Strength of Thousands 3 Hurricane's Howl

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Adventure 171 Second Edition

The Students Become the teachers

PATHFINDER
N
ow graduates of the Magaambya academy of magic, the heroes join the ranks of
its teachers! Sent with their first class to the edge of the Mwangi Expanse, the
heroes unearth ancient ruins and strive to keep their expedition out of danger. When
a student vanishes, the heroes uncover a nefarious plot to subjugate the rain-lashed
Sodden Lands. They must liberate a town, stop an evil cult, and show their students how
to stand as wardens of the world. The Strength of Thousands Adventure Path continues

STRENGTH OF THOUSANDS: HURRICANE’S HOWL


with “Hurricane’s Howl,” a complete adventure for 8th- to 11th-level characters.

Hurricane’s
Howl
Part 3 of 6

Printed in China.
paizo.com/pathfinder
By Michelle Jones
PZO90171
2
AUTHOR
Michelle Jones

ADDITIONAL WRITING
Jay Erickson, Randal Meyer, Dennis Muldoon,
Andrew Mullen, and Chesley Oxendine

DEVELOPERS
Ron Lundeen, with Luis Loza and Patrick Renie

DESIGN LEAD
Mark Seifter

EDITING LEAD
Lu Pellazar

EDITORS
Addley C. Fannin, Leo Glass, Avi Kool,
Kieran Newton, Lu Pellazar, Simone D. Sallé,
and Shay Snow

COVER ARTIST
Setiawan Lee Adventure Path 3 of 6
INTERIOR ARTISTS

Hurricane's
Gislaine Avila, Vlada Hladkova,
Robert Lazzaretti, Artur Nakhodkin, Ian Perks,
Christoph Peters and Luis Salas Lastra

ART DIRECTION
Sonja Morris and Sarah E. Robinson

GRAPHIC DESIGN
Sonja Morris

CREATIVE DIRECTOR
Howl
James Jacobs
Hurricane’s Howl 2
PUBLISHER by Michelle Jones
Erik Mona
Chapter 1: The Missing Student 4
Chapter 2: Vanished Villagers 24
Chapter 3: Prison of the Vacant Eye 38
Chapter 4: Jula’s Plight 52
Jula Gazetteer 68
by Andrew Mullen

Adventure Toolbox 74
by Jay Erickson, Michelle Jones, Randal Meyer, Dennis Muldoon, and Chesley Oxendine
Player Rules
Treasures of Bloodsalt 75
Spells of the Sodden Lands 77
Bloodsalt Dragon Disciple Feats 79
Creatures
Golgopo 80
Karumzek 81
Lizardfolk 82
Screaming Sulfur 84
Ssumzili 85
NPCs
Ajbal Kimon 86
Halbrux Far-Sight 88
Thiarvo the Quick 90
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
Hurricane's
Howl Hurricane's
H ow l
Chapter 1:
The Missing
Student
Chapter 1: The Missing Student���������������������������������� 4 PRACTICAL RESEARCH Chapter 2:
Now lore-speakers of the Magaambya, the heroes are responsible for The Life in the Academy article Vanished
teaching several students. When one goes missing, the ensuing pursuit starting on page 61 of Pathfinder Villagers
turns into an unforeseen opportunity to study the silt-choked ruins of the Adventure Path #169: Kindled Magic Chapter 3:
city of Bloodsalt. details student advancement at Prison of the
the Magaambya, but only hints Vacant Eye
Chapter 2: Vanished Villagers�����������������������������������24 at post-graduation advancement. Chapter 4:
The wicked Knights of Abendego have long preyed on the village of Kiutu, Although many lore-speakers Jula’s Plight
but when the Knights escalate to kidnapping several villagers, it’s up to the teach, and some teach quite a lot,
Jula
heroes to help. They pursue the kidnappers across the savanna, witnessing lore-speakers don’t advance in their
the aftermath of their flight and encountering some unexpected allies. branch by teaching alone. Primarily, Adventure
they discover new things for the Toolbox
Chapter 3: Prison of the Vacant Eye������������������������38 Magaambya, add new scholarship, or
The heroes track the missing villagers to an ancient mountainside prison, uncover lost knowledge to progress.
a remnant of the cyclops empire that fell millennia ago. Sinister jailers, These are reflected in the catch-all
cyclops history-seekers, and monstrous foes await the heroes attempting activity “Practical Research.” By
to liberate their friends. the time the heroes get their
first opportunity for Practical
Chapter 4: Jula’s Plight�����������������������������������������������52 Research late in this adventure’s
Ajbal Kimon, the leader of the Knights of Abendego, rules the coastal first chapter, they should be eager
town of Jula with an iron fist. He’s taken some of the prisoners into caves for opportunities to advance in
beneath the town as sacrifices to his malevolent god. The heroes must their respective branches, since
unite the townspeople, delve into the caves, and end Ajbal’s evil. they aren’t getting those by simply
teaching classes.
Heroes first get to perform
Practical Research when a student
leaves the Magaambya for her
family’s village near the ruined
Advancement Track city of Bloodsalt. There’s a second
“Hurricane’s Howl” is designed for four characters. Practical Research opportunity in

8
Chapter 3, but whether the heroes
The heroes begin this adventure at 8th level. discover and recognize it as such is
up to them.

9 The heroes should reach 9th level before pursuing the Knights
of Abendego in Chapter 2.

10 The heroes should be 10th level before venturing into the


Prison of the Vacant Eye in Chapter 3.

11 The heroes should reach 11th level before setting out for Jula.

The heroes should reach 12th level by the end of the adventure.
3
“Ah, what are you doing out of bed at this hour little one? You already got your bedtime
story!” the old woman said, doing her best to put on a frown. Uzuwe shuffled her little
feet. “I see. Your father doesn’t tell it as good as Nana, is that it?” she asked with a
mischievous smile and a glint in her eye. “Very well, very well, come sit.”
The little girl’s eyes lit up as she leapt into bed, making her grandmother laugh
heartily. “You want to hear about the Magic Warriors again, hm? When your Nana met
them, they had only just become lore-speakers at the Magaambya. After their many
adventures as students, they finally had the opportunity to teach, although many said
it was too early by far. Perhaps those people were right. Perhaps they were too young to
have all that responsibility.” She trailed off here, with a well-rehearsed furrowed brow.
“Heroes are never too young!” Uzuwe objected.
“I think this one might be,” she said and tickled her granddaughter’s sides. Uzuwe
giggled and squirmed. “But you may be right about those heroes, because they did
teach their students well. Even a young woman named I’boko.
“Now, I’boko was not a bad student. In fact, she may have been their most clever. I’boko
did not cause trouble. She was a victim of it. Because the thing I’boko treasured the
most, before even her own studies, was her family. When her village was attacked by the
wicked Knights from the north, she snuck away from the school to return to her home.
“When the new lore-speakers discovered she was missing, they knew that things were
dire, and went to offer their aid. Along with their remaining students, they followed
I’boko, and made camp in the nearby ruins of Bloodsalt. That place, once called the City
of Dragon-Speakers, had been overrun by villains and monsters, and at its heart lay a
terrible secret. Before our heroes could do anything for I’boko, they would have to face the
dangers of Bloodsalt.”

4
Chapter 1:
The Missing
Student
Hurricane's
H ow l
Chapter 1:
The Missing
Student
The heroes have been awarded the title of lore-speakers and officially CHAPTER 1 SYNOPSIS Chapter 2:
graduated from the Magaambya. However, Janatimo has requested they The heroes begin this chapter by Vanished
stay on as teachers. He believes the heroes’ skills may yet be useful, getting to know their students Villagers
and says that he has already picked out a cohort of students for them and solving a few of the students’ Chapter 3:
to teach together. Each hero will be responsible for teaching a class for problems. Their brightest student, a Prison of the
their primary branch, although they have some freedom to determine dwarf named I’boko, abruptly leaves Vacant Eye
the specifics. For example, a Rain-Scribe class could range from nature for her hometown of Kiutu when Chapter 4:
excursions in search of rare flora to crafting medicines for sick livestock. she learns it’s under attack by the Jula’s Plight
Encourage players to help each other decide what their classes entail, Knights of Abendego. The heroes
Jula
since they’re working together as teachers. If they are truly stuck for might want to go after her; even if
ideas, a faculty member that they’ve gotten to know in the previous they don’t, their students insist on Adventure
adventures might offer suggestions. going after her. Rather than have Toolbox
The heroes have their choice of buildings in which to claim a personal new teachers and students suddenly
office, though new teachers almost always choose an office in the Heron abandon their education, the head of
Archives. It’s also customary, but by no means required, for others to refer the Magaambya proposes a research
to the heroes with “Teacher” before their name, especially students and opportunity to the nearby ruins
Nantambu locals who wish to show respect. of Bloodsalt.
The heroes also receive a stipend for living quarters. Most lore-speakers
have rooms in the Magaambya; many buildings ringing the island are CHAPTER 1 TREASURE
teacher residences. However, some choose to live in Nantambu. In either The permanent and consumable
case, the cost of modest personal accommodations is borne by the school. items available as treasure in
The heroes have at least a few weeks to prepare for their first classes. Chapter 1 are as follows.
During this time, the head of the Magaambya, High Sun-Mage Oyamba, • +1 kukri
meets with the heroes to congratulate them and answer any questions • +1 striking rod of wonder
they have. He’s a tall, charming man with a perpetually distracted look, • bird feather token
as the business of running the Magaambya is a time-consuming one. He • cloud dragon rune bracelet
mentions absently that the heroes’ exploits as students haven’t made his • detecting exploration lens
job any easier, but they’ve made the school significantly safer, and for • explosive ammunition
that he’s grateful. Oyamba also introduces the heroes to their cohort of • greater staff of providence
students, offering a bit of background on each of them. • Ixamè’s eye
Among their students are a handful of familiar faces. Two of their • lesser darkvision elixir
former classmates, Ignaci Canterells (N male human thaumaturge) and • lesser smokestick
Mariama Keitana (CN female human chaos magnet), are both close to • moderate alchemist’s fire
becoming lore-speakers themselves, but haven’t yet fulfilled their final • moderate healing potion
requirements. Ignaci is somewhat jealous of the heroes’ rapid ascent, but • moderate red-rib gill mask
rather than become resentful, he’s more motivated than anyone else in the • necklace of fireballs type III
cohort, and hangs on to every word the heroes say in hopes of figuring • scroll of freedom of movement
out their “secret method.” On the other hand, Mariama treats the heroes • scroll of spectral hand
with complete irreverence. She enjoys teasing them if they ever slip up as • sphere barricade stone
teachers and gossiping with newer students about the mischief they once

5
got into. If you’d prefer to replace these NPCs with novelist) are rarely seen without one another. Fardrik
other students the heroes have gotten to know well, is disarmingly charismatic and loves to gossip, making
feel free to do so. him the perfect Emerald Bough. He uses humor
The cohort also includes the anadis to deflect questions of his past, but has
whom the characters got to know during opened up to those closest to him about
the last two adventures. This adventure the oppression he faced as a tiefling in the
presumes there are three of them formerly Cheliax-held colony of Sargava.
(Rainbows-Reflected-Upon-Gossamer- Fardrik knows Ignaci from those pre-
Strands who goes by Goss, Barest- revolution days, but the two didn’t move
Threads-Billowing Maztachia, and in the same circles and even today don’t
Droplets-Hanging-Gently Savanakin), get along. Selozè’s parents are Bekyar
though any of them might have devil-binders, and his birth was the
died during previous adventures. condition of one of their pacts.
The anadis are no longer He ran away from home at a
mere seekers—you can use the young age, and arrived at the
statistics for anadi fateweavers Magaambya after honing his
(Kindled Magic 79) for them. talents on his own. Fardrik
The anadis have worked hard to and Selozè met shortly after
overcome their initial shyness, Oyamba enrolling at the academy and formed
but they still prefer each other’s an instant bond that slowly grew into romance.
company. They bury themselves in their lessons and The final new member of their student group is I’boko
dedicate most of their time to researching obscure (NG female dwarf rain caller). I’boko is a brilliant
formulas that support some of their more unorthodox student who excels at nearly every subject but always
theories about the potential applications of magic. seems distant. She often spaces out during class,
In an effort to coax the anadis into becoming although her work never seems to suffer for
more comfortable with their fellow it. However, I’boko never seems to get
students, the school administration any satisfaction from her work; in
has given them the heroes’ old rooms fact, the more successful she is, the
in the Spire Dormitory. more dejected she becomes. She feels
If the heroes worked hard to incredibly guilty about attending the
rehabilitate Fire-Pot Ubanu (CN Magaambya, worried that she’s taking
male human pyrochemist 8) in the the “easy path” while her family labors
last adventure and arranged for his in Kiutu.
admittance to the Magaambya, he’s also
among the heroes’ cohort. He respects the Teacher Life
heroes and is as well-behaved as his fiery These encounters allow the heroes to get to
temper allows. know their students better; you can run
The other students are unfamiliar these in any order, so long as you
to the heroes. Jumimo (N male elf conclude with I’boko’s Disappearance
veteran student) has been a student at on page 11.
the academy since before some members of
the faculty were even born. While the Ekujae elf Jumimo AN EVENING REMINISCING
is more than qualified to become a lore‑speaker, The heroes go out with Mariama and Ignaci for a
he refuses to take the last steps that would lead to night of drinking to celebrate their new roles and talk
graduation. Onyiji’s (LN female half-orc staff warrior) about old times without the other students around.
entire life path had already been plotted out by her However, Mariama has an ulterior motive that she
elders before she even came to the academy. As the doesn’t reveal until later in the evening. Through
most accomplished spellcaster and fighter in her their own independent research, Mariama and Ignaci
home village, she was chosen over a number of rivals each discovered a series of magical glyphs and runes
to attend the Magaambya. She has the makings of a hidden at several points around the campus and the
talented magus, but she’s a bit arrogant and makes surrounding city of Nantambu. Ignaci is convinced
no effort to earn friends. Fardrik (CG male tiefling they’re a part of a Chelaxian conspiracy to invade
human orator) and Selozè (CN male tiefling human the school and steal its secrets. Mariama believes they

6
are the focus for a massive ritual intended to shift the into environmental conservation. This in turn led
entire school onto another plane, likely the domain of to research on urban sprawl, which led to research
one of Old-Mage Jatembe’s ancient enemies. If on alternative forms of waste management,
the heroes aren’t already aware that Ignaci which led to research on using magic to
has a habit of leaving coded messages for eradicate waste. He began theorizing
himself around the school, he insists on the possibility of an artificial
these messages aren’t his doing. creature that consumes refuse.
Neither Mariama nor Ignaci can When pressed, Goss confesses that Hurricane's
continue with their research without the anadis went beyond theory and H ow l
accessing restricted school documents. have actually managed to create a
Lore-speakers can provide the needed creature that proved more voracious Chapter 1:
authorization, of course, and this is the and more powerful than they The Missing
reason Mariama and Ignaci have brought anticipated. It’s currently on the loose Student
this up: they want the heroes’ assistance in the Spire Dormitory, going from Chapter 2:
in their research. Each is working hard room to room and eating whatever Vanished
to prove their own theory, both to it can find. None of the students can Villagers
preserve the school and to show up the control or contain it, and the anadis Chapter 3:
other student. need the heroes’ help. Prison of the
Searching the records is not a Despite the obvious danger, Goss can’t Vacant Eye
I’boko
straightforward task, as they are full of dry let go of the research opportunity. He gives the Chapter 4:
and redundant minutiae about the school and heroes a crystal vial and asks if one of them might Jula’s Plight
its students both past and present. It takes 1d6 hours preserve a piece of the creature as they dispatch it.
Jula
of Searching and a successful DC 25 check with a The map for this encounter appears on page 8.
relevant Lore skill (such as Academia Lore, Library Creature: Born of untested and unsupervised Adventure
Lore, Magaambya Lore, or Nantambu Lore) to find evocation magic, Goss’s experiment is a strange Toolbox
the truth. If the heroes bring Ignaci and Mariama with creature called a roiling incant. It’s wanders the east
them to help, reduce this DC by 2 for each student. wing of the Spire Dormitory, destroying items it can
If no hero possesses a relevant Lore skill, you might engulf. It hasn’t hurt anyone yet, but when the heroes
allow them to attempt a DC 30 check with Arcana or confront it, the roiling incant turns violent. It fights
Society instead. until destroyed, at which point it disappears with a
Records show that, although the runes line up with hissing pop.
certain constellations known in antiquity, there’s A hero who wishes to claim a sample as Goss
nothing sinister behind them. The glyphs were a part requested can Strike with the crystal vial as an
of an unfinished thesis project on astrology, begun by a improvised weapon (Core Rulebook 278). This attack
former student who later changed their focus of study. deals no damage, but scoops up a harmless piece of the
They simply left the out-of-the-way runes in place on roiling incant into the vial.
the off chance that someone else might someday pick
up the project where they left off. Mariama and Ignaci ROILING INCANT CREATURE 9
are both relieved and a little disappointed to discover Pathfinder Bestiary 3 215
the runes’ benign nature. Ignaci is eager to move on Initiative Perception +15
to other endeavors after this, but Mariama still has a
few questions and decides to learn out more about the Development: Once the heroes vanquish the roiling
former student’s thesis. Her discoveries will help the incant, a group of shouting students approach them,
heroes in Pathfinder Adventure Path #174: Shadows angry about having their own projects and personal
of the Ancients. belongings destroyed. The heroes can attempt to
XP Award: If the heroes successfully track down the pacify them by giving Goss a severe punishment, or
truth of the runes, award them 80 XP. they can defend him and order the other students
to disperse. Goss stoically accepts whatever fate
RUNAWAY EXPERIMENT LOW 8 the heroes’ decide, but placating the other students
The anadi students approach the heroes, looking after giving Goss only light repercussions requires a
obviously nervous. Goss starts a long, rambling successful DC 24 Diplomacy check (DC 29 if Goss
explanation about how a class on preservation of faces no consequences whatsoever). On a failure, the
endangered flora led him to do further research heroes have a –1 circumstance penalty on skill checks

7
RUNAWAY EXPERIMENT SPARRING AND STUDY

MOCKING CRIES SHAKING BONES

1 SQUARE = 5 FEET

with students until their departure for Bloodsalt, due complain if her opponent does as well. She knows that
to an undercurrent of discontent. the Magaambya has plenty of spellcasters who are more
XP Award: If the heroes handle the situation with capable and competent than she is, but she considers
the angry students effectively, award them 30 XP in herself one of the best at the school in a melee fight, so
addition to the XP for defeating the roiling incant. her pride has pushed her into challenging her teachers.
This map for this encounter appears above.
SPARRING AND STUDY Creature: Onyiji is a serious combatant who loves
While crossing campus, the heroes pass the sparring immersing herself in the thrill of a fight. Duels are
grounds and see Onyiji in combat with two other dangerous, but Onyiji doesn’t intend to kill anyone or
students. They seem to be pushing her back at first, get killed herself. She yields if reduced to fewer than
but she quickly turns the fight around, knocking both 40 Hit Points, or once her opponent has 4 Appraisal
opponents onto their backs at once. She complains points. She makes nonlethal attacks with her weapon
loudly that she can’t improve if no one is going to give (at a –2 circumstance penalty) against opponents who
her a challenge. She notices the heroes and calls to them. look badly injured and recommends they yield to
her. If you’d like, you can use the combat duel rules
“Teachers! Perhaps you can help me. I need someone to beginning on page 166 of the Gamemastery Guide.
review my performance, but none of my peers can keep up. As Onyiji is looking for immediate feedback, a hero
Would one of you do me the honor of sparring?” can take the following action during this fight.

If any of the heroes accept, they can participate in a ASSESS ONYIJI’S PERFORMANCE [one-action]
one-on-one duel with Onyiji. She intends this to be a AUDITORY CONCENTRATE LINGUISTIC MENTAL
combat duel rather than a spellcasting duel, although Prerequisites This must be your last action on your turn.
she’s planning to use spells in the battle, so she can’t You provide Onyiji with an evaluation of her tactics and how

8
your actions during your turn were intended to counter her when she Strikes with the staff (including Strikes made
attacks. Attempt a DC 22 Diplomacy or Intimidation check, in a Spellstrike).
or a DC 20 check with an appropriate Lore skill, such as Aftermath: If the hero sparring with Onyiji earns at
Warfare Lore. If you hit Onyiji with a melee Strike during least 1 Appraisal Point, Onyiji is in higher spirits than
your turn, you have a +2 circumstance bonus to this check usual and thanks the teachers for indulging her. Other
(+4 if you critically hit Onyiji on your turn). students ask Onyiji to teach them staff fighting skills.
Critical Success You communicate especially insightful XP Award: The heroes don’t gain XP for defeating
feedback and gain 2 Appraisal Points. Onyiji; instead, award them 30 XP for each Appraisal Hurricane's
Success You gain 1 Appraisal Point for your commentary. Point earned in the duel, to a maximum of 120 XP. H ow l
Critical Failure Onyiji openly wonders whether you’re the
right person to teach her. She gains a +1 status bonus HEROIC TALES Chapter 1:
on attack rolls against you during the combat, and Fardrik and Selozè have developed something of The Missing
you have a –1 circumstance penalty to Assess Onyiji’s a minor fascination with their teachers. Selozè, an Student
Performance. This bonus and penalty are cumulative Chapter 2:
with subsequent critical failures. Vanished
Villagers
ONYIJI CREATURE 8 Chapter 3:
UNIQUE LN MEDIUM HUMAN HUMANOID ORC Prison of the
Female half-orc staff warrior Vacant Eye
Perception +15; darkvision Chapter 4:
Languages Common, Orc Jula’s Plight
Skills Acrobatics +14, Arcana +16, Athletics +18,
Jula
Intimidation +16, Nature +14, Warfare Lore +16
Str +4, Dex +2, Con +2, Int +4, Wis +2, Cha +0 Adventure
Items +1 striking staff Toolbox
AC 26; Fort +18, Ref +14, Will +16
HP 140
Attack of Opportunity [reaction]
Orc Superstition [reaction] (concentrate) Trigger Onyiji is about
to make a saving throw against a spell or magical effect;
Effect Onyiji gains a +1 circumstance bonus to the
triggering save.
Speed 25 feet
Melee [one-action] staff +20 (agile, two-handed d8), Damage
2d6+8 bludgeoning
Arcane Prepared Spells DC 26, attack +18; 2nd shocking
grasp, 1st true strike; Cantrips (4th) detect magic,
produce flame, ray of frost, shield
Spellstrike [two-actions] Frequency twice per day; Effect Onyiji
casts a spell and couples it with a staff Strike. She casts
produce flame, ray of frost, or shocking grasp, but the
effects don’t occur immediately. She makes a melee
Strike with her staff and uses the attack roll result as
the effect of both the Strike and the spell. This counts as
two attacks towards her multiple attack penalty, but
the penalties don’t apply until after the Spellstrike.
Twisting Tree When Onyiji wields a staff in one
hand, it gains the agile trait and its damage
die size increases to d6 (these adjustments
are reflected in the Strike above). When
Onyiji
she wields a staff in two hands, it gains
the parry, reach, and trip traits. She can Interact to
Release or change her grip on her staff as a free action

9
aspiring novelist, has begun writing dramatic retellings with all the same flair and excitement he uses to tell
of the heroes’ various adventures, but he wants a everyone else’s. He hopes that in doing so, Selozè will
deeper insight into who they are as people. realize that his life is every bit as amazing as
He asks the heroes to take a walk around those of the people he admires. A hero
campus one day after class and share must succeed at a DC 25 Diplomacy
personal anecdotes. Fardrik comes check to get Selozè to open up about
along, occasionally interjecting leading his past; reduce this DC 20 if the
or provocative questions. Of course, the heroes remarked positively on his
heroes don’t need to indulge the pair, report about the smugglers. On a
but if they do, you should ask the players failure, Selozè changes the subject
what stories they share. A successful DC with a joke or unrelated anecdote
20 Performance check to tell one of these and then pretends to forget the question,
tales thrills Selozè (as does a successful so the heroes must try again later. If they
DC 20 Deception check to invent or succeed, Selozè shares his personal story, but
embellish a tale). does so with little enthusiasm.
After hearing the heroes’
tales, Fardrik excuses “My story begins before I was even born. My
himself to study. Selozè then parents wielded power and influence that
reveals that he has an ulterior most could only dream of, but it wasn’t enough
motive for speaking to the heroes. for them. They always sought more—and to
The young tiefling has always felt that gain much, much must be sacrificed. At least,
his stories don’t compare to those of Fardrik’s Fardrik that’s what they always told me. And that’s why,
exploits. Selozè wants a daring tale of his own, when they contracted with a very dangerous devil
and for that, he needs the heroes’ help. Six-Faces in Hell, I was to be their payment. Or, to be more precise,
Nemadu, the Learned One who leads the Emerald the payment was to be “the first-born daughter of the
Boughs, has posted a request for information about a mortal party, upon her sixteenth birthday.” When I told my
group of poachers hiding out in Nantambu. This task parents I was a boy, they were furious. They said it would
is intended for lore-speakers, although someone of a ruin them. I’m not sure if they meant that literally or not,
lower rank can seek out this information with a lore- and I never found out. That very night, I fled home and
speaker’s permission. (Heroes with Emerald Boughs as never looked back.”
their primary branch have likely heard of this minor
task, and are perhaps keeping an eye out for a likely From then on, Selozè had to fend for himself, using
candidate to pursue it.) what little magic he knew to stay alive. He lived a
Selozè is careful and attentive, both traits that make life of narrow escapes, hiding from deadly beasts and
him ideal for the mission. If the heroes approve, he outwitting brigands. The further he ran, the more his
makes his preparations and leaves as soon as possible. talent grew, until he eventually found himself on the
During the next class session, Selozè is bruised and a steps of the Magaambya and realized he could stop
bit disheveled, but otherwise no worse for wear. He running. He sees his life as a boring tale of fleeing from
provides a comprehensive report on the poachers, adversity and finding refuge before it could catch him.
who are hunting for food rather than profit. Selozè It takes an outside perspective to reframe the events
concludes by naming some butchers in Nantambu in a way that he can appreciate. The heroes can do
who, if directed by Magaambyan faculty, might provide so either through supportive roleplaying or with a
the poachers with cheaper meat so they needn’t resort successful DC 24 Diplomacy check, at your discretion.
to crime. Despite Selozè’s unqualified success at the While a single encounter isn’t enough to completely
mission, he grows increasingly despondent over the change Selozè’s outlook, he knows what the heroes
next few days. (and Fardrik) are trying to do for him. He agrees to
try his best to give himself more credit in the future.
The Truth of the Matter XP Award: If the heroes succeed in getting Selozè to
Fardrik is worried about his boyfriend. He believes the open up about his past, award them 80 XP.
only way to help Selozè out of his funk is to help him
realize how amazing his life already is, and he asks the THE LIFELONG STUDENT
heroes for their help. He wants them—as people Selozè The heroes’ former mentor Takulu Ot (LG male
respects—to ask Selozè to tell his own story, genuinely, human teacher), now their fellow lore-speaker, pulls

10
them to the side one day for a private conversation. by now. Tizawa had ignored Jumimo’s letters because
Jumimo is by far the most learned student in the he assumed they would be full of gloating.
school, with more practical knowledge Learning the truth fills Tizawa with
than most of the teachers. While he regret, but he promises to set things
knows that Jumimo won’t accept a right. He leaves right away to go to
promotion to lore-speaker, he doesn’t the school and talk some sense into
know why. He has tried several times Jumimo. While the heroes aren’t
to convince Jumimo to graduate, and part of that private conversation, Hurricane's
Jumimo flatly refuses each time, only Jumimo finds them the next day H ow l
stating that he “can’t do it yet.” While and informs them he plans to
Takulu Ot hasn’t been able to motivate become a lore-speaker at the end Chapter 1:
Jumimo, he believes the heroes can. of the year. In the meantime, he’d The Missing
Takulu suggests the heroes talk to like permission to pivot his studies Student
Nhyira (NG genderfluid elf historian), toward medicine and spend half Chapter 2:
one of the longest-tenured of each school day in his brother’s Vanished
lore-speakers at the school. apothecary shop. Villagers
Unfortunately, Nhyira is a bit hard Treasure: Teacher Ot is pleased Chapter 3:
to pin down, as she’s on sabbatical to hear of Jumimo’s pending Prison of the
at this time to focus on her collections graduation at last. He sends the Vacant Eye
of rare flowers and mushrooms. Heroes heroes a scroll of freedom of movement Chapter 4:
who succeed at a DC 22 Diplomacy check Selozè in gratitude for their efforts. Jula’s Plight
to Gather Information track her down to a XP Award: Award the heroes 30 XP for
Jula
public garden on Nantambu’s western edge. Although reconciling Jumimo and Tizawa.
she first requires a little assistance repotting some Adventure
bright flowers, Nhyira shares what she knows. I’BOKO’S DISAPPEARANCE Toolbox
This event occurs near the end of the heroes’ first year
“Yes, I know the boy well. He was one of my first students, of teaching. One day, I’boko doesn’t appear for class
almost 50 years ago now. He enrolled together with his and is nowhere to be found. This is her first absence of
older brother, Tizawa. Those two, they were inseparable. the semester, but she doesn’t reappear in the following
They made a pact to graduate together and become days, either.
teachers. Jumimo would always be fast at Tizawa’s heel, The students know that I’boko has left the
but I don’t think he ever minded. Jumimo’s admiration Magaambya, but they’re nervous about admitting
inspired Tizawa to always do better, and those successes this to their teachers for fear of getting her in trouble.
inspired Jumimo in turn. A hero who asks the students about I’boko must
“Slowly, Jumimo started to surpass his older brother. succeed at a DC 25 Diplomacy check to get answers.
I don’t think either noticed at first. But one day, Tizawa Reduce this DC by 2 for each student the heroes have
realized he couldn’t keep up. Both boys had talent, but successfully aided in this chapter. On a failure, the
Jumimo always worked just a little bit harder. Tizawa grew students stay quiet until at least the next class session.
increasingly frustrated until eventually it was too much On a success, the students admit what they know,
and he left the school. Jumimo wrote him letters frequently, which isn’t much.
encouraging him to return, but Tizawa never replied. After A few nights ago, I’boko received a letter from
a few years, he gave up on writing, but he still keeps his home. None of the students know what it said, but she
promise. He won’t graduate without his brother.” immediately grew distressed and began packing her
things. When pressed, she told her classmates that it
Nhyira reveals that Tizawa never actually left the was none of their concern and they should keep quiet.
city. He works in Nantambu as an apothecary, but the She was gone before morning; the students suspect she
brothers haven’t seen each other in person in decades. went home to Kiutu.
Finding Tizawa’s apothecary shop isn’t difficult; The heroes might discover the same information by
when the heroes enter, he welcomes them cheerfully. investigating I’boko’s hastily abandoned dorm room.
Any mention of his brother sours Tizawa’s mood, but A crumpled piece of paper in the corner is a letter
he hears them out. If the heroes reveal that Jumimo is from her father, Kolnoku. He says that their village
now their student, he’s incredulous. He was certain that was attacked, but no one was seriously hurt, and she
Jumimo had become a lore-speaker at the Magaambya doesn’t need to leave school because they’re rebuilding

11
on their own. Judging by the mess of hastily emptied student to return to her studies, as she could do so close
drawers, it’s obvious that I’boko didn’t listen. to home.”
Once I’boko’s departure is out in the open, the
students feel guilty for not helping her sooner. They When the students are dismissed, Oyamba shares
all agree to go after I’boko, with or without the with the heroes the reason Bloodsalt is poorly
heroes’ approval. They’ve done research on their own understood. Terwa Lake occasionally produces a
(including some improper access of student records, dense, odorless volcanic gas that lingers for days,
which they don’t mention), and learned that I’boko choking out life with its toxic vapors. This gas is
came from a village called Kiutu near Terwa Lake. known as Dead Man’s Breath, and might possibly be
Rather than simply disappear, as I’boko did, they plan the reason Bloodsalt was abandoned a few generations
to let their teachers know they’re leaving for Kiutu. ago. Oyamba provides the heroes and all of their
students with silver charms that tarnish in the presence
The Bloodsalt Solution of the deadly gas; when the charm starts to change
High Sun-Mage Oyamba wants to meet informally color, it’s time to quickly abandon the region and stay
with the heroes to ask how they’re faring in their first away for at least a few days.
year of classes. This meeting likely takes place in one of Oyamba asks the campus quartermaster Xhokan
the heroes’ offices, and they should decide which one. to assemble the necessary supplies, along with
It’s during this meeting that the heroes’ students come four determined, if plodding, donkeys to pull the
by, fully packed, to announce their departure. laden wagons. Xhokan provides the heroes with an
exceptionally detailed inventory list. He’s happy to
Oyamba’s amusement is plain, even behind his mask. add any additional gear the heroes purchase.
“Teachers lead their students, most of the time, but here at The heroes can learn more about Bloodsalt and
the Magaambya we believe that teachers must be prepared even Kiutu with a successful DC 20 Diplomacy
to go where the students lead them, as well.” He gestures check to Gather Information, or with a successful
to the students, packed and ready, and continues, “If your DC 22 Nature, Society, or relevant Lore check in the
students are eager to experience the wider world, it is up Magaambya’s libraries. More information about both
to you to guide them, not to stop them. locations can be found starting on page 166 of Lost
“But I cannot allow your students to abandon their Omens Mwangi Expanse.
studies, no matter how important they feel the task before
them to be. As I recall, Kiutu is a village of boat-makers TRAVEL TO TERWA LAKE
and fishers on the Terwa River, near Terwa Lake. It’s also It takes several days for the heroes, their students,
within a day or so of a very important research site that and all the necessary research materials to arrive in
the school has been hoping to investigate for quite some the Terwa Lake region. Bloodsalt is about 150 miles
time. This ruined city, Bloodsalt, has been mostly reclaimed due west of Nantambu, and Kiutu about 30 miles
by the red silt of the lake, but it once held a civilization north of Bloodsalt. It’s up to the heroes which location
of poorly understood ‘dragon speakers,’ about which we they visit first, but as they’re both in the same general
know little. With some archaeological work, we could learn direction, they don’t need to decide until they’re close
much more. to Terwa Lake.
“Students, I would like to assign you a few semesters of Most of this journey is through jungle, but the last
practical research in the ruins of Bloodsalt. You’d have to two days are across grassy hills. The roads west of
delay your departure a few days so we can outfit you with Nantambu quickly become trails, then tracks, then
necessary archeological supplies and research materials. nothing at all. The trip is straightforward but not
You’ll be expected to keep detailed research notes about entirely safe, and you should include at least one of
Bloodsalt, as whatever you write will be the only official the following encounters to show the region’s isolation
record the school has. You could check on your friend while and foreshadow some later challenges the heroes will
you’re in the area. Would that be acceptable?” face. Maps for these encounters appear on page 8.
The students’ grim determination transforms into
excitement; it’s clear none of them expected to venture so MOCKING CRIES SEVERE 8
far from Nantambu so soon in their academic careers. They I’boko rushed through the jungle several days ago on
share eager whispers, already making plans. her way to Kiutu, anguished over her village’s fate.
Oyamba continues, “Bloodsalt has some dangers, but During her trip, she was spotted by two malicious
I can think of no group of lore-speakers more capable owl-like monsters called karinas, but she distracted
of meeting them. You might even convince your errant them with an illusion and hurried on her way before

12
the karinas realized they’d been deceived. The karinas leave the area because the Knights of Abendego are
haven’t forgotten I’boko, and in fact remember hearing becoming too powerful under Ajbal Kimon. Shavnill
her talking to herself. hopes to find easier pickings in the Mwangi Expanse,
The karinas spot the expedition and try to lure away and he thinks an undead dinosaur will make a
a few members to the hunting grounds of a dangerous fearsome addition. Just as he’s beginning to doubt his
animate plant. As the heroes travel with their students ability to animate the dinosaur, prospective victims
through the jungle, they hear I’boko’s voice from off have come right to him.
in the trees, saying, “Father, I’m coming. I’m coming to Creatures: Shavnill’s second-in-command is a brutal Hurricane's
help!” This cry repeats, more distant each time. but effective woman named Otobin. Three other gang H ow l
Creatures: Four karinas alternate I’boko’s voice members hang back a short way, nervous that Shavnill
to lure creatures into a clearing with a large, shallow might succeed but lack control over his creation. Chapter 1:
pond and a dezullon growing next to it. The karinas In combat, Otobin barks orders at the gang The Missing
can’t resist infecting any creatures they encounter with members, but Shavnill just fights on his own using Student
their grave blight, and the dezullon is no different; its his spells to his best advantage. Shavnill fights to the Chapter 2:
deterioration under the disease is reflected by giving death, knowing he’s out of options unless he can make Vanished
it the weak adjustment. The dezullon nevertheless this stand here. Any other foe reduced to fewer than Villagers
sticks with its typical tactic: pretending to be a normal 20 Hit Points surrenders or flees—whichever seems Chapter 3:
pitcher plant near an enticing pool of water with a most likely to ensure their survival. Prison of the
shiny silver necklace at its base. Vacant Eye
The karinas lurk in the trees around the clearing. SHAVNILL MANYBONES CREATURE 5 Chapter 4:
They attack once the dezullon does, or when it’s clear Male human necromancer (Gamemastery Guide 230) Jula’s Plight
the heroes aren’t falling for the ruse. As the karinas Initiative Perception +10
Jula
fight, they give mocking cries and mimic I’boko’s
voice. The dezullon fights until destroyed, but a karina OTOBIN CREATURE 5 Adventure
reduced to fewer than 20 Hit Points flees the area. Female human fence (Gamemastery Guide 210) Toolbox
Initiative Perception +11
KARINAS (4) CREATURE 5
Lost Omens Mwangi Expanse 301 GANG MEMBERS (3) CREATURE 4
Initiative Perception +12 Human bounty hunters (Gamemastery Guide 227)
Initiative Perception +14
WEAK DEZULLON CREATURE 9
Pathfinder Bestiary 6, 94 Shavnill’s Success: When Shavnill is killed or knocked
Initiative Perception +18 out, a fragment of his soul tied to the misjudged ritual
leaves his body and enters the tyrannosaurus corpse.
Treasure: The necklace at the dezullon’s base is a Shavnill dies, but the tyrannosaurus skeleton rips free
necklace of fireballs type III. from the body and attacks everyone in the area, hero
or gang member alike.
SHAKING BONES SEVERE 8
A relentless buzzing of flies heralds a massive, TYRANNOSAURUS SKELETON CREATURE 9
gruesome sight: a dead tyrannosaurus rex on the Pathfinder Bestiary 3 236
banks of a small stream directly in the path of the Initiative Perception +17
heroes’ expedition. The corpse starts to shake and
begins to rise, only to slump back to the ground. The Questioning the Gang: Anyone in the gang can tell
strange event should convince the heroes to warn the heroes about how they’ve come from the area
their students away from danger. near Kokutang in the Sodden Lands, many days’
A necromancer named Shavnill Manybones is travel to the north. A much larger gang of Norgorber
attempting to reanimate the dinosaur. Shavnill and worshippers called the Knights of Abendego, who use
his small gang are out of sight behind the dinosaur tridents and wear armor patterned like fish scales, has
when the heroes first arrive, but if the heroes been expanding through the region. As they didn’t
investigate or make a lot of noise, they’re sure to want to become the Knights’ enemies, this small gang
encounter the group. fled south to seek their fortunes elsewhere. They don’t
Shavnill’s gang used to terrorize people in the know much more about the Knights of Abendego,
Sodden Lands to the north, but they’ve had to other than their leader’s name: Ajbal Kimon.

