions may further alter the chances of 
  finding tracks. In his undead state, Fazzellon wants creatures to be aware 
  of his presence.) PCs may follow the tracks back to the desert giant’s yurt 
  where he kept a large sack buried in the sands nearby his busted tent.
  JUJU ZOMBIE DESERT GIANT 
  CR 10
  XP 9,600
  Male juju zombie desert giant (Pathfinder Roleplaying Game 
  Bestiary 3 “Giant, Desert;” Pathfinder Roleplaying Game 
  Bestiary 2 “Zombie, Juju”)
  LE Large undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +9
   
  AC 28, touch 14, flat-footed 23 (+2 armor, +4 Dex, +1 dodge, 
  +12 natural, –1 size)
  hp 71 (13d8 plus 13)
  Fort +4, Ref +12, Will +5
  Defensive Abilities channel resistance +4, rock catching; DR 
  10/magic and slashing; Immune cold, electricity, fire, magic 
  missile, undead traits
   
  Speed 50 ft.
  Melee mwk scimitars +18/+18/+13/+13 (1d8+10/15–20) or 
  slam +18 (1d8+15)
  Ranged rock +13 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  
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  Special Attacks rock throwing (100 ft.), scimitar training
   
  Str 30, Dex 19, Con —, Int 13, Wis 12, Cha 10
  Base Atk +9; CMB +20; CMD 35 (39 vs. disarm and sunder)
  Feats Combat Reflexes, Dodge, Improved Critical (scimitar), 
  Improved InitiativeB, Improved Two-Weapon Fighting, 
  Mobility, ToughnessB, Two-Weapon Fighting, Weapon Focus 
  (scimitar)
  Skills Acrobatics +17 (+25 when jumping), Climb +18, 
  Intimidate +11, Perception +9, Survival +17 , Stealth +5 (+17 
  sandy terrain); Racial Modifiers +8 Climb
  Languages Common, Giant
  SQ sandwalking
  Gear 2 masterwork scimitars, leather armor
   
  Sandwalking (Ex) A desert giant travels at full speed across 
  sand, rocky ground, or dust, and leave no trail behind unless 
  it chooses to.
  Scimitar Training (Ex) All desert giants are proficient with 
  scimitars, and can wield them as if they were light weapons. 
  A desert giant adds its full Strength bonus to attacks made 
  with a scimitar wielded in its off hand, and gains a +4 bonus 
  to CMD versus disarm and sunder attempts when fighting 
  with a scimitar in each hand.
  Treasure: A PC may locate the desert giant’s sack of treasure beneath 3 
  feet of sand with a successful DC 22 Perception check. The sack contains 
  1,059 gp, an elephant’s tusk worth 500 gp and a cloak spun from dire 
  camel fur worth 300 gp. If anyone examines Fazzellon’s body, they notice 
  deep, circular singe marks akin to a narrowly focused beam of intense heat 
  with a successful DC 15 Perception check.
  S3: Soul Survivor (CR 4)
  Four days ago, Mustafa Kansha, (LN male human fighter 5, Str 16, 
  Knowledge [geography] +8), a freelance merchant and former caravan 
  guard, made the fateful mistake of attempting to replenish his water 
  supply at the Oasis of Al-Marak. Unfortunately for his sake, one of the 
  desert drakes hovering above the locale spotted him and attacked him. 
  The seasoned veteran of many desert battles proved no match for the 
  fierce dragon. Mustafa disappeared in a cloud of electrified dust waiting 
  for the inevitable. Yet as luck would have it, (at least for Mustafa), another 
  trespasser appeared on the scene. The oasis’ guardian flew off in the 
  direction of the new intruder leaving Mustafa for dead under a pile of sand 
  and dust. That would have spelled the end for most, but the unconscious 
  Mustafa stabilized and slowly recovered from his ordeal. After spending 
  three days beneath a thin layer of sand, the staggered Mustafa dusted 
  himself off, rose to his feet and started off in the direction of the nearby 
  trade route and perceived safety. He did not get very far. After consuming 
  his last drops of water from his flask, Mustafa collapsed atop the sands 
  only a few miles away from his life-altering battle. As the life ebbs from 
  him, several scavenger birds circle overhead and patiently wait for him to 
  breathe his last.
  Mustafa is not difficult to find or spot. PCs scanning the skies in the area 
  notice the fowl flying above Mustafa with a successful DC 0 Perception 
  check modified by the PCs’ actual distance to Mustafa. In addition, 
  
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  Mustafa made no effort to cover his tracks; therefore PCs can spot his 
  trail with a successful DC 10 Knowledge (nature), Perception or Survival 
  check. Of course, PCs can follow his trail with a successful Survival 
  check only.
  Mustafa is currently staggered and hovering between consciousness 
  and unconsciousness. He also has the exhausted condition, having been 
  fatigued from taking nonlethal damage from thirst and then pushing 
  himself to the absolute limit. The PCs must revive him by relieving 
  his dehydration and healing his damage. A cure light wounds should 
  be sufficient for him to regain consciousness, though he remains badly 
  injured and exhausted. Mustafa is in no condition to fight nor does he 
  look forward to another encounter with the desert drake that nearly killed 
  him, but he can provide the PCs with some valuable information. He tells 
  the PCs that he was en route from Khartous on his way to Olappo when 
  he encountered the desert drake. He spotted two of the beasts soaring 
  above the northern edge of the oasis near two recently excavated holes 
  in the ground. The excavated sand forms two massive piles that are the 
  equivalent of a 100-foot-tall pyramid. He saw no other activity other than 
  the desert drakes.
  Mustafa thanks the PCs for saving his life, but he is unable to offer them 
  anything other than his gratitude.
  Flying Lions (CR 10)
  More so than any other type of creature, giant vermin thrive in the hot, 
  dry climate of the world’s deserts. These mindless beasts scour the sands 
  in search of prey to satiate their voracious appetites. Several days ago, a 
  small cloud of giant adult ant lions emerged from their cocoons and took 
  to the skies looking for their first meal. Unfortunately for the PCs they 
  would seem to be the first dish on their menu.
  This encounter may take place at any time during the day either on 
  open ground or in the vicinity of the road. As the PCs trudge across the 
  sandy dunes, 4 giant adult ant lions become visible on the horizon. 
  The creatures fly low to the ground and in a ragged V-shaped formation. 
  They lack any semblance of intelligence, so like their ordinary kin the 
  huge, ravenous insects travel in a beeline to the closest target and attack 
  with their savage bite. Hunger consumes every thought in their primitive 
  brains, so the concept of retreat never crosses their limited minds. They 
  attack until destroyed, or until they eat their fill, whichever comes first.
  GIANT ADULT ANT LIONS (4) 
  CR 6
  XP 2,400
  hp 85 (Pathfinder Roleplaying Game Bestiary 3 “Ant Lion, 
  Giant Adult”)
  Guide Me To the Dunes (CR 10)
  A long, hard trudge across the scalding desert is the furthest thing in the 
  minds of most humanoids, but for a select few individuals the windswept 
  dunes represent one of the world’s last frontiers. These intrepid beings 
  devoted themselves to a life of discovery and exploration in the harshest 
  climate possible. Sadly, somewhere along the way, the very sands that they 
  loved claimed their broken bodies as their own. However, their devotion 
  to duty and their quest for knowledge were so strong, that they rose from 
  their dusty graves and resumed their life’s work albeit as members of the 
  living dead. Despite their unnatural transformation, they are still guided 
  by the same principles from their former existence. Though this encounter 
  may ultimately result in a confrontation, combat can be easily avoided in 
  most circumstances depending upon the PCs’ actions. It may take place at 
  any time of day at any location in the open desert.
  For the last twelve years, the exploratory society known as the Brotherhood 
  of the Desert has been crisscrossing its way across the Maighib Desert. 
  For the better part of their first decade, they did so in their human form; 
  however for the last few years, they have done so as undead wanderers. The 
  group consists of 6 el-aurenses that move across the barren terrain in their 
  quest to discover and catalogue the wonders of the desert. When they first 
  take notice of the PCs, the inquisitive trailblazers march towards the PCs. 
  From a distance, it is difficult to tell that they are no longer human. The 
  creatures are unarmed and do not take any overtly hostile actions as they 
  come closer. The el-aurens are driven by curiosity and want to learn what 
  the PCs discovered in their travels. If the PCs attack the undead explorers, 
  they attempt to disorient them and leave the area. The creatures only use 
  their slam attacks against the PCs as a measure of last resort. Otherwise, the 
  el-aurenses seek to strike up a dialogue with the PCs and may even offer 
  their services to them under the right conditions.
  EL-AURENS (6)  
  CR 5
  XP 1,600
  hp 45 (See Chapter 6)
  Development: Incredibly, death had no effect on these creatures’ 
  attitudes and outlook towards others. They are still haughty and aloof as 
  they were in life and exude a grandiosity only seen among the noblest and 
  wealthiest of Khartous’s citizenry. Boran Ahombra acts as the troupe’s 
  leader and unofficial spokesman. He is very interested about what the PCs 
  have seen along the way in the Maighib Desert. The el-aurenses are very 
  detail oriented and ask numerous questions about the PCs travels. For 
  their part, the el-aurenses are very familiar with this portion of the desert 
  and are aware of what is transpiring at the Oasis of Al-Marak. They use 
  phrases such as “an affront to common decency,” “a bloody scandal,” and 
  “altogether ungentlemanly” to describe the current situation at the Oasis 
  of Al-Marak. They confirm that large portions of the earth around the 
  water’s edge have been excavated, and that two monstrous serpents circle 
  overhead in the area around the oasis. They do not know who initiated the 
  activity around the watery hole or the reasons why.
  Boran offers to guide the PCs to the oasis for a nominal fee equivalent 
  to 5 gp worth of opals or turquoises. He refuses to accept any payment 
  other than these gemstones. They become extremely indignant about any 
  suggestions to fight on behalf of the PCs. The el-aurenses abhor violence 
  and show disdain for any creatures that seem to relish it. In addition, 
  Boran can lead the PCs to set encounters J1 and J2 in the Maighib Desert. 
  If the PCs accept his offer to guide them to the oasis, he and his troupe 
  bring them to the very edge of the oasis’ visual range and then depart back 
  into the open desert.
  Heaven’s Alive (CR 11)
  The barren wastelands of the desert are the ideal location for performing 
  vile rituals and bizarre experiments. Far from the prying eyes of the general 
  populace, wicked practitioners of the dark arts can indulge their wildest 
  fantasies without interference from meddlers and curiosity seekers. While 
  trekking en route to the Oasis of Al-Marak, the PCs come face to face with 
  two fearsome examples of what is possible when men subjugate ethics for 
  raw power. This encounter can take place at any time of day either on the 
  road or on the sand dunes.
  Though all appears quiet in the desert, 2 mantidrakes, a pair of 
  abominable creations that are the malevolent offspring of a black dragon 
  and manticore, soar in the heavens searching for their next victims. These 
  monstrosities share common draconic heritage with Eyegouger, yet they 
  are neither his prodigy nor involved in his activities at the oasis. The 
  opportunistic predators scour the skies in search of their next meal. When 
  it appears on the horizon, the creatures swoop down and unleash their 
  terrifying breath weapon. They follow this attack with a volley of spikes 
  or a whirlwind of razor sharp claws and teeth. The mantidrakes always 
  remain slightly aloft during combat. From a distance, the creatures appear 
  to be ordinary manticores; however after they close the distance between 
  themselves and their intended target, their scaly, black draconic heads and 
  wings remove all doubt as to the creature’s true identity.
  MANTIDRAKES (2) 
  CR 9
  XP 6,400
  The Tome of Horrors Complete 418
  LE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1size)
  
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  hp 94 (9d10+45)
  Fort +11; Ref +8; Will +5
  Immune acid, paralysis, sleep
   
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +15 (1d8+7), 2 claws +15 (1d8+7)
  Ranged 6 spikes +11 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (60-foot line of acid, 5d8 
  damage, DC 19), spikes
   
  Str 24, Dex 15, Con 20, Int 9, Wis 14, Cha 13
  Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
  Feats Flyby Attack, Improved Natural Attack (claws), Power 
  Attack, Skill Focus (Survival), Weapon Focus (spikes)
  Skills Fly –4, Intimidate +3, Perception +14, Survival +6; Racial 
  Modifiers +4 Perception
  Languages Common, Draconic
   
  Breath Weapon (Su) A mantidrake’s breath weapon is 
  usable once every 1d4 rounds, deals 5d8 points of damage, 
  and allows a DC 19 Reflex save for half damage. The save 
  DC is Constitution-based.
  Spikes (Ex) With a snap of its tail, a mantidrake can loose a 
  volley of six spikes as a standard action (make an attack roll 
  for each spike). This attack has a range of 180 feet with no 
  range increment. All targets must be within 30 feet of each 
  other. The creature can launch only twenty-four spikes in a 
  single day.
  Treasure: Tracking the mantidrakes back to their lair is extremely difficult 
  as the creatures predominately fly across the desert thereby not leaving any 
  discernible tracks. The mantidrakes’ lair is built into the side of a rock face 
  approximately 5 miles north-northwest of where the PCs encountered them. If 
  the PCs locate the lair via magical means or sheer luck, the covetous creatures 
  have 2,055 gp, 6,702 sp and 12 turquoise gems worth 500 gp (x2), 250 gp (x6) 
  and 100 gp (x4) in a large pile in the corner of the chamber.
  Release the Kraken (CR 8)
  One of the dangers of straying from the tried-and-true paths through the 
  desert is the chance of encountering strange beasts that take up permanent 
  residence beneath the sands. This random encounter only occurs someplace 
  in the untracked desert at any time during the day. As the PCs walk across 
  the swirling dunes and gravely soil, a carnivorous monstrosity lies in wait 
  beneath the surface. A PC may notice the beast’s wicked tentacles with 
  a successful DC 20 Perception check. Likewise anyone with ranks in 
  Knowledge (nature) or Survival may also use one of these skills to spot 
  the creature at the same DC as the preceding check. Otherwise, the hapless 
  victim falls into the clutches of the horror that waits below it.
  Buried several feet underneath the ground is a sand kraken. The 
  creature lashes out with its tentacles attacking any creature directly above 
  it. The monster senses its prey using its tremorsense ability. The creature’s 
  main body sits beneath the surface; therefore damage dealt to its writhing 
  tentacles does not reduce those of the creature itself. The only way to truly 
  rid the desert of this vile filth is to dig up the sand and gravel around it and 
  deal damage to the central body. The unintelligent predator has no treasure.
  SAND KRAKEN 
  CR 8
  XP 4,800
  The Tome of Horrors Complete 520
  N Large magical beast
  Init +4; Senses tremorsense 60 ft.; Perception +11
   
  AC 21, touch 9, flat-footed 21 (+0 Dex, +12 natural, –1 size)
  hp 100 (8d10+60
  Fort +12; Ref +6; Will +4
   
  Speed 10 ft.
  Melee 10 tentacles +13 (1d4+5 plus grab) or bite +8 (2d6+2)
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
  Special Attacks constrict (1d6+5)
   
  Str 20, Dex 11, Con 23, Int 2, Wis 10, Cha 1
  Base Atk +8; CMB +14; CMD 24 (can’t be tripped)
  Feats Improve Initiative, Iron Will, Power Attack, Weapon 
  Focus (tentacle)
  Skills Perception +11
  SQ camouflage
   
