TEXT: Curse of the  
  Lady's Light
  By Mike Shel and James Jacobs
  Web Supplement
  
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  CREDITS
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Leads • Adam Daigle and James Jacobs
  Editing • Judy Bauer, Logan Bonner, Christopher Carey, and Patrick Renie
  Editorial Assistance • Jason Bulmahn, Rob McCreary, Mark Moreland, Stephen Radney-MacFarland, and Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Contributing Artists
  Dmitry Burmak, Miguel Regodón Harkness, and Mike Sass 
  Contributing Authors
  James Jacobs and Mike Shel
  Publisher • Erik Mona
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  2
  
  T
  he following pages contain additional handouts, 
  encounters, and scenes for you to expand upon 
  Pathfinder Adventure Path #62’s adventure, “Curse of 
  the Lady’s Light.” These elements are intended to enhance 
  your experience and provide additional aid to your players 
  in the form of new allies, clues, and foreshadowing of events 
  to come in future adventures, but also to provide some extra 
  experience points for groups lagging behind. The following 
  supplement presents information that works best at the 
  start of “Curse of the Lady’s Light,” before the PCs finally 
  reach the Lady’s Cape, and as such should all be considered 
  an expansion to Part One of that adventure.
  SHEILA’S HANDOUT
  While you can certainly just roleplay out Sheila 
  Heidmarch’s discussion with the PCs at the start of the 
  adventure where she reveals to them what she’s learned 
  of the Shattered Star, that’s a fair amount of information 
  to expect the PCs to retain over the course of the next 
  several adventures. To help the PCs keep on target, you 
  can use the following handout as something Sheila’s 
  prepared for the PCs to reference as they adventure. Of 
  course, if you want to keep hints and revelations about 
  the powers and features of the various shards a secret, 
  consider truncating or not using this handout at all. 
  Giving the PCs an idea of what they can look forward to 
  when they recover these shards is a great way to not only 
  foreshadow the adventures to come, but to keep the PCs 
  excited about their quest.
  JASPER KANDAMERUS
  Before the PCs set out for the Lady’s Cape, Sheila mentions 
  that it might be a good idea to look for some additional 
  advice about the region, if only to get a better idea about 
  the dangers that lie in wait for them. Of course, if the PCs 
  plan on walking through the swamp rather than simply 
  taking a boat south, a guide’s advice will be invaluable. 
  Sheila Heidmarch suggests the PCs seek out Jasper 
  The Shattered Star consists of seven shards, 
  each attuned to a different school of Thassilonian 
  magic, and each crafted from a different skymetal. 
  Each also bears its own unique curse that can be 
  countered by affixing a specific type of ioun stone. 
  The shards are linked in sequence, with each 
  shard pointing the way to one of that shard’s 
  oppositional school, as defined by Thassilon’s 
  schools of magic. In this way, you can use the 
  shards themselves as a roadmap to the next 
  shard—but bear in mind that whoever possesses 
  the final shard, the shard of sloth, may well be 
  able to use that shard to find their way back 
  around to the first shard. My notes indicate that 
  the curse of that final shard might be enough to 
  counteract the compulsion to seek out the next 
  in the sequence, though, so that should grant 
  some level of safety—if indeed that final shard is 
  in someone’s possession and not hidden away in 
  some long-forgotten vault.
  In any event, I’ve learned the sequence of the 
  remaining five shards, along with their associated 
  ioun stone, skymetal, and rumored powers—those 
  shards are as follows.
  Shard of Lust: Associated with enchantment 
  magic; made of a djezet alloy; pink and green 
  sphere ioun stone; allows limited mind control and 
  enhances ability to react to sudden danger.
  Shard of Gluttony: Associated with necromancy 
  magic; made of inubrix; pink rhomboid ioun stone; 
  increases ability to withstand damage and grants 
  the power to absorb the health of foes.
  Shard of Envy: Associated with abjuration 
  magic; made of noqual; dusty rose prism ioun stone; 
  enhances defenses and the dispelling of magic.
  Shard of Wrath: Associated with evocation 
  magic; made of siccatite; deep red sphere ioun 
  stone; allows the creation of bursts of fire and 
  enhances weapon damage.
  Shard of Sloth: Associated with conjuration magic; 
  made of abysium; incandescent blue sphere ioun stone; 
  allows the summoning of monstrous minions and 
  provides insight and focus to spellcasting.
  3
  
  Kandamerus, an eccentric who, if the PCs can get him to 
  focus his mind, has traveled the southwestern Mushfens 
  more than anyone else the venture-captain knows. She 
  warns them that Jasper is a bit “unhinged,” though, and 
  that they should bring some patience with them if they 
  hope to gain his aid.
