TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9446
  Encounter at  
  Ramat Bridge
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 2
  Things are brewing along the Abaddon River. The armed 
  forces of the Arman Protectorate are preparing something. 
  Across the river, the Janus Horde is on the move and their 
  raids are growing more and more frequent. A powerful 
  Imperial senator needs to know what is going on and, with 
  any luck, stop the situation from escalating. 
  An adventure for 3rd-level characters.
  HISTORY
  The Lower Abaddon River basin forms the border between 
  the lands of the Arman Protectorate and the Janus Horde. 
  For many years, the Protectorate maintained a number of 
  colonies in coastal and southern Sametia. 
  During the Twilight War, Sametia was the battleground 
  between the great empires. This made the people of Sametia 
  rugged and experienced warriors. 
  In the mid-30s AU, the Imperial Senate refused to admit 
  Sametia into the Imperial Alliance. In retaliation, the 
  Sametians rejected all of the trappings of civilization and 
  dedicated themselves to barbarism. With the unification of 
  the Janus Horde in the late 60s AU, the Horde turned its 
  attention outwards. The horsemen attacked every outpost of 
  civilization they could reach. The Arman Protectorate was 
  hard hit by the fast moving raiders. 
  During their initial campaigns against the Protectorate, the 
  horde destroyed anything they could. One such location 
  was the fort at Ramat Bridge. Ramat Bridge was a sturdy 
  stone bridge that was an important river crossing, allowing 
  the Protectorate to support their colonies and supporters in 
  Sametia. By destroying it, the Horde gave itself breathing 
  room that led to the collapse and subsequent withdrawal of 
  the Protectorate forces from Sametia.
  Today, a small keep, two small villages and an artificial 
  cataract are all that stand at Ramat Bridge. One side is 
  controlled by the Protectorate and the other by the Horde. 
  The Protectorate has grown weary of the Horde’s raids and 
  a new general, Wulf Gronnovitch has convinced the Tsarina 
  to divert forces from the Dominion frontier to mount a major 
  offensive. Protectorate forces are almost ready to strike and 
  launch their offensive.
  RECENT EVENTS
  In the past few weeks, trouble has been brewing on 
  the frontier. Stirring the pot is Arhm’Shehr, a Khaynite. 
  Arhm’Shehr has been using his small army to start a war 
  between the two nations. With the volatile situation that 
  existed between the two nations, the smallest spark may 
  ignite the whole frontier into war.
  The impact of war may have unforeseen repercussions 
  throughout the Imperial Alliance. The most likely result is 
  that other nations also send troops to Sametia to retake their 
  lost lands. A clash between armies is almost guaranteed. 
  Even the janissaries may be unable to stop the descent into 
  war.
  “SOFT” ENCOUNTER
  Some encounters or challenges are described as “soft”. This 
  does not mean that they are easier, merely that they are 
  not considered critical to the adventure itself, and thus are 
  marked as “Soft Points”. If you are running this adventure in 
  a timed environment, you can skip those without losing the 
  flavor of the adventure.
  INTRODUCTION
  Read aloud:
  Yesterday, you all received the following letter, delivered 
  by a young imperial herald.
  Give the PCs a copy of Player Handout 1.
  Reaching the Dominion city of Saidah was easy. The 
  seal on your summons opened doors for you and you 
  were able to quickly reach the city through the Nexus 
  Gateways that link the larger cities of Exodus together.
  Saidah rises on the banks of the mighty Abaddon River 
  and the border between the Dominion and the Arman 
  Protectorate. Over the course of its long history, the city 
  changed hands more times than are worth counting. 
  Today, the city is a major trade hub for goods traveling 
  east or west. The heat rises in waves and the wind brings 
  no relief as you make your way to the Ghoul’s Hand. 
  At the end of a long alley, the Ghoul’s Hand occupies 
  the basement of a merchant’s warehouse. Compared to 
  outside, the stuffy atmosphere of the tavern offers respite 
  from the oven-like heat outside.
  Giving the password to the Sasori behind the bar, the 
  scorpion-man looks at you funny for a moment, before 
  pointing to a side room. In that room, other adventurers 
  are seated around a table.
  This is a good time for the PCs to introduce themselves to 
  each others. Describe their characters before continuing.
  1: BRIEFING
  At exactly midday, the door opens and a cloaked man whose 
  face is hard to see walks into the room and greets the PCs 
  with “Flames of Abaddon” and presents a signet ring that 
  matches the seal on the letter. He introduces himself as 
  Preest.
  After inquiring about your trip, Preest gets down to business. 
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 3
  “Something is going on along the border, and the Senate 
  wants to know what is happening and who is responsible. 
  Now I’m not talking about a few bandits or a few calibans. 
  Divinations revealed something else is afoot.”
  “Now you may wonder why you were chosen for this 
  mission. Most of you are young, inexperienced and 
  have had little or no public exposure. That’s why you are 
  perfect! It makes you free from the politics that permeate 
  everything.”
  “That’s fair enough?”
  Preest waits for the PCs to respond, but he does not add much 
  more than what he said.
  “Good. I want you to travel along the banks of the 
  Abaddon River, all the way to a small settlement named 
  Ramat Bridge. There, conduct a quiet investigation as to 
  what is happening. Try to stay away from the north bank.” 
  “Keep your affiliation with us a secret. The fewer people 
  that know you work for us, the safer you will be.”
  “Unlike the Protectorate to the south, the Janus Horde 
  turned its back on civilization. They are now little more 
  than rabid savages bent on destruction. Don’t let it 
  fool you. They are cunning, aggressive and extremely 
  dangerous.”
  Preest is willing to answer questions. He does not seek to 
  deceive the PCs, even though there are a number of things 
  he cannot freely reveal to the PCs. 
  Why should we do this? It is the right thing to do, and you 
  can get the gratitude of a number of important people. (He 
  does not say who.)
  What will you pay us? I’ve been authorized to pay each 
  of you the sum of 1,500 silver pieces, plus the services of a 
  healer upon your return.
  Who do you work for? I work for a powerful senator of the 
  Imperial Alliance.
  Why should we keep our affiliation with the Imperial 
  Alliance a secret? For you to be able to act freely, it would 
  be easier to do so.
  Can you give a writ to prove we work for you? No, for the 
  same reason you must keep our involvement secret.
  Why Ramat Bridge? Divination.
  What is there? The Protectorate maintains a small outpost 
  by the ruins of the bridge.
  Preest knows of the history of the Ramat Bridge found in the 
  background and can relay it to the PCs, if asked.
  When the PCs agree, proceed to encounter 2. If the PCs 
  refuse, Preest tries to convince them, but if they still refuse, 
  he shrugs and leaves. The adventure is over.
  2: THE LONG ROAD
  Read aloud.
  From Saidah, you cross the Abaddon River into the 
  Arman Protectorate. The heat drops from unbearable 
  to merely warm. Orchards, vineyards and wheat fields 
  occupy the landscape.
  At first you travelled north along the Dominion/
  Protectorate border. Then, you turned eastward as the 
  Abaddon River turns forming the border between the 
  Horde Lands to the north and the Protectorate.
  You travelled many uneventful days along the highly 
  militarized borders of the Protectorate. The Flatlands – 
  as the local calls this place – has an extensive roadway 
  system.