  Camouflage (Ex) Because it remains buried until it attacks, 
  it takes a successful DC 20 Perception check to detect the 
  presence of a sand kraken before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use one of those 
  skills instead of Perception to notice the sand kraken.
  Tentacles (Ex) The only part of a sand kraken that is normally 
  exposed is its tentacles. For combat purposes, the creature’s 
  tentacles are treated as separate weapons. A single 
  tentacle has an AC 20 (touch 14) and 15 hit points. Once 
  a tentacle takes more than 15 hit points of damage, it is 
  destroyed. A sand kraken can no longer use the destroyed 
  tentacle to make attacks, however the loss of a tentacle 
  cause the creature no other penalties.
  Furthermore, damage dealt to a tentacle does not count 
  against the creature’s total hit points. Lost tentacles regrow 
  in 1d4 days.
  Development: Though the sand kraken has not moved from this spot 
  for quite some time, it did not accumulate any treasure over that time. Any 
  efforts to search the area for valuables or cut the foul beast open in search 
  of devoured items results in failure and a queasy stomach.
  Your Cheitan Heart (CR 10)
  Desert peoples are more familiar with genies than any other creature 
  from another plane. These capricious outsiders played an important role 
  in Khartous’s creation myth, and they lorded over men for centuries from 
  their stronghold of Iljanna. The relationship between man and genie is 
  so pervasive in many realms that on occasion, the lustful beings take a 
  human spouse or concubine that gives birth to their offspring. Eventually, 
  these hateful creatures return to their human roots and dwell in the lands 
  of their human ancestors, sowing misery and discord wherever they go. 
  This encounter may take place at any time of day and at any location in 
  the desert.
  The sun glistens off the bronze skin of 4 cheitan jann as they float a 
  few feet above the sands in their endless journey across the desert. Their 
  fiery red eyes constantly scan the terrain hunting for sentient creatures 
  to torment and kill. Rather than waste their energy flying across the 
  burning sands, the cunning beings employ a clever ruse to lure their prey 
  to them. The creatures make camp around a naturally occurring mirage, 
  where they pretend to be refilling their water supplies and idly chatting 
  around the refreshing waters. To conceal their otherworldly identity, they 
  wear headdresses that hide their faces and partially obscure their eyes. 
  PCs that approach the area can recognize the mirage for what it truly is 
  with a successful DC 20 Perception check modified by the PCs’ distance 
  from the mirage. (See the “Perception” section in Chapter 4 for more 
  details about mirages.) In addition, any creature compromised by extreme 
  thirst may succumb to “mirage delirium”. (See the “Mirages” section in 
  Chapter 3 for more details about “mirage delirium.”)
  The cheitan jann appear preoccupied with refilling their water flasks 
  and exchanging idle banter with each other, while occasionally glancing 
  back at the approaching PCs. If they notice the PCs attempting to avoid 
  them, the cheitan jann watch the PCs from a distance and then use their 
  invisibility spell-like ability to pursue them undetected. They use their 
  telepathy to silently communicate their proposed battle plan to one 
  another and then attack when the PCs decide to rest or occupy themselves 
  with another endeavor. The cheitans then wade into battle swinging their 
  scimitars, hoping to surprise the bewildered PCs.
  
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  Dunes of Desolation
  If the PCs maintain their present course and move towards the cheitan 
  jann, the outsiders feign disinterest in the approaching creatures. As soon 
  as the PCs recognize the mirage for what it truly is, the cheitan jann 
  become invisible and fan out across the area in an attempt to surprise 
  and flank the PCs. They can use their invisibility spell-like ability three 
  times per day, so they use it to maximum effect by attacking, becoming 
  invisible, regrouping and then attacking again.
  Though they are driven in their actions by innate hatred and malice, they 
  are also interested in self-preservation. Whenever one of their kin falls in 
  battle, the remaining cheitan jann use their spell-like abilities to flee to 
  another plane of existence. They may even return at a later point in the 
  PCs travels to square off against them again under the right circumstances.
  CHEITAN JANN (4) 
  CR 6
  XP 2,400
  The Tome of Horrors Complete 706
  NE Medium outsider (native)
  Init +8; Senses darkvision 60 ft.; Perception +12
  AC 23, touch 13, flat–footed 20 (+6 armor, +2 Dex, +1 
  dodge, +4 natural)
  hp 45 (6d10+12)
  Fort +4; Ref +9; Will +8
  Resist fire 20
   
  Speed 30 ft., fly 40 ft. (perfect); 20 ft., fly 30 ft. (perfect) in 
  chainmail
  Melee scimitar +12/+7 (1d6+9/18–20) or 2 slams +12 (1d6+6 
  plus 1d3 fire)
  Ranged composite longbow +10/+5 (1d8+6/x3)
  Special Attacks change size, heat
  Spell-Like Abilities (CL 8th unless otherwise noted)
  3/day—detect magic (CL 6th), invisibility (self only), plane 
  shift (willing targets to elemental planes, Astral Plane, or 
  Material Plane), produce flame (CL 6th), speak with animals
  1/day—create food and water, ethereal jaunt (for 1 hour), 
  pyrotechnics (CL 6th; DC 15)
   
  Str 22, Dex 19, Con 14, Int 14, Wis 17, Cha 15
  Base Atk +6; CMB +12; CMD 27
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility
  Skills Appraise +11, Craft (weapons) +11, Fly +13, Knowledge 
  (planes) +11, Perception +12, Ride +5, Sense
  Motive +12, Spellcraft +11, Stealth +8
  Languages Common, Ignan, Infernal; telepathy 100 ft.
  SQ elemental endurance
  Gear chainmail, scimitar, composite longbow [+6 Str] with 20 
  arrows, other gear
   
  Change Size (Sp) Twice per day, a janni can magically 
  change a creature’s size. This works just like an enlarge 
  person or reduce person spell (the janni chooses when using 
  the ability), except that the ability can work on the janni. 
  A DC 14 Fortitude save negates the effect. The save DC is 
  Charisma–based. This is the equivalent of a 2nd-level spell.
  Heat (Ex) A cheitan’s body deals 1d3 points of extra fire 
  damage whenever it hits in melee with a natural attack or in 
  each round it maintains a hold while grappling.
  Elemental Endurance (Ex) Jann can remain on the Planes of 
  Air, Earth, Fire, or Water for up to 48 hours at a time. Failure 
  to return to the Material Plane before that time expires 
  causes a janni to take 1 point of damage per additional 
  hour spent on the elemental plane, until it dies or returns to 
  the Material Plane.
  Treasure: In addition to their gear, the cheitan jann also keep some of 
  their treasures buried beneath the sand near the mirage approximately 50 
  feet north of where they congregated. Noticing the disturbance where it is 
  buried is quite difficult requiring a successful DC 27 Perception check. The 
  coffer containing their goods lies 2 feet beneath the sand. The intricately 
  carved teakwood coffer contains 1,230 gp, a bronze necklace with a 
  diamond pendant worth 1,000 gp and a silver brooch with an amber inset 
  worth 250 gp. In addition to their concealed goods, each carries 10d10 gp 
  on their person along with an item of jewelry worth 1d4 x 100 gp. In the 
  event that the PCs capture or detain one or more of the cheitan jann for 
  questioning, they know nothing about the Oasis of Al-Marak. Inquiries 
  regarding watery stars generate a response that they know these items 
  are the subjects of genie legends. Few creatures believe that they actually 
  exist and no one, including any genie they know, has ever seen one. They 
  attribute the legend of the watery stars to the overactive imagination of a 
  bored shaitan or marid noble.
  Part Two: 
  The Oasis of Al-Marak
  After completing the hazardous journey across the Maighib Desert, the 
  PCs arrive at their intended destination — the Oasis of Al-Marak. As with 
  nearly all oases, the large, fresh water spring lies at a lower elevation than 
  the surrounding terrain. In fact, the contrast is so noticeable that a successful 
  DC 5 Perception check detects the descending gradient. The oasis is literally 
  shaped like a bowl with a roughly circular, raised lip approximately 1 mile 
  from the water’s edge. A character that succeeds on a DC 25 Knowledge 
  (geography) check recognizes the crater as the remnants of a primordial 
  impact site spawned by a collision with a celestial body. Because of this 
  topographical feature, PCs cannot see their intended destination until they 
  stand atop, pass over or position themselves above the elevated boundary. 
  The oasis itself sits at the bottom of an immense depression formed 
  by a primordial impact countless millennia ago. When the PCs enter 
  visual range, the GM may read or paraphrase the following description. 
  The center of Eyegouger’s activity is along the northwestern corner of the 
  oasis. Here, he and his minions dug deep tunnels into the earth in their 
  pursuit of the elusive watery stars. The GM may read or paraphrase the 
  following description for this area. The desert drakes’ and desert trolls’ 
  locations depend upon the PCs’ actions; therefore the GM may need to 
  adjust the descriptions accordingly to include these creatures.
  The heaps of sand, earth and loose stone measure roughly 80 feet in 
  diameter. At most times one of the desert drakes sits or even sleeps atop 
  the immense pile, while the desert trolls enjoy the shade offered by the 
  large earthworks. The tunnels are approximately 15 feet in diameter and 
  descend to a depth of 160 feet. Sunlight illuminates the upper half of both 
  tunnels. Any creature that falls into the tunnel from the surface takes 15d6 
  points of falling damage. A successful DC 20 Climb check allows the 
  character to shimmy up or down the rough-hewn stone walls. A creature 
  that falls into the tunnel can attempt to grab hold of a handhold or foothold 
  with a successful DC 40 Climb check.
  With the initial excavations finished, the level of activity around the 
  oasis itself has died down substantially. The only telltale signs of any 
  unnatural presence are the two massive holes burrowing into the ground 
  
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  My Blue Oasis
  
  172
  Dunes of Desolation
  on the northwestern corner of the oasis and the two immense piles of 
  sand, dirt, gravel and loose soil next to the gouges in the earth. In fact, 
  the eastern and southern sections of the oasis are largely unmonitored and 
  easily accessible. Eyegouger’s minions are concentrated in the immediate 
  vicinity around the two boreholes with a wary eye cast in the direction of 
  the trade route passing to the north of the watering hole.
  Oasis’ Defenses
  Eyegouger deployed two lines of defenses against would be heroes 
  that would dare stop his grand plan. The first and most formidable are 
  two desert drakes that circle overhead or perch atop the gigantic mounds 
  adjacent to the tunnels. From the air, the vicious dragons can visually 
  see the entire oasis, though they cannot discern precise details such as a 
  lone figure or even a group of figures moving across the area. The drakes 
  could see an army from approximately 10 miles away, but seeing a small 
  adventuring party is much more difficult. Their earthbound counterparts 
  lack the reptiles’ flying abilities, but they are still fearsome opponents. 
  Two desert trolls sit near the water’s edge in a seemingly bored state. 
  They pay virtually no attention to their surroundings and indulge their 
  wandering, pea brains in mindless, repetitious activities such as striking 
  stones with their claws or tormenting small insects and arachnids that 
  cross their path. They correctly figure that the drakes are bound to spot 
  intruders long before they do, so the trolls see no reason to expend any 
  precious energy. The following sections describe the encounters with 
  these two sets of creatures as well as an additional meeting with the oasis’ 
  resident fey.
  Outer Perimeter (CR 10)
  The defense of the outer perimeter is left to 2 desert drakes that survey 
  the surrounding area from an elevated position either soaring through the 
  skies or sitting upon one of the 100-foot high earthwork adjacent to the 
  tunnels. While the desert drakes can scan a massive area, creatures looking 
  up at the heavens can also make out the outline of the creatures from quite 
  a distance away. In general, Perception checks made by either party begin 
  at a distance of 4 miles, treating every intervening tenth of a mile as if 
  it were 10 feet. Therefore, at a distance of four miles, each group can 
  notice the other with a successful DC 40 Perception check under normal 
  circumstances. Weather conditions, the use of the Stealth skill and other 
  factors may further modify the Perception check’s Difficulty Class. PCs 
  also spot the piles of earth and sand, though a successful Perception check 
  is not needed to notice them.
  DESERT DRAKES (2) 
  CR 8
  XP 4,800
  hp 103 (Pathfinder Roleplaying Game Bestiary 3 “Drake, Desert”)
  Tactics: The desert drakes focus their attention predominately on the 
  northern and western approaches to the oasis. They make also cursory 
  glances to the east and south back across the oasis itself. It is possible for 
  a character to steer a wide berth around the oasis and approach the tunnels 
  from the south or even cross the oasis itself to possibly avoid the desert 
  drakes. In addition, the drakes sleep in shifts during the peak daylight 
  hours, figuring that travelers are less likely to brave the midday heat. 
  The sleeping drake always lies atop the mound of dirt and earth, as the 
  other sits on the adjacent pile or hovers overhead scanning the horizon for 
  signs of life. The oasis’ edge offers cover equivalent to sparse forest (see 
  the “Forest Terrain” section in Chapter 13 of the Pathfinder Roleplaying 
  Game for details regarding the effects of a sparse forest). In this case, the 
  PCs may close the gap to 2 miles before the drakes may begin attempting 
  Perception checks to notice them. Like the preceding case, treat every 
  tenth of a mile as if it were 10 feet for determining the modifiers to the 
  drakes’ Perception checks to spot characters moving through the area. 
  Though swimming across the oasis appears to be a viable alternative, 
  there are several pitfalls. The noise generated by the character’s splashing 
  as well as the resulting ripples in the water make it relatively easy for the 
  drakes to notice someone taking the watery route. The drakes may attempt 
  Perception checks at a distance of 4 miles, once again treating every tenth 
  of a mile as if it were 10 feet for determining the modifiers to the drakes’ 
  Perception checks. On the other hand, a creature that breathes underwater 
  and swims beneath the surface is virtually undetectable. The drakes do 
  not begin making Perception checks unless the character is less than 180 
  feet away. In this instance, the check’s modifiers for distance function 
  normally.
  The drakes’ response to an intruder’s presence depends upon where 
  they spotted them. If they noticed the character from at least a mile away, 
  the airborne dragons descend from their lofty heights and dive towards the 
  surface several hundred feet away from their intended target. The crafty 
  reptiles then burrow into the sand and continue to move underground 
  towards the PCs. Using their tremorsense ability, they wait to detect the 
  creature’s presence and then emerge from the sands. After their initial 
  surprise attack, the reptiles expel a cloud of electrified dust. The monsters 
  then attack with their ferocious bite and wicked tail. Whenever the drakes 
  notice a creature at close range, they use their speed surge ability to close 
  the gap and once again blast their victims with a cloud of electrified dust. 
  After their initial action, they resort to using their bite and tail slap to deal 
  damage to their opponents. The drakes fear nothing except for Eyegouger. 
  They would rather die at the hands of adventurers than face the wrath of 
  an angry blue dragon; therefore they never surrender and do not retreat. In 
  truly desperate circumstances, the drakes attempt to rendezvous with the 
  desert trolls and launch a concerted ground and air assault against their 
  enemies.
  Treasure: The drakes store their treasure beneath the northern mound 
  of sand and dirt. Locating the cache of hidden items requires a successful 
  DC 26 Perception check. Their treasures include boots of striding and 
  springing, a bead of force and an elixir of fire breath along with a pouch 
  containing six turquoise gems worth 100 gp each.
  Inner Defenses (CR 10)
  The desert drakes are tasked with the assignment to protect the oasis’ 
  outer perimeter against intruders leaving 2 desert trolls as the tunnels’ 
  last line of defense. The stupid, lazy creatures rely on their draconic 
  counterparts to mind the proverbial store, while they occupy themselves 
  with monotonous activities or devouring anything edible within reach. 
  They always take positions in a shady spot at the base of either mound 
  where they occasionally feign a scrutinizing glance towards the water or 
  out onto the open desert. Under these circumstances, treat the desert trolls 
  Perception checks as if they were constantly taking 10 rather than making 
  opposed skill checks. If the drakes react to an intruder’s presence, the 
  trolls follow the drakes’ lead and act accordingly. At that point, they are 
  considered to be actively searching for another creature’s presence. The 
  trolls do not enjoy the drakes’ height advantages; therefore their visibility 
  is much more limited. They may begin attempting Perception checks to 
  notice approaching enemies at the normal distance for desert terrain. (See 
  the “Desert Terrain” section in Chapter 13 of the Pathfinder Roleplaying 
  Game for more details regarding detection and stealth in the desert.)
  The trolls’ primary goal is to figure out a way to do as little as possible 
  without incurring Eyegouger’s wrath. In keeping with this philosophy, 
  the monstrous brutes snooze during the scorching hot midday hours and 
  perform their cursory patrols during the cooler evening and overnight 
  hours. During these brief walkabouts, they are predominately looking for 
  a fresh meal rather than a fight against formidable opponents. That said, 
  the desert trolls do not back down from combat, especially if the drakes 
  are also involved in the battle.
  DESERT TROLLS (2) 
  CR 8
  XP 4,800
  hp 85 (See Chapter 6)
  Tactics: Though the desert trolls are somewhat lacking in intelligence, 
  they are cunning adversaries. The savage giants use their size and strength 
  to maximum advantage lashing out with their vicious claws and sinking 
  their rotting teeth into their enemies’ exposed flesh. Whenever possible 
  they attempt to push or hurl their opponents into one of the tunnels or the 
  