13
Kiutu I’boko looks up from her work when she hears talking
Kiutu is a small village of about 200 people, primarily and steps over, putting a hand on her father’s shoulder. “It’s
Bonuwat humans and Mbe’ke dwarves, on the east fine, Baba. They’re from the school.”
bank of the Terwa River. The village was
founded, at least partially, through After I’boko performs introductions,
coincidence. A group of Bonuwat her father relaxes. If the students are
sailors, travelling inland along the with the heroes, they’re happy to
river, crossed paths with a caravan see I’boko and explain that they’ve
of dwarven merchants traveling been assigned to research the nearby
north. Their meeting point became a ruins of Bloodsalt. They eagerly ask
small trading post, which eventually I’boko to come with them for this
became a village. The village is research expedition. If the heroes are
near enough to Terwa Lake to take by themselves, it’s up to them whether to
advantage of the waterway, but just invite I’boko to rejoin her classmates.
outside of the area plagued by the I’boko is hesitant to leave her
deadly volcanic gas. home in such a state, but her
Most buildings in Kiutu father insists she should go to
are constructed primarily pursue the learning she began.
of clay brick, with woven The heroes can side with either
roofs made from river reeds. Its I’boko or Kolnoku, convincing I’boko
population has declined as the trade that she can still help Kiutu occasionally
routes gradually shifted away, but it’s Kolnoku from the research site, or convincing her father that
nevertheless still a thriving community. staying in the village won’t hurt her academically.
Fishing and boat-building are the most common Their choice will determine where I’boko can be
professions, and Kiutu’s boats are highly regarded found later in this adventure. If they can’t decide or
across the northwest Mwangi Expanse. Many of choose not to interfere, I’boko chooses to remain in
Kiutu’s youths, like I’boko, leave the village to hone the village.
their skills before returning once they’ve grown older. Kolnoku—or anyone else in Kiutu—can answer any
When the heroes arrive, the village is still in an questions about the Knights of Abendego. Kolnoku
extreme state of disrepair after the recent attack only knows them as the roving bandits who attack
by the Knights of Abendego. The roofs of several unprepared travelers in the north. They’ve never raided
buildings have entirely burned away, and the Knights this far south before, and their attack was far more
destroyed most of the village’s boats and stole food organized than he’d expected. The Knights struck
and other supplies. No one was badly hurt, but their under the cover of darkness, rushing deep into the
lives were upended. The villagers are still on edge, village before anyone even knew they were there. They
and are wary around the heroes until it’s made clear said little, but claimed to be the hands of Norgorber.
they’re from the Magaambya. When Kolnoku learns that the heroes are going
When they find I’boko, she’s hard at work to be working near Bloodsalt, he warns them about
restoring her family’s house, mending what she the toxic gas and says that when exposed silver
can with magic and repairing the rest by hand. Her visibly tarnishes, it’s time to hurry away until the gas
father, Kolnoku, is a middle-aged dwarf who leans dissipates in a few days. He doesn’t know much about
on a stone cane and wears a religious symbol of Bloodsalt, except that it used to be called the City
Uvuko, the Mwangi deity of metamorphosis and of Dragon-Speakers long ago. The true reason has
growth. He watches from a short distance away, been lost to time, but he theorizes it has something
giving instructions on the “right” way to repair a to do with the historical prevalence of cloud dragons
house, while I’boko shouts back, exasperated, that in the Terwa region. Mbe’ke dwarves have a long
she knows what she’s doing. When Kolnoku sees the history of peaceful coexistence with cloud dragons,
group approaching, he takes a cautious step back as and Kolnoku is well-versed in the old folktales.
he looks them up and down. If the heroes struggle to interpret their findings in
Bloodsalt, Kolnoku may be able to provide some
“You approach openly, in daylight, so I assume you’re not assistance. Although he’s more than a day’s journey
more Knights of Abendego. But you should know, I’m not in away from Bloodsalt, he insists that his help is always
the mood for welcoming strangers at the moment.” available to the heroes.

14
Ruins of Bloodsalt A PARTIAL MAP
Bloodsalt was abandoned over a century ago, The heroes might have acquired a folio with a partial
but remains surprisingly well preserved. Its swift map of Bloodsalt in “Kindled Magic.” This map not
destruction caused little damage to the existing only gives a rough outline of this part of Bloodsalt,
structures, but in the intervening years, it’s been beset but also notes the building in the middle of the ruins,
upon by wind, rain, and restless undead. Most of labeled “Hatchery.” In addition to providing the
the stone buildings still stand, some as high as three heroes some information about the area, this map
stories tall—though the lowest floors are often buried can also be used to help remind the cloud dragon Hurricane's
in red silt. Bronze towers jut from the tops of the Ixamè of her role in area A8. H ow l
grandest buildings.
The silt has preserved much from the city. Remnants Chapter 1:
of market stalls and animal-drawn carts jutting The Missing
from the silt prove that the city was once a bustling the city’s destruction, in a fashion. Additionally, a Student
commercial center, and submerged skeletons show that spirit naga named Vyrina arrived a year ago to exert Chapter 2:
death came quickly to the community. Geologists and her will over the dead and now makes her home in the Vanished
naturalists agree that Bloodsalt’s ruin came from an ruins. More recently, an unscrupulous treasure hunter Villagers
unusually potent buildup of volcanic gas in the lake, named Thiarvo the Quick came to Bloodsalt with Chapter 3:
released by a seismic event such as an earthquake. This some mercenary tomb robbers in his employ. Although Prison of the
pairing of events occurs only once every few hundred Vyrina doesn’t much care for the legacy preserved in Vacant Eye
years; when it does, the gas is so heavy and thick in the the city’s stone, preferring instead to treat with the bog Chapter 4:
air that running away becomes virtually impossible. mummies beneath the silt, Thiarvo goes out of his way Jula’s Plight
In fact, Bloodsalt was the third grand city to rise and to destroy anything he can’t steal.
Jula
fall on the east bank of Terwa Lake. Signs of the first This portion of the ruins of Bloodsalt appear on
two cities can be found throughout the ruins of the page 16. The ruins are much larger than this section, Adventure
third, as each was built on top of the last. Architecture but the dangers and discoveries in the rest of Bloodsalt Toolbox
and art from several distinct cultures across three are outside the scope of this adventure.
different time periods mingle here in a way that is
wholly unique to Bloodsalt. An archaeologist could A1. MUDWRINGER CAMP SEVERE 8
spend a lifetime unraveling the influences they had on Before arriving in Bloodsalt, the heroes and their students
each other. If the heroes can clear it of danger, they see smoke from a campfire just outside Bloodsalt’s
may be the first to study the city in detail since its walls. The camp belongs to the treasure-hunter named
destruction, laying the foundation for every academic Thiarvo the Quick, a sprightly Song’o halfling who’s
to follow. traveled all over the world collecting treasures from old
The heroes should realize that the ruins might ruins and lost cities. He’s commissioned a group of loyal
contain dangerous monsters or old traps; certainly, the mercenaries he calls the Mudwringers.
students all know this. The heroes should therefore Thiarvo maintains a pleasant demeanor to hide his
explore the ruins first, while the students get the crafty and greedy nature. He plans to take whatever he
research camp and tents set up a safe distance away. can from the ruins and deface anything else, to impede
If the heroes attempt to bring the students with them anyone who follows him from getting any riches or
into danger, Mariama takes them aside to give them a claiming secrets he wasn’t able to seize. Although
lecture about their foolishness and insists the students perceptive heroes might see through Thiarvo’s
will pick up the work only when they’ve ensured this deceptions right away, some groups might only learn
part of the ruins is safe. of Thiarvo’s malice once they’ve seen some of the
recent damage in the ruined city.
FEATURES OF THE RUINS When the heroes first arrive, Thiarvo welcomes
As much of the ruins are covered with the iron-rich silt them. He invites the heroes to sit by his fire and rest
and alluvial mud of the lake, the most exposed section after their journey. Thiarvo asks a lot of questions and
makes the best starting point for the Magaambya seems particularly interested in the heroes’ status at the
expedition. Here, the city is ringed by a stone wall that Magaambya and their intentions for this expedition.
has fallen apart in places. Within the wall, the clinging Thiarvo’s mercenaries lurk at the edge of the camp, as
silt makes the ground difficult terrain. they know to stay out of the halfling’s way.
The ruins aren’t empty. Not only are rumors of restless Once Thiarvo understands why the heroes have
dead true, but a cloud dragon named Ixamè survived come, he realizes he’s in danger of losing his unimpeded

15
RUINS OF BLOODSALT
1 SQUARE = 5 FEET

A6

A3

A4

A8

A7

A2

A5

A1

16
access to the ruins of Bloodsalt. He begins his first ploy Perception check catches Thiarvo’s signal, and if that
to get them out of the picture. hero succeeds on a DC 20 Society check, they know
what it portends.
The halfling’s face falls, and he looks genuinely sad. “Such Creatures: If the heroes insist on being
a long way to go to have to turn around. I don’t suppose confrontational, Thiarvo and his four mercenaries
you contacted the Assembly of Speakers in Cloudspire, attack. All four like to get in close, using trick attacks
much less obtained the approval of Thabsing, the High to keep their foes off balance. Thiarvo prefers to
King of Cloudspire himself? Because I did. Oh, the dwarven attack targets his own size. The mercenaries are Hurricane's
bureaucracy! But I was pleased to do it, because Bloodsalt loyal, but they surrender or flee if reduced to fewer H ow l
bears the legacy of cloud dragons, and all things related to than 20 Hit Points. Thiarvo is wholly invested in this
cloud dragons in the Terwa Uplands fall under Cloudspire’s venture and doesn’t surrender or flee, fighting to the Chapter 1:
jurisdiction. So I’ve got the first, best, and only right to be last to protect what he believes to be his vast treasures The Missing
here. I’ll ask you to keep back from the city, let’s say six within Bloodsalt. Student
miles? Perhaps there are some buried roads or crumbling Chapter 2:
outposts you can investigate instead?” THIARVO THE QUICK CREATURE 9 Vanished
Page 90 Villagers
There are a number of things wrong with Thiarvo’s Initiative Perception +20 Chapter 3:
claim, but he delivers his lies boldly. First, he has no Prison of the
proof of his authority to be in the ruins because he MUDWRINGER MERCENARIES (4) CREATURE 5 Vacant Eye
never got any. If the heroes challenge him on this, he NE MEDIUM HUMAN HUMANOID Chapter 4:
ducks into a tent long enough to acquire a bronze Human tomb raiders (Gamemastery Guide 217) Jula’s Plight
medallion he recovered from the ruins a few days ago, Initiative Perception +13
Jula
bearing the stylized image of a dwarf with dragon
wings atop a bronze minaret. “Thiarvo” is scratched Dividing the Mudwringers: If the heroes get through Adventure
on the back. He insists this is a “authorized explorer’s this initial conversation without triggering a fight, Toolbox
token” given to him, when he merely scratched his dealing with the treasure hunters becomes a little bit
name on the back a few days ago so the mercenaries easier: this becomes two Low-difficulty encounters
wouldn’t get ideas about stealing it. A successful DC rather than a single Severe-difficulty encounter.
30 check to Sense Motive catches the devious halfling Thiarvo realizes he should eliminate the heroes as
in his lie, but a successful DC 24 Nature check realizes soon as he can, so he sends his mercenaries to attack
that bits of red silt in the medallion show it came from them while they sleep. He doesn’t participate in
the ruins of Bloodsalt, probably very recently. the attack; on the off chance the heroes survive, he
Second, Thiarvo is building upon poorly tries to claim that he was entirely unaware that his
remembered details about Cloudspire, since he’s never assistants would take such a heinous and sinister
been there. A hero who succeeds at a DC 24 Society action. Thiarvo’s claims of innocence ring hollow if
check knows that the current High King is named the heroes managed to capture and question one of
Lek’sanji; Thabsing is a naval admiral. the mercenaries during the nighttime attack, or if they
Finally, Thiarvo’s statement about Cloudspire’s overcome his Deception DC of 30.
authority extending to Bloodsalt just because of a In either case, Thiarvo tries to slip away into the ruins
draconic connection is also dubious. A hero who as soon as he can, counting on the fact that he knows
succeeds at a DC 24 Arcana or Society check recalls them better than the heroes. He then tries to set up
that dragons are independent, and cloud dragons more ambushes as they move through the ruins, picking off
than most. A dragon with authority over Bloodsalt anyone who lags behind the group or attacking when
wouldn’t claim it from distant Cloudspire. the heroes are recovering from another encounter.
If the heroes confront Thiarvo in any of his lies, Searching the Tents: None of the people here allow
he glibly deflects, asking them to leave for the night the heroes to search their tents, but the heroes might
and come back to talk in the morning. If the heroes come back when they’ve dispatched the treasure
persist, Thiarvo moves from duplicity to strongarm hunters (or sneaky heroes might poke around while the
tactics, hinting that they’d best keep away from discussion is going on). One tent contains four barrels
Bloodsalt if they know what’s good for them. As he of alchemical ingredients particularly useful in making
delivers this threat, he gives a subtle hand sign to alchemist’s fire, though no vials of the substance are
the Mudwringers to get them ready for a fight if the here. A hero who succeeds at a DC 20 Crafting check
heroes don’t comply. A hero who succeeds at a DC 25 realizes these materials are useful primarily as an

17
exceptionally unreliable explosive, such as that which to pass off as his “authorized archaeology token” is
brought down the tower in area A2. Thiarvo intends worth 90 gp.
to use them to excavate areas of the ruins he can’t
easily reach or to bring down buildings he has already A2. COLLAPSED TOWER MODERATE 8
explored. A fifth barrel is currently next to the sealed
entrance in area A7. The upper levels of this building have collapsed over the
Treasure: The camp contains several items the lower levels, leaving only a twisted bronze spire amid
Mudwringers have wrested from the ruins, including chunks of red-stained stone.
a sphere barricade stone (page 75). Each of the four
barrels of explosives weighs 5 Bulk and is worth 100 A successful DC 22 Crafting check indicates that this
gp. In the tent with the alchemical ingredients are two tower was brought down by some sort of alchemical
explosive bolts, suitable for igniting the explosives explosive, and that it came down within the last few
from a distance. The bronze medallion Thiarvo tries days. Thiarvo plundered the building and wanted to
test his explosives, so he collapsed the entire structure.
Creature: The destruction of the tower disturbed
several bodies buried deep in the silt. Their spirits
had been dormant until the explosion, but the mix of
fiery ruin, trapped gases, and the lingering rage and
guilt of Bloodsalt’s draconic defender combined into
a creature called a screaming sulfur. It oozes out from
beneath the ruin to attack when anyone steps close.
The screaming sulfur fights until destroyed. If
its wailing continues for at least 4 rounds, four bog
mummies in area A3 take notice, claw their way to
the surface, and lumber over to attack. This takes an
additional 3 rounds but might result in a particularly
tough fight.

SCREAMING SULFUR CREATURE 10


Page 84
Initiative Perception +22

Rejuvenation: The screaming sulfur rejuvenates


here after 1d4 days, but it’s then much more proactive
in seeking out intruders. Because of the wailing,
it’s unlikely to surprise anyone, but its continual
rejuvenation might vex the heroes. The screaming
sulfur is only put to rest permanently once Ixamè dies.

A3. RESIDENTIAL AREA LOW 8


This part of the city once contained several upscale
Mudwringer Mercenary homes, though it now holds only the bodies of residents
poisoned in Bloodsalt’s destruction a century ago.
Creatures: When living creatures intrude in this
area, residents preserved as bog mummies Rise Up to
the surface and attack. There are eight bog mummies
here, but only four attack at once; the others don’t rise
unless living intruders leave and return again. The bog
mummies in each wave fight until destroyed.

BOG MUMMIES (8) CREATURE 5


Pathfinder Bestiary 2 177
Initiative Stealth +13

18
Treasure: A hero who Searches this area finds so, reduce this DC to 24. On a success, Vyrina agrees to
evidence of how upper-class residents once lived and the deal and gives the heroes the vase in her collection
three well-preserved serving platters worth 60 gp each. as a token of her promise. On a critical success, she
lets them choose another item on display to take,
A4. CONVERTED SHOP MODERATE 8 in addition to the vase. On a failure, Vyrina tries to
Negative psychic energy clings to the shore of Terwa subtly cast subconscious suggestion on as many heroes
Lake, growing stronger with each successive fall of the as she can, suggesting they negotiate a different deal
communities built there. About a year ago, the spirit that’s more in Vyrina’s favor. On a critical failure, she Hurricane's
naga Vyrina discovered this energy and made her denounces the heroes as liars and attacks immediately. H ow l
nest in an abandoned shrine in Bloodsalt, where she Vyrina also fights if the heroes attack her or try to
enjoys the solitude and the ruined, desolate landscape. steal from her. She likes to stay back from melee and Chapter 1:
She’s been controlling the local bog mummies through use her debilitating spells like confusion and paralyze, The Missing
magical manipulation and intimidation, using them to letting her bog mummies fight up close. She slithers Student
gather magical items from different parts of the ruins away and leaves the ruins if reduced to fewer than 30 Chapter 2:
to add to her growing hoard. She keeps her valuables Hit Points, but the bog mummies fight until destroyed. Vanished
displayed on shelves still affixed to the wall, mimicking Villagers
the former shop’s displays with red-stained relics and VYRINA CREATURE 9 Chapter 3:
decaying treasures. Female spirit naga (Pathfinder Bestiary 2 179) Prison of the
Creatures: Vyrina spends most of her time in this Initiative Perception +18 Vacant Eye
shop, waited on by two bog mummies. She has seen Chapter 4:
others, like the Mudwringers, seeking treasures in the BOG MUMMIES (2) CREATURE 5 Jula’s Plight
ruins over her short time here, but senses the heroes to Pathfinder Bestiary 2 177
Jula
be more than common thieves. She thus regards them Initiative Stealth +13
with curiosity rather than hostility, asking why they’ve Adventure
come and what their plans are in the ruins. But some Treasure: Vyrina has amassed many treasures in her Toolbox
things, she realizes, are worse than mere thievery. She’s shop, although the only valuable ones are a moderate
horrified by the thought of a gaggle of students poring red-rib gill mask (page 76), a greater staff of providence
over her ruins for months at a time, and shrieks at the (Advanced Players Guide 264), and a vase that depicts
heroes to take their expedition and leave. a cloud dragon sheltering the city of Bloodsalt under
However, Vyrina is willing to discuss a compromise its wings. At the very heart of the illustrated Bloodsalt,
with the heroes. Her first suggestion is that the there is an egg with cloudlike patterns on its shell. The
teachers and students can explore the ruins for a single vase is worth 200 gp.
week, then they must depart forever; obviously, this is
unworkable from the Magaambya’s perspective. She’s A5. MURAL WALL LOW 8
open to any reasonable counter-proposal the heroes
make, up to exploration for a full year—Vyrina expects An awning of wood and stone which has somehow
to be here much, much longer than that anyway. The withstood the long years shelters this long exterior wall
heroes must agree not to destroy any of the buildings from the elements, protecting the mural it holds. This
still standing in the ruins, as Vyrina loves their desolate mural depicts several humans growing billowing, cumulous
look, but she doesn’t mind if they destroy any of the wings and taking flight above a spired city. A gap in the all
creatures lairing here other than herself. obscures part of the mural’s narrative.
Another aspect the heroes might leverage is that
Vyrina hates Thiarvo and the Mudwringers. She A hero who succeeds at a DC 20 Society check
knows they collapsed the tower in area A2 and realizes that the city is Bloodsalt and the images are
suspects they’ve got more destruction planned for the “Dragon-Speakers” of popular local lore. On a
the ruined city. Vyrina wants the heroes to eliminate critical success, the hero notices that the people first
these destructive trespassers (or is delighted if they’ve gain their wings while near an egg-shaped building.
already done so). This is a clue about the hatchery (area A8).
To seal negotiations, a hero must succeed on a DC Tumbled stone interrupts the mural and obscures
28 Diplomacy check (or a related check based on the the ultimate destination of the depicted Dragon-
heroes’ negotiations, such as Deception if they’ve lied Speakers. The students can restore this section with
to Vyrina or Intimidation if they’ve tried to bully her). If diligent work, and from there they can make guesses
they’ve eliminated the Mudwringers or promised to do about the fate of the residents who fled Bloodsalt. But

19
first, a dangerous creature lurks in the room beyond Rises Up to attack. The amalgamation can’t fit easily
the broken wall. Packed silt 3 feet deep covers the floor through the gap to pursue foes; it must succeed at a
of the darkened room beyond. A single arm bearing a DC 20 Acrobatics check as a single action to squeeze
gleaming gold bracelet juts up from the silt. through it. It fights until destroyed.
Creature: A family died together while huddling in
this building, and their grasp upon one another persists BOG MUMMY AMALGAMATION CREATURE 9
in death: they arose as a bog mummy amalgamation. UNIQUE LE LARGE MUMMY UNDEAD
At first, the only part of the amalgamation sticking Perception +18; darkvision, tremorsense (imprecise) 30 feet
above the silt is the arm bearing the bracelet. When Languages Common, Necril
the silt in the room is disturbed, the entire creature Skills Athletics +19, Stealth +16 (+18 while buried in silt)
Str +6, Dex +1, Con +3, Int +0, Wis +3, Cha +0
AC 27; Fort +19, Ref +15, Will +20
HP 160, negative healing; Immunities death effects,
disease, paralyzed, poison, unconscious; Resistances fire
10; Weaknesses cold 10
Breath of Silt (aura, divine, enchantment, mental) 30 feet.
A creature that begins its turn within the area feels as if
its lungs are filling with silt and must succeed at a DC
25 Fortitude save or be unable to speak or breathe.
The creature can still hold its breath and can
attempt a new saving throw at the end of its
turn. A creature that succeeds is temporarily
immune to breath of silt for 24 hours.
Rise Up [reaction] Trigger A creature walks on
top of the bog mummy amalgamation
lying buried in the silt below;
Requirements Initiative has not
yet been rolled; Effect The bog
mummy amalgamation notices
the creature automatically and
Burrows before rolling initiative.
Speed 20 feet; burrow 15 feet
Melee [one-action] fist +20 (reach 10 feet), Damage 2d6+5 plus
bog rot
Bog Rot (curse, disease, divine, necromancy, negative)
This affliction can’t be reduced below stage 1, nor can the
damage from it be healed, until it’s successfully treated
with remove curse or a similar effect; the affliction can
then be removed as normal for a disease. A creature
killed by bog rot melts into a noxious sludge and can’t
be resurrected except by a 7th-level resurrect ritual or
similar magic; Saving Throw DC 21 Fortitude; Stage 1
carrier with no ill effect (1 minute); Stage 2 3d6 negative
damage and clumsy 1 (1 day).
Fist Flurry [two-actions] The amalgamation makes two fist Strikes
Bog Mummy Amalgamation
against two different targets within its reach. Its multiple
attack penalty doesn’t increase until after both attacks.

Treasure: The amalgamation wears jewelry worth


55 gp and a polished gold bracelet etched with
draconic runes. The bracelet is a cloud dragon rune
bracelet reading “Hatchery Attendant” in flowing
Draconic script.

20
A6. SHORELINE A8. HATCHERY MODERATE 8
The waters at the eastern edge of Terwa Lake are The sealed room’s interior was once a cloud dragon
tinged a blood red from the grains of silt suspended hatchery tended by Ixamè, the last in a long line of
in it. Large, red-ribbed salamanders lurk in the water cloud dragon guardians who protected the hatchery
near the shore, wary of the undead in the city but and the city around it. The hatchery was an important
eager to snap at meat that comes within reach. These place, visited by supplicants seeking draconic wisdom
salamanders don’t have the strength or numbers to and the humanoid “hatchery attendants” who carefully
threaten the heroes, or even the students so long as saw to the care of dragon eggs and helped raise young Hurricane's
they remain wary. They’re also particularly tasty, and cloud dragons. Hatchery attendants knew their short H ow l
Onyiji and the anadis spend their free time hunting lives only allowed them to raise their young charges
them once they’re situated in the ruins. for a fraction of their long period of growth, but the Chapter 1:
title was nonetheless prestigious, granted only to the The Missing
A7. HATCHERY EXTERIOR most knowledgeable and compassionate. Student
This massive, circular building has a mosaic running When the Dead Man’s Breath blew over Bloodsalt Chapter 2:
entirely around it. The mosaic depicts a cloudy and poisoned the populace, Ixamè was sealed inside Vanished
sky that makes the entire building appear as if it’s the hatchery and didn’t realize that doom had come Villagers
floating. Writing in flowing Draconic script circles to the city. When no one came for several days, Ixamè Chapter 3:
the building and reads, “Defend to the death those became curious. When she opened the sealed door, Prison of the
who defend us.” The building has resisted the wear poison flowed in and Ixamè realized she had doomed Vacant Eye
and staining of other buildings in Bloodsalt due to the eggs she swore to protect. The poison didn’t quite Chapter 4:
fortunate placement and Ixamè’s lingering magic. A kill Ixamè, but put her into a half-undead state infused Jula’s Plight
hero who examines the building closely and succeeds with poison and sustained by grief and rage.
Jula
at a DC 24 Perception check sees several names in This massive room was once beautifully decorated,
Draconic hidden amid the cloud mosaics, along but Ixamè’s grief-stricken rampage destroyed most of Adventure
with dates. The most recent, with a date that began walls, revealing bare stone behind them. Toolbox
two centuries ago and has no end, is “Ixamè.” That Creature: Ixamè is a cloud dragon in a strange,
mosaic piece is loose and can be carefully removed, half-dead state. If the heroes entered without waking
if the heroes choose. The names are those of cloud her, the dragon lies still as though dead, curled around
dragons who served a tenure guarding the hatchery three petrified dragon eggs. She rouses when anyone
inside this building. Ixamè’s tenure coincided with approaches, disoriented but not immediately hostile.
Bloodsalt’s destruction. The trauma of her sudden near-death and pain of
There’s no obvious entry to this building, but a losing the eggs has damaged her memory. She looks
pair of thin, vertical lines run through the mosaic that quizzically at the heroes and asks, “Who am I? What
indicate the presence of a door. There are no handles is this lair? Am I protector, poisoner, killer?”
or latches to open it. The Mudwringers spotted these The heroes have the opportunity to tell Ixamè
lines but haven’t gotten around to opening it yet; a about her role, if they’ve learned it. Ixamè imperiously
crate of alchemical explosives, like those found in demands tangible proof of claims the heroes make—
the tent in area A1, are set near the cracks to blow she wants them to show her, not just tell her. The
the door open (and ruin the nearby mosaics in following items each allow a hero to attempt the
the process). Remind Ixamè activity, but each item can be presented
The heavy door grinds open in the presence of to her only once.
anyone carrying the cloud dragon rune bracelet from • The vase from area A4.
area A5, as the hatchery attendants were free to come • The cloud dragon rune bracelet from area A5.
and go from this building. Otherwise, opening the • The mosaic piece with Ixamè’s name, from area A7.
door requires careful manipulation of the narrow • The three petrified eggs here in this chamber.
seams with four successful DC 25 Thievery checks • The map of area B6 from page 36 of “Kindled Magic.”
to Pick a Lock. The heroes can also open the door
by triggering the Mudwringers’ explosives, but this REMIND IXAMÈ
shatters most of the mosaics on this side of the AUDITORY CONCENTRATE EXPLORATION LINGUISTIC MENTAL
building and rouses Ixamè, in the chamber beyond, You present evidence of Ixamè’s role in Bloodsalt and
to violence. remind the cloud dragon of her past. Attempt a DC 24
Treasure: The barrel of alchemical explosives Arcana or Diplomacy check.
weighs 5 Bulk and is worth 100 gp. Critical Success Ixamè’s memories come back in a wave,

21
and she becomes lost within them. She is stupefied 2, fight, as though they’d critically failed the Remind
which is cumulative with other stupefied conditions Ixamè activity.
from this action. When she reaches stupefied 3, Ixamè
lies down, gives a heavy sigh (which affects everyone IXAMÈ CREATURE 10
in the room as with her Breath Weapon), then dies UNIQUE N LARGE AIR DRAGON ELEMENTAL UNDEAD
for good. Female poison-wracked young cloud dragon (Pathfinder
Success As critical success, but stupefied 1. Bestiary 2 89)
Failure Your attempts to invoke Ixamè’s memories only Perception +22; darkvision, mist vision, scent (imprecise)
enrage her. Treat any future failure at this action as a 60 feet
critical failure instead. Languages Auran, Common, Draconic
Critical Failure Ixamè’s mind is utterly overcome with Skills Acrobatics +20, Athletics +21, Deception +20,
grief and fury. She loses any stupefied condition and Diplomacy +18, Intimidation +22, Nature +18, Stealth +18,
attacks immediately. Survival +16
Str +7, Dex +2, Con +5, Int +2, Wis +4, Cha +4
If the heroes detonated the explosives to gain entry Mist Vision Fog and mist don’t impair a cloud dragon’s vision;
to the hatchery, or otherwise forced their way in using Ixamè ignores the concealed condition from fog and mist.
noisy means, Ixamè is already awake and ready to AC 30; Fort +21, Ref +18, Will +20
HP 175, negative healing; Immunities electricity,
paralyzed, poison, sleep
Frightful Presence (aura, emotion, fear, mental) 90 feet,
DC 26
Deflecting Cloud [reaction] Trigger Ixamè is the target of a
ranged attack; Requirements Ixamè is aware of the
attack and has a free wing; Effect Ixamè rapidly flexes
one of her wings and creates a billowing cloud of mist.
She is treated as if she were hidden for the purposes
of resolving the triggering attack, so normally the
attacker must succeed at a DC 11 flat check to target
her. Ixamè also gains a +4 circumstance bonus to AC
against the triggering attack.
Speed 40 feet, fly 140 feet; cloud walk
Melee [one-action] jaws +23 (poison, reach 10 feet), Damage
2d10+13 piercing plus 1d12 poison
Melee [one-action] claw +23 (agile), Damage 2d8+13 slashing
Melee [one-action] tail +21 (reach 15 feet), Damage 2d12+13
bludgeoning
Melee [one-action] horn +21 (deadly d8, reach 10 feet), Damage
1d12+11 piercing
Primal Innate Spells DC 29; 2nd obscuring mist; 1st gust
of wind (at will)

Ixamè

22
Breath Weapon [two-actions] (evocation, poison, primal) Ixamè PRACTICAL RESEARCH IN BLOODSALT
breathes a cloud of poison like that emitted from DOWNTIME
Terwa Lake that deals 11d6 poison damage in a 40- Requirements You are a lore-speaker and have unrestricted
foot cone (DC 29 basic Reflex save). She can’t use access to the ruins of Bloodsalt.
Breath Weapon again for 1d4 rounds. You carefully explore the ruins of Bloodsalt with your
Cloud Walk Ixamè can tread on clouds or fog as though students, pointing out archaeological evidence your branch
on solid ground. would find most interesting. Choose either your primary
Draconic Frenzy [two-actions] Ixamè makes two claw Strikes and or secondary branch, and attempt a skill check against a Hurricane's
one horn Strike in any order. standard DC of the branch’s level. You can use Diplomacy H ow l
Draconic Momentum Ixamè recharges her Breath or one of the branch’s associated skills for this check. This
Weapon whenever she scores a critical hit when activity takes 1 month. Chapter 1:
making a Strike. Critical Success An amazing discovery! You find previously The Missing
unseen evidence regarding Bloodsalt’s vanished Student
Treasure: Ixamè’s eyes shrivel in her skull when she residents that’s certain to bring renown to you and Chapter 2:
dies and roll onto the floor as sky-blue gems. Each is your students. You gain access to the Bloodsalt Dragon Vanished
an Ixamè’s eye (page 76). Disciple archetype feats. Increase the branch level of the Villagers
branch you chose by 2. Chapter 3:
Practical Research and Success The evidence you uncover is interesting and your Prison of the
Restoring Kiutu students learn much from your instruction. Increase the Vacant Eye
Once the heroes check in at Kiutu and overcome branch level of the branch you chose by 1. Chapter 4:
the dangers in the ruins, the students waste no time Failure You’re unable to uncover much of interest. Your Jula’s Plight
setting up the encampment to begin their study of the branch level remains the same.
Jula
ruins of Bloodsalt. Critical Failure You or your students damage the ruins in
The heroes have access to two downtime activities, a way that makes future examination more difficult. You Adventure
each of which takes 1 month of time. The first is must skip your next month of downtime repairing the Toolbox
Practical Research in Bloodsalt, a downtime activity damage and can’t perform this activity or Rebuild Kiutu
described on page 63 of “Kindled Magic.” As an during that month.
alternate activity during a month, one or more
heroes can help with Kiutu’s restoration, which REBUILD KIUTU
earns Restoration Points that the heroes share as a DOWNTIME
group. A hero can’t perform both Practical Research You travel back and forth to Kiutu from the Magaambya
and Rebuild Kiutu in the same month. The heroes camp over 1 month, helping to rebuild their village from
shouldn’t realize they’re on a timer, but after 3 past raids and fortify their defenses for the future. Attempt
months of downtime activities, you should begin the a DC 24 Athletics, Crafting, or Society check.
events of the next chapter. Critical Success You restore some of the village’s buildings
Though the occasional release of the poisonous and, more importantly, the villagers’ confidence in
gas called Dead Man’s Breath poses a constant their ability to thrive despite the attacks. You gain 1
danger to those who travel through the ruins of Restoration Point, and all skill checks to Rebuild Kiutu in
Bloodsalt, the students and the heroes all receive the next month have a +1 circumstance bonus.
advance warning from the tarnishing on their silver Success Your work to restore the village is solid. You gain
charms. There’s plenty of time to vacate the ruins to 1 Restoration Point.
someplace safer. After only a few days away from Failure You don’t aid Kiutu much with your work, but the
the ruins—which the students celebrate as arbitrary villagers appreciate that you tried.
yet mandatory time off—the heroes and their Critical Failure You inadvertently undermine a foundation
students can return to pick up their research where stone, flood part of the village, or collapse part of
they left off. The gas might affect activities on a day- a defensive wall. You lose 1 Restoration Point (to a
to-day basis, but it doesn’t impact these month-long minimum of 0).
downtime activities.
I’boko would prefer to help her village rebuild, but XP Award: Award the heroes 10 XP for each success
she feels comfortable investigating the ruins with the or critical success they achieve performing practical
other students if the heroes advise it. Their decision research in Bloodsalt. In addition, award them 30 XP
has an impact on I’boko’s fate, as described at the for each Restoration Point they’ve earned at the end of
beginning of the next chapter. the 3 months (to a maximum of 150 XP).