  DefenDing the Street ProPhet (Cr 5)
  Jasper has no fixed address—he spends much of his time 
  in Rag’s End these days, preaching to any who walk by 
  about dire apocalypses that will surely soon come to 
  Varisia. Sheila warns that Jasper’s never been quite right 
  in the head since Varisia’s close brush with Runelord 
  Karzoug rising from his tomb several years ago, and 
  is now convinced that event presaged an unavoidable 
  doom that surely will come to Varisia within a year. If 
  this worries the PCs, Sheila wryly observes that Jasper’s 
  been prophesizing the “end of Varisia by the end of the 
  year” for several years now, and that he is more mad than 
  prophetic in nature. Still, his knowledge of the Mushfens 
  is solid, and if the PCs can get his madness to abate for 
  a short time, interviewing him should give them some 
  key tips on how to proceed. Sheila can advise the PCs on 
  certain tools that will help to calm Jasper down enough 
  to talk with him—spells like hypnotism or calm emotions 
  work, as do drugs like flayleaf or opium (although she 
  hopes the PCs won’t stoop to such methods, and mentions 
  such options only with a bit of distaste).
  Finding Jasper during the day is a simple enough 
  task—1d4 hours of wandering Beacon’s Point or a 
  successful DC 12 Diplomacy check to gather information 
  is enough to locate the street preacher’s current territory. 
  Approaching Jasper’s street corner, the PCs are likely to 
  hear his raspy voice before they spot him in the flesh. 
  Jasper is a wild-haired bearded man clad in patchwork 
  rags and armed with a heavy flail with skull-shaped 
  heads, ranting in a stentorian tenor at any who care to 
  listen. The following is a typical excerpt from Jasper’s 
  impassioned sermons.
  “Woe! Woe unto thee, O Magnimar, for oblivion approaches 
  and thy lamentations shall drown out the sounds of the sea! 
  The Great Whore straddles a two-headed beast and rides this 
  way, sowing the contaminated seeds of her blasphemies as 
  she draws nearer. Weep! Weep, O Generation of the Damned, 
  for none shall escape the pitiless scythe of oblivion. Heed my 
  warning and turn to Groetus! Grasp this mortal hand I offer and 
  we shall march into the void together!”
  Jasper Kandamerus has his good days and his bad 
  days—and today is edging toward a bad day, where the 
  visions in his head have grown more bleak and dire. The 
  only way he knows to combat these visions is to attempt to 
  warn the world about the coming end, ranting and raving 
  on street corners until he collapses from exhaustion. For 
  Jasper, who prefers to preach of the coming end times in 
  public rather than in prison, avoiding the attentions of 
  the guards is paramount—he keeps to parts of the city 
  where the city watch generally doesn’t travel. Rag’s End 
  is a new favorite of the eccentric cleric, and most of the 
  locals in the area have learned to more or less ignore him. 
  Most—but not all.
  As the PCs approach Jasper, two things occur in quick 
  succession. First, as Jasper notices the PCs, he pauses in 
  his sermon and stares in their direction with a look of 
  jubilant awe before he bellows exultantly:
  “Behold! The Blessed Ushers of the End Times! The Holy 
  Escorts of Oblivion! Soldiers of the Void, champions of mighty 
  Groetus himself!”
  At the same moment, a group of three thugs who have 
  been waiting for Jasper to suddenly become distracted 
  seize the moment to make their move against the 
  doomsayer. Each of these ruffians is clad in cracked 
  leather armor and wields a stout club. Their lips and the 
  corners of their mouths are stained black—side effects 
  of the pesh cut with night lotus root they’re all addicted 
  to. These three thugs, all high on pesh and filled with a 
  false sense of bravado, think that by publicly beating the 
  priest they’ll earn the respect of the local thieves’ guild, 
  the Night Scales. That the Night Scales ultimately won’t 
  notice or care about this display of brutality will be little 
  comfort to Jasper if the PCs don’t intervene.
  These three thugs are cousins—pesh addicts who 
  call themselves the Black Kiss Boys. “Oi!” shouts one of 
  them. “You filthy beggar! We’ve had jus’ about enough of 
  your mad racket, scarin’ honest merchants, frightenin’ 
  away customers with your gloomy twaddle!” He and 
  his two companions immediately raise their clubs and 
  step forward to teach Jasper a lesson—unless the PCs 
  intervene, Jasper (who has learned from previous similar 
  run-ins) doesn’t put up a fight and more or less takes 
  the beating the addicts have to give him. If this occurs, 
  the thugs hoot and holler in triumph after Jasper’s been 
  reduced to negative hit points before they flee into the 
  alleyways to await invitations into the Night Scales that 
  will never come.
  Jasper Kandamerus 
  CR 2
  XP 600
  Male cleric of Groetus 3
  CN Medium humanoid
  Init +2; Senses Perception +3
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  4
  
  Black Kiss Boy
  hp 23 (3d8+6)
  Fort +4, Ref +3, Will +6 (+1 vs. enchantment)
  Weakness schizophrenia
  OFFENSE
  Speed 25 ft.