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  My Blue Oasis
  oasis. They are fearful of magic, so they focus their attacks against enemy 
  spellcasters. They attempt to grapple magic-wielding foes that are smaller 
  than they are; however they forego this tactic and instead take full attack 
  actions if the PCs badly outnumber them and the drakes. Their innate 
  fear of electricity drives them to fight to the bitter end rather than face the 
  gruesome prospect of being electrocuted by the desert drakes or worse 
  yet, Eyegouger himself. Their feeble intellect and poor communication 
  skills limit the breadth of their knowledge if the PCs subdue, capture or 
  magically compel the trolls to divulge information. In that case, the trolls 
  relay that a blue dragon and a human wizard dug the massive tunnels along 
  with a huge worm. They do not know the reason why they excavated in 
  this area.
  Treasure: The desert trolls keep a cache of items in a filthy sack near 
  one of the mounds. It contains 973 gp, 6 gems worth 100 gp each and a 
  bronze pendant worth 50 gp.
  Femme Fatales (CR 9)
  Natural forces are responsible for creating the deserts’ vital oases, but 
  their continued survival, maintenance and expansion often depend upon 
  external factors. The majestic wadira ranks at or near the top of the list in 
  terms of importance. These wondrous fey creatures spend their lives in 
  close proximity to the chosen oasis, tending to its flora and defending it 
  against large-scale exploitation or the machinations of evil creatures bent 
  on destroying it. The Oasis of Al-Marak is no exception to this rule. As the 
  Maighib Desert’s largest body of water, the resident wadiras have dwelt 
  along its fertile banks for centuries where they harmoniously coexisted 
  with the caravan teams and travelers that used the oasis to replenish their 
  water supplies and quench their pack and riding animals’ thirst. Throughout 
  the generations, the naturally attuned fey always noticed something 
  peculiar about the oasis, as if some mysterious presence cohabitated its 
  placid waters alongside them. They never sensed any semblance of life or 
  intelligence — just something unnatural.
  Under Ahmad’s guidance, the mature adult blue dragon dove into 
  the sands along the oasis’ edge in an apparent quest to find something. 
  Disgusted by the upheaval left in his wake, 7 wadiras attempted to 
  reason with the human wizard and his reptilian cohort. Negotiations 
  quickly broke down and combat ensued. The overmatched wadiras’ futile 
  attempt to expel the greedy monster from their ancestral home proved 
  disastrous. In less than a minute, Eyegouger and his lackeys reduced them 
  to charred dust and crackling ashes. Since the disheartening bloodbath, 
  the remaining wadiras hide along the oasis’ banks and only emerge on 
  rare occasions. The PCs’ arrival at the oasis offers the first glimmer of 
  hope to the downtrodden fey. At first, the wadiras remain concealed and 
  reconnoiter from afar to gauge their motives. Any character that recklessly 
  despoils the oasis feels the angry creatures’ full wrath as 3 wadiras reveal 
  themselves and savagely attack the intruder. Otherwise, they keep a wary 
  eye on them for several hundred feet before tentatively approaching 
  the PCs. The wadiras err on the side of caution and treat the PCs with 
  great suspicion; however if the PCs mention that they are acting under 
  the Sultan’s direction or belong to the Church of Fatimashan, the wadiras 
  dispense with their pretenses and warmly greet them. Under all other 
  circumstances, the PCs must overcome the wadiras’ wariness and gain 
  their trust through words or deeds. After they accomplish this task, the 
  wadiras willingly divulge their information.
  WADIRAS (3) 
  CR 6
  XP 2,400
  hp 55 (See Chapter 6)
  Development: They relay that two flying dragons and two disgusting 
  trolls guard the entrance to the subterranean tunnels. The monsters 
  concentrate their efforts on the nearby road and pay little attention to the 
  eastern and southern banks of the oasis as well as its still waters. They do 
  not know how far down the tunnels go or why Eyegouger dug them in 
  the first place, but they confirm that a blue dragon is responsible for their 
  construction. In addition, they also advise the PCs that a human wizard 
  accompanied the mighty reptile. Though they believe the cause to be 
  noble, they refuse to participate in any attacks against the desert drakes or 
  the desert trolls. They fear that their involvement in an assault could force 
  Eyegouger to destroy large swaths of the oasis, a fate they fear and loathe 
  more than death. However, the wadiras offer the PCs water from the oasis 
  which removes the fatigued, shaken and sickened conditions from any 
  living creature that partakes of their offer.
  Part 3: 
  Into the Wormholes
  Even without the wadiras’ information, the obvious next step is to 
  follow Eyegouger’s and Ahmad’s footsteps into the belly of the earth. 
  The two boreholes are crudely carved from the loose sand and descend 
  at a precipitous angle into the earth. In the subterranean depths below 
  the oasis, the dragon and his companion realize that they are not the only 
  creatures to stumble upon the elusive watery stars. Long before their 
  arrival, the mysterious mineral altered the fortunes of an erstwhile derro 
  who also attempted to claim the watery star. They soon learned that the 
  task is a fool’s errand, as they greatly fear the eerie glow that emanates 
  from the strange object that fell from the skies during their distant 
  ancestors’ lifetimes. In addition to warping and twisting the derros’ minds, 
  the watery star also tears holes in the fabric of time and space, altering the 
  basic laws of physics in ways previously unimaginable.
  In his lust to lay claim to his prized treasure, Eyegouger hurled his 
  massive body against the earth and began digging. The incredibly 
  powerful dragon ripped two massive holes into the ground, piling the 
  accumulated sand, gravel, loose stones and damp earth into gargantuan 
  piles. Eyegouger halted his excavation at a depth of 160 feet because a 
  surreptitious find altered his initial plan. In the darkness of a subterranean 
  cavern, Eyegouger and Ahmad stumbled upon a purple worm that could 
  perform their “dirty” work for them. Ahmad used his repertoire of magic 
  to control the beast and compel it to forge new tunnels from the bare rock. 
  In addition to this fortuitous development, the underground passages and 
  chambers also host the rare dracolisk and a forgotten tribe of morlocks 
  that serve as food and captives for their more powerful counterparts.
  Tunnels A and B
  Though the boreholes are labeled as Tunnel A and Tunnel B on the 
  corresponding map, they share the same characteristics and roughly end 
  up in the same place. At their current level, it is very likely that the PCs 
  have magical items or abilities that allow them to easily negotiate their 
  way down the tunnels without any risk of falling. This could include the 
  ability to use feather fall, fly, spider climb or even teleport, though there 
  is some inherent danger transporting to an unknown location. If the PCs 
  must physically climb down the boreholes, they must succeed on a DC 
  20 Climb check to negotiate the treacherous handholds and footholds 
  lining the roughly hewn passage walls. Whenever a character loses his 
  grip and falls, the character can grab hold of an intervening object such 
  as a rocky outcropping or an exposed handhold with a successful DC 40 
  Climb check. Otherwise the character suffers 1d6 points of falling damage 
  per 10 feet beyond the first 10 feet. Any creature with the stonecunning 
  ability can tell that a large beast recently created these tunnels, though the 
  subsequent passages and chambers are significantly older and made by 
  other creatures.
  Underground Level
  The underground level is the first level of subterranean passages 
  constructed predominately by the purple worm over the years with a few 
  recent additions that opened up into the derros’ area on the subterranean 
  level. The tunnels are generally cylindrical in shape, so their dimensions 
  are the same on all sides, i.e. a 15-foot wide passageway is also 15 feet 
  high. All of the corridors and chambers are unlit, as its residents are 
  accustomed and adapted to life in a pitch black environment. At this depth, 
  
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  the characters and monsters inhabiting the area do not feel the effects of 
  the watery star; however the GM may add a few hints or a bit of flavor to 
  prepare them for what is to come. The PCs may periodically experience 
  a brief but harmless flash of blue light, an invisible tug on their arm as 
  if something were holding it back or an accelerated step forward while 
  moving through the tunnels that nearly caused the character to trip. For 
  every 10 minutes spent exploring the underground level, the PCs have a 1 
  in 4 chance of running across either of the subsequent random encounters. 
  The description for area U1 follows this section.
  Morlock Raiding Party (CR 12)
  Morlocks are ignorant in the traditional sense, but they are cunning 
  hunters and predators. Over the centuries, this band of 6 morlocks 
  became particularly adept at fighting larger beasts in the crowded passages 
  and chambers that comprise their homeland. In addition, the perpetual 
  darkness enhanced their visual capabilities. Their darkvision extends to 
  a range of 120 feet, allowing them in most circumstances to see enemies 
  long before their opponents can spot them. They are immediately attracted 
  to any light source and position themselves in preparation of an attack. 
  The morlocks prefer to ambush and then swarm their foes. Half of them 
  climb atop the ceiling so they can drop down on their targets while the 
  remainder line themselves along the walls in an effort to get sneak attacks. 
  The morlocks never surrender, even in the face of a superior foe. In the 
  contingency that the PCs somehow subdue these creatures, the morlocks’ 
  stupidity inhibits their ability to provide any useful information.
  MORLOCKS (6) 
  CR 7
  XP 2,400
  Male morlock barbarian 5 (Pathfinder Roleplaying Game 
  Bestiary “Morlock”)
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 120 ft., scent; Perception +9
   
  AC 14, touch 13, flat-footed 9 (+5 Dex, +1 natural, –2 rage)
  hp 107 (3d10+18 plus 5d12+30 plus 5)
  Fort +11, Ref +11, Will +7; +3 vs. magic
  Defensive Abilities improved uncanny dodge, superstition 
  +3, trap sense +1; Immune disease, poison
  Weaknesses light blindness
   
  Speed 50 ft., climb 30 ft.
  Melee mwk club +16/+11 (1d6+9), bite +9 (1d6+3)
  Special Attacks leap attack, rage (16 rounds/day), rage 
  power (powerful blow +2), sneak attack +1d6, swarming
   
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 16, touch 15, flat-footed 11; hp 91; Fort +9, Will +5; Melee 
  mwk club +14/+9 (1d6+6), bite +7 (1d6+2); Str 19, Con 19; 
  CMB +12, CMD 27; Skills Climb +28.
   
  Str 23, Dex 21, Con 23, Int 7, Wis 12, Cha 6
  Base Atk +8; CMB +14; CMD 27
  Feats Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (club)
  Skills Acrobatics +21 (+29 when jumping), Climb +20, 
  Intimidate +4, Perception +9, Stealth +11 (+15 in caverns); 
  Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in 
  caverns
  Languages Undercommon
  SQ expert climber, fast movement
  Gear masterwork club
   
  Expert Climber (Ex) A morlock can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, a morlock is treated as constantly being 
  under a nonmagical version of the spell spider climb, save 
  that it cannot cling to smooth surfaces. This ability doubles 
  the normal +8 racial bonus to Climb checks normally 
  afforded creatures with a climb speed to a +16 racial bonus.
  Leap Attack (Ex) As a standard action, a morlock may make 
  a single attack during a jump. It can make this attack at any 
  point along the course of the leap — the start, the end, or 
  while in mid-air. While jumping, a morlock does not provoke 
  attacks of opportunity for leaving a threatened square.
  Swarming (Ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, and as such are quite adept at 
  swarming foes. Up to two morlocks can share the same 
  square at the same time. If two morlocks in the same square 
  attack the same foe, they are considered to be flanking 
  that foe as if they were in two opposite squares.
  Development: Other than their combat gear, the creatures have no 
  treasure. If the PCs opt to follow the creatures back to their lair, the PCs 
  must succeed on a DC 13 Perception or Survival check to locate their 
  tracks. Retracing their steps to their origin can be accomplished only with 
  a successful Survival check.
  Stone and Acid (CR 9)
  In addition to the morlocks, another reptilian predator stalks the 
  underground level’s passages and chambers. A lone creature resembling a 
  six-legged black dragon with shimmering scales and gleaming eyes also 
  attacks anything it encounters. The monster is a dracolisk. Like other 
  subterranean species, the creature is well-adapted to a life of perpetual 
  darkness. Any visible light source immediately gains its attention, though 
  the lumbering beast makes no sudden moves towards the illumination. 
  Instead, it slowly creeps in its direction and then waits for its prey to draw 
  close. The crafty dragon always takes its place in a passageway rather 
  than a chamber. Just before the creature’s light source is about to expose 
  its position, the creature inches towards its targets exposing them to its 
  petrifying gaze. It then unleashes a crackling bolt of lightning down the 
  passageway before engaging its intended meal in melee.
  DRACOLISK 
  CR 9
  XP 6,400
  hp 115 (Pathfinder Roleplaying Game Bestiary “Half Dragon, 
  Dracolisk”)
  Development: The dracolisk has no treasure, but it is easy to track it 
  back to its lair. The large creature leaves telltale claw marks on the floor 
  as it moves. Locating its tracks requires a successful DC 9 Perception or 
  Survival check, and it can be followed back to its abode with a successful 
  Survival check using the preceding DC.
  U1: Grand Opening
  The purple worm once resided here but moved on after its encounter with 
  Eyegouger and Ahmad. In fact, Eyegouger stopped digging at this point 
  because of the massive creature’s presence. Though the pair pressed the 
  creature into service building new tunnels, the three adjacent passageways 
  have existed for quite some time. From the cavern floor, light is visible 
  at the top of the boreholes drilled into this chamber’s ceiling which is 20 
  feet above the cavern floor. Climbing back up the boreholes is virtually 
  impossible from the ground; however a rope or other climbing implement 
  securely fastened to the borehole’s surface provides a means of allowing a 
  creature to reach the passage carved into the ceiling. The mineral deposits 
  are concentrated on the western walls. They consist predominately of salt.
  Development: The desert trolls tossed the three dead bodies down the 
  