23
“… And with the thieves driven away and the half-dead dragon put to rest, Bloodsalt was
quiet once more. The students were free to learn the secrets of the ruins, and to help I’boko
restore her home. In just a few short months, Kiutu was as fine a village as you had ever
seen. But the peace did not last long. The evil Knights descended from the north once
again, but this time they were not satisfied with stealing food and causing chaos. This
time, they stole people,” the old woman said, letting a somber pause hang in the air.
“The lore-speakers steeled themselves for the journey ahead. They knew that this
time, their students must stay behind, because their journey would take them into the
very heart of danger. They crossed the wide savanna, following the Knights’ path. The
Knights did not respect the nature they travelled through, and so their trail was obvious.
It was along that trail that they met a group of raiders sent by–“
“The Terwa Lords! Even they hate evil knights!”
The old woman raised an eyebrow. “Oh, are you telling the bedtime stories now, little
one? Should I let you tuck me in while you finish the tale?”
“No, please, you tell it the best!”
“Are you sure? You seem ready to be our family’s own little lore-speaker.”
Uzuwe pouted at her grandmother’s teasing and the old woman laughed. “Okay,
okay. Then let me tell you about the Terwa Lords. Those iruxis from the Sodden Lands
whisper words like ‘empire’ and ‘destiny.’ And even now, when prophecies fail and fall
forgotten, they have the power to see glimpses of the future written in the stars. Our
heroes learned this firsthand when they met the iruxi raiders, still nursing wounds
from their battle with the Knights.
“Eventually, the lore-speakers crossed the river into
the rain-soaked north, and followed the Knights to
their lair in the mountains. The hurricane raged
on, and they marched toward that dark prison.”

24
Chapter 2:
Vanished Villagers Hurricane's
H ow l
Chapter 1:
The Missing
Student
After the heroes spend 3 months near the ruins of Bloodsalt, the events of CHAPTER 2 SYNOPSIS Chapter 2:
this chapter begin. Read or paraphrase the following. In this chapter, the heroes leave Vanished
their students behind in Bloodsalt to Villagers
Just after dawn, an exhausted young man stumbles into the camp, plainly worn rush after villagers that the Knights Chapter 3:
out from running through the prior day and all through the night. “The Knights of Abendego have kidnapped from Prison of the
have returned to Kiutu! They’re taking people this time—they took Kolnoku!” His Kiutu. There are several encounters Vacant Eye
frantic message delivered, the young man collapses. the heroes face as they cross the Chapter 4:
Mugumo Plains, and you have some Jula’s Plight
If the heroes encouraged I’boko to stay with her father in Kiutu, she flexibility to reorder them based
Jula
was taken prisoner alongside him, and they can rescue her in Chapter 3. If on what works best for your table.
they instead convinced I’boko to come to Bloodsalt, she’s the first to leave Although the heroes won’t catch Adventure
the Magaambyan camp, running for Kiutu as quickly as she can. Unless up to the Knights of Abendego in Toolbox
the heroes are quick to arrive, she beats them there, confirms her father this chapter, you should keep up
has been captured, and chases off after the Knights herself. It’s up to you the pressure and the pace as they
whether the heroes catch up to her on the way (perhaps imperiled by one travel. The Mugumo Plains aren’t
of the threats in this chapter) or whether she’s far enough ahead to have just full of enemies; the heroes might
been captured by the jailers in the Prison of the Vacant Eye. make allies of iruxi raiders sent by
the Terwa Lords, and they have an
Assessing Kiutu opportunity to free some abducted
Evidence of the recent attack on Kiutu is obvious. Dozens of people are villagers who’ve inadvertently
missing, kidnapped by the Knights of Abendego; in a village of only 200, gone from a bad situation into a
the loss is devastating. The village’s state depends on how many successful worse one.
Restoration Points the heroes earned at the end of Chapter 1.
0 Restoration Points: The villagers had barely finished rebuilding and CHAPTER 2 TREASURE
had no defenses in place for this recent attack. There are fewer than a The permanent and consumable
dozen survivors, each too overwhelmed by loss to do anything but weep. items available as treasure in
1–2 Restoration Points: The villagers had begun preparing a few Chapter 2 are as follows.
rudimentary defenses when the second attack came. Many buildings still • +1 striking gaff
smolder, and the fifty or so survivors are reverently burying the dead. • armbands of athleticism
3–4 Restoration Points: With the heroes’ help and expertise, Kiutu was • collar of empathy
in better shape than it had been in years. Although there are a few dead • fighter’s fork
and many wounded, more than a hundred people remain in Kiutu. • grievous rune
5 or more Restoration Points: The attackers couldn’t penetrate very • iron medallion
deeply into the town and simply grabbed whomever they could. There are • moderate sturdy shield
no dead, but many wounded. Other than the few dozen kidnapped by the • scroll of 4th-level clawsong
Knights, everyone else in town has survived. • scroll of 6th-level Girzanje’s march
The Knights made no effort to hide their tracks or disguise their • storm bolt (as storm arrow)
movements, as they believe the villagers are too cowed and weak to • vanishing coin
come after them. The heroes can start their pursuit of the Knights right
away, but if they have fewer than 5 Restoration Points, the villagers

25
AERIAL PREDATOR UNDEAD KNIGHT

CROSSING THE RIVER STRAGGLERS

1 SQUARE = 5 FEET

beseech them to help tend the wounded and lay the You can intersperse the following encounters, one
dead to rest. This takes no more than a few hours, or two per day, during the trip. You need not present
but successfully easing the villagers’ distress requires these in the order listed, but the Undead Knight
a successful DC 24 Medicine check, or a DC 26 encounter should come sometime before Terwa Lords.
Diplomacy, Religion, or Society check. Increase these When the heroes reach the prison, go to Chapter 3.
DCs by 1 for every Restoration Point fewer than 5
that the heroes earned. AERIAL PREDATOR MODERATE 9
XP Award: If the heroes successfully ease the This encounter occurs at a campsite the Knights used
villagers’ distress, award them 30 XP. a few days ago. You might place this encounter only
a few hours outside of Kiutu, to show where the
Mugumo Plains raiders camped before launching their attack, or you
Ancient runes and scarlike crevices dot the lush might have the heroes come across this campsite while
savanna of the Mugumo Plains. An incredible variety they’re following the Knights northward back to Jula.
of life call these plains home, but the best known are The camp doesn’t have any useful gear, just a hastily
the plentiful mugumo fig trees that give the region its made fire ring filled with ashes and plenty of abandoned
name. While the heroes may not be able to undo all of food and other refuse. The Knights knew they needed
the harm the Knights left in their wake, they may be to travel quickly, and carelessly discarded their trash
able to repair some of it. before breaking camp. Examination of the campsite
The Knights have too great a lead for the heroes reveals that there were around 20 Knights camped
to catch them, but they can reach the Knights’ initial here. If the Knights are traveling with prisoners, there’s
destination—the Prison of the Vacant Eye near Jula— also evidence of a site where dozens of people were all
by following their trail. This prison is about 160 miles tied together and lashed to a thick, stunted tree.
due north from Kiutu, and travel takes several days. The map for this encounter appears above.

26
Creature: The Knights didn’t realize they’d passed more about the Knights’ numbers, prisoners, and
through a kongamato’s hunting grounds. The draconic destination. The heroes can meet up with the Terwa
predator only just realized that interlopers have been Lords in the next encounter.
in the land he claims as his own. He arrives while the The map for this encounter appears on page 26.
heroes are looking over the camp, mistakes them for Creature: The propped-up corpse is that of Bharlen
the people who so carelessly trashed his land, and Sajor. A devotee of Norgorber and an eager follower
opens combat with his Wailing Dive. He then makes of Ajbal Kimon, Bharlen happily led the Kiutu raid. An
Flying Strafes for as long as he’s able, and flees when iruxi astrologer that Bharlen impaled on her trident Hurricane's
reduced to fewer than 40 Hit Points. used their last breath to curse the knight, infusing H ow l
If the heroes talk to the kongamato, he screeches Bharlen’s armor with dread energy. Other iruxis slew
about trespassers despoiling his land. If they convince Bharlen, but the curse won’t let her soul rest; she is Chapter 1:
the creature that they aren’t to blame for the trashed now a graveknight. She animates for the first time The Missing
camp and are after the people who left the mess, the when the heroes approach the battlefield, her flesh and Student
kongamato lets them depart peacefully. This requires blood dissolving away in sparks of electricity to reveal Chapter 2:
a successful DC 29 Diplomacy check, but if the heroes gray bone beneath. She steps easily out of the spears Vanished
produce gifts or otherwise express their respect for the that impaled her and attacks. Villagers
kongamato or the land, you can reduce or even waive Bharlen lives for battle, and even though she doesn’t Chapter 3:
this DC. understand her new nature, she fights the heroes until Prison of the
destroyed. If no one is around when she rejuvenates, Vacant Eye
KONGAMATO CREATURE 11 she follows the trail left by the retreating Terwa Lords Chapter 4:
Pathfinder Bestiary 3 152 to get revenge. Jula’s Plight
Initiative Perception +19
Jula
BHARLEN SAJOR CREATURE 11
Treasure: Amid the refuse is a pouch with 65 gp that UNIQUE NE MEDIUM UNDEAD Adventure
one of the Knights accidentally left behind. Female graveknight (Pathfinder Bestiary 190) Toolbox
Perception +21; darkvision
UNDEAD KNIGHT MODERATE 9 Languages Common, Necril
The heroes come across the obvious aftermath of a Skills Athletics +24, Intimidation +22, Stealth +20,
skirmish. There are two dead Knights of Abendego Survival +20
and five dead iruxis on churned ground stained with Str +5, Dex +7, Con +7, Int +0, Wis +3, Cha +5
blood and pockmarked with boot and claw prints. At Items +1 breastplate, heavy crossbow (20 bolts and 2
the center of the chaos, a third dead Knight is propped storm bolts [as storm arrows]), trident
up in her half plate armor, a trio of spears sticking AC 32; Fort +22, Ref +24, Will +18
through her body and keeping the corpse upright. HP 190, negative healing, rejuvenation; Immunities death,
Here, the Knights encountered scouts of the Terwa disease, electricity, paralyzed, poison, unconscious
Lords, an aggressive group of iruxi conquerors who Rejuvenation (divine, necromancy) When Bharlen is
strive to subjugate an increasingly large swath of the destroyed, her armor rebuilds her body over the course
Sodden Lands. The Terwa Lords seek to unite all iruxis of 1d10 days—or more quickly if the armor is worn by
under one banner and form a new empire. The Knights a living host (see Graveknight Armor, Bestiary 191).
didn’t expect the Terwa Lords to range this far from If the body is destroyed before then, the process
the lands they’ve claimed and knew that combat was restarts. Bharlen can only be permanently destroyed
inevitable. The Knights prevailed, but they lost two of by obliterating her armor (such as with disintegrate),
their number and their raid leader, Bharlen Sajor. transporting it to the Positive Energy Plane, or throwing
A hero who examines the dead iruxis and succeeds it into the heart of a volcano.
at a DC 15 Society check to Recall Knowledge realizes Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet.
that they were Terwa Lords. On a critical success, the When a creature in the aura uses a positive spell or
hero remembers that the Terwa Lords are aggressive ability, Bharlen automatically attempts to counteract it,
and expansionist, but value honesty and openness. with a +18 counteract modifier.
They bear grudges, and losing a battle like this isn’t No Escape [reaction] Trigger A creature within Bharlen’s reach
something they’d likely forget or forgive. moves away from her; Effect Bharlen Strides up to
Indeed, the Terwa Lords group that lost this fight her Speed, following the foe and keeping it in reach
haven’t given up on the Knights just yet. They fled throughout this movement.
but then doubled back on their tracks to find out Speed 25 feet

27
Melee [one-action] shock trident +24 (electricity, magical, shove), Ranged [one-action] shock trident +24 (electricity, magical, thrown
Damage 3d8+11 piercing plus 1d6 electricity 20 feet), Damage 3d8+11 piercing plus 1d6 electricity
Melee [one-action] fist +23 (agile, electricity, magical), Damage Brute Strength Bharlen deals an extra 1d8 damage with
2d6+11 bludgeoning plus 1d6 electricity and Push tridents, and a trident gains the shove trait while she
Ranged [one-action] shock heavy crossbow +24 (electricity, magical, is using it in melee (both the extra damage die and
range increment 120 feet, reload 2), Damage 2d10+8 the shove trait have been included in Bharlen’s trident
piercing plus 1d6 electricity Strikes above).
Devastating Blast [two-actions] (arcane, electricity, evocation)
Bharlen unleashes crackling lightning in a 30-foot cone.
Creatures in the area take 6d12 electricity damage (DC
30 basic Reflex save). Bharlen can use this ability once
every 1d4 rounds.
Graveknight’s Curse This curse affects anyone who wears a
graveknight’s armor for at least 1 hour. Saving Throw DC
40 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot
remove the armor (1 day); Stage 2 doomed 2, hampered
10, and cannot remove the armor (1 day); Stage 3 dies
and transforms into the armor’s graveknight.
Ruinous Weapons Any weapons Bharlen wields gain the
effects of the +1 striking and shock runes.
Sodden Strike [two-actions] (conjuration, divine, water) Bharlen
calls to the endless storm to lend murderous power
to her blows. She makes a Strike; on a hit, seawater
appears in the target’s lungs and the target is sickened 1
(sickened 3 on a critical hit).
Weapon Master Bharlen has access to the critical
specialization effects of any weapon she wields.

Two Trails: It’s clear that the two groups who fought
here, the iruxis and the Knights, went off in different
directions. Regardless of which trail the heroes follow,
they reach the same place a few miles later, as the
Terwa Lords waited until the Knights passed
before doubling back across their trail.
Treasure: Four of the dead
iruxis are scouts, while
the other is the astrologer
who cursed Bharlen. The
scouts don’t have any gear worth
taking, but the astrologer’s corpse still
carries a scroll of 4th-level clawsong (page
77), a scroll of 6th-level Girzanje’s march (page
77), armbands of athleticism, and a round stone
etched with markings to indicate the astrologer’s
hatching date. This small stone is worth 5 gp.

TERWA LORDS SEVERE 9


Bharlen Sajor The Terwa Lord scouts have camped along the trail
left by the Knights, hoping to learn more about these
intruders from their tracks before deciding what to
do about them. The Terwa Lords are self-interested
expansionists; their first priority is to defend their
growing lands against malicious forces like the

28
Knights of Abendego. This advance group is on a command. Ssaraku’s strongest warriors are two other
secret scouting mission for the leaders of the Terwa Terwa chosen, iruxis who’ve been marked by star
Lords, but only this group’s leader, Ssaraku, has all the signs at birth. Their names are Urukani Tenth-Star and
details. The attack put her in an awkward position, Ghiashi. Ssaraku’s chief advisor is Giri, a venerable
because the mission is important but it’s also vital to Terwa star reader who is at least two decades older
learn more about the Knights’ movements. than the next oldest iruxi in the group. The six
The iruxis in the camp spot the heroes at about the wounded iruxis are scouts; they were the ones most
same time the heroes spot them. The camp consists of hurt in the battle. Ssarazul’s magic has brought them Hurricane's
four temporary huts woven from tall grasses. Three H ow l
shelter wounded iruxis and those providing them care;
the fourth belongs to the group’s leader and her child Chapter 1:
Ssarazul. There are fewer than a dozen iruxis here, but The Missing
all are well-armed and attentive. Student
Two iruxis move to interpose themselves between Chapter 2:
the heroes and the camp. A taller iruxi with old battle Vanished
scars crossing over her chest and shoulders approaches Villagers
from behind these guards, appraising the party with Chapter 3:
the eyes of a seasoned veteran. Prison of the
Vacant Eye
“State your names and intentions. If you intend to do us Chapter 4:
harm, we will kill you. If you lie to me, we will Jula’s Plight
kill you.”
Jula

This is Ssaraku. She doesn’t want a fight so Adventure


soon after the last one, but neither does she want Toolbox
to let strangers pass unquestioned. If the heroes
mention they’re from the Magaambya or that
they’re enemies of the Knights of Abendego,
Ssaraku realizes they might be allies and is eager
to hear more from them.
She orders the guards to stand down and
introduces herself as Scout Leader Ssaraku Akai of
the Terwa Lords. The iruxis’ confrontation with the
Knights was unintended; the two groups happened
to be traveling along intersecting paths, and when
the Knights saw the iruxis, they attacked. The iruxis
fought well, and the Knights were hampered by
several prisoners they needed to keep in line while
fighting, but the Knights prevailed and the iruxis
had to retreat. Ssaraku is obviously unhappy about
leaving the slight unanswered.
Ssaraku offers to share a meal with the heroes, and
invites them to camp nearby for safety. If the heroes
try to return the gear from the dead astrologer at
the battlefield, Ssaraku insists they keep it all except
for the hatch stone, which she takes to return to the
Ssaraku Akai
astrologer’s family.
Creatures: Most of the iruxis in the camp are
reluctant to get into another fight with a large group
of strangers, and thus treat the heroes with
caution. Ssaraku, a strong and courageous iruxi
with a star-shaped birthmark over one eye,
leads this group. Ten iruxis remain under her

29
back from the brink of death, but they’re not yet at GIRI CREATURE 7
full health. Male Terwa star reader (page 82)
Initiative Perception +18
SSARAKU AKAI CREATURE 9
Female elite Terwa chosen (83, Bestiary 6) LIZARDFOLK SCOUTS (6) CREATURE 1
Initiative Perception +21 Pathfinder Bestiary 231
Initiative Perception +8
TERWA CHOSEN (2) CREATURE 8 Lingering Injury The lizardfolk scouts were nearly at
Page 83 death’s door. They are drained 2, and enfeebled 2 for as
Initiative Perception +19 long as they are drained.

XP Award: If the heroes approach the iruxis


peacefully, award them 120 XP as though they’d
defeated the group in combat.

The Star Reader Speaks


Ssaraku doesn’t like idle chitchat and has no desire
to give any sort of history lesson on the Terwa Lords
or explain her group’s current mission (which is
to scout out communities in the Sodden Lands for
incorporation into the Terwa Lords’ empire). If the
heroes have bigger questions about her society or
culture, she calls over Star Reader Giri. The thin,
elderly iruxi is hunched with age and seems out of
place among the raiders with his many charms and
trinkets. He’s delighted that the heroes are curious
about the Terwa Lords and is happy to answer nearly
any question they have, though he can’t tell them
anything about the group’s current mission. More
information about the Terwa Lords appears on page
181 of Lost Omens Mwangi Expanse.
Why are the Terwa Lords so determined to conquer/
subjugate/dominate the Terwa Uplands? “I suppose, to
an outsider, it would seem like a mission of conquest.
Tell me, in your history books, did you call it conquest
when the elves formed their great nation to the north?
What about when the dwarves carved their way up
through the mountains to create a domain on the
surface? I suppose they did call it conquest when the
orcs founded Belkzen. Perhaps the less one looks like
the majority, the more their actions are vilified. So it
doesn’t surprise me that others call it conquest when
the ‘lizardfolk’ claim a home. No, we do not seek
to conquer. We seek to unify. It is time for the
iruxis to take our place among the nations of
others. Many of us would be willing to do so
Giri peacefully. Those who try to hold us back are
responsible for any violence.”
How are the Terwa Lords ruled? “The strong and
honorable lead us, and the greatest of our leaders
rule us. To gain the recognition of the others, your
leader must be able to earn the title of Warcaller.
Consider them our governing council, though they

30
would abhor such a sedentary title. But not all leaders, 82) is currently on the other side of the camp. They’ve
no matter how skilled, are suitable as Warcallers. grown bored following their mother around on raids
Ssaraku is a good leader, but her skills are in swift and scouting missions; the Magaambya sounds like
movement across the plains and quick eye for danger an exciting place to learn more about their natural
in the hills. She will not be a Warcaller. What she thinks abilities and find out how they can contribute to the
about that, only she can say.” world. Ssarazul is honest about their abilities, showing
What is a star reader? What do you do? “To put the heroes their innate primal magic and answering
it simply, a star-reader’s calling is to advise those of any questions about their knowledge, competence, Hurricane's
great import, like our dear Ssaraku. My duty is to and attitude that the heroes wish to pose. It’s probably H ow l
provide guidance beyond the logical scope. If the stars not difficult for the heroes to see that Ssarazul is more
foretell our mission going well, then we know that we skilled than the heroes were upon their own admission Chapter 1:
can proceed as planned. If they predict misfortune, to the Magaambya and would make a fine addition to The Missing
then we know we should change course. I also offer the Magaambya’s student body. Student
guidance on personal matters and help settle disputes. If the heroes approve Ssarazul, Ssaraku wastes no Chapter 2:
And I happen to have enough skill as a healer to make time. She has Ssarazul and Ghiashi pack and set out Vanished
myself useful when that guidance is not as urgent.” for Nantambu right away. Villagers
Treasure: If the heroes talk to Ssarazul, the iruxi Chapter 3:
Ssaraku’s Request presents some bark sheets they brought along to study Prison of the
Ssaraku says little over the meal she shares with the more primal magic. These notes provide the heroes Vacant Eye
heroes, preferring to let Giri do the talking while she with access to the spells gasping marsh, stormburst, Chapter 4:
keeps a careful eye on their guests. Eventually, she starts and swampcall (page 77). Jula’s Plight
to tell a little about herself. She’s confident that she is XP Award: Award the heroes 80 XP for assessing
Jula
the strongest scout leader among the Terwa Lords, but Ssarazul’s abilities and sending the iruxi to study at
doesn’t believe she will ever rise higher in the ranks as the Magaambya. Adventure
her place is on the fringes of the Terwa Lords’ territory. Toolbox
She wants more for her child, however, and believes an BHARLEN’S VENGEANCE MODERATE 9
education at the Magaambya would be the best way If the heroes didn’t destroy the graveknight Bharlen’s
to prepare them for a higher leadership position than armor, and it’s been at least a day since her defeat,
Ssaraku could ever obtain. Bharlen has rejuvenated and trailed the iruxis. In a
In exchange for the heroes’ promise to admit fortunate coincidence, from her perspective, the heroes
Ssarazul to the Magaambya, Ssaraku promises to are present as well, so she can avenge herself against
come back after completing her current mission (about both groups at once. If the heroes took her weapons,
which she says nothing) and help the party face the she’s already acquired replacements.
Knights. She can’t promise when that will be, as she’s This encounter works particularly well if the heroes
unsure how long her current mission will take, but she camped near the iruxis. Use one of the maps on page
gives her word. 26 for this encounter.
This offer places the heroes in a somewhat difficult Creature: Now aware of her ability to rejuvenate
position. While they do technically have the power when destroyed, Bharlen throws herself into the fight
to endorse a new student, it’s exceedingly rare for a with reckless enthusiasm, using her Devastating Blast
lore-speaker to do so this early in their teaching career. on as many foes as possible before rushing into melee.
An endorsement is also not a guarantee; the final This time around, the fight is likely to be a little easier,
determination must be made by an impartial faculty as Ssaraku and the Terwa chosen fight on the heroes’
member (just as Takulu Ot admitted the heroes at side (or just Ssaraku and Urukani Tenth-Star, if Ghiashi
the beginning of the Adventure Path). If the heroes has already left the camp). Once again, Bharlen fights
endorse a student who doesn’t have the necessary until destroyed, cackling with laughter as she believes
skills, it reflects poorly on their judgment. They might her return is inevitable.
also feel apprehensive sponsoring a student from the
Terwa Lords, as this could give the appearance of the BHARLEN SAJOR CREATURE 11
Magaambya taking a side in an ongoing conflict. Page 27
The heroes’ best option, if they wish to entertain Initiative Perception +21
Ssaraku’s request, is to administer a brief aptitude test
and gauge her child’s potential based on their abilities XP Award: If all of the iruxis survive the fight with
alone. Ssarazu Akai (N nonbinary Terwa prodigy, page Bharlen, award the heroes an additional 30 XP.

31
BAOBAB ORCHARD B5
1 SQUARE = 5 FEET B3

B2 B4

B1

B6

A Gift Foretold BAOBAB ORCHARD


When the heroes get ready to leave the encampment, The massive fig trees that give the Mugumo Plains
as long as there has been no physical violence, Urukani their name are generally solitary plants—they
Tenth-Star chases after them, calling for them to wait. grow too large and their roots spread too wide to
This tall, imposing iruxi has green scales with yellow allow other plants to grow nearby. The plains are
spots on his back that form the shape of his birth nevertheless suitable for all manner of other flora,
constellation. He asks if it’s true that the heroes are and long ago, enterprising siblings started a baobab
lore-speakers, and if they confirm it, he begs them for orchard near the Terwa River. The trees are healthy
a gift—any gift at all. and strong, but transportation proved too difficult, so
Urukani explains that before leaving his village, an they abandoned the orchard and its large buildings.
astrologer told him that he would encounter a group of Grasses have overgrown the yard between the house
strangers who seek to tame that which can’t be tamed. and storage barn, but everything otherwise remains
According to his fortune, those strangers would give in good shape.
him a gift that would be the difference between life The Knights of Abendego grew inattentive with their
and death. He believes the heroes are those strangers, prisoners, and five villagers seized the opportunity to
and pleads for them to grant him anything that may escape. They discovered the orchard, which seemed an
change his fate. ideal place to hide out before heading back to Kiutu.
If the heroes give Urukani any gift at all, he reacts Unfortunately, they soon had company: a gang of
with gratitude as though they had just pulled him from boggards annoyed a mobogo, a creature the boggards
a burning building, squeezing them in a tight embrace. believe to be a living representative of their goddess,
Treasure: To thank the heroes for “saving his life,” Gogunta. The mobogo demanded sacrifices from the
Urukani offers them a grievous rune on a runestone. boggards, who were unable to provide them and
XP Award: Award the heroes 30 XP for giving a gift. decided to flee instead. The mobogo pursued, chasing

32
them all the way to the orchard. The boggards were The dilapidated porch looks unstable, but it remains
pleased to find the hiding villagers here, as they could sturdy enough to support the weight of several
finally give the mobogo the sacrifices it expected. creatures. Anyone listening at the door hears the
They imprisoned the villagers in a shed while making rhythmic croaking of the boggards chanting inside.
preparations in the abandoned house. Meanwhile,
the mobogo squats in the storage barn, adjusting B3. MAIN ROOM MODERATE 9
the interior to its liking and making demands of the
boggard servant sent to placate it until the sacrifices The wooden table in this large dining room has been Hurricane's
are ready. cracked in half and pushed against the walls of the room, H ow l
The map of the buildings at the center of the baobab near a cupboard with its doors torn off and foodstuffs
orchard appears on page 32. strewn about. The floor is a disgusting slurry of mud, Chapter 1:
decaying plant matter, and fouler substances. The Missing
B1. ORCHARD LOW 9 Student
Creatures: The repugnant ritualist Grouloop lairs Chapter 2:
Neat rows of baobab trees hint that this area was once here in the common room of the farmhouse. She’s the Vanished
cultivated as an orchard, though the laden trees and most powerful of the boggards but isn’t truly their Villagers
overgrown path hint that it hasn’t been tended in a season leader, as she spends her time in a dreamy daze barely Chapter 3:
or longer. From deeper in, a gurgling cry of pain echoes connected to the waking world. She maintains this Prison of the
down the twisting path. state by consuming dried dragonflies from a pouch at Vacant Eye
her side. While in this daze, she feels a close connection Chapter 4:
The buildings at the orchard’s center are just barely to Gogunta and can reach out to powerful creatures Jula’s Plight
visible between the rows of trees, but this twisting of field and fen. As she’s the most religiously minded
Jula
path takes an indirect route to them. There are several of the boggards, the others left the preparation of the
footprints in the grass along the path; a successful humanoid sacrifices for the mobogo in her hands. Adventure
DC 20 Survival check indicates that a small group Grouloop has drawn a variety of esoteric spirals and Toolbox
of humanoids wearing boots came this way a few runes in the muck hauled into this room as the ritual
days ago, and were more recently followed by several focus, but her work moves slowly; she keeps forgetting
frog-like creatures. why the boggards are here and what she’s supposed to
Creatures: A group of tree-dwelling bloodsuckers be doing. She’s two days into the three-day consecrate
called asanbosams dwell at the far edge of the orchard, ritual to dedicate this building to Gogunta.
where they catch animals coming to nibble on the Grouloop is dangerous despite her dreamy daze.
baobabs. Asanbosams aren’t particularly bright, and She’s quick to attack anyone who intrudes on her
it took them several days to muster the interest to lair using her most powerful spells like cloudkill and
investigate the recent activity at the orchard’s center. hydraulic torrent. She hardly cares whether these spells
They’ve come creeping through the trees and are now affect the two boggard hunters aiding her. Grouloop
warily watching the path from above. Though neither fights to the death, but once one hunter falls, the
the imprisoned humans nor the boggards know it yet, other flees.
the asanbosams are present and happy to pick off any
creatures that come by. GROULOOP CREATURE 9
The asanbosams try to attack with surprise, using UNIQUE CE MEDIUM AMPHIBIOUS BOGGARD HUMANOID
their Attack from Above ability. As soon as any two Female boggard ritualist (Bestiary 44)
asanbosams are defeated, the others flee through the Perception +18; darkvision
treetops and don’t return. Languages Boggard
Skills Athletics +17, Deception +16, Intimidation +18, Nature
ASANBOSAMS (4) CREATURE 6 +18, Religion +18
Lost Omens Mwangi Expanse 293 Str +4, Dex +0, Con +2, Int +0, Wis +5, Cha +3
Initiative Perception +17 Items bag of dead dragonflies, leather armor, sickle
AC 27; Fort +18, Ref +15, Will +21
B2. FARMHOUSE PORCH HP 185
Speed 20 feet, swim 25 feet; swamp stride
The wide porch of this farmhouse looks out on an overgrown Melee [one-action] sickle +20 (agile, trip), Damage 1d4+6 slashing
yard. The roof of the porch has partially collapsed, putting Melee [one-action] tongue +20 (reach 10 feet), Damage 1d4+6
the front door of the farmhouse into deep shadow. bludgeoning and Tongue Grab

33
Primal Spontaneous Spells DC 28, attack +20; 5th (2 slots) at a DC 25 Will save; those who critically succeed are
cloudkill, hydraulic torrent; 4th (3 slots) acid arrow, temporarily immune for 1 minute.
freedom of movement, summon elemental; 3rd (3 slots) Tongue Grab As Grouloop, but AC 22 and 7 damage.
animal vision, glyph of warding, stinking cloud; 2nd
(3 slots) darkness, water walk, web; 1st (3 slots) fleet B4. BUNK ROOM LOW 9
step, grease, mending; Cantrips (5th) acid splash, detect This bunk room was once subdivided by hanging
magic, light, read aura, tanglefoot curtains, but the boggards tore down and shredded
Rituals DC 28; consecrate (2nd), primal call (6th) those curtains for lizard nests, so this is now one large
Soul-Shaking Croak [two-actions] (sonic) Grouloop utters a powerful room. Three bunk beds show recent use by boggard
croak that deals 6d10 sonic damage to any non-boggard hunters, and there’s a nest in one corner large enough
within a 30-foot emanation (DC 27 basic Fortitude save). for three very big lizards.
A creature with the frightened condition that fails its Creatures: Two boggard hunters and a pair of
saving throw increases its frightened condition by 1 (on trained giant lizards doze here. Sounds of combat
a critical failure, the creature is also fleeing for as long as in nearby areas (the main room or around the
it is frightened). Grouloop can’t use Soul-Shaking Croak prisoner shed) rouse them, but the boggards assume
again for 1d4 rounds. it’s the mobogo demonstrating its displeasure and
Swamp Stride Grouloop ignores difficult terrain caused by don’t intervene. They prepare themselves for a fight,
swamp terrain features. however, so noisy heroes who come into this room
Tongue Grab If Grouloop hits a creature with her tongue, find the boggards and lizards ready for combat. The
that creature becomes grabbed. Unlike with a normal lizards fight to the death, as they’ve been trained, but
grab, the creature isn’t immobilized, but it can’t move a boggard reduced to fewer than 20 Hit Points flees
beyond the reach of Grouloop’s tongue. A creature through the main room, alerting any boggards there,
can sever the tongue by hitting AC 24 and dealing and runs away through the orchard.
at least 9 slashing damage. Though this doesn’t deal
any damage to the boggard, it prevents her from using BOGGARD HUNTERS (2) CREATURE 7
her tongue Strike until she regrows her tongue, which Page 34
takes a week. Initiative Perception +14

BOGGARD HUNTERS (2) CREATURE 7 GIANT FRILLED LIZARDS (2) CREATURE 5


CE MEDIUM AMPHIBIOUS BOGGARD HUMANOID Bestiary 229
Boggard hunter (Bestiary 44) Initiative Perception +11
Perception +14; darkvision
Languages Boggard Treasure: The nest contains a gnawed arm with a
Skills Athletics +16, Intimidation +12, Stealth +15 (+17 in bloody vanishing coin looped around its wrist.
water), Survival +14
Str +5, Dex +2, Con +3, Int –1, Wis +3, Cha +1 B5. PRISONER SHED LOW 9
Items greatclub, javelin (5), studded leather armor
AC 24; Fort +18, Ref +15, Will +12 This old wooden shed stands apart from the main
HP 140 farmhouse. It’s made of scrap wood and is in much worse
Speed 20 feet, swim 25 feet; swamp stride shape than the farmhouse, sagging slightly to one side.
Melee [one-action] greatclub +18 (backswing, shove), Damage Posts that likely once supported a wooden fence extend to
1d10+7 bludgeoning the west and south, with weeds growing up between them.
Melee [one-action] tongue +18 (reach 10 feet), Damage 1d4+7 The shed’s only door is barred closed from the outside with
bludgeoning and Tongue Grab a broken fence post.
Ranged [one-action] javelin +15 (thrown 30 feet), Damage 1d6+7
piercing Grouloop declared that the humanoids’ presence
Sneak Attack A boggard hunter deals an additional 2d6 in the farmhouse would spoil her ritual preparations,
precision damage to flat-footed creatures. so the boggards instead keep them locked in this
Swamp Stride A boggard hunter ignores difficult terrain large shed. The walls are flimsy, but the people inside
caused by swamp terrain features. know they wouldn’t get far if they tried to escape,
Terrifying Croak [one-action] (auditory, emotion, fear, mental) The as the guards outside circle the shed regularly. The
boggard unleashes a terrifying croak. Any non-boggard five villagers are two married couples and a traveling
within 30 feet becomes frightened 1 unless they succeed tinsmith with the poor luck to get caught up in the

34
Knights’ raid. All five have armed themselves with XP Award: Award the heroes 80 XP for rescuing the
leftover tools they’ve found in the shed, but they’re prisoners and sending them safely back to Kiutu.
dispirited and hopeless, as they realize there’s no
way they’ll be able to overpower the giant and the B6. STORAGE BARN MODERATE 9
boggards outside. The statistics for these prisoners can
be found on page 215 of the Pathfinder Gamemastery This cavernous barn is sturdy despite obvious neglect. The
Guide, if necessary. air reeks of swamp water and rot, and swamp plants grow
Creatures: The guards for this shed rotate regularly in profusion despite the dimness. Hurricane's
with those in the bunk room, but at any time there’s H ow l
a single boggard hunter and a giant frilled lizard The mobogo who pursued the boggards here
trained to follow its commands. There’s also a marsh decided to lair in this large barn simply because it was Chapter 1:
giant named Youuti who joined up with the boggards the biggest, best-protected building in the orchard. The Missing
a few years ago because he had nowhere else to go; It’s repeatedly used its innate spells and plant growth Student
the boggards respect the giant’s strength and consider ritual to convert the bard interior to its liking. The Chapter 2:
him useful to have around. They don’t let Youuti sleep swamp plants growing here will eventually die without Vanished
in the bunk room, so he just naps in the weeds when the mobogo’s attention, but for now they give the barn Villagers
he gets tired. All of these guards gorge themselves a swampy atmosphere comfortable for the mobogo. Chapter 3:
on baobabs whenever they get hungry, and they’ve The barn’s swampy interior is difficult terrain. Prison of the
stripped the nearby trees of their fruit. If the heroes Creatures: The mobogo lairing here isn’t particularly Vacant Eye
are stealthy in their approach, either Youuti or the interested in enacting vengeance upon the boggards Chapter 4:
boggard might be encountered climbing a tree deeper who fled rather than provide it with sacrifices, as Jula’s Plight
in the orchard. It’s only a matter of time before they
Jula
run afoul of the asanbosams and simply disappear in
the trees, but they’ve avoided this fate so far. Adventure
As soon as these guards realize that others have Toolbox
intruded on the area, they cry out and attack. The
lizard fights to the death, but Youuti and the hunter
aren’t so dedicated. They flee into the orchard if
reduced to fewer than 20 Hit Points.

YOUUTI CREATURE 8
Male marsh giant (Bestiary 2 125)
Initiative Perception +16

BOGGARD HUNTER CREATURE 7


Page 34
Initiative Perception +14

GIANT FRILLED LIZARD CREATURE 5


Bestiary 229
Initiative Perception +11

The Prisoners: The prisoners can talk about their


experiences while captured by the Knights and the
boggards, but there’s little they can share that the
heroes don’t already know. They’re confident of
reaching Kiutu on their own, but encourage the heroes Boggard Hunter
to keep up their pursuit and rescue the others from
their village as soon as possible.
Treasure: A collar of empathy was forgotten
in the shed. The prisoners found it, but
haven’t been able to make use of it, so they
give it to the heroes when rescued.

