TEXT: B y  M i c h a e l  M c C a r t h y 
  F o r  C h a r a c t e r  L e v e l s  1 - 4
  U n c e r t a i n  F u t u r e s
  
  Written by Michael McCarthy
  Publisher: Jeremy Smith
  Editing: Shane O’Connor
  Additional Content: Jeremy Smith and Andreas Rönnqvist
  Cover Artist: Rick Hershey
  Graphic Design: Erik Nowak
  Interior Artists: Rick Hersey, Tsailanza Rayne
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the 
  game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. 
  From the Deep requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.  
  See dreamscarredpress.com for more information on Psionics Unleashed.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,  
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content  
  or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as  
  Open Game Content may be reproduced in any form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.  
  See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  From the Deep is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2011 Dreamscarred Press
  Uncerta in Fut ur es
  
  2
  Uncerta in Fut ur es
  Introduction
  AdventUre BACkgroUnd
  Half-buried in the earth, the kobold city of Vensnak lives a 
  peaceful existence. They work their mines and sell the ore and 
  metal to the other cities of the Ophid Protectorate, which in 
  turn allows them to live their lives as they would, far away from 
  where anyone would have to interact with the non-psionic race.
  This isolation left the city uniquely open to a swarm of 
  puppeteers, puppeteers who are themselves under the control of 
  a man named Scriven, and three weeks ago the city fell in short 
  order to the psionic assault. But the city wasn’t what the puppeteers 
  wanted; it wasn’t even the people. The puppeteers brought with 
  them an ancient machine salvaged from the depths of the sea, and 
  they strive to make it work. They believe a soft black rock will burn 
  in its center, bringing it to life as an unstoppable automaton.
  Their efforts so far have led only to failure, and as so many stones 
  are chewed within the machine’s body, it creeps slowly toward a 
  devastating explosion that will be felt for miles around. With the 
  mines in ruins and the remnants of the machine belching forth a 
  toxic gas, the players must travel across the countryside and deep 
  underground to the source of the machine – and then eliminate 
  it once and for all.
  the MInes  
  hAve gone dry
  In the three weeks since the attack on Vensnak, not a single 
  shipment of stone or metal has left the small kobold city. The last 
  time this happened was thirty years ago, just after the founding 
  of Arbil, when the kobolds had to find new veins. While people 
  have noticed the lack of these resources, lulls in shipments are 
  not yet cause for concern under the assumption that the kobolds 
  simply search for promising new veins. 
  No one from the city of Arbil or nearby countryside has yet had 
  reason to visit Vensnak and return with actual news, as the forest 
  has become an extremely dangerous place since the puppeteers 
  invaded, both cutting off kobold patrols that kept it safe and 
  moving in a number of large beasts under puppeteer control.
  AdventUre sUMMAry
  As the adventure begins, the characters find themselves in the 
  seaside city of Arbil, nestled at the southern edge of the Ophid 
  Protectorate. The PCs could be soldiers in the Protectorate’s 
  military, refugees and travelers from Femon, or simply residents 
  of the city. Regardless of their reason for being in the city, 
  they all find themselves in the market one day where they are 
  unexpectedly prophesized to save the city from the results of a 
  devastating earthquake moments before it strikes the town.
  Uncertain Futures is presented in four parts:
   In Part One, the PCs find themselves in a sudden position 
  of respect and authority in the small town of Arbil. Prophesized 
  heroes in a city known for foretelling, they are immediately 
  saddled with the task of uncovering the cause of the recent 
  quake and its ties to the terrifying severing of the Flow.
  In Part Two, the PCs travel across the now-dangerous 
  countryside, stirred up by the earthquake, the puppeteers, and a 
  strange gas rising from underground. The PCs must travel to the 
  kobold mines, and then the kobold city, braving the treacherous 
  Hirauu Forest on their route.
  In Part Three, the PCs must traverse the underground 
  labyrinth, with miles of catacombs spread beneath the rolling 
  countryside. They will uncover the now-decimated Vensnak, 
  and begin to question the puppeteer motives as they cross the 
  treacherous underground passageways, uncovering a buried 
  temple and the numerous dangerous denizens of the dark.
  In Part Four, the PCs brave the depths of the mines only to find 
  that the puppeteers controlling the kobolds have grown paranoid 
  in their isolation. Not only is the air dangerous to breathe, and 
  the kobolds thirsty for blood, but the puppeteers have slowly been 
  turning the mine into a gauntlet of traps the PCs must carefully 
  navigate before they can put an end to the puppeteers and the 
  strange machine they are so intent on repairing.
  Throughout Uncertain Futures, the PCs will progress from 
  1st to 4th level. They should reach 2nd level before they arrive 
  in the kobold city of Vensnak, and should be 3rd level before 
  they delve into the now-lethal mines. A variety of side quests are 
  given in the different sections of the adventure to help keep the 
  PCs at the appropriate level before progressing further.
  FroM the deep  
  pLAyer’s gUIde
  Before starting this adventure path, it is recommended to 
  have your players download the From the Deep Player’s Guide, 
  which gives a variety of information aimed at players, including 
  regional information, advice on what type of characters can 
  be made within the Third Dawn Campaign Setting, and 
  additional material.  This Player’s Guide is available for free at 
  dreamscarredpress.com
  Boxed text
  Text to be read aloud to the players is presented in a 
  box like this.
  
  3
  Uncerta in Fut ur es
  MIssIng persons
  Throughout the adventure, the PCs will come across a number 
  of people dominated by puppeteers. While this is not strange on 
  its own, the puppeteers are behaving differently than their normal 
  body-snatching operations. When the PCs encounter a creature 
  controlled by a puppeteer and recognize that the creature was 
  under the control of a puppeteer, allow them to make a Sense 
  Motive or Knowledge (geography) check to identify something 
  out of place from the normal puppeteer tactics.
  DC 13: The puppeteers regularly hunt people across the world 
  for their phrenic masters in the Impact Sea. It is not unusual to 
  have a person travelling alone to be attacked and dominated by 
  the puppeteer and then never heard from again.
  DC 18: Typically, when a creature is dominated by a 
  puppeteer, they immediately begin to return to the Impact Sea, 
  the home of the phrenic scourges who act as masters over the 
  puppeteers. These puppeteers, however, seem to be lingering in 
  the area, rather than leaving.
  DC 25: The few puppeteers that are leaving are not heading 
  south towards the sea, but north, deeper into the Ophid 
  Protectorate.
  More importantly for the PCs in the long run is that the 
  creatures under the control of the puppeteers are typically 
  innocent creatures. While it isn’t an evil act to defeat them in 
  battle as a typical encounter, it is a good one to instead rescue 
  them from puppeteer control. Most encounters with puppeteer-
  controlled creatures can be ended by simply removing the 
  puppeteers from the creatures they control. Each time the PCs 
  encounter a creature enslaved by a puppeteer, allow them to 
  make a single DC 15 Perception check each to see it hidden on 
  the creature.
  The number of creatures the PCs rescue and defeat should 
  be tracked as the PCs progress through Uncertain Futures. Not 
  only could these creatures and characters become important 
  NPCs in their own right, but the number of rescued creatures 
  makes a difference in several major events during this adventure. 
  For instance, the number of kobolds rescued determines how 
  well the group will eventually integrate with Arbil when they 
  migrate to the city at the end of Part Four.
  Any time the PCs rescue a creature from puppeteer control, 
  grant the PCs XP as if they had defeated them in combat, as 
  well as an extra 100 XP for each creature rescued.
  part one:  
  the earth trembles
  Uncertain Futures begins in the market district of the city 
  of Arbil on a morning in late spring in the month of Spalis. 
  Amongst dozens of other townsfolk and sailors, the PCs have 
  been drawn to the market today as a shipload of exotic new 
  goods has just been approved for sale on the open market. With 
  rising prices over the recent lack of iron and stone, everyone is 
  excited over the influx of goods.
  The good mood of the day is broken when a commotion 
  begins at the northern side of the market, and the crowd grows 
  quiet as they watch one of the city’s most respected and aged 
  seers, Zorotaer (male ophiduan psion 8 (seer)), push violently 
  through the market.
  The old ophiduan pushes his way from one crowd of people 
  to the next, clinging to the hems of robes and the shoulders of 
  children as he staggers unsteadily across the square. 
  In the center, he nearly topples over as he stops, and 
  begins to shout “The end is nigh! The end of the future! 
  The ground will split and the Flow will be torn asunder! 
  All will be lost... Unless... you, you! And... And you and 
  you!” each accusation is punctuated by a sudden point of 
  his finger, one of them at you. You do not have time to 
  process what he means before he adds, “Cut the strings...”
  With the final enigmatic statement, Zorotaer collapses as 
  a rag doll tossed aside, and though people rush to help him, all 
  eyes are on you; prophesized to save a city of prophecy.
  To anyone examining the seer, Zorotaer appears to have died 
  in the throes of the prophecy. Allow the crowd to herd the PCs 
  together for the moment and make basic introductions to one 
  another. After a minute of people beginning to grieve over the 
  fallen sage, the prophecy begins to unfold:
  The ringing of glass rises above the idle noise of 
  the market, soon joined by the clattering of clay, wood 
  and stone. The rumbling of the ground violently throws 
  people to the ground, and the market becomes a floor of 
  people, covering their heads as stalls and shelves collapse, 
  sending their contents everywhere. It is over in less than 
  a minute, and though the market has nearly collapsed in 
  the commotion, the remainder of the city seems to have 
  survived in mostly one piece.
  This is too much of a coincidence for the people of Arbil – 
  the seer’s prediction followed so closely by such a powerful 
  earthquake. Worse, the seer also seemingly predicted the end of 
  the world, and the tension in the crowd is palpable as they suspect 
  that more might be wrong than just an earthquake.
  
  4
  Uncerta in Fut ur es
  Before the fear can escalate into panic, the booming voice of 
  the city’s overseer, Mosephi, echoes through the mind of everyone 
  present, “Everything is fine, and all should remain calm. The 
  Protectorate has everything under control. Citizens should 
  begin taking stock of damage. Thank you all.” Mosephi 
  is using mass missive (DC 17 Spellcraft check to identify), and 
  happens to be at the northern end of the market plaza with a small 
  contingent of soldiers, most of whom break off to begin helping 
  people up and out from under collapsed stalls or large objects.
  Mosephi strides into the center of the square and looks at the 
  PCs carefully for a moment before speaking. He will tell the 
  PCs that he would like to talk with them this afternoon in his 
  villa, as he must see to Zorotaer first. Any questions, including 
  how he knows the PCs, are stopped with a simple declaration to 
  see him later.  Mosephi will order three men to pick up Zorotaer, 
  and together the five leave the plaza.
  Only a few minutes later, still in the market, there is a scream. 
  A thought eater has slipped into the city after the earthquake 
  and has just attacked a woman in area A1. If the PCs don’t 
  give chase, two nearby soldiers will – but they will only follow 
  the creature as far as area A1, where one will stay outside to 
  watch the door and the other will leave to check how long until 
  reinforcements arrive, and will ask the PCs to help if they can.  
  After this, the PCs have enough time before meeting with 
  Mosephi to shop, heal, and assess the damage to the city, should 
  they so desire. While few buildings have collapsed, many have 
  suffered damage, and even the city wall has cracked open in the 
  northwestern corner of the city. 
  Eventually, the PCs should go to the overseer’s villa in area A3 to 
  meet with him.  If they do not go of their own inclination, an escort 
  of Mosephi’s soldiers will seek out the PCs to attend the meeting. 
  When they arrive, they will be invited into a sparse room 
  where, across from Zorotaer, still unconscious but miraculously 
  alive, sits Mosephi. He stands as the PCs enter the room, and 
  ushers them to sit in the now-vacated couch.
  “I am glad to see you. I have heard that you were 
  prophesized to avert the end of the future, hm? Yes, I know 
  all about it; Zorotaer said he has been dreaming of it for 
  days – though the specifics of the situation had escaped him 
  until, obviously, he wandered into the market.” 
  He sighs, and runs his hand over his head, “Normally, 
  I would look into the future and see what he meant by it. 
  But, also like he predicted, the future is broken, missing, 
  obscured. Search the Flow around you, something is wrong. 
  And doubtlessly it is tied to this quake.”
  “I will be busy here for some time, as will the guard, 
  assuring the citizens that everything is in hand. It seems 
  only fitting to ask you to be emissaries to the kobolds of the 
  mining village of Vensnak to the north. Hopefully they will 
  have more details as to what the quake actually was, being 
  the experts of the earth that they are.”
  “And while there, perhaps you can discover why they 
  have stopped their shipments of ore.”
  overseer trivia 
  Players may seek to learn more about Overseer 
  Mosephi while in his villa. Roll a Knowledge (local) or 
  Diplomacy roll below to see what sort of information 
  they know or can uncover.
  DC 10: Mosephi has been the overseer of Arbil 
  since its founding.  He possesses incredible powers 
  of foresight and was once a student of Zorotaer.
  DC 15: The Overseer actually dueled for leadership 
  of another Protectorate city, Lirasse, but lost the duel. 
  He chose to found the city of Arbil because of his 
  failed attempt.
  DC 20: It is mostly due to the Overseer’s 
  clairsentient abilities that the city of Arbil has avoided 
  the hardships most other cities suffer. Rumors suggest 
  that Zorotaer envies his former pupil for surpassing 
  the older ophiduan in ability.
  Mosephi
  
  5
  Uncerta in Fut ur es
  If the PCs want to try to “search the Flow” as mentioned by 
  Mosephi, they can either make a DC 15 Spellcraft check or use detect 
  psionics to sense some form of resonance of a clairsentient nature.  For 
  the PCs, this has no mechanical ramifications.  He will have no other 
  answers for the PCs at this time, but he will urge the PCs to leave 
  when they are ready, as time will be of the essence. If the PCs ask for 
  help, he will give them 200 gp, saying he will likely need all other 
  funds he can get for rebuilding, and that he cannot spare any more.
  Once they leave the villa, the PCs will be free to explore the 
  remainder of this adventure at their own pace. The sections 
  below detail the area surrounding Arbil, as well as a number of 
  side-quests the PCs could embark on if they so choose.
  the sUrroUndIng AreA
  With the violent earthquake and the puppeteer invasion, the 
  area around Arbil has gone from idyllic to violent overnight. 
  Terrified animals, raiding bandits, and wild psionic beasts make 
  travelling dangerous for even a seasoned adventurer. 
  There are a number of encounters the PCs will come across as they 
  travel. Assuming the PCs travel directly along the road to the kobold 
  mines, it will take two days and they will reach the orcs at B, the 
  caravan at C and then the mines at D at the end of the second day.
  Travelling to Vensnak takes one day from the mines, or two from 
  Arbil, and either way the PCs will encounter the sinkhole at E, then 
  the patrolling duergar F immediately before reaching the forest.
  ArBIL
  
  6
  Uncerta in Fut ur es
  sIde QUests
  There are a number of side quests available for the PCs within 
  and around Arbil. Though the monetary rewards differ, each 
  quest grants the PCs 400 XP, in addition to any XP gained 
  during the actual completion of the quest.  The details for each 
  side quest is detailed later in the adventure.
  Looters
  A number of unscrupulous individuals have taken advantage 
  of the earthquake’s distraction to steal anything they can. One 
  of the merchants in particular has lost an entire shipment of silk, 
  and would be very happy to get it back.
  Granted By: Felton Razcatcher (Male human expert 1) will 
  flag the PCs down when they next visit the market, asking them 
  to help a poor old merchant down on his luck.
  To Complete: Track the looters to their base at A4, and 
  recover the stolen goods. When they are returned to Felton, he 
  will thank the PCs, and spread the good word, granting a 10% 
  discount on any purchase or 10% bonus on sale at any merchant 
  in Arbil’s market until the end of the adventure.
  A new Crystal
  Even though no seer in the city can see the future after the 
  earthquake, one of them thinks the way to see the future has 
  simply changed and all he needs is a crystal ball to use as a focus 
  like they supposedly did before the Impact. 
  Granted By: Finnigan III (Male ophidian psion (seer) 4) has 
  posted signs at the city’s gates and around the market to meet 
  him at his house in area A5 to perform an undisclosed task.
  To Complete: When the PCs return the crystal ball to 
  Finnigan, he will give them two mundane crystal daggers in 
  exchange for it. 
  A: ArBIL
  The city of Arbil is a recently established city set along the 
  resource-rich southern coast of Tion, and will be the home base 
  for the PCs during a large portion of the From the Deep adventure 
  path. You should take time to familiarize yourself with the city 
  by reading Arbil: The Foreseen City, detailed later. A number of 
  points of interest during the current adventure are detailed below.
  tIon
  
  7
  Uncerta in Fut ur es
  Should the PCs attempt to discover information about 
  Vensnak while in Arbil, they will easily learn (DC 10 Diplomacy 
  check) that the kobolds from Vensnak are unenlightened (non-
  psionic), and because of that, contact with them should be 
  avoided if possible.
  A1: MArshA’s hoUse (Cr 2)
  Not unlike other houses in the district, this building 
  has suffered damage in the quake. Its door is ajar, the frame 
  having completely shattered.
  Marsha’s house was unlucky enough that when the thought 
  eater slipped into the city during the earthquake, it was her 
  basement it was rounded up into. The single guard knows he’s 
  not strong enough to take it on alone, but there are too many 
  other things to deal with the creature right now, so he just 
  watches it. The basement is a 15 foot wide by 20 foot deep space, 
  with no distinguishing features.
  If the PCs did not immediately come to help, the thought eater 
  will have killed Marsha inside the house before reinforcements 
  arrive and the monster is defeated.
  If the PCs defeat the creature, they will be rewarded with a 
  bounty of 200 gp. If Marsha survives, she will also give the PCs 
  two healing potions (each heals 1d8 points points of damage).
  THOUGHT EATER 
  CR 2
  (Psionics Unleashed) 
  XP 600
  hp 13 
  A2: MArketpLACe
  Dozens of merchants hawk their wares in this plaza,  
  and colorful sights and sounds are visible from every angle.
  Arbil’s market took heavy damage during the quake, but its 
  people are industrious. Already, wooden stalls stand in a broad 
  circle, continuing to sell all manner of things as if the quake 
  never happened. While initially the market cap for buying or 
  selling items is low, Arbil’s market develops as From the Deep 
  progresses, alongside the PCs.
  A3: overseer’s vILLA
  A beautiful three story building, the villa overlooks  
  the city’s reservoir and the ocean beyond.
  The overseer’s villa is the nicest building in town, and 
  deservedly so to match Mosephi’s psionic capacities. Peaking at 
  three stories tall, it sits in the front and center of town, which 
  offers it a pleasant overview of the city and the sea.  In the rare 
  moments when running Arbil does not consume all of his time, 
  Mosephi is known to simply enjoy the view out over the ocean.
   A4: Looter’s BAse (Cr 1)
  This run-down house is boarded up and overgrown.  
  If not for the new-looking lock on the door, you would 
  swear this place was abandoned.
  If the PCs are searching for the looters and thieves recently 
  active in the city, it takes only a DC 12 Diplomacy check to 
  reveal that a suspicious group has been seen congregating 
  around this building. The looters make their home in a simple 
  two-room house with a locked door and boarded up windows. 
  The door and boarded windows are treated as simple wooden 
  doors, and the lock is a simple lock (DC 20 Disable Device 
  check). Knocking, or spending 2 rounds opening the door alerts 
  the looters inside.
  Both rooms are 20 feet wide by 15 feet deep, with the doors in 
  the center. In the back room are their spoils; three crates of silk, 
  ten longswords, 163 gp, 979 sp, and 1,321 cp.
  Arbil – surrounding Area
  