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  boreholes to amuse themselves, but the dim-witted monsters failed to 
  realize that they could not see the corpses hit bottom despite performing 
  the task multiple times. A character may determine the cadavers’ injuries 
  with a successful DC 20 Heal or Knowledge (nature) check. Careful 
  scrutiny of their battered bodies reveals that they suffered tremendous 
  electrical burns and several slashing wounds. The fall inflicted substantial 
  postmortem damage in the form of shattered bones. The bodies are clad in 
  desert cloaks. The morlocks scavenged their remaining treasures as tribute 
  to their deity.
  U2: Ancient Tunnel Collapse
  Centuries ago, the ceiling collapsed in this section of the complex 
  strewing loose rocks, sand and gravel throughout the entire area. The 
  cave-in stretches for hundreds of feet towards the west. The debris appears 
  undisturbed, though it is possible for a Fine or smaller creature to navigate 
  its way through the earth and stone to the other side. There is no evidence 
  that Eyegouger or Ahmad ventured in this direction. If the PCs insist on 
  attempting to excavate the collapse or attempt another means to bypass 
  it, their journey ends in a long-forgotten chamber filled with the skeletal 
  remains of a massive, serpentine creature.
  U3: Morlock Shrine
  An underground river feeds the chamber’s pond. The water is safe 
  to drink, though its high sediment content gives it an unpleasant taste. 
  Likewise the fish and spiders are edible with similar aftereffects as the 
  water. The carved stalagmite depicts one of the ancient morlock deities. A 
  successful DC 15 Knowledge (religion) check reveals that the stalagmite 
  appears to pay homage to an unknown fertility goddess; however there are 
  no further details regarding the deity’s name or her intended worshippers. 
  The morlocks frequently visit this area to pay homage to their ancestral 
  goddess and partake in its food and drink. PCs spending more than a few 
  minutes in this area have a 50% chance of encountering the wandering 
  morlock raiding party during their stay.
  U4: Dracolisks’ Lair (CR 11)
  The statues are not decorative art pieces, but rather the petrified remains 
  of the 2 dracolisks’ past victims. These two vicious monsters comprise 
  a mated pair. With that in mind, the creatures fight to the death to protect 
  each other and the prospects of any future offspring. The dracolisks 
  initiate combat by using their breath weapons against any creatures still 
  in the adjoining passageways. Afterward, the dracolisks concentrate their 
  attacks against any creature with a light source, forcing all creatures 
  looking at them to resist their petrifying gaze while fending off their 
  vicious melee attacks. As with others of their kin, these creatures have no 
  worldly possessions.
  DRACOLISKS (2) 
  CR 9
  XP 6,400
  hp 115 (Pathfinder Roleplaying Game Bestiary “Half Dragon, 
  Dracolisk”)
  U5: Morlock Living Quarters (CR 8)
  The morlocks occupy Area U5 and Area U6. The 8 morlocks that 
  dwell here represent the tribe’s females and juveniles. A character that 
  succeeds on a DC 10 Perception check notices that two of the horrific 
  humanoids appear to be pregnant. The morlocks attack on sight and raise 
  a tremendous ruckus in the process that alerts their kin in the adjoining 
  chamber to the presence of intruders. Likewise, the morlocks in this 
  chamber react to any alarms sounded in the connecting room.
  The morlocks rely upon the fungi, molds and lichen as their primary 
  food source; however Eyegouger’s tunnel to the surface offers them 
  the possibility of fresh kills. The adept climbers can easily climb up 
  and down the treacherous boreholes’ walls. The crystals imbedded 
  into the ceiling are enchanted by continual flame spells. Under normal 
  circumstances, they would be much brighter; however many of the 
  crystals are hundreds and even thousands of years old. As the crystalline 
  structures grew, the magic light steadily dimmed. The illumination 
  emitted by the crystals is half that of a normal continual flame spell 
  and is treated as dim light thus creatures with low-light vision can see 
  normally within the affected area.
  MORLOCKS (8) 
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary “Morlock”)
  U6: Morlock Temple (CR 12)
  It is rare that a dragon would turn down any opportunity to add to his 
  treasure hoard, but he deemed the risks of doing battle with the morlocks 
  and their high priest to outweigh the rewards. The morlocks are incapable 
  of advanced tactics so their high priest uses his magic to enhance his 
  combat abilities rather than aid his allies. If the morlocks are aware of the 
  PCs’ presence, they use the same strategy as the morlock raiding party. 
  Half of them climb onto the ceiling and attempt to drop down on their 
  foes, while the remainder split up and attempt to flank their outnumbered 
  enemies. The morlocks fight to the death and never surrender, especially 
  within the sanctity of their crude temple.
  MORLOCKS (6) 
  CR 7
  XP 2,400
  Male morlock barbarian 5
  hp 107 (See Morlock Raiding Party above)
  
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  MORLOCK HIGH PRIEST 
  CR 8
  XP 4,800
  Male morlock cleric 7
  CE Medium monstrous humanoid
  Init +8; Senses darkvision 120 ft., scent; Perception +4
   
  AC 17, touch 16, flat-footed 13 (+2 deflection, +4 Dex, +1 
  natural)
  hp 84 (3d10+9 plus 7d8+21 plus 7)
  Fort +9, Ref +11, Will +14
  Immune disease, poison
  Weaknesses light blindness
   
  Speed 40 ft., climb 30 ft.
  Melee +1 club +10/+5 (1d6+2)
  Special Attacks channel negative energy 3/day (DC 13, 
  4d6), leap attack, sneak attack +1d6, swarming
  Domain Spell-Like Ability (CL 7th)
  7/day—touch of darkness (3 rounds), vision of madness 
  (+/–3)
  Spells Prepared (CL 7th)
  4th—confusionD (DC 18), divine power, poison (DC 18)
  3rd—bestow curse (DC 17), cure serious wounds, deeper 
  darkness, deeper darknessD
  2nd—blindness/deafnessD (only to cause blindness) (DC 16), 
  cure moderate wounds, hold person (DC 16), sound burst 
  (DC 16), spiritual weapon
  1st—command (DC 15), detect good, divine favor, lesser 
  confusionD (DC 15), protection from good, shield of faith
  0—create water, guidance, purify food and drink, virtue
  D Domains Darkness, Madness
   
  Str 12, Dex 19, Con 17, Int 7, Wis 19, Cha 10
  Base Atk +8; CMB +9; CMD 25
  Feats Blind-Fight, Channel Smite, Improved Initiative, Iron Will, 
  Lightning Reflexes, Vital Strike
  Skills Acrobatics +12, Climb +17, Heal +9, Knowledge 
  (religion) +6, Perception +4, Spellcraft +5, Stealth +4 (+8 in 
  caverns), Survival +9; Racial Modifiers +8 Acrobatics, +16 
  Climb, +4 Stealth in caverns
  Languages Undercommon
  SQ aura, expert climber
  Gear +1 club, crown of blasting (minor), ring of protection +2
   
  Expert Climber (Ex) A morlock can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, a morlock is treated as constantly being 
  under a nonmagical version of the spell spider climb, save 
  that it cannot cling to smooth surfaces. This ability doubles 
  the normal +8 racial bonus to Climb checks normally 
  afforded creatures with a climb speed to a +16 racial bonus.
  Leap Attack (Ex) As a standard action, a morlock may make 
  a single attack during a jump. It can make this attack at any 
  point along the course of the leap — the start, the end, or 
  while in mid-air. While jumping, a morlock does not provoke 
  attacks of opportunity for leaving a threatened square.
  Swarming (Ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, and as such are quite adept at 
  swarming foes. Up to two morlocks can share the same 
  square at the same time. If two morlocks in the same square 
  attack the same foe, they are considered to be flanking 
  that foe as if they were in two opposite squares.
  Treasure: The pile of coins and objects between the statues include 
  1,007 gp, 689 sp, three garnets worth 100 gp each and a bronze belt buckle 
  worth 50 gp.
  U7: Morlock Barracks
  The morlock barbarians call this disgusting hovel home. The odor is so 
  fierce that any creature that remains here for more than 1 minute becomes 
  sickened for 1d3 minutes with a failed DC 11 Fortitude save. Likewise 
  any character that physically searches the area must also succeed on the 
  aforementioned save or be sickened. Despite the quantity of material here, 
  there is nothing of value in the room.
  U8: Morlock Dead
  Eyegouger utterly obliterated his four morlock adversaries in his search 
  for the watery star. A successful DC 10 Heal or Knowledge (nature) check 
  confirms that the dragon broke nearly every bone in these creatures’ bodies 
  with only a few blows. As a result of this easy tussle with this group of 
  morlocks, Eyegouger decided to focus on his objective rather than waste 
  his time and effort destroying these pathetic humanoids.
  U9: Dragon Warning
  Ahmad’s purple worm guardian began construction on this section 
  of tunnel only to abandon it after they noticed another substance mixed 
  with the rock. The material is asphalt which is commonly used as glue 
  or for embalming. Correctly identifying it requires a successful DC 20 
  Knowledge (religion) or Profession (sailor) check as it is also used to 
  waterproof ships. There is enough asphalt readily available to fill two 
  barrels, though transporting them to the surface presents a significant 
  challenge.
  The runes are written in Draconic and are intended to serve as a warning 
  to any creature that dares follow in Eyegouger’s footsteps. They state the 
  following.
  Development: The remains are those of Alajaddin Unhara, a renowned 
  dragon slayer throughout Khartous. He was one of the first to arrive at 
  the oasis to do battle against Eyegouger, though he failed in his quest 
  several days ago. Unlike most desert warriors, Alajaddin wore heavy 
  armor enchanted with magic to protect him from the ravages of extreme 
  heat. Unfortunately for the PCs, Eyegouger destroyed his armor making it 
  
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  irreparable. His +1 cold iron flaming greatsword is broken, but it can be 
  repaired. Ahmad used the asphalt to glue the weapon to his dead hands. 
  A character recognizes Alajaddin as a well-known dragon hunter with a 
  successful DC 20 Knowledge (history) or Knowledge (local) check.
  U10: The Worm Has Turned (CR 12)
  The creature slithering among the stalagmites is a purple worm. Eyegouger 
  and Ahmad used brute force and magic to cajole the immense worm to protect 
  this chamber against any intruders. Their guardian knows only one battle 
  tactic — bite, sting, eat. The beast attacks until destroyed. It has no visible 
  treasure, though a character with the stomach for it may cut the monster’s 
  belly open where they find sixty-three gem stones worth 100 gp each.
  PURPLE WORM 
  CR 12
  XP 19,200
  hp 200 (Pathfinder Roleplaying Game Bestiary “Purple Worm”)
  The stalagmites scattered throughout the room are ordinary rock 
  formations; however the tunnel is a recent creation. The tunnel leads 
  into darkness momentarily pierced by fleeting blasts of blue light. It 
  descends at a 45-degree angle towards the southeast, presumably bringing 
  it directly below the oasis itself. The rough-hewn rocky surface provides 
  adequate traction; therefore Climb checks are not necessary to negotiate 
  the descent towards the final destination — the realm of the watery star 
  and Eyegouger.
  Part 4: The Watery Star
  The PCs’ pursuit of Eyegouger leads them into the purple worm’s 
  makeshift tunnel. The passageway meanders and winds through the rock 
  and stone beneath the oasis for nearly 4 miles where it reaches a depth of 
  nearly 2 miles below the surface. Within the confines of this subterranean 
  passageway, the watery star’s effects become more noticeable. The flashes 
  of eerie blue light occur at more regular intervals. Time accelerates and 
  decelerates without rhyme or reason. In fact, the mineral’s gravitational 
  pull is so strong that it occasionally inhibits a character’s blood flow 
  to his brain. Eyegouger’s tunnel ends at a sundered wall that leads into 
  an ancient derro complex that has stood for countless centuries. The 
  rapacious dragon and his rueful subordinate realize that someone else 
  found the watery star first begging the question of which came first — the 
  derros’ madness or the watery star?
  The walls, floors and ceilings throughout the derro complex are crafted 
  from finely cut stone. Similarly, the doors are also made from stone, 
  though the derros’ engineering prowess allows them to open with minimal 
  effort unless otherwise noted in the room’s description.
  Stone Doors: 4 in. thick; hardness 8, hit points 60.
  Despite their diminutive stature, the doorways and chambers are vastly 
  oversized to accommodate creatures of their size. The ceilings are 20 feet 
  high in all areas except for Area S5 and Area S7 which are 10 feet lower 
  and 10 feet higher than the others respectively. Though they are adept 
  at seeing in complete darkness, the watery star basks the entire complex 
  in an eerie blue light that is the equivalent of dim light. Creatures with 
  darkvision and low-light vision can see normally, while those without 
  either ability still require a light source.
  S1: Derro Laboratory
  The purple worm cut the vast majority of the preceding tunnel from the 
  rock and stone; however Eyegouger finished the job when they reached the 
  outer wall of the derros’ complex. The dragon battered the structure into 
  quick submission, hurling massive chunks of rock and stone throughout 
  the chamber resulting in the injuries to the room’s three occupants. The 
  massive bruising and open wounds on their heads clearly indicate that 
  they sustained blunt force trauma, but several plainly visible deep gashes 
  suggest that something or someone finished the job. Eyegouger stripped 
  the bodies clean of everything but their clothing.
  The open books and the diagrams on the floor and wall all depict and 
  discuss human physiology. Though the drawings’ intent is self-evident, 
  the writings are another matter. Penned in Aklo, their theories on human 
  anatomy range from the plausible to the outright bizarre. The works 
  fixate on man’s abilities to withstand the damaging effects of sunlight and 
  devising ways of duplicating the process so that the derros can return to 
  Guidelines of Physics
  Within such close proximity to the watery star, the laws of 
  nature and physics bend to become more akin to guidelines rather 
  than laws or rules. Time momentarily speeds up and then later 
  screeches to a grinding halt. Blood rushes from one part of the 
  brain to another causing confusion or greater clarity. In addition, 
  the irradiating blue light becomes more menacing rather than a 
  nuisance. Every 1d4+1 minutes, the watery star alters time and 
  space in a random manner as outlined on the following table.
  Table 13-1 Watery Star Random Effects
  d%
  Effects
  01–30
  Speed increases by 25%. Ranged weapons 
  suffer a 20% miss chance.
  31–60
  Speed decreases by 25%. Ranged 
  weapons suffer a 20% miss chance.
  61–90
  Bright flash of blue light dazzles all 
  creatures that fail a DC 23 Fortitude 
  save for 1d4+1 rounds. Creatures that do 
  not rely upon visual organs for sight are 
  unaffected. (Reroll this result in Area S8: 
  Cavern of the Watery Star).
  91–00
  Gravity affects the creatures’ circulation. 
  Creatures must succeed on a concentration 
  check (DC = 10 + spell level) in order to cast 
  any spell. If the character must attempt a 
  concentration check for another reason, i.e. 
  casting defensively, the DC for that check 
  instead increases by +10.
  These effects last for 1d4+1 rounds before space and time 
  revert back to normal. This is not a magical effect; therefore spell 
  resistance and spell effects that ignore impediments to movement 
  such as freedom of movement do not negate the watery star’s 
  warping effects.
  