  Farmers and signposts point the PCs where they want to go 
  without difficulty. The GM may want to embellish the trip by 
  adding a random encounter with natural creatures.
  As the PCs travel, ask them for skill checks. These add extra 
  information to the PCs.
  AUTOMATIC 
  As the PCs travel through the Protectorate, they automatically 
  notice the following things. 
   •  The Abaddon River basin is referred to as “the Flatlands” 
  by the locals.
   •  Protectorate forces rely heavily on the use of automatons 
  they call “ironforged” or Protectorate golems. 
   •  The Protectorate is one of the most devout states in 
  the Imperial Alliance. The population worships the 
  Sanguine Covenant. Sanguine churches and shrines can 
  be found in every village.
  KNOWLEDGE (ENGINEERING)
  DC 15 Every village and estate has been designed with 
  military usage in mind. Walls are reinforced and even the 
  smallest of farms could be defended by a small number of 
  warriors against a large group of opponents. 
  DC 20 Nearly every settlement has automatons and large 
  cannons.  The fortifications are designed to increase the 
  effectiveness of such defenses.
  KNOWLEDGE (LOCAL) OR A PROFESSION (SOLDIER) 
  DC 10 The road network is well-maintained and is 
  conducive to the movement of troops all along the 
  border.
  DC 15 every citizen is armed and seems to have received 
  some training making the area very well defended.
  DC 20 only static elements (garrisons and militias) of the 
  army are present. Mobile units are nowhere to be seen 
  (most were pulled to Zarynth).
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 4
  KNOWLEDGE (HISTORY)
  DC 10 The Flatlands are one of the lands that saw the 
  most fighting since the fall of the Empire of the First Ones.
  DC 13 This area was conquered by the Armans during 
  their conquest of Abaddon.
  DC 15 After the fall of the Empire of the First Ones, the 
  kingdom of Cardos thrived here before it was overrun by 
  the Sorcerer-Kings of Abaddon.
  DC 18 The Cardosians have resisted any attempt at 
  integration by their overlords and have managed to 
  maintain their ethnic identity.
  KNOWLEDGE (NOBILITY)
  DC 15 The local lords are mostly of Arman descent with a 
  few Cordelians. The population is mostly comprised of a 
  third ethnic group known as Cardosian. 
  DC 20 The local nobility are not known for their loyalty to 
  the crown. They have been known to change allegiance 
  between the Dominion and the Protectorate in return for 
  the right to keep their lands.
  KNOWLEDGE (RELIGION)
  DC 15 The locals firmly believe in the Sanguine Covenant 
  and give proper respect to its priests.
  DC 20 Occasionally, graphitized on walls is a strange 
  tribal symbol, the heretical markings of the Lazarus 
  Brand. These heretics are hunted by the Covenant for 
  preaching about a coming doomsday.
  3: ZARYNTH
  ROAD AMBUSH (CR7)
  The PCs should set themselves in a marching order. Roads 
  in the Protectorate are fifteen feet wide on average and well-
  maintained. When they are happy with their setup, call for a 
  DC20 Perception check. On a successful check, the PCs spot 
  a number of crossbowmen up ahead set up in ambush along 
  the road.
  Let the PCs react to the group ahead. The soldiers are willing 
  to talk but are ready to fight. Killing the soldiers is a bad 
  idea.
  PROTECTORATE FORCES (CR7)
  Mounted Sergeant (x1)
  Grunt (x6)
  Mobile Cannon (x1)
  The soldiers are interested in finding out what the PCs are 
  doing here. They tell the PCs that they are not allowed to 
  proceed to the village of Zarynth. They indicate an alternate 
  route that will take the PCs about one day. 
  Map setup: Gamemastery’s The Swamp
  Treasure: There is no treasure associated with this encounter 
  as every item possessed by the soldiers are marked as 
  belonging to the Protectorate military. PCs may get about 
  5gp from the sale of the equipment, but requires extra time 
  and a number of Knowledge (local) to find fences who would 
  be interested in buying this.
  Mobile cannon cannot be looted for parts and have no value.
  GOING THROUGH ZARYNTH
  The PCs may try to sneak into Zarynth if they desire. This 
  requires the PCs to make a few Sense Motive and Stealth 
  checks of varied DCs (15-20). 
  If the PCs fail by more than 5, a patrol of Protectorate 
  approaches and challenges the PCs. The first patrol acts like 
  the group in the previous section. If the PCs defeat those 
  also, double the number in a group as reinforcements ride in. 
  They find the city under military occupation by Protectorate 
  forces. As long as they do not draw attention, they can move 
  around town without issue and discover the following:
   • The locals do not seem bothered by the occupation.
   •  The Protectorate army includes a number of ironforged 
  designed for war (use the statistics for military ironforged 
  from the NeoExodus Campaign Book or substitute an 
  iron golem from the Pathfinder Bestiary).
   •  Groups of hussars (light cavalry) arrive every hour and 
  head for the local church.
   •  The church is now the HQ of the local commander, 
  Captain Maria Ilyanova. The captain is a practical 
  woman with a no-nonsense attitude.
   •  If the PCs are captured at any time, they are brought 
  before her (see Meeting Captain Ilyanova, below).
  MEETING CAPTAIN ILYANOVA
  The short blonde woman’s feature could easily be carved 
  in ice. Her posture betrays a lifetime of military discipline. 
  She looks you over for a moment, evaluating you.
  The captain stays silent and stares at the PCs. She wants the 
  PCs to talk and speaks only in short, direct sentences. Her 
  sentries have reported the PCs’ movements to her already. 
  Make the PCs sweat a little and attempt to convince the 
  captain of their good intentions.
  Finally, the captain orders the PCs escorted out of Zarynth 
  and tells them they better stay away from Protectorate 
  military maneuvers. She half-threatens that her troops may 
  take them for looters or enemy raiders.
  Proceed to encounter 4.
  TAKING THE DETOUR
  If the PCs take the detour, ask for a DC15 Perception or 
  Profession (soldier) check to notice a number of hussars 
  riding from the north and head towards Zarynth. The hussars 
  do not stop to talk to the PCs and ride by.
  If the PCs seek to fight the hussars, use the statistics for a 
  mounted sergeant. Interrogating the hussar requires a DC14 
  Bluff or Intimidate check. The hussar has information about 
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 5
  the location and movement of the Janus Horde troops. A 
  large group is just across the river.
  4: RAMAT BRIDGE
  Read aloud.
  Before you reach Ramat Bridge, the smell of burnt timber 
  reached you. Next, you came to a long row of pikes 
  topped with heads shrouded by clouds of flies.
  Atop an island in the almost mile-wide Abaddon River, 
  the fort of Ramat Bridge now lies in ruin. The occasional 
  plume of smoke still rises in a few places. The island 
  could be reached by a now-missing bridge. Among the 
  destroyed building of the village that once stood here, 
  the headless bodies of peasants and soldiers have been 
  piled into gruesome mounds as high as a man.
  On the central plaza leading to the bridge, the church 
  of the Sanguine Covenant had been destroyed and only 
  husks of houses remain
  The only sign of life are the crows and the flies. 
  The PCs are free to explore the area. 
  Through a number of skill checks, the PCs can establish that 
  the attack and subsequent massacre took place between 2 
  and 7 days ago.