  8
  Uncerta in Fut ur es
  LOOTERS (3) 
  CR 1/3
  Male or Female ophiduan warrior 1 
  XP 135 each
  NE Medium humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 11, flat-footed 17  
  (+1 natural +6 armor, +1 Dex)
  hp 6 (1d10+1)
  Fort +3 (+5 vs. poison), Ref +1, Will +1
  Defensive Abilities poison resistant
  OFFENSE
  Spd 30 ft.
  Melee heavy mace +2 (1d8+1), bite +2 (1d8+1)
  Ranged javelin +2 (1d6+1)
  Special Attacks serpent’s bite
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 13 
  Feats Combat Reflexes, Wild TalentB
  Skills Handle Animal +2, Perception +1
  Languages Common, Ophiduan
  Gear heavy mace, chainmail, 4 javelins, caltrops, 40 gp
  TACTICS
  Before Combat If the looters are aware of the PCs, 
  they will draw their weapons and scatter caltrops in 
  the front room before hiding behind the walls of the 
  back room, flanking the doorway. If they have time, 
  they will manifest serpent’s bite.
  Morale The looters will attempt to flee if reduced to 3 
  hp or lower. If they cannot escape, they will surrender.
  Base Statistics If the looters are caught off-guard, they 
  do not have a bite attack.
  A5: FInnIgAn’s hoUse
  Nicer than most of the houses in the neighborhood, a 
  small plaque besides the door proclaims this to be the house 
  of ‘Finnigan, Third Generation Seer’.
  Finnigan III has been a seer his whole life, like his father and 
  grandfather before him. He insists that someone of his prestigious 
  bloodline can make it through this with just a little help. The flyer 
  he put out was to ask for someone to – quietly – help him seek 
  out a crystal ball like the ones the ancients used, to scry without 
  psionics. Of course, he doesn’t want to risk his reputation by being 
  seen buying it, in case it doesn’t actually work.
  He sends the PCs off with 50 gp to buy a particular crystal 
  sphere he had seen in the market, but unfortunately it isn’t there 
  anymore. A DC 14 Diplomacy or Intimidate check will reveal to 
  whom the crystal had been sold – a human named Kelpa, living 
  in the civic quarter. Kelpa is a crystal carver, looking to turn the 
  crystal into a statuette. He will require a DC 17 Diplomacy or 
  Intimidate check, which can be reduced to DC 12 by offering 
  the 50 gp from Finnigan, to part with the crystal.
  B: dIstrAUght  
  FArMer (Cr 3)
  The earthquake has agitated not only the local wildlife, but 
  also worsened the state of the orcish bandits to the east. Some 
  small raiding parties like this one have begun attacking outlying 
  farmers looking for an easy meal in hard times.
  A throaty chuckle comes from around the bend, 
  and as you clear a small outcropping of trees you see an 
  older ophidian being held down by a burly grey-skinned 
  humanoid, an orc. The orc, and two others like him, enjoy 
  the man’s plight, and you can see they already have two 
  slaughtered pigs on the ground beside them.
  The man is a local farmer, Erisson, and he was chasing after 
  these orcs who attacked his farm and stole his pigs. He hadn’t 
  fully thought through what he might do if he caught them. If 
  the PCs save him, grant them an additional 400 XP, and he will 
  reward them with a family heirloom, which Erisson believes to 
  be a simple silver ring, but what is in actuality a fine platinum 
  ring worth 400 gp if they follow him back to his farm about ten 
  minutes away.
  ORC RAIDERS (3) 
  CR 1/3
  Orc warrior 1   
  XP 135 each
  (Pathfinder RPG Bestiary)
  hp 6
  STATISTICS
  Gear studded leather armor, falchion, 4 javelins, 30 gp
  TACTICS
  Before Combat The orcs will coup-de-grace Erisson  
  if they have enough time before combat begins.
  
  9
  Uncerta in Fut ur es
  C: ABAndoned CArAvAn
  A caravan, still laden with goods, sits at the side of the 
  road here, abandoned beneath a small tree. Its horses have 
  been cut loose, but otherwise the wagon is undamaged. 
  This caravan was attacked by a swarm of puppeteers working 
  under Scriven, and while the now-enslaved merchants have left for 
  Scriven’s lair to the north, carrying as much as they can by hand, 
  the majority of the caravan is untouched. A DC 15 Survival check 
  will identify two sets of humanoid footprints heading north, and a 
  third going west. Searching the caravan reveals four crates of pottery 
  each weighing fifty pounds and worth 100 gp. A DC 14 Perception 
  check will identify a single splatter of blood beside the road, too 
  small to have been a serious fight, but enough that someone was 
  clearly injured. The blood belongs to the caravan’s guard, who 
  stabbed at his own neck in a failed attempt to avoid capture.
  d: CoLLApsed  
  MIneshAFt (Cr 3)
  Though the entryway to the mines is shored up by 
  rough-hewn timbers, the pathway leading up to it has been 
  chewed up by the earthquake, and what once was a dirt 
  road is now only a rocky trail.
  Inside, the mines have fared even worse, a dozen feet 
  in, three kobolds stare listlessly at a wall of collapsed rock as 
  if wishing for it is all that is needed to clear the path.
  The miners here remain under the control of the puppeteer hive-
  mind in the kobold mines, but being unable to reenter the mines, 
  they can do little but wait. When the PCs attempt to speak with 
  them, they will whip into a frenzy and attack.
  ENSLAVED MINER (2) 
  CR 1/4
  Male or Female kobold warrior 1 
  XP 100 each
  (Pathfinder RPG Bestiary)
  hp 5  
  OFFENSE
  Melee light pick +1 (1d3-1) 
  STATISTICS
  Gear light pick, leather armor, 15 gp
  ENSLAVED MINE GUARD 
  CR 2
  Male kobold warrior 4 
  XP 600
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 22, touch 12, flat-footed 21  
  (+7 armor, +1 Dex, +1 natural, +2 shield, +1 size)
  hp 22 (4d10)
  Fort +4, Ref +2, Will +0
  Weakness light sensitivity
  OFFENSE
  Spd 20 ft.
  Melee heavy mace +4 (1d6) or masterwork longsword 
  +5 (1d6/19-20)
  Ranged light crossbow +6 (1d6/19-20)
  STATISTICS
  Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 8
  Base Atk +4; CMB +4; CMD 15
  Feats Endurance, Toughness
  Skills Climb -5, Intimidate +5; Racial Modifiers +2 
  Craft (trapmaking), +2 Perception, +2 Profession (miner)
  SQ crafty
  Languages Common, Draconic 
  Combat Gear healing potion (2); Other Gear 
  banded mail, heavy steel shield, heavy mace, 
  masterwork longsword, light crossbow plus 10 bolts, 
  black adder venom, 50 gp
  TACTICS
  During Combat The enslaved guard makes up for in 
  finesse what he lacks in creativity, choosing his 
  weapon based on any resistances the PCs might have, 
  and avoiding flanks where possible.
  Morale The enslaved kobolds will fight to the death.
  From the entrance of the mineshaft, the PCs are able to identify 
  that the Flow is indeed more distorted here than in Arbil and also 
  that there is a strange bitter smell accompanying it. Unfortunately, 
  the PCs do not have the time or the capacity to dig their way into 
  the mines, something that would take weeks at best; they will have 
  to find another way in.
  If the PCs subdued the miners without killing them, they will 
  wake free of the hive-mind’s compulsion and can tell the PCs roughly 
  what is going on in the mines, and that there is another entrance 
  from the tunnels underground, accessible through the kobold city 
  of Vensnak, nearby in the Hirauu Forest. The information about 
  Vensnak is also available to the PCs in town, as outlined in section 
  A, or by making a DC 16 Knowledge (geography) check.
  
  10
  Uncerta in Fut ur es
  e: sInkhoLe (Cr 3)
  In front of you is a perfectly circular hole, in the middle 
  of the otherwise normal ground. It seems to open into some 
  sort of underground space.
  A sinkhole has opened up here, draining the surrounding dirt 
  into a natural underground cavern. Along with it, a large, angry 
  wolverine who has since been unable to leave, and has since 
  grown hungry and irritable. Unfortunately, maintaining footing 
  on the edge of the pit is difficult, and the first person to walk to 
  the edge must make a DC 13 Reflex save to avoid falling in as 
  the edge collapses further in. Getting out afterwards requires a 
  DC 20 Climb check – or someone lowering in a rope.
  The cave is 10 ft, deep, and a circle 20 ft. across, with the 
  center 10 ft. circle occupied by a large mound of dirt that has 
  fallen in from above. A DC 12 Perception check also identifies a 
  vein of iron running through the floor of this room, information 
  of which can be sold in Vensnak for 600 gp.
  ADVANCED WOLVERINE 
  CR 3
  (Pathfinder RPG Bestiary) 
  XP 800
  hp 28 
  F: WAnderIng  
  BodygUArd (Cr 3)
  A squat, armored form trudges along here, barely lifting 
  its feet as it marches. Despite the initial slow movements, 
  the duergar’s head snaps from side to side, keeping a close 
  watch on the area surrounding the forest.
  This duergar, Bender, was the guard for the caravan at B when 
  it was attacked by puppeteers, and like the merchants, he was 
  enslaved by them. The puppeteer drove him towards the forest 
  where he has since watched the forest without rest.
  BENDER (ENSLAVED GUARD) 
  CR 1
  Male duergar warrior 3 
  XP 400
  LN Medium humanoid (duergar)
  Init +5; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  AC 21, touch 11, flat-footed 20  
  (+8 armor, +1 Dex, +2 shield)
  hp 25 (3d10+9)
  Fort +6 (+8 vs. poison), Ref +2, Will +3  
  (+2 vs. all powers and psi- and spell-like abilities)
  Defensive Abilities hardy, stability
  Weakness light sensitivity
  OFFENSE
  Spd 20 ft.
  Melee masterwork battleaxe +6 (1d8 +3/x3) 
  Psi-Like Abilities (ML 3rd) 
  1/day—expansion, cloud mind (DC 10)
  STATISTICS 
  Str 15, Dex 13, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +3; CMB +5; CMD 16 (+4 versus  
  bull rush or trip)
  Feats Improved Initiative, Power Attack, Wild Talent
  Skills Intimidate +4, Perception +5
  Languages Common, Dwarven, Undercommon
  Combat Gear healing potion (2); Other Gear 
  masterwork battleaxe, light hammer, half-plate,  
  heavy steel shield, 20 gp 
  TACTICS
  During Combat The enslaved guard will attack 
  anyone attempting to remove the puppeteer, and 
  otherwise attack the nearest target
  Morale The enslaved guard will fight to the death.
  PUPPETEER 
  CR 1
  (Psionics Unleashed) 
  XP 400
  hp 5 
  g: hIrAUU Forest
  While not a particularly dense forest, the Hirauu Forest 
  was used for lumber during the construction of Arbil, though 
  with its dense underbrush it has been largely ignored by the 
  Protectorate since. 
  The Hirauu Forest is patrolled by the kobolds of Vensnak 
  near the forest’s center – at least, before they were attacked by 
  the puppeteers. Since then, it has been a free-for-all, and a psion 
  masquerading as a wererat and his twisted gang of thugs have 
  taken full advantage of what is now a haven in the normally well-
  patrolled Ophid Protectorate.
  The Hirauu Forest, including the Squealing Gang’s hideout 
  and Vensnak are detailed below in Part Two: Another Way In.
  
  11
  Uncerta in Fut ur es
  part two:  
  Another Way In
  Birds chirp in the trees as a dappled shadow flits across 
  the thick underbrush. The Hirauu Forest appears to have 
  fared well amid the chaos the rest of the land is suffering, 
  and the greenery around you gives off a fresh, living smell.
  Despite appearances, the Hirauu Forest has become a 
  treacherous place since the earthquake, a fact of which very 
  few of its residents are unaware. Travelling from the forest edge 
  to Vensnak without a guide takes three days due to the dense 
  underbrush of the forest, while travelling with a guide or using 
  a DC 18 Survival check reduces the time needed to a single day. 
  Bypassing the forest in this way grants the PCs 1,600 XP.
  The PCs encounter the hermit in area G1 shortly after entering 
  the forest, and without a guide will encounter each of the next 
  encounters at a rate of two each day until they reach Vensnak at 
  G7. If the PCs have a guide or make their Survival check, they 
  proceed immediately to G6 as their second encounter, reaching 
  Vensnak at the end of the first day. While travelling through the 
  forest, the PCs have a 40% chance per day to encounter a group 
  of three bandits roaming ‘their forest’ looking for any trespassers 
  (as in area G3). This encounter only occurs twice. 
  g1: herMIt’s shACk
  Underneath a huge oak tree sits a small crudely built 
  house. A huge axe sits in the stump outside, and a similarly 
  large pot hangs over a fire pit not far away.
  Just inside the forest lives the jettur Groll (male jettur warrior 1). 
  Groll had the unfortunate luck to be born an orphan without any 
  psionic talents in the Ophid Protectorate, an extremely odd trait, 
  as jetturs are normally psionic by birth. Rather than face derision 
  and shame for his entire life, Groll instead moved out into the 
  countryside where he could instead live a simple life by himself.
  Groll will greet the PCs carefully, not wanting to get involved 
  hIrAUU Forest
  
  12
  Uncerta in Fut ur es
  in any Protectorate schemes, but will warn the PCs of the forest 
  having become dangerous lately – especially with a “band of rat-
  faced brigands” running amok “acting like they own the place”.
  g2: deAd tree (Cr 1)
  A large, dead tree stands here, its trunk covered with 
  colorful spirals of plant-life and fungus, a natural work of 
  art. Less beautiful is the rat-masked man collapsed at the 
  base of the tree, clutching a blood-stained dagger.
  The man was part of Squealer’s gang, until he tried to torture 
  a puppeteer he found in a tree. It enslaved him and forced him 
  to stab himself to death beneath this tree. It now hides here, 
  waiting for another victim that might be more pliable, and will 
  drop on anyone examining the corpse.
  PUPPETEER 
  CR 1
  (Psionics Unleashed) 
  XP 400
  hp 5 
  The man wears a fair amount of stolen jewelry (worth 200 gp), 
  and his mask can be used to infiltrate the camp at H if the PCs 
  decide to attempt to do so.
  g3: hUng Corpse
  Hung from a tree in the middle of the woods is a 
  human woodsman, an arrow planted in his chest and his 
  legs broken and mangled. Someone made an example of 
  him, but who or why is unclear.
  The body is that of a human woodsman, and he is being 
  ‘punished’ for trespassing on the Squealing Gang’s territory. 
  Other than the masterwork hand axe lying on the ground 
  beneath the body, there is nothing of value.
  g4: the energetIC sprIng
  Small crystals have formed like frost around the edges 
  of this stone basin, the water flowing up from the ground 
  sparkling in even the wan sunlight that reaches it.
  This pool is charged with psionic energy and detects with 
  faint clairsentience energy if the PCs use detect psionics. Any 
  creature drinking water from it will regain 1d8 power points 
  once per day. The water loses its potency after being removed 
  from the pool for 24 hours.
  g5: nest oF vIpers (Cr 1)
  This gnarled oak is like every other tree in this forest, 
  but for the large hollow knot at shoulder level. The light 
  catches inside perfectly, and amid the leaves and sticks, you 
  glimpse gold.
  One of the Squealing Gang had been hiding gold here from 
  the other bandits for some time, after painfully discovering that 
  this hollow happens to be the home of a nest of vipers. A DC 
  15 Perception check will hear a hiss from inside the tree before 
  reaching in, warning the PCs of danger. There are a total of 
  193gp and three small rubies each worth 50 gp inside the nest.
  VENOMOUS SNAKE (2) 
  CR 1/2
  (Pathfinder RPG Bestiary) 
  XP 200 each
  hp 9 
  THOUGHT EATER 
  CR 2
  (Psionics Unleashed) 
  XP 600
  hp 13 
  g6: BrAIn MoLe  
  BUrroW (Cr 3)
  An elaborate dirt mound breaks through the under-
  brush here like a giant anthill, cleared meticulously of all 
  vegetation. Across the top of the mound are the imprints of 
  heavy feet on the fragile mound’s ceiling.
  Several brain moles nest here, and while normally nonviolent, 
  the nest has been recently trampled, putting the moles on alert. 
  The brain moles hide inside their nest, and will attack the PCs 
  if they walk across or attempt to examine the mound.
  BRAIN MOLE 
  CR 1/2
  (Psionics Unleashed) 
  XP 200
  hp 3 
  
  13
  Uncerta in Fut ur es
  g7: vensnAk,  
  the koBoLd CIty
  The forest floor curves away gently, opening into a 
  large natural cavern beneath the surface. The peat-lined 
  rooftops of progressively smaller structures make a natural 
  spiral stairway down into the space. At the far end, a small 
  stream runs off the ledge, emptying thirty feet down into a 
  pool in the center of the main square.
  The underground portion of the city sports pillar-like 
  buildings carved into the stone and soil of the land, and 
  they seem to be supported as much by the roots of the trees 
  they reach up towards as their own actual construction.
  The interior of the kobold city of Vensnak is detailed in ‘Part 
  Three: A City in Shambles.’  The PCs should arrive at Vensnak 
  in the evening of whichever day they arrive.
  h: sQUeALer’s CAMp
  Squealer, a wererat, has been fighting on and off with the kobolds 
  here for years. While he had been losing that battle not too long 
  ago, the invasion of puppeteers has unexpectedly won him the 
  battle, allowing him to recruit a dozen vicious bandits into joining 
  his newfound dominion with promises of power and ‘controlled 
  lycanthropy’. He calls his band the “Squealing Gang.”
  He is actually lying about the lycanthropy, but he is able to 
  mimic the power he dangles over his minions thanks to the 
  mask he wears, a psionic item which allows him to change shape 
  briefly into a large, rat-like beast. 
  The walls of the camp are standard wooden walls, and the 
  gate is treated as a good wooden door, though it can also be 
  lifted off its moorings with a DC 14 Strength check.
  While the camp normally houses twelve bandits, only seven 
  are here at any one time, plus Squealer himself.
  vensnAk
  
  sQUeALer’s CAMp
  14
  Uncerta in Fut ur es
  h1: oUter WALLs (Cr 1/2)
  The trees here have been cleared away, and transformed into 
  a tall palisade, bristling in the sunlight. A single watchtower 
  stands above the single gate, where a single guard sits lazily 
  watching the forest.
  The Squealing Gang’s camp is about sixty feet by forty feet, 
  with its gate on the south side of the camp. The guard is lazy and 
  bored, and not actively making Perception checks, so he won’t 
  notice the PCs until they come all the way up to the walls. 
  SQUEALING BANDIT 
  CR 1/2
  Male human rogue 1 
  XP 200
  CE Medium humanoid (human)
  Init +3; Perception +3
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 armor, +3 Dex)
  hp 5 (1d8+1)
  Fort +1, Ref +5, Will -1
  OFFENSE
  Spd 30 ft.
  Melee shortsword +0 (1d6/19-20)
  Ranged dart +3 (1d4)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 13
  Feats Combat Reflexes, Stand Still
  Skills Acrobatics +7, Appraise +5, Bluff +6, Disable 
  Device +8, Disguise +8, Escape Artist +7, Knowledge 
  (local) +5, Perception +3 (+4 to find traps), Sense 
  Motive +3, Stealth +7, Survival +0
  Languages Common, Sylvan 
  SQ trapfinding
  Other Gear padded armor, darts (4), short sword, 
  bottle of wine, 19 gp
  