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  the surface world. Radical surgical ideas such as skin graphs are discussed 
  at length and then inexplicably dismissed, while far stranger ideas like 
  coating the skin with hot asphalt or crossbreeding their race with furry 
  animals are advanced as more likely solutions to the problem. In the end, 
  the derros’ written works are nothing more than the ramblings of madmen 
  making them utterly worthless.
  S2: Derro Living Quarters (CR 9)
  The 8 derros are so immersed in a heated discussion that the PCs’ 
  intrusion likely surprises them, though they attack with unbridled ferocity 
  once they notice the PCs. Several of them use their poisoned crossbow bolts 
  whenever possible, whereas the remainder surround a designated enemy 
  allowing them to make sneak attacks against foes they flank. If the battle 
  goes badly, the survivors plunge their enemies into darkness and attempt 
  to escape to warn the others. The derros are hopelessly mad and never 
  surrender regardless of the circumstances. Helpless or subdued derros 
  provide little useful information other than to acknowledge Eyegouger’s 
  presence at the “Wall of Stones” as they call it. They know nothing about 
  the watery star’s properties and have accepted the complex’s temporal and 
  spatial anomalies as “normal.”
  DERROS (8) 
  CR 3
  XP 800
  hp 25 (Pathfinder Roleplaying Game Bestiary “Derro”)
  The derros in this chamber have no additional gear beyond those 
  described under their complete statistics. The statues are ancient 
  representations of Thozzaggard carved at his direction shortly after his 
  arrival at the derro enclave. Carved countless millennia earlier, these 
  derros have no idea what they depict or why they are here; however an 
  astute PC examining the statue notices that the subject appears slightly 
  different than his kin with a successful DC 20 Perception check. For 
  lack of a better description, the derro depicted in the sculpture appears 
  somewhat sane, at least for the derro.
  S3: Derro Laboratory (CR 12)
  The derros abducted their captives 6 days ago, prior to Eyegouger’s 
  arrival in their complex. They can access the surface and return to 
  their subterranean abode via two linked teleportation circles. One is 
  concealed behind the secret door in Area S5, and the other is located 
  in the sewers beneath the Flame District in Khartous. The derros’ 
  current prisoners are two indigents, a prostitute and a thrill-seeking 
  wild girl from a wealthy family. The derros periodically subdue them 
  by casting daze upon them or in rare instances, a sleep spell, as they 
  perform gruesome and inane experiments on their skin. They endeavor 
  to figure out how other humanoids survive above the surface; however 
  their scientific methodology and hypotheses are so severely flawed 
  that none of their research has any chance of making a breakthrough. 
  They perform their activities in the name of pseudoscience and not an 
  accepted field of study.
  The horrific experience mentally traumatized its four victims to such 
  an extent that they all suffer from some type of psychosis. In addition 
  to their frightening interactions with their captors, they also endured 
  Eyegouger’s psychological torture and taunts shortly after his arrival. 
  In their current state, the victims are unresponsive to questioning unless 
  they are magically compelled to do so, or someone heals their underlying 
  mental conditions with spells such as calm emotions or a heal spell. Under 
  these circumstances, the victims reveal that Eyegouger and a man arrived 
  several days ago. After a tense standoff with the derros, the dragon and 
  his companion proceeded further into the complex, though they sense 
  that the man accompanying the beast seemed reluctant to do so. They 
  remember few details about their capture other than the fact that they were 
  dragged into the sewers of Khartous and arrived here. Ultimately even 
  after regaining their freedom, the quartet resumes their former lives with 
  even greater reckless abandon and debauchery in a deliberate effort to 
  erase the memories of their harrowing ordeal.
  Overseeing this charade of a medical laboratory are 3 derro sorcerers. 
  These quintessential mad scientists engage in a futile effort to find a 
  way to protect their bodies from sunlight by examining other humanoid 
  races. Their recent encounter with Eyegouger left the normally haughty 
  and arrogant creatures humbled, yet even more disturbed. They normally 
  outright slaughter their victims or return their broken captives to the 
  surface after a few days; however they continued experimenting on this 
  lot in new and even more bizarre ways. Eyegouger’s presence and his 
  decision to excavate the Wall of Stones trouble their twisted minds even 
  more. Being forced to bend to the will of a greedy dragon does not sit well 
  with the derros’ triad of leaders. The PCs’ appearance may be the straw 
  that breaks their warped brains once and for all.
  Though most of their repertoire of spells is geared to subdue and 
  restrain their “patients” the sly derros quickly adapt to their new 
  circumstances. The adjoining corridor offers the perfect confined space 
  to unleash a deadly lightning bolt, otherwise they attempt to sleep and 
  slow as many enemies as possible. Despite their innate insanity, the 
  derro sorcerers work well as a team and seem to have a method to their 
  proverbial madness. One of them wields a staff of fire that they use to 
  seal off the adjoining corridor with a wall of fire or hurl a fireball down 
  the same corridor if the PCs are clustered in that area. The derros never 
  surrender and fight to the death. Interrogating the derros proves nearly 
  pointless as they babble incoherent phrases and espouse ridiculous 
  ideologies, though they unwittingly offer one vital piece of information. 
  A successful opposed Sense Motive check and the proper questions 
  reveal that they fear the strange blue light and blame it for their race’s 
  confinement to their subterranean lair.
  DERRO SORCERERS (3) 
  CR 9
  XP 6,400
  Male derro sorcerer 7 (Pathfinder Roleplaying Game Bestiary 
  “Derro”)
  CE Small humanoid (derro)
  Init +8; Senses darkvision 60 ft., scent; Perception +0
   
  AC 22, touch 16, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, 
  +2 natural, +1 size)
  hp 94 (3d8+15 plus 7d6+35 plus 7)
  Fort +10, Ref +11, Will +15
  SR 14
  Weaknesses vulnerability to sunlight
   
  Speed 20 ft.
  Melee short sword +10 (1d4–1/19–20) or aklys +10 (1d6–1)
  
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  My Blue Oasis
  Ranged repeating light crossbow +10 (1d6/19–20 plus 
  poison) or aklys +10 (1d6)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
  At will—darkness, ghost sound (DC 15)
  1/day—daze (DC 15), sound burst (DC 17)
  Bloodline Spell-Like Abilities (CL 7th)
  6/day—laughing touch
  Spells Known (CL 7th)
  3rd (5/day)—deep slumber (DC 20), lightning bolt (DC 18), 
  slow (DC 16)
  2nd (7/day)—hideous laughter (DC 19), hypnotic pattern 
  (DC 17), scare (DC 17), web (DC 17)
  1st (8/day)—color spray (DC 18), comprehend languages, 
  entangle (DC 16), mage armor†, sleep (DC 16), unseen 
  servant
  0 (at will)—acid splash, daze (DC 17), flare (DC 15), light, 
  mending, ray of frost, resistance
  † already cast
  Bloodline Fey
   
  Str 9, Dex 19, Con 20, Int 12, Wis 5, Cha 21
  Base Atk +5; CMB +3; CMD 18
  Feats Dodge, Eschew Materials, Improved Initiative, 
  Lightning Reflexes, Point-Blank Shot, Precise Shot, Weapon 
  Finesse
  Skills Bluff +10, Intimidate +10, Knowledge (arcana) +12, 
  Perception +0, Spellcraft +12, Stealth +11, Use Magic Device +12
  Languages Aklo, Undercommon
  SQ bloodline arcane (+2 DC for compulsion spells), 
  madness, poison use, woodland stride
  Combat Gear staff of fire, wand of scorching ray (8th, 14 
  charges); Other Gear cloak of resistance +2, short sword, 
  aklys, repeating light crossbow with 10 poisoned bolts
   
  Madness (Ex) Derros use their Charisma modifier on Will 
  saves instead of their Wisdom modifier, and are immune to 
  insanity and confusion effects. Only a miracle or wish can 
  remove a derro’s madness. If this occurs, the derro gains 6 
  points of Wisdom and loses 6 points of Charisma.
  Poison Use (Ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom to 
  poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Medium Spider Venom—injury; save Fort DC 14; frequency 
  1/round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con 
  damage after every hour it is exposed to sunlight.
  Development: All 3 derro sorcerers wear cloaks of resistance; however 
  there is only one staff of fire and one wand of scorching ray. The beakers, 
  vials and jars on the tables contain blood and other bodily fluids collected 
  over the years, but none of them have any value either monetarily or 
  scientifically. The same applies to the cruel torture implements used by 
  the derros to collect their ill-gotten samples.
  S4: Derro Fishery (CR 8)
  In a rarity for derro enclaves, the vicious humanoids raise fish as a 
  supplemental food source. The 6 derros that occupy this chamber are 
  juveniles. They are half the size of the adults, and they are unarmed and 
  unequipped to fight. The frightened youngsters immediately drop their 
  meals and huddle in the farthest corner where they point at the intruders, 
  while they keep a wary eye on them. These noncombatant juveniles offer 
  no resistance or assistance. They do not speak or otherwise engage the 
  PCs in any manner.
  The water in the pool is pure and safe to drink, though it tastes 
  somewhat fishy. Concealed 1 foot beneath the surface in the western 
  corner is a tiny lever. Though the water is clear, the fishes’ constant 
  motion and the apparatus’ minute size make it difficult to see. Spotting 
  the device requires a successful DC 30 Perception check. The lever is 
  used to disarm the trap on the secret door leading to Area S5. The trip 
  is triggered whenever anyone attempts to open the hidden portal without 
  disarming it first.
  Secret Door: 4 in. thick; hardness 8, hp 60; Perception DC 30.
  INSANITY MIST TRAP  
  CR 8
  XP 4,800
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay (1 
  round); multiple targets (all targets in a 10-ft.-by-10 ft.-area).
  The insanity mist has no effect on the derros; however they disarm the 
  trap whenever they move prisoners into or out of Area S5.
  S5: Derro Teleportation Circle
  Not surprisingly, the streaks on the floor and walls are caused by 
  dried blood from the derros’ waylaid victims. They are more prevalent 
  on the floor than the walls, especially in and around the teleportation 
  circle itself. The teleportation circle and its corresponding teleportation 
  circle beneath the streets of Khartous date back thousands of years, 
  giving credence to the possibility that these derros were the first to 
  go insane and later spread their madness to other members of their 
  race through breeding. Identifying the circle as a teleportation circle 
  requires a successful DC 29 Knowledge (arcana) check. Likewise, the 
  teleportation circle can be disabled for 10 minutes with a successful DC 
  34 Disarm Device check.
  To protect themselves against incursions by surface creatures  
  that accidentally find the corresponding circle, the magical construct 
  in Khartous is protected by a failsafe protocol. It can only be 
  activated by a living derro or by any creature as long as it is activated  
  within 1 minute of the teleportation circle in the derro lair. In addition, 
  the teleportation circles function only once every 10 minutes  
  even in the presence of a derro. Activating the teleportation circle 
  is as simple as standing within its confines for 1 round. There is 
  no chance of error, and the teleportation circle always transports 
  the user to the same destination — the corresponding teleportation 
  circle.
  The PCs can discern the specific functions of the teleportation 
  circle with successful DC 34 Knowledge (arcana) or Spellcraft 
  checks. PCs that accidentally or purposely travel to Khartous  
  find themselves in a cramped, foul-smelling sewer section almost 
  directly beneath the Anything Goes For Gold brothel in the Flame 
  District section of the capital city. The teleportation circle offers a 
  viable means of returning to the city after completing the adventure, 
  yet its usage can be extremely problematic at this point in the 
  adventure.
  
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  Dunes of Desolation
  6: Derro Temple (CR 11)
  Prior to Eyegouger’s arrival, the derros worshipped demonic lords 
  which they believe gave power to the watery star that illuminates their 
  area and tears at the fabric of space and time. The egotistical dragon 
  changed all that. In addition to being greedy, Eyegouger is narcissistic 
  and domineering. Using Ahmad’s tongues spell, he cajoled the derros 
  into worshipping him since he is destined to rule the mysterious mineral 
  that they fear so much. For their part, the derro priests feign venerating 
  Eyegouger by painting his images on the floor and doors; however they 
  are currently singing their praises to their demonic patrons represented by 
  the two statues flanking their high priests.
  The worshippers are so fixated on their maintaining their precise 
  incantations that they likely do not immediately react to the PCs’ presence 
  unless they are alerted by their cohorts from Area S3 or hear the sounds 
  of battle emanating from that area. If that happens, the 2 derro clerics and 
  the 6 derros do not join the fray. Instead, the priests and their followers 
  beseech their Abyssal overlords for strength in battle manifested in the 
  form of a bless spell one priest casts on the group and shield of faith spells 
  cast upon themselves. The followers fire their poisoned crossbow bolts 
  at the intruders, while one priest further bolsters the group with a prayer 
  spell and the other casts rage on himself. The enraged priest wades into 
  melee combat as his counterpart uses his offensive spells such as hold 
  person, touch of idiocy and confusion against the enemies despite the low 
  difficulty class.
  As with others of their kind, the derros do not willingly surrender under 
  any circumstances, especially within their temple. Derros compelled to 
  speak against their will deride Eyegouger and his wizard “lackey” for 
  daring to break through the “Walls of Stone” that keeps them safe from 
  the blue light.
  DERROS (6) 
  CR 3
  XP 800
  hp 25 (Pathfinder Roleplaying Game Bestiary “Derro”)
  DERRO HIGH PRIESTS (2) 
  CR 7
  XP 3,200
  Male derro oracle 6 (Pathfinder Roleplaying Game Bestiary 
  “Derro;” Pathfinder Roleplaying Game Advanced Player’s 
  Guide “Oracle”)
  CE Small humanoid (derro)
  Init +8; Senses darkvision 60 ft.; Perception +4
   
  AC 21, touch 16, flat-footed 17 (+3 armor, +1 deflection, +4 
  Dex, +2 natural, +1 size)
  hp 85 (3d8+15 plus 6d8+30)
  Fort +8, Ref +9, Will +15
  SR 14
  Weaknesses vulnerable to sunlight
   
  Speed 20 ft.
  Melee short sword +11/+6 (1d4–1/19–20) or aklys +11/+6 
  (1d6–1)
  Ranged repeating light crossbow +11/+6 (1d6/19–20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
  At will—darkness, ghost sound (DC 15)
  1/day—daze (DC 15), sound burst (DC 17)
  Spells Known (CL 6th)
  3rd (4/day)—cure serious wounds, prayer, tongues
  2nd (6/day)—cure moderate wounds, dust of twilight†, hold 
  person (DC 17), levitate, minor image (DC 17), resist energy
  1st (8/day)—bless, cure light wounds, doom (DC 16), 
  entropic shield, lesser confusion (DC 16), shield of faith
  0 (at will)—bleed (DC 15), create water, detect magic, 
  detect poison, ghost sound, guidance, mage hand, 
  stabilize, virtue
  Mystery dark tapestry† 
  <RULE>
  Str 9, Dex 19, Con 20, Int 12, Wis 5, Cha 21
  Base Atk +6; CMB +4; CMD 19
  Feats Deceitful, Improved Initiative, Iron Will, Lightning 
  Reflexes, Weapon Finesse
  Skills Bluff +12, Disguise +7, Heal +5, Intimidate +13, 
  Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge 
  (religion) +9, Perception +4, Spellcraft +9, Stealth +14
  Languages Aklo, Terran, Undercommon
  SQ madness, oracle’s curse (haunted), revelations (gift of 
  madness, interstellar void), poison use
  Combat Gear scroll of dismissal, scroll of magic circle 
  against law, scroll of silence, scroll of summon monster III; 
  Other Gear +1 leather armor, short sword, aklys, repeating 
  light crossbow, with 10 poisoned bolts, ring of protection +1
   