  RUNNING THIS ENCOUNTER
  This encounter details the locations in and around Ramat 
  Bridge. Ideally, night should fall as the PCs are exploring 
  the fort. 
  During the night, the PCs are attacked by the forces of 
  Arhm’Shehr, a Khaynite. These attacks should be quick, 
  furious and cunning. The Scythians may be mindless killers, 
  but they do not simply charge. 
  All the Scythians and the Hordesmen are dressed in Sametian-
  style clothing. This detail is important later in the adventure. 
  Only Arhm’Shehr’s clothes are different.
  If the PCs establish defenses, the Scythian attack in what 
  they perceive to be weak points. Encountering the Scythians 
  should leave the PCs with a feeling of brutality and dread.
  THE VILLAGE
  The village on the south shore has little information to be 
  found. Anything of value was looted and is gone. A DC15 
  Profession (soldier) check reveals the attack was quick and 
  precise. 
  A DC 15 Heal check reveals that the blows inflicted were 
  particularly gruesome and many survivors were grievously 
  wounded and left to die.
  A DC 15 Knowledge (local) reveals that the atrocities 
  committed (cut head, burning of the village, piles of bodies) 
  are all consistent with Janus Horde raids.
  A DC 15 Perception reveals that other than a few arrows, 
  there are fewer broken weapons than one would expect in 
  such a raid.
  A DC 15 Survival check reveals that the attackers were 
  mounted on horseback and on-foot. The tracks are coherent 
  with humanoid booted tracks.
  A DC 20 Survival check reveals that the wounded were 
  dragged to the central plaza and executed there is a ritualistic 
  manner. A follow-up DC 20 Knowledge (religion) check 
  reveals the rites employed are not consistent with the Janus 
  Horde and more in line with the Brotherhood of Khayne. 
  THE CHURCH (SOFT)
  The church was once the biggest building in town – with 
  the exception of the fort. It is now little more than a pile of 
  burnt debris.
  Digging into the debris reveals little of interest.
  A DC 15 Knowledge (engineering) reveals that the church 
  has been destroyed prior being set on fire. 
  A DC 15 Knowledge (religion) reveals that every symbol of 
  religious significance has been defaced and destroyed.
  A detect magic followed by a DC22 Spellcraft check reveals 
  that the church was desecrated and that all of its magical 
  wards were dispelled before it was destroyed.
  THE HORDE VILLAGE (SOFT)
  On the left bank, where the northern part of the Ramat 
  Bridge once stood, the barbarians of the Janus Horde erected 
  a small village surrounded by a sturdy wooden palisade.
  Reaching that side of the river is difficult at best because the 
  bridge’s pillars have been destroyed, creating an extensive 
  rapid. The DC to jump is 10+3d6. The DC is further 
  increased by 2 because the top rocks are slippery. To speed 
  up the process, a total of three checks must be made.
  In the Horde village, the PCs find a situation similar to what 
  they found on the Protectorate side. However, most people 
  were first killed with blades then shot at point-blank range 
  with firearms.
  THE FORT
  The Fort itself is detailed in encounter 5.
  5: THE FORT OF RAMAT BRIDGE
  When the Protectorate controlled lands in Sametia, this 
  fortress was built to control traffic across the Abaddon River. 
  Travelers would have to stop on the island where they could 
  be searched, taxed or arrested as necessary. The island fort 
  was but one of many that stood on the river for centuries.
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 6
  The original stone bridge was destroyed by the Janus Horde 
  some twenty years ago (71AU). Since then, the Protectorate 
  reoccupied the fort, rebuilt it as best they could and built a 
  bridge to the right bank where Ramat Bridge still stood.
  Today all that remains from that original bridge are a few 
  stone supports. The rest of the bridge has disappeared below 
  the water, forming swift-moving rapids. The Protectorate 
  army built a wooden bridge linking the old stone support.
  GETTING TO THE FORT (SOFT)
  The Scythians have sabotaged the bridges leading to the fort. 
  The average distance between the support pillars is 25ft.
  COLLAPSING BRIDGE (CR 5)
  Type mechanical; Perception DC 20; Disable Device 
  DC 20 (special)
  EFFECTS
  Trigger location (2 persons on bridge); Reset None
  Effect 20ft. fall (2d6) and then the PC is swept downstream 
  by the current. Because of the sharp rocks and the current, 
  a PC in the water must make a DC 20 Swim check or be 
  “attacked” by rocks (+15 melee (3d6/x3)). A PC who makes 
  the Swim check is safe for that round. After three rounds 
  the PCs are out of the rapids and the Swim DC falls to 10.
  Special Anyone spending time examining the structure 
  and making a DC20 Knowledge (engineering) may 
  disable this trap.
  The PCs may repair the bridge by spending a few hours and 
  some elbow grease. This may come in handy later during the 
  adventure, along with providing a way in and out of the fort.
  THE FORT
  Inside the fort are five main structures: a shrine, a 
  barrack, a watchtower a blockhouse and a partially 
  buried building. Like the village, the population of 
  the fort has been destroyed. Here, the soldiers were 
  nailed to walls, door and even horse posts.
  As you walk into the fort, you can hear moaning and 
  groaning. A moment later, only the cawing of crows can 
  be heard again.
  The moaning man calling for help seems to come 
  from the direction of the shrine. Unknowingly, the PCs 
  triggered a magic mouth cast from a scroll (using the Use 
  Magic Device skill).
  THE ARSENAL (CR4) (SOFT)
  Within the arsenal, two mobile cannons guard the entrance. 
  The Scythians did not manage to destroy them, so they 
  locked the creatures in there and left.
  From above, the PCs can see a dozen or so bodies of dead 
  P’Tan. The P’Tan’s are dressed in a manner consistent with 
  Janus Hordesmen. Examining the bodies reveals that they 
  have all been shot by gunfire.
  PROTECTORATE FORCES (CR7)
  Mobile Cannon (x2)
  Tactics: the cannons fire at anything they can see.
  Treasure: the PCs can find a large stack of arrows and a 
  small number of normal weapons. 
  THE BARRACKS (CR3) (SOFT)
  In front of the barracks, the P’Tan slaves dug a deep pit and 
  lined it with spikes. 
  CAMOUFLAGED PIT TRAP (CR 3)
  Type mechanical; Perception DC 25; Disable Device DC 
  20
  EFFECTS
  Trigger location; Reset manual
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 7
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  INSIDE
  The only thing of interest is the mutilated bodies of twenty 
  Protectorate soldiers. The bodies are burned and destroyed. 
  THE BLOCKHOUSE
  The blockhouse is filled with mutilated bodies arranged in 
  gruesome piles. Other than the smell of blood, there is little 
  of note here.
  THE SHRINE (CR3)
  The man that groaned wears the clothing of a priest of 
  the Sanguine Covenant. His eyes are empty sockets as 
  the crows feast. His clothes are caked with blood and 
  mud. 
  The priest has been dead for hours (DC15 Heal check). 
  The body is nailed to the doors of a shrine dedicated 
  to Dhazvok. A DC15 Knowledge (religion) reveals that 
  Dhazvok is the Warrior, N patron of warrior and destroyer 
  of heretics.