35
it enjoys their terrified adoration. So long as the the area, leaving any prisoners or boggards with
boggards continue to insist the sacrifices are pending, the heroes for them to deal with as they see fit. The
the mobogo is happy to let them live in terror of its mobogo is a bad liar. It doesn’t intend to leave for
fury. Intruders change that equation, however, so the long, and simply looks for an opportunity to ambush
mobogo does its best to slaughter or drive off anyone and betray the heroes if they agree to spare its life.
that interferes with its petty tyranny.
The mobogo insists on having a boggard on hand MOBOGO CREATURE 10
to help tend to the swamp plants, feed it small morsels Bestiary 3 170
like rats or bugs, or otherwise demean itself in the Initiative Perception +21
mobogo’s presence. None of the boggards like this
task, of course, so they rotate the duty with threats BOGGARD HUNTER CREATURE 7
and bullying. In combat, however, the boggard Page 34
relishes the chance to prove its valor by “devending” Initiative Perception +14
the mobogo against intruders. The mobogo makes
use of this, allowing the boggard to protect it from Treasure: The mobogo keeps a few favored trinkets
dangerous melee opponents while it picks off easier offered to it in the past. A hero Searching the area finds
targets with its long tongue. If anyone overcomes the an iron medallion, a moderate sturdy shield, and six
mobogo’s regeneration, it orders the boggard to focus large sapphires worth 100 gp each.
on that opponent.
The boggard fights to the death as long as the CROSSING THE RIVER MODERATE 9
mobogo is present, but flees if the mobogo is The Knights of Abendego crossed the Terwa River
defeated. The mobogo doesn’t want to look fallible at one of its shallower fords, but they weren’t trying
in front of the boggard, so it doesn’t stop fighting to deter pursuit and thus their tracks on both sides
as long as the boggard is still alive. If the boggard is of the river are obvious. The Knights drew the ire
slain and the heroes have shown they can consistently of a large hippopotamus as they crossed. Although
overcome the mobogo’s regeneration, it realizes it’s in they drove the creature off, it’s still here and still
trouble and needs to negotiate. It makes a big show extremely angry.
of apologizing for its presence and offers to leave The river crossing map appears on page 26.
Creature: When the heroes arrive, the massive
hippopotamus is lurking in the reeds along the
heroes’ side of the river. It bursts out of the water,
eager to attack. Several wounds in its side were
obviously made by swords, spears, and similar
weapons, and the hippopotamus is still wounded
from its encounter with the Knights. It’s unwilling
to break off its attack, even for abilities such as
speak with animals or Wild Empathy, unless
it’s healed first. The hippo is aggressive and
pursues foes who flee, but retreats to the
water and swims away if reduced to fewer
than 40 Hit Points.

BLOODIED HIPPOPOTAMUS CREATURE 11


Elite behemoth hippopotamus (Bestiary 2 6, 144)
Initiative Stealth +22
HP 185 (of 210)

Hippo Tales: If the heroes heal


Bloodied Hippopotamus and calm the hippopotamus, it can
describe the Knights of Abendego
and their prisoners in general
terms. It doesn’t understand why
some of the travelers were tied up; if they

36
were weaker allies, why didn’t the other humanoids Speed 25 feet
just eat them? Melee [one-action] fighter’s fork +20 (magical, shove), Damage
3d8+8 piercing
INTO THE SODDEN LANDS Melee [one-action] fist +19 (agile, unarmed), Damage 1d10+8
Once the heroes cross over the Terwa River, they enter bludgeoning plus Push
the region known as the Sodden Lands. Here, the Ranged [one-action] fighter’s fork +18 (magical, thrown 20 feet),
wind blows strong and it rains for at least part of each Damage 3d8+8 piercing
day—and often for many days in a row. The land has Brute Strength Abendego brutes deal an extra 2d8 damage Hurricane's
a drab, muddy look, and vegetation tends to be shorter with tridents, and a trident gains the shove trait while H ow l
and stunted to avoid being blown over by the wind. the brute is using it in melee (both the extra damage
The terrain gradually becomes more uneven, with hills dice and the shove trait are included in the fighter’s fork Chapter 1:
and mountains closer to the coast. Evidence of past Strikes above). The Missing
mudslides and flooded rivers is common. Much of Student
the travel is through mud, making the Knights’ tracks Interrogating the Knights: The brutes reveal that Chapter 2:
plain to follow. their leader, a vicious man named Ajbal Kimon, Vanished
ordered them to take the people of Kiutu to an old jail Villagers
STRAGGLERS SEVERE 9 built into the side of a mountain called the Prison of Chapter 3:
The Knights of Abendego have realized that some the Vacant Eye. They know that the Knights normally Prison of the
of their prisoners escaped during the journey. These live in the town of Jula, but the assume that all the Vacant Eye
are the villagers that made their way to the baobab Knights are at the prison, including Ajbal. They don’t Chapter 4:
orchard (page 32), whom the heroes might not have know that some of the villagers are being winnowed Jula’s Plight
met yet. Worried that losing prisoners would get them out and taken to the Jula Alehouse.
Jula
in trouble, the Knights sent a group to backtrack along Although the Knights share their destination
their trail and find the escaped villagers. This group and information about their leader without much Adventure
meets up with the heroes on their backtrail—if the prompting, getting more information from them Toolbox
heroes haven’t yet reached the baobab orchard, the requires a successful DC 24 Deception or Intimidation
Knights simply missed it while retracting their steps. check (or a successful DC 29 Diplomacy check). Each
The Knights backtrack along a low ridge, which is success compels a brute to answer one of the heroes’
where this encounter occurs. Use the map on page 26 questions; on a critical success, the Knight imparts all
for this encounter. they know. On a failure, the brute either makes up a lie
Creatures: These four Knights of Abendego are or sullenly refuses to respond.
brutes selected for this task because they weren’t clever If successfully interrogated, the brutes tell the
enough to get out of the job. They’re eager to find the heroes of the lizardfolk ambush that killed the leader
missing villagers and take out their frustrations by of the raid on Kiutu, a terrifying/formidable woman
knocking them around a bit before bringing them to named Bharlen Sajor. They admit to being followers
the Prison of the Vacant Eye. of Norgorber, whom they revere as the patron god
of murder and greed. Some of the other Knights are
ABENDEGO BRUTES (4) CREATURE 8 accomplished spellcasters with Norgorber’s favor, and
NE MEDIUM HUMAN HUMANOID the brutes believe they intend to sacrifice the villagers
Human bruiser to Father Skinsaw (Norgorber’s name as the god
Perception +15 of killers).
Languages Common These Knights claim not to know much about
Skills Athletics +18, Intimidation +16, Stealth +14, Survival the Prison of the Vacant Eye beyond its location,
+15 but they’ve heard rumors it’s haunted by old ghosts
Str +4, Dex +2, Con +4, Int –1, Wis +3, Cha +2 and clearly find the thought unsettling. If prompted
Items fighter’s fork, religious symbol of Norgorber, scale further, they reveal that it was constructed by
armor cyclopes long ago, so everything is impossibly old
AC 27; Fort +19, Ref +15, Will +14 and built on a much larger scale than they’re used
HP 135 to. The warden is a cyclops seer named Halbrux, and
No Escape [reaction] Trigger A creature within the brute’s reach several other cyclopes report to her. The brutes claim
moves away from the brute; Effect The brute Strides up ignorance regarding the deal Ajbal Kimon struck with
to their Speed, following the foe and keeping it in reach the cyclopes, but it’s clear they’re working together
throughout this movement. towards nefarious ends.

37
A middle-aged man leaned his weight against the door frame, smiling gently. “I
thought I heard a little cub up past her bedtime,” he said.
Uzuwe quickly dove underneath her grandmother’s blanket. “No little cubs here!” she
said, her voice muffled by the quilt.
“Ma, you know I already gave this one her story.”
The old woman shrugged innocently. “Perhaps my bedtime stories are better?”
Olubara chuckled and shook his head. He crossed the room and sat down at the foot of
the bed. “Ah, I see. Well, I’d better learn from the master then, huh? Let’s hear the rest.”
Uzuwe poked her head back out from under the quilt and, seeing that she was on the
winning side, sat up excitedly in bed. “So what happened next?”
“Next? The lore-speakers fought the wicked Knights, of course! But it wasn’t so easy,
because the prison was a twisting maze of tunnels and passages. And the Knights were
not the worst evil the heroes encountered there. Because even though the Knights used
the prison as their hideout, it did not belong to them. No, the master of that place was a
deadly, dangerous woman who could see future and past as easily as you look to your left
and right. A cyclops who lived half in history, working to bring the past into the present.
“You see, that cruel giantess used the Knights for her own gain as much as they
used her. Because she needed prisoners clever enough to help her discover the secrets she
hunted. And less clever prisoners to feed her awful pet.”
“Ma, you’re going to scare the girl,” Olubara admonished.
His mother glanced at Uzuwe, then back to him. “Are you sure she’s the scared one?”
Olubara scoffed, but didn’t say anything else.
“Well, the Knights had taken prisoners not just from Kiutu, but from
villages from the top of the Sodden Lands to the bottom of the Mugumo
Plains. I’boko’s father was nowhere among them. Nor was the
knights’ wretched leader. To find them, the lore-speakers
would go to Jula, the town lashed by the hurricane.”

38
Chapter 3:
Prison of the
Vacant Eye
Hurricane's
H ow l
Chapter 1:
The Missing
Student
The storm intensifies as the heroes approach the partially submerged mountain CHAPTER 3 SYNOPSIS Chapter 2:
that serves as the jail and secondary base of the Knights of Abendego. This chapter presents an ancient Vanished
cyclops ruin packed with enemies. Villagers
A craggy mass of rocks rises from the rain-soaked ground. It doesn’t take much The Knights of Abendego keep most Chapter 3:
imagination to see that the rocks form the shape of an immense cyclops skull, of their prisoners here, so a big Prison of the
with a large cave providing a broad single eye above a triangular alcove of a part of the exploration is liberating Vacant Eye
nose. Torchlight glows feebly in the eye socket, and towering standing stones captives and discovering that the Chapter 4:
serve as the rocky skull’s jagged bottom teeth. The swampy ground around the remaining prisoners—including Jula’s Plight
teeth yields to water, forming something of a moat. I’boko’s father, and possibly I’boko
Jula
herself—were taken to Jula and given
This jail dates from the Ghol-Gan empire, when the cyclopes were among over to Ajbal Kimon. Adventure
Golarion’s most intelligent and sophisticated cultures. In those long-ago This chapter provides some Toolbox
days, the mass of rocks was a mountaintop whose natural resemblance to guidance to make the prison feel
a cyclops skull attracted interest. The initial architects imagined a retreat more active: humans might be
for cosmological education and reflection, but the mountaintop was so resting or working depending on the
remote that improvements to the natural cavern system progressed very time of day and so on. Feel free to
slowly. As the empire slipped into decadence and decay, the cyclopes that expand on this idea further, as few of
took over the project reimagined its purpose, turning the half-finished the denizens (except the prisoners,
retreat into a full-fledged prison and re-education center for dissidents. of course) remain in one area all the
In this remote location, there was little hope for those imprisoned, and time. Be careful when doubling up on
the jailers’ brutal treatment went unchecked. Deaths far outnumbered any harder encounters (like Halbrux and
who were ever rehabilitated into the cyclopes’ decaying society. the great cyclops), as this can make
The Knights of Abendego know nothing of this grim history and for an overwhelming fight.
simply lucked into the well-built rock prison. When they happened upon
it, they found a small group of cyclopes, headed by a seer and historian CHAPTER 3 TREASURE
named Halbrux Far-Sight, investigating the site. Halbrux is an expert on The permanent and consumable
Ghol-Gani culture. She learned of the site (called the Prison of the Vacant items available as treasure in
Eye in old cyclops histories) and came to learn more. But years of water Chapter 3 are as follows.
damage and occasional collapses have made studying this place an arduous • +1 scale mail
task. Halbrux is cruel, self-aggrandizing, and fully focused on excavating • +1 resilient studded leather
the site and documenting as much of it as possible; she’s particularly • +2 striking greatclub
interested in uncovering evidence of the site’s original purpose. • +2 striking shortsword
Halbrux and her minions had already been at the site for many months • +2 striking trident
when the Knights of Abendego arrived. She’d already made several • cassock of devotion (Gozreh)
discoveries, but she needed smaller, quicker hands for more detailed work • elemental gem (blue-green)
unsuitable for her minions. The Knights struck a bargain with Halbrux: as • fighter’s fork
long as she would allow them the use of the prison and would work with • knapsack of halflingkind
them as its warden, she could use the prisoners as she wished in clearing • moderate elixir of life
the old ruins. • shadow essence
So far, this arrangement has worked quite well for both sides. Halbrux

39
and her minions help the Knights keep the dispirited, or to provide leads to other victims. The prisoners’ lot
ill-treated, and isolated prisoners under control. In is a dismal one. They know that some of them are
turn, Halbrux’s work at restoring the deepest and taken away for backbreaking labor for the cyclopes in
oldest part of the prison is proceeding well with the lower levels, and others are taken away from the
prisoners as convenient labor. prison entirely for some sinister purpose.
Halbrux had already captured several giant frogs
from the region to keep a food supply close at hand. Prison of the Vacant Eye
The Knights negotiated for use of these giant frogs as The original Ghol-Gani structure was built within
mounts to come and go from Jula, training them to two separate caverns: one extending from a narrow
bear saddles and riders. Halbrux doesn’t mind the loss cave that formed a great eye, and the other beyond
of this food source—so long as the Knights turn over the large stones that serve as massive teeth. The walls
the occasional prisoner in their stead. and flooring were skillfully carved from natural rock
outcroppings, and the cyclopes’ work has stood the test
The Kiutu Scheme of time. The doors and walls dividing the rooms show
Ajbal Kimon and his closest advisors have hatched a the same amount of skill, though their current state is
scheme to earn Norgorber’s favor through humanoid far from uniform. In some places, water has worn the
sacrifice. Yet not just any prisoners will do. They want stone thin, while in others, the stone has grown with
to select two kinds of people for special sacrifice: accretions of minerals and other substances. Overall,
those who are adherents of other deities, particularly the prison exudes a discordant atmosphere from being
good-aligned ones; and those whose souls might prove neither entirely a cave nor a building.
of special use to Norgorber. The Knights targeted The following features and locations correspond to
settlements spread across the Sodden Lands, hoping to those of the maps on the inside cover.
amass a large number of kidnapped villagers without
allowing rumors to alert nearby communities of the FEATURES OF THE PRISON
attacks. Based on their previous successful raids on The scale throughout the prison is uncomfortably
the fishers and builders, Kiutu was a prime target. The large by human standards. Doors and furnishings
Knights followed their swift attacks with swift retreats are built for creatures 15 feet tall, and are often
across the savanna, bringing all captives to the Prison awkward to reach or use. The cavernous top floor
of the Vacant Eye. has ceilings 30 feet high except where indicated,
Among this group of prisoners, the Knights secretly while the lower floor has ceilings 20 feet high except
sorted out their special sacrifice victims. Ajbal left the where indicated.
task in the hands of two people: a priest of Norgorber Doors are stone slabs 15 feet high and 10 feet
named Bashantu and his chief warden, the catfolk wide unless otherwise noted. The doors are good at
Yonsuu. Bashantu and Yonsuu found the devout blocking noise, which was a boon to meditation when
believers easy to identify; those who called upon their the site was used for contemplation and introspection,
faith in the miserable prison conditions were marked but also advantageous when used to isolate or torture
for sacrifice and sent to Ajbal in Jula. They identified the cyclops dissidents. The heavy stone doors are hard to
second group by “accidentally” leaving sharpened sticks move; a creature trained in Athletics can push open a
or broken blades among the prisoners or engineering door with a single Interact action, but other creatures
decoy escape opportunities that only those prisoners require two Interact actions to open a door. Doors
who betrayed the others could exploit. Captives who pivot on clever, if ancient, hinges that swing back to a
quickly betrayed other prisoners for a slim chance at closed position when left alone.
freedom were rounded up in the same cell with those Cell entrances bear floor-to-ceiling steel bars, ancient
who used the makeshift weapons to settle old grudges but strong (Hardness 18, Hit Points 72). Each is held
or bully other prisoners. The worst of the worst soon closed by an ancient locking mechanism that requires
rose to the top of their vicious, violent pecking order adjusting metal tabs along the side. Once the tabs are
and were branded and sent to Jula alongside the in the proper configuration, the bars swing open. The
faithful. The Knights have thus far sent six prisoners to tabs can’t be accessed from inside a cell, as the bars are
Ajbal, including I’boko’s pious father Kolnoku. too close together to reach them. The tabs are thick
The rest of the prisoners are of little interest to and stubby, each about the size of human thumbs and
Ajbal, and he doesn’t much care what Yonsuu does brittle with age. Too much force could easily break
with them. The scheming catfolk keeps them alive, if off a tab and jam the door permanently shut. Figuring
only barely, in case any of them prove useful to ransom out the right configuration requires a successful DC

40
25 Engineering Lore or a DC 30 Thievery check. The In the cave, torches burns on either side of an
combination is different for each cell. If the heroes enormous stone door. This exterior door is heavier
can talk with prisoners within a cell, the prisoners can than the others in the prison and requires 3 Interact
describe the movement their jailors made to get the door actions to open, regardless of whether the opener
open, decreasing the DC to open that cell by 5. is trained in Athletics. The door is deeply carved
There are no windows in the prison, but the with ancient diagrams of comets, constellations,
inhabitants have brought torches and lanterns to and one large symbol that depicts the moon. Close
illuminate the rooms they frequent. examination of this moon symbol shows that it was Hurricane's
The furnishings include enormous stone slabs, once a depiction of the sun, but was altered long ago. H ow l
tables, and benches built at cyclops scale. The walls A hero who succeeds at a DC 25 Nature or Occultism
and larger furnishings are carved with constellations check realizes that these are symbols used by the Chapter 1:
and other bits of idle astronomical lore that intrigues ancient Ghol-Gan empire; on a critical success, the The Missing
Halbrux, but about which the Knights care not at all. hero recalls that the sun symbol signified a place of Student
learning, but the moon symbol signified a place of Chapter 2:
ENTERING THE PRISON despair or punishment. The change to the symbol must Vanished
The prison’s obvious entrance is through the eye in the mean that this place changed its function sometime Villagers
cyclops skull (area C1), 80 feet up. Rough-hewn stairs during the days of the now-fallen empire. Chapter 3:
carved into the mountain long ago lead up to the cave. Creatures: Three Knights are stationed here at all Prison of the
Another way is to wade through the 4-foot-deep water times. These brutes mostly occupy themselves with Vacant Eye
around the skull’s massive stone teeth and slip between games of chance or throwing things over the ledge in Chapter 4:
them. This is easy for Medium or smaller creatures, but an attempt to clear the water pooled below. They’re Jula’s Plight
larger creatures (like the cyclopes) must succeed at a DC more interested in making sure prisoners stay in than
Jula
15 Acrobatics check to Squeeze between the rocks. In they are in anyone who comes up the stairs, so they’re
addition, the cyclopes don’t want any creatures entering not particularly attentive when the heroes arrive. They Adventure
or leaving this way without their permission, so they’ve have a –4 circumstance penalty to Perception checks Toolbox
blocked the cave just beyond the teeth with massive for initiative unless the heroes arrived noisily. They also
boulders hauled from deep within the ruin; when have a –4 circumstance penalty to their Perception DCs
necessary, they simply move the boulders aside to make if the heroes try to convince them that they’re fellow
an opening and then restack them. When the boulders Knights or otherwise belong at the prison; the guards
are stacked, even Small creatures must Squeeze through don’t really know who’s supposed to be here. Even if a
them, which requires a successful DC 27 Acrobatics hero succeeds at fooling the brutes, they have orders to
check. Larger creatures can’t fit through at all without go get Warden Yonsuu (see area C6), which one of the
hefting some of the boulders out of the way, which brutes does. Only if the heroes critically succeed on a
requires a successful DC 25 Athletics check. The noise check to fool the brutes do they simply let the heroes
of this effort alerts the giant frogs in area C12, who start pass by to enter the prison.
to croak eagerly—it’s possible the heroes interpret this These brutes are quick to attack once they know the
noise as a threat, but the frogs are harmless. heroes don’t belong. During a fight, they try to Shove
There are two secret ways into the prison. The first of intruders over the ledge. Anyone they knock over the
these is the passage leading to the frog pen (area C12). side can attempt to Grab an Edge (DC 20). Otherwise,
A hero Searching the mountainside with the secret door it’s an 80-foot fall into the 4-foot deep water below.
discovers it with a successful DC 27 Perception check—a As soon as two brutes are defeated, the third realizes
hinged section of stone swings inward when pushed the they’d better get help. The remaining brute moves to
proper way. It’s even harder to spot from the inside due the heavy door and opens it as quickly as possible,
to the rubble-choked passage beyond it, requiring a shouting for the guards in area C2 to join the fight.
successful DC 29 Perception check. None of the prison’s
denizens know about this entrance. The other secret ABENDEGO BRUTES (3) CREATURE 8
entrance requires swimming through the one of the Page 37
flooded cells that lead off of the moat (area C17a). Initiative Perception +15

C1. MAIN ENTRANCE LOW 10 Treasure: The brutes have been gambling with
This curious elliptical cave forms the “eye” of the some small, flawed gemstones they discovered in the
cyclops skull when seen from afar. It consists of an prison. 24 of them are worth 2 gp each, and one is a
cave ledge carved into the side of the mountain. blue-green elemental gem.

41
C2. MESS HALL MODERATE 10 Melee [one-action] dagger +23 (agile, versatile S), Damage 1d4+9
piercing
The center of this hall is filled with two enormous stone Ranged [one-action] dagger +22 (agile, thrown 10 feet, versatile S),
tables and benches. The ceiling rises forty feet to two large Damage 1d4+9 piercing
stalactites, one looming over each table. Large stone doors Restrain When the jailer makes a successful mancatcher
pierce the north and south walls, while the western and Strike, their target must succeed at a DC 27 Reflex save
eastern walls sport two doors each. Ten-foot-wide passages or become grabbed until the end of the jailer’s next turn.
face out from the hall’s northeast and northwest corners. Each time the target fails an attempt to Escape the jailer,
it takes 2d6 piercing damage.
Both stalactites are carved with swirling designs of Subduing Attack Abendego jailers deal an additional 3d6
stars, planets, comets, and other celestial phenomena, precision damage to creatures that are frightened or
along with runes written in Cyclops explaining the within reach of at least one of their allies. The jailer
designs. The passage of millennia have worn down can make an attack with this additional damage as a
these sprawling carvings, which are now uneven and nonlethal attack, if they choose.
difficult to decipher.
The tables and benches are far too tall for humans Treasure: Tossed up on the table, out of casual view,
to use as intended. Instead, the Knights use the benches is a moderate elixir of life.
as tables, standing as they eat, tend to their equipment,
or play games. The Knights have tossed some personal C3. KITCHEN MODERATE 10
items, trash, and prisoners’ belongings up onto the A large door leads into a mostly square room that
tables to keep them secure and out of sight. the Knights of Abendego use as a kitchen. The ceiling
Creatures: Two Knights of Abendego serving slopes steeply to the west and south, following the
as jailers are usually here eating or repairing their natural curve of the cavern, so that the ceiling is 30
equipment. If it’s late, they might be passed out from feet high to the east (above the large door) but only 15
drinking too much of the liquor in area C3. feet high in the southwest corner.
Having already earned accolades from Warden The kitchen is haphazard at best. A stone table that
Yonsuu for their past performance, these jailers once served as a cyclops’ footstool contains a variety
are eager to gain even more prestige by capturing of knives, forks, skewers, and other implements. Sacks
intruders without any assistance. They use forked, containing foodstuffs rest against the walls and don’t
barbed longspears called mancatchers, which their seem to have been sorted well. A metal-lined firepit
special training allows them to use to grab foes and in the southwest corner serves as the only stove, with
hold them in place. The jailers fight side by side to take some large pots and pans jumbled next to it.
advantage of their subduing attacks and render their Two crates of cheap, potent liquor are stacked against
opponents unconscious. Neither jailer wants to suffer the north wall. Warden Yonsuu doles out this liquor as
the punishments Yonsuu will deal out for fleeing from rewards for good service, and the Knights know that to
danger, so both fight until defeated. touch it without permission means losing a hand.
Creatures: During the day, two Abendego jailers
ABENDEGO JAILERS (2) CREATURE 10 are here. They’re supposed to be cleaning the cooking
NE MEDIUM HUMAN HUMANOID implements, but they’re just swapping stories and
Human prison guard glancing enviously at the liquor crates. Once one of
Perception +19 the jailers is defeated, the other tries to get aid from the
Languages Common Knights in area C2 or, if they’re already defeated, from
Skills Acrobatics +20, Athletics +21, Intimidation +18, Warden Yonsuu in area C6.
Thievery +20
Str +5, Dex +4, Con +1, Int +0, Wis +3, Cha +2 ABENDEGO JAILERS (2) CREATURE 10
Items dagger, average manacles, mancatcher, religious Page 42
symbol of Norgorber, +1 scale mail Initiative Perception +19
AC 30; Fort +20, Ref +21, Will +17
HP 175 C4. WEST BUNK ROOM
Attack of Opportunity [reaction] This rectangular room is somewhat larger than the
Speed 20 feet kitchen but much smaller than the mess hall. The
Melee [one-action] mancatcher +23 (reach 10 feet), Damage 1d8+9 ceiling again slopes down from 30 feet high in the
slashing plus restrain eastern part of the room to about 15 feet high toward

42
the west. The walls are covered in carvings similar to a lower level. He claims there are cyclops bullies
those on the stalactites in area C2 except along the down there who spend a lot of time moving rocks
southern wall, where a large sunburst carving covered around, but the other prisoners wonder whether
in runes dominates. A successful DC 25 Occultism Lyhadi was just hallucinating.
check indicates that this carving is an old Ghol-Gani • There are several Knights around—at least six or
meditation aid. One of the Knights has used soot to eight. They don’t talk to the prisoners at all when
make the sunburst into a scowling catfolk’s face. they bring food and water, but they talk to each
Four bedrolls lay perpendicular to the north wall, other. Their leader is someone named Warden Hurricane's
and four large burlap sacks filled with clothing and Yonsuu. The Knights talk about the town of H ow l
personal effects stand against the south wall. If the
heroes enter at night and have been stealthy, two Chapter 1:
Abendego jailers are sleeping in the bedrolls rather The Missing
than in the kitchen (area C3). Otherwise, no one is in Student
this room. Chapter 2:
Vanished
C5. SQUALID CELL Villagers
The hall to the northwest of the mess ends in a wide Chapter 3:
stone door next to a set of stairs that leads down to the Prison of the
prison’s lower level. Beyond the door is a cell entrance, as Vacant Eye
described on page 40. Behind Chapter 4:
the bars is a cramped, dank Jula’s Plight
room in which about a
Jula
dozen people are imprisoned. The
smell of human waste is overpowering. Adventure
When the heroes enter, the prisoners instinctively Toolbox
back away from the barred door, silently attempting
to meld into the shadows. Some are from Kiutu, but
others are travelers in the Sodden Lands captured
by the Knights. It takes some effort on the part of the
heroes to convince the mistreated prisoners to trust
them, but a successful DC 25 Diplomacy check or a
few minutes of patient and calm discussion gets them
to view the heroes as liberators. The prisoners can
offer some guidance on how to unlock the cell once
the heroes have gained their trust. They can also offer
the following information.
• A priest of Norgorber here pulls one of them
out every few days. She asks them about their
secrets, and what they’d do to the other prisoners
if they had a knife or some poison. No one here
likes or trusts the priest; there was one prisoner
who seemed to be getting along with her, but that
prisoner was taken away a few days ago and hasn’t
been back. The prisoners think he was probably
killed, but a few grumble that maybe he gave the
priest the “right answers” and was freed.
• They aren’t fed very often and are starting to suffer Abendego Jailer
from malnutrition and disease. They have very
little idea of the passage of time here, being kept in
the dark. None have any idea what day it is.
• The prisoner who’s been here the longest, a
scarred and wasted man named Lyhadi (N male
human laborer 2), used to be in a different cell on

43
Jula and how getting from here to there somehow He’s quick to demand to know why the intruders are
involves frogs. here as he grabs his trident. Yonsuu prides himself
XP Award: Award the heroes 80 XP for getting on knowing everyone within the Knights of
these prisoners out. They can get themselves Abendego, so heroes masquerading as Knights
to safety. have a very difficult time convincing him they
belong here in the prison (his Perception DC
C6. WARDEN’S ROOM LOW 10 against such lies is increased by +5, to 36).
Yonsuu makes a fighting retreat to join
This small, tidy room boasts a cot and up with other jailers on this level. He
a trunk. Carvings of astronomical first seeks aid from the jailers in area C2,
phenomena cover the ceiling and walls. An then tries to reach those in area C3 (if it’s
elaborated sunburst annotated in strange, daytime; otherwise, he seeks them out
carved script adorns the otherwise-empty in area C4). Yonsuu knows that Ajbal
western wall. would want information about
powerful intruders foiling the
This room belongs to Warden Knights’ plans, so he surrenders
Yonsuu, leader of the Knights of if reduced to fewer than 30 Hit
Abendego in the prison. Yonsuu Points. This is a ruse, however,
spends much of his time in his and the warden attempts to escape
room reading poetry, as he’s at the first opportunity, intent on fleeing
convinced the Knights are running to Jula to report on the heroes’ presence.
Lyhadi
the prison efficiently and according to his Heroes who search the room find notes detailing
commands. When Yonsuu leaves his room, it’s the plans to return the prisoners to Jula and offer
often to perform surprise inspections or check in with them as sacrifices. In addition to the captain’s gear, the
Halbrux or Bashantu. room contains four volumes of rare poetry (mostly
The trunk contains a meticulous record of the Knights pirate-themed) and two novels (also pirate-themed)
under Yonsuu’s command as well as the many prisoners worth reading. There is also some silver jewelry and a
kept here. It’s clear from the notes that the Knights are portrait of a young amurrun girl.
selecting specific prisoners and sending them to Ajbal
Kimon in Jula. The prisoners they’re sending are of two YONSUU CREATURE 11
types: those who demonstrate excessive piety or divine UNIQUE LE MEDIUM CATFOLK HUMANOID
ability—particularly toward good-aligned deities—and Male catfolk head warden (Bestiary 54)
those who “meet Bashantu’s criteria.” Perception +21; low-light vision
The carved sunburst is accompanied by writing in Languages Amurrun, Aquan, Common, Cyclops
Cyclops about obtaining harmony by extending praise Skills Acrobatics +22, Athletics +21, Diplomacy +19,
to others. Much of the message was defaced long ago, Intimidation +21, Society +19, Stealth +21, Survival +19
but enough remains to convey its original meaning. Str +4, Dex +5, Con +0, Int +2, Wis +2, Cha +4
Yonsuu has learned just enough Cyclops to pick out Items dagger, good manacles (3), religious symbol of
the message. Norgorber, +1 resilient studded leather, +2 striking trident
Creature: Yonsuu is a tall catfolk with a piercing AC 31; Fort +19, Ref +24, Will +21
gaze and a reputation for inflicting excessive cruelty HP 200
on those who shirk their duties or break rules. He’s Cat’s Luck [reaction] (fortune) Frequency once per day; Trigger
recently decided to adjust his domineering leadership Yonsuu fails or critically fails a Reflex saving throw; Effect
style with occasional bouts of praise or gifts, hoping Yonsuu rerolls the saving throw and takes the better result.
to become a more effective leader and inspire greater Speed 30 feet
loyalty. He hopes Ajbal Kimon will notice the Melee [one-action] trident +24 (magical), Damage 2d8+6 piercing
improvement and trust him with more responsibility. Melee [one-action] dagger +23 (agile, finesse, versatile S), Damage
Unfortunately, his newfound fits of kindness have had 1d4+6 piercing
just the opposite effect—the Knights here are even Ranged [one-action] dagger +23 (agile, thrown 10 feet, versatile S),
more afraid of him and what his capricious moods Damage 1d4+6 piercing
might bring from day to day. Hampering Strike A foe that takes damage from Yonsuu’s
If the heroes manage to get to here without raising an melee Strike is slowed 1 for 1 round (slowed 3 if the Strike
alarm, they find Yonsuu lounging on his bed, reading. is a critical hit).

44
Subduing Attack Yonsuu deals an additional 3d6 precision A brazier burns in the west alcove with a branding
damage to creatures that are frightened or within reach iron thrust into it. The brand is the shape of
Norgorber’s religious symbol, and it’s used to mark
of at least one of his allies. Yonsuu can choose to make an
attack with this additional damage as a nonlethal attack.prisoners sent to Jula for sacrifice.
Creatures: Bashantu is a priest of Norgorber who
C7. RITUAL ROOM MODERATE 10 joined the Knights of Abendego only recently. Though
This odd room encapsulates the eerie feeling the jail she grew up in a wealthy
gives off, as it’s simultaneously the most cave-like and family and wanted for Hurricane's
the most ornately decorated in the entire complex. nothing, she devoted H ow l
Immense stalactites—larger than in any of the other her life and the blood
rooms—hang from the domed ceiling, and of her family and Chapter 1:
stubby stalagmites rise from the floor near friends to the Gray The Missing
the eastern and western walls. Every inch Master, the thieving Student
of these protrusions bear carvings upon aspect of Norgorber Chapter 2:
carvings of celestial bodies in minute detail, she reveres. Bashantu Vanished
accompanied by runic explanations and is as unhinged as she is Villagers
diagrams. But painted over and among intense, believing that if Chapter 3:
these educational carvings are sigils and she fails to commit a ritual murder in Prison of the
symbols in reds and yellow that remain Norgorber’s name every few days, her Vacant Eye
bright despite the passage of millennia. possessions will crumble to dust and Chapter 4:
The painted symbols seem to enhance she’ll be poor forever after—a prospect Jula’s Plight
the carvings in some places but efface she finds more horrifying than
Jula
them in others. A hero who succeeds anything imaginable. Ajbal sent the
at a DC 25 Nature or Occultism bloodthirsty woman to the Prison Adventure
check realizes this room was initially of the Vacant Eye mostly to get her Toolbox
a place of study and reflection out of his presence, but also to see
but was later repurposed as an what she could accomplish there.
interrogation chamber; instead It was Bashantu’s idea to “test”
of imparting cosmic knowledge, the prisoners with features that
the carvings were perverted into Norgorber would like. Although
instructions about obtaining some of the prisoners have seen through
knowledge through pain and her intense and incessant questioning, she’s
suffering. Whether or not uncovered a few prisoners that would make
the heroes learn about this excellent followers of Norgorber and sent them
long-ago distortion of this back to Jula.
chamber’s purpose, a hero An Abendego brute named Jerip accompanies
who succeeds at a DC 27 Bashantu, being somewhat smitten with her
Arcana, Occultism, or Religion costly clothing and unwavering faith. He stands
check understands that the ready to help her however she’d like—which
painted symbols serve to usually entails holding down prisoners as she
enhance magical effects that murders them, or standing between her and
discern lies or read minds. any threats.
Such effects have their spell When the heroes first arrive, Bashantu realizes
DCs increased by 1 when the danger but decides to deflect the heroes’
cast in this room. attention to Jerip. She points accusingly at
A portable wooden Jerip and claims that he’s just brought her here
altar stained with blood as a prisoner and she needs the heroes to free
and bearing the religious symbol of Yonsuu her. Jerip, for his part, plays along as well as he
Norgorber sits in the middle of the room. can (although he lacks any skill at Deception),
A bloody shortsword rests atop the altar. declaring, “That’s right, you’re my prisoner!”
There are no prisoners here now, but and “They can’t save you from me!” Jerip
there’s no ambiguity about the altar doesn’t realize that Bashantu is happy to let
being used for murder. the heroes kill him.