  15
  Uncerta in Fut ur es
  TACTICS
  During Combat The squealing bandits toy with their 
  targets, flanking and doing damage to as many foes as 
  possible, leaving them for Squealer himself to finish off.
  Morale Squealing Bandits fight to the death.
  h2: CAMp MAIn AreA  
  (Cr 0, 2 or 4)
  A large fire pit sits in front of two tents directly across 
  from the entrance. To the left, a rickety looking shack is 
  adorned with dozens of fetishes, skulls and other trophies 
  from creatures of all types.
  None of the bandits spend time in the camp’s main area, 
  preferring to remain in their filthy tents. However, if the 
  combat in area H1 takes more than one round, they will notice 
  something is amiss, and begin gathering their things for combat. 
  The bandits in the left tent will enter 1d4 rounds later, and the 
  ones in the right tent will enter 2 rounds after that.
  h3: BAndIt tents  
  (2, Cr 2 eACh)
  Unwashed clothes and bits of uneaten food litter the 
  floor of the tent, while rodents run amid the makeshift beds.
  In each of these two tents are three squealing bandits, resting 
  while not out on patrol. If they hear combat outside, they will 
  enter combat, as detailed in area H2.
  h4: sQUeALer’s shACk (Cr 3)
  Even filthier than the rest of the camp, this room 
  exudes a pungent stench, and dozens of rodents and other 
  vermin crawl about the deep piles of refuse.
  Though Squealer claims to have control over his lycanthropy, 
  it is all an illusion granted by the mask he wears. He uses the fear 
  and awe he causes, as well as his powers, to control the group into 
  letting him live his brutal and filthy life the way he wants.
  SQUEALER 
  CR 3
  Male human psion 4 (telepath) 
  XP 800
  CE Medium humanoid (human)
  Init +2; Perception +0
  DEFENSE
  AC 15, touch 14, flat-footed 11  
  (+2 Dex, +2 dodge, +1 natural)
  hp 22 (4d6+8)
  Fort +1, Ref +3, Will +4
  OFFENSE
  Spd 30 ft.
  Melee crystal dagger +3 (1d4/19-20) 
  Powers Known (ML 4th, 21PP, concentration +6)
  2nd—Inflict pain (DC 14), compelling voice (DC 14)
  1st—Demoralize (DC 13), empathy, mind thrust (DC 13), 
  empathic connection, telempathic projection (DC 13)
  0th—Conceal thoughts, telepathic lash (DC 12)
  STATISTICS
  Str 10, Dex 14, Con 11, Int 15, Wis 10, Cha 8
  Base Atk +2; CMB +2; CMD 13
  Feats Dodge, Psionic Dodge, Psionic Body, Persuasive
  Skills Autohypnosis +7, Bluff +6, Diplomacy +1, 
  Intimidate +7, Sense Motive +7, Spellcraft +9
  Languages Common, Ophiduan, Orc
  SQ Detect psionics, discipline (telepathy), mental intrusion
  Gear crystal dagger, ratman’s face
  TACTICS
  Before Combat Squealer is used to his men fighting 
  amongst themselves and won’t notice the fighting until 
  the PCs enter his building.
  During Combat Squealer will activate the ratman’s 
  face (see below) during the first round of combat.  
  Afterwards, he will attempt to confuse the PCs into 
  believing he is an ally, only entering combat if 
  unavoidable.
  Morale Squealer fights to the death.
  Normal While not using the mask, Squealer’s stats are: 
  Init +1; AC 14, touch 14, flat-footed 10; Saves Ref +2; 
  Dex 12; Skills Intimidate +5
  
  16
  Uncerta in Fut ur es
  neW MAgIC IteM
  RATMAN’S FACE
  Aura faint psychometabolism; ML 3rd 
  Slot eyes; Price 2,000 gp; Weight 3 lbs
  DESCRIPTION
  Bits of animal hide are sewn together with silver 
  thread, the collection resembling the face of a vicious 
  rat. As a swift action twice per day, the wearer may 
  transform into a monstrous half-rat-creature for up to  
  3 minutes at a time. During this time, the wearer gains 
  a +2 bonus to Intimidate, a bonus of +1 to natural 
  armor, and a +2 enhancement bonus to Dexterity.  
  The rat-creature always resembles the wearer, but is 
  garish in appearance and gains a long snout, thin tail, 
  and patchy fur across their entire body.
  CONSTRUCTION
  Requirements Craft Wondrous Item, minor 
  metamorphosis; Cost 1,000 gp
  part three:  
  A City in shambles
  While Vensnak used to be a city of nearly two hundred 
  kobolds, its population has been decimated to just above fifty 
  as a result of the recent disasters. The first of which was the 
  puppeteer attack on the city, with the second being the same 
  earthquake that shook Arbil.  Though the structures around the 
  entrance and square remain intact, most of the outer structures 
  have been flattened by the earthquake.
  What few survivors remain are suspicious of the Protectorate 
  PCs, having never received help from the psionocratic country 
  before. The PCs will be offered the chance to stay the night if 
  they promise to be off in the morning.
  There are few important kobolds in the city, most of the 
  survivors being simple miners or craftsmen. However, two that 
  will meet with the PCs are the current mayor, Rubble, and the 
  enlightened matriarch, Klrissa.  
  Rubble is a stout kobold, set in his ways and eager to rebuild 
  the city using the strength of the survivors. He was nominated to 
  his position after the original mayor was killed in the puppeteer 
  attack. He is friendly enough towards the PCs, and will tell them 
  of the town’s troubles, including the puppeteers and the Squealing 
  Bandits, and leave them alone.  If the PCs mention that they are 
  in the area investigating the earthquake and the puppeteers, the 
  mayor will insist the PCs spend the night in the city so that he 
  can gather up what information he has on the subject and review 
  it with them in the morning.  Should the PCs not mention their 
  reason for being in the area, he will inform them that travel into 
  the mines is not allowed this late in the day.
  Klrissa is the one of the few psionic kobolds who felt it better 
  to remain with her people than to go the Ophid cities, and her 
  powers and general insight have made her a respected member 
  of the community here. She acknowledges the PCs by visiting 
  them briefly, but will then leave once her curiosity is satisfied.  
  The first night the PCs spend in Vensnak, they will be awoken 
  by angry shouts and banging on their doors.  The mayor, 
  Rubble, was killed during the night, and the only non-kobolds 
  in the city are the PCs, putting the suspicion squarely on them.
  The PCs must calm the crowd down with a DC 18 Diplomacy, 
  Bluff, or Intimidate check before they will be allowed to proceed, 
  and if they fail they will be hoisted outside by the crowd before 
  being stopped by Klrissa who convinces the crowd to at least let 
  the PCs try and prove their innocence.
  Clearing their names takes some investigative work, especially 
  with the Flow severed as it is.  Clairsentience powers are unable 
  to detect the identity of the killer, and cost an additional 1 PP 
  more than normal while underground.  
  Searching for clues reveals a number of different things depending 
  on where the PCs search, and the successes of their rolls.
  Squealer
  
  17
  Uncerta in Fut ur es
  searching rubble’s Body
  Skill
  DC
  Result
  Heal
  13
  Rubble was smothered to death 
  by a blanket in his sleep.
  Heal
  18
  There is no sign of a struggle, 
  which is unusual for someone 
  being suffocated.
  Perception
  18
  There are faint traces of 
  ectoplasm on Rubble’s body.
  Spellcraft (after 
  Perception check)
  12
  This suggests he was 
  charmed into allowing 
  himself to be smothered.
  searching Inside rubble’s house
  Skill
  DC
  Result
  Perception
  14
  The killer didn’t visibly 
  disturb the house.
  Perception
  17
  There are flakes of the rare 
  white spice-mold near the 
  door.
  Survival
  16
  There are only kobold tracks 
  in the house.
  searching Around rubble’s house
  Skill
  DC
  Result
  Perception
  12
  The door had been broken in.
  Perception
  15
  The ground all around the 
  house has been disturbed.
  Perception
  18
  The lock on the door has 
  many scratches, like someone 
  had tried to pick it.
  Asking Around town
  Skill
  DC
  Result
  Diplomacy
  12
  Everyone in town seems to 
  have an alibi for the previous 
  night, except for Klrissa and 
  her daughters.
  Diplomacy (after 
  uncovering the 
  white-spice mold)
  13
  The only person who normally 
  has that mold is Klrissa, who 
  drinks it as tea.
  Diplomacy
  14
  One of the guards left his 
  post last night, which is 
  extremely out of the ordinary.
  Diplomacy
  16
  One of Klrissa’s daughters, 
  Elle, only made a brief 
  appearance in town this 
  morning, and returned  
  home due to illness.
  The killer is in fact, Klrissa’s daughter Elle – though not of 
  her own volition. A puppeteer snuck into town, enslaved Elle 
  and attempted to frame her mother for the murder of Rubble. It 
  hadn’t even known the PCs were in town.
  When the PCs go to Klrissa’s house to confront her, they 
  will arrive just in time to witness Elle, her daughter, knock her 
  unconscious with a cudgel.
  ENSLAVED ELLE 
  CR 1/4
  Female kobold warrior 1 
  XP 100 
  (Pathfinder RPG Bestiary)
  hp 5 
  OFFENSE
  Melee club+1 (1d4-1) 
  PUPPETEER 
  CR 1
  (Psionics Unleashed) 
  XP 400
  hp 5 
  KLRISSA 
  CR 6
  Female kobold psion 7
  hp 12/32 (plus 20 nonlethal)
  
  18
  Uncerta in Fut ur es
  Klrissa is alive, but unconscious, having taken 20 lethal and 
  20 nonlethal damage as she attempted to make it through to her 
  daughter. If she is revived during battle, she will reveal the presence 
  of the puppeteer on her daughter’s neck, but not join in combat.
  If the PCs kill Elle, Klrissa will be upset, stating that she was 
  merely an innocent, but if they save her, Klrissa will reward the 
  PCs with 200 gp as thanks.
  Regardless of the outcome, this whole endeavor is worth 
  1,200 XP for the PCs.
  Once the kobolds in the city find out the truth, they will 
  apologize to the party and begrudgingly accept them, even 
  offering to trade with the PCs before they leave (GP limit 300). 
  They will adopt Klrissa as their new leader, for her insight in 
  stopping the lynching of the PCs and for her wisdom.
  If the PCs linger, Klrissa will ask for help on a number of tasks 
  (see Side Quests below), offering rewards for each of them.  One 
  of these side quests, Lost Miners, grants the PCs an item that 
  will make entering the kobold mines at Q easier, and should be 
  the first one mentioned by Klrissa.
  If the PCs immediately head towards the mines, they will 
  likely encounter areas I, L, M, N, O, P, and finally reach the 
  mines at Q.  Areas J and K are unlikely to be encountered unless 
  the PCs are looking for them.  Travel to the mines takes three 
  days by foot, and PCs should encounter three areas per day.
  sIde QUests
  There are a number of side quests available for the PCs within 
  and around Arbil. Though the monetary rewards differ, each 
  quest grants the PCs 400 XP, in addition to any XP gained 
  during the actual completion of the quest. The details for each 
  side quest is detailed later in the adventure.
  Lost Miners
  With the city’s dwindling numbers, the loss of even a single 
  kobold is a major issue. When four promising miners don’t come 
  back from a survey looking for new ore, people fear the worst.
  Granted By: Klrissa
  To Complete: Search for the miners and determine their fate. 
  Their remains are in area J, and once the PCs return with the 
  news the PCs will be rewarded with 400 gp.
  the squealing gang
  While the kobolds used to patrol the Hirauu Forest 
  themselves, the attack and the earthquake quake have left them 
  sorely undermanned. The few patrols they have sent above to 
  the forest have found themselves repeatedly attacked by a gang 
  of men wearing rat-masks, and they cannot afford the patrols 
  necessary to deal with it themselves.
  Granted By: Klrissa
  To Complete: Return the ratman’s face to Klrissa as proof the 
  gang has been dealt with. She will reward the PCs with 800 gp.
  puppet roundup
  The number of puppeteers nearby is still too nerve-wracking 
  for the surviving kobolds. They want the puppeteers thinned 
  out a little so another attack on the city doesn’t take place.
  Granted By: Roas, one of the new guardsmen will ask the 
  PCs as they leave.
  To Complete: For each dead puppeteer, up to four, the PCs 
  bring to Roas, he will provide the PCs with a dose of brain mole 
  oil (Third Dawn Campaign Setting, p 45) 
  Buried treasure 
  Many kobolds make their living by searching the underground 
  tunnels for new veins of ore. Sometimes, they instead find other 
  interesting things, but recently the demand for the ancient temple 
  that a kobold merchant named Porak stumbled across is just not 
  enough to get by on. He will sell the PCs a map to area K for 
  a mere 100 gp, and offer to buy the locations of any ore they 
  uncover while they are out.
  Granted By: Porak, one of the few merchants in Vensnak
  To Complete: Porak will purchase the locations of any vein 
  of ore for 600 gp each. The XP gained from completing this 
  quest is only gained the first time.
  Klrissa
  
  19
  Uncerta in Fut ur es
  I: shoCker den (Cr 4)
  The road directly outside Vensnak is well maintained, 
  and has been cleared of the rubble and damage the 
  earthquake has caused. However, there still aren’t enough 
  patrols outside, and you can see that a pair of large lizards 
  have waddled in and made this tunnel their new home.
  A mated pair of shocker lizards have laid claim to the nice 
  smooth main tunnel just outside the city.  They are very defensive 
  of their newly claimed territory, and will move to prevent the 
  PCs from passing, attacking once they are in range.
  SHOCKER LIZARD (2) 
  CR 2
  (Pathfinder RPG Bestiary) 
  XP 600 each 
  hp 19 
  J: CAve In (Cr 4)
  A camp is set up here beside a rockslide, though its 
  obvious abandonment suggests the owners weren’t as lucky 
  as their boxes and blankets were.
  A group of kobold miners were trapped here during the 
  earthquake. While they did survive the initial collapse, they 
  were set on by hungry deep wolves before they had recovered, 
  and lost their lives. Their supplies and bones are mostly intact, 
  but the hounds still linger here and will attempt to catch the 
  PCs by surprise while the camp is searched.
  DEEP HOUND (2) 
  CR 2
  (New monster, see page 43) 
  XP 600 each
  hp 19
  Once the hounds have been dealt with, the PCs can discover 
  that amongst the bedrolls, food and picks, is a large barrel 
  of explosive black powder and a roll of detonation wire.  A 
  successful DC 15 Knowledge (engineering) check reveals that 
  this is ideal for clearing the blocked entryway at area Q if the 
  PCs bring it along, or it can be sold for 400 gp in town if the 
  PCs would rather sell it.
  k: AnCIent teMpLe
  A relic of the sorcerer-kings from before the Impact, 
  this temple has been just recently uncovered by the 
  earthquake, and in turn by a group of duergar explorers. 
  Unbeknownst to the workers, they are actually digging for 
  ancient technology at the behest of the puppeteer hiding in their 
  leader’s long hair.
  It is possible to defuse most of these encounters without 
  combat.  If the PCs do so, award them XP as if they had defeated 
  the duergar in combat.
  k1: AtrIUM (Cr 2)
  The high arching ceiling of this atrium would have 
  been impressive, once. But in the thousands of years it has 
  been in disuse, it is simply a room with a cracked, vaulted 
  ceiling. Other than a crackling campfire at the far end of 
  the room, the room is as silent as it is empty.
  At the campfire is the duergar’s lookout, who is taking 10 on 
  Perception for a total score of 16. He will prepare to attack the 
  PCs on sight if he notices them, but will parley if the PCs do 
  not appear hostile.
  CAMP LOOKOUT 
  CR 2
  Male duergar ranger 2/soulknife 1 
  XP 600
  NE Medium humanoid (duergar)
  Init +2; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13  
  (+3 armor, +2 Dex, +1 dodge)
  hp 25 (3d10+9)
  Fort +6 (+8 vs. poison), Ref +7, Will +2;  
  +2 vs. powers and psi- and spell-like abilities
  Defensive Abilities hardy, stability
  Weakness light sensitivity
  OFFENSE
  Spd 20 ft.
  Melee mind blade +3/+3 (1d6+1/19-20) 
  Ranged mind blade+5 (1d6 +1/19-20)
  Special Attacks favored enemy (Humanoid (reptilian) +1), 
  throw mind blade
  Psi-Like Abilities (ML 3rd)
  1/day—expansion, cloud mind (DC 12)
  
  20
  Uncerta in Fut ur es
  STATISTICS
  Str 13, Dex 15, Con 16, Int 10, Wis 10, Cha 10
  Base Atk +3; CMB +4; CMD 16 (+4 versus bull rush 
  or trip)
  Feats Dodge, Double Slice, Psionic Talent, Two-
  Weapon Fighting, Weapon Finesse, Wild Talent
  Skills Autohypnosis +5, Handle Animal +5, Knowledge 
  (geography) +6, Perception +6, Stealth +8, Survival +5 
  (+6 to follow or identify tracks), Swim +7
  Languages Common, Dwarven, Undercommon
  SQ dwarf blood, form mind blade, shape mind blade 
  (light), slow and steady, track +1, wild empathy +2
  Gear masterwork studded leather, masterwork 
  composite longbow [+1 Str] with 20 arrows, healer’s 
  kit, signal whistle
  TACTICS
  Before Combat The lookout will blow his signal 
  whistle before entering combat.
  Morale The lookout will flee to K3 if reduced below 10 hp. 
  k2. CoLLApsed pAssAgeWAy
  Wherever this passageway once led no longer exists, 
  having collapsed completely.
  Climbing the 30 ft. rough stone wall requires a DC 15 Climb 
  check; while the natural canyon doesn’t lead anywhere, a DC 
  12 Perception check identifies a vein of silver ore near the base 
  of the chasm.
  k3. dUergAr CAMp (Cr 3)
  Some ancient mosaic once dominated the floor of this 
  room, though the passing millennia have shattered and dulled 
  its colors to incomprehensibility.  A table and a fire now occupy 
  the end of the room, where two duergar sit throwing dice.
  The duergar have made this room their main camp, and two 
  of them simply gamble on the makeshift table here, waiting for 
  their leader to return from his exploration deeper within.
  The side rooms are the rooms of Gemsetter and the expedition 
  leader, Far-Seer. They contain little other than a bedroll and lantern.
  EXPEDITION MEMBER (2) 
  CR 1
  (As Bender, see page 10) 
  XP 400 each
  hp 25
  TACTICS
  Before Combat If the lookout at K1 raised an alarm, 
  the expedition members will be ready, with weapons 
  drawn. If not, they will be sitting (as prone, but the 
  penalties and bonuses are halved) and still need to 
  draw their weapons.
  Morale The expedition members will fight to the death 
  if attacked, but are willing to talk.
  k4. seArChed rooM (Cr 1)
  The plaster once covering the walls of this room has 
  been torn down, and the floor has been pitted with dozens 
  of gouges. Even for the madness of the duergar, this is 
  unusual. In one of the far corners, an older duergar woman 
  sits on a mat laid out, several long thin crystals carefully 
  placed in front of her.
  Gemsetter is not a violent person, and will cower and 
  immediately surrender if threatened. She will even give the PCs 
  all but one of her crystals, a total of six crystals worth 100 gp 
  each, if they promise to leave her alive. She will also explain 
  that since they arrived here, Far-Seer, the group’s leader, has 
  stopped searching for crystals, and is searching for something 
  else entirely.
  GEMSETTER 
  CR 1
  Female duergar expert 3 
  XP 400
  hp 13
  Languages Dwarven, Undercommon
  k5. reAr tUnneLs (Cr 6)
  You can hear the rhythmic pounding of steel on stone 
  echoes down the hallway leading to this chamber, echoing 
  from within this room. The door stands open and inside a 
  single duergar digs into the stone floor. More than a dozen 
  similar holes dot the ground in uneven intervals, and rubble 
  litters the floor.
  