  Melee +1 heavy flail +3 (1d10+1/19–20)
  Special Attacks channel positive energy 6/day (DC 12, 2d6), 
  destructive smite (+1, 6/day)
  Domain Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—vision of madness (+/–1)
  Spells Prepared (CL 3rd; concentration +6)
  2nd—enthrall (DC 15), resist energy (DC 15), touch of idiocyD
  1st—bane (DC 14), cause fear (DC 14), lesser confusionD (DC 
  14), shield of faith
  0 (at will)—create water, detect magic, detect poison, stabilize
  D Domain spell; Domains Destruction, Madness
  TACTICS
  During Combat When attacked by the Black Kiss Boys, Jasper 
  must make a DC 16 Will save each round to avoid becoming 
  confused for 1d6 rounds due to his madness. If he acts 
  normally, he fights using total defense. If the PCs step in to 
  help defend him, Jasper hoots, hollers, and jeers the thugs 
  as he moves about to support the PCs by healing them. If 
  Jasper joins the PCs in their journey south, he continues this 
  role, preferring to heal the PCs and keep them alive, since his 
  visions have shown him that without the PCs, the doom he 
  predicts for Magnimar will not come—the PCs must live if 
  the apocalypse he hopes for so fervently is to occur at all.
  Morale Jasper never flees from a fight.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 8, Wis 17, Cha 13
  Base Atk +2; CMB +2; CMD 14
  Feats Extra Channel, Selective Channeling, Toughness
  Skills Knowledge (geography) +1, Knowledge (history) +4, 
  Knowledge (religion) +3, Linguistics +4, Survival +5
  Languages Common, Thassilonian, Varisian
  Combat Gear potions of cure light wounds (3), potion of cure 
  moderate wounds, scroll of cure moderate wounds, scroll of 
  neutralize poison; Other Gear padded armor, +1 heavy flail, 
  whispering coin (bears the symbol of lust)
  SPECIAL ABILITIES
  Schizophrenia Jasper suffers from schizophrenia 
  (GameMastery Guide 251). He has a –4 penalty on 
  Wisdom- and Charisma-based skill checks and cannot 
  take 10 or 20. He must make a DC 16 Will save whenever 
  in a stressful situation (such as combat) to avoid becoming 
  confused for 1d6 rounds.
  Black Kiss Boys (3) 
  CR 2
  XP 600
  Male rogue 3
  NE Medium humanoid (human)
  Init +7; Senses Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 26 (3d8+9)
  Fort +3, Ref +7, Will +0; –2 vs. illusions and mind–affecting 
  effects
  Defensive Abilities evasion, trap sense +1; Immune fear
  OFFENSE
  Speed 30 ft.
  Melee mwk club +7 (1d6+3)
  Ranged sling +4 (1d4+3)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat The Black Kiss Boys focus their attacks on 
  Jasper, who defends himself using total defense rather 
  than fight back. They do lethal damage with their attacks, 
  5
  
  but as soon as Jasper drops, they abandon him and flee 
  into the city. If the PCs intervene, the thugs turn their 
  attention one at a time to the PCs, only abandoning 
  the attack on Jasper if all three of them are attacked. 
  They prefer to gang up on smaller or less armored foes, 
  flanking to maximize sneak attacks.
  Morale A Black Kiss Boy flees the combat if reduced to less 
  than 8 hit points.
  STATISTICS
  Str 16, Dex 15, Con 14, Int 12, Wis 8, Cha 8
  Base Atk +2; CMB +5; CMD 17
  Feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Weapon Focus (club)
  Skills Acrobatics +8, Bluff +5, Climb +9, Escape Artist +8, 
  Intimidate +5, Knowledge (local) +7, Perception +5, Sense 
  Motive +5, Sleight of Hand +8, Stealth +8
  Languages Common, Varisian
  SQ high on pesh, rogue talents (combat trick), trapfinding +1
  Combat Gear 5 doses of pesh (75 gp); Other Gear +1 leather 
  armor, masterwork club, 15 gp
  Story Award: If the PCs manage to defeat or drive 
  off the Black Kiss Boys before they can render Jasper 
  unconscious, award the PCs 600 XP (as if they had 
  defeated Jasper in combat).
  JaSPer’S Story
  Jasper is a wild-eyed madman, a dogged cleric of the 
  god Groetus who’s convinced that the end of the world 
  is just around the corner. The man stands 6 1/2 tall with 
  piercing blue eyes and a tremendous head of wild hair. 
  Add to that image the fearsome flail he favors (a weapon 
  whose twin heads resemble grinning, almost spherical 
  skulls), and the result is an imposing figure indeed.
  But Jasper wasn’t always a doom-spewing street 
  preacher. Born Jasper Smallwood, the man who would 
  become Jasper Kandamerus grew up in the village 
  of Abken on the Yondabakari River, son of a heretical 
  worshiper of Pharasma named Fala. At the age of 15, 
  Jasper left home and stowed away on a barge bound for 
  Kaer Maga, intent on becoming a priest of Pharasma. 