45
If her ruse is discovered or she gets tired of stringing Sneak Attack The Abendego priest deals an additional 2d6
the heroes along, Bashantu turns against them with precision damage to flat-footed creatures.
startling viciousness. She prefers to cast three-action Steady Spellcasting If a reaction would disrupt the priest’s
harm spells and phantasmal killer to eliminate her foes spellcasting action, they attempt a DC 15 flat check. On
quickly. She never surrenders, supremely confident a success, the action isn’t disrupted.
that someone of her wealth and favor in Norgorber’s
eyes can’t lose. ABENDEGO BRUTE CREATURE 8
Page 37
ABENDEGO PRIEST CREATURE 11 Initiative Perception +15
NE MEDIUM HUMAN HUMANOID
Human priest of Norgorber C8. BASHANTU’S ROOM
Perception +22
Languages Common This bedroom is the pinnacle of opulence in an otherwise
Skills Athletics +21, Deception +21, Intimidation plain structure, bearing a cot covered in rich furs, a
+19, Religion +22, Thievery +20 small desk draped with patterned
Str +4, Dex +3, Con +2, Int +0, Wis +5, Cha +2 cloth, and a small chest with gold
Items dagger, religious symbol of Norgorber, inlay tucked beneath the desk. A
shadow essence (2 doses), +2 striking sunburst design was once carved
shortsword, studded leather armor into the wall, but it looks to
AC 30; Fort +20, Ref +21, Will +17 have been carefully chiseled
HP 175 away a long time ago.
Sodden Defense [reaction] (conjuration, divine,
water) Trigger An attacker misses or This is Bashantu’s room,
critically misses the Abendego priest and its furnishings display her
with a melee Strike; Effect The priest ostentatious love of wealth.
calls upon the endless storm to punish Treasure: The furs on the bed are
the attacker. Seawater appears in the worth 100 gp and the chest is worth
target’s lungs and the target is sickened 150 gp. The contents of the chest aren’t quite as
1 (sickened 3 if the triggering attack valuable; it holds three onyx shards worth 10 gp
was a critical miss). each and a well-read copy of The Words Behind
Speed 25 feet the Mask, an anthology sacred to Norgorberites.
Melee [one-action] shortsword +24 (agile, Draped on the desk is a bloodstained cassock of
magical, versatile S), Damage devotion to Gozreh, and it’s wrapped around
2d6+8 piercing 15 pp and a severed finger.
Melee [one-action] dagger +22 (agile,
versatile S), Damage 1d4+8 C9. BLOODY CELL
piercing This small room
Ranged [one-action] dagger +22 (agile, resembles area
thrown 10 feet, versatile S), C5, except it currently
Damage 1d4+8 piercing holds no prisoners. A
Divine Prepared Spells DC 30, suspicious amount of fresh
attack +22; 6th harm (×3), heal, blood stains this room, as if
phantasmal killer; 5th flame strike, from a vicious fight. This is the
sending, shadow blast; 4th freedom cell in which Bashantu slipped
of movement, invisibility, phantasmal a few makeshift weapons and let
killer; 3rd blindness, chilling darkness, the prisoners fight it out to see
water breathing; 2nd heal, illusory who would be sent to Jula. The
disguise, silence; 1st command, create Abendego Priest Knights haven’t yet cleaned it.
water, sanctuary; Cantrips (6th) daze,
detect magic, divine lance, light, guidance C10. EAST BUNK ROOM LOW 10
Cleric Domain Spells 2 Focus Points, DC 30; 6th This rectangular room is twice the size of the west bunk
appearance of wealth (Core Rulebook 389), room (area C4) and has two doors, one in the north
precious metals (Core Rulebook 395) wall opening into the hall and the other on the west

46
opening into the mess (area C2). The ceiling is somewhat The small passage ends at the secret door out of the
shorter than in most of the rooms on the upper floor, mountain, described in Entering the Prison on page 41.
descending from 20 feet high in the west to 15 feet high Creatures: The riding frogs are docile creatures that
to the east. The walls once bore images of comets, but emit resounding croaks when impatient or curious.
each was long ago carved to appear as a drop of blood Riding the frogs takes a little bit of patience, but the
and painted red. The red paint has faded only a little, animals are used to the route to Jula and back and
thus this room depicts a gruesome rain of blood. need very little guidance to head that way once they’re
The Abendego brutes like the imagery and extra saddled and led out of the prison. Hurricane's
space, so they sleep here. This room contains seven H ow l
bedrolls, four lying perpendicular to the north wall RIDING FROGS (6) CREATURE 2
and the three others along the east wall. Several large UNCOMMON N LARGE ANIMAL Chapter 1:
burlap sacks sag against the south wall. Variant elite giant frog (Bestiary 2 6, 121) The Missing
Creatures: Three Abendego brutes are here resting, Initiative Perception +7 Student
preparing to take their shift at the main entrance (area Speed 35 feet, swim 25 feet Chapter 2:
C1). They dislike being interrupted by anyone except Vanished
Warden Yonsuu, and react angrily whether or not they C13. HALBRUX’S ROOM MODERATE 10 Villagers
realize the heroes are intruders in the prison. Once one Chapter 3:
of the brutes is defeated, the other two look at each This modest chamber is scarcely large enough for the two Prison of the
other and realize it’s time to get help. They make a stone slabs that occupy it. One serves as an enormous bed Vacant Eye
fighting retreat into area C2 to get the aid of the jailers while the other provides a makeshift desk, covered with Chapter 4:
there, or from there to area C6 to get Yonsuu’s aid. large papers, rocks, rubbings, various writing implements, Jula’s Plight
If they can’t find help in either location, they throw and so forth. The carvings on the walls here are badly
Jula
down their tridents and flee. eroded and hard to make out.
Adventure
ABENDEGO BRUTES (3) CREATURE 8 This room belongs to the cyclops seer Halbrux Toolbox
Page 37 Far-Sight. She’s usually found here reviewing her notes
Initiative Perception +15 but sometimes checks on the ongoing work in the
excavation area (area C15) or looks in on other areas
C11. ARMORY of the lower prison level.
Several weapons, manacles, and backpacks with The papers and artifacts on her desk are Halbrux’s
supplies hang from stone pegs in this largely empty archaeological discoveries made in the prison. There
room. A few huge mats have been spread across the are rubbings of most of the carvings on the walls and
center of the room. The Knights use this room as an ceilings of both levels, along with rock samples and
armory, storage room, and training room. stone fragments from area C15.
Treasure: None of the gear here is particularly Creatures: Halbrux is quick to attack any intruders
valuable, except one of the backpacks is a knapsack she sees, as she doesn’t want anyone else barging in
of halflingkind. on the ruins she’s so desperate to study. She’s always
accompanied by a strange, loyal construct called a
C12. FROG PEN golgopo, which she built years ago using ancient
cyclops methods that she’d rediscovered. The golgopo
Murky water a foot or two deep covers much of the floor either rides around on Halbrux’s shoulder or follows
in this large cavern. A wall of stacked boulders blocks the behind her like an adoring pet, aiding her whether she’s
passage south, perhaps pulled from a narrow, rubble-strewn performing research or engaging in a fight.
passage to the southwest. To the north, a freestanding When reduced to fewer than 40 Hit Points, Halbrux
wall extends from floor to ceiling. A metal cage extends realizes she may have underestimated the heroes. She
out from this wall to form a pen bearing several enormous tries to bargain, appealing to the heroes as fellow
frogs and a pungent smell. Saddles and tack hang on hooks academics. Despite her cruelty and complicity in the
mounted on the outside of the cage. imprisonment of the people from Kiutu and across the
Sodden Lands, Halbrux is one of the greatest living
This room was once a cage to hold very large experts on Ghol-Gan culture, and her death would
prisoners but now serves as a corral for the riding mean losing untold knowledge on a lost civilization.
frogs the Knights use to travel between here and Jula. What the heroes might do with her is described in the
The frogs like the wet environment. Campaign Role section on page 88.

47
HALBRUX FAR-SIGHT CREATURE 11 Creatures: Three cyclops bullies sleep here,
Page 88 although they’re only all together during the morning
Initiative Perception +21 hours. The rest of the time, only one or two cyclopes
will be here, and you can place the other cyclops or
GOLGOPO CREATURE 8 two around the prison as you see fit. They might be
Page 80 poking at the riding frogs in area C12, bullying the
Initiative Perception +16 prisoners in area C17, or running a message up to
Warden Yonsuu on the upper level. These cyclopes
Treasure: The slab bearing Halbrux’s notes contains are quick to enter into a fight with people who don’t
a ruby carved to look like a comet within a staring eye. belong in the prison, or even people who do belong
It’s worth 600 gp. but seem easy to bully or frighten.
The only thing these cyclopes love more than a fight
C14. SLEEPING SLABS MODERATE 10 is seeing smaller creatures cower and suffer. They’re
too swaggering and overconfident to surrender to
Three giant stone slabs fill this room, each made up with smaller creatures and laugh rudely whenever they see
furs and rugs as beds. one of the other cyclopes fall in battle, certain that
their own victory will be all the greater since they
This room serves the same basic purpose it won’t have to share it.
did when the site was previously occupied: as a
sleeping chamber for cyclopes. The slabs have slight CYCLOPS BULLIES (3) CREATURE 9
depressions the size of a cyclops, making them UNCOMMON LE LARGE GIANT HUMANOID
comfortable despite being made of stone. The ceiling Cyclops bruisers (Bestiary 68)
is carved with whorls and lines that don’t have any Perception +17; low-light vision
meaning, cosmological or otherwise, but generally Languages Common, Cyclops, Jotun
aid in mediation and rest. Skills Athletics +19, Intimidation +18, Survival +17
Str +6, Dex +0, Con +4, Int –1, Wis +4, Cha +3
Items greatclub, hide armor
AC 28; Fort +21, Ref +15, Will +17
HP 155
Brutal Recovery [free-action] (divination, fortune, occult) Frequency
once per day; Trigger The cyclops bully fails (but does
not critically fail) an attack roll or an
Intimidation check; Effect The cyclops
bully forces its will on an array of possible
futures. It gets a success on the roll
instead of a failure.
Ferocity [reaction]
Speed 30 feet
Melee [one-action] greatclub +21 (backswing,
reach 10 feet, shove), Damage
2d10+10 bludgeoning
Melee [one-action] fist +21 (agile, unarmed),
Damage 2d6+10 bludgeoning
Terrorizing Swing [two-actions] The cyclops
bully attempts to Demoralize a foe
within its melee reach, then makes a
melee Strike against that foe.
If the creature is frightened
and takes damage, it takes an
additional 2d10 damage and is
Riding Frog
knocked prone. This counts as
two attacks toward the cyclops’s
multiple attack penalty.

48
Treasure: Among the few personal effects near each Creature: Other than one or two prisoners, the
slab are nine gold nuggets worth 45 gp each. These most significant creature here is a great cyclops named
were excavated from the back of area C15 and given Tir who serves as Halbrux’s muscle. Halbrux doesn’t
to the cyclopes as payment. much like the dull, towering Tir; when Halbrux comes
here to work, she usually commands Tir to go out
C15. EXCAVATION AREA MODERATE 10 hunting (he knows how to remove the boulders south
of area C12, pass through, and re-stack them when
A protruding cave wall divides this wide cavern into two he leaves or returns). Since the heroes don’t look like Hurricane's
parts. An enormous stone table and benches stand in the prisoners, Tir assumes they’re Knights of Abendego. H ow l
southwest quadrant, while the northeast remains a rough When he realizes his mistake, he feels tricked—
cavern with just enough tumbled stone and smooth walls whether the heroes actively tricked him or not—and Chapter 1:
to indicate that it used to be worked, but collapsed long attacks in a fury. Tir hasn’t ever met a creature he can’t The Missing
ago. Murky water covers the floor to the south. beat in a fight, so he doesn’t think to flee or surrender, Student
no matter how badly he’s losing. Chapter 2:
The southwest part of this room is where the Vanished
cyclopes sometimes meet for meals or planning. Most Villagers
of a messily butchered ox covers the top of the table; Chapter 3:
fortunately, the gory mess is out of sight to people Prison of the
who stand shorter than cyclopes do. Vacant Eye
The northeast cavern is Halbrux’s active excavation. Chapter 4:
She initially thought this part of the cavern was Jula’s Plight
unfinished, but later realized it contained several
Jula
chambers sealed off when the site was transformed
into a prison. The collapse destroyed most of these Adventure
chambers, including the walls separating them, and Toolbox
Halbrux wants to reconstruct their original purpose.
Although the great cyclops that’s usually here can
move away the largest boulders with ease, Halbrux
doesn’t want the clumsy oaf knocking over anything
that might be of historical significance. She therefore
has one or two prisoners constantly at work
here, moving smaller stones, clearing and
cleaning the walls, or reconstructing
broken stone into best guesses
of original shapes. This work
isn’t difficult, but Halbrux
is demanding and prone
to throw slow or careless
helpers to the gogiteth in
area C16.
If I’boko ended up in
the prison, she’s currently the prisoner here. As she
knows her father was once here but was taken away,
I’boko is miserable and hopeless; nevertheless, she’s
intellectually intrigued by the ruins and finds the
hard work something that lets her put her troubles
out of mind temporarily.
The pool of water is murky and is mostly only a
foot or two deep. Exploring the water reveals that the
Cyclops Bully
southeast corner of the pool is much deeper; it leads
into the flooded cave (area C18). None of the prison’s
inhabitants know about this flooded exit, and the great
cyclops here couldn’t fit through it even if he knew.

49
If I’boko is present, she does her best to help in a floods the cells, making them awful, festering places
fight; her presence grants any character attempting to be imprisoned. The three cells are physically
a skill check against Tir (such as an Athletics check nearly identical.
to Trip him or a Deception check to Feint him) a +1 As indicated in area C14, a cyclops bully might
circumstance bonus to the skill check. be squeezed into the area between a cell’s door and
its bars, tormenting the prisoners with wicked glee.
TIR CREATURE 12 Heroes who catch a cyclops here have an advantage,
Male great cyclops (Bestiary 69) as the cyclops has little room to maneuver. The
Initiative Perception +22 prisoners aid any such combat by hurling debris
or splashing water on the cyclops from inside the
C16. GOGITETH GROTTO MODERATE 10 cell. In addition to treating the tight confines as
The stairs leading down from the upper level descend difficult terrain, a cyclops is flat-footed due to the
into a ruined room, with half the wall to the north distraction.
fallen away into a large, half-flooded grotto. A C17a: This cell holds four prisoners: a caravan
wet clicking noise reverberates through the room, master and her guards, captured by the Knights many
bouncing off the irregular rock walls with strange days ago. Because the guards are all fairly strong,
echoes. A hero who succeeds at a DC 20 Occultism Halbrux uses them to help out in the excavation
check recognizes the sound as that of a dangerous area (area C15) quite often; they know its layout
Darklands predator called a gogiteth. and about the dangerous great cyclops there. This
When Halbrux first came to the prison, the cell has a secret passage at the back, underneath the
gogiteth lairing in the moat just outside attacked her. water line. The prisoners know about it but haven’t
She seemed to expect the ambush, which surprised dared to use it, since as far as they can tell it leads to
the creature enough that Halbrux easily drove it a murky, flooded cavern. They don’t realize it leads
back into the prison while the other cyclopes who out to the moat, and if the heroes let them know
accompanied her merely watched. One she’d forced this (particularly by coming through the secret door
the gravely wounded gogiteth to retreat all the from the other side), they’re quick to swim to safety.
way to the grotto, Halbrux spoke with it. She told C17b: Several prisoners from Kiutu are kept here
the gogiteth that she had foreseen its presence and (including I’boko, if she’s a captive of the cyclopes and
attack, and she further saw that it would follow her isn’t currently in area C15). They’re accompanied by
willingly and loyally. The gogiteth wasn’t quite sure a white-spotted gnoll from Jula named Nourishing
what to think about that, but Halbrux gave it a shiny Gull (CN female gnoll prognosticator 4). Nourishing
trinket to wear and agreed to feed it occasionally, so Gull, or “Gully,” used to frequent the Jula Alehouse
it’s decided to remain here in the grotto for now. until she inadvertently spilled a pungent drink on
Creature: The gogiteth rarely emerges from the Ajbal Kimon. As punishment, she was sent here. She
water, but when any creatures smaller than a cyclops can tell the heroes a lot about Jula and about the
enter the chamber, the gogiteth knows it’s time to Jula Alehouse in particular, especially that it’s the
feed. It likes to snatch up a meaty-looking target Knights’ headquarters. If given writing materials,
and retreat into the water for its meal. The gogiteth she can draw a rough sketch of both the town and
doesn’t pursue foes who leave this room, but it the alehouse interior, though she doesn’t know the
otherwise fights to the death. alehouse’s back rooms too well. Gully insists that
Ajbal lives and works in some hidden room in the
GOGITETH CREATURE 12 back of the alehouse. She encourages the heroes to
Bestiary 183 stop the Knights by capturing or eliminating Ajbal,
Initiative Perception +7 but she warns them that merely rushing the alehouse
is likely to bring all the Knights in Jula down on
C17. PRISON CELLS them at once. A better strategy is to contact the
Originally built as ascetic meditation rooms for the town’s beleaguered leader, Father Heveril, and ask
cyclopes (who could barely lay down in them), these his counsel. Gully greatly respects Father Heveril
cells were long ago converted into miserable spaces despite all he’s been through as leader of a town
for solitary confinement of Ghol-Gani dissidents. that’s slid into gang rule.
They are only 15 feet high. Behind the narrow door C17c: The prisoners in this cell are drawn from
to each one are steel bars with a locking mechanism many places, including Jula, Kiutu, and other
described on page 40. Two feet of murky water communities the Knights have raided. They’ve fared

50
worse than the others, as the water here is a little Knights here in the prison, these residents hope the
deeper so they can’t sleep easily and the cyclopes heroes will continue their fight against those in Jula.
don’t feed them as often. The only information Any of them encourage the heroes who are going to
they can provide is that they’ve sometimes caught Jula to beware the Knights and first speak to Father
a glimpse of the narrow hall leading west from area Heveril. They also share helpful information for
C12, and they’re convinced it leads to freedom if getting around in Jula, such as offering rooms for
they can only reach it. them to sleep or sheds to hide their gear from the
XP Award: Grant the heroes 80 XP for each cell roving Knights. Hurricane's
they empty of prisoners (to a maximum of 240 XP). I’boko’s Plea: If she’s rescued from Halbrux’s H ow l
custody, I’boko is grateful but her restlessness is
C18. FLOODED CAVE obvious. She fears her father is facing some dire fate, Chapter 1:
The entrance to this cave is underwater, but heroes as she knows he was taken to Jula days ago. She has The Missing
who pass between the skull’s stone teeth or who fall seen firsthand how dangerous the Knights can be Student
from area C1 realize it’s here. The cave is only 6 and she won’t rush off on her own again, but she’s Chapter 2:
feet high and wholly flooded with muddy water, so vocal about her concern for her father and pleads Vanished
heroes exploring it must swim and hold their breath. with the heroes to save him. Villagers
The cave winds back into the mountain but has two Chapter 3:
entrances to the prison. Practical Research Prison of the
The nearest entrance is a secret door that leads into As the heroes crossed the Mugumo Plains by Vacant Eye
area C17a. A hero Searching this area finds the secret themselves in pursuit of the Knights of Abendego, Chapter 4:
door with a successful DC 20 Perception check, but their students are likely still many days to the south. Jula’s Plight
characters who can’t see in the murky water have a However, once the heroes have cleared out the Prison
Jula
–4 penalty to Perception checks. Created in secret of the Vacant Eye and learn that it contains a great
long ago by the only prisoner to have escaped the deal of Ghol-Gani history, they might spend time Adventure
Ghol-Gani jailers, the door is a stone panel that investigating the site or even send for their students. Toolbox
shifts sideways when pulled. Opening the secret Even if they don’t examine the Prison of the Vacant
door sloshes more water into area C17a, but allows Eye until after dealing with Ajbal and the rest of the
access to that cell—or escape from it. Knights in Jula, the site is rife for academic study.
To the north and east of the secret door, the
flooded cave opens into the water pooled in area PRACTICAL RESEARCH IN THE VACANT EYE
C15; anyone in the flooded cave can swim up into DOWNTIME
that chamber. Requirements You are a lore-speaker and have unrestricted
access to the Prison of the Vacant Eye.
TAKING THE JAIL You carefully explore the ruined prison with your students,
Once Halbrux has been defeated, any remaining piecing together cosmological symbols and society shifts
cyclopes flee the jail to seek plunder and violence in the ancient Ghol-Gan empire. Choose either your
elsewhere. The Knights of Abendego don’t flee unless primary or secondary branch, and attempt a skill check
both Yonsuu and Halbrux have been defeated, but against a standard DC of the branch’s level. You can use
in that case they decide to leave the Sodden Lands Nature, Society, or one of the branch’s associated skills
entirely rather than face the consequences Ajbal will for this check. This activity takes 1 month.
undoubtedly inflict upon them for their failure. Critical Success A new understanding of history! You find
Released prisoners return to their lives and loved evidence of practices within the Ghol-Gan empire that
ones as soon as they can, but they must first regain no scholars have previously discovered. Increase the
their strength. They take what they can (and what branch level of the branch you chose by 2.
the heroes permit) from the Knights’ stores in Success You and your students successfully piece
preparation for their journey. Even though Kiutu is together several ancient clues into a workable theory.
several days’ travel to the south, the Kiutu residents Increase the branch level of the branch you chose by 1.
are confident they can make it back unaided. Failure You’re unable to uncover much of interest. Your
Jula’s Plight: Any resident of Jula can explain branch level remains the same.
to the heroes that the Knights of Abendego are Critical Failure You or your students make a series of
headquartered in the Jula Alehouse, but the gnoll dramatic misinterpretations that put the validity of
Gully (area C17b) has the most information. Since your entire research in doubt. You may not engage in
the heroes have proven themselves against the Practical Research at this site for 1 year.

51
“Long, long ago, Jula was a city of traders. Then the Eye of Abendego, that
neverending storm, appeared. What once were valleys were now coastlines.
Mountaintops became islands. Traders became fishers. So the people of Jula are no
strangers to adversity. But when the Knights invaded, they were unprepared.
“The spirit of the people of Jula had been broken for years when the lore-speakers arrived.
But the strength of a true hero is not the ability to vanquish evil. It is the power to inspire
good. They met the townspeople, rallied them, and led a great battle to reclaim Jula.
“And now, I tell you the truth of those vicious people who called themselves ‘Knights.’
In the end, they were nothing but common bullies. Against the weak, they were bold.
But in the face of good, brave people, they revealed themselves for the cowards they were.
“With his so-called-Knights scattered to the wind, their leader hid himself beneath
the town. The man who called himself Ajbal Kimon, the diseased heart of that group
of pillagers, called upon The God Who Hides in Shadow. And in that final decisive
moment, he—are you sleeping?”
Olubara shook with silent laughter as he rose to his feet and stretched. He lifted Uzuwe
and cradled her in his arms. “I guess your bedtime stories really are better,” he conceded.
“I have just had more years to practice them than you, that’s all. One day it will be
your grandchild sneaking around past her bedtime, don’t worry.”
Olubara seemed warmed by the thought as he squeezed his little cub. “Perhaps. But for
now, let me put this one down.” He paused in the doorway, a sudden thought popping
into his head. “Ma, where did you learn those Magic Warrior stories? Nana Zoe never
told me any of the ones you tell.”
The old woman picked up her sewing needle and glanced back
with a mischievous smile and a glint in her eye. “Come now,
Olu. What fun would it be if I just told you?”

52
Chapter 4:
Jula's Plight Hurricane's
H ow l
Chapter 1:
The Missing
Student
The road to Jula is muddy, miserable, and poorly maintained. The CHAPTER 4 SYNOPSIS Chapter 2:
unrelenting rain pours throughout the 40-mile trip. Although the heroes can In this chapter, the heroes go Vanished
simply walk, the journey will be easier if they take the riding frogs stabled after the leaders of the Knights Villagers
in the prison. The frogs’ loping leaps take some getting used to, but are of Abendego in their home base Chapter 3:
ultimately rhythmic and pleasant. The heroes don’t see any other travelers of Jula. Jula’s residents long ago Prison of the
on the way to Jula; it’s become something of an open secret that the Knights grew tired of having the Knights Vacant Eye
of Abendego control this region, so few people bother to travel this way. boss them around in their own Chapter 4:
The constant rain douses unprotected fires and provides concealment to town, so the heroes can stoke Jula’s Plight
creatures more than 90 feet away from an observer. This rain continues an undercurrent of rebellion and
Jula
throughout the events of this chapter. convince the townspeople to rise up.
This allows the heroes to investigate Adventure
RAIN SPIRIT LOW 11 the alehouse that the Knights use Toolbox
Just because there aren’t any travelers on the road doesn’t mean the road as their headquarters, but the
isn’t watched. A murderous rain-loving fey called a ssumzili lurks along leaders aren’t there; they’re in caves
the road to Jula. The ssumzili has seen the Knights come and go, but they accessed by a hidden trapdoor in
travel in groups too large for it to risk attacking. The heroes, on the other the alehouse. In these old smuggler
hand, pose more tempting targets. You can use any of the maps on page caves, the heroes face the most
26 for this encounter. powerful Knights—including their
Creature: The ssumzili waits where the path has been washed away by a leader, Ajbal Kimon—and have
wide river. The Knights know to simply wade through the river, as it’s only a chance to stop the last of the
a few inches deep even in a downpour, but it might give the heroes some prisoners from being sacrificed to a
pause. The ssumzili hides in the rain and tries to get as close as it can to the sinister god.
rearmost of the traveling heroes before attacking. It doesn’t cease its attacks
until it kills at least one enemy, after which, if reduced to fewer than 40 Hit CHAPTER 4 TREASURE
Points, it tries to retreat with the body to feast on alone in the rain. The permanent and consumable
items available as treasure in
SSUMZILI CREATURE 12 Chapter 4 are as follows.
Page 85 • +1 glamered leather armor
Initiative Stealth +25 • +1 resilient mithral scale mail
• +2 striking returning trident
JULA GATES TRIVIAL 11 • eye of apprehension
Jula is built upon cliffs overlooking the sea. It was once a larger city, • fighter’s fork
occupying steep river valleys along a highland trade route, but when • greater cognitive mutagen
the Eye of Abendego drowned the region more than a century ago, only • greater healing potion
the clifftop portions of the city survived. The Knights of Abendego now • moderate bravo’s brew
dominate the town, having used it as their base of operations for two • oathbow
decades. The gazetteer beginning on page 68 describes Jula in detail. • slumber wine
Creatures: When heroes arrive at the town’s east entrance, a pair of • wand of smoldering fireballs
Knights are standing guard. They’re more interested in shaking down (5th level)
strangers for money than in protecting anything and aren’t scrutinizing

53
travelers closely; they’re likely to mistake the heroes 7) tends to the spirits of Jula’s residents as best as his
for ordinary travelers. However, if the heroes rode the own low spirits can manage. Father Heveril doesn’t
frogs from the prison, the Knights are likely actually have the strength to stop the Knights if
more suspicious. Either way, they demand an they sent their full forces to the Hall of the
entrance fee of 10 gp per person, with an extra Watchful Ibex; luckily, Ajbal has decided
5 gp for mounts (such as riding frogs). to leave the shrine alone for now, focusing
If any hero wears obvious jewelry his priorities elsewhere. Ajbal knows that
or valuables, the Knights the numerous Knights present in the
demand those instead. nearby Wheelwright’s Widower
If the heroes pay off are sufficient to keep the
the Knights, they can enter people in the shrine cowed.
the city without any trouble. If the heroes Father Heveril is haggard,
refuse, the Knights grow hostile and try to jaded, and cynical. He offers aid to any
intimidate them. If that fails, they resort who seek it, but it’s obvious that he’s
to violence, bellowing about “teaching been worn down by the burden of
stubborn travelers a lesson.” Both are leading a town through calamity
Abendego brutes; they’re unlikely after calamity. Any animals
to cause 11th-level characters accompanying the party take
much trouble. an immediate and noticeable
dislike to Father Heveril, though
ABENDEGO BRUTES (2) CREATURE 8 he doesn’t seem to pay them any mind.
Page 37 If the heroes ask about this unusual effect,
Initiative Intimidation +16 Father Heveril he first brushes their questions aside and says
he’s used to it. If pressed, he explains that
Inside Jula Erastil has been displeased with him for decades. Heveril
Knights of Abendego patrol the streets in groups serves Jula as selflessly as possible to try to atone for his
of four or more brutes. One member of each group sins, but it’s clear he’s simply going through the motions.
carries a signal horn, and another group of Knights is Father Heveril is curious about visitors from the
only a horn’s call away. Few bother staying alert and, Magaambya and wants to hear what brings them to
like the guards at the gate, they’re more interested in Jula. When he learns they’re enemies of the Knights
shaking down wealthy-looking travelers than keeping of Abendego, he’s glad but cautious. He informs the
alert for any trouble. They’ve grown complacent with heroes that there are dozens of Knights in town,
their stranglehold on the city and don’t expect to face including their most powerful leaders like Ajbal and
any danger here. However, if the heroes are blatant priests of Norgorber, and a frontal assault to expel
about making themselves a known threat, such as by them from Jula is doomed to failure. Father Heveril
challenging multiple groups of Knights in the streets, wants to help, but he’s afraid that if they fail, the
the patrols become more vigilant. This forces the consequences will lead to even worse treatment for
heroes to move through the town more carefully to the citizens. To succeed, an attack against the Knights
avoid the Knights’ notice. must be decisive and, in the process, strike down their
The Knights of Abendego occupy (and, unknown leaders in the Jula Alehouse. If the heroes promise
to most town residents, operate beneath) the Jula to defeat Ajbal Kimon, Father Heveril vows to do
Alehouse, although they sleep at an inn called the everything in his power to help the people rise up
Wheelwright’s Widower and their numbers are greatest against the Knights and let the heroes strike at the
there. Near this inn is the Hall of the Watchful Ibex, organization’s leaders.
Jula’s temple to Erastil and communal workshop.
Father Heveril spends nearly all his time there, and RALLY SUPPORT
it’s a natural first stop in Jula. Any townsperson the Father Heveril knows of four individuals (other than
heroes question discreetly directs them there. himself) who have the influence or resources to make
a significant difference in a public uprising against the
MEETING FATHER HEVERIL Knights of Abendego. Unless the heroes can convince at
The Hall of the Watchful Ibex has become the closest least two of these people to lend their aid, Father Heveril
thing Jula’s townsfolk have to a safe haven. Here, refuses to even consider a fight. The more they can
Father Heveril (LN male human ex-paladin of Erastil convince to aid in a battle against the Knights, the better.

54
“I’m doing everything I can to recruit and coordinate anyone When the heroes explain what they’re here to do,
willing to fight back against the Knights. But I’m going Zihara hesitates only a moment before nodding
to need some help. The people of Jula are brave, but to her family. Her wife bars the
courage is no substitute for a good shield. Ajbal has door, her son pulls away the heavy
been working our blacksmith rug in the middle of the floor, and
Zihara Steeltale to the bone, her daughter begins to pry away
but she may be able to spare floorboards, revealing the weapons
a few things. If she can supply stockpile. Hurricane's
a few shields, even a blade or two, then this The hard part is moving the H ow l
plan might not be dead in the water after all. weapons to the Hall of the
“Then there’s the Third River, our local Watchful Ibex without being Chapter 1:
thieves’ guild. I trust those cutpurses about as caught. Hauling them by wagon The Missing
far as I can throw them, but they have their own across the bridge between the forge Student
reasons to hate the Knights. They’re quick, and and the temple means moving Chapter 2:
they’re smart; if nothing else, they’ll make a good directly past the Wheelwright’s Vanished
distraction. Widower. As many Knights are Villagers
“Our front line, hopefully, will be living there, the chance of getting Chapter 3:
made up of the former town guard. caught is high. The heroes might Prison of the
I doubt they’ll listen to me, but if you choose to disguise the wagon, which Vacant Eye
can get their old captain, Eight Briar requires a successful DC 28 Deception Chapter 4:
Sunsets, to step up, they may listen to Zihara Steeltale check or the use of concealing magic. On Jula’s Plight
him. Unfortunately, he’s acquired a severe a failure, the ruse is detected. Whether the
Jula
fear of open spaces. If I wasn’t still bringing weapons are actually discovered by the Knights or
him food, he’d probably starve before stepping outside. simply need to be tucked away out of sight to avoid Adventure
“Imara High-Hearth owns the alehouse; in fact, she grew discovery, Zihara’s weapons can’t be used in the Toolbox
up in it. No one knows the Knights or their movements in the upcoming battle.
alehouse better. She’s been avoiding a confrontation for fear Another possibility is to transfer the weapons across
of her beloved alehouse becoming a focus of the Knights’ the rope bridge that extends from the cliff near the
wrath, but she needs convincing that the time is now. This forge to the opposite cliff. Carrying heavy weapons
might be the best time, in fact, as the Knights recently makes this a job suited for the strongest and most
turned her out, and I’m certain she’s not happy about that.” nimble haulers making as few trips as possible to
avoid arousing suspicion. Anyone taking on this task
The Blacksmith must attempt a single DC 25 Athletics check and a
Most of the townspeople need little encouragement to single DC 25 Acrobatics check. A hero who fails either
resist the Knights, but very few are actually equipped check is enfeebled 1 for 24 hours from the strain of the
for combat. Unless the party can secure the proper crossing; a hero who fails both checks or critically fails
equipment, people will be wielding boathooks and at either check inadvertently drops so many weapons
filleting knives against scale mail and tridents. in the river that Zihara can’t aid the upcoming battle.
The blacksmith, an elf named Zihara Steeltale (CG XP Award: Grant the heroes 80 XP for getting
female elf armorer 6), has been conscripted by the the weapons to the Hall of the Watchful Ibex in
Knights to produce armor and weapons exclusively for preparation for the battle.
them. Her wife, U’kuyo (NG female human blacksmith
3), and their two adult children have been assisting The Thieves’ Guild
her, but even with their help, she has barely been filling Jula’s thieves’ guild, the Third River, is a loose affiliation
Ajbal’s growing demands. Ajbal has begun to grow of almost twenty pickpockets and ruffians. They used
impatient, issuing thinly veiled threats about what will to swindle traveling merchants and start the occasional
happen to her family if she doesn’t produce enough. tavern brawl for fun, but the town guard mostly
She blames her aging bones to buy herself time but has left them alone as long as they avoided causing any
actually produced more than double his demands for serious harm to locals. While they lack discipline,
months now, hiding away excess arms that she crafts. Heveril believes their skills will make a big difference
Getting the family to agree to help isn’t difficult, as they in the coming battle. Combat abilities aside, the guild
have a deep-seated hatred for Ajbal and his gang, and members know every dark alley and secret byway in
have been waiting to put their cache to good use. Jula. With a little direction, their particular expertise

55
makes them excellent guerilla fighters. The Captain
The heroes find the guild in an old warehouse by Before the Knights of Abendego came to Jula, Eight
the docks. A wiry-looking rogue named Grinning Briar Sunsets (LN male human guard captain 7)
Lex (CN agender human thief 4) sees the party was the captain of Jula’s town guard. In a town
approach and instantly raises their like Jula, that mostly meant settling disputes
guard. If the heroes mention between merchants, breaking up fights
that Heveril sent them, Lex that got too rowdy, and slapping
relaxes slightly, but is still local pickpockets on the wrist
reluctant to speak with them. if they were clumsy enough to
A successful DC 28 Deception get caught. He was perhaps
or Diplomacy check convinces not the finest or most noble,
Lex to hear them out. They let but he was respected and
the heroes inside and introduce maintained the peace.
them to the rest of the guild. Although Eventually, Captain Briar
Lex appears to be in charge, they’re thought to find some peaceful resolution
insistent that all the guild with Knights, delineating authority in the town.
members are equal because He met with Ajbal Kimon a year ago, ready to
their actual leader, Barrister negotiate, but Ajbal stabbed him in the face
Indeg, was murdered. without warning. That was the last time
When the Knights first arrived the captain was seen in public. Since then,
in town, Barrister Indeg didn’t take he can’t step outside of his home without
the threat seriously. But once merchants Grinning Lex being wracked with overwhelming
and travelers stopped coming to Jula, fear that forces him back inside. Several
it became impossible for the guild to keep up the townspeople have met with him to convince him to
lifestyle they once knew. Eventually, Indeg grew fed keep working, but he’s turned away everyone and fallen
up and attacked the Knights out of desperation. He deeper into despair and self-pity. Father Heveril hopes
underestimated how dangerous the Knights were and that perhaps the heroes can succeed were others have
was badly injured in the fight, passing away from his failed and help the captain find his courage. If Captain
injuries soon after. Briar can rally the guards, Jula will have a disciplined
The promise of payback is enough to get everyone fighting force to join them into battle.
in the Third River interested, but they don’t see the When the heroes arrive at Captain Briar’s home,
point in fighting without a strong leader who knows he’s surprised to see new faces, but invites them in. All
what they’re doing. If the heroes suggest the guild the windows have been nailed shut from the inside,
follow them, or Father Heveril, most of them laugh it and makeshift insulation—mostly torn clothing—has
off, but Lex looks thoughtful. Lex whistles loudly to been placed all around the house to mute the sound
get everyone’s attention and makes an offer. If one of of rain. Stepping into Captain Briar’s house effectively
the heroes can take one of their toughest thieves in a feels like leaving Jula behind. The captain is distant
fist fight, the guild will join the revolt. but polite. He understands the desire to fight back
Creature: This nonlethal combat is between a single against the Knights of Abendego, but he instantly
hero of choice and a guild tough who uses a sap. This becomes withdrawn as soon as the heroes imply that
combat isn’t likely to be a difficult one; Lex chooses a he needs to leave his house. No amount of discussion
tough that they think has deserved a beating for a little can compel him to step outside.
while now. Although the Third River won’t follow the Captain Briar’s agoraphobia doesn’t solely result
heroes if the chosen hero doesn’t beat the guild tough, from his painful and humiliating encounter with
it’s also important for the hero to show confidence Ajbal. The weapon Ajbal used to stab him afflicted
while doing so. him with a powerful, fear-inducing curse that made
Captain Briar afraid of the first thing he saw after
GUILD TOUGH CREATURE 4 being stabbed. Ajbal thought Captain Briar would see
Male burglar (Gamemastery Guide 210) and remain fearful of him forever after, but Captain
Initiative Perception +10 Briar instead glanced up as the blow fell, seeing the
XP Award: Grant the heroes 80 XP for getting cloud-covered sky above. Now, the sight of the sky
the Third River’s commitment to participate in the triggers a debilitating fear. No one in Jula has been
upcoming battle. able to recognize Captain Briar’s curse, much less

56
dispel the affliction, so he’s remained isolated in his permit another relevant skill check instead, such as an
home ever since. The magical effect is easy to detect Intimidation check if they tell about the horrors of the
with the right spell, but a hero must succeed at cyclops prison. If the heroes freed Gully, one of
a DC 25 Arcana, Occultism, or Religion Imara’s best customers, reduce the DC of
check to Identify Magic to realize it’s a whichever check they attempt by 4. On a
curse. A remove curse spell or similar failure, Imara becomes convinced that
magic can lift the curse (5th level; her decision not to get involved is the
counteract DC 26). Unless the curse right one and she won’t help with Hurricane's
is lifted, Captain Briar can’t aid the the upcoming battle. On a success, H ow l
battle against the Knights. she sends word through the town
If freed from his curse, Captain and readies everyone to fight. Chapter 1:
Briar opens his door and takes a XP Award: Award the heroes 80 The Missing
few tentative steps outside. He looks XP for convincing Imara to help against Student
up at the sky for several seconds before the Knights. Chapter 2:
running back inside, laughing and soaking Vanished
wet. He’s trembling in a mixture of fear Terwa Lords Aid Villagers
and exhilaration, and he assures the If Scout Leader Ssaraku Akai Chapter 3:
heroes that the curse is truly broken. promised to aid the heroes in Prison of the
It takes him some time to get used to Chapter 2, she’s completed her secret Vacant Eye
the outdoors again, and even more mission and come to lend a hand. Her Chapter 4:
time to convince the other guards to timing is nearly perfect. She and two Jula’s Plight
follow him once more, but Captain of her most powerful followers climb
Imara High-Hearth Jula
Briar promises to be ready by the time up from the water when the heroes are
Father Heveril needs him. traveling through town and seek them out. Although Adventure
XP Award: Grant the heroes 80 XP for removing the townspeople are initially surprised to see armed Toolbox
Captain Briar’s curse. and armored iruxis walking boldly through town, they
soon realize they’re here to help and keep them out of
The Barkeep sight of the Knights.
The Jula Alehouse is busier than it’s ever been, but busy Creatures: Ssaraku doesn’t mention her promise
doesn’t mean lucrative. The Knights have been even to the heroes, but simply nods and asks how she can
more overt about taking full control of the alehouse, help. The iruxis don’t agree to any plan that obviously
even dragging off established customers like the gnoll uses them as bait or as a lone frontal assault, but they
Gully. Imara High-Hearth has never known any otherwise help as the heroes request.
life other than working at her family’s centuries-old
establishment, but when Ajbal began preparations for SSARAKU AKAI CREATURE 9
his ritual sacrifices, he told Imara she was dismissed Female elite Terwa chosen (page 83, Bestiary 6)
from her own bar. Imara knows the Knights aren’t Initiative Perception +21
interested in much more than drinking away her stores
without paying for them (not that they’ve ever made URUKANI TENTH-STAR CREATURE 8
payments a priority before). Male Terwa chosen (page 83)
Imara hasn’t been to work in a while, and it’s Initiative Perception +19
increasingly difficult for her to maintain the pleasant
demeanor she’s kept up for years. She would make an GIRI CREATURE 7
excellent addition to the group preparing to fight back Male Terwa star reader (page 82)
against the Knights, as she knows practically everyone Initiative Perception +18
in Jula. With her help, organizing the numbers needed
to rise up against the Knights is much easier. Yet even Strange Luck: The battle might be the time when the
after being kicked out of her own bar, Imara’s not heroes’ earlier gift to Urukani saves his life, perhaps by
interested in provoking any conflict with the Knights, inadvertently intercepting a fatal blow on the iruxi but
and she’s more than a little afraid of Ajbal. She’s seen getting destroyed in the process. Alternatively, the gift
too many people who’ve crossed him disappear. might be instrumental in saving the lives of one of the
The heroes can meet with Imara and gain her help heroes—the prophecy wasn’t specific that it would be
with a successful DC 28 Diplomacy check. You might Urukani’s life that’s saved.