  21
  Uncerta in Fut ur es
  The duergar screams incomprehensibly at the PC, grasping his 
  pickaxe with white-knuckled rage, and will immediately charge 
  anyone who enters the room. Unlike other puppeteer-controlled 
  creatures the PCs have encountered so far, the puppeteer 
  controlling him is hiding in his thick hair which requires a DC 
  20 Perception check to notice.
   If the PCs do manage to save Far-Seer, he will thank the PCs, 
  and offer them everything he owns. He will also tell the PCs 
  that the puppeteer wanted him to dig for ancient steel beasts, 
  though he doesn’t know what they are.
  ENSLAVED FAR-SEER 
  CR 4
  Male duergar barbarian 2/wilder 3 
  XP 1,200
  CE Medium humanoid (duergar)
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 16, touch 10, flat-footed 15 (+6 armor, +1 Dex, +1 
  dodge, -2 rage)
  hp 58 (5 HD; 2d12+3d8+32)
  Fort +9 (+11 vs. poison), Ref +2, Will +5; +2 vs. 
  powers and psi- and spell-like abilities
  Defensive Abilities hardy, stability, uncanny dodge, 
  elude attack +1
  Weaknesses light sensitivity
  OFFENSE
  Spd 30 ft.
  Melee masterwork heavy pick +10 (1d6+5/x4) or 
  masterwork battleaxe +10 (1d8+5/x3)
  Ranged surge blast +5 (2d6)
  Special Attacks rage (7 rounds), rage power 
  (moment of clarity), wild surge (+2), surge blast
  Psi-Like Abilities (ML 5th )
  1/day—expansion, cloud mind (DC 12)
  Wilder Powers Known (ML 3rd, 13 PP)
  1st—force screen, telepathic lash (DC 11)
  STATISTICS
  Str 20, Dex 12, Con 20, Int 10, Wis 10, Cha 11
  Base Atk +4; CMB +9; CMD 20 (+4 versus bull rush 
  or trip)
  Feats Diehard, Endurance, Improved Initiative, Psionic 
  Talent, Toughness
  Skills Acrobatics +9, Intimidate +13, Perception +8, 
  Swim +9 
  Languages Common, Dwarven, Undercommon
  SQ dwarf blood, fast movement, psychic enervation, 
  slow and steady, surge bond (warrior’s surge)
  Combat Gear healing potion, shard (Intimidate +5)
  Other Gear masterwork heavy pick, masterwork 
  battleaxe, masterwork chainmail, masterwork heavy steel 
  shield (not equipped), 97gp, 55sp, carved crystal spiral 
  worth 450 gp
  TACTICS
  During Combat Far-Seer will rage on the first round of 
  combat, and use the pickaxe in his hand until disarmed. 
  On the second round, he will use moment of clarity during 
  the battle to manifest either force screen or a wild surge 
  telepathic lash to daze a creature for 5 rounds at DC 13.
  Morale Far-Seer is under control of a puppeteer and 
  will fight to the death.
  Base Statistics when not raging, Far-Seer’s statistics 
  are AC 18, touch 12, flat-footed 17; hp 48; Fort +7 
  (+9 vs. poison), Will +3; Melee heavy pick +8 
  (1d6+3/x4) or battleaxe +8 (1d8+3/x3); Str 16,  
  Con 16; CMB +7; CMD 18; Skills Swim +7
  Far-Seer
  
  22
  Uncerta in Fut ur es
  POTHOLES 
  CR 1
  Hazard 
  XP 400 
  Whenever a character moves more than half their 
  base speed, the terrain makes a trip attempt on them 
  using CMB +6. If the trip attempt is successful, in 
  addition to being knocked prone, the character also 
  takes 1d4 bludgeoning damage. A DC 12 Acrobatics 
  check can avoid this hazard entirely.
  PUPPETEER 
  CR 1
  (Psionics Unleashed) 
  XP 400
  hp 5 
  L1: UnderWAter pooL (Cr 3)
  The tunnel here descends sharply, leading down to a 
  small freshwater pool.  A kobold lies collapsed at the water’s 
  edge, surrounded by a large brown splatter indicating he 
  bled to death several days ago.
  There is a crysmal currently among the kobolds possessions, 
  searching for gems. It killed the kobold to collect the gems 
  it believed he carried. It will attack anyone searching the 
  kobold’s possessions, but will focus on any characters currently 
  carrying gemstones.  The crysmal has accumulated a half-dozen 
  gemstones worth 500 gp in total.
  The pool extends a good distance further underground than 
  it appears if the PCs examine it. Fifty feet past this room it 
  opens into a second cavern, which contains a second similar 
  water passage, this one leading out to the sea.
  CRYSMAL 
  CR 3
  (Psionics Unleashed)  
  XP 800
  hp 39
  L2: FoLUgUB nest
  A small vein of crystal strikes through the surface here, 
  and beside it two large beetles flit out thin tongues, licking 
  away the hard crystal like it was snow.
  These folugubs will only be aggressive if provoked, or one of 
  the characters is carrying crystal equipment.
  FOLUGUB (2) 
  CR 2
  (Psionics Unleashed)  
  XP 600 each
  hp 30
  M: oLd MInes
  While this coast is rich in resources, it is not infinite. 
  These mineshafts date back at least thirty years from when 
  the useful ore here ran out and they were abandoned for 
  more successful digs.
  In the time since these mines have been abandoned, a pair of 
  chokers have moved in, making the long, narrow tunnels their 
  homes and raising a pair of powerful, but less intelligent, pets to 
  clean up after them, making sure nothing goes to waste.
  Though both ends of area M1 are closed off by simple stone 
  doors, none of the other areas have doors between them, making 
  it possible for the chokers to hear any combat that occurs in 
  areas M3 or M4.
  M1: CLeAn hALLWAys (Cr 3)
  These long tunnels are spotless, without a single fleck 
  of grime or dust along the jagged corridors.
  Whenever the chokers want to wander their hallways freely, 
  they simply bait the cube along, and then close the door to area 
  N1 to keep it sealed in. When they want their lair cleaned, they 
  open it and allow it to slide around, clearing up the bones of 
  their earlier meals.  The cube is nearly always down one of the 
  side hallways, the GM should roll 1d10 to determine which.
  The cube has amassed thousands of coins here, which is about 
  all it has not been able to digest. There are a total of 383 gp, 
  4,109 sp, and 7,753 cp here.
   GELATINOUS CUBE 
  CR 3
  (Pathfinder RPG Bestiary) 
  XP 800
  hp 50
  
  23
  Uncerta in Fut ur es
  M2. Choker nest (Cr 4)
  This simple room holds several skeletons with only 
  tiny fragments of meat clinging to them, and a large web-
  structure in the far corner.
  While the chokers typically hunt in areas M3 and M4, they use 
  this room as their home. They have not recently had the gelatinous 
  cube through here to clean, and the remains of their last several 
  weeks – a number of deep wolves and a single kobold - have 
  collected in the corners.
  The kobold was one of the mine guards, and its armor and 
  weapons have served to feed the rust monster in M3 for nearly 
  two weeks so only a single masterwork heavy mace remains. 
  However, the chokers have kept a +1 bastard sword from one of 
  their earlier conquests, instead of feeding it to the rust monster.
  CHOKER (2) 
  CR 2
  (Pathfinder RPG Bestiary) 
  XP 600 each
  hp 16
  M3: FreshWAter pooL (Cr 3)
  A small pool of fresh water bubbles to the surface in 
  this room, and what vegetation can survive in this place has 
  sprung to life around it like an oasis.
  The rust monster that is kept here cares little about the 
  mushrooms, only seeking the metal-rich ore and weapons 
  that the chokers provide. It also makes an excellent guard-dog 
  against most treasure-hunters, as it leaves corpses for them, and 
  devours the metal for itself.
  oLd MInes
  
  24
  Uncerta in Fut ur es
  RUST MONSTER 
  CR 3
  (Pathfinder RPG Bestiary) 
  XP 800
  hp 27 
  M4: sMALL gArden
  A colorful garden of small mushrooms and lichen 
  grows around the small pool here, carefully tended to 
  attract dozens of mice and rats.
  The chokers use the runoff from area M3 to cultivate a small 
  mushroom garden – not that they eat it, but they use it to keep 
  a steady supply of small creatures, like rats and moles that they 
  do eat when larger meals are unavailable.
  n: Lost LIzArdFoLk
  Her polished green scales clashing with the dull brown 
  and grey of stone, this lizardfolk is not from the tunnels yet 
  her crude tattoos and piercings reveal that she is not from 
  the protectorate, either.
  Though hunters have an excellent sense of direction, it is still 
  possible for them to get lost in unfamiliar territory. Sharasa is 
  from the lizardfolk tribe on the island of Less-World, and found 
  herself here after following a group of strange sea-monsters her 
  elders had warned the tribe about. She will not fight the PCs, 
  even if they attack her, saying instead that she should not have 
  second-guessed the elders, and deserves her fate.
  If the PCs help her to return to the coast or the pool at L1, 
  she will give the PCs her deep crystal hunting spear in thanks. 
  If she survives, Sharasa could become an important NPC in 
  “Ruling Three”.
  SHARASA 
  CR 1
  Female lizardfolk
  (Pathfinder RPG Bestiary)
  hp 11  
  Languages Draconic
  o: hUntIng  
  groUnds (Cr 5)
  Large, gnawed bones lay scattered around this jagged 
  tunnel, and a thin mist clings in the air like a veil.  You get 
  the feeling something is watching you from the darkness.
  This tunnel is the hunting ground of a vicious dire deep 
  hound.  Fortunately, the wolf has recently eaten, so it is less 
  interested in killing the PCs – immediately – than it is with 
  toying with them. It will distract them, and attempt to separate 
  the party by creating a noise in two directions, using hit and run 
  tactics where possible.
  DEEP HOUND, DIRE 
  CR 5
  (New monster, see page 44) 
  XP 1,600
  hp 45 
  Q: CUrrent MInes
  The passage here is wider and more square than the 
  other tunnels. It is still, however, filled with stones and 
  other debris, and what used to be a junction now just 
  another pile of rocks. 
  The lower entrance to the mines is hardly in better shape than 
  the one from aboveground.  Fortunately, like the mines inside, 
  it is intact enough for the PCs to pass through safely. If the PCs 
  make a Knowledge (dungeoneering) or Survival check of DC 
  13, they can determine that the collapsed main entrance could 
  be shunted into a side tunnel.  Doing so requires the explosives 
  from area J, or a full day or work, but opens access to the surface 
  for safety and fresh air. This fresh air reduces the DC of all stale 
  air hazard rolls by 2.
  Even if the PCs are unable to clear the rockslide, they can 
  squeeze into the mines with only a small amount of work 
  clearing the way.
  
  25
  Uncerta in Fut ur es
  part Four:  
  the kobold Mines
  The mine that was once a second home to the kobolds has 
  become an exceptionally dangerous place in the past several 
  weeks.  Not only has the earthquake filled every tunnel with 
  rubble, but the now isolated puppeteer hive-brain at the bottom 
  has grown more paranoid with the separation from the rest of the 
  world, and has set up more and more deadly traps throughout.
  Most of the kobolds in the mind are subject to the hive-mind’s 
  sustain connection ability, instead of under the control of the 
  individual puppeteers.  They can be rescued by forcing them to 
  make a new Will save by making a DC12 Intimidate, or DC 15 
  Diplomacy check.  Alternately, if they are knocked unconscious, 
  they will automatically get a new save when they are revived, 
  and the control is immediately broken if they are brought out of 
  the mines or the hive-mind is killed.
  The mines are generally intact structurally, with hewn stone 
  walls and floors covered in light rubble (DC 12 Acrobatics check 
  to charge or run). There are no doors between the different 
  sections. All encounters in the mines are subject to the stale air 
  hazard, as below.
  STALE AIR 
  CR 1
  Hazard 
  XP 400 
  The air in the mines is both stale and full of lingering 
  fumes. After any significant exertion and for every hour 
  spent within, a character must make a DC 15 Fortitude 
  save or become fatigued. Each failed check while 
  already fatigued results in 1d6 nonlethal damage.
  Q1: MIne CArt  
  storAge AreA
  A number of battered carts lie beyond the mines 
  entrance, emptied of their contents and tossed aside. To the 
  right, the path disappears into the darkness.
  Just beyond the entryway is the space where mine carts were 
  loaded and unloaded with ore from the mines. A half dozen 
  carts and a similar number of kobolds, dead from overwork, lay 
  haphazardly around the room. There are tracks that lead from this 
  room through most of the mines [Q1 -> Q3 -> Q5 -> Q7], and if 
  the PCs climb into a mine cart and push off, they can ride through 
  to area Q7 uncontested – though Q7 presents its own problems.
  koBoLd 
  MInes
  
  26
  Uncerta in Fut ur es
  koBoLd MInes
  
  27
  Uncerta in Fut ur es
  koBoLd MInes
  
  28
  Uncerta in Fut ur es
  Q2: ForeMAn’s rooM (Cr 5)
  What once was a small, neat office has transformed 
  into a terrifying scene of cannibalism. Trapped without 
  food or water the enslaved kobolds have turned to eating 
  their dead – and such an event is occurring right now. The 
  kobolds do not even gag as their kinsfolk’s blood dribbles 
  down their chin.
  The kobolds look up when the PCs get into the room, and are 
  hungry for fresh meat. The puppeteers will order the kobolds to 
  ‘harvest’ them when they are seen. If the PCs rescue the miners 
  under direct control of the puppeteers, they will learn of the sustained 
  connection of the hive-mind, the kobolds have some ideas on how to 
  break the effect, but haven’t been given the opportunity to do so.
  ENSLAVED MINER (4) 
  CR 1/4
  (See page 9) 
  XP 100 each
  hp 5 
  PUPPETEER (2) 
  CR 1
  (Psionics Unleashed) 
  XP 400 each
  hp 5 
  Q3: Upper MInes (Cr 4)
  The mine-tracks continue through this room, sloping 
  rather sharply down at the far end into the lower levels of 
  the mines.  Along the wall, six kobolds dig listlessly under 
  the watch of a pair of large snake-like puppeteers.
  These kobolds are the only six in the mines not under direct 
  control of the hive-mind, and though eager for a break, have 
  not yet made their move. When the PCs arrive, they will join 
  in, flanking the flesh harrowers and cheering. They will aid in 
  helping the injured kobolds back to town if allowed.
  The mine tracks from Q1 run through this area, and if the 
  PCs are riding a mine cart through here, the flesh harrowers will 
  attempt to chase them – though they will be unable to catch up.
  ENSLAVED MINER (4) 
  CR 1/4
  (See page 9) 
  XP 100 each
  hp 5 
  PUPPETEER FLESH HARROWER (2) 
  CR 2
  (Psionics Unleashed) 
  XP 600 each
  hp 31 
  Q4: BeAst pens (Cr 5)
  This tunnel has been converted to a pen for a number of 
  deep wolves. Even in the dark, their slick skin glimmers.
  These deep wolves were captured before the quake, and have 
  been fed better than the kobolds – or by the kobolds, as bones 
  nearby would indicate. Though they appear docile, they are by 
  no means tame and will attack given the opportunity.
  DEEP HOUND (4) 
  CR 1
  (New monster, see page 43) 
  XP 400 each
  hp 19
  Q5: dAngeroUs hALLWAy 
  (Cr 3)
  Though cart tracks run through the room, the rubble 
  nearly obscures them. Zigzagging across the top of the mess 
  are a dozen ladders laid irregularly end to end.
  The floor of the room has been turned into a dangerous 
  hodgepodge of rocks, sharp metal, wire, glass and acidic chemicals 
  used for smelting, presenting a hazard for anyone crossing it. The 
  ladders in this room cross the safest path through this dangerous 
  terrain, by walking along the rungs of the ladders.
  The mine cart tracks run through this room, and if the PCs 
  are in a mine cart, they can avoid this hazard entirely.
  SERRATED FLOOR 
  CR 3
  Hazard 
  XP 800 
  Sharp shards of metal and wire litter the floor here, 
  and every square moved does 1 damage to the 
  character. This damage can be avoided by walking 
  across the ladders, which requires a total of three DC 
  14 Acrobatics check, and failing causes a spill that 
  does 1d6 slashing damage. Alternately, they can be 
  bypassed by travelling in a mine cart, by exerting 
  themselves to clear the way, or by any other means 
  that would normally keep them above the ground.
  
  29
  Uncerta in Fut ur es
  Q6. rest ChAMBers (Cr 4)
  Piles of straw and a basin of muddy water are spaced 
  irregularly around the room, serving as the beds for eight 
  unconscious kobolds. Two larger kobolds stand over the 
  group, watching the sleeping kobolds with a keen eye.
  The hive-mind knows its compulsion offers the chance to 
  escape as time passes, and alternates the two pairs of guards it 
  has between watching the sleeping kobolds and guarding itself. 
  There are eight kobold miners here who will not normally be 
  violent unless provoked, and immediately receive a saving throw 
  upon being woken.
  ENSLAVED MINE GUARD (2) 
  CR 2
  (See page 9) 
  XP 600 each
  hp 22
  Q7. ABrUpt CLIFF (Cr 5)
  The tracks end in this room, rather abruptly. The far 
  end of the room has collapsed thirty feet into the chamber 
  below it, and the rails run clean off this cliff without 
  warning.
  Though characters walking through this area have the 
  opportunity to see and avoid this trap, characters riding a 
  mine cart are flung unceremoniously off the edge of the cliff 
  without triggering it. All characters in the mine cart take 3d6 
  falling damage at the bottom of the cliff, but the trap remains 
  untriggered unless characters at the top trigger it.
  There is a small ladder set into the wall, and so long as characters 
  attempt the climb one at a time, they can make it down safely. 
  Otherwise it is a DC 10 Climb check to climb up the new 20 
  foot drop.
  RIGGED CLIFF TRAP 
  CR 3
  Mechanical Trap 
  XP 800
  Perception DC 16
  Disable Device DC 24
  EFFECTS 
   
  Trigger two creatures within 5 ft. of cliff edge
  Reset none
  Effect The cliff collapses, taking the characters with it. 
  Characters caught in the rockslide take 4d6 damage, 
  half bludgeoning half falling damage; DC 15 Reflex 
  save avoids; multiple targets (all targets within 10 ft.  
  of cliff edge)
  Q8. MAkeshIFt toMB
  Dozens of bodies, wrapped roughly in burlap are 
  stacked down the side of this tunnel.
  This unassuming tunnel is where the corpses of the kobolds 
  who have died in the mines have been stacked; the total is nearly 
  thirty dead kobolds, many dead from overwork or starvation, 
  the remainder having been caught in one of the traps now laced 
  throughout the mines.
  Q9: FreshLy CLeAred 
  tUnneL (Cr 2)
  This room is filled to nearly the ceiling with cleared 
  and mined rock and gravel, stacked to the ceiling and 
  leaving only a narrow passageway to traverse. The sounds 
  of digging echo through this corridor from the far end.
  In the middle of the room is a tripwire, set low to the ground 
  to avoid easy detection.  Tripping the wire not only sets off the 
  trap, but alerts the hive-mind in the next room.
  ROCKSLIDE TRAP 
  CR 2
  Mechanical Trap 
  XP 600
  Perception DC 20
  Disable Device DC 10
  EFFECTS
  Trigger tripwire in the center of the room
  Reset manual
  Effect small rockslide in a 15 ft. square area (2d6 
  bludgeoning damage) buried characters take 1d6 
  damage per round until freed; DC 20 Reflex save 
  avoids, DC 15 Strength check to free trapped character; 
  multiple targets (all targets in a 15 ft. square area)
  