  Madness (Ex) Derros use their Charisma modifier on Will 
  saves instead of their Wisdom modifier, and are immune to 
  insanity and confusion effects. Only a miracle or wish can 
  remove a derro’s madness. If this occurs, the derro gains 6 
  points of Wisdom and loses 6 points of Charisma.
  Poison Use (Ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom to 
  poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Medium Spider Venom—injury; save Fort DC 14; frequency 
  1/round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con 
  damage after every hour it is exposed to sunlight.
  † Pathfinder Roleplaying Game Advanced Player’s Guide
  ‡ Pathfinder Roleplaying Game Ultimate Magic
  Treasure: The derro followers carry only the gear listed in their stats; 
  however the priests also have four amethysts worth 50 gp each and 179 gp.
  S7: Walls of Stone (CR 14)
  This rough-hewn stone cavern lacks the polished surfaces found in the 
  adjoining derro complex indicating that the humanoids never annexed the 
  area as part of their territory. However, the smashed stones and the doors 
  
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  My Blue Oasis
  themselves bear the obvious hallmarks of derro architecture and culture. 
  The first derros that arrived here millennia ago experienced the watery star’s 
  debilitating effects firsthand, so they constructed the perfectly balanced 
  and fitted alloy doors to negate the watery star’s potent gravitational pull 
  and temporal energy. The plan initially worked until Thozzaggard arrived 
  and foolishly teleported to the other side. Like Ahmad, the bizarre mineral 
  captivated his imagination and poisoned his mind. In time, the watery 
  star’s extradimensional properties and his own madness got the better of 
  him transforming him into the undead abomination on the other side of the 
  door. To prevent him from escaping, his kin reinforced the doors with a 
  10-foot thick stone wall. Their efforts to contain him succeeded, but in the 
  interim he dealt enough damage to the doors to severely weaken the seal 
  and allow the watery star’s incredibly dense mass to create temporal and 
  spatial anomalies throughout the derro complex. The degenerate race’s 
  insanity only got worse.
  The cavern itself is rather featureless. The loose stones strewn across 
  the cavern floor are 4-foot square blocks on average that may act as cover. 
  The ceiling is exceptionally high reaching a maximum height of 50 feet 
  near the center and tapering off to 30 feet around the walls. The metallic 
  doors are comprised predominately from lead and adamantine with lesser 
  concentrations of silver, nickel and copper. Properly identifying their metallic 
  composition requires a successful DC 30 Knowledge (dungeoneering) 
  check. Likewise, a successful DC 30 Knowledge (engineering) check 
  verifies that they are at least several thousand years old and were constructed 
  by the same race that built Chass, even though the materials are different.
  The symbols adorning the portals are an archaic form of Aklo. The 
  writing states “the madness of light and the light of madness.” In their 
  own warped way, even the derros realize that the watery star is extremely 
  dangerous and altered their race’s destiny in ways their minds could never 
  imagine. The alloy doors are secured by an arcane lock spell; however the 
  internal fastening devices have been damaged over the years making them 
  vulnerable to collapse without the reinforced stone behind them. At the 
  current pace, the doors give way in 6 minutes without outside intervention.
  Metallic Alloy Door: 5 in. thick; hardness 16, hp 121 (originally 
  150); Break DC 36 (originally 40).
  Ever the egotist, Eyegouger, a mature adult blue dragon, taunts his 
  prospective opponents before engaging them in battle. Heroes that dare to 
  challenge the supremely confident beast must first overcome his frightful 
  presence aura. Unlike most of his kind, Eyegouger prefers a more direct 
  approach to everything he does including combat. Rather than rely on 
  subterfuge and deceit, Eyegouger has a mage armor spell in effect at all 
  times to boost his melee prowess. He begins the assault with a line of 
  electricity aimed at the largest number of targets whenever possible or 
  at the most heavily armored foe if he cannot affect multiple targets. His 
  tactics vary based upon the PCs’ response. If they attempt to surround 
  him, he attempts to intimidate his adversaries by making a bite attack 
  incorporated with his Dazzling Display feat. If the PCs are spread out, 
  shaken or frightened, Eyegouger uses Shatter Defenses to maximum 
  effect, singling out creatures affected by his frightful presence aura. The 
  vicious dragon concentrates his formidable melee attacks against one 
  opponent as part of a deliberate plan to wipe out his enemies one by one.
  Though never explicitly spelled out during their time together, Eyegouger 
  expects Ahmad to assist him in battle in the unthinkable event that things 
  go poorly for the conceited dragon. Ahmad’s reaction, as discussed later, 
  depends upon the PCs’ actions towards him. If Ahmad turns on Eyegouger, 
  the vicious dragon focuses his attention solely on his former ally. Eyegouger 
  has nowhere to flee in the face of a superior foe, so bartering his treasure for 
  his life is his absolute last resort. He starts the negotiations offering a paltry 
  sum of 1,000 gp, but he eventually relents to surrendering half of his hoard. 
  If the PCs reject his offer, Eyegouger fights to the bitter end. He would 
  rather be dead and wealthy than alive and penniless.
  Ahmad, shows no aggression and generally reacts to the PCs’ actions. 
  He realizes he got himself into this predicament and wants nothing else 
  to do with Eyegouger, yet the PCs are likely unaware of the wizard’s 
  trepidation. In many respects, the PCs solve Ahmad’s dilemma perfectly. 
  Though he fretted over Eyegouger acquiring the watery star for his 
  own selfish purposes, the PCs provide him a second chance to kill two 
  proverbial birds with one stone. They can rid the world of the conniving 
  dragon and help him fulfill his nearly lifelong dream of discovering the 
  watery star. However, Ahmad realizes that Eyegouger would not take 
  betrayal lightly, so he focuses his attention on the mysterious portals and 
  the force striking them from the other side to the exclusion of all other 
  distractions including the impending combat.
  He takes no offensive actions against his dragon companion or the 
  PCs unless either party attacks him first. If the PCs attack him, Ahmad’s 
  response depends upon the severity of the assault. In the case of a magical 
  attack, he first uses his Spellcraft skill to identify the spell. In the event that 
  the check fails, he attempts a saving throw to resist the spell regardless of 
  the circumstance. If it succeeds, he voluntarily forgoes his saving throw or 
  pretends that he failed it against any spell that does not cause bodily harm 
  and allows him to feign temporary cooperation or incapacitation, such as 
  charm and hold spells. On the other hand, he resists damage dealing magical 
  attacks and similar debilitative spells; however they may also provide him 
  with an ideal opportunity to fall to the ground and pretend to be dead. The 
  specific circumstances dictate Ahmad’s actions. It is plausible for him to 
  collapse in the face of a high level spell that deals significant damage, 
  but dying as a result of being struck by a magic missile is likely to raise 
  suspicions. Under the right conditions, Ahmad slumps to the ground, holds 
  his breath and remains perfectly motionless. A PC or even Eyegouger can 
  see through the ruse by succeeding on a Sense Motive check opposed by 
  Ahmad’s Bluff check; otherwise Ahmad feigns death for the remainder 
  of the battle. Ideally, he positions himself in an isolated part of the room 
  unlikely to be subjected to further area effect spells or similar attacks.
  If the PCs continue to attack him, Ahmad first attempts to flee or avoid 
  detection using dimension door, rope trick or invisibility before joining 
  forces with Eyegouger to fight back against them, though he does so with 
  great reluctance. The brilliant wizard does not regret his pursuit of the 
  watery star; he resents his decision to involve Eyegouger in the process. 
  In fact, Ahmad may even aid the PCs in their battle against the fearsome 
  dragon in furtherance of an alliance with the newcomers, provided that 
  the PCs did not attack him at any point during the battle. Ahmad generally 
  interjects himself into the combat under one of two extreme circumstances 
  — things are going extremely poorly for the PCs or the PCs are on the verge 
  of victory. In the former case, the GM may use Ahmad as a deus ex machina 
  to assist the PCs and cement an alliance between the two parties. This is a 
  much riskier endeavor for Ahmad, because Eyegouger immediately turns 
  on his former associate. Under this circumstance, Ahmad may temporarily 
  distract the wrathful dragon, giving the PCs a brief opportunity to regroup 
  before the cagey wizard does everything he can to escape. Ahmad does not 
  flee in the latter case, staying with the PCs until the job is done.
  EYEGOUGER, MATURE ADULT BLUE DRAGON 
  CR 14
  XP 38,400
  Pathfinder Roleplaying Game Bestiary “Chromatic Dragon, 
  Blue”
  LE Huge dragon (earth)
  Init +4; Senses dragon senses; Perception +24
  Aura electricity (5 ft., 1d6 electricity), frightful presence (210 
  ft., DC 22)
   
  AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
  hp 207 (18d12+90)
  Fort +16, Ref +11, Will +14
  DR 10/magic; Immune electricity, paralysis, sleep; SR 25
   
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +26 (2d8+13/19–20), 2 claws +25 (2d6+9), 2 wings 
  +23 (1d8+4 [1/2 +9 Str]), tail slap +23 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 14d8 electricity, 
  Reflex DC 24 for half), crush (2d8), desert thirst (DC 22)
  Spell-Like Abilities (CL 18th)
  At will—ghost sound (DC 13), minor image (DC 15), 
  ventriloquism (DC 14)
  Spells Known (CL 7th)
  3rd (5/day)—displacement, haste
  2nd (7/day)—false life, invisibility, resist energy
  1st (7/day)—alarm, mage armor, shield, true strike, unseen 
  
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  Dunes of Desolation
  servant
  0 (at will)—arcane mark, bleed (DC 13), detect magic, 
  mage hand, mending, read magic, resistance
   
  Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
  Feats Combat Casting, Dazzling Display, Deadly Stroke, 
  Hover, Improved Critical (bite), Improved Initiative, 
  Multiattack, Shatter Defenses, Weapon Focus (bite)
  Skills Bluff +24, Fly +13, Intimidate +24, Knowledge 
  (geography) +24, Knowledge (local) +24, Perception +24, 
  Spellcraft +24, Stealth +13, Survival +24
  Languages Auran, Common, Draconic, Giant
  SQ sound imitation
   
  Desert Thirst (Ex) A blue dragon can cast create water at 
  will (CL 18th). Alternatively, it can destroy an equal amount 
  of liquid in a 10-foot burst. Unattended liquids are instantly 
  reduced to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession must succeed 
  on a Will save (DC 22) or be destroyed.
  Electricity Aura (Su) An adult blue dragon is surrounded by 
  an aura of electricity. Creatures within 5 feet take 1d6 points 
  of electricity damage at the beginning of the dragon’s turn.
  Sound Imitation (Ex) A very young or older blue dragon can 
  mimic any voice or sound it has heard by making a successful 
  Bluff check against a listener’s Sense Motive check.
  AHMAD PACHWARI 
  CR 9
  XP 6,400
  Male human diviner 10
  LN Medium humanoid (human)
  Init +10; Perception +6
   
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 57 (10d6+10 plus 10)
  Fort +5, Ref +7, Will +12
   
  Speed 30 ft.
  Melee dagger +5 (1d4/19–20)
  Ranged dagger +6 (1d4/19–20)
  Spell-Like Abilities (CL 10th)
  9/day—diviner’s fortune (+5)
  Spells Prepared (CL 10th)
  5th—contact other plane, passwall, teleport (2)
  4th—charm monster (2) (DC 20), dimension door, greater 
  invisibility, scrying (DC 20)
  3rd—clairaudience/clairvoyance (2), silent invisibility, 
  protection from energy, tongues
  2nd—darkvision, daze monster (DC 18), invisibility, knock (2), 
  rope trick, see invisibility
  1st—charm person (DC 17), color spray (DC 17), 
  comprehend languages, detect secret doors, identify, 
  mage armor (2) (already cast)
  0—daze (DC 16), detect magic, open/close (DC 16), read 
  magic
   
  Str 10, Dex 12, Con 12, Int 22, Wis 15, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feats Brew Potion, Combat Casting, Improved Initiative, Iron 
  Will, Lightning Reflexes, Scribe Scroll, Silent Spell, Skill Focus 
  (Knowledge [geography]), Toughness
  Skills Appraise +13, Diplomacy +8, Heal +6, Knowledge 
  (arcana) +17, Knowledge (dungeoneering) +13, Knowledge 
  (engineering) +19, Knowledge (geography) +25, Knowledge 
  (history) +17, Knowledge (local) +15, Knowledge (nature) 
  +13, Knowledge (planes) +15, Knowledge (religion) +11, 
  Perception +6, Sense Motive +6, Spellcraft +19, Survival +8, 
  Use Magic Device +6
  Languages Celestial, Common, Draconic, Dwarven, Elven, 
  Giant, Undercommon
  SQ arcane bond (ring of feather fall)
  Combat Gear potion of neutralize poison, potion of remove 
  disease, potion of resist electricity (20), potion of water 
  breathing, scroll of disintegrate, scroll of reverse gravity, 
  scroll of slow; Other Gear dagger, cloak of resistance +1, 
  elemental gem (earth), ring of feather fall, spell component 
  pouch, spellbook, writing equipment, 50 gp
  Playing Ahmad
  The preceding section addresses Ahmad’s actions during the 
  battle against Eyegouger; however his demeanor and goals abruptly 
  change after the avaricious dragon’s demise. With Eyegouger out of 
  the way, Ahmad’s obsession returns with a vengeance. The watery 
  star consumes his every thought, even though he believes that the 
  strange mineral may account for the derros’ insanity. In spite of the 
  inherent risks, the brilliant wizard forges ahead with his intention of 
  proving his naysayers wrong and returning to Khartous a triumphant 
  and vindicated hero. Though he has never seen a watery star and is 
  basing his hypotheses on myths and legends, Ahmad is certain that he 
  unlocked the secret to unlocking the star’s true potential. He proposes 
  to split the watery star into minute particles using a disintegrate 
  spell from a scroll, immediately followed by a reverse gravity 
  spell to sunder its molecular bonds releasing torrents of fresh water 
  compressed to a subatomic level. He is convinced that his theory is 
  correct, and he is ready, willing and eager to put his ideas to the test 
  regardless of the potentially devastating consequences. To further 
  demonstrate his loyalty towards the PCs, he willingly lends a hand 
  during their subsequent encounter with the devourer bolstering their 
  defensive abilities or using his magic against the undead creature.
  With that said, Ahmad is not looking to pick a fight with the PCs. 
  Instead, he calls upon his tremendous intellect and knowledge to 
  demonstrate that he is correct. He blurts out complex mathematical 
  formulae, obscure scientific principles, arcane mysteries and a few 
  dashes of pseudoscience to demonstrate that he is the foremost expert 
  on the subject and unequivocally knows what he is doing. Sample 
  phrases may include “sundering the grasp of mutual attraction,” 
  “rending the protoplasmic features,” “multidimensional polarization,” 
  “catastrophic 
  emulsification,” 
  “primordial 
  mystical 
  energy,” 
  “sundering the bonds of reality” and any other colorful description 
  the GM can devise suited for the situation. Ahmad relentlessly 
  states his case, even as the evidence mounts that the watery stars are 
  too dangerous to conduct tests upon via trial and error. If the PCs 
  relent and allow Ahmad to perform his experiment, the results are 
  devastating as described in Area S8: Cavern of the Watery Star.
  Despite the PCs’ cogent protestations, in the end, logic and reason 
  lose out to obsession as Ahmad’s temptations get the better of him. If the 
  PCs refuse to let him test his theory, he pushes past everyone and makes 
  a mad dash to grab the watery star. Unfortunately, doing so causes the 
  effects described in the watery star side box found in Area S8: Cavern 
  of the Watery Star. An insane Ahmad does everything in his power to 
  see his plan to fruition. He knows he has only one chance to cast both 
  spells in rapid succession, so uses his entire magical repertoire to allow 
  him to do so without interruption. Hopefully, the PCs realize that they 
  must stop Ahmad at all costs and by any means necessary to prevent a 
  devastating cataclysm. This may include subduing him, incapacitating 
  him, grappling him or if all else fails killing him. If the PCs opt for the 
  last option, the watery star consumes Ahmad’s psyche, and his body 
  rises as a devourer 1d4+1 rounds later.
  If the PCs later cure Ahmad of his insanity, he finally comes to his 
  senses and realizes that further research and study must be conducted 
  before the watery star’s beneficial properties can be properly 
  harnessed for the benefit of all. Proving their existence is enough 
  satisfaction for him after his brush with insanity as long as the study 
  of the watery star progresses and is taken seriously. (See the section 
  Concluding the Adventure for more details).
  