57
D4

D3
D1

D2

JULA ALEHOUSE
1 SQUARE = 5 FEET

THE BATTLE OF JULA Give the heroes a chance to bolster Father


Once the heroes bring together the forces they can, Heveril’s nerve; if you’d like, you can ask for a
Father Heveril handles the rest of the preparations. DC 25 Diplomacy or Religion check, although
The following morning, dozens of townspeople come this should be more of an opportunity for kind
to the Hall of the Watchful Ibex, with still more words and support rather than rolling dice. If the
spread out in key locations throughout town. Father heroes restore his confidence, even momentarily, he
Heveril changes out of his usual robes and into a suit overcomes his nerves, strings his bow, and counsels
of armor emblazoned with Erastil’s religious symbol. the townspeople about the coming battle. If the
He attempts to string an old, well-crafted bow, but heroes want to address the townsfolk as well, Father
his hands are shaking too much. When he sees the Heveril introduces them and lets them speak.
heroes, he sighs and puts the bow down, privately Just as the townspeople are ready to go, Father
voicing his concerns that he is the wrong person to Heveril pulls the heroes to the side one last time to
lead this revolt. He opens up about his past with them remind them of their mission: enter the alehouse, find
for the first time, revealing that he was once in a very Ajbal Kimon and defeat him. The people of Jula will
similar situation. do their part to keep the other Knights elsewhere in
When Chelaxian colonists attacked Jula many years town, away from the alehouse, though the heroes are
ago, it seemed a losing battle. Someone needed to give on their own to face anyone currently inside it.
their life fighting the invaders so others could escape, This uprising comes to be known as the Battle
and that fell to Heveril. As he had recently lost his of Jula, a desperate revolt against well-armed and
mother, Heveril agreed to face death for the town. But -armored bullies who have kept the town under their
when he realized how overwhelming the enemy forces thumbs for far too long. How the battle plays out
were, Heveril turned and fled. He lost Erastil’s favor that depends on how many NPCs the heroes convinced to
day, and doesn’t believe he can be of any use without it. participate (of Zihara, Lex, Captain Briar, and Imara).

58
Fewer than two NPCs: Father Heveril realizes there Jula Alehouse
isn’t enough support to rise up against the Knights, The Jula Alehouse is widely known as the
and the heroes must face them alone. There are 6 headquarters of the Knights of Abendego, but the
Abendego brutes in area D1, and another 6 brutes public perception isn’t quite true. In fact, the true
lounging around outside the alehouse, whom the headquarters is in old smugglers’ tunnels beneath
heroes have to face before they even enter the building. the tavern. This doesn’t mean the Jula Alehouse isn’t
Two NPCs: The hastily assembled revolt can do important to the Knights; they spend a lot of their
little more than harry the Knights with hit-and-run time here bullying the patrons and planning their Hurricane's
attacks. The Knights are scattered and confused. raids out of Jula and into the Sodden Lands. Before H ow l
Knight patrols receive conflicting reports, spreading being turned out, Imara High-Hearth tried to serve
themselves thin as they chase down the rebels. Father locals and Knights alike and keep everyone happy, as Chapter 1:
Heveril is nowhere to be seen, and rumors spread that she feared earning the Knights’ ire. She has a sense The Missing
he has, once again, fled the town during its time of that the Knights are using a secret passage somewhere Student
need. The Knights can reinforce key strategic areas like in her tavern’s back room, but scrupulously ignores Chapter 2:
the Jula Alehouse; there are six Abendego brutes for their comings and goings so she can’t be accused of Vanished
the heroes to face in area D1. knowing more than she should. Villagers
Three NPCs: The hit-and-run attacks from the During the Battle of Jula, some of the Knights retreat Chapter 3:
resistance disorient the Knights and draw them away into the tavern. At first, the heroes likely think that Prison of the
from the alehouse, bringing the battle into Jula’s breaking into the tavern and routing Ajbal Kimon— Vacant Eye
streets. As the heroes make their way to the alehouse, who wasn’t present at the fight outside—is their task Chapter 4:
they see a line of determined townspeople defending here. They’ll soon realize Ajbal isn’t here, and they Jula’s Plight
Father Heveril as he shoots at the Knights with his must locate and investigate the smuggler tunnels to
Jula
bow, which has transformed into white wood. Father find him. They can learn about the secret trapdoor in
Heveril shouts an order to the rebels and they begin a area D4 from any Knights they interrogate here, or Adventure
slow, guarded retreat. The Knights follow. The plan to simply by looking around. Toolbox
move the battle away from the alehouse is successful. The map of the Jula Alehouse appears on page 58.
Only four Abendego brutes remain in area D1.
Four NPCs: As the heroes make their way from D1. COMMON ROOM LOW OR MODERATE 11
the temple to the alehouse, they see all of the people
they’ve met locked in fierce combat. Father Heveril This lofty common room is made of old wood weathered by
fires steadily at the Knights with his white wood bow. generations of smoke and damp. A few stained glass windows
U’kuyo wields a warhammer with Zihara’s maker’s give light, but the room nevertheless seems dark and gloomy,
mark, smashing through the enemies in her path. Lex as many windows are broken and covered by wooden boards.
bears a big grin as they flee from a group of Knights,
drawing them into an alley where rogues wait in People of Jula have gathered in the Jula Alehouse
ambush. Captain Briar and four people wearing for centuries, but in the last 20 years the clientele has
matching uniforms have turned old market stalls increasingly been the Knights of Abendego. At first,
into an impromptu barricade to keep the Knights at the Knights came singly or in small groups, demanding
a distance. Many, many more residents fight from the best food and drink at reduced prices. Their bossy,
homes and shops, directed by Imara High-Hearth. The demeaning attitudes eventually drove almost everyone
people of Jula will win the day, but their victory won’t else away.
mean much if the heroes can’t hold up their end of the Creatures: A number of Abendego brutes have
bargain. Only two Abendego brutes retreat to area D1. retreated to this common room during the Battle of
Treasure: So long as the heroes bolster Father Jula. They’re currently drinking their way through the
Heveril’s morale and earn the assistance of at least stores of liquor behind the counter and nursing their
three NPCs, Father Heveril is redeemed by the Battle wounded pride. They don’t intend to let anyone into
of Jula. His old bow has become an oathbow that the tavern, even Imara, and fight anyone who tries to
speaks Common in the voice of Father Heveril’s get in. An Abendego brute reduced to fewer than 30
departed mother, rather than Elven. After the battle— Hit Points flees or surrenders, whichever seems most
which might be after the heroes have returned from likely to result in their immediate survival.
the caves below the alehouse—he presents them with The heroes’ preparations at the Battle of Jula
this bow and his thanks. He doesn’t need the bow, he determine whether there are two, four, or six brutes
insists, as he has his restored faith to guide him. still here.

59
ABENDEGO BRUTES (2, 4, OR 6) CREATURE 8 kidnapped from Kiutu. They also know better
Page 37 than to venture into the tunnels without being
Initiative Perception +15 specifically invited, as there are dangerous monsters
and powerful magic down there (of which they can
Interrogating the Knights: All of these brutes only speak in vague terms).
know there’s a secret trapdoor in area D4 that Treasure: There are two neatly labeled vials of
leads to tunnels beneath the alehouse. A hero who moderate bravo’s brew behind the bar, which Imara
successfully interrogates one of the Knights (by saved for emergencies. She certainly doesn’t mind if
succeeding at a DC 24 Deception or Intimidation the heroes use them against the Knights.
check) learns about the trapdoor. The Knights XP Award: Award the heroes 30 XP for learning
know Ajbal is currently there, performing about the trapdoor in area D4 from these Knights.
sacrifices of the most valuable prisoners
D2. KITCHEN

This large and functional kitchen is tidy despite its


apparent age.

Imara kept the kitchen well-supplied with basic


foods such as rice, fish, and dense bread. This remains
one of the cleanest rooms in the alehouse, as the
Knights rarely come back here to mess it up. They’ve
already eaten the food that doesn’t require a lot of
effort to prepare, and the alcohol is all out in the
common room, leaving them no reason to disturb the
kitchen.

D3. STORAGE ROOM MODERATE 11

This room contains casks, crates, and other


supplies such as spare chairs. The sharp
smell of spilled beer fills the air.

Creature: A few weeks ago, a pair of


Norgorberites named Sherris Lodd and
Vinson Haddelor came to Jula and sought
out Ajbal Kimon to offer their services.
They’d fled from Absalom after failing
in their complicated plot to overthrow the
city. Trying to get as far from Absalom as
possible, they followed up on a chain of
leads within their evil faith that led them to
Ajbal. They admitted to Ajbal that they’re
jorogumos, but they keep their human guise
around the other Knights, none of whom
know their true nature. Vinson is down in the
smuggler tunnels, but Sherris is here. She’s currently
Abendego Brute
performing a quick inventory of the storeroom,
looking for anything useful. When interrupted, Sherris
first attempts to feign innocence, claiming (truthfully)
that she’s not a Knight of Abendego, but also (falsely)
that she works for Imara High-Hearth as a server and
has been forced to keep the Knights here in food and
drink. She tries to get the heroes to split up, using mind

60
reading and charm on them one at a time. She might the cliffs upon which Jula is built, and the previous
even cast suggestion to get some of the heroes to leave owner is far from the only person in town to build a
the alehouse to split them up further. hidden passage to the caves beneath his establishment.
Once she thinks the odds are in her favor, she sprouts Smugglers traveling along the valleys below Jula
her spider legs and attacks. As she’s not dedicated have long used these caves and the connection to the
to the Knights, she flees the alehouse if reduced to alehouse let them move goods into the town unseen.
fewer than 100 Hit Points. If escape seems unlikely, When the waters rose a century ago, the cave entrance
she surrenders and offers the location of the hidden became inaccessible except during unusually low Hurricane's
trapdoor in area D4 in exchange for freedom. tides, and the caves were soon forgotten. When Ajbal H ow l
took over the Jula Alehouse as his base of operations,
SHERRIS LODD CREATURE 13 he discovered the forgotten trapdoor and the caves Chapter 1:
Female jorogumo (Bestiary 3 141) below. He kept the caves’ presence a secret from all The Missing
Initiative Deception +28 but the most loyal Knights, but most at least suspect Student
the existence of a secret passage Ajbal and his favorites Chapter 2:
XP Award: Award the heroes 30 XP for learning use somewhere in the back of the alehouse. Vanished
about the secret trapdoor in area D4 from Sherris. Ajbal took the most likely candidates for sacrifice to Villagers
Norgorber into the caves. He and his right-hand priest, Chapter 3:
D4. SECRET TRAPDOOR Addo, are preparing to harness the profane energies of Prison of the
The trapdoor to the smuggler caves is carefully the sacrifices to gain personal power. The longer the Vacant Eye
hidden in the rear of the alehouse, appearing as a heroes take to venture through the caves, the more Chapter 4:
section of floor with a chair that, when triggered, prisoners are sacrificed and the more powerful Ajbal Jula’s Plight
rotates upward and outward to reveal a hole with a and Addo become.
Jula
metal ladder descending to area E1. Once the heroes first venture into the smuggler
A hero who Searches the area and succeeds at a DC caves, after every 12 hours that passes, Ajbal and Addo Adventure
24 Perception check discovers the hidden trapdoor, bring a prisoner from area E8 to area E7 for sacrifice. Toolbox
while heroes with a good idea of where to look— Kolnoku is the last of the six prisoners to be sacrificed,
gained through interrogating the Knights in area D1 at the end of 3 days. The first sacrifice gives Ajbal and
or Sherris in area D3—find it automatically. Addo a permanent +1 status bonus to saving throws,
Hazard: The trapdoor bears a magical trap that the second gives them a permanent +1 status bonus to
conjures a phantom stinger to poison anyone opening Armor Class, and the third gives them a permanent
it. Creatures wearing a religious symbol of Norgorber +1 status bonus to attack rolls and saving throw DCs.
don’t trigger the trap, so most Knights of Abendego The next three sacrifices increase these bonuses to +2
have forgotten it’s even there. (first to saving throws, then to AC, then to attack rolls
and DCs). As the benefits from the sacrifices increase,
STINGER WARD TRAP HAZARD 11 the villains’ shadows lengthen and curl around them,
UNCOMMON MAGICAL TRAP regardless of the ambient light.
Stealth DC 32 (expert)
Description A ghostly stinger appears in the air and jabs at SMUGGLER CAVE FEATURES
anyone moving through the opening. The smuggler caves are large, clammy, and moist.
Disable DC 36 Thievery (master) to prevent the ghostly Although natural, they’ve been smoothed out and
stinger from forming or dispel magic (6th level; enlarged over the years to make for better storage and
counteract DC 34). even create small rooms. The ceilings range from 10
Deadly Sting [reaction] (divine, necromancy, poison) Trigger A feet high in the connecting passages to 20 feet high in
creature who isn’t wearing a religious symbol of Norgorber the larger caverns. Iron pegs in the walls support oil
moves the trapdoor; Effect The trap targets the creature lanterns, so the rooms are well-lit, if a little hazy, and
with purple worm sting (DC 30 Fortitude save). long shadows fill the connecting corridors.
Reset The trap resets after 24 hours. The map of the smuggler caves appears on page 62.

Smuggler Caves E1. TRAPDOOR ROOM


A previous owner of the Jula Alehouse with
less-than-legal leanings secretly commissioned a This small cellar was carved from the natural rock beneath
connection between the alehouse’s storage closet and a the alehouse. A wooden trapdoor can be seen in the ceiling,
cave system in the cliffs below. These old caves riddle and a narrow opening leads south.

61
E3

E4

E1

E7
E2

E8 E5

E6

SMUGGLER CAVES
1 SQUARE = 5 FEET

This roughly rectangular cellar connects to the The Knights spend a lot of time demanding payment
smuggler caves. Some old boxes contain mugs, rags, for protection, raiding travelers, and stealing from
and other supplies that the Knights haven’t deemed unprotected settlements. They bring their ill-gotten gains
valuable enough to move elsewhere. here and store them until they can be resold or put to
A secret passage leads to area E4, which the some other use. They pile these goods indiscriminately
Knights use when they want to come down here to about the room, as it sometimes takes a while for the
sleep. The secret passage is opened by manipulating Knights to locate a buyer for their stolen wares.
a loose stone in the wall. A hero Searching the A secret door connects this chamber to area E6,
room finds the secret door with a successful DC 20 the cave where more valuable goods are stored. Like
Perception check. the secret door in area E1, this one is opened by
Hazard: The narrow opening to area E2 bears a manipulating a stone in the wall, but it’s a little harder
stinger ward trap just like that in area D4. It triggers to find, as it’s hidden in the middle of a pile of plunder.
when a creature that isn’t wearing a religious symbol A hero Searching this room or the plunder finds it with
of Norgorber passes through the opening. a successful DC 26 Perception check.
Treasure: The trade goods include several fine bolts
STINGER WARD TRAP HAZARD 11 of colorful cloth weighing 10 Bulk and worth 300 gp
Page 61 in total. The moist air hasn’t yet damaged the fabric,
Stealth DC 32 (expert) but will likely do so in the next few weeks. A crate with
a shipping label destined for Bloodcove is filled with
E2. PLUNDER STORES assorted toys of fine workmanship, each with a secret
hollow space inside. The toys are all empty right now,
Several crates and barrels stand in haphazard piles against so there’s no telling what they’re designed to smuggle.
the southern wall of this long cave. Each of the 40 toys is worth 10 gp.

62
E3. PRISON WALL MODERATE 11 VINSON HADDELOR CREATURE 13
Male jorogumo (Bestiary 3 141)
Steep natural steps lead down to this low area where two Initiative Perception +26
passages meet. A smooth stone wall blocks the end of the
passage, in which two bloodstained iron manacles have E4. SLEEPING CAVE MODERATE 11
been driven in about six feet from the floor. Salt stains on
the wall and floor indicate that this dead end sometimes A clear pool of water fills a depression at the east end of this
floods with seawater. long cave. In the center, comfortable-looking cots with warm Hurricane's
blankets surround the fire pit. Nearby, pegs driven into the H ow l
This grim dead end is where the Knights torture natural stone wall hold several cloaks and cooking gear,
people to gain information, usually regarding the most of it stained from heavy use. Chapter 1:
whereabouts of hidden treasure or enemies of the The Missing
gang. Fortunately, there’s no one manacled here Some Knights occasionally sleep here rather than at Student
now. The good manacles each bear a cunning clasp the Wheelwright’s Widower inn, because the best of Chapter 2:
that can’t be opened by someone who has been their stolen goods make for soft cots and good food. Vanished
locked in them. Creatures: The Knights here vary depending on the Villagers
Upon close inspection, the heroes can tell that the time of day. When the heroes first arrive, they find two Chapter 3:
flat wall bearing the manacles blocks off a passage Norgorberite spies describing a caravan to a pair of Prison of the
leading to the northwest. A few holes, each no larger Abendego brutes. The spies, Nalima and Kilkigim, are Vacant Eye
than a finger in diameter, pierce the wall right at loyal to the Knights of Abendego, but they don’t look Chapter 4:
floor level. When the tides are high, water seeps into like the other rough gang members; they’re urbane and Jula’s Plight
this dead end, sometimes high enough to drown cunning infiltrators who frequently disguise themselves
Jula
a prisoner chained here. The wall is several feet as innocent travelers or even victims of Sodden Lands
thick, but if the heroes take the time to remove the gangs to locate likely targets for the Knights. Adventure
obstruction they expose a network of half-flooded The spies recently identified just such a target. Toolbox
sea caves. The contents and dangers of these caves A caravan a few days north of Jula is traveling with
are beyond the scope of this adventure, but they rookie guards, and Nalima is explaining the caravan
likely lead out to unknown exits in the Gulf of route while Kilkigim describes the guard shifts. In truth,
Abendego. neither thinks the brutes stand much of a chance against
Creature: A jorogumo who travels under the the caravan’s defenses, but they’re likely to weaken it
name Vinson Haddelor is helping Ajbal with various enough that Nalima and Kilkigim can later overcome
tasks. Ajbal has set Vinson to cleaning this area and it themselves, earning accolades from Ajbal when they
preparing it for future victims, a task Vinson performs lead the stolen caravan into Jula.
with gruesome relish. These Knights don’t let intruders meddle with their
As with the jorogumo Sherris in the alehouse above, plans and leap to attack any they detect. The spies
Vinson prefers to remain disguised as a human in prefer to hang back and throw daggers while the
simple yet fashionable clothing. He doesn’t have a brutes take the brunt of melee attacks. All four know
good sense of which Knights are permitted down in that their lives are forfeit if Ajbal learns they’ve let
the sea caves and which aren’t, so he might mistake intruders survive, so they fight to the death.
the heroes for gang members he simply hasn’t met. These foes don’t expect anyone who isn’t a fellow
He mentions that he’s preparing this area at Ajbal’s Knight to come through the secret door, so they have a
request and asks whether the heroes know who’s –4 circumstance penalty to their initiative checks if the
going to be placed here next, and how he might be heroes come in that way.
involved in the torture. His eagerness to participate
should come across as macabre. NORGORBERITE SPIES (2) CREATURE 10
If it’s clear the heroes are enemies of the Knights—or NE MEDIUM HUMAN HUMANOID
if any of the heroes are tengus, whom many jorogumos Human infiltrator
despise—Vinson attacks. He sprouts his legs right Perception +18
away and tries to web distant opponents to the walls Languages Common
long enough for him to bite or claw the closest heroes Skills Acrobatics +19, Deception +22, Diplomacy +20,
to death. Vinson likes Ajbal and the Knights more than Intimidation +20, Religion +18, Society +20, Thievery +19
Sherris does; he doesn’t flee unless reduced to fewer Str +2, Dex +5, Con +0, Int +2, Wis +2, Cha +4
than 50 Hit Points. Items dagger (4), +1 glamered leather armor, religious

63
symbol of Norgorber; one spy carries a greater cognitive their religious symbol of Norgorber and gains a +2
mutagen and the other carries a vial of slumber wine, circumstance bonus to the triggering save.
but the labels on each are switched. Speed 25 feet
Ranged Feint When the Norgorberite spy successfully Melee [one-action] dagger +23 (agile, versatile S), Damage 1d4+6
Feints a creature, the target is flat-footed against the piercing
spy’s ranged attacks as well as melee attacks. Ranged [one-action] dagger +23 (agile, thrown 10 feet, versatile S),
AC 29; Fort +17, Ref +22, Will +19 Damage 1d4+6 piercing
HP 170 Quick Draw [one-action] The Norgorberite spy Interacts to draw a
Reaper’s Protection [reaction] (manipulate) Trigger The spy is weapon, then Strikes with that weapon.
about to attempt a saving throw; Effect The spy touches Sneak Attack The Norgorberite spy deals
an additional 4d6 precision damage to
flat-footed creatures or creatures
within reach of at least two of their
allies.
Surprise Attack On the first
round of combat, creatures that
haven’t acted yet are flat-footed to the
Norgorberite spy.

ABENDEGO BRUTES (2) CREATURE 8


Page 37
Initiative Perception +15

Treasure: A fine ladle near the pool is worth 15 gp,


and each set of bedding on the three cots is worth 30
gp. Under one of the cots is a satchel with the mixed
components of three different dice games and, shoved
in the bottom, an eye of apprehension.

E5. WARPED DOOR MODERATE 11

Steep natural stairs descend to a wooden door, its bottom


swollen with moisture and stained with salt.

The stairs lead steeply down on the east side of the


smuggler caves to the sea cave entrance the smugglers
used to use. That entrance is now underwater except at
the lowest tide, so it’s not useful. The Knights erected
a solid wooden door to keep people out; only the
Abendego priests, who keep water breathing among
their prepared spells, can reliably come and go this
way. Or, at least, they could until recently, as the wood
of the door has warped with water and is stuck.
Creatures: A skinny Abendego priest named
Skittering Maafi is working here, making minor
repairs to the damaged door and frame. He’s heard
about the uprising above and became nervous that
Norgorber Spy this escape route is inaccessible due to the stuck wood.
Maafi has Norgorber’s special favor and earned the
companionship of a skittering, spiderlike creature
called a karumzek. More and more tiny karumzeks
have come to join the first, until a small swarm of
them now follows the priest around. Even more

64
unnervingly, the swarm spends nearly all of its time chains, as well as the treasure listed below.
invisible. This makes Maafi nervous, as he wonders A secret door in the north wall connects this
what his god has in mind by sending him more and chamber to area E2, and it’s opened just like the secret
more of these creatures, but they’re loyal—for now. door there. A hero Searching this cave finds it with a
When intruders come down this way, Maafi seems successful DC 24 Perception check.
alone because the karumzek swarm is invisible. If he Searching the Desk: A small, wobbly desk to one
can, he tries to convince the heroes to help him get side of the heaped plunder bears a few notes and
the door open (which requires a successful DC 28 records, including a logbook in which Ajbal is, at Hurricane's
Athletics check or the use of magic to shape wood). best, haphazard about inventorying the plunder H ow l
This is just a ploy for time, however, as he plans to kill that comes and goes from the caves. Several pieces
these intruders—he just hopes to get some help from of correspondence are jammed in the back of the Chapter 1:
them first. logbook. Most of these are uninteresting missives from The Missing
The karumzek swarm tries to keep its presence Knights across the Sodden Lands updating Ajbal on Student
hidden until combat breaks out, when it joins Maafi in their schemes, but a few letters on nice paper are of Chapter 2:
the attack. It fights until destroyed. Maafi fights to the particular interest to the heroes. These letters are all Vanished
death if cornered; if he got help opening the door, he from Koride Ulawa of the Magaambya asking whether Villagers
flees that way if reduced to fewer than 40 Hit Points Ajbal had any information about an artifact called Chapter 3:
(casting water breathing on himself when he reaches the Vesicant Egg. Koride’s letter insinuates that Ajbal Prison of the
the sea cave at the bottom of the stairs). might use his connection with priests of Norgorber, Vacant Eye
famous for keeping secrets, to unearth any lore about Chapter 4:
ABENDEGO PRIEST CREATURE 11 it. Although Ajbal’s responses aren’t here, subsequent Jula’s Plight
Page 46 letters indicate that he’d responded to Koride and that
Jula
Initiative Perception +22 they’d negotiated a price and some further details.
There’s a reference to Koride coming to Jula to meet Adventure
KARUMZEK SWARM CREATURE 11 with Ajbal and his priests in person, but there’s no Toolbox
Page 81 indication one way or the other whether she did so.
Initiative Perception +21 These letters are recent but undated; there’s nothing

E6. PLANNING CAVE MODERATE 11

A natural column in the middle of this large cavern has


been carved with a huge, crude map of the Sodden Lands
region, with painted dots in different colors all across the
map. Jumbled goods are heaped against the south wall,
next to a small and dilapidated desk.

This is where the Knights of Abendego


keep their most valuable plunder and
where their leaders plan operations
throughout the region. The painted
dots represent communities that
the Knights raid for goods, visit to
demand protection money, contain
possible enemies, and so on. The map
is just large enough to include Kiutu
on the bottom. A long painted line
leads from Kiutu to a place depicted
as a skull with a single eye; the
heroes can tell by the positioning
Karumzek Swarm
that this is the Prison of the Vacant
Eye.
The plunder includes a lot of useful but
low-value items like stacks of lumber and sturdy

65
in them to indicate whether they were sent before or won’t attack him because he’s invisible. Yartei flees
after Koride agreed to dispose of the Vesicant Egg at through whichever exit is closer if reduced to fewer
the end of the prior adventure. This correspondence is than 40 Hit Points.
damaging but not damning; it hints that Koride was
more invested in finding out about the artifact than ABENDEGO PRIEST CREATURE 11
she ever indicated to the heroes or her peers, and that Page 46
she was willing to turn to unsavory sources to get Initiative Perception +22
more information.
Hazard: The Abendego priests worked together to Treasure: The stack of plunder includes a silver tea
create a magical rune that summons a gigantic defender service worth 140 gp, a large ivory statue of a rearing
to smuggler caves when necessary. The invisible rune drake worth 600 gp, a crate with fifteen bottles of
extends from wall to wall on the east side of the room. exceptionally fine wine worth 90 gp each, a charred
Like the stinger ward traps in areas D4, E1, and E7, case containing a 5th-level wand of smoldering
this trap doesn’t trigger for creatures associated with fireballs, and a crystal vial with a greater healing
Norgorber, including karumzeks or anyone wearing potion attached to a note reading, “D.L., please use if
Norgorber’s symbol. Father’s condition worsens.”
XP Award: If the heroes discover the correspondence
SPIDER SUMMONING RUNE HAZARD 11 between Ajbal and Koride Ulawa, award them 30 XP.
UNCOMMON COMPLEX MAGICAL TRAP
Stealth +24 (master) E7. SACRIFICE CAVE SEVERE 11
Description An invisible rune on the floor summons a
goliath spider when disturbed by someone who isn’t A wedge of rock splits this long cave in two, bisected by an
wearing Norgorber’s religious symbol. open space with runes carved into the floor. An alcove to
Disable DC 34 Thievery (master) to erase the rune or dispel the south leads to a metal door pocked with rust.
magic (6th level; counteract DC 36) to dispel the rune.
Summon Animal [reaction] (conjuration, divine, summon) Trigger This is the site where Ajbal prepares his sacrifices.
A creature that isn’t wearing a religious symbol of Here, he made his assistant—a simpering, subservient
Norgorber enters the area above the rune; Effect The Abendego priest named Addo—painstakingly carved
trap summons a goliath spider (Bestiary 307). The runes into the floor of the gap in the wedge of stone,
goliath spider rolls initiative and remains for 2d6 rounds, making the empty area sacred to Norgorber. Addo
after which the spell ends and the spider disappears. believes he and Ajbal are sharing the power of the
The spider also disappears if someone disables the trap sacrifices; in the short term, this is true. However, after
before the duration expires. Unlike most summoned all the prisoners have been murdered in Norgorber’s
creatures, the goliath spider can use 3 actions each name, Ajbal intends to betray Addo and make him the
round and can use reactions. final sacrifice.
Reset The trap resets after 24 hours. Norgorber’s influence has touched this place
and imbued it with an uncanny, omnipresent wind
Creatures: An Abendego priest named Yartei is that blows silently around the room. The wind
working at the desk when the heroes arrive. He’s muffles sound; no matter how loud someone speaks
looking over the pile of lumber and sketching out in this room, their voice never comes out louder
plans for a large, sturdy table and big map board than a whisper. Creatures in the room have a –1
to put against this room’s north wall. A fussy circumstance penalty to physical ranged attacks, as
perfectionist by nature, Yartei is unhappy with the wind buffets projectiles.
the crude map and wobbly desks and wishes Ajbal Hazard: The natural steps ascending into this
would insist on something nicer for strategy sessions room from area E6 have another stinger ward trap
and directions. that triggers when a creature who isn’t wearing a
How Yartei interacts with the heroes depends on religious symbol of Norgorber traverses the stairs.
how they enter this room. If they come through the The DC to spot this trap is reduced by 2 (to DC
opening to the east and trigger the rune, he joins the 30), as there’s a splash of blood right where the trap
goliath spider in the fight right away. If they come is triggered. A few days ago, one of the intended
through the secret door, he casts invisibility, retreats sacrifice victims tried to escape and was slain by the
into the area of the rune, and casts aside his religious trap before she could get far. Her body isn’t here,
symbol. This summons the spider, which Yartei hopes but evidence of her death remains.

66
STINGER WARD TRAP HAZARD 11 faith, providing access to the spells on page 78:
Page 61 Blackfingers’ blades, gray shadow, and mirecloak.
Stealth DC 34 (expert) Despite the wind throughout the cave, the book’s
pages don’t even flutter.
Creatures: Ajbal Kimon and Addo are diligently
working toward gaining power through the E8. VAULT
sacrifices. Ajbal is furious at being disturbed and This lead-lined vault once hosted the Knights’
rails against anyone who enters. If he learns that greatest treasures; Ajbal even slept here when feeling Hurricane's
the heroes are from the Magaambya, he demands particularly paranoid. It was a simple matter to haul H ow l
they crawl back to their “jungle school” and leave the treasures here into area E6 and convert this vault
the Sodden Lands to better people, like him, with into a cell for the prisoners, who’ve been languishing Chapter 1:
the will to seize it. The Abendego priest Addo here ever since. The Missing
hangs back behind Ajbal, echoing and supporting The number of captives that can be found here Student
whatever Ajbal says. depends upon how quickly the heroes made their Chapter 2:
Ajbal is quick to initiate combat against the way through the smuggler caves. If they arrive here Vanished
heroes, but he doesn’t like getting locked down in in fewer than 12 hours, all six prisoners are still Villagers
melee against strong opponents who might quickly present and none have been sacrificed. Kolnoku is Chapter 3:
gain the upper hand. He prefers to pick on weaker the last to be sacrificed, and he’s overjoyed to see the Prison of the
foes or those hindered by Addo’s spells and moves heroes again. His first question is about the fate of Vacant Eye
about the battlefield as he fights. Addo likes to his daughter. Only once he knows she’s safe does he Chapter 4:
cast spells from a distance and minimize the harm think about getting himself and any other prisoners Jula’s Plight
he takes personally. He takes every opportunity to safety.
Jula
to withdraw from melee combat with an almost XP Award: Award the heroes 20 XP for each
obsessive aversion. prisoner they rescue (to a maximum of 120 XP). Adventure
Addo gives up on Ajbal if reduced to fewer than Toolbox
40 Hit Points—at that point, he flees or surrenders. Conclusion
Ajbal has invested too much of his life into the Without Ajbal’s leadership, the Knights of Abendego
Knights of Abendego and this ritual in particular to are little more than common bandits. The people of
give up, so he doesn’t surrender or run. Once he’s Jula can defeat or capture some Knights, but many
reduced below 50 Hit Points, Ajbal realizes that the more flee the town to evade justice. If the heroes
prisoners must mean something to the heroes, so he made a deal with Ssaraku, the iruxis dedicate the
makes his way over to the metal door, opens it, and next few weeks to hunting down the Knights who
threatens to murder the prisoners unless the heroes escaped and dragging them back to answer for their
back off. However, Ajbal is only bluffing, as he much transgressions. The heroes can take care of any other
prefers to use the prisoners as sacrifices rather than loose ends that remain, such as helping to clean up
as hostages. If the heroes disobey his commands to around Jula, escorting prisoners home, or reuniting
leave, he renews his fight against them. Kolnoku and I’boko.
While the heroes were away, the students have
AJBAL KIMON CREATURE 13 learned all that they can from Bloodsalt, and
Page 86 their research notes present lots of enlightening
Initiative Perception +23 information. High Sun-Mage Oyamba will surely be
pleased with the decision to allow the heroes and
ABENDEGO PRIEST CREATURE 11 their students to pursue field research so early in
Page 46 their academic careers.
Initiative Perception +22 The heroes can bring up Koride’s letters to anyone
they’d like, but without further evidence, they prove
Treasure: Addo has been copying the runes from only that she made contact with a known criminal.
a large tome titled Secret Marks, which lies on the Koride admits to sending the letters, but swears that
floor near the rune-carved area in the wedge of stone. it all happened before she knew the true nature of
This book is worth 200 gp and details perverse and the Vesicant Egg, and that she hasn’t looked into
abhorrent rituals in Norgorber’s faith, including the it any further since. This is a lie, but it’s something
sacrifice ritual Ajbal and Addo have prepared. It also the heroes can’t press until the events of Pathfinder
provides a glimpse into unique spells of Norgorber’s Adventure Path #172: Secrets of the Temple-City.

67
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Jula Hurricane's
H ow l
Chapter 1:
The Missing
Student
Spreading out from a temple founded centuries ago, Chapter 2:
Jula was once a bustling trade city built among the JULA SETTLEMENT 3 Vanished
steep river valleys in northwestern Garund. Its position NE TOWN
Villagers
along the region’s safest highland road made the city Resilient seaside town under Norgorberites’ thumb. Chapter 3:
an ideal waypoint between northern Yamasa and the Government Authoritarian Cult (but previously an Prison of the
agrarian nation’s southern markets. Alas, at the dawn elected council) Vacant Eye
of the Age of Lost Omens, an everlasting hurricane Population 292 (77% humans, 14% halflings, 9% Chapter 4:
formed in the Gulf of Abendego and consumed other) Jula’s Plight
everything in its path, including Jula’s lowlands—only Languages Mwangi, Taldane
Jula
those on the cliff tops survived. Religions Erastil, Gozreh, Norgorber
The few surviving Julans, storm-lashed and grieving, Threats Knights of Abendego, predators, sea Adventure
nevertheless rebuilt. They fought back aquatic creatures, strange forest manifestations Toolbox
menaces and learned the ways of the sea, converting The Town That Stares Back Jula defies the nearby
their infrastructure from mercantile to maritime. The Eye of Abendego, surviving such oceanic threats
stalwart settlement endures, divided by water and as flooding, a leviathan attack, and a Chelaxian
elevation, but united against whatever the Eye of flotilla.
Abendego throws its way. Blackfingers’ Grip Jula is controlled by the Knights
Ajbal Kimon and his fellow Norgorberite raiders, of Abendego, a vicious band of Norgorberites.
the Knights of Abendego, are a challenge Jula hasn’t Ajbal Kimon (NE male human gang leader 13)
managed to overcome. The Knights began occupying cruel and ambitious leader of the wicked Knights
Jula in 4699 and use the town as a base for their of Abendego.
banditry and pillaging. They drain the town’s resources Heveril Dagambi (LN male human ex-paladin of
and siphon off the profits from what little trade still Erastil 7) former paladin of Erastil struggling to
trickles through the desperate community, using this overcome personal challenges and lead the town
leverage to bend the populace to their will. However, through adversity.
like the unconquerable rivers that cut through Jula, Imara High-Hearth (NG female human tavern
the spirit of this hardy community can’t be constrained keeper 8) warm, good-natured proprietor of the
for long. now-overrun Jula Alehouse.