  30
  Uncerta in Fut ur es
  Q10: ChAMBer oF the  
  MAChIne (Cr 7)
  Despite the far end having collapsed, this is still a large 
  room – likely larger than is structurally safe for a mine of 
  this size. The acrid stench that has been faint throughout 
  the mines is strongest here, as is the loss of the Flow.
  And the source of both is clear. A large claw-shaped 
  metal creature sputters and smokes, dug free of the 
  rubble. Much of its armor has been peeled away, revealing 
  clockwork and stranger things beneath, what remains of 
  the outer shell is ancient bronze and steel, battered and 
  damaged. Sludge dribbles down the sides as it coughs up 
  yet more black smoke.
  Amid the workers digging again into the unstable 
  walls a large fleshy blob throbs slowly as it apparently chews 
  on the remains of a large kobold. Dozens of undeveloped 
  puppeteers and flesh-reavers writhe through the two 
  creatures, like hungry worms in a rotten apple.
  Not only are there a number of kobolds and the hive brain in 
  this room, but there are two bear traps covered by suspicious tarps. 
  Even here, where its control is strongest, the hive-brain is paranoid 
  of incursion.  The moment the PCs enter the room, the hive-mind 
  will send the guards to attack the PCs, using the miners as both bait 
  and protection to prevent anyone getting too close.
  BEAR TRAP (2) 
  CR 1
  Mechanical Trap 
  XP 400 each
  Perception DC 20
  Disable Device DC 20
  EFFECTS 
  Trigger location
  Reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring shut 
  around the creature’s ankle and halve the creature’s 
  base speed (or hold the creature immobile if the trap 
  is attached to a solid object); the creature can escape 
  with a DC 20 Disable Device check, DC 22 Escape 
  Artist check, or a DC 26 Strength check
  ENSLAVED MINER (4) 
  CR 1/4
  (See page 9) 
  XP 100 each
  hp 5 
  ENSLAVED MINE GUARD (2) 
  CR 2
  (See page 9) 
  XP 600 each
  hp 22
  PUPPETEER, HIVE BRAIN 
  CR 4
  (New monster, see page 48) 
  XP 1,200
  hp 46
  Once the hive brain is dead, any surviving kobolds will 
  immediately regain their senses, and be extremely grateful 
  for being saved. They can tell the PCs about the horrors that 
  have gone on in the mines, and about the black rock they were 
  searching for as fuel for this strange machine.
  The machine itself is easy to destroy, having a hardness of 
  5 and only 15 hit points remaining before it collapses into a 
  heap of steaming metal. Once that is done, the change in the 
  Flow is almost immediate, back to the way things were before 
  the earthquake.  If the PCs do not destroy the machine, it will 
  continue to belch out black smoke. A DC 15 Spellcraft check 
  indicates that the machine is the source of the problems with the 
  Flow, but that the machine itself does not possess psionic power.  
  If the PCs attempt to investigate the machine, a DC 15 
  Knowledge (engineering) check will indicate that there does 
  not appear to be a source of power for the machine. There is 
  some form of black rock within the machine, but it is not being 
  burned or used in any obvious fashion to power the device.
  The corpse that the puppeteers had been using as a host was 
  the original foreman of the mines, Marxa, who was powerful, 
  respected, and relatively rich. Though his flesh may have to be 
  destroyed to prevent any of the puppeteer larvae from developing, 
  he has a number of items the kobolds will encourage the PCs to 
  take as a reward for saving them.
  The items are a smashing fist, a shard +5 (Appraise), a shard +5 
  (Knowledge (dungeoneering)), a shard +5 (Knowledge (geography)), 
  80 pp, 150 gp, and two diamonds worth 200 gp each.
  neW MAgIC IteM
  SMASHING FIST
  Aura faint psychometabolism; ML 3rd 
  Slot hand; Price 2,500 gp; Weight 1lb
  DESCRIPTION
  This hardened leather glove is woven with strands of iron and 
  steel, and makes the wearer’s hand unconsciously clench into 
  a fist. Once per day the wearer can attempt to break an 
  unattended inanimate object, as if they had made a DC 25 
  Strength check. If the object doesn’t break, it instead takes 
  1d8 damage, bypassing the object’s hardness.
  CONSTRUCTION
  Requirements Craft Wondrous Item, hammer, breach; 
  Cost 1,250 gp
  
  31
  Uncerta in Fut ur es
  Concluding  
  the Adventure
  Once the mines have been liberated and the machine 
  destroyed, the PCs can return to Vensnak and Arbil to see 
  everything slowly return to normal.
  If the PCs return to Vensnak, they will see that the kobolds 
  have deemed what is left of their underground home is unsafe, 
  and decide instead to migrate to the Protectorate city of Arbil. 
  Though neither of the two groups will be fully happy with the 
  integration, the number of kobolds that the PCs saved throughout 
  the adventure will affect the outcome of the migration. This 
  migration will happen whether the PCs are present or not.
  If the PCs saved six or fewer kobolds, only a dozen kobolds 
  will migrate to Arbil, the rest remaining in the ruins of Vensnak 
  in an ultimately doomed to attempt to rebuild their home. 
  The few migrating kobolds will be of little help to PCs in later 
  adventures.
  If the PCs saved seven to sixteen kobolds, forty kobolds will 
  migrate to Arbil, including Klrissa, the remainder dispersing 
  through the rest of the countryside.
  If the PCs saved seventeen or more kobolds, the entire 
  remaining population of Vensnak – fifty-three, plus up to 
  twenty-seven kobolds the PCs could have saved, up to eighty 
  in total – will migrate to Arbil and form an entirely new sub-
  district of Arbil’s civil district.
  With seven or more kobolds saved, Klrissa the psionic kobold 
  will migrate with them, and become the intermediary between 
  Mosephi and the migrated kobolds.  Her presence will have a 
  major impact on the relations between the two groups, and will 
  play a significant role in later adventures.
  When the PCs return to Arbil, Mosephi will greet them 
  warmly, the change after destroying the machine was almost 
  immediate and the city knows of the PCs success.  With their 
  ability to see the future returned to normal, the city and the 
  land should soon follow suit.  As an official reward, each the 
  PCs is granted the official title of military lieutenant, and, if 
  they don’t have it, official citizenship to the Ophid Protectorate. 
  The PCs will also receive a reward of 2,000 gp from the city as 
  a more tangible reward.
  The PCs new role in the protectorate will provide the opportunity 
  to keep busy until the next adventure begins.  When you are ready to 
  move on to the next adventure, the PCs will begin hearing rumors 
  of, and meeting, migrating orcs from the west – forced from their 
  native lands by the incursion of coordinated lizardfolk attacks. As 
  the lizards move further inland, pillaging as they go, the orcs are 
  forced further to the east – directly into Arbil.
  
  32
  A r bil : the For eseen Cit y
  ArBIL:  
  the Foreseen City
  ARBIL
  LN Small Town
  Qualities Racially Intolerant (non-psionics)
  DEMOGRAPHICS
  Government Psionocracy
  Population 1,241 (68% ophiduan, 19% human, 8% 
  kobold, 4% dromite, 1% other)
  AUTHORITY FIGURES
  Overseer Mosephi, (LN ophiduan male psion (seer) 14)
  Captain of the Guard Sudas (LG ophiduan female 
  psychic warrior 5 / ophid guard 5)
  Chief Adherent of Zean, Mother Larissa of the Calm 
  (NG human female monk 3 / psion (egoist) 7)
  MARKETPLACE
  Base Limit 1,000 gp; Purchase Limit 5,000 gp; 
  Manifesting 4th; Minor Items 3d4;  
  Medium Items 1d6; Major Items —
  hIstory oF ArBIL
  Thirty-four years ago, Overseer Mosephi was a rising power 
  in Lirasse, Arbil’s sister-city to the north. As a seer, he regularly 
  outsmarted those who moved against him before their actions 
  could come to fruition. He was preparing to challenge Lirasse’s 
  current overseer, Arbelle, but on the morning he arrived to the 
  challenge, he immediately forfeited, claiming to have had a 
  vision of his eventual loss. 
  Mosephi swiftly prepared his house and supporters to leave, 
  and led them to the southern coast of the continent. While the 
  location he selected was a resource-rich coastline, the boon these 
  resources provide seems only to have been an afterthought, as 
  Mosephi only says that he sees great things here.
  Since its founding, the city has grown steadily for just under 
  thirty-four years. Each disaster the city would have faced was 
  foreseen and prepared for, and the reputation as a city of seers 
  only grew since. Now, fully a quarter of the psions in the city are 
  of the clairsentience discipline, including the overseer, Mosephi.
  ArBIL At A gLAnCe
  The construction and layout of Arbil is very similar to most 
  other cities in the Protectorate, being primarily one and two 
  story stone buildings, divided clearly into two major districts, 
  the civil district and the Protectorate district.
  With the city being only a single generation old, the civil 
  district of the city has not yet had the same opportunity to 
  grow that the Protectorate side has. As a result, the city is more 
  densely packed on the Protectorate side, the businesses there 
  having done much of the work on the construction of the city.
  In addition to the stone wrights and architects that built the 
  city, the protectorate area houses the city’s main market district. 
  In contrast, the civil district contains a high number of laborers, 
  fishermen and taverns – simple pleasures for simple folk.
  These two sections are divided by the city’s reservoir, a man-
  made channel coming in through the sea and passing the 
  Freshwater Bridge, a marvel of psionic construction that filters 
  the salt and other impurities from the water flowing in from 
  the sea making it clean and safe to drink. The northern end of 
  the reservoir is bridged by the Reservoir Bridge, at the center of 
  which stands a narrow monument to the overseer and overlord.
  The southern portion of the city, for both the civil and protectorate 
  districts is dominated by warehouses, fisheries and docks. This 
  comprises a large portion of the city’s economy and food supply 
  while the city continues to become established in itself.
  governMent oF ArBIL
  With a traditional psionocratic government, Arbil is ruled 
  by the most powerful psionic member of the city, currently the 
  founder Mosephi. Similarly, like most cities of the Protectorate, 
  there is a strong distrust and dislike of non-psionic creatures 
  within the city.
  Non-psionic characters, even the PCs, are treated as second-
  class citizens almost on the level of slaves. Many non-psionic 
  creatures that might be found within the city choose instead to 
  live and work in the countryside, where they only have to pay 
  taxes and produce goods, rather than subjecting themselves to 
  the constant derision of the people in the city.
  knowledge (Local)
  DC 10: Arbil is one of the few coastal cities of the Ophid 
  Protectorate, ambitiously founded with the intent of trading with 
  the Maquorans being the city’s primary source of income. The 
  city has done well for itself, ultimately becoming a well-enough 
  known trading port thanks to the help of its overseer, Mosephi.
  DC 15: Mosephi, the overseer, founded the city of Arbil after 
  a failed grab for power in Arbil’s sister city, Lirasse. As is the 
  norm in cases like that, his family, friends and servants joined 
  him in an exodus to found this city. Amongst them were his 
  personal guard, Sudas, and his aging mentor Zorotaer, both of 
  whom have always been upstanding citizens of Arbil.
  DC 20: Though Arbil is too new to have many of its own 
  notable houses, there is still a share of gossip. Some say that Sudas 
  and Zorotaer are more than friends and colleagues. Others say 
  that Zorotaer is considering a coup of his own, splitting the city 
  in half over disagreements with his former student. 
  
  33
  A r bil : the For eseen Cit y
  notABLe CItIzens 
  oF ArBIL
  Arbil has not yet developed any notable houses vying for 
  power, but contains several individuals of notable power, as 
  detailed below.
  MOSEPHI
  Male ophiduan psion (seer) 14 
  Role Overseer of Arbil
  Description: Mosephi is in good shape for his age near fifty. 
  His tiny scales are still lustrous, his clothes are well kept, and he 
  radiates the very essence of confidence one would expect from a 
  leader who can see the future.
  Gossip: Mosephi is a very enigmatic ophiduan, and rarely tells 
  people more than they need to know in the moment. Everyone 
  knows that he has some secrets, including the real reason for 
  founding Arbil where it is, but even that has become merely a 
  fact of life, rather than a source of talk. 
  SUDAS
  Female ophiduan psychic warrior 5/ophid guard 5
  Role Captain of the guard, Overseer’s personal guard
  Description: Burnished steel scales overlap Sudas’ natural 
  ones, and on the rare cases where her helmet is open to reveal 
  her face, it wears a stern expression. Despite the outer gruffness, 
  she has a distinct feminine side, often pinning fresh flowers to 
  the clasp of her long cloak.
  Gossip: Sudas has known Mosephi her entire life, and though 
  there are nearly twenty years in difference between the overseer 
  and his protector, this has led to a relationship between the two 
  more intimate than that of a guard and her charge.
  ZOROTAER
  Male ophiduan psion (seer) 8
  Role city advisor
  Description: This venerable ophiduan still insists he is able 
  to take care of himself, though it is becoming increasingly clear 
  he is losing that very capacity. His robes are usually rumpled, 
  and his scales are never quite clean, but he still carries himself 
  like he was the overlord himself.
  Gossip: Zorotaer was once Mosephi’s mentor and trainer in 
  the ways of the seer, and though the two share a healthy rivalry, 
  some say that the old man resents his student for surpassing him 
  to such heights.
  MOTHER LARISSA OF THE CALM
  Female maenad monk 2/wilder 6
  Role Spiritual leader
  Description: Though she preaches personal enlightenment, 
  Mother Larissa rarely takes time for herself when she could be 
  taking care of and teaching others. While she still dresses well, she 
  has begun showing signs of her age, including putting on a fair 
  amount of weight.
  Gossip: Mother Larissa is a kind person, and few would 
  consider saying a mean thing about her even if they do complain 
  about her rather preachy manner – anything she does for people, 
  they should be able to do for themselves, after all. 
  ARBELLE
  Female ophiduan psion (generalist) 15 
  Role Overseer of Lirasse, superior to Mosephi
  Description: Arbelle is tall and thin, almost lanky. However, 
  she dresses well and befitting of her position, claiming that she 
  deserves the expensive clothing and jewelry she wears, as it is her 
  right as overseer.
  Gossip: Having taken over her position at a rather young age, 
  Arbelle has an earned respect after defending it a number of 
  times from incursion by others.
  CAPTAIN PARTHIAN
  Male maenad soulknife 6
  Role Visiting maenad captain
  Description: A classical sailor in appearance, Captain 
  Parthian wears loose clothing and a wide-brimmed triangular 
  hat. His sword is a thin, deep-blue rapier, with exotic swirls 
  endlessly wafting up like steam rising from the blade.
  Gossip: Parthian has just arrived in town, being the captain 
  of the brigade carrying both goods and people from Femon here 
  to Arbil. People from his ship say he is ambitious and a good 
  judge of character, though being under his employ you may not 
  want to trust everything they say. Still, he has been a fair trader, 
  and people are excited to have him and his crew around.
  
  34
  kobolds of k sa r en
  kobolds of ksaren
  By Jeremy Smith
  Groth nearly fell as a young ophiduan, easily head and shoulders 
  taller than the kobold, nearly walked through him. Without pausing 
  to look back, the reptilian male barked at Groth, “Watch it, eyeless.”
  The affronted, shorter Groth stared at the ophiduan with narrowed 
  eyes that flashed with light as the faint musty smell of a cave filled 
  the air. The departing assailant suddenly convulsed and fell to the 
  ground. “You should learn some manners,” the kobold muttered dryly 
  to the ophiduan as he turned to walk away.
  The felled male jerkingly turned his head to look at Groth with 
  wide eyes. “But your kind are mind-blind,” he  said to the kobold’s 
  departing form.
  Created by psionic experimentations, the kobolds are a 
  diminutive race unique to themselves, even if they do originally 
  come from ophiduan stock and resemble the reptilian race. 
  Tenacious and naturally skilled miners, the kobold race serves 
  within the Ophid Protectorate as a vital source of minerals, 
  specifically by providing ore to smelt and crystals to use in 
  psionically-empowered crafting. 
  Despite recent discovery of the distant continent of Femon, 
  kobolds are typically only found on the continent of Tion, 
  primarily underground within the confines of the Ophid 
  Protectorate. Most stay within the kobold villages and cities, 
  although a small yet growing number of kobolds have begun to 
  reside within the Protectorate’s cities.
  Presented below is a detailed account of the kobold race, 
  including its origins and history, their physical and mental 
  natures, as well as how they act in their own society as well as 
  within the Protectorate society that surrounds them. Finally, rules 
  on how to play as a kobold in the world of Ksaren are given. 
  koBoLd herItAge
  Nearly six centuries ago, the ophiduans of the Ophid 
  Protectorate experimented with physiologically modifying 
  creatures in an attempt to create a caste in their society adept at 
  mining and excavating. Those experiments created the kobold 
  race out of ophiduan subjects.  In this experimentation process, 
  hundreds of kobolds were created, as the ophiduans wanted to 
  make sure the results of their trials could sustain themselves in 
  case attempts to reproduce the experiment failed.
  However, when it was discovered that these new creatures had 
  no psionic ability, the kobolds were immediately abandoned as a 
  failed experiment due to their non-psionic nature. In the society 
  of the Ophid Protectorate, psionic power and prowess is directly 
  linked to your value, and a non-psionic race therefore has no 
  value. The leaders of the Protectorate viewed the kobolds as 
  unfortunate creatures worthy of pity, but unfit to be included 
  within Protectorate society. As a result, the kobolds were 
  allowed to live, but were not afforded any of the other benefits 
  Protectorate citizens would gain – defense, education, fair 
  trading, or infrastructure to make reaching them easier.
  It quickly became apparent that the ophiduans had under-
  estimated their creation, as the kobolds not only survived, but 
  flourished in the subterranean parts of Tion. Although the 
  kobolds had no natural psionic talent, they were extremely skilled 
  for the tasks the ophiduans had intended for them: mining and 
  excavating. The kobold race quickly became the masters of finding 
  and harvesting the minerals within the earth.  A few kobolds even 
  fought against their non-psionic nature and found that they could 
  wield psionic power, if not as well as their ophiduan creators.
  With the discovery of kobolds that had learned the psionic 
  arts, the ophiduans readily welcomed the kobolds into the 
  Protectorate as full citizens. Although the kobolds accepted this 
  change in reception from their creators, they have thus far refused 
  to truly integrate into the Protectorate society.  Instead, they exist 
  mostly on the fringe of the society, allowing the Protectorate to 
  give them the benefits as citizens without working to integrate 
  themselves into the rest of the culture. While the Protectorate has 
  thus far been accommodating by creating roads, patrolling the 
  areas around the kobold settlements, and giving kobolds generous 
  trade concessions over the goods of any other society, the kobolds 
  continue to remain isolated within their own communities and 
  rarely venture into Protectorate-ruled cities.
  In recent years, more kobolds have decided to study the 
  psionic arts that grant them standing in the Ophid Protectorate. 
  Older kobolds harbor resentment for this turn of events, feeling 
  that since it was psionics that resulted in them being forced to 
  survive on their own, psionics is unwelcome in kobold society. 
  The younger generations, however, do not hold to this bias and 
  view it as a means to better their lives.
  koBoLd physIoLogy
  Reptilian in nature, kobolds vaguely resemble the ophiduans 
  that created them. Covered in scales, possessing long tails, 
  with faces dominated by their snouts, kobolds would never be 
  considered physically imposing. However, they have keen senses 
  and quick reflexes, giving them the edge they need to avoid 
  possible predators in their subterranean environment. Kobolds 
  typically have green eyes with irises shaped like ovals. Kobold 
  tails have limited motor control, although some kobolds have 
  spent time seeking to learn to use their tail as a weapon.
  The kobolds of Ksaren have scales in shades of brown, 
  although the scales of their stomachs are a dull, pale grey, similar 
  to ophiduans. These scales are typically softer while a kobold is 
  young, hardening gradually until they reach maturity. These 
  hardened scales give them natural protection against physical 
  attacks.  
  Like ophiduans, kobold hands end in sharp claws, although 
  this does not interfere with their ability to manipulate objects or 
  perform deft activities. Female kobolds are typically shorter and 
  lighter than males, although compared to most other races, they 
  are all considered to be very short.
  