  But the heresies he learned from his mother so appalled 
  the resident clergy that he was soon cast out of the faith 
  along with accusations that he was “mad enough to 
  dance with Groetus.”
  Jasper lived on the streets of Kaer Maga for a time before 
  he discovered a new home under a ruined building in the 
  district of Oriat. Once the home and library of a reclusive 
  scholar of Thassilonian history, the building’s upper 
  floors were destroyed decades ago when the Brothers of 
  the Seal suffered their violent schism. The day after he 
  moved into the ruined chambers below, Jasper came upon 
  an ancient gold coin wedged in the spine of a volume 
  entitled The Void’s Desire and Oblivion’s Black Trumpet. This 
  was a whispering coin (see Pathfinder Adventure Path #62, page 
  63), and a passage within the book described its oracular 
  powers. Still a novice at speaking Thassilonian, Jasper 
  misread the passage, coming away with the mistaken belief 
  that the coin could be used over and over again and that its 
  revelations were not limited to the immediate future. The 
  first question he posed to test its power was “Is my death 
  near?” The coin couldn’t answer that, spun for a minute, 
  then landed by chance heads up. Jasper interpreted this 
  answer as a yes—just as death is near for all mortals. His 
  second immediate question was “Should I now proclaim 
  the coming of the End Times?” Again, the coin spun and by 
  chance landed heads up. That was all Jasper’s increasingly 
  unstable mind needed.
  Jasper found much to distract him in the hidden 
  chambers that yet existed under the ruins, and for the 
  next several years he dwelt there in peace, learning 
  Thassilonian and growing ever more distant from his 
  faith in Pharasma. The Phrasmins’ accusation about 
  Groetus further intrigued Jasper, and when he found 
  several ancient tomes that spoke of that god’s worship in 
  ancient Thassilon, he grew more and more fascinated. 
  And more and more insane, for few can study the 
  teachings of Groetus without going mad. Jasper grew 
  particularly obsessed with a man named Kandamerus, an 
  ancient Thassilonian priest of Groetus who, the legends 
  told, found a pair of massive doors deep under a region 
  referred to as “The Rasp” that were carved with strange 
  runes that prophesized the end of days. This Kandamerus 
  carved a temple to Groetus out of the stone surrounding 
  this so-called “Doomsday Door,” but never managed to 
  open the doors. Jasper’s growing schizophrenia soon 
  caused him to identify more with Kandamerus than 
  himself, so that by the time the man (now a devout 
  follower of Groetus) had studied all the tomes his home 
  had to offer, he’d come to think of himself as Jasper 
  Kandamerus, reborn into this new world to witness the 
  end... which was surely only a few years away! (GM’s Note: 
  The PCs will have a chance in Pathfinder Adventure Path 
  #64: “Beyond the Doomsday Door,” to actually meet this 
  ancient, undead cleric of Groetus!)
  Jasper took to Kaer Maga’s streets to spread warnings 
  of the imminent end, but quickly wore out his welcome. 
  He left Kaer Maga and worked his way west, hoping some 
  day to reach the Varisian Coast (the region known as the 
  Rasp during Thassilon’s height), so that he might learn 
  more about the location of the Doomsday Door. He came 
  to Magnimar in the same year that Karzoug nearly rose 
  from slumber—and in the years to follow, watched as 
  time and time again strange events shook Varisia, prime 
  among them a falling star that struck the island of Devil’s 
  Elbow near Riddleport.
  6
  
  JASpER
  Now, Jasper’s mental state fluctuates between two 
  extremes—periods of madness and periods of lucidity. 
  While mad, Jasper wanders the slums of Magnimar, 
  preaching to any who will listen about the coming end of 
  the world. The durations of his lucid times are growing 
  progressively shorter—he spends the bulk of these times 
  researching the possible location of the Doomsday 
  Door. For many months, he was convinced the door was 
  located in a cavern under the Lady’s Light, and he made 
  several expeditions to that site to explore the region. He 
  eventually found proof that the original Kandamerus 
  was an agent of Bakhrakhan, and as such, his temple 
  would have not lay in Eurythnian lands but would likely 
  be further to the northwest—the realization that the 
  Doomsday Doors may well lie inaccessible to Jasper deep 
  under the waters of the Varisian Gulf has been a major 
  factor in the quickening deterioration of his sanity.
  SiDe QueSt
  Jasper’s schizophrenia is a significant disadvantage. 
  Curing it is no simple task—his madness is deep seated, 
  and he cannot recover on his own. In order to cure him, one 
  of the following spells must be cast: greater restoration, heal, 
  limited wish, miracle, or wish. Scrolls of greater restoration, 
  heal, and even limited wish are available for purchase in 
  Magnimar, or the PCs could use the heal scroll from area 
  L18 of the dungeons below the Lady’s Light to cure him. 