History
Jula served mainly as a stopping point between the nation
of Yamasa and what is now the Shackles. Travelers over time, and Jula soon became a center of prosperity.
could take advantage of the fresh water provided by But when the Eye of Abendego opened in 4606 ar, the
the waterfall pool from the Green and Blue Flows. They hungry sea rushed in to devour Jula’s lowland districts.
also frequently encountered a curiously protective ibex The town’s lush valleys became trenches at the bottom of
with bronze horns, an animal they associated with the the sea, and the prospering valley communities became
noble god of the hunt, Erastil. The ibex died defending mausoleums for the drowned dead.
an Erastilian priest, who went on to build the Hall of Jula’s survivors, those on the cliff tops, did their best to
the Watchful Ibex over the waterfall pool to honor the repair the fractured city, but within months, an immense
animal. The lush valleys filled with homes and farms elasmosaurus thundered into Jula’s bay. This obeondo,

69
a western Mwangi leviathan, completely trampled the instead trend toward attitudes of bitter nihilism and
few docks and boats the Julans had built. The townsfolk pragmatic self-preservation. Though each of Jula’s
scrambled to defend the city, turning a cracked beam residents has a story to tell, the following individuals
from the roof of Jula Alehouse into a makeshift are especially noteworthy.
harpoon, which they sent down a repair gantry into
the creature’s skull. They feasted on the defeated beast’s AJBAL KIMON
flesh and preserved its skeleton—named the Obeondo Ajbal Kimon (NE male human gang leader 13) has led
Coil—which became a symbol of the newly remade the Knights of Abendego’s occupation of Jula for over
town’s resilience and defiance. 20 years. He uses the town as a base of operations to
Life would never be easy, though. In 4661 ar, four fuel his ambitions of apotheosis. He steals from the
Chelaxian ships—the Henderthanian Mace, Ironclad citizenry, visits sadistic punishments on any who defy
Terms, Scent of Sulfur, and Might of the Pit—invaded him, and trawls Old Town for lost secrets that might
Jula, crashing down on the town like a grim wave. help further his goals. He also enjoys petty torments
The defending Julans rallied around the Hall of the and acts of revenge, but Ajbal steers clear of bullying
Watchful Ibex, where they weathered assailments of straight-spined Imara and Father Heveril to avoid
conjured fire, hellhounds, and Thrune warriors for two riling the townsfolk.
days. On the third day, the Chelaxians summoned a
barbazu that shattered a young Father Heveril’s faith EIGHT BRIAR SUNSETS
and nearly spelled the end for Jula, but the fortuitous The leader of Jula’s patchwork village watch, Eight
arrival of Dasen’s Dazzling Dozen, an itinerant halfling Briar Sunsets (LN male human guard captain 7), is
“bill-band” (a cross between a club and a sporting gang) professional and courteous. He prioritizes results over
joined Jula’s efforts and tipped the scales in the town’s appearances, and so no one begrudges Captain Briar
favor. Together they drove the Chelaxian invaders back his ragged armor. The captain reluctantly respects Lex,
to the shore, who praised Asmodeus as they met their to whom he owes a life debt for saving him from a
fate in the form of the sharks swirling in the water. The flash flood. Lex hasn’t had a chance to needle Briar
battle became known as the Devils’ Gifts or, informally, for weeks, however; when Briar defied Ajbal Kimon
the Donation, as the salvage from the Chelaxian ships recently, the Knight’s vicious reprisal left Briar with
heralded a veritable revitalization for the beleaguered an intense fear of the rain, so much so that he’s now
economy, and Jula experienced a golden age of growth terrified of going outdoors. If it weren’t for Father
and prosperity. The halflings bill-band decided that the Heveril leaving food, Captain Briar would no doubt
village was an interesting place to settle down. be on death’s doorstep from dehydration.
The arrival of a wicked man named Ajbal Kimon and
his Norgorber-worshipping Knights of Abendego—a GRINNING LEX
glorified gang—heralded the end of Jula’s fortunes. Lex (CN agender human thief 4) is known for their
The brigands slunk into town under cover of a raging curse-peppered language and unique grin: they
storm, rounded up local leaders, and demanded they replaced their upper left teeth with shark teeth, and
comply with their demands. Ajbal proceeded to bend their lower left are a fish-bone ridge. The thief is the
Jula to his desires. The Knights hoard the best of the de facto leader of the Third River, Jula’s thieves’ guild,
town’s crops and goods, and they force the forge to now that Barrister Indeg is dead by Ajbal’s hand. Lex
run around the clock to keep the Norgorberites armed. has the guild laying low while they plan revenge; their
The community’s leaders resolved that a town that had morals are guided by a system of favors, and they’re
survived so much would somehow survive this, too. indebted to the former leader, dead or not.
There’s recent talk of uprising, but it remains to
be seen if the fish-patterned armor of the Knights of HEVERIL DAGAMBI
Abendego will join the Obeondo Coil and Cheliax’s Father Heveril Dagambi (LN male human ex-paladin
masts as symbols of the town’s success against all odds. 7) trained under his mother Iboda, the former priest
of the Hall of the Watchful Ibex, and a religious leader
Notable Personalities who helped a post-flood Jula thrive in accordance with
Jula’s small population is compassionate and welcoming, Erastil’s principles. For many years, young Heveril was
inviting newcomers to share a bit of grilled fish or simply a thoughtful and dedicated defender of Jula’s physical
some shelter from the endless rain. The Knights of and spiritual well-being, but his faith was tested when
Abendego have been exploiting the village for over two his mother passed and Chelaxians besieged Jula in the
decades now, and many in Jula’s youngest generation span of a single year. Heveril’s courage, already strained

70
by grief, broke during the Devils’ Gifts, and he fled his human blacksmith 3) and their two adult children.
community during that time of need. Erastil abandoned U’kuyo handles the forge’s orders and deliveries along
Heveril in turn. The fallen paladin wandered the with her daughter Oribzi (N female half-elf apprentice
Sodden Lands for decades before hearing that violent 2), who will soon take over her aging human mother’s
scavengers had taken over his childhood village. Heveril end of the business. Oribzi’s younger brother Maluril
returned to Jula, but his faith has remained shattered. (NG male half-elf artist 1) can barely manage making
Each day the priest barely overcomes enough self-doubt nails, though he has a talent for sculpture. The family
and melancholy to perform his duties and he’s made no has little spare time; the Knights of Abendego keep the Hurricane's
progress at all leading a rebellion against Ajbal Kimon’s smiths busy repairing the company’s arms. H ow l
band of bullies. Every few nights, Heveril secretly visits
his mother’s grave on the Green Flow’s waterfall island Chapter 1:
to mourn both her and the life he left behind. The Missing
Student
IMARA HIGH-HEARTH Chapter 2:
A stocky woman with a colorful full-arm tattoo of the Vanished
Julan shoreline, Imara High-Hearth (NG female human Villagers
tavern keeper 8) is the latest High-Hearth to operate Chapter 3:
the Jula Alehouse. Imara grew up in the establishment Prison of the
with her mother Miria, her maternal grandparent Janje, Vacant Eye
and her father Egarius, a Chelaxian defector from the Chapter 4:
Donation. Imara’s parents disappeared shortly after the Jula’s Plight
Knights of Abendego began their occupation, yet as
Jula
much as it pains her, she won’t risk the peace and safety
of the Alehouse by taking action against them. Imara Adventure
truly loves Jula, and she handles the town’s recent Toolbox
troubles by making the Alehouse a place of refuge and
comfort. She cooks hearty meals (her father’s recipe
for Kintargan silvered fish is a favorite), her presence is
strong, and her Fireday marimba performances lift her
fellow villagers’ spirits.

NOURISHING GULL
A diminutive, white-spotted gnoll, Nourishing
Gull (CN female gnoll prognosticator 4) is
affectionately called “Gully” by the Larderside
community. She arrived at the Trader’s Gate
about a decade ago, without any pack
mates. She has taken the Claw’s regulars
as her new family and supplies them
with reasonably accurate predictions
about weather and fishing prospects.
Imara High-Hearth is used to daily
visits with Gully, who sits in the
Alehouse crunching on animal bones to fuel her occult
divinations. What Gully really wants is a taste of the
Obeondo Coil and the powerful visions it will certainly
grant, but someone always manages to dissuade her out
of such cultural insensitivity.
Eight Briar Sunsets
THE STEELTALE FAMILY
The living members of Jula’s venerable smithing
family include the married couple Zihara Steeltale
(CG female elf armorer 6) and U’kuyo (NG female

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10

THE CLAW THE GRANARIES


7

11

12 8

13 9

14 1
2
3

4
5

TRADER’S LANDING
JULA
300 FEET

Jula Gazetteer 2. Steeltale Forge


Julans use a network of ropes and pulleys to connect Zihara Steeltale built the forge between cliff and
important buildings and limit the need to traverse shore along the Blue Flow’s southern bank, and it has
dangerous coastal waters or muddy hillsides. Broad, squatted there for almost three centuries. The forge
sturdy awnings cover many streets and public spaces, conceals a basement shelter, currently stockpiled with
woven from the same local rainfan hemp used by the arms and armor for a possible Julan uprising.
town’s sailmakers. Most buildings are wooden affairs
with broad eaves and dormered windows, and many 3. Bluespan
homes are converted merchant houses or silos from This bridge’s corners are marked by the masts from the
Jula’s distant past. Companion-planted farm plots four Chelaxian ships defeated during the Donation.
outside the city supplement the town’s seafood diet, Built atop Bluespan is the Span House, the former
and rainfan grows along the eastern forest’s edge. Two headquarters of the now-disbanded town guard. The
rivers separate Jula into three informal neighborhoods. Span House provides shelter from the rain, and Julans
congregate there to fish, wash clothes, or socialize.
TRADER’S LANDING
Traders with goods from Yamasa, Lirgen, and beyond 4. The Warehouses
once made the switchback climb to Jula’s south gates, Once the hub of Jula’s now-extinct trade economy,
now just a hundred or so feet above sea level. the Trader’s Landing central plaza still bustles with
residents. Julans converted most old buildings into
1. The Blue Flow homes, partitioning each warehouse’s interior so that
The Blue Flow bisects eastern Jula. Succulent daredevil multiple families could comfortably share a single
fish frequent the edge of its waterfall, and townsfolk roof. Many Julans refer to buildings after their former
collect food and drinking water from the swift river. function, such as Yam House or Weaverhome.

72
5. Third River Headquarters resourcefulness of the sodden town. Switchback ramps
Jula’s thieves’ guild convenes in the cellar of an on the valley walls linked the Claw and the Granaries
abandoned alchemist’s shop. The old laboratory has before the flood, but now the neighborhoods can be
long been boarded up due to supposed chemical traversed only via boat or sturdy ropes.
contamination, but both Father Heveril and Captain
Briar know this is a ruse. 10. Smuggler’s Cove
The northern slope of the Claw conceals a small cave
THE GRANARIES mouth visible only during the lowest tide, no more Hurricane's
Many grain-laden caravans from northern Yamasa than once a month. The cave system winds beneath H ow l
once frequented the highland road running through Jula to smugglers’ caves beneath the Jula Alehouse.
Jula, and the town was an important waypoint. Now, Chapter 1:
the grain silos that once held mountains of fonio 11. Obeondo Coil The Missing
and rice instead house multiple families who use the The preserved skeleton of Jula’s first assailant, a Student
former merchants’ offices and countinghouses as their massive obeondo, winds up and around a cliff-top Chapter 2:
shops and studios. tower that overlooks Larderside. The animal’s skull is Vanished
level with the top of the monument, and one can look Villagers
6. The Green Flow through the orbit to stare defiantly toward the Eye of Chapter 3:
The Green Flow pours into Jula from the north, Abendego. Prison of the
splitting around a small island before crashing into the Vacant Eye
bay below. The roiling waters have foiled two attempts 12. Jula Alehouse Chapter 4:
to build a bridge between the Granaries and the Claw. The High-Hearth family has run the Jula Alehouse Jula’s Plight
for centuries as a sanctuary offering good food and
Jula
7. The Silos camaraderie. Many of the once-elegant inn’s imported
The ground floors of these old grain silos now function stained glass windows were replaced with wooden Adventure
as storefronts, while the upper levels are portioned into panels after sustaining damage during storms and Toolbox
homes stacked atop one another. The bill-band Dasen’s the obeondo attack. Every few months Imara has to
Dazzling Dozen (which now markedly includes more chase off children digging holes in her yard or prying
than 12 members) occupies the northeastern silo and at foundation stones in search of the purportedly
runs a few of the businesses. Colorful awnings stretch hidden “High-Hearth fortune.” There is, however,
over the district to shelter a stone-tiled common area a true underground secret: a previous owner built a
frequented by musicians and storytellers. hidden subterranean passage at the center of the inn
to access smugglers caverns in the cliff below. This
8. Hall of the Watchful Ibex secret was initially lost with the owner’s death—until
The Hall of the Watchful Ibex has witnessed Jula’s the Knights of Abendego discovered the secret caves
birth, destruction, and rebirth. Jula’s oldest building and put them to use. The Knights have since flocked
still holds the ibex-horn bow and tanned hide made to the alehouse, displacing several regulars and testing
from the blessed animal which inspired the town’s Imara’s perpetual cheer.
founding. Erastilian temples are practical structures,
and the Hall provides ample space for hemp 13. Larderside
processing, weaving, healers’ work, and a dry dock Most of Jula’s nautical activities, such as fish processing
for repairing larger watercraft. and net repair, happen on the Claw’s southeast bank.
Larderside’s inhabitants shelter beneath the wide eaves
9. The Wheelwright’s Widower of incongruously elaborate, centuries-old buildings—
Currently inhabited by the Knights of Abendego, Jula’s remnants of the town’s mercantile past—and sing
sole inn is named after the Whistling Wheelwright, haunting, beautiful songs while they work.
another inn now drowned in Gozreh’s Urn. A carved
stone lintel depicts a man draped melodramatically 14. Old Town
over a wheel, weeping gutter-drawn “tears.” The flood-carved bay in the center of Jula is officially
named Gozreh’s Urn, but most call it Old Town due
THE CLAW to the city ruins submerged beneath its surface. The
This spit of land is named for its shape, but also from a bay’s choppy waters and tempest shark population
western Mwangi saying: “Leave a cat in the rain, come intimidate visitors, but locals have long since learned
back to a tiger.” The phrase honors the tenacity and how to navigate such dangers.

73
74
Adventure
Toolbox Hurricane's
H ow l
Chapter 1:
The Missing
Student
In this adventure, the heroes can find a number of Type cube; Level 8; Price 80 gp Chapter 2:
new treasures, learn some unusual spells, and gain This seemingly simple six-sided die was designed to block Vanished
feats that complement the dragon disciple archetype a corridor. When activated, it grows to fill a solid square Villagers
originally presented in the Pathfinder Advanced or rectangular space no more than 20 feet on any side. Chapter 3:
Player’s Guide. The cube fills spaces well enough that Tiny creatures can’t Prison of the
slip through, but it’s far from a perfect seal. Liquids, gases, Vacant Eye
Treasures of Bloodsalt and minuscule creatures such as insects can still find ways Chapter 4:
The heroes might be the first adventurers to ever around it. Depending on the irregularities of the space the Jula’s Plight
uncover the following incredible treasures hidden cube fills, it might be possible to see or hear past it.
Jula
in Bloodsalt. Type cylinder; Level 10; Price 160 gp
When activated, this cylinder expands to a diameter of Adventure
BARRICADE STONE ITEM 6+ 5 feet, 10 feet, or 20 feet, depending on the command, Toolbox
UNCOMMON CONJURATION CONSUMABLE MAGICAL STRUCTURE with respective maximum heights of 80 feet, 40 feet, and
Bulk — (when not activated) 20 feet. If a dimension can’t be reached due to contact
Activate [two-actions] command, Interact with another solid surface, the cylinder ceases to grow in
The ancient inhabitants of Bloodsalt crafted these magic that direction. You can activate the cylinder horizontally
rocks to construct defenses quickly. In its stone form, a instead of vertically. If you do, the cylinder moves
barricade stone appears to be a simple pebble with an similarly to the sphere barricade stone, with the following
unnaturally geometric shape. The size and shape of the changes: both DCs increase to 27, the damage increases
stone’s final form depends on the type of barricade stone. to 6d6, and a creature that critically fails its Reflex save
When you activate the barricade stone, you drop it on against the rolling cylinder gains the wounded 1 condition
the ground, throw it up to 20 feet away, or sling it using (or increases the value of its wounded condition by 1).
a sling weapon. Upon landing, the stone instantly and
permanently expands. The stone grows to its maximum DRAGON RUNE BRACELET ITEM 11
size. While normally items with the structure trait put UNCOMMON ENCHANTMENT FOCUSED INVESTED MAGICAL
creatures in their area inside the structure, this effect Price 1,400 gp
creates solid stone, so it can’t be placed in an area where Usage worn bracelet; Bulk —
there are creatures. While it’s likely to take some time This polished golden bracelet is formed around the scale
even with the right tools, an activated barricade stone of a famous dragon. The bracelet is etched with esoteric
can be destroyed the same as any normal stone structure symbols or words—always in Draconic—that indicate
(Hardness 14, HP 56). kinship with dragons. As many types of dragon rune
Type sphere; Level 6; Price 40 gp bracelets exist as there are types of dragons, though
This smooth marble keeps its shape when activated, dragon rune bracelets associated with Uncommon or Rare
growing into a spherical boulder 10 feet in diameter. dragons are Rare.
If stationary, the boulder can be pushed 5 feet with a While wearing a dragon rune bracelet, you gain a +2
successful DC 24 Athletics check. If the marble was thrown item bonus to Diplomacy checks while interacting with
or slung, the boulder retains its momentum, moving 25 dragons of the same type as the pendant’s scale (such as
feet away from you each round. A creature in the boulder’s red dragons or cloud dragons). You also gain a +2 item
way takes 4d6 bludgeoning damage (DC 20 basic Reflex bonus to saving throws against fear effects from any kind
save; on a failure, the creature is knocked prone). of dragon.

75
Activate [free-action] envision; Requirements You can cast Knowledge skill check appropriate to the investigation
bloodline spells from the draconic bloodline, such as for initiative.
from the sorcerer class or sorcerer multiclass Type searching; Level 14; Price 4,000 gp
archetype; Frequency once per day; Effect You This lens has an opalescent sheen when held up to light.
regain 1 Focus Point, which you can spend The lens subtly outlines hidden doors and concealed
only to cast a sorcerer bloodline spell. If you hazards, granting you a +2 item bonus to Perception
don’t spend this Focus Point by the end of checks to spot such features while Searching.
your turn, it is lost. Even if you aren’t Searching, you get a
check to find traps that normally require
EXPLORATION LENS ITEM 10+ you to Search.
UNCOMMON DIVINATION INVESTED MAGICAL
Usage held in 1 hand; Bulk — IXAMÈ’S EYE ITEM 9
Activate [one-action] Interact RARE CONSUMABLE DIVINATION MAGICAL TALISMAN
An exploration lens is a magical glass lens Price 150 gp
designed for a bull’s-eye lantern. When light Usage affixed to headgear;
from the lantern passes through the lens, it Bulk —
alters the light to make it easier to perform Activate [free-action] envision
a common exploration activity with the Via some strange alchemical reaction with the
lantern. You can find more information about Exploration Lens gasses of Terwa Lake, the cloud dragon Ixamè’s
exploration activities related to these lenses on eyeballs have shriveled into sky-blue gems.
page 496 of the Core Rulebook. The dragon’s sense of vision isn’t impaired, and her eyes
Alternatively, an exploration lens can be installed in a can’t be removed from her head until she’s destroyed.
wayfinder like an aeon stone. In this case, light (such as Once removed, each gem functions as a special talisman.
that from a lantern, torch, or light spell) must still pass Ixamè’s eye sparkles when it’s in an area of fog or mist.
through the lens and you must hold the wayfinder in your Activating the talisman enables you to see clearly through
hand for it to function. fog and mist for 1 minute; any creature concealed only
There are several different types of by fog or mist is no longer concealed to you. If
exploration lens, each granting benefits with such a creature was relying on the concealment
a different type of exploration activity. to Hide or Sneak, this also means it’s no longer
Each type of lens is distinguishable from hidden or undetected.
all the other types by holding it up to a
bright light. RED-RIB GILL MASK ITEM 2+
Type detecting; Level 10; Price 1,000 gp RARE ALCHEMICAL CONSUMABLE
When held up to light, this lens sparkles as Usage worn mask; Bulk L
though infused with glitter. While Detecting Activate [one-action] Interact
Magic in exploration mode, when the lantern’s Ixamè’s Eye This mask is made from the gills of the red-rib
light falls upon something you detect as magical, salamander, an amphibious creature unique to
it pulsates faintly. This makes it easier to triangulate the Terwa Lake. Once activated, the mask intensifies the
magic, since you can use the cone of the bull’s-eye lantern odors of gaseous toxins, allowing you to automatically
instead of the circular pulse of detect magic. You also gain detect toxic fumes within 30 feet and their approximate
a +2 item bonus to checks to Identify Magic within source (making the source undetected instead
the light. of unnoticed). You can’t wear other masks
Type investigating; Level 12; while you’re wearing a red-rib gill mask.
Price 1,750 gp After Activating the mask, you also gain
The outer rim of this lens the listed item bonus to Fortitude saves
glows faintly when held against inhaled effects; this bonus is
up to the light. While increased against the deadly volcanic gas
activated, the lens grants you known around Terwa Lake as Dead Man’s
a +1 item bonus to skill checks Breath, and possibly against other similar
to Recall Knowledge while Investigating Red-Rib Gill Mask volcanic gases at the GM’s discretion.
by outlining potential clues in a way that Type lesser; Level 2; Price 7 gp
triggers your memory. If you’re Investigating something The item bonus is +1, or +2 against Dead Man’s Breath,
while using the lens, you can always roll a Recall and the duration is 10 minutes.

76
Type moderate; Level 8; Price 100 gp Success The creature takes half damage.
The item bonus is +2, or +3 against Dead Man’s Breath, Failure The creature takes full damage and is sickened 1.
and the duration is 1 hour. Critical Failure The creature takes double damage, is
Type greater; Level 14; Price 700 gp sickened 2, and takes 1d8 persistent poison damage.
The item bonus is +3, or +4 against Dead Man’s Breath,
and the duration is 8 hours. GIRZANJE’S MARCH SPELL 4
UNCOMMON AUDITORY ENCHANTMENT LINGUISTIC MENTAL
Spells of the Sodden Lands Traditions divine, occult Hurricane's
Spellcasters have invented new spells to help scratch Cast [two-actions] verbal H ow l
out a living on western Garund’s gloomy coast. Area 30-foot burst
Duration sustained up to 1 minute Chapter 1:
TERWA LORDS SPELLS You sing a prayer for war, inspiring valor in allies who hear The Missing
Many of the Terwa Lords—the lizardfolk rulers of your song. Allied creatures who can hear and understand Student
the southern Sodden Lands—use sheer brawn to you gain a +1 status bonus to attack rolls, Fortitude saves, Chapter 2:
cement their authority. Others, however, wield the and Will saves against mental effects. Vanished
incredible magic of their ancestors. Heightened (7th) The status bonus increases to +2. Villagers
Heightened (10th) The status bonus increases to +3. Chapter 3:
CLAWSONG SPELL 2 Prison of the
UNCOMMON TRANSMUTATION STORMBURST SPELL 5 Vacant Eye
Traditions divine, primal UNCOMMON ELECTRICITY EVOCATION Chapter 4:
Cast [two-actions] verbal Traditions primal Jula’s Plight
Range 30 feet; Targets 1 willing creature with an unarmed Cast [two-actions] somatic, verbal
Jula
claw Strike Range 60 feet; Area 15-foot burst
Duration sustained up to 1 minute Saving Throw Reflex Adventure
You sing a fierce prayer, low and growling, and awaken Your voice projects like cracking thunder as you summon Toolbox
the ancient spirit of a Terwa beast to guide and strengthen a localized storm, creating a fearsome surge of lightning
the target’s unarmed blows. The target’s claw attack and wind that deals 6d6 electricity damage. Each creature
gains the versatile (piercing) trait, and deals 1d6 slashing must attempt a Reflex saving throw.
damage. If the target’s claw attack already deals 1d6 Critical Success The creature is unaffected.
slashing damage, it deals 1d8 instead. If its claw attack Success The creature takes half damage.
already had the versatile (piercing) trait, it gains the Failure The creature takes full damage and is knocked prone.
deadly 1d8 trait. Critical Failure The creature takes double damage, is
Heightened (4th) The spell can affect up to 6 willing knocked prone, and is stunned 1.
creatures with unarmed claw Strikes. Heightened (7th) The damage increases to 8d6, and
targets who critically fail are stunned 2.
GASPING MARSH SPELL 3 Heightened (9th) The damage increases to 10d6, and
UNCOMMON EVOCATION POISON targets who critically fail are stunned 3.
Traditions arcane, primal
Cast [two-actions] somatic, verbal SWAMPCALL SPELL 1
Range 30 feet; Area 10-foot burst UNCOMMON EARTH TRANSMUTATION
Saving Throw basic Fortitude Traditions primal
Duration sustained up to 1 minute Cast [two-actions] somatic, verbal
With a rattling hiss, you create a quickly evaporating mist Range 30 feet; Area 10-foot burst
of invisible poisonous marsh gas to smother creatures in Duration 1 minute
the area. When you Sustain the Spell, the mist dissipates You call upon the spirits of the soil to twist and churn,
completely from the previous area, and you can select a transforming the terrain in the targeted area into a sodden
new area within range to fill with the mist. If you don’t mess. The area becomes difficult terrain. Creatures in the
Sustain the Spell, the mist dissipates and the spell ends. area when you Cast this Spell must attempt a Reflex
You deal 4d6 poison damage to each breathing creature that starts saving throw.
its turn in the area. Each affected creature must attempt a Success The creature is unaffected.
Fortitude save. The creature is then temporarily immune Failure The creature sinks partially into the mud. The creature
to gasping marsh for 1 minute. takes a –10-foot circumstance penalty to its Speeds (except
Critical Success The creature is unaffected. for its swim Speed, if any) and becomes flat-footed. These

77
effects last until the creature leaves the area or until the 1 minute or until the weapon deals damage, whichever
end of its next turn, whichever comes first. comes first.
Critical Failure As failure, but the penalty to Speeds
(except Swim speed) is –15 feet. GRAY SHADOW SPELL 6
Heightened (3rd) The range increases to 60 feet, and the UNCOMMON NECROMANCY SHADOW
area increases to a 20-foot burst. Traditions divine
Cast [three-actions] somatic, verbal
KNIGHTS OF ABENDEGO SPELLS Range 30 feet; Target 1 dying creature
Some Norgorberites in the Sodden Lands earned Duration sustained, up to 1 minute
favor with their cruel god, who granted these spells. You pray over a dying creature, drawing its shadow into
Several of the spells affect four targets—one for each your service as long as its owner is stooped at death’s door.
aspect of Norgorber. You summon a greater shadow in a space adjacent to the
dying creature. The greater shadow has its usual stats
BLACKFINGERS’S BLADES SPELL 5 (Pathfinder Bestiary 289), with the following modifications:
UNCOMMON POISON TRANSMUTATION • The greater shadow’s shadow hand Strike deals an
Traditions divine, primal additional 1d8 poison damage.
Cast [two-actions] somatic, verbal • When you Cast a Spell, you can use the greater
Range touch; Targets up to 4 weapons, each wielded by a shadow’s location as the origin point instead of your
separate willing creature within range own location. Upon doing so, the greater shadow
Duration up to 1 minute immediately disappears.
You pray for swift and painful death to your enemies and If the dying creature targeted by this spell dies or
find your and your allies’ weapons blessed to deliver just regains consciousness, the greater shadow disappears
that. The target weapons are coated with giant scorpion and this spell ends.
venom (Core Rulebook 551) with a DC equal to your
spell DC. The effects remain on a weapon for MIRECLOAK SPELL 5
UNCOMMON DIVINATION MENTAL
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets up to 4 creatures
Saving Throw Fortitude; Duration up to 1 minute
You wrap the targeted creatures in thin, sickly green
shrouds that sap information from attackers. The shroud
settles about each target’s shoulders, granting a +1 status
bonus to AC and a +2 status bonus to Stealth checks,
both only while the target is in dim light or darkness.
If a creature deals damage in melee to or touches a
cloaked creature, the cloak wraps around the attacker,
temporarily connecting the psyches of the cloaked
creature and the attacker and violently prying a random
piece of interesting information from the attacker’s
mind. The attacker takes 2d8 mental damage and
must attempt a Will save. Afterward, the spell
ends for the cloaked creature, and the attacker is
temporarily immune to mirecloak for 24 hours.
Critical Success The attacker is unaffected.
Success The attacker takes half damage.
Failure The attacker takes full damage and is
sickened 1. In addition, the cloaked creature gleans
Swampcall a piece of information from the attacker’s mind.
The details and extent of this information are at the
GM’s discretion.
Critical Failure As failure, but the attacker takes double
damage and is sickened 2.

78
Bloodsalt Dragon Disciple Feats • Cloud cloud walk (you can walk on clouds or fog);
While classic tales of dragons evoke the horrors of Melee [one-action] jaws, Damage 2d10 piercing plus 1d12
chromatic dragons or the beneficence of metallic electricity; Melee [one-action] claw (agile), Damage 3d10
dragons, the ancient dragons of old Bloodsalt were slashing; Melee [one-action] tail (reach 10 feet), Damage
something else altogether. Carvings and runes depicted 3d10 bludgeoning; Melee [one-action] horn (reach 10 feet),
these creatures as majestic cloud dragons surveying the Damage 3d8 piercing; breath weapon 30-foot cone,
land from aloft or standing guard on a mountaintop. 6d12 electricity.
The more you studied these creatures, the more you Special You can use this feat in place of Shape of the Hurricane's
realized your connection to the dragon-people of Dragon (Advanced Player’s Guide 169) to fulfill feat H ow l
Bloodsalt was more than idle curiosity—it was in your requirements.
blood and your bones! Chapter 1:
The following archetype feats are for the dragon DEFLECTING CLOUD [reaction] FEAT 16 The Missing
disciple archetype (Advanced Player’s Guide 168). UNCOMMON ARCHETYPE
Student
You must take the Dragon Disciple Dedication feat Prerequisites Dragon Disciple Dedication, dragon wings Chapter 2:
before selecting any of these feats, and you must select sorcerer bloodline spell Vanished
cloud dragon (which is associated with the electricity Frequency once every 10 minutes Villagers
energy type) as the type of dragon you’ve studied. Trigger You are the target of a ranged attack. Chapter 3:
The feats below are dragon disciple archetype feats. Requirements You are aware of the attack and currently Prison of the
By studying the ruins, you gain access to the dragon have dragon wings active. Vacant Eye
disciple archetype and to these feats You’ve mastered a defensive technique unique to the Chapter 4:
If you have the draconic sorcerer bloodline, you ancient dragons of Bloodsalt: beating your wings to Jula’s Plight
must choose cloud dragon as your dragon type. This create a billowing cloud of mist. You become momentarily
Jula
choice affects the dragon breath and dragon claws hidden from the triggering attack if vision is the
bloodline spells and several of the feats below; in these attacker’s only precise sense. Normally this means the Adventure
cases, use the following rules, which complement the attacker must succeed at a DC 11 flat check to target you. Toolbox
table on page 403 of the Core Rulebook. You also gain a +4 circumstance bonus to AC against the
triggering attack.
Dragon Type Area and Damage Type Saving Throw
Cloud 30-foot cone of electricity Reflex MIGHTY WINGS FEAT 18
UNCOMMON ARCHETYPE
CLOUD WALK FEAT 10 Prerequisites Dragon Disciple Dedication, dragon wings
UNCOMMON ARCHETYPE sorcerer bloodline spell
Prerequisites Dragon Disciple Dedication Your dragon wings are now a permanent part of your
Your growing link to cloud dragons has granted you the body, giving you a fly Speed equal to your Speed. If you
ability to walk on clouds. Once per hour, you can cast air spend 1 Focus Point to cast dragon wings, your fly Speed
walk on yourself as an innate arcane spell, but only to increases to 90 feet for the duration, unless your
walk on clouds or fog. Speed is faster, and you gain the effects of
dragon claws for the duration.
SHAPE OF THE CLOUD DRAGON FEAT 14
UNCOMMON ARCHETYPE
Prerequisites Dragon Disciple Dedication
You’ve discovered how to transform yourself
into a cloud dragon. Once per day, you can
cast 7th-level dragon form as an innate arcane
spell, transforming into a cloud dragon. The spell
automatically heightens to 8th level if you’re 16th
level and 9th level if you’re 18th level. On a critical
hit with an unarmed Strike gained from
dragon form, you recharge the spell’s
breath weapon immediately.
While in this form, you
gain the following cloud
dragon–specific abilities: Bloodsalt Dragon Disciple

79
Golgopo
As their empire crumbled and fell into ruin, many cyclopes turned to
BEINGS OF MANY USES increasingly depraved and vicious rituals to enhance their divinations and
While a golgopo usually serves their oracular powers. Some, especially those too fearful or suspicious of their
master as a ritual assistant, they can fellow cyclopes to collaborate, constructed servants known as golgopos
also be useful in a more gruesome to aid in their rituals. These squat creatures are made from ancient bones
fashion. Particularly ruthless cyclopes dredged from fetid swamps and packed with mud to resemble a squat
sometimes tear their golgopo apart humanoid. Their heads are little more than the skull of whatever creature’s
so that they can cast their servant’s bones were used in their creation with an extra eye socket punched in the
magically imbued bones while forehead, glowing with eerie light.
fortune-telling before rebuilding the Golgopos spend most of their time perched on the shoulder of a cyclops
golgopo once more. These bones can master, acting as secondary casters for foul rituals and casting spells to
also be ground into a powder which aid them as needed. Golgopos are generally not evil, however, and one
can be used as a material component whose master has abandoned them or been destroyed might be convinced
to enhance ritual magic, permanently to employ their knowledge of ritual magic in service of another.
destroying the golgopo.
GOLGOPO CREATURE 8
UNCOMMON N SMALL CONSTRUCT
Perception +16; low-light vision
Languages Cyclops
Skills Acrobatics +16, Occultism +20
Str +2, Dex +4, Con +5, Int +6, Wis +2, Cha –2
Ritual Conduit Golgopos were created to assist with complex rituals. The
golgopo can always use Occultism to attempt secondary checks during rituals,
regardless of the skill normally required. If a golgopo would critically fail a
secondary check, they fail instead.
AC 26; Fort +18, Ref +16, Will +14
HP 130; Immunities bleed, death effects, diseased, doomed,
drained, fatigued, healing, necromancy, nonlethal attacks,
paralyzed, poison, sickened, unconscious; Weaknesses acid
5; Resistances fire 6
Warning Call [reaction] Trigger A creature targets a
flat-footed ally within 10 feet of the golgopo;
Effect The golgopo has a premonition of the
attack and shouts a warning to their ally.
The ally gains a +2 circumstance bonus
to AC against the triggering attack.
Speed 15 feet, climb 15 feet
Melee [one-action] fist +18 (finesse), Damage 2d8+5 bludgeoning
Occult Innate Spells DC 26; 4th read omens, seal fate (Advanced
Player’s Guide 224); 3rd locate, nondetection (×2); 2nd augury,
paranoia, restore senses; 1st ill omen (Advanced Player’s Guide 221)
Portents of Doom [one-action] (auditory, divination, emotion, fear, mental,
occult) The golgopo unleashes a wailing cry that heralds impending
disaster. Each creature within 30 feet must attempt a DC 26 Will
save. Golgopos and cyclopes are immune to this effect.
Critical Success The creature is unaffected and temporarily
immune for 1 minute.
Golgopo
Success The creature is unaffected.
Failure The creature is frightened 1.
Critical Failure The creature is frightened 2 and confused
for 1 round.