  Anyone touching the corpse becomes the victim of another 
  trap left by the Scythians. They covered the body with 
  sassone leaf residue, a vicious contact poison. Note that 
  the poison has an onset of 1 minute so its effects are not 
  immediate.
  POISONED CORPSE (CR 3)
  Type poison, contact; Save Fortitude DC16
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Initial Effect 2d12 hit points; Secondary Effect 1 Con 
  damage; Cure 1 save
  INSIDE THE SHRINE
  Like in the village, the shrine was desecrated. Any symbol 
  has been defaced and vandalized. There is nothing of value 
  here.
  THE WATCHTOWER
  The watchtower is burned and useless. It holds nothing of 
  value.
  6: THE PEDDLER (SOFT)
  As the sun disappears over the horizon, a loud squeaking 
  sound reaches your ears. A short investigation later, you 
  spot a poorly-greased wagon drawn by a single well-
  armed merchant. A large dog walks next to him.
  As he spots you, he raises a hand in challenge while the 
  other reaches for the hilt of his sword. 
  “Be you friend or foe?” he calls out.
  The man is a travelling merchant named Calvill Emereth. He 
  travels the roads from Saidah to the Ocean. If the PCs refuse 
  to let him approach, he makes his own camp. 
  If the PCs are in the fort, the merchant asks if the PCs could 
  help him to the fort. This requires some time and effort (see 
  encounter 5), but no real difficulty. Calvill sells no weapons 
  but sells cloth, needles and other items useful to farmers and 
  things the PCs may need.
  The goal with Calvill is to make the PCs suspect him and 
  draw their attention towards him. Make sure you know 
  where the merchant is at all times. Calvill is completely 
  innocent and has no link to the First Ones. Do not discourage 
  the PCs’ suspicions.
  FIGHTING THE MERCHANT (CR4)
  If the situation breaks down and the PCs come to blows with 
  Calvill, his statistics appear in the appendix.
  CALVILL EMERETH (CR4)
  Calvill Emereth
  Large dog (counts as riding dog) x1
  Tactics: Calvill attempts to withdraw, not wanting to kill 
  anyone. He defends himself to the best of his ability. 
  Treasure: By selling Calvill’s equipment and wares, the 
  PCs can get 125gp.
  7: THE FIRST WAVE
  AFTER NIGHTFALL
  During the first part of the night, any PC on-guard can make 
  a DC20 Perception check to hear movement. The movement 
  is distant. If asked, Calvill dismisses this as “just wolves” 
  and pays little attention to them.
  CALVILL LEFT ALONE
  If the PCs do not let Calvill share their camp, they hear 
  him and his dog scream and shout, obviously in pain. The 
  Scythians get a hold of him and torture him. They keep him 
  alive so he can scream in pain for as long as possible.
  THE FIRST WAVE (CR5)
  Around midnight, the Scythians launch their first waves of 
  assault. The location of this battle is very dependent on the 
  PCs. 
  The attackers are not particularly silent and are very confident 
  in their ability to destroy the PCs. Call for a Perception check 
  from all those who are awake at midnight. The attackers start 
  off 30 feet away from the PCs. For every 5 by which the PCs 
  beat a DC10, add another 10 feet to the starting distance.
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 8
  THE FIRST WAVE (CR5)
  P’Tan Levies x6
  Scythian soldiers x2
  Tactics: They use overwhelm tactics. The P’Tans engage 
  the frontline combatants while the Scythians move to 
  engage lighter targets in the back. All troops focus attacks 
  if possible.
  On the first round, the P’Tans move and attempt to use 
  shadowspark. In subsequent rounds, they prefer to move 
  back, then use shadowspark rather than engage in melee 
  combat. If they cannot 5ft step back, they attack with their 
  shang swords. 
  AFTERMATH
  The defeat of the Scythians and their warrior-slaves should 
  give the PCs pause. A DC 12 Knowledge (dungeoneering or 
  local) reveals the Scythians for what they are: soldiers of the 
  First Ones. Anyone from Exodus immediately understands 
  the gravity of the situation. This is not a mere barbarian raid. 
  The situation is serious.
  Explain to the players about the First Ones, what they are, 
  who they were and why this discovery is significant.
  Give the PCs a few minutes to reorganize before proceeding 
  to the next encounter. Do not tell them, but Arhm’Shehr 
  is letting their buffs and abilities expire before sending a 
  second wave of creatures.
  8: THE SECOND WAVE
  This encounter begins at the same distance as the previous 
  encounter. Again, ask for Perception checks. The attackers 
  start off 30 feet away from the PCs. For every 5 by which the 
  PCs beat a DC10, add another 10 feet to the starting distance.
  SECOND WAVE (CR 5)
  The second wave revolves around a fungal rust monster and 
  its Scythian handlers.
  THE SECOND WAVE (CR5)
  Fungal rust monster x1
  Scythian soldiers x2
  Tactics: The scythians send the rust monster to take 
  on the PCs’ top melee warriors. The monster goes for 
  weapons first. The Scythians moves to engage archers 
  and healers.
  9: THE THIRD WAVE
  The third wave is different than the previous two. Instead of 
  another direct assault, a barbed Scythian challenges the PCs. 
  Meanwhile, her final soldiers move around and try to fall on 
  the other PCs.
  A scratchy female voice echoes in the darkness “SHALINJ! 
  DOOL! SHALINJ! FISTAFAYIT!” A moment later, a cloaked 
  figure cracks open a sun rod. 
  Her features are hidden under a low-hanging hooded 
  cloak.  The woman carries no weapons and the bone 
  protrusions on her exposed arm are more prominent 
  than the ones on the others you have faced before.
  The female is Ayayah, a barbed Scythian monk. Barbed 
  Scythians are a particular breed of Scythians which are the 
  result of crossbreeding with barbed devils.
  Ayayah is the leader of the Scythian assault force. Other 
  than the words “challenge”, “duel” and “fistfight”, she does 
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 9
  not speak Common, only Exodite and Scythian. She tries to 
  get the PCs to select a champion to fight her one on one. If 
  they agree to the one on one she lets the PCs buff and heal 
  themselves, staying politely away. 
  THE DUEL (CR5)
  If the PCs agree, she tries to keep her true nature a secret 
  until it is too late.
  THE DUEL (CR5)
  Ayayah 
  Tactics: Ayayah fights hard and as best she can. 
  DURING THE FIGHT (CR5)
  As the PCs are fighting Ayayah, a final group of Scythians 
  move in from the side to take on the rest of the PCs. Ayayah 
  does not like that plan, but as she is not the one in charge. 
  FLANK ATTACK (CR5)
  Scythian sergeant x1
  Scythian soldiers x3
  Tactics: The Scythians charge and try to take down 
  anyone they can. They favor lightly armored targets. 
  AFTERMATH
  Once the PCs defeat the third wave, they have managed to 
  beat off the Scythians. Let them worry about the rest of the 
  night. Their troubles are over, for now.
  10: MORNING (SOFT)
  This encounter begins precisely at sunrise, before the PCs get 
  a chance to relearn or pray for their spells. He appears during 
  morning prayers. Yes, he plans it that way.
  As the sun appears over the east, a cloaked male 
  silhouette appears, blurred by the rising sun. The man 
  makes no movement towards you. 