  Reward: 2,400 XP. In addition, Jasper gives the PCs his 
  whispering coin in thanks for curing his madness—he may 
  even become a cohort to the PCs if you wish.
  SPeaking with JaSPer
  Securing Jasper’s cooperation requires more than merely 
  saving his life from local thugs. He’s suffering from 
  schizophrenia, and his madness is currently in full form. 
  Until the PCs can calm him down, talking to him is an 
  exercise in futility. A DC 20 Diplomacy check is enough 
  to get him to settle down long enough to talk to him, 
  as is a successful hypnotism, hypnotic pattern, enthrall, 
  touch of fatigue, or calm emotions spell (or any effect that 
  successfully fascinates or fatigues him, such as opium 
  or flayleaf). Jasper remains calm for 1d8 hours after 
  the effect’s normal duration ends, but still remains 
  schizophrenic and can become confused if he’s subjected 
  to stress (such as combat or an Intimidate attempt).
  Once Jasper is calm enough to speak to, he expresses 
  his thanks to the PCs for saving him from the Black 
  Kiss Boys. He confirms that he knows much about the 
  southwestern Mushfens and the Lady’s Cape, indicating 
  that for many months he sought something of interest in 
  the region. If pressed for more details, he only morosely 
  replies that, “It doesn’t matter now—the Doomsday 
  Door was probably in Bakhrakhan anyway, and is likely 
  underwater today.” Getting further information about 
  what he knows about the Doomsday Door, his namesake, 
  and his personal history should be difficult—something 
  that you should parse out to the PCs only over the course 
  of several days of association with Jasper and as a result of 
  multiple DC 20 Diplomacy checks as you see fit.
  Asked specifically about the Lady’s Cape, Jasper can 
  give the PCs the following three particularly useful bits 
  of advice.
  Maroux: First, they should seek out the witch Maroux. 
  Jasper can give the PCs directions to the witch’s home, 
  but warns them that she’s somewhat easily angered 
  by trespassers. He tells them that as they approach 
  her hut, they should call out to her, “Greetings, Lady 
  7
  
  Maroux—Jasper sent us to you. We seek your advice!” 
  Furthermore, he suggests they offer their help to the 
  woman, since she’s always got little tasks she wants 
  done but lacks the motivation or courage to attempt 
  these tasks herself (Jasper warns the PCs not to tell her 
  he said that!). She knows much about the region, and 
  more to the point, has lived at the Lady’s Cape all this 
  time and as such will know much more about current 
  conditions and events in the area than Jasper will, as his 
  information is at least a year old.
  Navigating the Mushfens: Jasper can scrawl several 
  notes and landmarks onto a piece of paper for the 
  PCs. This serves as a map of the region, granting a +4 
  circumstance bonus on all Survival checks made to avoid 
  becoming lost in the Mushfens while traveling south to 
  the Lady’s Light.
  Troglodytes and Boggards: Jasper can also warn the 
  PCs that the Lady’s Cape is home to numerous monsters, 
  but none more fecund than the troglodyte and boggard 
  tribes. These two tribes have long bickered, and the PCs 
  may be able to use that to their advantage, given the right 
  circumstances.
  Accompanying the PCs: As their conversation draws 
  to a close, and if the PCs haven’t already suggested as 
  much themselves, Jasper gets an eager glint in his eyes 
  and suggests that he should accompany them south as a 
  guide. Unfortunately, as long as he remains mad, Jasper 
  could well become more of a liability than an asset, but 
  the additional healing he brings to the expedition could 
  well offset the times he goes a bit too crazy in combat. If 
  the PCs turn Jasper’s offer down, he remains intrigued 
  enough that he may well make his own way down to the 
  Lady’s Light, surreptitiously following the PCs. In this 
  event, Jasper can show up to save the day in the event the 
  PCs get in over their head in an encounter, or he could 
  end up allying with the troglodytes or boggards to play 
  more of an antagonistic role, as you see fit.
  THE JOURNEY SOUTH
  Regardless of what route the PCs take to reach the Lady’s 
  Light, they should experience at least one significant 
  encounter along the way. Presented below are two example 
  encounters—one that works if the PCs make the journey 
  on foot, and one if they decide to make the journey by 
  sea. Feel free to add additional encounters along the way 
  as you wish. The encounter table on page 83 of Pathfinder 
  Adventure Path #62 can serve to randomly generate new 
  encounters with appropriate monsters for the region—
  check for wandering monsters four times a day (at dawn, 
  noon, dusk, and midnight). There’s a 20% chance of an 
  encounter occurring, but no more than two encounters 
  should occur in any one 24 hour period.