  185
  My Blue Oasis
  Treasure: Eyegouger’s treasure hoard is an impressive collection of 
  coins and rare objects able to withstand damage from the dragon’s breath 
  weapon, physical attacks and the magical effects of ambitious dragon 
  slayers. These include 7,511 gp, 16,984 sp, flame tongue, rod of metal and 
  mineral detection, bracers of armor +3, +1 dragonhide plate, pink and 
  green sphere ioun stone, spined shield, figurine of wondrous power (silver 
  raven) and a bead of force. Otherwise the chamber is empty.
  Development: In the aftermath of their battle against Eyegouger, the 
  PCs have precious little time to recover before the alloy doors finally 
  buckle 6 minutes after they entered the room, releasing the terror from 
  Area S8: Cavern of the Watery Star. If that happens, the GM may read 
  or paraphrase the following description of what emerges.
  S8: Cavern of the Water Star (CR 11)
  If the PCs opened the door themselves, they encounter the undead 
  monstrosity behind the door. In that case, the GM may read or paraphrase 
  the creature’s description from Area S7: Walls of Stone to supplement 
  the following description of the cavern itself.
  The watery star’s bright blue light is now inescapable. All creatures with 
  line of sight to the strange mineral must succeed on a DC 23 Fortitude save 
  to avoid being dazzled for as long as they remain within visual range of the 
  watery star plus an additional 1d4+1 rounds after leaving the area, turning 
  their back towards it or closing their eyes. Characters that look away from the 
  watery star have a 50% chance to avoid having to make a saving throw against 
  the dazzling effect; however all opponents within the area gain concealment 
  against that character. Characters that completely cover their eyes with a 
  blindfold or shut their eyes are not affected by the dazzling effect, though 
  all opponents within the area gain total concealment against that character. 
  Random temporal or gravitational effects are still determined normally.
  The creature imprisoned within this chamber is a devourer, the last 
  remaining vestige of Thozzaggard who teleported into this cavern 
  countless ages ago. The monster uses its devour soul attack to add to 
  the ten essence points it already has. The intelligent creature singles out 
  physically weak characters for this particular attack focusing on fellow 
  arcane spellcasters. The creature uses these points to fuel its spell-like 
  abilities. Unless it gains more essence points from one of the PCs or 
  Ahmad, the devourer relies upon its devour soul attack, its claw attacks or 
  its lower level spell-like abilities, particularly inflict serious wounds, ray 
  of enfeeblement, suggestion and vampiric touch to destroy the PCs.
  The devourer speaks to the PCs throughout the encounter, using its 
  telepathic abilities to communicate with them. It suggests that it must 
  feast on the PCs’ souls just as the “blue stone” consumed it. The creature 
  provides no additional details about its demise other than to boast that in 
  the end, nothing can resist the devourer or the blue stone. The devourer 
  fights until destroyed.
   
  DEVOURER 
  CR 11
  XP 12,800
  hp 133 (Pathfinder Roleplaying Game Bestiary “Devourer”)
  Before his transformation into a devourer, Thozzaggard the derro 
  sorcerer, conducted deranged, but nonetheless painstaking historical and 
  scientific research on the watery star. He realized that the watery star’s potent 
  gravitational pull eventually dragged unattended objects into its vortex; 
  therefore he securely fastened his journal and his items to the wall and floor 
  respectively. The book tethered to the alloy chain is his journal. It is written 
  in Aklo and contains detailed notes about the watery star’s unusual properties 
  and inherent dangers. The author claims that his people built a magnificent 
  structure atop a plateau in the middle of an ancient lake, as they scoured the 
  depths of the earth searching for what unnatural force created the anomalous 
  body of water. A PC who succeeds on a DC 20 Knowledge (geography) check 
  deduces that the writer refers to Chass, the scene of the climactic battle in 
  the preceding adventure “King of Beasts.” The story goes on to say that four 
  months of searching eventually yielded a tremendous find, a mysterious, 
  pulsating blue crystal in a subterranean cavern. He dubbed the mineral to be 
  a “god particle” and demanded that his kin gather around it to worship it. In 
  short time, the mineral took its toll on his companions, withering their bodies 
  and minds in degenerative chaos. They could no longer bear the light of day, 
  and the ravages of insanity coursed through their very beings. He resisted its 
  powers better than his kin, and in the end he reduced it to ash with a powerful 
  magical incantation. The damage was done, as he and his people abandoned 
  the site. He continued his research, while they spread their madness to others 
  of their kind and each other.
  From there, Thozzaggard’s journal discusses the temporal and 
  spatial anomalies attributable to the god particle as well as its inherent 
  dangers. He also opines that his actions likely lead his race to ruination, 
  but he remains focused on discovering the god particle’s full potential. 
  Through various complex mathematical formulae, educated guesses and 
  pseudoscientific theories, the author proposes that the god particle is a 
  compressed receptacle of unfathomable amounts of water. He believes 
  that magic offers the secret to unlocking its mysteries, but he is not 
  sure how to proceed from here. At this point, Thozzaggard’s revelation 
  makes it imperative that Ahmad not be allowed to perform his impromptu 
  experiment in such tight quarters.
  The journal picks up again several weeks later, claiming that the author 
  came across another group of his kin that dwelt alongside a god particle; 
  however they feared it and hermetically sealed it behind alloy doors. 
  Thozzaggard questions his brethren’s trepidation and criticizes them for 
  being cowardly in the face of greatness. He then resolves to go it alone 
  and magically transport himself beyond the doors and into the presence 
  of the world’s foundational building block as he refers to it. After a few 
  semi-coherent entries and a set of crude diagrams, Thozzaggard’s journal 
  goes downhill in a hurry and devolves into the ramblings of a madman. 
  Outlandish theories are posited, discredited, reevaluated, rejected and 
  then proven wrong, only to go through the whole process all over again. 
  The last entry says it all. “The god particle breathed life into me, and I 
  stand at the ready to reciprocate its marvelous gesture.”
  Thozzaggard’s journal takes approximately 3d4 minutes to read in its 
  entirety. It should serve as a stern warning not to tussle with the strange 
  mineral resting at the bottom of the depression.
  Development: Obviously, allowing Ahmad to perform his experiment 
  and release the watery star’s water content proves disastrous in this 
  small, confined space. Water instantly floods the entire derro complex 
  including this chamber as well as the underground level and the surface 
  dealing 20d6 points of damage to every creature and object in its path. A 
  successful DC 25 Reflex save reduces the damage by half. In addition, any 
  creature caught in the deluge eventually drowns unless they can breathe 
  underwater or escape to safety. The resulting tidal wave increases the 
  oasis’ dimensions by roughly 50%, completely submerging the nearby 
  trade route and the flora growing along the oasis’ current banks. If the PCs 
  read Thozzaggard’s journal, it becomes apparent that allowing Ahmad to 
  unleash the watery star’s full potential would be utterly disastrous given 
  the current circumstances. Given these circumstances, the PCs must 
  prevent him from doing so by any means necessary.
  Treasure: Thozzaggard feared that his journey beyond the alloy doors 
  may be a one-way trip, so he brought his worldly treasures with him and 
  placed them inside his alloy chest with an inset lock. The key has long 
  since vanished. The chest contains 3,556 gp, a broom of flying, a headband 
  of mental prowess, a wand of lightning bolt (CL 8th, 24 charges), a ring of 
  counterspells and 8 opal gems worth 100 gp each.
  
  186
  Dunes of Desolation
  Alloy Chest: 4 cubic feet; 75 hit points; Break DC 30; Disable 
  Device DC 30.
  Concluding the Adventure
  Provided that the PCs defeat Eyegouger and prevent Ahmad from 
  unleashing the watery star’s torrent of water into the subterranean 
  chambers and passageways, the PCs must decide what to do with the 
  watery star. Naturally, the watery star is a valuable commodity for the 
  kingdom as it would solve the land’s water needs for the foreseeable 
  future. The problem lies in where and how to do it. Though Ahmad knows 
  the secret to realizing its full potential, he is at a loss for explaining how to 
  physically move it to another location. Additional research over the course 
  of the next several months or even years may yield an answer, but that still 
  requires securing the area against ignorant trespassers and other powerful, 
  ambitious beings that might devise a mechanism for actually moving the 
  watery star. This is particularly true in the case of a genie, demon or devil 
  that may possess the magical means to move the watery star to a secure 
  location until they figure out how to release its tidal wave of destruction.
  Another alternative would be to deny the watery star’s existence and 
  reinter it deep within the earth. Without any visible aftermath from its 
  discovery, the story is highly plausible especially in light of the skepticism 
  surrounding its existence in the first place. The only variable in this plan 
  is Ahmad. For a man who spent much of his adulthood searching for an 
  elusive discovery, it is impossible to expect him to remain silent and not 
  proclaim his controversial find to all of his detractors and naysayers. 
  However, Ahmad vows not to discuss the watery star if the PCs promise 
  to help him figure out a way to transport the watery star to a new location. 
  In that case, Ahmad reluctantly keeps the secret as long as their research 
  steadily progresses. If their research shows no progress or the PCs’ 
  assistance falls by the wayside, all bets are off and Ahmad tells everyone 
  in earshot about his monumental discovery.
  Sultan Faud and Khartous’s merchants are pleased that the oasis is fully 
  accessible to travelers even if the PCs flooded the surrounding area in the 
  process. Upon their return to the capital, Sultan Faud expresses concern 
  about the watery star’s safekeeping and security, and he even debates 
  stationing a garrison at the oasis to prevent anyone from excavating it 
  for their own nefarious purposes or exerting their influence over the oasis 
  again. Likewise, Khartous’s merchants seem interested in its economic 
  value, but they still have their doubts about its purported abilities. Without 
  any concrete proof of its possible commercial benefits, they slough off 
  the idea of pursuing the matter any further. On the other hand, Jamaal 
  Dakkar is far more interested in the discovery than the PCs’ battle against 
  the dragon. He is most intrigued by Thozzaggard’s journal and claims that 
  the PCs owe it to him as part of their original bargain. Jamaal is insistent 
  about this point and does not take no for an answer, even if it costs him 
  an additional 500 gp to acquire the work to add to his impressive book 
  collection. He is satisfied that the journal provides enough proof to verify 
  their existence given the extreme danger of keeping the watery star in his 
  physical possession.
  At a future date, the PCs may finally possess the knowledge and means 
  to safely use the watery star for the kingdom’s everlasting benefit. Until 
  that day comes, they are entrusted with the task of ensuring that no one 
  else attempts to do something untoward with the monumental discovery.
  The watery star lies at the bottom of a 3-foot deep, 10-foot diameter 
  gouge in the ground. The translucent crystalline, blue stone is roughly 
  cylindrical in shape and literally stands upright as if it were deliberately 
  planted into the ground. It measures 2 inches in length and 1 inch in 
  diameter and appears to weigh only a few ounces; however its small size 
  belies its true mass. Locked within its molecular and subatomic structure, 
  the tiny mineral contains 10 billion gallons of water, enough liquid to cover 
  330 acres of land up to a depth of 1 foot. Under normal circumstances, 
  this volume of water would weigh approximately 42 million tons. The 
  gravitational force exerted by such a massive object would duplicate the 
  effects of a localized black hole, but warilium defies all such expectations 
  by simultaneously existing on two planes — the Material Plane and 
  extradimensional space created by its tremendous gravitational forces. 
  As such, the watery star is anchored in place. It cannot be moved either 
  physically or magically without creating a portable connection to the 
  extradimensional space. This can be accomplished by casting a miracle 
  or wish spell on the watery star itself. In this circumstance, the watery star 
  weighs less than a pound and can be easily moved, though once the spell 
  ends, the watery star crashes to the ground with tremendous force and is 
  once again anchored in place. Incredibly, Ahmad correctly deduced the 
  only way to release the mineral’s water content — by disintegrating the 
  watery star and then casting reverse gravity in the area of the disintegrated 
  particles which immediately releases the entire volume of water. This 
  procedure frees the water with potentially devastating consequences 
  dependent upon the watery star’s location at the time of casting. Cast in 
  a confined space or a highly populated area, the torrent of water would 
  be akin to an immense tidal wave destroying everything in its path and 
  flooding a vast area. On the other hand, under controlled conditions, the 
  watery star could be used to create an immense reservoir that would 
  satisfy a desert community’s water needs for decades or even centuries to 
  come. Ahmad’s fears are well-founded as the watery star can potentially 
  achieve tremendous good or wreak mindboggling devastation.
  Ahmad or the PCs may attempt to deduce these properties via magical 
  means, such as legend lore and other appropriate spells or to a lesser 
  extent by succeeding on a DC 40 Knowledge (dungeoneering) check. In 
  the latter case, anyone that succeeds on the Knowledge (dungeoneering) 
  check may then attempt a DC 40 Knowledge (arcana) check to ascertain 
  the means of moving the watery star and releasing its water content.
  In spite of its benefits, the watery star’s unique physical properties exact 
  a tremendous toll on living organic matter. Warilium destroys tissue on a 
  cellular level, so it does not cause visible wounds or injuries. For every 
  1 minute spent within the direct glow of the watery star, a living creature 
  that fails a DC 20 Fortitude save suffers 1 point of Constitution drain. The 
  Difficulty Class increases by +1 for every previous failed saving throw. 
  Each time a creature loses 1 point of Constitution damage, it must also 
  succeed on a DC 10 Will save to avoid becoming insane. The Difficulty 
  Class of this saving throw increases by +1 for every previous saving throw. 
  In addition, creatures outside of this range, but subjected to the watery 
  star’s warping effects do not suffer Constitution drain; however they may 
  go insane. Each day, the creature must succeed at a Will save using the 
  preceding DC to avoid this fate. Unlike the insanity spell, this form of 
  insanity manifests itself as paranoid delusions rather than duplicating the 
  effects of a confusion spell, though it can be cured by the same means as 
  the insanity spell. Creatures that go insane perceive that everyone means 
  them harm, and they see creatures, objects and conspiracies that are not 
  there. While insane, the creature has no allies and cannot be affected by 
  spells that also affect the caster’s allies; it suffers a 50% miss chance on all 
  melee and ranged attacks; it treats all saving throws to disbelieve illusions 
  as if it rolled a natural 1; and the character acts as if it were constantly 
  distracted which prevents it from taking 10 in most circumstances.
  Any living creature that comes in direct physical contact with 
  the watery star takes 1d4 points of Constitution drain per round of 
  contact and immediately becomes insane. There is no saving throw 
  to resist these effects. Whenever the watery star reduces an arcane 
  spellcaster’s Constitution score to 0, the creature’s psyche is pulled 
  into the extradimensional space, while its body rises as a devourer. The 
  decomposed remains of all other living creatures are eventually pulled 
  into the void and utterly destroyed. The watery star exerts enough 
  gravitational force to pull inanimate objects and nonliving organic matter 
  weighing 1 pound or less towards itself at a rate of 10 feet per minute. 
  Likewise it pulls materials weighing 50 pounds or less towards itself at 
  a speed of 10 feet per hour. Heavier objects move at a proportionally 
  slower pace, whereas inanimate matter weighing greater than 500 pounds 
  is completely unaffected.
  The Watery Star (warilium)
  