  35
  kobolds of k sa r en
  The non-psionic heritage of kobolds continues to cause them 
  difficulties when studying the psionic arts. Kobold manifesters 
  find that they don’t have as much psionic power as their 
  counterparts of other races.  While they are still capable of 
  learning to use psionics, kobolds are never found with natural 
  psionic ability and as a result, more often choose careers that do 
  not deal with psionics.
  koBoLd psyChoLogy
  Many kobolds suffer from a mild inferiority complex when 
  it comes to the other races of Ksaren, having no natural psionic 
  talent like nearly all the other races. As most kobold settlements 
  reside in or around the Ophid Protectorate, where psionic 
  ability and prowess is the key to societal standing, many kobolds 
  instead shun psionics due to the prejudice they have received 
  from citizens of the Protectorate.
  Because of their smaller size and their history in the world, 
  kobolds are wary of outsiders, especially those that wield psionic 
  power. This has bred a close-knit nature to kobold families and 
  clans. Often, an entire kobold community can trace back some 
  sort of familial tie to each other if they go back a few generations, 
  although like most civilized societies, relationships between 
  close relatives is avoided.  It is not uncommon to find kobolds 
  referring to each other as cousin, despite convoluted blood 
  ties that might be back across a cousin who married a sibling 
  who had a child that married into another family.  
  As natural miners and excavators, kobolds are at home 
  underground and prefer to be underground rather than on 
  the surface. It is not uncommon for kobolds to suffer 
  from agoraphobia, especially those kobolds who have 
  never ventured outside of their community. These 
  unfortunate kobolds often seek tunnels deeper 
  and deeper underground. Those suffering 
  from severe agoraphobia might venture into 
  unknown subterranean regions and never 
  be heard from again, presumably from 
  dehydration or as a meal for one of the many 
  subterranean predators of Ksaren.
  koBoLd soCIety
  Found primarily in mining settlements, kobold society is 
  largely exclusive of other races. Having spent so long ostracized 
  from the society that birthed them, the diminutive race took 
  on an isolationist world view. Although that has changed since 
  the kobolds have shown the capacity to develop psionic power, 
  the reptilian race still harbors resentment at their abandonment. 
  Most view relationships with the Ophid Protectorate as a 
  necessary evil in order to facilitate trade and it is not uncommon 
  for older kobolds to urge their leaders to seek other trading 
  partners – the recently discovered Maquorans, the jettur of 
  Sommaren, or even the bug-like dromites who have recently 
  encroached upon the subterranean realm of the kobolds.
  Unlike the expansionistic nature of the Ophid Protectorate, 
  kobold society is content with growing as need dictates. As 
  mineral veins run out, as the population grows too large for a 
  particular area, or other such natural events occur, they will 
  expand into new areas, but otherwise, the kobolds tend to stay 
  to their small cities.  
  Exemplary craftsmen, kobolds are renowned in the 
  Protectorate for their quality stonework and metalworking.  
  Virtually all buildings within kobold communities are built of 
  stone and of exceptional quality. Kobolds delight in crafting 
  quality, aesthetically-pleasing structures, so it is not uncommon 
  for wealthy Protectorate citizens to seek to commission kobold 
  builders. The diminutive race recognizes the demand for their 
  services and charges a premium fee to build homes and other 
  structures outside of kobold settlements, which has helped many 
  among the kobolds to become relatively wealthy in recent years.  
  Not only are kobolds content with extracting minerals from 
  the bowels of the earth, they also take pride in fashioning that 
  metal into quality implements, decorations, and goods. Virtually 
  all metal items crafted by 
  kobolds are considered to be 
  of masterwork quality and, 
  unless a buyer has some- 
  how fostered a friendly 
  relationship 
  with 
  the 
  kobolds of a particular 
  city, they cost half-
  again their normal 
  market price.
  
  36
  kobolds of k sa r en
  Those rare kobolds who choose to embrace the societal nature 
  of the Ophid Protectorate and strive to develop psionic ability find 
  that they are treated as equals among the rest of the Protectorate, 
  discovering that even if their fellow kobolds might not agree with 
  their choice in life, they are not ostracized by everyone.  Small 
  psionic kobold communities have even begun to form in parts of 
  the Protectorate, although they are extremely rare and typically 
  no more than a dozen kobolds in any one area.
  koBoLds As ChArACters
  Unlike traditional kobolds, the kobolds of Ksaren are made of 
  stouter stuff, as they are descended from ophiduan stock,
  -2 STR, +2 DEX, +2 WIS: Kobolds are nimble and cunning, 
  although physically weaker due to their size.
  Small: Kobolds are Small and gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB 
  and CMD, and a +4 size bonus on Stealth checks.
  Reptilian Blood: Kobolds have the humanoid (reptilian) 
  subtype.
  Normal Speed: Kobolds have a base speed of 30 feet.
  Darkvision: Kobolds can see in the dark up to 60 feet.
  Armor: Kobolds have a +1 natural armor bonus.
  Crafty: Kobolds gain a +2 racial bonus on Craft 
  (stonemasonry) or Craft (metalworking) (player’s choice), 
  Perception, and Profession (miner) checks. Craft (stonemasonry) 
  or Craft (metalworking) (player’s choice) and Stealth are always 
  class skills for a kobold.
  Weakness: Light sensitivity.
  Non-Psionic Nature: While kobolds can take levels in psionic 
  classes, their nature makes them incapable of taking the Wild 
  Talent feat or any other feat that might grant them the psionic 
  subtype. Classes that grant the Wild Talent feat, such as the 
  soulknife, are exceptions to this rule. In addition, kobolds treat 
  their primary attribute modifier as if it was 2 points lower when 
  calculating any bonus power points and when determining the 
  highest level power they can manifest.
  Languages: Kobolds begin play speaking only Ophiduan. 
  Kobolds who have high Intelligence scores can choose any 
  of the following bonus languages: Common, Dromite, and 
  Undercommon.
  koBoLd FeAts
  The feats presented below may only be selected by members 
  of the kobold race.
  sUrFACe dWeLLer
  You have adapted to living above ground, rather than in the 
  subterranean realm of your kin.
  Prerequisite: Kobold
  Benefit: You no longer suffer from light sensitivity.
  Normal: Kobolds suffer from light sensitivity.
  tAIL AttACk
  You are able to make attacks with your tail.
  Prerequisite: Kobold
  Benefit: You gain a secondary natural attack with your tail 
  which deals 1d4 points of damage.
  tAIL trIp
  You have learned to use your tail to make trip attacks against 
  enemies.
  Prerequisite: Kobold
  Benefit: As a standard action, you can attempt to make a trip 
  attempt using your tail. When making a full attack, you can make 
  a trip attack with your tail as part of the full attack. You gain a +2 
  bonus on your CMB when making a trip attempt with your tail. 
  Trip attacks with your tail do not provoke attacks of opportunity.
  tALons
  Your natural claws are more pronounced than others of your kind.
  Prerequisite: Kobold
  Benefit: You gain two claw attacks as primary natural 
  weapons dealing 1d3 points of damage.
  koBoLd rACe trAIts
  Only kobolds may select one of these traits.
  Psionic Resistance: Your non-psionic nature grants you 
  resistance to psionic attacks.  You gain a +1 trait bonus on saving 
  throws against powers and psi-like abilities.
  Tunnel Scout: You have keen senses honed from years of 
  keeping watch for predators, cave-ins, and other subterranean 
  dangers.  You gain a +1 trait bonus to Reflex saves and a +1 trait 
  bonus to Perception rolls while underground.
  Character Age
  Your character’s age is determined by choice of race and class, 
  as detailed on Table 1-1: Random Starting Ages.
  As your character ages, her physical ability scores change, as 
  detailed in Table 1-2: Aging Effects.
  height and Weight
  You can either choose your character’s height and weight 
  from the ranges given in the racial description, or you can roll 
  randomly from Table 1-3: Random Height and Weight.
  
  37
  kobolds of k sa r en
  Race and Gender
  Base Height
  Height Modifier
  Base Weight 
  Weight Modifier
  Kobold Male
  3’10”
  2d4
  35 lbs.
  x1 lb.
  Kobold Female
  3’4”
  2d4
  40 lbs.
  x1 lb.
  table 1-3: rAndoM height and Weight
  Race
  Adulthood
  Barbarian, Rogue
  Sorcerer, Soulknife
  Wilder
  Bard, Fighter, 
  Paladin, Psychic 
  Warrior, Ranger 
  Cleric, Druid, 
  Monk, Psion,  
  Wizard
  Kobold
  15 years
  +1d4
  +1d6
  +2d6
  table 1-1: rAndoM stArtIng Age
  Race
  Middle Age1
  Old2
  Venerable3 
  Maximum Age
  Kobold
  35 years
  65 years
  90 years
  +2d20
  table 1-2: Aging effects
  1: At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2: At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3: At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  
  38
  protector ate duels
  duels in the  
  ophid protectorate
  By Jeremy Smith and Andreas Rönnqvist
  Perhaps the most critical aspect of life within the Ophid 
  Protectorate is that of the psionic duel to establish superiority. A 
  tradition dating back to the first Ophid city, Ophiduas, psionic 
  duels have become highly ritualized in order to determine 
  societal rank and chain of command. Whether determining the 
  leader of a guild, the captain of the city guard, or the overseer of 
  a city itself, all ranks within Protectorate society are determined 
  by a psionic duel.
  Presented below is a detailed study of psionic duels within the 
  Ophid Protectorate. From their origins and their evolution within 
  society over the centuries to the way they handle life within the 
  Protectorate today; all aspects of duels are covered.  In addition, 
  rules for having psionic duels within your games are given should 
  you be in a situation that requires participating in a duel.
  hIstory oF psIonIC dUeLs
  The ophiduan race has had a psionocratic nature for all of 
  the race’s known history, and as the dominant race within 
  the Ophid Protectorate, that nature has driven the society 
  and government of the nation in the same manner. Over a 
  thousand years ago, before the Protectorate was even a true 
  nation, raw psionic might and power were used as the only 
  guides to determine who would lead the ophiduan tribes.
  Although this sometimes led to a better candidate for a 
  position losing, the psionocratic nature of the ophiduan race 
  overruled any attempts to expand or alter the nature of psionic 
  duels. As increasing numbers of ophiduan tribes began to use 
  psionic duels, the activity became highly ritualized, with formal 
  declarations, preparation periods, and even techniques by which 
  others could witness the purely-mental psionic duel.
  By the time the ophiduans founded the city of Ophiduas, 
  which would later expand and form the Ophid Protectorate, 
  psionic duels had evolved into the linchpin holding the entire 
  society of the ophiduans together. Because the duels relied 
  solely upon psionic might, it occasionally happened where 
  a more skillful candidate might lose to someone stronger in 
  
  39
  protector ate duels
  psionic power. This sort of instance was typically handled 
  either by having those lesser than the leader working to 
  shore up the weak points, or, in rare cases, incompetent but 
  psionically-strong individuals were eliminated.
  In early psionic duels, the loser had no choice but to drop to 
  the lowest societal rank, but Overseer Theross, the overseer of the 
  city of Ophiduas, refused to bow to the challenger who defeated 
  him for the rank of overseer. As a result of his flagrant violation of 
  the law of the duels, Theross was exiled from Ophiduas. But with 
  his exile, hundreds of his supporters also left the city.  Theross 
  and his followers founded a new city and named it Theross after 
  the exiled overseer. This defiance started the new tradition of 
  allowing the loser of a duel to leave their loss behind and start 
  fresh, or to simply start climbing the ladder again.
  psIonIC dUeLs And  
  proteCtorAte soCIety
  Because psionic might makes right within the Ophid 
  Protectorate, it is not uncommon for psionically stronger 
  individuals to treat their inferiors as just that - inferior. The 
  laws of the Protectorate defer to the psionically stronger in 
  matters of dispute where evidence is not obvious or where 
  both sides of an argument have equal claim. This results in 
  psionically weaker individuals being respectful of and treading 
  lightly around the stronger, for fear of drawing their wrath and 
  not being believed should the authorities be summoned.
  The more enlightened of the Protectorate, however, seek 
  to improve the psionic prowess of others, seeing it as a way 
  to benefit the society as a whole. This view, however, is not 
  shared by many of the population, who still hold to the older 
  traditions and views.
  AUrAs
  Psionic duels are the single most important element of 
  Protectorate society, and as such, are not entered into lightly.  
  Typically, a creature will only challenge another to a psionic 
  duel if the opponent is of comparable psionic power, as psionic 
  strength is the biggest determining factor of a duel. Members 
  of the Ophid Protectorate society have therefore learned how 
  to gauge the strength of a creature in psionics, known as their 
  aura. By studying another’s aura, a psionic individual can 
  determine if they are stronger, weaker, or roughly comparable 
  in terms of psionic power, thereby giving them insight as to 
  how to behave.
  A psionic creature trained in Spellcraft can use the skill to 
  visualize the aura of another psionic creature and determine 
  its strength relative to its own. Using Spellcraft in this manner 
  is a full-round action that provokes attacks of opportunity 
  and requires a DC 15 Spellcraft check. If successful, the user 
  determines whether one creature within line of sight has a 
  psionic aura stronger than, weaker than, or roughly equal to 
  its own. An aura is determined by psionic class levels, although 
  creatures of psionic races have a default psionic class level of 1 
  when determining their aura. Two creatures are considered to 
  be roughly equal if they are within two psionic class levels of 
  each other.
  rULes oF the dUeL
  As psionic duels have become more and more specific and 
  unique, so too have the rules of psionic duels become stricter. 
  Killing anyone engaged in a duel is strictly forbidden. A duel 
  may be initiated by a subordinate in order to take the position 
  of their superior, but a superior may not be challenged for the 
  week after he has assumed his position. This rule was made to 
  give duelists time to recoup from previous duels without fear 
  of a quick fall from power. An individual may only make one 
  challenge per month, as duels can have major consequences and 
  normal daily life must continue.  This is also done to avoid rapid 
  fluctuation in command structure, as it can cause logistical 
  problems within the Protectorate. 
  Once a challenge has been made, it cannot be denied, but 
  either challenger or superior may request up to two days to 
  prepare for the duel.  Once a date has been decided, a mutually 
  agreed upon time is then selected for the duel. Should either 
  participant of the duel fail to appear at the scheduled time of 
  the duel or not participate in the duel, they forfeit and lose the 
  duel. If it can be proven that a participant of the duel failed 
  to show due to reasons outside of their control, the duel is 
  rescheduled to a mutually approved time. Such situations are 
  rare, as the overwhelming majority of duels are accepted and 
  completed within one day.  As an integral part of life, citizens 
  of the Protectorate view a duel as a civic duty, and while not all 
  may revel in duels, most citizens of the Protectorate desire to 
  improve or maintain their standing.
  Any number of people can join a psionic duel as a witness only.  
  resULts oF dUeLs
  The outcome of a duel is permanent and binding - until 
  another duel, of course. The winner of a duel immediately 
  assumes the position being dueled over, while the loser must 
  choose either to drop to the lowest rank within their field or 
  to relocate to another city within the Protectorate. Should 
  they choose to relocate, their families and any retinues they 
  might have may also leave with them, and all leaving cannot be 
  punished by the citizens of the Protectorate. It is not uncommon 
  for the loser in a duel to be overseer to choose to leave the city, 
  although such duels are rare and most overseers seek to relocate 
  likely opponents to avoid massive population relocation which 
  could disrupt the stability of their rule.
  LAndsCApe oF the dUeL
  Because psionic duels are performed exclusively using 
  mental actions, the participants enter a psionic landscape, 
  sometimes called a mindscape, to engage in the duel. These 
  mindscapes are created jointly by the participants. Although 
  
  40
  protector ate duels
  the actual environment of the mindscape itself does not affect 
  the duel, as a landscape created purely out of thought, it can 
  be any sort of fantastic setting. Indeed, the duels most talked 
  about are those where the mindscape is a setting never seen 
  before, where the environment is a true testament to the power 
  of the mind and imagination.  
  Combatants might appear as terrifying creatures, or idealized 
  versions of themselves, covered in fantastical armor, or wielding 
  legendary weapons. 
  psIonIC dUeLs  
  In yoUr gAMe
  Entering into a psionic duel requires a creature maintain psionic 
  focus and is a special use of the Spellcraft skill requiring a DC 15 
  Spellcraft check and which takes a full-round action that provokes 
  attacks of opportunity. The two participants of the duel must 
  be aware of their opponent and willing to participate. Once in a 
  psionic duel, a creature is considered to be stunned for all activities 
  outside of the duel. Other psionic creatures may join in a duel as 
  a witness. To be a witness to a psionic duel, a creature must have 
  psionic focus and be aware of the duel taking place (typically via 
  mundane means such as an announcement), and make the same 
  Spellcraft check as the combatants of the duel, although witnesses 
  cannot influence the results of the duel – either intentionally  
  or unintentionally.
  Unlike standard combat, there is no order of action in a 
  psionic duel; each participant decides what to do at the same 
  time and rolls accordingly.  The only options a combatant can 
  take are to make a duel check or manifest a power.  Choosing to 
  manifest a power automatically forfeits the duel check, but only 
  if the opponent chose to make a duel check.  Therefore, if both 
  combatants choose to manifest a power in the same round, no 
  duel check is made.  
  duel Checks
  The victor of a psionic duel is typically determined by opposed 
  duel checks, with both duelists rolling a d20 and adding their 
  total psionic class levels to their roll. In the case of equal rolls, the 
  creature with the highest psionic class level wins that check. Keep 
  track of each participant’s successful roll to determine the score of 
  the duel. A victor is declared when at least three opposed checks 
  have been made and one duelist has at least two more successful 
  rolls than the opponent.
  For example, Ardos and Sedrin are dueling to see who is to be 
  the new lead herbalist.  Ardos wins the first two opposed checks. 
  If Ardos wins the third, he is declared the victor. Sedrin wins the 
  next two rolls in a row, tying Ardos 2-2. Ardos then wins the next 
  two successive rolls and is declared the winner with a score of 4-2. 
  Augmented Checks: Participants can attempt to win an 
  opposed duel check by spending power points on that duel 
  check. For every two power points spent, the participant adds 1 
  to their roll.  A participant may not spend more power points on 
  a single roll than their manifester level.
  Manifesting Powers: Alternatively, a duel participant may 
  forfeit a single roll and instead manifest any one power they 
  know with a manifesting time of one standard action or less. 
  The power being manifested must target only himself or the 
  opponent, must be a mind-affecting effect, and cannot allow an 
  attack roll. The opponent is affected by the power as normal, and 
  is allowed any appropriate power resistance or saving throws.  
  While most duels finish in less than a minute, there are stories 
  told within Protectorate society of duels that have lasted hours until 
  a victor was declared, for the combatants were so evenly matched.
  After the duel, both combatants are aware of the victor, as 
  are any who may have been witnesses to the duel. Any power 
  points spent in the duel are deducted from the participant’s power 
  point pool as normal. Effects from mind-affecting powers persist 
  outside the duel as normal.
  storyteLLIng the dUeL
  Players and GMs who use psionic duels should take great 
  pains to describe the build up to the duel, the environment of 
  the mindscape, the events of the duel, and the final winner. 
  Since a mindscape is a purely mental creation, there are no 
  limits as to how the duel might appear. Duels can be set up atop 
  volcanoes, on ships in the middle of a vortex or on top of giant 
  walking statues in a courtyard of flesh-eating flowers. There are 
  truly no limits to the story of a duel aside from the names of the 
  participants and the outcome. 
  Describe how each participant takes to the challenge. Does one 
  transform into a strange beast, lift up entire castles with the power 
  of their mind, or duplicate into an army that throws itself at the 
  enemy with abnormal speed? The limits are only within your own 
  imagination. Use it to describe an epic and over-the-top combat 
  scene and then determine exactly how the winner does win, with 
  both players and GMs participating. Does the transformed monster 
  crush and trample the army of warriors, or do the warriors swarm 
  and slay the gargantuan beast through a thousand cuts?
  Psionic duels give you complete creative control. Use it to 
  make the event exciting and memorable.
  Because each combatant makes the decision of 
  what to do in each round of a duel at the same 
  time, it is recommended that each combatant write 
  down their choice secretly, to avoid the opponent 
  changing their action based upon their opponent’s 
  choice for the round.
  decisions
  