  The silhouette is Arhm’Shehr, the Khaynite. Let the PCs 
  react to him. If they approach or call him to them, he raises 
  a hand when they are 50 feet away to show they are close 
  enough.
  The man speaks in a low, deep baritone voice. 
  “I have to congratulate you. I’ve never seen such… Zest 
  for life! How I wish my minions would be this good… Not 
  the unfit, throwback and wasteful meat sacks I have to 
  command.”
  “You have earned my respect! Something few people 
  have managed to do!”
  Allow the PCs a chance to interact with him. The Khaynite 
  has no intention to reveal anything to them, least of all who 
  he is or why he is here. 
  FUNERARY RIGHTS
  If allowed to perform the final rites he requests, Arhm’Shehr 
  tries to get all of his former minions within the range of a 
  dispel minions spell. He casts it then leaves, bidding the PCs 
  farewell.
  ATTACKING HIM (CR 8)
  If the PCs attack him, he looks impressed. He has the 
  following spells active upon himself at that time: comprehend 
  languages, sanctuary and shield of faith (+3 deflection). 
  Forced into a fight, he casts blindness on any PC he thinks 
  could be vulnerable (arcane casters and rogues especially). 
  He then offers to release the targets if they cease fighting (he 
  does not keep his word). If the PCs continue or if he gets 
  too badly hurt, he drinks his potion of invisibility, then casts 
  dispel minions, and leaves.
  It is not expected that Arhm’Shehr gets into a protracted fight 
  with the PCs. His plan has failed and he is ready to move on 
  to the next one, not die over a failed venture.
  After Arhm’Shehr leaves, proceed to the next encounter.
  11: THE PROTECTORATE
  This encounter happens when the PCs leave the ruins of the 
  fort. 
  A squadron of Protectorate hussars rides into town. 
  They quickly see you and order you to appear before 
  their lieutenant. Still on his light horse, he asks you what 
  happened here. 
  Let the PCs relay what they want to tell him. It should be 
  clear the soldiers know more than they let on. The PCs are 
  kept under close guard by six hussars for a few hours. During 
  that time, small groups of soldiers (5-20 each) arrive at 
  intervals, accompanied by ironforged of all types.
  The PCs are treaty fairly, but it is clear they are under arrest. 
  Escape attempts would go a long way to proving the PCs’ 
  guilt.
  By mid afternoon, the soldiers set up defenses for a camp 
  and rebuilding the bridge to the fort. Late in the day, the PCs 
  are brought to the command tent where they meet Captain 
  Ilyanova. For full details about the captain, refer to encounter 
  3. The Captain asks the PCs who they are, what happened 
  here, why they are here, and if they know who is responsible.
  As the PCs are being interrogated, read aloud the following.
  A courier in a dusty Protectorate uniform enters. After a 
  crisp salute, he hands the captain a sealed letter. 
  The captain opens the letter and reads it, obviously not 
  liking what she sees. “Are you sure? Did he give you the 
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 10
  letter himself?” 
  The courier nods.
  Turning to you, she adds. “You are in luck. You are to be 
  released. Thank the Sanguine Lord…You are free to go.”
  The Captain has nothing more to tell the PCs. This is their 
  cue to leave. 
  The courier waits outside, already mounted.
  “Come with me… We are heading in the same direction.” 
  He says flashing a signet ring bearing the crest of the 
  Imperial Alliance.
  The PCs can make a DC15 Knowledge (local or nobility) 
  to recognize the crest as that of the Imperial Janissaries, a 
  monastic order loyal to the Alliance. Janissaries serve as 
  investigators and something of a secret police in the Alliance.
  The courier replies to any question with “soon you will know 
  everything.”
  The courier takes the PCs to a fortified farmhouse, about 
  three miles south of Ramat Bridge. If the PCs refuse to 
  follow, they skip out on their reward and are free to go as 
  they please.
  THE FARMHOUSE
  The PCs reach the farmhouse shortly after nightfall. When 
  they do, read aloud.
  Protectorate soldiers with dogs and ironforged keep a 
  tight perimeter around a walled estate. The courier’s ring 
  immediately gets you waved through.
  The estate is a military camp. The central courtyard is 
  filled with tents and cooking fires, the stables filled with 
  war horses. More than a dozen towering golems stand 
  around keeping watch.
  The courier shows you to the main house, enters, and 
  heads to a dining room where all the chairs have been 
  removed, leaving only a large, map covered dark oak 
  table surrounded by Protectorate officers.
  Silence falls upon the room as all eyes turn towards 
  you. The courier bows to one man before withdrawing. 
  The man is a veteran of many battles. His blonde hair 
  is turning platinum and his beard is thick and well-
  groomed.
  “You spent the night in Ramat Bridge, did you not? Pray 
  tell us what you found and what you know of the men 
  who destroyed our loyal garrison. I am most interested in 
  their uniforms.”
  As the man speaks, your attention is drawn to the cloaked 
  figure behind him, Preest.
  The PCs can make a DC 15 Knowledge (nobility) or 
  Profession (soldier) to recognize the man as General Wulf 
  Gronnovitch, the General of the Protectorate’s Northern 
  Army.
  Anytime the PCs begin to speak of anything related to the 
  First One or the Scythians, Preest shakes his head but says 
  nothing.
  The General wants to know what the attackers’ dress or 
  uniforms looked like (the Scythians and P’Tan were dressed 
  in Sametian clothing). That is the only thing he is worried 
  about.
  As soon as the PCs are done giving information, the general 
  dismisses them.
  Preest comes next to you. “This is big… What you 
  encountered is NOT what I expected… I do not have the 
  pull to stop what is going to happen next… Here is the 
  money I promised you.” 
  He hands you a bag of coins. 
  “Listen… Do not speak of this to anyone. Thanks and well 
  done!”
  Preest hops on a nearby horse and rides out of the camp 
  as though pursued by the armies of the hells.
  The PCs are left in the dark at this time. 
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 11
  EPILOGUE
  Read aloud.
  General Wulf Gronnovitch stands before a crystal ball, 
  speaking the eldritch activation words. The images in the 
  crystal swirl for a moment before coalescing into the face 
  for beautiful Arman woman. 
  “My Tsarina” the general begins reverently. “I am told 
  that First Ones forces were seen at Ramat Bridge. This… 
  this is not what we expected. We have to know what is 
  happening.”
  “General, you have your orders. The orders you asked of 
  me. The Senate will have to deliberate over all of this. In 
  the meantime, I want your forces firmly entrenched in 
  Sametia. Teach those barbarians we will make them pay 
  for every drop of Arman blood they have spilt.”
  “I obey, your Majesty.”
  The general marches outside the command tent and calls 
  to him his officers. “As soon as our forces can cross the 
  river, we march.”
  THE END
  NEW RULE ITEMS
  NEW FEATS
  BLOOD OF KHAYNE
  The blood of Khayne runs strongly through your veins.
  Prerequisites: Khaynite
  Benefit: For all effects related to a race, you are considered 
  to be an aberration or a humanoid, whichever is more 
  beneficial at the time. 
  BONE KNUCKLES
  Your mental discipline allows you to extract bone razors at 
  the precise time.