  187
  Appendix: Random 
  Desert Events and 
  Monster Encounters
  This Appendix provides additional strange events and random encounters to spice up any desert campaign. The first section contains a table detailing 
  unusual occurrences that PCs may encounter while trekking across the sands en route to greater adventure. The second section consists of a random 
  encounter chart for desert adventures.
  Random Desert Events
  Mile after mile of trackless dunes and gravely soil frequently give rise to ennui and tedium. To break up the drudgery of desert travel, the GM is 
  encouraged to use these spontaneous events to keep the adventurers on their proverbial toes as they make their way across the forbidding landscape. To 
  do so, roll 1d100 and consult the following table.
  1d100
  Desert Event
  1
  A lone camel missing its rider crosses paths with the PCs.
  2–4
  Sun glare is particularly strong imposing a –1 circumstance penalty to all vision-based Perception checks.
  5–6
  A runaway concubine falls madly in love with the male PC with the highest Charisma score.
  7–8
  The top of an ancient stone stele peeks through the sands.
  9
  A tiny meteor crashes into the sands and creates a 40-foot diameter cylinder of dust and sand duplicating the 
  effects of an obscuring mist spell and lasts for 1d4 minutes before dissipating.
  10–11
  A desert merchant offers to sell his youngest son to the PCs.
  12–13
  The PCs stumble across two bored noblemen racing camels across a dusty plain.
  14–16
  One of a rahada family’s vehicles is stuck in the sand. The family patriarch asks the PCs to help him dislodge it for 
  a small fee.
  17–19
  One of the PCs’ mounts steps on a jagged stone and injures its foot. The animal’s speed is reduced by half until it 
  receives curative magic.
  20
  The PCs come across a partially mummified al-haloon carcass inexplicably atop a tall dune.
  21–28
  A mirage appears on the horizon.
  29–30
  The entrance to a long forgotten burial vault becomes visible in the sands. Grave robbers cleaned out the 
  tomb’s valuables centuries ago, but a random disease transmittable by inhalation lingers in the contaminated 
  air.
  31–38
  A large patch of wet quicksand blocks the way.
  39
  The PCs encounter an extremely rare area of dry quicksand.
  40–44
  At some point during the overnight hours, a venomous spider, snake or scorpion decides to share a bed with a 
  sleeping PC.
  45–48
  A caravan merchant relentlessly pursues the PCs until they agree to purchase one of its overpriced items.
  49
  The PCs meet a wandering sadhu (see Chapter 8) who claims he can tell them the secret of life if they recapture 
  the cobra he lost two days ago.
  50–51
  An unconscious man found dying of thirst in the desert is in fact a convicted murderer the authorities banished to 
  the burning sands.  
  52
  Someone finds a gold locket bearing the inscription “forever yours, Abdullah.”
  
  188
  Creature
  CR
  Source
  No. App.
  Hot and Dry 
  Desert
  Semiarid Desert
  Adherer
  3
  B3
  1–12
  001–030
  001–010
  Akbadia
  12
  DD
  1
  031–035
  011–030
  Alhajan
  5
  DD
  1–40
  036–055
  031–040
  Al-haloon
  3
  DD
  1–4
  056–077
  041–053
  Al-mi’raj
  1/2
  TOHC
  1–20
  078–085
  054–060
  Ant lion, giant
  5
  B3
  1–2
  086–095
  061–070
  Ant lion, giant adult
  6
  B3
  1–12
  096–100
  071–075
  Atomie
  1
  B3
  1–14
  101–105
  076–077
  Basilisk, greater
  7
  TOHC
  1–2
  106–110
  078–080
  Bat
  2
  B1
  3–8
  111–115
  081–100
  Behir
  8
  B1
  1–2
  116–125
  101
  Burning Dervish
  7
  TOHC
  1–15
  126–140
  102–105
  Cacdine
  3
  DD
  1–3
  141–142
  106–125
  Random Desert Encounters
  1d100
  Desert Event
  53–54
  A hippogriff and its armored rider soar through the distant heavens apparently searching for someone or 
  something.
  55–59
  Scavenging birds circle overhead following the PCs’ footsteps.
  60–61
  Flashing streaks of light from a passing comet illuminate the night sky granting a +2 bonus to all Profession 
  (astrologer) checks attempted that night.
  62–64
  The full moon is particularly bright this evening basking the entire desert in dim light.
  65–66
  A desert traveler scours through the sand looking for his lost wedding ring.
  67–69
  Tumbleweed rolls across the sandy plains with a strip of unusual black cloth attached to the plant.
  70–71
  Traveling merchants offer to sell peyote to the PCs in exchange for a favor.
  72–73
  An ancient road partially buried beneath the sands leads to the collapsed ceiling of a long abandoned building.
  74–85
  Roll on the desert random encounter chart found later in this Appendix.
  86–87
  The PCs cross paths with a band of bounty hunters pursuing an escaped fugitive.
  88–89
  While in a desert community, Jabar Andazi (CN, male human Rog 2; Dex 14; Sleight of Hand +8) or another NPC 
  attempts to pick one of the PC’s pockets.
  90–91
  An adulterous husband on the run begs the PCs to protect him from his scorned wife’s irate father and three 
  older brothers.
  92–93
  Tax collectors set up an impromptu toll site along the PCs’ path.
  94–95
  Overcast skies reduce the temperature by 1d4 degrees.
  96–97
  A cave built into the side of a rocky outcropping serves as the hideout for a gang of bandits currently scoping 
  out their next score.
  98
  The mummified remains of a desert explorer are stripped clean except for concealed scroll that contains a 
  crude map of the surrounding area marked with a cryptic “X”.
  99–00
  A sealed bottle atop a dune contains a note telling the reader to tell Yaharra that he is sorry.
  Desert Monster Encounters
  To add further dangers to a trek across the burning sands, the GM is free to use the subsequent random chart to generate additional desert encounters. 
  The chart includes monsters appearing in this sourcebook as well as those presented in other works. To use the table, roll 1d1000 (3d10). Roll on the 
  Hot and Dry Desert table for encounters in that particular environment, and the Semiarid Desert table for encounters in that landscape.
  Under the heading “Source” the following books are referenced.
  DD: Dunes of Desolation, monsters detailed in Chapter 6
  B1: Pathfinder Roleplaying Game Bestiary
  B2: Pathfinder Roleplaying Game Bestiary 2
  B3: Pathfinder Roleplaying Game Bestiary 3
  TOHC: Tome of Horrors Complete by Frog God Games
  Dunes of Desolation
  
  189
  Creature
  CR
  Source
  No. App.
  Hot and Dry 
  Desert
  Semiarid Desert
  Camel
  1
  B2
  1
  143–185
  126–140
  Cheitan Janni
  6
  TOHC
  1–12
  186–195
  141–145
  Cyclops, great
  12
  B3
  1–14
  196–205
  146–150
  Death Dog
  2
  TOHC
  2–10
  206–210
  151–170
  Death worm
  6
  TOHC
  1
  211–225
  171–175
  Demon, rabassa
  11
  DD
  1
  226–230
  176–180
  Dendan (aquatic only)
  12
  DD
  2-5
  231-235
  181-185
  Desperado
  6
  DD
  1
  236–240
  186–200
  Dire Camel
  3
  DD
  1
  241–250
  201–205
  Dragon, blue
  var.
  B1
  1
  251–260
  206–210
  Dragon, black
  var.
  B1
  1
  261–265
  211–220
  Dragonne
  7
  B3
  1–10
  266–280
  221–235
  Drake, desert
  8
  B3
  1–12
  281–300
  236–245
  Drake, salt
  8
  TOHC
  1–5
  301–310
  246–255
  Dust digger
  4
  TOHC
  1–10
  311–335
  256–265
  El-aurens
  5
  DD
  1–8
  336–355
  266–275
  El-halaj
  4
  DD
  1
  356–370
  276–300
  Falak
  10
  DD
  1–2
  371–385
  301–305
  Flind
  2
  TOHC
  1–200
  386–405
  306–335
  Gallows Tree Zombie
  4
  TOHC
  1–11
  406–410
  336–355
  Genie, janni
  4
  B1
  1–12
  411–430
  356–370
  Ghazak
  1/2
  DD
  1–20
  431–465
  371–390
  Ghul
  5
  B3
  1–8
  466–475
  391–400
  Giant, Ash
  11
  B3
  1–30
  476–480
  401–405
  Giant, Desert
  9
  B3
  1–30
  481–495
  406–420
  Giant, Sand
  14
  TOHC
  1–27
  496–505
  421–425
  Girtabilu
  8
  B3
  1–14
  506–515
  426–430
  Gnoll
  1
  B1
  1–200
  516–535
  431–465
  Golem, Mummy
  6
  TOHC
  1
  536–540
  466–468
  Golem, Sand
  6
  DD
  1
  541–545
  469–470
  Gugunda
  4
  DD
  1
  546–555
  471–480
  Hallaraq
  8
  DD
  2–7
  556–565
  481–490
  Hyaenodon
  4
  TOHC
  1–16
  566–578
  491–500
  Inphidian, Cobra-Back
  3
  TOHC
  1
  579–582
  501–502
  Inphidian, Common
  3
  TOHC
  1–100
  583–600
  503–520
  Inphidian, Dancer
  3
  TOHC
  1
  601–603
  521–522
  Inphidian, Night Adder
  5
  TOHC
  1
  604–605
  523–524
  Inphidian, Rattler
  4
  TOHC
  1
  606–608
  525–526
  Jackalwere
  2
  B3
  1–5
  609–625
  527–535
  Karkadann
  8
  DD
  1–5
  626–635
  536–540
  Kharam
  8
  DD
  1
  636–645
  541–550
  Lamia
  6
  B1
  1–12
  646–670
  551–570
  Lammasu
  8
  B3
  1
  671–685
  571–575
  Lion Beast of Chaos
  5
  TOHC
  1–11
  686–690
  576–580
  Random Desert Encounters Continued
  Appendix: Random Desert Events and Monster Encounters
  
  190
  Random Desert Encounters Continued
  Creature
  CR
  Source
  No. App.
  Hot and Dry 
  Desert
  Semiarid Desert
  Lizard, Fire
  8
  TOHC
  1–2
  691–695
  581–595
  Lycanthrope, werehyena
  2
  DD
  1–20
  696–705
  596–610
  Maftet
  6
  B3
  1–10
  706–715
  611–620
  Martuush
  15
  DD
  1–5
  716–725
  621–625
  Necropolis guardian
  9
  DD
  1–3
  726–730
  Phoenix
  15
  B1
  1
  731–732
  626
  Qarin
  6
  DD
  1
  733–735
  627–630
  Rahada
  1/2
  DD
  1–100
  736–750
  631–660
  Ratfolk
  1/3
  B3
  1–100
  751–755
  661–690
  Razorweed
  2
  DD
  1–8
  756–760
  691–730
  Sand Kraken
  8
  TOHC
  1
  761–770
  731–735
  Sand Stalker
  4
  TOHC
  1–5
  771–780
  736–745
  Scarab beetle swarm
  3
  DD
  1–6
  781–795
  746–755
  Scorpion, colossal black
  15
  B2
  1
  796–805
  756–770
  Scorpion, ghost
  1/2
  B3
  1–6
  806–810
  771–790
  Scorpion, giant
  3
  B1
  1
  811–840
  791–830
  Shahardeen
  4
  DD
  1–8
  841–855
  831–840
  Shedu
  7
  TOHC
  2–8
  856–865
  841–845
  Simurgh
  18
  B3
  1
  866–870
  846–850
  Solifugid
  1
  B2
  1–6
  871–880
  851–860
  Spectral rider
  10
  DD
  1
  881–890
  861–865
  Sphinx
  8
  B1
  1–6
  891–900
  866–870
  Sphinx, andro
  9
  B3
  1
  901–905
  871–875
  Sphinx, crio
  7
  B3
  1
  906–915
  876–895
  Therianthrope, Asswere
  2
  TOHC
  1–5
  916–920
  896–900
  Therianthrope, Lionwere
  6
  TOHC
  1–5
  921–928
  901–915
  Thirstmonger
  4
  DD
  1
  929–935
  916–925
  Troll, Desert
  8
  DD
  1–4
  936–955
  926–950
  Wadira
  6
  DD
  1–2
  956-970
  951-960
  Wellwringer
  5
  DD
  1
  971–980
  961–980
  Yrthak
  9
  B2
  1–6 
  981–985
  981–995
  Zibbine
  6
  DD
  1–6
  986–1000
  996–1000
  Dunes of Desolation
  
  191
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  15. COPYRIGHT NOTICE
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
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  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, 
  LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
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  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. 
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  L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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  Monte Cook, and Skip Williams.
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  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
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  Russ Taylor.
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  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
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  Legal Appendix
  
  Frog God 
  Games
  In a land where the sun relentlessly bakes its sandy surface,  
  water is king. In the desert,  the life-sustaining fluid is more valuable  
  than the most precious metals,  desirable gems and mightiest weapons. 
  Most adventurers believe that the scarcity of water makes the desert an  
  inhospitable place devoid of life,  riches and challenges. 
   
  The incessant glare of a distant,  roiling inferno, the intolerable heat of 
  day,  the monotonous expanses of sand and the fierce winds are enough  
  to break the will of any man or beast,  but natives and experienced  
  adventurers know that the dunes conceal many secrets and treasures. 
  Scratch a few feet beneath the surface and the wondrous ruins of lost 
  cities miraculously come to life. Some of these settlements succumbed to 
  the natural forces of the desert,  while vengeful deities,  demons or  
  spirits condemned others to an eternity beneath the dunes.  
  Marvelous oases abounding with life and mystery also dot the  
  forbidding landscape. Those fortunate enough to discover these refuges 
  are delighted to find fresh water,  but danger often lurks amid the  
  lush vegetation or beneath the surface of the water. Those intrepid  
  souls hardy enough to brave the elements and explore the  
  wonders of this harsh terrain are well-rewarded for their efforts
  ISBN 978-1-62283-202-6
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Perilous Vistas - Dunes of Desolation.pdf