  You can augment the following encounters with Flip-
  Mats and Map Packs, both available at paizo.com or game 
  stores. Flip Mat: Swamp works well for “The Manticore’s 
  Trap,” while Flip Mat: Pirate Ship works for “Murder on 
  the Wanton Ways.” 
  the MantiCore’S traP (Cr 5)
  As the PCs trudge their way south through the swampland, 
  the landscape never grows monotonous—there are 
  Jasper’s prophecies
  Jasper Kandamerus is prone to uttering strange prophecies 
  and predictions—while his conviction and zeal might give 
  these utterances the appearance of being divine sendings 
  from Groetus, they are in fact mere manifestations of 
  his madness. At periodic times during the adventure, 
  particularly in cases where Jasper “babbles incoherently” 
  while confused, you can roll 1d12 and consult the table 
  below to determine which fanciful prophecy the insane 
  priest spews out.
   Roll 
  Prophecy
   1  
  “Beware the woman who bears nature’s bounty—
  she hides Midnight’s Viper in her bosom!”
   2 
  “Steel is a thin reed on which to hang thy hopes—
  remember the strength of stone!”
   3  
  “Choose thy allies wisely, for the armored one who 
  rides with arms akimbo will prove thy most 
  precious comrade!”
   4  
  “O unwise generation, ye labor for naught! 
  Abandon thy plow and heed the tolling of 
  Oblivion’s bell!”
   5  
  “When vexatious choice presents itself, the 
  rightward path always leads to safety!”
   6  
  “Only with the green fire of copper wilt thou 
  triumph!”
   7  
  “Better to lose thy finger than burn cold the spirit 
  that animates it.”
   8  
  “Fear is wiser than folly, but folly will aid thee in 
  the nights to come!”
   9  
  “The blue-eyed raven marks the grave of one of 
  thee... the one who heeds my warnings yet 
  does not believe!”
   10  
  “Embrace annihilation in thy heart, intrepid few! 
  It wipes clean Golarion’s canvas for Divinity’s 
  next design!”
   11  
  “The penultimate gray door holds something 
  more prized than rubies and more potent than 
  the learning of sages!”
   12  
  “All know that the Dark Child sings on the salted 
  wind. Be wary of the chorus that presages 
  Oblivion’s watery denouement!”
  8
  
  always strange trees and verdant vistas to look upon. The 
  Mushfens have about them a strange, eerie sort of beauty. 
  But danger lurks here as well—both of the hazardous 
  type and the monstrous kind. In some cases, as in this 
  encounter, both dangers are encountered together.
  Creature: A manticore named Neegog has set up a 
  clever ambush point along one of the semi-traveled 
  game trails the PCs are following south, where a 15-foot 
  diameter patch of quicksand lies across the trail. As the 
  PCs approach the ambush point, they should have a 
  chance to spot the manticore hiding behind a large fallen 
  tree as well as notice the quicksand—it’s a Perception 
  check opposed by Neegog’s Stealth check to notice the 
  lurking manticore, while it’s a DC 15 Survival check to 
  spot the quicksand before anyone blunders into it. Rules 
  for quicksand can be found on page 427 of the Pathfinder 
  Core Rulebook.
  The manticore rises up to fire tail spikes at the PCs as 
  soon as he’s noticed, or as soon as his intended victims 
  blunder into the quicksand. Neegog focuses his attacks 
  on any foes who avoid the quicksand (he prefers to attack 
  those who are trying to help allies out of the mire).
  Neegog is certainly monstrous, but he’s no fool. If he’s 
  reduced to 15 or fewer hit points, he cowers and begs for 
  mercy, promising to help the PCs out if they spare his 
  life. Neegog is good for his word—he knows quite a bit 
  about the region, and can escort the PCs south to the 
  Lady’s Cape if they wish. With the manticore as a guide, 
  the PCs not only get a +4 bonus on all Survival checks 
  to avoid becoming lost, but also enjoy the added security 
  of a monstrous ally. Any time you roll for a wandering 
  monster, roll the percentage dice twice and take the 
  higher result as the actual result. Neegog would prefer 
  to serve only as long as it takes to get to the Lady’s 
  Cape—using Diplomacy to convince him to help explore 
  the Cape and aid in fights against the monsters there 
  counts as both giving lengthy or complicated aid and an 
  additional request for help. Neegog’s starting attitude in 
  this case is merely indifferent, so it’s a DC 24 Diplomacy 
  check to get his help in this way. If the PCs don’t grant 
  Neegog mercy, the manticore attempts to flee into the 
  swamp, abandoning his treasure and seeking out a new 
  lair further to the east.
  Neegog 
  CR 5
  XP 1,600
  Manticore (Pathfinder RPG Bestiary 199)
  hp 57
  Treasure: In a small pile near the base of the swampy 
  willows are the belongings of a few of Neegog’s less 
  fortunate victims. PCs find a very finely made spyglass 
  worth 1,000 gp, a filthy pouch containing 150 gp, and a 
  gold ring set with a tiny ruby worth 400 gp, as well as a 
  couple of muddied cloaks, a pair of damaged boots, a 50 
  foot length of silk rope, and a potion of water breathing.