  Prerequisites: Improved Unarmed Strike, Bone Razor 
  feature
  Benefit: You count all your unarmed strike damage as 
  though you were one size category larger. If you are a monk, 
  increase the damage dice by one category (d6-> d8, d8->d10, 
  d10->d12), the number of dice is unaffected. A 20th level 
  Scythian monk would roll 2d10 for damage instead of 2d8.
  BONE RAZOR, IMPROVED (COMBAT)
  Your bone razors are incredibly well-balanced.
  Prerequisites: Scythian 
  Benefit: Your bone razors are all considered to be of 
  masterwork quality.
  NEW SPELLS
  DISPEL MINIONS
  School necromancy; Level Bard 2, Cleric [Khayne] 3, 
  Sorcerer/ Wizard 3
  Casting Time 1 standard action
  Components S, V, F/DF
  Range you
  Area burst with diameter of 100ft. + 10ft./level
  Target all minion corpses in range
  Duration Instantaneous
  Saving Throw Will (harmless); Spell Resistance Yes 
  (harmless)
  This spell is one of the main reasons the First Ones have 
  managed to remain undetected for such a long time. This 
  spell destroys the bodies of any creatures marked by the 
  minion mark spell. Bodies turn into vile smelling ooze that 
  dries within a minute. All the equipment remains, but the 
  bodies disappear.
  MINION MARK
  School universal; Level Bard 0, Cleric [Khayne] 0, Sorcerer/ 
  Wizard 0
  Casting Time 1 minute
  Components S, V, F/DF
  Range any willing target 
  Area 40ft.-radius centered on you
  Area burst with diameter of 100ft. + 10ft./level
  Target all minion corpses in range
  Duration Instantaneous
  Saving Throw none; Spell Resistance none
  A minion mark spells allows the First Ones to magically 
  mark a willing target as one of its own minion in a manner 
  similar to an arcane mark. A minion mark can be revealed 
  the same way as an arcane mark. Using a read magic reveals 
  the words “I belong to [name]”.
  A creature may only have one minion mark at a time. A 
  subsequent casting replaces the mark.
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 12
  STAT BLOCKS
  THE PROTECTORATE ARMY
  SOLDIER (CR 1)
  XP 400
  Male or female Human warrior 3
  LN Medium humanoid (human)
  Init +0; Senses Perception +3
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor); ACP -7
  hp 19 (3d10+3)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 20 ft.
  Melee halberd +5 (1d10+3/ x3) or heavy flail +5 (1d10+3/ 
  x3) or sap +5 (1d6+2 nonlethal)
  Ranged light crossbow +3 (1d8/ 19-20)
  TACTICS
  During Combat: The Protectorate Army Soldier spends 
  his first attacks trying to sunder the PCs equipment and 
  forcing them to submit. If one of their own goes down, 
  they turn to lethal damage.
  Morale: Protectorate Army Soldiers fight until half their 
  numbers are down.
  STATISTICS
  Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
  Base Atk +3; CMB +5 (+7 sunder); CMD 15 (17 vs. sunder)
  Feats Alertness, Improved Sunder, Power Attack
  Skills Intimidate +5, Perception +3, Ride -3, Sense Motive 
  +2
  Languages Common
  Combat Gear potion of cure light wounds (2); Other Gear 
  half-plate, light crossbow with 10 bolts, halberd, heavy 
  flail, sap
  SERGEANT (CR 3)
  XP 800
  Male or female Human fighter 4
  LN Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex); ACP -6
  hp 38 (4d10+16)
  Fort +6, Ref +2, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk guisarme +9 (2d4+5/ x3) or sap +7 (1d6+3 
  nonlethal)
  Ranged javelin +5 (1d6+2)
  Space 5ft; Reach 5ft (10ft. with guisarme)
  TACTICS
  During Combat: The Protectorate Army Sergeant spends 
  his first action trying to shake opponents using his 
  Dazzling Display feat. If one of his men goes down, he 
  turns to lethal damage.
  Morale: Protectorate Army Sergeants fight until half their 
  numbers are down.
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +4; CMB +7; CMD 18
  Feats Combat Reflexes, Dazzling Display, Skill Focus 
  (Intimidate), Toughness, Weapon Focus (guisarme), 
  Weapon Specialization (guisarme)
  Skills Intimidate +11, Perception +3, Ride +2, Sense 
  Motive +2
  Languages Common
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear full 
  plate, masterwork guisarme, javelin (3), sap
  HORSE (CR1)
  These proud, majestic beasts have been trained since birth 
  to serve as crowd-control. They are muscular and extremely 
  calm
  XP 400 each
  hp 15 each (see Pathfinder RPG Bestiary)
  TACTICS
  During Combat: Protectorate Army horses are combat-
  trained mounts.
  Morale: Protectorate Army horses disengage from combat 
  if they are no longer mounted. They wait a safe distance 
  away
  MOBILE CANNON (CR 2)
  N Large construct
  Init +1; Senses darkvision 60ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 46 (3d10+30)
  Fort +1, Ref +2, Will +1
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee slams +4 (1d6+4)
  Ranged musket +3 ranged touch (2d8/ x4)
  Special Attacks defensive fire, Point-Blank Shot, Precise 
  Shot
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 16, Dex 13, Con -, Int 3, Wis 10, Cha 1
  Base Atk +3; CMB +7; CMD 18
  Feats Point-Blank Shot, Precise Shot
  Skills Profession (soldier) +3
  SQ Besiege
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 13
  SPECIAL ABILITIES
  Besiege (Ex) A mobile cannon does triple damage to 
  inanimate objects. 
  Defensive Fire (Ex) A mobile cannon does not provoke 
  attacks of opportunity when it uses its musket in melee.
  THE FIRST ONES: KHAYNITE
  At a glance, a Khaynite appears human. However, their 
  bodies are frequently the target of modification including 
  frequent tattooing, ritual scarring, extensive piercings and 
  extreme body modifications. 
  Arhm’Shehr is an oddity in that he has none of the above. 
  Thus, he maintains a very human appearance. His followers 
  believe him to be a divine vessel of Khayne, and readily say 
  so if interrogated. 
  ARHM’SHEHR (CR 8)
  XP 4,800
  CE Medium aberration (First One)
  Init +4; Senses darkvision 60ft.; Perception +0
  DEFENSE
  AC 21, touch 12, flat-footed 20 (+2 armor, +2 Dex, +8 
  natural)
  hp 102 (12d8+48)
  Fort +10, Ref +8, Will +10
  OFFENSE
  Speed 30 ft. (base 40 ft.) 
  Melee longsword +8/+3 (1d8-1/ 19-20) 
  Ranged mwk longbow +12/+7 (1d8/ x3)
  Oracle Spells (CL 13th; concentration +19, +23 casting 
  defensively)
  4th – (4/day) unholy blight (DC21)
  3rd – (6/day) blindness/deafness (DC20), dispel magic, 
  dispel minions*
  2nd – (8/day) desecrate, hold person (DC18), sound burst 
  (DC19, 1d8)
  1st – (8/day) comprehend languages, inflict light wounds 
  (DC18, 1d8+5), protection from good, sanctuary (DC17), 
  shield of faith
  0 – acid splash, bleed, detect magic, light, mage hand, 
  minion mark*, prestidigitation, read magic
  STATISTICS
  Str 8, Dex 14, Con 18, Int 13, Wis 10, Cha 22
  Base Atk +9; CMB +8; CMD 20
  Feats Blood of Khayne*, Combat Casting, Improved 
  Initiative, Persuasive, Spell Focus (evocation, necromancy)
  Skills Diplomacy +21, Intimidate +8, Knowledge (arcana) 
  +7, Knowledge (dungeoneering) +7, Knowledge (nature) 
  +7, Knowledge (religion) +7, Spellcraft +13, Use Magic 
  Device +17
  Languages Common, Exodite, Khaynite
  SQ easy breeder, pass for human, powerful caster
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility; other gear bracers of armor +2, cloak of 
  resistance +2, headband of alluring Charisma +2
  SPECIAL ABILITIES
  Easy Breeder (Ex) Khaynites can breed with almost any 
  other creatures including outsiders.