80
Karumzek
Karumzeks are crafty, spider-like servitors of Norgorber.
TRAVELING FROM AXIS
KARUMZEK Karumzeks remain in Duskfathom,
Karumzeks work with Norgorberites to further the secretive deity’s goals. awaiting orders from Norgorber.
Once a karumzek receives its orders,
KARUMZEK CREATURE 4 it begins its journey from Axis to Hurricane's
UNCOMMON NE MEDIUM ABERRATION elsewhere in the Great Beyond via H ow l
Perception +11; darkvision, poison sense (precise) 30 feet a secret system of planar strands
Languages Abyssal, Common, Infernal, Undercommon known as the “Reaper’s Web.” While Chapter 1:
Skills Acrobatics +10, Crafting +12, Nature +8, Religion +10, Stealth +12 not instantaneous, a karumzek The Missing
Str +3, Dex +4, Con +3, Int –1, Wis +2, Cha +0 traveling along the web can reach Student
Poison Sense A karumzek senses any poisoned creature. It can spend an action almost any point in the Great Chapter 2:
with the concentrate trait to determine the poison’s type and current stage. Beyond within a few hours. Vanished
AC 21; Fort +12, Ref +12, Will +8 Villagers
HP 60; Immunities poison; Weaknesses good 5 Chapter 3:
Speed 40 feet, climb 30 feet Prison of the
Melee [one-action] bite +12, Damage 2d6+4 piercing plus karumzek venom Vacant Eye
Occult Innate Spells DC 21; 2nd death knell, invisibility (at will; self only), vomit Chapter 4:
swarm (Advanced Player’s Guide 227); Constant (2nd) negate aroma Jula’s Plight
Change Shape (arcane, concentrate, polymorph, transmutation) A karumzek can
Jula
take the shape of a Tiny spider. This doesn’t change its Speed or Strikes.
Karumzek Venom (poison, virulent) Saving Throw DC 19 Fortitude; Maximum Adventure
Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and Toolbox
enfeebled 1 (1 round); Stage 3 2d6 poison, clumsy 1, and enfeebled 1 (1 round)

KARUMZEK SWARM
Groups of tiny karumzeks can form a dangerous swarm.

KARUMZEK SWARM CREATURE 11


UNCOMMON NE LARGE ABERRATION SWARM
Perception +21; darkvision, poison sense
(precise) 30 feet
Skills Acrobatics +21, Crafting +23,
Nature +19, Religion +21, Stealth +23
Str +2, Dex +5, Con +4, Int –1, Wis +3, Cha +0
Poison Sense As karumzek.
AC 30; Fort +21, Ref +24, Will +18
HP 175; Immunities poison, precision, swarm mind; Weaknesses
area damage 10, splash damage 10, good 10; Resistances
bludgeoning 5, piercing 10, slashing 10
Speed 40 feet, climb 30 feet
Swarming Bites [one-action] Each enemy in the karumzek
swarm’s space takes 2d6 piercing damage (DC
27 basic Reflex save) plus karumzek venom.
Occult Innate Spells DC 30; 6th death knell (×3),
vomit swarm (Advanced Player’s Guide 227);
2nd invisibility (at will; swarm only)
Karumzek Venom (poison, virulent) Saving Throw
Karumzek
DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison and
enfeebled 1 (1 round); Stage 2 5d6 poison, clumsy 1, and enfeebled 2 (1 round);
Stage 6d6 poison, clumsy 2, and enfeebled 2 (1 round)

81
Lizardfolk
Iruxis, known as lizardfolk outside the Mwangi Expanse, draw upon
BLESSING OF THE STARS the stories of past generations and the stars to deepen their magical
Beyond the star sign of their respective knowledge. The Terwa Lords, a group of iruxi conquerors based in the
clans, many iruxis adopt specific Sodden Lands, are among some of the most knowledgeable iruxis in the
guiding stars. Iruxis follow the Mwangi Expanse.
movement of their individual stars to
help provide guidance during difficult TERWA PRODIGY
times. Sometimes, when a guiding star Among the Terwa Lord clans, iruxis display immense, unrefined magical
lines up with other planets in the night talent from a very young age. These abilities reveal themselves in a wide
sky, the alignment can grant an iruxi number of ways, but advanced spellcasting is the most common.
supernatural powers, like the ability
to cast a specific spell or divine the TERWA PRODIGY CREATURE 6
future. This happens even to iruxis UNCOMMON N MEDIUM HUMANOID LIZARDFOLK
who normally don’t exhibit magical or Perception +17
supernatural abilities. Languages Common, Draconic, Iruxi
Skills Acrobatics +15, Arcana +13, Astrology Lore +11, Medicine +13, Nature +15,
Survival +15
Str +2, Dex +5, Con +4, Int +3, Wis +5, Cha +2
Deep Breath A terwa prodigy can hold their breath for 10 minutes.
Items leather armor, +1 longbow
AC 23; Fort +13, Ref +15, Will +15
HP 100
Speed 25 feet
Melee [one-action] claw +15 (agile, finesse), Damage 2d6+5 slashing
Ranged [one-action] longbow +17 (deadly d10, volley), Damage 1d8+5 piercing
Primal Innate Spells DC 24, attack +16; 3rd fireball (×2), heal; 2nd acid
arrow, clawsong (page 77), dispel magic, heal; 1st heal (×2), pass without
trace, swampcall (page 77); Cantrips (3rd) acid splash, guidance, stabilize

TERWA STAR READER


While stargazers are important among all iruxi societies, Terwa star
readers serve as lieutenants, advisors, and confidantes to important and
influential members of the Terwa clans. Only one who is especially proud
or foolish would turn away a star reader’s counsel.

TERWA STAR READER CREATURE 7


UNCOMMON N MEDIUM HUMANOID LIZARDFOLK
Perception+18
Languages Common, Draconic, Iruxi
Skills Acrobatics +19, Astrology Lore +19,
Diplomacy +22, Nature +22, Religion +22
Str +1, Dex +5, Con +3, Int +4, Wis +6, Cha +3
Deep Breath A Terwa star reader can hold
their breath for 10 minutes.
Items hide armor, staff of fire
Terwa Prodigy AC 24; Fort +12, Ref +15, Will +18
HP 115
Move the Stars [reaction] (divination, occult) Frequency once per day;
Trigger An attack or effect would reduce an ally within 30 feet to 0
Hit Points or would cause the ally to gain the dying condition; Effect
The star reader interprets the meaning of astrological omens in an

82
instant, determining a new fate for the ally. The triggering ally remains at 1
Hit Point, does not increase their dying or wounded condition, and gains 10
temporary Hit Points for 1 round.
Speed 25 feet GENERATIONAL STARS
Melee [one-action] claw +16 (agile, finesse), Damage 2d6+5 slashing Many iruxis keep the bones of
Occult Spontaneous Spells DC 25, attack +17 4th (3 slots) discern lies, girzanje’s generations past within their
march (page 77), heal; 3rd (4 slots) heroism, searing light, wanderer’s guide; homes, using them as part of the
2nd (4 slots) augury, calm emotions, restoration; 1st (4 slots) mending, ray of building material. Iruxis can use Hurricane's
enfeeblement, sanctuary; Cantrips (5th) detect magic, guidance, message, shield these bones to commune with H ow l
Guiding Star [one-action] (divination, fortune, occult) The star reader finds the star their ancestors or even call upon
that would guide their own attack or that of an ally. The star reader grants them in times of need. The bones Chapter 1:
themselves or an ally within 30 feet the effects of true strike. If the star reader tend to shift and move slowly over The Missing
chooses an ally, the duration lasts until the end of that creature’s turn. The months and years, and sometimes Student
target is then temporarily immune to Guiding Star for 1 day. these bones line up in formations Chapter 2:
that match constellations. Iruxis Vanished
TERWA CHOSEN believe these to be messages from Villagers
Birthmarks, in the exact shape of constellations or abstract representations their dead kin—clues that suggest a Chapter 3:
of them, are thought to signify a mighty destiny. These “chosen” put a special significance or meaning of Prison of the
faith in astrology that even some iruxis might call superstitious. the noted constellation. Vacant Eye

Chapter 4:
TERWA CHOSEN CREATURE 8 Jula’s Plight
UNCOMMON LN MEDIUM HUMANOID LIZARDFOLK
Jula
Perception +19
Languages Common, Iruxi Adventure
Skills Acrobatics +16, Athletics +18, Astrology Lore +14, Diplomacy Toolbox
+14, Intimidation +14, Religion +18
Str +6, Dex +4, Con +4, Int +0, Wis +4, Cha +2
Deep Breath A Terwa chosen can hold their breath for
10 minutes.
Items leather armor, +1
striking returning mambele
(Pathfinder Lost Omens Gods
& Magic 120)
AC 27; Fort +18, Ref +16, Will +15
HP 140
Attack of Opportunity [reaction]
Born Lucky [reaction] (divine) Frequency once per day; Trigger The Terwa chosen
rolls a success or a critical failure on a check; Effect The Terwa chosen
improves the triggering roll by one degree of success, only from a
success to a critical success or from a critical failure to a failure.
Speed 25 feet
Melee [one-action] mambele +20 (disarm, deadly d8), Damage 2d6+9
slashing
Melee [one-action] claws +18 (agile, finesse), Damage 2d6+6 slashing
Ranged [one-action] mambele +18 (disarm, deadly d8, thrown 20
feet), Damage 2d6+9 slashing
Celestial Might [two-actions] Frequency once per round; Effect The
Terwa chosen calls upon the stars to empower their attack. They
attempt a Strike. If the Strike hits, the Terwa chosen deals an additional 2d6
precision damage.
Terwa Chosen
Champion’s Star [one-action] (divine, divination, fortune) Frequency once per hour;
Effect The Terwa chosen looks to the sky for a star to guide their attack. The
Terwa chosen gains the effects of true strike.

83
Screaming Sulfur
A screaming sulfur is a creature born from gasping death and suffocating
SCREAMS OF THE SODDEN LANDS suffering. When an earthquake or other geological phenomena releases
The countless lakes and waterways toxic gases, these gases can build up beneath lakes and other large bodies
of both the Sodden Lands and Terwa of water. Eventually, they escape the water, expanding into massive
Lands are rife with trapped gases, clouds that cover the immediate area. Its silent, unexpected arrival can
providing the perfect conditions for the take thousands of lives in an instant. Confused, in pain, and desperate
creation of screaming sulfurs. These for a way out, the dying souls become trapped in the noxious cloud and
occurrences are common enough in amass into this horrifying creature.
the region that Lirgeni and Yamasan While not truly undead, a screaming sulfur shares many similarities
populations refer to the waterways with undead creatures, including the malice of vengeful spirits and the
near their homes as “Assassin Lakes,” hatred of all living creatures who breathe freely and painlessly.
due to the silent method through which A screaming sulfur resembles a cloud made of countless, featureless
these gases kill others. Whether or not faces, mouths agape and releasing ghastly wails.
a given waterway will be a cause of
death is unclear, but many people in SCREAMING SULFUR CREATURE 10
the Sodden Lands avoid taking chances, UNCOMMON NE HUGE INCORPOREAL SPIRIT
Perception +22; darkvision
building their homes on stilts to avoid
Languages Common
the unexpected release of deadly fog.
Skills Stealth +22
Str –5, Dex +7, Con +0, Int +3, Wis +7, Cha +3
Site Bound A screaming sulfur becomes bound to the location
where the people whose souls make up its form died.
It can stray up to 1,000 feet from this site of
death, or up to 100 feet from the edges of any
waterway associated with its death, whichever
distance is shorter.
AC 27; Fort +16, Ref +20, Will +20
HP 125, negative healing, rejuvenation; Immunities
death effects, disease, paralyzed, poison, precision,
unconscious; Resistances all damage 10 (except
force, ghost touch, or positive; double resistance
vs. non-magical)
Agonizing Cries (auditory, aura, emotion, mental)
30 feet. The screaming sulfur constantly shrieks
with the pained wails of countless spirits. A living
creature that enters or starts its turn in the aura
must succeed at a DC 26 Will save or become
frightened 1 as long as it remains in the aura
(frightened 2 on a critical failure). A creature that
succeeds is temporarily immune for 1 hour.
Rejuvenation (divine, necromancy) Blessing the
site where the screaming sulfur was formed and burying
whatever dead remain allows the spirits within the screaming
sulfur to move on to the afterlife, rendering it inert.
Speed fly 40 feet
Melee [one-action] ghostly hand +21 (agile, finesse, magical, reach 15 feet)
Damage 2d8+15 negative damage
Choke [two-actions] (divine, illusion, mental) The screaming sulfur bombards all
Screaming Sulfur creatures within its Agonizing Cries aura with visions of death and a
feeling of suffocation. Each creature takes 4d6 mental damage (DC 26 basic
Will save).

84
Ssumzili
Ssumzilis are lanky, murderous fey who delight in the thrill of the hunt.
They are particularly skilled/adept at stalking their prey in the rain and HUNTING PATTERNS OF
most commonly reside in rainforests and coastal regions, where frequent SSUMZILIS
rain provides ample opportunity to hunt. Camouflaged by their cloud-gray Being ambush hunters, ssumzilis
skin, ssumzilis often compete in tests of stealth when hunting in groups, tend to avoid hunting without the
taking particular delight in approaching their quarry as closely as possible cover of rainfall whenever possible. Hurricane's
without being observed. A ssumzili encountered hunting H ow l
on a sunny day is doing so out
SSUMZILI CREATURE 12 of desperation and is likely to be Chapter 1:
UNCOMMON CE MEDIUM FEY unpredictable and erratic as a result. The Missing
Perception +25; low-light vision Student
Languages Aklo, Common, Sylvan Chapter 2:
Skills Acrobatics +23, Athletics +21, Intimidation +19, Nature +17, Stealth +25, Vanished
Survival +21 Villagers
Str +5, Dex +7, Con +4, Int +3, Wis +5, Cha +3 Chapter 3:
Deluge Vision A ssumzili ignores sensory difficulties caused Prison of the
by rain. Vacant Eye
Precipitation Camouflage A ssumzili can Hide and Sneak Chapter 4:
in rainfall, even if it doesn’t have cover. Jula’s Plight
AC 33; Fort +20, Ref +25, Will +23
Jula
HP 201; Weaknesses cold iron 10; Resistances fire 10
Standing Water (aura, primal, transmutation) 10 feet. Adventure
When it rains, the ground near a ssumzili becomes Toolbox
slick. When raining, all terrain within 10 feet of a
ssumzili is slippery, with the effects of grease (DC
29). Ssumzilis are immune to this effect.
Speed 40 feet; puddle stride
Melee [one-action] claw +24 (agile, finesse), Damage 3d8+7
slashing
Primal Innate Spells DC 29; 5th transmute rock and
mud (Advanced Player’s Guide 226; rock to mud
only); 4th hydraulic torrent; 3rd earthbind; 2nd pass
without trace, quench (Advanced Player’s Guide 223;
at will), waterwalk; 1st negate aroma; Constant (2nd)
endure elements (cold)
Puddle Stride A ssumzili ignores difficult terrain caused
by rain, such as puddles or wet rocks.
Sneak Attack A ssumzili deals an additional 2d6
precision damage to flat-footed creatures.
Soaking Strike [two-actions] The ssumzili makes a melee Strike.
If the Strike damages the target, the target must
also attempt a DC 32 Fortitude save.
Critical Success The creature is unaffected.
Success The creature becomes soaked, causing
them to treat the environmental temperature as
one step colder (mild to severe, severe to extreme,
and so on; Core Rulebook 517) until they dry off. Ssumzili
Failure As success, and the creature is fatigued for
1 minute.
Critical Failure As failure but the fatigue lasts until the
target gets a full night’s rest.

85
Ajbal Kimon
Brutal Gang Leader

Life is hard in the Sodden Lands, but Ajbal Kimon Ajbal knew nothing of the Knights’ faith when
knows self-interest and cruelty can go a long way he set his sights on joining them. He planned a
toward making it easier. Ajbal never knew his parents raid against the Knights as they were leaving one
and drifted from gang to gang in his youth. His keen safehouse for another, assuring his Slicers that the
eye and pugnacious nature meant he always rose to the plunder would make them infamous while secretly
top of whatever group of thieves or ne’er-do-wells he double-crossing them. Ajbal had previously contacted
ran with, and by the time he was a teenager, Ajbal led the Knights to let them know about the pending raid,
a gang called the Fish Scale Slicers. He set his sights on positioning himself as a lone traveler and informant.
the collective of disparate gangs known as the Sodden The Knights overwhelmed the Fish Scale Slicers, but
Scavengers, thinking that he might be able to join them not before several of its leaders had died (most due to
or even lead them someday if he could show his grit some infighting of convenience during the attack, but
and his might. And if it meant sacrificing the other Fish some at the blades of lucky Slicers). This all resolved
Scale Slicers along the way, he didn’t mind. according to Ajbal’s plans, granting him an opening
However, Ajbal was wholly unaware that the to rapidly ascend within the organization.
Sodden Scavengers shared a common religious At only 16 years old, the wily Ajbal became the
connection. Once a unified group of Norgorberites leader of the Knights of Abendego. Since they’d
who resolved to pillage what they could from the lost their old safehouse, they needed a new base of
Sodden Lands in the wake of the Eye of Abendego, operations. Ajbal directed them to the cliffside city
the Sodden Scavengers soon fell into infighting. The of Jula, once a trade hub that still had wealth despite
unified organization split into several smaller gangs decades of misfortune. First, he had the Knights
that fought each other as much as they fought the offer their magical support to get a foothold in the
desperate survivors eking out an existence in the community. Once the Knights had co-opted the local
Sodden Lands. Some of these fractures resulted from inn and alehouse, set up protection rackets in the
religious considerations; Norgorber is a god with four town, and thoroughly oppressed the local populace,
aspects, and some of the new, divided gangs prioritized the Norgorberite priests set to work on Ajbal. They
one over the others (such as the Possum Gang, who convinced the young leader that Norgorber’s favor
revere the aspect of Blackfingers, patron of poison). could be his if he showed enough piety. Eager for still
Most often, however, the strong personalities of more power, Ajbal promoted the Abendego priests
the gang leaders drove wedges that resulted in split within the gang and followed their guidance. Now
allegiances. Few of the Sodden Scavenger gangs lasted secure in his role, he seeks more power than worldly
longer than the despot or demagogue who founded plunder can give him.
them, and many members shifted between the gangs to
find the greatest opportunities for plunder or mayhem. CAMPAIGN ROLE
The Knights of Abendego were an exception. Ajbal is the heroes’ final opponent in this adventure,
This group believed in the power of the permanent and if they don’t face him quickly enough, he’s
hurricane nearly as much as that of Norgorber and empowered by his sacrifices to Norgorber. Although
counted at least as many primal spellcasters among the heroes might capture Ajbal and shake him of his
its membership as divine ones. This provided an faith—he’s not a priest, after all, and merely adopts
unrivaled opportunity for success: with the ability to the mantle of piety for the power it promises—they
control winds and storms, the Knights of Abendego can’t change the fact that he’s a wicked man.
positioned themselves as saviors and helpers, though With Ajbal destroyed, the Knights have a crisis of
their protection rackets and shakedowns proved leadership. If Bharlen Sajor still exists, she’s able to
them anything but. Still, the Knights prospered. seize control eventually, refocusing the gang’s efforts

86
away from the Sodden Lands to raid the Terwa Sneak Attack Ajbal deals an additional 1d6 precision
Lords for wealth and vengeance. Absent Bharlen’s damage to flat-footed creatures.
single-minded leadership, the Knights Tear the Wound [one-action] Requirements Ajbal’s last action
simply scatter into small groups across was a melee Strike that dealt sneak attack damage
the Sodden Lands and the northern to a flat-footed target; Effect Ajbal deals 6 persistent
part of the Mwangi Expanse. Each bleed damage to the target creature, and the target is
pocket claims to be the true Knights enfeebled 1 for as long as it’s bleeding.
of Abendego, but none have the Trident Bully A trident Ajbal is using gains the shove trait, Hurricane's
reach or the numbers to pose a serious and any creature Ajbal critically hits with a trident is H ow l
threat to the region. flat-footed until the start of Ajbal’s next turn.
Chapter 1:
AJBAL KIMON CREATURE 13 The Missing
UNIQUE NE MEDIUM HUMAN HUMANOID
Student
NE male human gang leader Chapter 2:
Perception +23 Vanished
Languages Common Villagers
Skills Acrobatics +25, Athletics +26, Deception +24, Chapter 3:
Intimidation +24, Religion +25, Society +22, Stealth +24, Prison of the
Survival +25 Vacant Eye
Str +5, Dex +3, Con +2, Int +1, Wis +4, Cha +3 Chapter 4:
Items dagger (4), +1 resilient mithral scale mail, +2 returning Jula’s Plight
striking trident
Jula
AC 34; Fort +21, Ref +24, Will +23
HP 225 Adventure
Deny Advantage Ajbal isn’t flat-footed to creatures of 13th Toolbox
level or lower that are hidden, undetected, flanking, or
using surprise attack.
Evasion When Ajbal rolls a success on a Reflex save, he
gets a critical success instead.
Nimble Dodge [reaction] Trigger Ajbal is targeted with a melee
or ranged attack by an attacker he can see; Effect
Ajbal gains a +2 circumstance bonus to AC against the
triggering attack.
Speed 20 feet
Melee [one-action] trident +27 (magical, shove), Damage
2d8+11 piercing
Melee [one-action] dagger +25 (agile, versatile S),
Damage 1d4+9 piercing
Ranged [one-action] trident +25 (magical, thrown 20
feet), Damage 2d8+9 piercing
Ranged [one-action] dagger +23 (agile, thrown 10 feet, versatile S),
Damage 1d4+9 piercing
Hunt Prey [one-action] (concentrate) Ajbal designates a single
creature he can see and hear, or one he’s Tracking,
as his prey. Ajbal gains a +2 circumstance bonus
to Perception checks to Seek his prey and
Survival checks to Track his prey. The first
Ajbal Kimon
time Ajbal hits his designated prey in a round,
he deals an additional 2d8 precision damage.
Ajbal also ignores the penalty for making
ranged attacks within the second range increment when
attacking his prey. These effects last until Ajbal uses
Hunt Prey again.

87
Halbrux Far-Sight
Cyclops Historian and Oracle

Halbrux’s family is larger than most cyclops kin Halbrux’s ability to see the future had never quite
groups, and they claim an entire—if relatively small— worked like it should; instead, she had suddenly
island in the storm-tossed Shackles. The hilly island gained the ability to see the past. Her explorations
bears several ruins of the Ghol-Gan empire, the culture took on new intensity, and she sought to experience
that represented the greatness of the cyclopes in an age further visions. This passion solidified into a sense of
long since perished. It was while lying in the crumbling greater purpose as she began to document and share
hall of one of these ruins one night that Halbrux had what she learned. Her kin had little interest in her
the vision that changed her life. exploits, though a few of the wiser ones grasped that
Halbrux had always been something of an outcast she was doing something important for cyclopskind.
in her family. She didn’t experience the painful, Documenting the ruins on the island took several
never-ending hunger that drives the cyclops psyche to years and inspired her to set off in search of new
the extent that her kin did. Though not much more discoveries. Her voyages took her to several other
than a minor physiological difference, it meant that islands in the Shackles. Though not averse to ridding
Halbrux developed a milder, more easy-going, and an area of its occupants, she preferred to find
less gluttonous personality. Still, she exhibited her fair uninhabited places or even to make a deal with locals
share of brutal strength and often responded with fury to give her unfettered access. Halbrux has always
if attacked, as when an older cousin might be bored considered uncovering the lost knowledge of the past
or want to take away her supper. As a result, she was empire and triggering her visions about it to be her
typically ignored and left to wander the island on most important role.
her own. She learned nothing to temper her natural Halbrux has pursued these goals for decades, and her
inclinations toward selfishness and cruelty, though personal knowledge of the Ghol-Gan empire surpasses
socializing more with her family wouldn’t have done most known lore about it. She’s began to wonder
much to mitigate these tendencies. whether her visions are part of something greater,
Because Halbrux wasn’t determinedly hunting her perhaps something that will lead her to restoring the
next meal while wandering, she began to pay attention might of the Ghol-Gan empire in the present day.
to the ruins that covered the island. She explored
them in earnest, entering chambers that hadn’t been CAMPAIGN ROLE
disturbed in untold generations and finding the Halbrux is one of the heroes’ chief antagonists in
occasional historical clue or treasure. the Prison of the Vacant Eye. She not only works the
The day of her vision, teenage Halbrux had prisoners hard and summarily executes those who shirk
carefully worked her way through an opening in the their labor, but she allows her brutish cyclops minions
ancient ceiling of a mostly submerged great hall. The to bully them without repercussions. However, unlike
walls contained faded murals depicting a celebration the catfolk warden Yonsuu, Halbrux’s main goal in
of some kind. She studied the murals for hours, trying the prison isn’t to serve as a jailer. She’s a historian
to piece together its narrative but largely failing to captivated by the ruins and determined to study them
comprehend it. Exhausted and demoralized, she fell at any cost. There’s a slim chance the heroes might
asleep on the floor—and then the murals came alive! find common cause with Halbrux, as they also know
In a vision of vivid detail, Halbrux beheld the ancient the value of scholarly research. If they offer her the
day of celebration. The hall’s murals recorded a ability to keep studying the ruins in exchange for
victory over an immense dragon who had threatened better behavior (including letting the prisoners go, and
the cyclopes’ city, and the momentous defeat had eschewing her relationship with her aggressive kin),
ushered in a time of great prosperity. She experienced she accepts—studying the ruins is more important to
this moment with the most profound joy of her life. her than just about anything else.

88
HALBRUX FAR-SIGHT CREATURE 11 precision damage (6d6 precision damage on a critical
UNIQUE NE LARGE GIANT HUMANOID success) to the creature until the end of Halbrux’s turn.
Female cyclops historian Quickened Casting [free-action] Frequency once per day; Effect If
Perception +21; low-light vision Halbrux’s next action is to cast a cantrip or a 4th-level
Languages Common, Cyclops, Jotun or lower spell, reduce the number of actions to cast it
Skills Athletics +22, Crafting +22, Fortune-Telling Lore +22, by 1 (minimum of 1 action).
Ghol-Gan Lore +24, Intimidation +22, Occultism +22, Steady Spellcasting If a reaction would disrupt Halbrux’s
Religion +21, Survival +19 spellcasting action, she attempts a DC 15 flat check. On Hurricane's
Str +7, Dex +0, Con +2, Int +7, Wis +2, Cha +5 a success, the action isn’t disrupted. H ow l
Items +2 striking greatclub, average manacles (4)
AC 30; Fort +23, Ref +17, Will +21 Chapter 1:
HP 195 The Missing
Resolve When Halbrux rolls a success on a Will save, she Student
gets a critical success instead. Chapter 2:
Flash of History [free-action] (divination, fortune, occult) Frequency Vanished
three times per day; Trigger Halbrux is about to Villagers
attempt a skill check; Effect Halbrux peers into lore of Chapter 3:
the past and increases the level of success by one step Prison of the
(for example, a success becomes a critical success). Vacant Eye
Speed 30 feet Chapter 4:
Melee [one-action] greatclub +24 (backswing, magical, shove), Jula’s Plight
Damage 2d10+9 bludgeoning
Jula
Divine Spontaneous Spells DC 30, attack +22; 6th (2
slots) heroism, stoneskin, true seeing; 5th (3 slots) flame Adventure
strike, harm, heal, vampiric touch; 4th (3 slots) freedom Toolbox
of movement, globe of invulnerability, outcast’s curse,
read omens; 3rd (3 slots) blindness, haste, neutralize
poison, wanderer’s guide; 2nd (3 slots) augury,
continual flame, death knell, heal; 1st (3 slots) create
water, purify food and drink, ray of enfeeblement,
sanctuary; Cantrips (6th) daze, detect magic,
light, prestidigitation, read aura, shield
Revelation Spells 3 Focus Points, DC 30;
6th brain drain (Advanced Player’s Guide
230), scholarly recollection, vision of weakness
(Advanced Player’s Guide 234)
Curse of Torrential Knowledge When halbrux
uses her revelation spells, her mind fills with a
flood of disorienting information. The
first time Halbrux casts one of her
revelation spells in a day, she takes
a –4 penalty to initiative rolls until
the next time she makes her
daily preparations. The second
time Halbrux casts one of her revelation spells in a day,
she is also flat-footed until the next time she makes her Halbrux Far-Sight
daily preparations.
Predictive Blows [free-action] (concentrate, divination, occult,
visual) Trigger Halbrux’s turn begins; Effect Halbrux
identifies the immediate movements of a creature
she can see and attempts a Fortune-Telling Lore
check against that creature’s Reflex DC. On a
success, Halbrux’s melee Strikes deal an additional 4d6

89
Thiarvo the Quick
Ruthless Halfling Treasure Seeker

A Song’o halfling from the Laughing Jungle, Thiarvo Thiarvo and Iyeki eventually drifted apart.
had a loving and nurtured upbringing in a big family. Iyeki wanted to join a more powerful group of
Yet he was always rebellious, restless, and never felt mercenaries, but Thiarvo was tired of working for
like he fit in. He practiced traditional Song’o stick others. He resolved to work only for himself, seeking
fighting, both to distinguish himself from his many out treasure-laden ruins and making his own fortune.
siblings and cousins and because he could disguise In his first solo expedition—exploring a crumbling,
the beatings he frequently gave them as “practice.” flooded serpentfolk temple infested with a gang of
His skills grew, and he competed in stick fighting demon-worshipping boggards—he discovered a
at the Song’o gatherings called Kana Fetes. The strange wooden stick imbued with chaotic energies.
gatherings are held three times each year, and anyone This rod of wonder has been his most cherished
who wins all three tournaments in a year is given the trophy ever since, and he’s learned to wield it just as
title of Unbending Champion. In Thiarvo’s first three well as he did the fighting sticks in Lakay Se. Thiarvo
Kana Fetes he was victorious, claiming the title of also carried out a backpack full of unusual gold
Unbending Champion with remarkable speed. Only coins, and his fortune had been made.
then did Thiarvo learn that the title also carried a Suddenly wealthy beyond even his own high
restriction: an Unbending Champion can’t fight in expectations, Thiarvo realized that it wasn’t the
future Kana Fetes, to give others an opportunity to treasures that thrilled him, but the satisfaction of
demonstrate their skills. Thiarvo felt as though he collecting them. With each relic or bauble he took, he
was being punished for his mastery and took the knew that no one other than him would ever claim it
exclusion particularly hard. from its hidden vault or crypt. He alone showed his
Storming away from the settlement of Lakay Se, mastery over the ruins and other treasure hunters by
where the Kana Fetes are held, Thiarvo came across plundering lost troves.
a human mercenary named Iron-Arm Iyeki dying in Thiarvo started spending his money on mercenaries,
the jungle. Intruders in the Laughing Jungle are rare, calling in contacts from his days as a warrior-for-
and for one so large to have gotten so near Lakay hire. He paid well, but as his expeditions always
Se puzzled Thiarvo. He nursed Iyeki back to health, took him to distant and dangerous places, only the
if only to learn what secret ways the mercenary had desperate or erratic accompanied him. They were
taken through the jungle, and the two discovered a useful to keep rival explorers or dangerous monsters
mutual infatuation despite their differences in size at bay, but Thiarvo always went alone in the ruins he
and upbringing. By the time Iyeki felt comfortable explored, claiming treasures on his own. Few of these
enough with Thiarvo to admit that his presence in the mercenaries ever made it back to civilization. Thiarvo
Laughing Jungle was only due to dumb luck and a was quick to talk about their bravery in the face of
terrible sense of direction, the two had become close. long odds, deadly diseases, and frightful monsters, but
Against his family’s protests, Thiarvo decided the truth is he’d frequently murder his companions
to pack his things and leave with Iyeki. The pair just to keep the secrets of his finds to himself.
traveled the Mwangi Expanse together, working His excess wealth allowed Thiarvo to indulge in
with various employers in need of warriors who expensive gear. He has a strong love for explosives,
didn’t much care about the morality of the work which derives from the unstable kiwano melons he
they were hired to perform. Thiarvo learned of many loved as a young halfling in the Laughing Jungle.
unscrupulous mercenary companies operating in the Thiarvo hadn’t seen alchemical explosives until
region, and as he drifted among them he heard their he left his home, and he considers them among the
tales of overgrown ruins, lost treasures, and secret best inventions that larger humanoids have ever
caches of riches. Thiarvo decided these would be his. produced. He especially likes blowing up locked

90
doors or ruin walls to reach the treasures inside, Speed 25 feet
and he usually brings plenty of explosives on any Melee [one-action] rod +21 (backswing, magical, nonlethal, shove),
expedition he undertakes. Damage 2d6+7 bludgeoning plus 2d8 precision
Though Thiarvo is approaching middle-age, he’s Fighting Rod Thiarvo’s rod of wonder is supple wood
still quite fit after spending a lifetime fighting to and can be used as a fighting stick (Pathfinder Lost
survive and exploring dangerous places. He has a Omens Mwangi Expanse 86). It can be enchanted with
disarming personality that he uses to put others at fundamental runes but not property runes, and it’s
ease, often before turning against them. He prefers currently enchanted with the +1 and striking runes. Hurricane's
to wear broad-brimmed hats to keep both rain and Lethal Fighter Thiarvo can make lethal attacks using H ow l
sun off of his face, and to keep his eyes shadowed for weapons with the nonlethal trait without taking the
when he invariably heads into another darkened ruin usual –2 penalty. His attacks with weapons with the Chapter 1:
to see what treasures he can find. nonlethal trait deal an additional 2d8 precision damage, The Missing
whether he’s making nonlethal attacks or lethal attacks Student
CAMPAIGN ROLE with them. This damage is included in his melee entry. Chapter 2:
Thiarvo understands how far a friendly demeanor Slippery Halfling Thiarvo ignores difficult terrain from Vanished
can go, so he adopts one when he meets the heroes. trees, foliage, rubble, and undergrowth. Villagers
He doesn’t have any respect for the Magaambya Chapter 3:
or archaeological exploration in general, and he Prison of the
sees the heroes and their small horde of students as Vacant Eye
nothing more than an impediment to his short-term Chapter 4:
goal of taking everything of value from Bloodsalt. Jula’s Plight
But he doesn’t like to open with confrontation, and
Jula
therefore hopes to convince the heroes to leave, or at
least delay long enough to eliminate them quickly. Adventure
A confrontation with Thiarvo is inevitable, but Toolbox
heroes who capture rather than kill the halfling can
convince him that they’re in Bloodsalt to stay, at least
for the time being. Ever one to cut his losses when
he knows he’s beaten, Thiarvo does his best to flee
and not look back. If you’d like, the heroes might
encounter him again in some other ruin later in this
Adventure Path—by then, Thiarvo will be better
prepared to face them and has likely restocked his
prodigious store of explosives.

THIARVO THE QUICK CREATURE 9


UNIQUE CE SMALL HALFLING HUMANOID
Male halfling treasure hunter
Perception +20
Languages Common, Draconic, Elven, Halfling, Iruxi
Skills Acrobatics +19, Athletics +15, Deception +15,
Diplomacy +15, Stealth +18, Survival +18,
Thievery +20
Str +0, Dex +5, Con +0, Int +4, Wis +3, Cha +2
Items moderate alchemist’s fire (4), moderate healing
potion, +1 striking rod of wonder, studded leather
armor, infiltrator thieves’ tools
AC 28; Fort +15, Ref +20, Will +18
HP 150 Thiarvo the Quick
Halfling Luck [reaction] (fortune) Frequency once per day;
Trigger Thiarvo fails a skill check or a saving throw;
Effect Thiarvo rerolls the triggering check and must
use the new result.

91
PRISON OF THE VACANT EYE (UPPER LEVEL)
• KOKUTANG 1 SQUARE = 5 FEET
The Sodden Lands
50 MILES C7
C5 C6 C8 C9

DOWN

• JULA
C4 C10

C2

C3 C11

C1

MUGUMO PLAINS

PRISON OF THE VACANT EYE (LOWER LEVEL)


Te r
wa Riv er
MWANGI JUNGLE 1 SQUARE = 5 FEET

C16
• KIUTU

Va
nji
River C15
• RUINS OF BLOODSALT
• NANTAMBU UP
TERWA
LAKE

C14 C17aa
C17

C17bb
C17 C18
C13
C12
C17cc
C17
PRISON OF THE VACANT EYE (UPPER LEVEL)
• KOKUTANG 1 SQUARE = 5 FEET
The Sodden Lands
50 MILES C7
C5 C6 C8 C9

DOWN

• JULA
C4 C10

C2

C3 C11

C1

MUGUMO PLAINS

PRISON OF THE VACANT EYE (LOWER LEVEL)


Te r
wa Riv er
MWANGI JUNGLE 1 SQUARE = 5 FEET

C16
• KIUTU

Va
nji
River C15
• RUINS OF BLOODSALT
• NANTAMBU UP
TERWA
LAKE

C14 C17aa
C17

C17bb
C17 C18
C13
C12
C17cc
C17
Adventure 171 Second Edition

The Students Become the teachers

PATHFINDER
N
ow graduates of the Magaambya academy of magic, the heroes join the ranks of
its teachers! Sent with their first class to the edge of the Mwangi Expanse, the
heroes unearth ancient ruins and strive to keep their expedition out of danger. When
a student vanishes, the heroes uncover a nefarious plot to subjugate the rain-lashed
Sodden Lands. They must liberate a town, stop an evil cult, and show their students how
to stand as wardens of the world. The Strength of Thousands Adventure Path continues

STRENGTH OF THOUSANDS: HURRICANE’S HOWL


with “Hurricane’s Howl,” a complete adventure for 8th- to 11th-level characters.

Hurricane’s
Howl
Part 3 of 6

Printed in China.
paizo.com/pathfinder
By Michelle Jones
PZO90171

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