  Story Award: If the PCs secure Neegog’s aid, grant 
  them XP as if they had defeated him in combat. If they 
  manage to secure his aid in exploring the Lady’s Cape, 
  grant them an additional 800 XP.
  MurDer on the wanton wayS (Cr 6)
  If the PCs indicate to Sheila that they’d prefer to take a 
  ship to the Lady’s Cape, the venture-captain gives them 
  the name of Yarnelle Fessender, captain of the Wanton 
  Ways. With the letter of introduction she provides the 
  PCs, they won’t need to pay for this journey—but the ship 
  leaves the next morning at dawn. If they dally, they’ll 
  need to secure their own passage.
  The Wanton Ways makes a monthly run between 
  Riddleport, Magnimar, and Korvosa, and is currently 
  bound for Korvosa. Captain Yarnelle Fessender (N 
  human female fighter 2) commands a compliment of 
  30 sailors (N human male warrior 1). Yarnelle is polite 
  and professional with the PCs, but she tolerates no 
  shenanigans aboard her ship. The party and any mounts 
  can barely be squeezed onboard, as it is stuffed with 
  Korvosa-bound cargo. Not an inch of extra space is left 
  on the fat vessel. Casual observation reveals that the 
  captain’s first mate, Pockeye Sewel (N human male rogue 
  3), is a rather brutal taskmaster and is strongly disliked 
  by the crew. His brother, Chebby Sewel (NE human rogue 
  2), quiet and shifty, is his right hand man and, by all 
  accounts, an instigator who enjoys goading the crew into 
  doing things that get them punished by Pockeye. Captain 
  Yarnelle tolerates these two because of the efficiency their 
  harsh manner achieves. Apart from the PCs, one other 
  passenger is onboard, a woman named Dialla Marteme. 
  Quiet and not terribly interested in conversation, Dialla 
  boards the ship at the last minute, after the PCs have 
  already arrived. If any PC seems particularly curious 
  about this last-minute addition to the Wanton Ways, allow 
  them a DC 20 Perception check to notice Dialla hand 
  the captain a small but bulging pouch after a short but 
  quiet argument. The captain accepts the pouch quickly 
  and immediately changes her tune, obviously agreeing to 
  let Dialla join the already full ship. (This pouch was a 
  bribe of gems—see Treasure, below.) Once the ship sets 
  sail, Dialla keeps to herself, but doesn’t act particularly 
  secretive or sinister.
  Dialla’s true reason for boarding the Wanton Ways is 
  revenge—Chebby Sewel is the man who murdered her 
  sister. Dialla initially planned on murdering Chebby as 
  the Wanton Ways neared Korvosa, but once she’s in his 
  proximity she can’t hold back her anger that long. She 
  murders Chebby while the man is on watch the first 
  9
  
  Dialla
  night out from Magnimar, surreptitiously dumps his 
  body overboard, cuts loose one of the ship’s two boats to 
  make it appear she’s left the ship, then assumes Chebby’s 
  appearance using her hat of disguise. Her plan from there 
  is to lay low, use Bluff as needed, and then jump ship at 
  Korvosa, leaving the Wanton Ways apparently missing its 
  second Sewel at that time.
  The journey south to the Lady’s Cape takes a full 
  day—the PCs should expect to reach their destination 
  the next morning. Ask the PCs what they’re doing 
  that evening, because at midnight, Dialla 
  makes her move. Unless the PCs follow 
  her without her noticing them, she’ll 
  swiftly murder Chebby by sneak 
  attacking him while he’s distracted 
  at watch. At this point, Chebby makes 
  a strangled cry of pain—allow the PCs 
  a DC 5 Perception check to hear the cry 
  (you can assume no other crewmember 
  hears this). This DC increases by +10 for 
  any PC who’s below deck, and by a further 
  +10 if a PC is asleep. If someone hears, and 
  if they immediately move up to the deck 
  to investigate, they’re just in time to see 
  Dialla dumping Chebby’s bleeding body, 
  his throat slashed ear to ear, over the 
  side of the deck. Dialla’s bloody dagger 
  leaves little confusion as to what just 
  took place.
  If the PCs catch Dialla in the act, she assumes 
  a defensive stance and speaks to the PCs. The PCs are free 
  to attack her at any time during her speech (in which case 
  she fights as detailed in her tactics).
  “I have no quarrel with you: I am Dialla Marteme, of the 
  Balconies of Bis in Kaer Maga. That offal you saw me kill is 
  responsible for the death of my niece. She was only thirteen 
  years old, friend, and the damned Ardocs bought the alibi 
  Chebby’s pig-of-a-brother provided. My sister deserved justice 
  Kaer Maga’s “society” failed to provide, and so that task fell to 
  me. I’ve been tracking Chebby for going on seventeen months, 
  and now the deed is done. Yet I have no wish to taste the 
  captain’s justice. I ask only for your silence—I have a plan to 
  assume Chebby’s appearance for the rest of the voyage. I was 
  going to cut loose a rowboat to make it look like I’d left the ship, 
  pose as Chebby, then leave and retrun home to Kaer Maga 
  once we reach Korvosa. If you remain silent and let me go, I’ll 
  give you my dagger and this ring in thanks. What say you?”