  Pass for human (Ex) unless he wishes otherwise, a 
  Khaynite appears as a human. Khaynite with heavy 
  body modifications cannot pass a more than a cursory 
  inspection.
  Powerful Caster (Ex) Khaynites are innately magical 
  creatures, and their self-modification rituals have only 
  served to increase their natural powers. A Khaynite gets 
  a +5 bonus to caster level in any spell casting class in 
  which he has at least one level. This ability does not grant 
  additional spells or spell levels.
  FUNGAL RUST MONSTER
  FUNGAL RUST MONSTER (CR 4)
  XP 1,200
  N Medium aberration
  Init +3; Senses darkvision 60ft; scent metals 90ft.; 
  Perception +12
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 37 (5d8+15)
  Fort +4, Ref +4, Will +5
  OFFENSE
  Speed 30 ft.; climb 10ft. 
  Melee bite +6 (1d3) and tail slap +6 (1d4) and antennae 
  +6 touch (rust)
  Special attacks Poison spore (DC 15)
  STATISTICS
  Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
  Feats Ability Focus (rust), Skill Focus (Perception), Weapon 
  Finesse
  Skills Climb +8, Perception +12
  Languages Exodite (cannot speak)
  SQ create spores
  SPECIAL ABILITIES
  Create Spawn (Ex) See fungal template
  Poison Spores (Ex) when a fungal creature takes damage 
  from a piercing or slashing attack, the creature emits a 
  cloud of deadly spores. These spores fill a 10 foot radius 
  space. 
  Rust (Su) a rust monster’s antennae are a primary touch 
  attack that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half its 
  maximum hit points in damage and gains the broken 
  condition – a second hit destroys the item. A rust monster 
  never provokes attacks of opportunity by attempting 
  to strike a weapon with its antennae. Against creatures 
  made of metal, a rust monster’s antennae deal 3d6+5 
  points of damage. An attended object, any magic object 
  or a metal creature can attempt a DC15 Reflex save to 
  negate this effect. The DC is Constitution-based.
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 14
  Scent Metals (Ex) This ability functions much the same as 
  the scent ability, except that the range is 90ft. and the rust 
  monster can only use it to sense metal objects (including 
  creatures wearing or carrying metal objects).
  FUNGAL RUST MONSTER SPORES
  Type infestation; Save Fortitude DC 15
  Onset immediate; Frequency 1/round for 10 rounds.
  Effect 1d2 Constitution damage and target becomes 
  fatigued; Cure 1 save.
  P’TAN LEVEE
  Although some P’Tan managed to escape the clutches 
  of the First Ones, many still suffer under their merciless 
  masters. Most of these are press-ganged into ill-equipped, 
  ill-disciplined units and promised redemptions if they show 
  bravery. With their single-minded nature, the P’Tan serve, 
  never believing the lies.
  P’TAN LEVIE (CR 1/3)
  XP 135
  Male or female P’Tan warrior 1
  CN Medium outsider (native)
  Init +2; Senses darkvision 60ft, light sensitivity, Perception 
  +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 armor, +2 Dex, +2 
  shield); ACP -2
  hp 8 (1d10+3)
  Fort +2, Ref +2, Will +1
  OFFENSE
  Speed 30 ft. 
  Melee shang sword +3 (1d6+2/ 18-20)
  Melee club +3 (1d6+2)
  Special Attack shadowspark +3 ranged touch (4/day, 
  1d6 electrical)
  STATISTICS
  Str 15, Dex 14, Con 11, Int 6, Wis 12, Cha 9
  Base Atk +1; CMB +3; CMD 15
  Feats Toughness
  Skills Profession (soldier) +5
  Languages Exodite
  Other gear padded armor, shang sword, sling and 20 
  bullets, heavy wooden shield, NPC gear
  SPECIAL ABILITIES
  Light Sensitivity (Ex) P’Tan are dazzled when in bright 
  light.
  Shadowspark (Su) 4/day, a P’Tan levee can unleash a 
  bolt of crackling black lightning against a target within 
  30 feet that deals 1d6 points of electrical damage with a 
  successful ranged touch attack (+3 ranged touch).
  SCYTHIAN SOLDIERS
  Scythian soldiers are the most common types of the Scythian 
  encountered by the outside world. Full details for the 
  Scythians can be found in Monsters of NeoExodus: Scythian.
  SCYTHIAN SOLDIER (CR 1/2)
  XP 200
  Male or female Scythian Warrior 2
  LE Medium humanoid
  Init +2; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 
  shield); ACP -2
  hp 18 (2d10+4)
  Fort +5, Ref +2, Will +0
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +2 (1d6+2 / 19-20)
  STATISTICS
  Str 11, Dex 15, Con 14, Int 9, Wis 10, Cha 6
  Base Atk +2; CMB +2; CMD 14
  Feats Bone Blade*
  Skills Intimidate +3
  Languages Exodite, Scythian
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless
  Other gear leather armor, heavy wooden shield, NPC 
  gear
  SCYTHIAN SERGEANT (CR 3)
  XP 1,600 
  Male or female Scythian Fighter 4
  LE Medium humanoid
  Init +6; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); ACP -1
  hp 34 (4d10+16)
  Fort +8, Ref +3, Will +1 (+4 vs. fear)
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +8 (1d8+2 / 19-20)
  Special Attacks cleave, power attack (-2 atk, +4 dmg)
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 10, Cha 10
  Base Atk +4; CMB +6; CMD 18
  Feats Bone Blade*, Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (bone razor)
  Skills Survival +6
  Languages Exodite, Scythian
  SQ armor training, bone razor, bravery, dedicated to 
  violence, hard to intimidate, reckless
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 15
  Combat Gear potion of cure light wounds, potion of 
  enlarge; Other gear mwk chain shirt, mwk heavy wooden 
  shield, NPC gear
  AYAYAH (CR 5)
  XP 1,200 
  Female half-devil Scythian Monk 5
  LE Medium outsider (native)
  Init +6; Senses darkvision 60ft, Perception +9
  DEFENSE
  AC 20, touch 19, flat-footed 15 (+1 armor, +2 class, +5 
  Dex, +1 dodge, +1 Wis); ACP +0
  hp 42 (4d10+24)
  Fort +8, Ref +9, Will +4 (+6 vs. enchantment)
  Defensive abilities barbed defense, evasion, still mind; 
  DR 5/good; Immune disease
  OFFENSE
  Speed 40 ft. 