  41
  Besti a ry
  Bestiary
  The Ophid Protectorate is no stranger to deadly creatures 
  or groups with dark intentions. While the cities themselves are 
  typically clear of dangerous creatures, the lands just a few miles 
  outside the protection of the guards are another matter.  Psionic 
  creatures of a vast array make their homes in the wilderness of 
  Tion: from the thought eater, to the vicious dire deep hound, 
  the untamed lands of the Protectorate house creatures that 
  could cause injury or death to the unwary.  
  Monsters oF thIrd dAWn
  The From the Deep Adventure Path makes heavy use of the 
  psionic monsters presented in Psionics Unleashed: Core Psionics 
  System. To minimize the need to cross-reference, those psionic 
  monsters from Psionics Unleashed used in this installment of From 
  the Deep are presented in full below. Because Ksaren, the world 
  of the Third Dawn Campaign Setting, is all-psionic, many of the 
  creatures found in the Pathfinder RPG Bestiary are not found in 
  Ksaren. Generally speaking, any creature which has spellcasting 
  or spell-like abilities are not found in Ksaren. This includes non-
  psionic dragons, most undead, and many outsiders.  
  Because of the unique nature of the Third Dawn Campaign 
  Setting, new monsters will be introduced as part of the From 
  the Deep Adventure Path. New monsters presented in this 
  installment are the deep hound, the dire deep hound, and the 
  hive brain of the puppeteers.
  WAnderIng Monsters
  The area around Arbil and within the tunnels around Vensnak 
  are not always the safest of environments.  Although the patrols 
  of the Protectorate keep the roads and the area immediately 
  surrounding the cities safe, they can’t keep the entire countryside 
  cleared, especially as the Protectorate expands and adds new 
  territories. Because Arbil is a newer city, the countryside around 
  it is particularly dangerous, with only the area within a half day’s 
  ride from the city itself pacified.  With the mines and tunnels 
  near Arbil, it is not uncommon for curious, hungry, or malicious 
  subterranean creatures to venture out into the countryside. Because 
  Arbil is on the ocean, the area around the city is a mix of jungle, 
  marsh, and grassland, giving a wide assortment of creatures that 
  might be encountered when adventuring in the countryside.
  Bandits
  Characters might encounter a wide variety of scavengers, 
  criminals, miscreants, and other unsavory types in their explora-
  tion of the outer regions surrounding Arbil. These might be 
  disorganized brigands, thugs, con men, or thieves. Such enemies 
  might use the statistics for maenad rogues, presented below. An 
  encounter with 1d6 CR 1/2 bandits is a CR 2 encounter, while an 
  encounter with 1d10 CR 1/2 bandits is a CR 3 encounter.
  * New creature detailed below.
  FtD:UF: From the Deep: Uncertain Futures; presented below
  PU: Psionics Unleashed, presented below
  PFB: Pathfinder RPG Bestiary
  rAndoM Wandering Monsters
  d%
  Monster
  CR
  Source
  1-7
  Brain Mole
  1⁄2
  PU
  8-12
  Vegepygmy
  1⁄2
  PFB
  13-16
  Giant Centipede
  1⁄2
  PFB
  17-19
  Giant Spider
  1
  PFB
  20-23
  Spider Swarm
  1
  PFB
  24-26
  1d6 Fire Beetles
  1
  PFB
  27-31
  1d6 Orcs
  1
  PFB
  32-34
  Rat Swarm
  2
  PFB
  35-36
  Constrictor Snake
  2
  PFB
  37-38
  Shocker Lizard
  2
  PFB
  39-41
  Thought Eater
  2
  PU
  42-43
  Crocodile
  2
  PFB
  44-45
  Jaguar
  2
  PFB 
  (as Leopard)
  46-50
  1d6 Bandits
  2
  FtD:UF
  51
  Cave Fisher
  2
  PFB
  52
  Gorilla
  2
  PFB
  53-55
  Deep Hound*
  2
  FtD:UF
  56-59
  Folugub
  2
  PU
  60-64
  Flesh Harrower
  2
  PU
  65-69
  Puppeteer and Slave
  3
  PU
  70-72
  Temporal Filcher
  3
  PU
  73-75
  Assassin Vine
  3
  PFB
  76-80
  1d4 Venomous Snakes
  3
  PFB
  81-84
  Violet Fungus
  3
  PFB
  85-89
  Crysmal
  3
  PU
  90-92
  1d10 Bandits
  3
  FtD:UF
  93-95
  Giant Mantis
  3
  PFB
  96-97
  Centipede Swarm
  4
  PFB
  98-99
  Gray Ooze
  4
  PFB
  100
  Dire Deep Hound*
   5
  FtD:UF
  
  42
  Besti a ry
  Br AIn MoLe
  A small, furry creature lies partially covered in the earth before you.
  BRAIN MOLE 
  CR 1/2
  N Tiny Magical Beast (psionic) 
  XP 200
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
  HP 3 (1d10-2)
  Fort +0, Ref +4, Will +2
  Defensive Abilities hide mind
  OFFENSE
  Speed 15 ft., burrow 15 ft.
  Melee bite +5 melee (1d3-4 plus cascade flu)
  Space 2 1⁄2 ft.; Reach 0 ft.
  Special Attacks power conversion
  Psi-like Abilities (ML 1st)
  At will—detect psionics, power leech (ML 5th, DC 14)
  3/day—aversion (DC 12), mind thrust (DC 11)
  Save DCs are Charisma-based.
  STATISTICS
  Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11
  BAB +1; CMB -5; CMD 7 (11 vs trip)
  Feats Alertness; Weapon FinesseB
  Skills Perception + 2, Stealth +15; Racial Modifiers 
  +4 Stealth, -2 visual Perception
  ECOLOGY
  Environment temperate forest
  Organization nest (3-5)
  Treasure none
  SPECIAL ABILITIES
  Cascade Flu (Ex) Disease—bite; Fortitude DC 9, onset 
  one day, damage psionic cascade (every time an 
  afflicted character manifests a power, she must make a 
  DC 16 concentration check; on a failed check, a 
  psionic cascade is triggered [see Psionic Maladies]). 
  The save DC is Constitution-based. 
  Hide Mind (Su) A brain mole cannot be identified as 
  psionic by divination spells or clairsentience powers. 
  Power Conversion (Su) When a brain mole drains  
  a power point by means of its power leech power, it 
  immediately heals 1 hit point. If it is already at full normal 
  hit points, it instead gains psionic sustenance sufficient  
  to supply its need for nourishment for 24 hours.
  Poison (Ex) Proboscis—injury; save Fort DC 13; frequency 
  1/round for 6 rounds; effect 1d3 Dex damage; cure 1 
  save. The save DC is Constitution-based.
  Burrowing animals that feed off psionic energy, brain moles are 
  not easily distinguished from normal moles.  If a brain mole cannot 
  find psionic energy, they typically survive by eating insects.
  Brain moles prefer psionic energy, and will use their detect 
  psionics ability to seek out prey.  Once the target is within reach, 
  they will use their power leech ability, staying hidden as long as 
  possible. When threatened, a brain mole will use aversion to try 
  to keep opponents from attacking, and resort to mind thrust if 
  forced into combat. Their bite ability is only used as a last resort.
  CrysMAL
  The small scorpion-like creature appears to be made of crystal, looking 
  more like someone’s pet construct than anything else – until it attacks.
  CRYSMAL 
  CR 3
  LN Small outsider  
  XP 800 
  (earth, elemental, psionic)
  Init +2; Senses darkvision 60 ft., Perception +19
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+1 size, +2 Dex, +8 natural)
  HP 39 (6d10+6)
  Fort +8, Ref +6, Will +2
  DR 5/bludgeoning; Immune elemental traits, fire, cold; 
  Resist electricity 15
  
  43
  Besti a ry
  OFFENSE
  Speed 30 ft.; burrow 20 ft.
  Melee sting +8 melee (1d3+3)
  Psi-Like Abilities (ML 2nd)
  At will—control object, control sound, detect psionics, 
  empty mind, mind thrust (2d10, DC 13*)
  3/day—fold space
  STATISTICS
  Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14
  Feats Alertness, Great Fortitude, Lightning Reflexes
  Skills Acrobatics +11, Appraise +15, Climb +11, Perception 
  +19; Racial Modifiers +8 Appraise, +8 Perception
  ECOLOGY
  Environment undergound
  Organization solitary or facet (2-5)
  Treasure double goods (gems only)
  A crysmal exists for one thing – to reproduce. 
  Single-minded in the extreme, they spend the vast 
  majority of their time searching out gems, which 
  they have learned bipedal creatures often carry.
  Not outright evil, handing a crysmal the gems it 
  is looking for will leave you unharmed. A crysmal 
  requires 8 to 10 gemstones worth 25 gp or more to 
  create a juvenile crysmal.
  deep hound
  This hairless, violet quadruped seems to be purely teeth and 
  muscle, stalking silently through the lightless tunnels.
  DEEP HOUND 
  CR 2
  N Medium animal (psionic) 
  XP 600
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +5, Will +4
  OFFENSE
  Speed 60 ft.
  Melee bite +3 (1d6+1 plus trip)
  Special Attacks Predator’s strike
  Psi-Like Abilities (ML 2nd)
  At will—metaphysical claw (+1)
  1/day—chameleon (+10), distract (DC 9)
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
  Feats Iron Will, Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +2 (+6 scent 
  tracking); Racial Modifiers +4 Survival when 
  tracking by scent.
  ECOLOGY
  Environment underground
  Organization solitary, pair, or pack (7-12 plus 50% young)
  Treasure none
  SPECIAL ABILITIES
  Predator’s Strike (Ex) A deep hound that catches its 
  prey flat-footed deals an additional 1d6 points of 
  damage on a successful bite attack.
  
  44
  Besti a ry
  Deep Hounds are psionic cousins to wolves, and though almost 
  the same in both size and hunting style, living underground 
  and developing psionic powers have led to a radically different 
  appearance – they are hairless, with skin ranging from a pale 
  blue to a deep purple and have yellow and green-flecked eyes.
  Their psionic powers also lead to a slightly different hunting 
  style. Deep hounds stalk along the underground tunnels, and when 
  they spot prey they manifest chameleon and distract to sneak up on 
  their prey, and then manifest metaphysical claw immediately before 
  combat to get the most out of their surprise attack.
  deep hound, dire
  Massive and sleek, this hound is larger than a man, and glides 
  soundlessly along the floor with catlike grace.
  DEEP HOUND, DIRE 
  CR 5
  N Large animal (psionic) 
  XP 1,600
  Init +1; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
  hp 45 (7d8+14)
  Fort +7, Ref +6, Will +3
  OFFENSE
  Speed 80 ft.
  Melee bite +10 (1d6+7 plus trip) 
  Special Attacks predator’s strike
  Psi-Like Abilities (ML 5th)
  At will—metaphysical claw (+2)
  3/day—chameleon (+12), distract (DC 9)
  1/day—painful strike
  STATISTICS
  Str 21, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
  Feats Iron Will, Skill Focus (Perception), Skill Focus 
  (Stealth), Stealthy
  Skills Escape Artist +3, Perception +10, Stealth +9, 
  Survival +2 (+6 scent tracking); Racial Modifiers 
  +4 Survival when tracking by scent.
  ECOLOGY
  Environment underground
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Predator’s Strike (Ex) A dire deep hound that 
  catches its prey flat-footed deals an additional 3d6 
  points of damage on a successful bite attack.
  Though dire deep hounds are not the most dangerous beast to 
  be found beneath the ground, they are one of the most vicious. 
  They are just intelligent enough to understand the pain their 
  claws inflict, and relish in the agony it causes their prey.
  With their psionic powers, these sleek purple beasts most 
  often appear nearly transparent, even as they leap silently from 
  the shadows.
  FoLUgUB
  An enormous beetle walks toward you. Its carapace glitters as 
  though it were crystalline in nature, and what appears to be a large 
  tongue flickers out between its mandibles periodically, as though 
  tasting the air around it.
  FOLUGUB 
  CR 2
  N Medium Aberration 
  XP 600
  Init +3; Senses darkvision 60 ft., scent crystal 90 ft.; 
  Perception +11
  DEFENSE
  AC 18, 13 touch, 15 flat-footed (+3 Dex, +5 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +4, Will +5
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (2d4), tongue +3 touch (liquefy crystal)
  STATISTICS
  Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 11
  Base Atk +3; CMB +3; CMD 16 (20 vs trip)
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Perception +11
  
  45
  Besti a ry
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or nest (3-10)
  Treasure incidental (no crystalline treasure)
  SPECIAL ABILITIES
  Liquefy Crystal (Su): A folugub’s tongue is a primary 
  touch attack that causes any crystalline item it touches to 
  begin to liquefy.  The item takes half its maximum HP in 
  damage and gains the broken condition – a second hit 
  destroys the item. A folugub never provokes an attack of 
  opportunity by attempting to strike a weapon with its 
  tongue. Against creatures made of crystal, the folugub 
  deals 3d6+4 points of damage. An attended object, any 
  psionic object, or a crystalline creature can attempt a DC 
  15 Reflex save to negate this effect. The DC is 
  Constitution-based.
  Scent Crystal (Ex): This ability functions much like the 
  scent ability, except that the range is 90 ft. and the 
  folugub can only use it to sense crystal objects (including 
  creatures wearing or carrying crystal objects).
  Six feet long and nearing 300 pounds, they have absolutely 
  no fear of humanoids, though they do not bother to attack 
  anything that is not bearing crystals of some sort. 
  Folugubs are to crystal what rust monsters are to metal. 
  Nearly always hungry, the folugub will stop at nothing to make 
  a dinner of the largest crystal it can find.  
  Folugubs can detect a crystal object by smell from up to 
  90 feet. Once a folugub has detected a crystal, it has almost a 
  single-minded determination to find and devour the object. If a 
  folugub acquires a crystal object, it will typically stop any attack 
  to devour the crystal, unless it is attacked or threatened.
  Maenad
  This tall man lets loose a tremendous shot as he draws his sword. 
  Tiny flecks of crystal glinting in his skin reveal that he is something 
  more than human.
  MAENAD 
  CR 1/2
  Maenad rogue 1 
  XP 200
  NE Medium humanoid (psionic)
  Init +3; Perception +5
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2) 
  Fort +2, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged light crossbow +3 (1d8/19–20) 
  Special Attacks sneak attack +1d6
  Psi-Like Abilities (ML 1st)
  1/day—energy ray (sonic)
  STATISTICS
  Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +0; CMB +1; CMD 14
  Feats Wild TalentB, Weapon Finesse
  Skills Acrobatics +7, Bluff +3, Escape Artist +7, 
  Intimidate +3, Perception +5, Sense Motive +5,  
  Stealth +7, Swim +7; Racial Modifiers  
  +2 Profession (sailor), +2 Swim
  Languages Alyrian, Ophiduan
  SQ outburst, sonic affinity, trapfinding
  
  46
  Besti a ry
  ECOLOGY
  Environment any coastal
  Organization solitary, pair, or gang (3–5)
  Treasure NPC gear (studded leather armor, short 
  sword, light crossbow with 20 bolts)
  SPECIAL ABILITIES
  Outburst (Ex) Maenads can dampen their mental 
  processes for an increase in raw power called an 
  outburst. As a result, they take a -2 penalty to 
  Intelligence and Wisdom but gain a +2 bonus to 
  Strength. The maenad must spend one power point at 
  the beginning of each round during an outburst and 
  may stop an outburst at any time.
  Sonic Affinity Maenads add a +1 to the DC of any 
  power with the sonic descriptor. 
  Maenads are a race of sea-faring humanoids who typically 
  make their homes on coastal regions or island chains. They are 
  prone to violent outbursts, as their psyche is a roiling cauldron 
  of extreme emotions. Maenads look mostly human except for 
  the their skin, which is covered in flecks of sparkling crystals, 
  giving them a peculiar sparkle.
  pUppeteer
  You notice a small, purplish slug at the base of the neck of the 
  person in front of you. Only the slight pulse of the slug gives evidence 
  that it is alive.
  PUPPETEER 
  CR 1
  LE Fine Magical Beast (psionic) 
  XP 400 
  Init +2; Senses blindsight 60 ft., Perception +7
  DEFENSE
  AC 20, touch 20, flat-footed 18  (+8 size, +2 Dex)
  hp 5 (1d10)
  Fort +2, Ref +4, Will +5
  Defensive Abilities hide mind, host protection
  OFFENSE
  Speed 5 ft.
  Melee bite +4 (1d2-5)
  Space 1⁄2 ft.; Reach 0 ft.
  Special Attacks enthrall
  Psi-like Abilities (ML 1st) 
  3/day—detect psionics, mental barrier, empathic 
  connection (DC 13). 
  Save DCs are Charisma-based.
  STATISTICS
  Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14
  Base Atk +1; CMB -12; CMD -1
  Feats Iron Will
  Skills Bluff +3, Perception +7, Sense Motive +7,  
  Stealth +22
  Languages telepathy 20 ft.
  ECOLOGY
  Environment underground
  Organization solitary or pack (2-8)
  Treasure none
  SPECIAL ABILITIES
  Enthrall (Ex) If a puppeteer is in physical contact with a 
  person it has charmed (the puppeteer establishes a 
  physical hold by means of slender infiltrating tendrils), 
  the subject acts as if dominated. (Puppeteers often seek 
  to charm victims first and then “ask” to be picked up.) 
  
  47
  Besti a ry
  So long as the puppeteer remains in contact with the 
  victim, the domination remains in effect, even if a check 
  would normally indicate that the effect is broken. 
  Hide Mind (Su) A puppeteer cannot be identified as 
  psionic by divination spells or clairsentience powers. 
  Host Protection (Ex) A puppeteer in control of a host 
  is treated as an attended magic item for the purpose 
  of making saving throws, even if the puppeteer is 
  specifically targeted. A puppeteer that is attached to 
  its host is treated as a creature in a grapple for the 
  purpose of striking at the puppeteer instead of the host 
  (but the host is not considered grappled in turn). 
  With large, fleshy bodies, puppeteers resemble large, slightly 
  purple slugs.
  Created by the phrenic scourges, puppeteers seek out suitable 
  slaves and breeding grounds for their phrenic scourge masters 
  and then bring these hosts back to their nest. Most puppeteers 
  will drop down onto a passerby from a tree or precipe, or use 
  their psionic powers to coerce a target, mentally asking them to 
  come pick up the seemingly harmless slug. Once they establish 
  physical contact, the puppeteer takes over its host by inserting 
  very thin infiltrating tendrils into the flesh of the target.
  A puppeteer rarely fights; if attacked, it will try to charm 
  an attacker and ask to be protected, hoping to find a guardian 
  amongst its assailants. Otherwise, it will try to flee, but in direct 
  combat a puppeteer is rarely dangerous. If it can, it will manifest 
  mental barrier as a last ditch effort to save itself.
  pUppeteer,  
  FLesh hArroWer
  This dark brown, 4-foot long creature has a tail that ends in 
  two protruding, chitinous blades.  Its mouth doesn’t open so much 
  as it seems to unfold, revealing a cavernous maw filled with rows 
  of sharp teeth.
  PUPPETEER, FLESH HARROWER 
  CR 2
  N Small Magical Beast (psionic) 
  XP 600
  Init +3 Senses blindsight 60 ft.; Perception +9
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  HP 31 (3d10+15)
  Fort +8, Ref +6, Will +4
  OFFENSE
  Speed 20 ft.
  Melee bite +6 (1d6+2) and 2 tail blades +1 (1d4+1)
  Psi-Like Abilities (ML 3rd)
  3/day—concealing amorpha, hustle, mental barrier
  1/day—vigor (+15 hp*).
  *Includes augmentation for the flesh harrower’s 
  manifester level.
  STATISTICS
  Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12
  Base Atk +1; CMB +2; CMD 15
  Feats Alertness, Iron Will
  Skills Perception +9, Stealth +13
  Languages telepathy 20 ft.
  ECOLOGY
  Environment underground
  Organization solitary or cluster (2-5)
  Treasure none
  When separated from a nest of scourges for a long time, a 
  puppeteer can form a colony to protect itself, awaiting the 
  arrival of its psionic masters. When it establishes a colony, it uses 
  a host as a breeding ground, not unlike the way the scourges 
  reproduce, but half of the numerous offspring bursting from 
  the poor host, will be flesh harrowers. In a colony, the flesh 
  harrower is the soldier and worker, protecting the brood mother 
  puppeteer and its siblings. When fully grown, the flesh harrower 
  looks like a gigantic slug where one side ends in a terrible slit 
  filled with sharp teeth and the other in two bony, but wickedly 
  sharp, blades. A flesh harrower also looks somewhat like a single 
  scourge and the resemblance is striking for anyone who have 
  seen both.
  A flesh harrower will generally retreat until it has more soldiers 
  which can help it, or if cornered or protecting a puppeteer, will 
  target the weakest looking enemy. Flesh harrowers are quite 
  intelligent, just like normal puppeteers and will therefore start 
  battle by manifesting vigor, using hustle to stay away from 
  immediate danger. Usually, that is followed by concealing 
  amorpha before the flesh harrower enters combat in truth, saving 
  one manifestation for mental barrier against enemy attacks after 
  it has been reduced to 1⁄2 its hit points.
  