  If the PCs agree to help, Dialla gives them her magic 
  dagger and magic ring, then uses her hat of disguise to 
  assume Chebby’s form. She’ll make no further contact 
  with the PCs, and as the ship makes its way on to Korvosa, 
  the crew quietly and thankfully mutters about how much 
  more calm and agreeable Chebby’s become.
  Dialla Marteme 
  CR 7
  XP 3,200
  Female rogue 4/sorcerer 4
  CN Medium humanoid (human)
  Init +2; Senses Perception +7
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+3 armor, +1 
  deflection, +2 Dex, +1 dodge, +4 shield)
  hp 71 (8 HD; 4d8+4d6+36)
  Fort +5, Ref +7, Will +5
  Defensive Abilities evasion, trap sense +1, 
  uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +8 (1d4+2/19–20)
  Ranged dagger +7 (1d4+1/19–20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 4th; 
  concentration +6)
  5/day—touch of destiny (+2)
  Sorcerer Spells Known (CL 4th; 
  concentration +6)
  2nd (4/day)—invisibility
  1st (7/day)—alarm, charm person (DC 
  13), magic missile, shield
  0 (at will)—daze (DC 12), flare (DC 12), ghost 
  sound (DC 12), mage hand, read magic
  Bloodline Destined
  TACTICS
  Before Combat Dialla casts shield on herself. She also casts 
  invisibility before she attacks Chebby.
  During Combat Dialla tries to charm all of the PCs into 
  helping keep her cover—she’d rather not attack them since 
  wounds and, worse, deaths would reveal her true intentions 
  to the captain and crew. 
  Morale If she’s unable to charm the PCs, Dialla attempts to 
  escape the ship on one of its two rowboats.
  STATISTICS
  Str 12, Dex 14, Con 16, Int 8, Wis 10, Cha 15
  Base Atk +5; CMB +6; CMD 20
  Feats Arcane Armor Training, Combat Casting, Dodge, 
  Eschew Materials, Toughness, Weapon Finesse
  Skills Acrobatics +10, Bluff +12, Disable Device +12, Escape 
  Artist +12, Knowledge (local) +6, Perception +7, Stealth +11
  Languages Common, Varisian
  SQ bloodline arcana (gain luck bonus to saves when casting 
  personal-range spells), fated (+1), rogue talents (bleeding 
  attack +2, finesse rogue), trapfinding +2
  Combat Gear potion of cure light wounds; Other Gear +1 leather 
  armor, +1 dagger, hat of disguise, ring of protection +1, 218 gp
  10
  
  Treasure: If the PCs defeat Dialla, then inform the 
  captain what happened, Captain Fessender thanks the 
  PCs for their aid. She didn’t like Chebby much, but he did 
  his job and having his murderer captured or put to death 
  satisfies the captain’s sense of justice. She gives the PCs 
  the pouch of gems Dialla used to bribe her way on board 
  as a reward—this pouch is worth 1,000 gp in all. 
  Development: At dawn on the second day, the Wanton 
  Ways reaches the Lady’s Cape. The Lady’s Light rises 
  majestically and eerie above the morning fog. Captain 
  Fessender anchors offshore just to the north of the Cape 
  itself, then aids the PCs in offloading their gear and 
  mounts, if any, via the ship’s boat. The Wanton Ways can’t 
  approach the Cape itself due to the reefs, so the crew sets 
  the PCs ashore just to the north and wishes them luck 
  on their adventure. Captain Fessender won’t stay behind 
  to wait for the PCs—once they finish, they are expected 
  to find their own way back to Magnimar. A bribe of 100 
  gp is enough to secure her promise to stop here on her 
  way back from Korvosa to Magnimar 26 days hence. 
  She’ll anchor offshore in the same location for a day—if 
  the PCs wish her to send the boat to pick them up at that 
  time, they need only signal her with a fire on the beach. 
  No amount of money can convince her to stay and wait, 
  though—her honor prevents her from abandoning her 
  promises to those in Korvosa who await the shipments 
  the Wanton Ways carries.
  Story Award: If the PCs help Dialla escape or help 
  cover up the murder, award them XP as if they defeated 
  her in combat.
  oPen gaMe LiCenSe Version 1.0a
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  Pathfinder Adventure Path #62: “Curse of the Lady’s Light” Web Supplement 
  © 2012, Paizo Publishing, LLC; Author: Mike Shel.
  11
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF61-66 Shattered Star/Shattered Star - Web Supplement - Curse of the Lady's Light.pdf