  Melee unarmed strike +11 (1d10+2) or flurry of blows 
  +9/+9 (1d10+2) or bone razor +9 (1d6+2 / 19-20) or 2 
  claws +8 (2d8+2)
  Special Attacks ki pool (3), stunning fist (5/day, DC13)
  STATISTICS
  Str 15, Dex 20, Con 18, Int 8, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 23
  Feats Bone Knuckles*, Deflect Arrows, Dodge, Improved 
  Bone Razor*, Weapon Finesse
  Skills Acrobatics +13, Perception +9, Stealth +13
  Languages Exodite, Scythian
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless, slow fall (20ft)
  Combat Gear two potions of cure light wounds; Other 
  gear bracers of armor +1, NPC gear
  SPECIAL ABILITIES
  Barbed Defense (Su) a creature that strikes a half-devil 
  Scythian with a melee weapon, an unarmed strike, or a 
  natural weapon takes 1d6+5 points of piercing damage 
  from the half-devil’s barbs. Melee weapons with reach do 
  not endanger a user in this way. A successful Reflex save 
  DC 17 reduces the damage by half.
  OTHER NPCS
  CALVILL EMERETH
  Calvill is a travelling merchant who finds himself at the same 
  place as the PCs.
  CALVILL EMERETH (CR 2)
  XP 800
  Male human Ranger 3
  N Medium humanoid
  Init +1; Senses Perception +9
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex); ACP +0
  hp 25 (3d10+3)
  Fort +4, Ref +4, Will +4
  OFFENSE
  Speed 30 ft. 
  Melee short sword +3 (1d6 / 19-20) or dagger +3 (1d4/ 
  19-20)
  Ranged longbow +5 (1d8/ x3)
  Special Attacks favored enemy (human +2), Point Blank 
  Shot, Precise Shot
  STATISTICS
  Str 10, Dex 12, Con 12, Int 11, Wis 16, Cha 14
  Base Atk +3; CMB +3; CMD 14
  Feats Point Blank Shot, Precise Shot, Skill Focus (Profession 
  (merchant))
  Skills Handle Animal +8, Heal +9, Knowledge (geography) 
  +6, Perception +9, Profession (merchant) +9, Ride +7, 
  Survival +9 (+10 to track)
  Languages Exodite, Scythian
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless
  Combat gear potion of cure light wounds; other gear mwk 
  studded leather, mwk longbow, 20 arrows, shorts word, 
  dagger
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 16
  1. PLAYER HANDOUT 1: THE LETTER
  <Your proper name>,
  Meet me at the Ghoul’s Hand in Saidah tomorrow at noon. Showing this seal to any 
  Imperial authority will grant you access to any Nexus Gateway.
  Ask for a long and dark table. The password is “Flames of Abaddon”.
  Do not be late.
  (The letter is sealed with an Imperial seal)
  <Your proper name>,
  Meet me at the Ghoul’s Hand in Saidah tomorrow at noon. Showing this seal to any 
  Imperial authority will grant you access to any Nexus Gateway.
  Ask for a long and dark table. The password is “Flames of Abaddon”.
  Do not be late.
  (The letter is sealed with an Imperial seal)
  <Your proper name>,
  Meet me at the Ghoul’s Hand in Saidah tomorrow at noon. Showing this seal to any 
  Imperial authority will grant you access to any Nexus Gateway.
  Ask for a long and dark table. The password is “Flames of Abaddon”.
  Do not be late.
  (The letter is sealed with an Imperial seal)
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 17
  PLAYER HANDOUT 2: RAMAT BRIDGE
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  first ones
  e ne mie s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  Neoexodus adventures: Encounter at Ramat Bridge
  Page 18
  NeoExodus 1 : Encounter at Ramat Bridge 
   
  Page 17 
  APPENDIX 1: MAP OF THE FORT AT RAMAT BRIDGE 
  APPENDIX 1: MAP OF THE FORT AT RAMAT BRIDGE
  
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and 
  in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not Use 
  any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  NeoExodus Adventures: Encounter at Ramat Bridge. Copyright 2011, Louis 
  Porter Jr. Design Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jean-Philipe ‘JP’ Chapleau
  Reviewers: Louis Porter Jr & Linda Weygant-Robison
  Editing: Linda Weygant-Robison
  Playtesters: Ken Brzuziwski, Jason Matteson, Matthew McConnell,  
  Corwin Peters, Jeff Peters, Linda Weygant-Robison
  Artwork by Anthony Cournoyer, Ean Moody and Yama Orce
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  © 2010 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE 
  CR
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE 
  CR
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE 
  CR
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE 
  CR
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  
  © 2010 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  
  InItIatIve & Rounds
  name
  HP
  aC
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  #1:
  #2:
  #3:
  #4:
  #5:
  #6:
  #7:
  #8:
  HP
  aC
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  NPC #1:
  NPC #2: 
  NPC #3: 
  NPC #4: 
  NPC #5: 
  NPC #6: 
  NPC #7: 
  NPC #8: 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  CondItIon:
  CondItIon:
  CondItIon:
  CondItIon:
  CondItIon:
  CondItIon:
  CondItIon:
  CondItIon:
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  sPell In effeCt:
  Combat/enCounteR notes:
  3.5 SYSTEM COMPATIBLE
  Combat & Initiative Tracker
  
  Daily Spell liSt
  www.lpJDeSign.com
  level
  SpellS 
  Known
  SpellS 
  per Day
  Spell
  Save Dc
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  LPJX25
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  © 2011 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  Daily Spell liSt
  www.lpJDeSign.com
  level
  SpellS 
  Known
  SpellS 
  per Day
  Spell
  Save Dc
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  LPJX25
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  
  Daily Spell liSt
  www.lpJDeSign.com
  level
  SpellS 
  Known
  SpellS 
  per Day
  Spell
  Save Dc
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  LPJX25
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  © 2011 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  
  © 2011 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  Spell name
  level Domain/School effect (range, target, Duration, Save, Sr)
  memorizeD/ 
  prepareD
  
  Name
  Range
  Bonus
  Type
  Duration
  Start
  End
  BUFF SHEET
  Player Character:
  ____________________________
  MELEE
  ATTACK BONUS
  Base 
  Luck 
  Enhancement 
  Morale 
  Competence 
  Other
  RANGED
  ATTACK BONUS
  Base 
  Luck 
  Enhancement 
  Morale 
  Competence 
  Other
  Notes
  Temp
  Fort
  Reflex
  Will
  Armor 
  Class
  Flat 
  Footed
  Touch AC
  CMB
  CMD
  Abilities
  Max.
  Skills
  Bonus
  Name
  Range
  Bonus
  Type
  Duration
  Start
  End
  BUFF SHEET
  Player Character:
  ____________________________
  MELEE
  ATTACK BONUS
  Base 
  Luck 
  Enhancement 
  Morale 
  Competence 
  Other
  RANGED
  ATTACK BONUS
  Base 
  Luck 
  Enhancement 
  Morale 
  Competence 
  Other
  Notes
  Temp
  Fort
  Reflex
  Will
  Armor 
  Class
  Flat 
  Footed
  Touch AC
  CMB
  CMD
  Abilities
  Max.
  Skills
  Bonus
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9446 - NeoExodus Legacies - Encounter At Ramat Bridge.pdf