  48
  Besti a ry
  puppeteer,  
  hive Br ain
  This writhing mass of purple flesh is made of dozens of smaller 
  puppeteer bodies, and a single sinuous tentacle waves through the 
  air as if seeking something invisible.
  PUPPETEER, HIVE BRAIN 
  CR 4
  LE Medium aberration (psionic) 
  XP 1,200 
  Init -4; Senses blindsight 30 ft.; Perception +11
  DEFENSE
  AC 16, touch 7, flat-footed 16 (-3 Dex, +9 natural)
  hp 46 (5d8+24)
  Fort +5, Ref -3, Will +7
  OFFENSE
  Speed 10 ft.
  Melee tentacle +0 (1d4-3)
  Special Attacks sustain connection
  Psi-Like Abilities (ML 5th)
  At will—detect psionics, empathy, mind thrust (5d10, DC 
  16), mass missive (DC 16), sense link, telempathic 
  projection (DC 16)
  3/day—ego whip (DC 15), telepathic lash (DC 16)
  1/day – cloud mind (DC 16), dispel psionics, mental 
  disruption (DC 16), thought shield
  STATISTICS
  Str 5, Dex 3, Con 18, Int 14, Wis 16, Cha 16
  Base Atk +3; CMB +0; CMD 6
  Feats Autonomous, Combat Manifestation, Psionic Body
  Skills Autohypnosis +10, Bluff +8, Heal +8, 
  Knowledge (psionics) +12, Perception +11, 
  Spellcraft +10 
  Languages telepathy 500 ft.
  ECOLOGY
  Environment underground
  Organization solitary, or with 2d6  
  puppeteers and 1d6 flesh harrowers
  Treasure standard
  SPECIAL ABILITIES
  Sustain Connection (Ps) A Puppeteer hive brain  
  is able to maintain the domination over creatures 
  previously dominated by a puppeteer. Whenever a 
  puppeteer detaches from a host within the range of a 
  hive brain’s telepathy, that creature is not freed. Instead, 
  they get a new Will save each day (DC 15) to break free 
  of the compulsion. Killing the hive brain or leaving the 
  range of the telepathy immediately ends the domination.
  Puppeteer hive brains come into being when a puppeteer hive 
  mother expands beyond a single nest. They serve as relay of the 
  hive’s information to the other nearby puppeteers, while also 
  serving as a central location for the puppeteers to gather.
  Their soft purple bodies are a single lump of flesh nearly the 
  size of a man, and are always covered with dozens or hundreds 
  of writing puppeteer larva, nurturing them with its own body 
  and bonding them telepathically to the hive. 
  Any puppeteer larva that is separated from a 
  hive brain before fully developing will wither and 
  die over a matter of hours.
  
  49
  Besti a ry
  teMpor AL FILCher
  The single-horned creature before you stands 8 feet tall and is 
  balanced on a single leg, a leg which appears to end in a prehensile 
  foot. Four elongated, multijointed arms extend outward from its 
  body, its clawed hands reaching toward you.
  TEMPORAL FILCHER 
  CR 3
  NE Large aberration (psionic) 
  XP 800
  Init +7; Senses darkvision 60 ft., Perception +12
  DEFENSE
  AC 16, touch 13, flat-footed 12   
  (–1 size, +3 Dex, +1 dodge, +3 natural)
  hp  52 (8d8+16)
  Fort +4, Ref +5, Will +7
  OFFENSE
  Speed 40 ft.
  Melee 4 claws +6 (1d6+1 plus grab) and bite +6 
  (1d8+1) and horn +1 (1d4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks time filch
  Psi-like Abilities (ML 8th)
  At will—chameleon, distract (DC 13), fold space, defy 
  gravity, wall walker
  3/day—mental barrier 
  Save DC is Charisma-based.
  STATISTICS
  Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14
  Base Atk +6; CMB +8 (+12 to grapple); CMD 22
  Feats Alertness, Dodge, Improved Initiative, Mobility
  Skills Acrobatics +14, Perception +12
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Time Filch (Su) If a temporal filcher successfully grapples a 
  Large or smaller creature, it latches onto the opponent’s 
  body and shifts 7 minutes forward in time as a free action. 
  Observers (if any) see the temporal filcher and its prey 
  disappear in a shimmer, then reappear 7 minutes later in 
  exactly the orientation and condition they left. For the 
  filcher and its prey, no time passes at all. The victim must 
  succeed on a Will save (DC 16) or be dazed for 1 round 
  from temporal disorientation. The ability is otherwise 
  identical to time hop manifested by an 8th-level manifester. 
  Grab (Ex) To use this ability, a temporal filcher must hit 
  a creature of Large size or smaller with two claw 
  attacks. It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and uses 
  its time filch ability.
  Yellowish in appearance, with gray and blue markings, 
  temporal filchers use their psionic abilities to hop their prey 
  forward in time, preventing the prey’s allies, should there be 
  any, from offering aid.
  Large, aggressive, and dangerous, temporal filchers are 
  predators that hunt by using its chameleon power, waiting for 
  prey. Prefering to ambush the rear of a group, the temporal 
  filcher uses surprise as part of its strategy, then hopping forward 
  in time to confuse any other possible opponents.
  If wounded, a temporal filcher will use its time filch ability on 
  itself in an attempt to confuse its opponents and then retreat to 
  safety once its enemies have departed.
  
  50
  Besti a ry
  thoUght eAter
  This small creature appears to be roughly three feet in length, and 
  its skeleton is visible through the wispy, ethereal flesh that covers 
  its form. Its body resembles a feline, while its head has a decidedly 
  avian cast.
  THOUGHT EATER 
  CR 2
  N Small aberration (psionic) 
  XP 600
  Init +8; Senses darkvision 60 ft., Perception +7
  DEFENSE
  AC 17, touch 15, flatfooted 13  
  (+1 size, +4 Dex, +2 natural)
  hp 13 (3d8)
  Fort +1, Ref +5, Will +4
  Defensive Abilities ethereal jaunt
  OFFENSE
  Speed 40 ft.
  Melee touch +4 (eat thoughts)
  Psi-like Abilities (ML 3rd)
  At will—detect psionics, distract (DC 13), precognition, 
  telepathic lash (DC 13*)
  3/day—thought shield
  Save DCs are Charisma-based.
  *Includes augmentation for the thought eater’s manifester 
  level.
  STATISTICS
  Str 12, Dex 18, Con 11,  
  Int 7, Wis 12, Cha 14
  Base Atk +2; CMB +2; CMD 14
  Feats Alertness, Improved Initiative
  Skills Perception +7, Stealth +14
  ECOLOGY
  Environment Ethereal Plane
  Organization solitary or group (1-3)
  Treasure none
  SPECIAL ABILITIES
  Eat Thoughts (Su) A thought 
  eater can drain psionic power 
  points with a successful melee 
  touch attack. Each touch drains  
  6 power points from the opponent 
  (or fewer, if the opponent has  
  fewer than 6 points remaining). 
  Against a nonpsionic creature 
  or a psionic creature that 
  currently has no power points, this touch attack instead 
  deals 1 point of Intelligence damage, which provides 
  nourishment equivalent to 6 power points.  
  A thought eater requires 12 power points per day  
  to survive but will gorge itself on weak prey. 
  Ethereal Jaunt (Su) A thought eater can shift from  
  the Ethereal Plane to the Material Plane as part of  
  any move action, and then shift back again as a free 
  action. The ability is otherwise identical to the psionic 
  ethereal jaunt power.
  Bizarre in appearance, thought eaters feed on the mental energy 
  of creatures. They are capable of transporting rapidly between the 
  Material Plane and the Ethereal Plane and use this to deadly effect.
  Although they possess intelligence, thought eaters do not speak.
  Thought eater tactics revolve around waiting in the Ethereal Plane 
  for intelligent, or preferrably psionic, creatures to come near. It will 
  then shift to the Material Plane in an attempt to ambush its intended 
  victim. If this ambush proves successful, the thought eater returns 
  back to the Ethereal Plane to digest its newly acquired meal.
  A thought eater can only stay in the Material Plane continuously 
  for one minute before it dies due to its flesh dissipating. A thought 
  eater prefers to retreat back to the Ethereal Plane rather than 
  continuing to fight if it is badly injured.
  
  51
  Besti a ry
  Wolverine  
  (Advanced)
  This stocky, muscular mammal is the size of a badger, its snarling 
  lips revealing a mouth full of yellow teeth.
  WOLVERINE 
  CR 3
  N Medium animal 
  XP 800
  Init +4; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 28 (3d8+15)
  Fort +7, Ref +7, Will +4
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee 2 claws +6 (1d6+4), bite +6 (1d4+4)
  Special Attacks rage
  STATISTICS
  Str 19, Dex 19, Con 19, Int 6, Wis 16, Cha 14
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  Feats Skill Focus (Perception), Toughness
  Skills Climb +12, Perception +12
  ECOLOGY
  Environment cold forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Rage (Ex) A wolverine that takes damage in combat 
  flies into a rage on its next turn, clawing and biting 
  madly until either it or its opponent is dead. It gains 
  +4 to Strength, +4 to Constitution, and –2 to AC.  
  The creature cannot end its rage voluntarily.
  
  52
  C a mpa ign sum m a ry
  Campaign overview
   
  Warning! This section is for a GM overview 
  and is intended to spoil the adventure as 
  thoroughly as possible!
  The Ophid Protectorate is a place where the prominent 
  members of society are determined by their psionic strength. 
  Those who have the power rise to high stations; and those 
  without it, fall. Nearly every member of the Protectorate has 
  some measure of psionic talent, and it is not just a factor in 
  determining who you can be in the Protectorate, but the factor.
  While it is not the rule, it is the norm that anyone without 
  the ability to use psionic power falls to the very bottom of 
  Protectorate society, and is typically treated as second-class 
  citizens, or worse. They are the outcasts and beggars, looked 
  upon more as the Protectorate’s trash rather than its citizens.
  Thirty years ago, an infant was born in the just-founded city 
  of Arbil to parents of mixed race. An ophiduan mother and a 
  human father saw their child, and knew this chimairan would 
  never be a true member of society – for chimairans cannot use 
  the power of the mind, and though they wept over the decision, 
  they abandoned him. 
  The half-breed child grew up on the streets, begging and 
  stealing, working what labor he could, but never finding enough 
  to survive. He had no psionic talent, but he was strong, clever, 
  and was skilled with a knife. But these talents were nothing in a 
  society such as the Ophid Protectorate, people saw his mottled 
  skin and knew what he was, and cast him out over less qualified 
  workers with the merest sliver of psionic talent.
  By the time he was eighteen, on a date he had chosen along 
  with the name Scriven, he had saved enough money to leave the 
  city, and planned to do so. But it wasn’t enough for the guards 
  to kick him out – they stole all he had just because he had no 
  talent, and cast him into the wilderness alone and defenseless.
  In this wretched state, Scriven made his way into the 
  countryside, miserable, but freer than he had ever been. Until 
  he fell into a trap.
  While most puppeteer traps seek merely flesh for their phrenic 
  masters, the particular puppeteers that found the miserable 
  Scriven were beyond that – they were free of the compulsion to 
  return home, and the whim of their hive-mother was their only 
  command.
  The trap would have turned any normal person into a slave, 
  through the manipulation of the very same psionic talent that 
  Ophid society so treasures – but Scriven was free of that talent, 
  and this irony saved him from the domination that befalls any 
  careless enough to travel unawares.
  And in the puppeteer reaching into his mind, something 
  changed. Scriven found he could also reach back into the 
  puppeteer, and learn what it knew. Grasping onto this sliver of 
  power, he returned to the puppeteer’s hive, and challenged the 
  hive mother to enrapture his mind. When it could not, it took 
  Scriven as its master instead of as its slave.
  Over the next months and years, Scriven remained in the 
  embrace of the hive-mother; poring through her mind and 
  having her enslave creatures to sustain Scriven instead of 
  herself. Together they grew mad, and together they remembered 
  something that could change the world.
  Embedded in the hive-mother were memories from centuries 
  ago, perhaps even as old as the Impact itself. These memories 
  told a story of ancient machines of war, remnants of the sorcerer-
  kings scattered across the sea. Machines so fearsome that a single 
  one could cripple the whole of the Protectorate, showing them 
  that psionic power wasn’t all it was cracked up to be.
  With the prospect of revenge close at hand, Scriven, 
  now nearly as alien as the hive-mother surrounding him, 
  commanded the puppeteers to dig. And beneath the rock and 
  soil and sea they captured creatures to dig: duergar, dromites, 
  kobolds, and larger beasts still, each one seeking the same 
  things – the ancient machines.
  Years further still, Scriven has found more than one of the 
  machines. He toils night and day to restore them, ancient 
  memories and terrifying experiments his only recourse to 
  uncover what they do. 
  UnCertAIn FUtUres
  Levels 1-3
  A swarm of puppeteers, under the control of Scriven’s hive, 
  has descended upon the kobold community of Vensnak, and 
  commanded that they dig for the soft black rock he suspects the 
  ancients used to power their machines. Into the one working 
  machine Scriven has provided them, the kobolds have thrown 
  every conceivable stone, until it belched forth a foul smoke in 
  protest and exploded, collapsing the mines around it.
  This same smoke is the cloying poison leaking into the land 
  above, disrupting the Flow. The PCs must stop or even save the 
  kobolds, and destroy the machine before it poisons the land too 
  deeply, all the while guessing why they find so many puppeteers 
  underground.
  rULIng three
  Levels 4-6
  Beneath Arbil has not been the only place Scriven’s puppet 
  slaves have begun to dig. By using enslaved beasts of the sea, 
  he digs and scavenges further abroad each day, searching for 
  the ancient machines. But his digging has drawn the attention 
  of something more ancient still – the aboleths. Ancient beyond 
  measure yet young to the world above the waves, what was once 
  a border conflict quickly escalated to a fully fledged war.
  And from that war, castoffs of Aboleth society have arrived at a 
  small island off the coastline. Rather than directly attacking this 
  
  53
  C a mpa ign sum m a ry
  new unknown place, they seize the chance for power of their own, 
  and have sent the lizardfolk natives to the coast, to wreak havoc 
  and drive the orcish tribes into a frenzy. The PCs must follow the 
  trail back to the source, and make powerful allies along the way.
  A drAgon’s orders
  Levels 7-9
  While dragons are massive beasts, in Ksaren they are as 
  simple-minded as they are vicious. When a hungry dragon 
  wandered into Scriven’s hive, it was a simple matter to enslave 
  the beast and use it to fuel his schemes – particularly to use it as 
  a figurehead for an army he will use to cleanse the continent of 
  the city of Arbil – for his former home must be the first to go.
  With the fanatical army following this ‘draconic godmind’ 
  being too fierce a foe to fight head on, the PCs must cut off the 
  beast at its head, literally. They must track down and destroy the 
  beast before the city of Arbil falls to the army that consumed the 
  city of Lirasse weeks before.
  deAd CAptAIn’s Chest
  Levels 10-12
  A favor must always be repaid, and much like the dromites 
  ferried north to the freedom of Tion, the Maquorans ask for 
  repayment of favors given to help them fight a delicate battle on the 
  seas themselves.
  One dromite, Kixthran, wants to sever the tradition of repaying 
  for flight across the ocean. In his fury at being once again in debt, 
  he killed the captain of a Maquoran ship and enslaved his crew. 
  With the fleet on his tail seeking revenge, he fled to one of the few 
  pirate strongholds in the ocean, where the PCs will need to break 
  apart the power structure that now protects one of the most vicious 
  pirates in generations.
  It CAMe FroM BeLoW
  Levels 13-15
  With the Maquoran Fleet spread far across the ocean, cleaning 
  up the mess the pirates left, a new terror rises from the bottom 
  of the ocean. A hundred gaping maws, aboleths hungry from a 
  long war against Scriven seek to take more than a figurative bite 
  out of the Protectorate coastline in revenge. 
  With every ship in a hundred miles pulled beneath the waves 
  to fuel the awakening of a long dormant volcano, the PCs must 
  dive beneath the waves to stop them. Or, will they ally against a 
  stronger threat still rising? 
  nIghtMAres oF steeL
  Levels 16-18
  A shadow falls across the land, both new and ancient. An 
  impossible machine of war has risen from the depths with a 
  madman at its helm – Scriven.  With the ancient memories of the 
  hive-mother used to repair the pre-Impact war machine, belching 
  a cloying smoke that no psionics can seem to penetrate.
  The PCs must separate Scriven from his machine, and even 
  while it still rages war on the Ophid Protectorate around it, 
  chase him back to his lair. Inside they will find the puppeteer 
  hive-mind he has so closely bonded with, and further ancient 
  machines besides. They must stop him and his machine before 
  they level the entire country.
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  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 1.0, 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.
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Advanced Player’s Guide, Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn 
  Pathfinder RPG GameMastery Guide, Copyright 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric 
  Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
  Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff. 
  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.
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors 
  Andy Collins, Jesse Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, Copyright 2005, Lions Den Press; 
  Author Ari Marmell
  Hyperconscious: Explorations in Psionics, Copyright 2004 Bruce R 
  Cordell. All rights reserved.
  If Thoughts Could Kill, Copyright 2001–2004 Bruce R. Cordell. All rights 
  reserved.
  Mindscapes, Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  Modern System Reference Document, Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, 
  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD 
  Wiker
  Psionics Unleashed, Copyright 2010, Dreamscarred Press.
  Psionics Expanded, Copyright 2011, Dreamscarred Press.
  
  U n c e r t a i n  F u t u r e s
  the ophid protectorate
  Where psionic might makes right.
  the city of Arbil
  Where insight, intuition, and seeing the future are part of daily life.
  When a mysterious earthquake interrupts the daily life of the  
  residents of Arbil, and the ability to see the future stops working,  
  the city turns to an unlikely group prophesied to be heroes.
  UNCERTAIN FUTURES is the first adventure of the six-part  
  adventure path FROM THE DEEP, set in the all-psionic  
  THIRD DAWN CAMPAIGN SETTING.
  UNCERTAIN FUTURES is intended for characters of 1st to 4th level.
  Also included in FROM THE DEEP: UNCERTAIN FUTURES  
  are details on the kobold race of Ksaren, and an overview and  
  game rules for psionic duels in the Ophid Protectorate.
  FROM THE DEEP: UNCERTAIN FUTURES requires  
  PSIONICS UNLEASHED: CORE PSIONIC SYSTEM 
   from Dreamscarred Press.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Third Dawn - From the Deep 1 - Uncertain Futures.pdf