TEXT: Doom Comes to
  Dustpawn
  Doom Comes to
  Dustpawn
  By Mike Welham
  A PATHFINDER RPG ADVENTURE FOR LEVEL 9
  
  A1
  A2
  A5
  A4
  A3
  A6
  A9
  A9
  A11
  A11
  A11
  A10
  A7
  A9
  A9
  A8
  B1
  B2
  B3
  THE NESHER
  MINES
  THE CRASH 
  SITE
  LEEARA'S 
  HIDEAWAY
  DUSTPAWN
  C
  o
  n
  e
  ri
  c
  a
   
  R
  i
  v
  e
  r
  Gr
  a
  c
  k
  l
  e Rive
  r
  S
  k
  u
  n
  k
   
  R
  ive
  r
  5 MILES
  
  Credits
  Paizo Publishing, LLC
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game and the 3.5 edition of the world’s oldest 
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  Pathfinder Module: Doom Comes to Dustpawn © 2013, Paizo Publishing, LLC. All rights reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, 
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  Printed in China.
  Doom Comes to Dustpawn is a Pathfinder Module designed for four 9th-level characters and uses the medium XP advancement track. This 
  module is designed for play in the Pathfinder campaign setting, but can easily be adapted for use with any world. 
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary,  
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, and Pathfinder RPG GameMastery Guide. These rules can be found online as part of the 
  Pathfinder Roleplaying Game Reference Document at paizo.com/prd.
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  Editor-in-Chief • F. Wesley Schneider
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  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  T
  he stars call to me. I hear their song in my dreams and waking hours. I 
  know there are distant worlds beyond our own, and now I know how 
  to reach them. The voice of the heavens has given me all I need to touch 
  the sky, and the Lirgen’s Glory will soon ascend. The discoveries we shall 
  make as we pass Eox, Liavara, and Bretheda will only be overshadowed by 
  the immensity of what awaits us beyond. We shall bring glory to Lirgen 
  and impart to the modern world a breadth of knowledge unseen since 
  before Earthfall. Only a cataclysm of that magnitude could stand in the 
  way of our imminent greatness!
  —Journal of Gelviel Zorriah, 20 Erastus, 4598 ar
  2
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Adventure Background
  In the final years of the Age of Enthronement, a cabal of 
  elven astronomers from the Garundi nation of Lirgen 
  carried out an ambitious plan to ascend into space. The 
  cabal’s leader, Gelviel Zorriah, claimed inspiration for the 
  journey came to him in a vision after he used a magical 
  orrery to aid him in contacting minds on other worlds. The 
  device worked, but not quite as well as Gelviel imagined—
  while he believed his vision was sent from Desna herself, 
  it was in fact the work of an alien and malevolent entity: an 
  Emissary of the sinister Dominion of the Black.
  The Lirgen’s Glory was designed not to sail the seas or 
  even to fly through the sky, but to plunge through the 
  airless void of space. During the ship’s construction, 
  Gelviel attracted several like-minded elven explorers, 
  scholars, and dreamers to accompany him on his voyage. 
  The journey, they knew, would last for decades, but time 
  has never been a resource about which elves worried. With 
  their long lifespans, a few decades or even a century of 
  exploration was a negligible price to pay for knowledge.
  The Lirgen’s Glory was completed at the onset of summer 
  in 4600 ar, and it launched from its dry dock in central 
  Oagon on Midsummer’s Day, propelled elegantly and 
  gently into space via a magical engine that drew upon the 
  telekinetic powers of a bound vrock. As the ship gained 
  speed and hurtled ever farther from Golarion, Gelviel and 
  his crew stayed in contact with the Saoc Brethren via sending. 
  The elves kept detailed recordings of their observations in 
  a number of dream crystals, objects capable of recording 
  and relaying mental images in the form of dreams. They 
  planned on sharing these more detailed reports with the 
  Saoc Brethren upon their return to Golarion.
  But from 4606 ar onward, the Lirgen’s Glory’s sendings 
  went unanswered. Unbeknownst to the crew, their ship’s 
  namesake nation was no more—a casualty of the perpetual 
  hurricane known as the Eye of Abendego. Its winds and 
  waves destroyed Lirgen, transforming the nation into the 
  apocalyptic wasteland known today as the Sodden Lands. 
  The Saoc Brethren collapsed, and all of the Lirgen’s Glory’s 
  contacts perished, went mad, or were otherwise lost. The 
  ship was suddenly and unexpectedly on its own.
  Without access to the proper divination magic to learn 
  more, and with no allies left to contact via sending, Gelviel 
  made a fateful decision—the Lirgen’s Glory would continue 
  its journey, with the crew recording their findings dutifully 
  in the ship’s supply of dream crystals. The years melted 
  into decades, and the crew grew less and less interested in 
  returning to Golarion, and more and more intrigued by 
  new discoveries. Then, 56 years into the journey, the Lirgen’s 
  Glory encountered the true mastermind of the endeavor 
  and the source of the dreams that inspired Gelviel—the 
  Emissary from Beyond. This creature was a shapeless, 
  blasphemous creature known as a vespergaunt, and even 
  as the Lirgen’s Glory headed into space, the Emissary was 
  traveling on an intercept course from the Dark Tapestry 
  to greet it.
  The Emissary revealed its true nature to Gelviel, 
  promising that as a reward for following its instructions 
  and traveling into space to greet it, the ship would now 
  serve as the Emissary’s guide back to Golarion. There, the 
  Emissary would begin to explore and prepare the region 
  for its masters—it would be the vanguard of a Dominion 
  invasion, and the Lirgen’s Glory would be its chariot.
  Horrified not only at how they had been deceived, but also 
  that in this deception they would be the ones who brought 
  the Emissary back to their home, Gelviel and his crew fought 
  to resist the vespergaunt’s assault, yet this only angered the 
  creature. It clung to the ship’s hull, then used alien magic 
  to warp and distort the crew’s minds. Drawing on the 
  power of the ship’s dream crystals, it called forth the crew 
  members’ most primitive instincts to mutate them into 
  acquiescent thralls, while simultaneously placing them in  
  suspended animation to keep them safe on the return trip.
  And so, for the next 56 years, the Lirgen’s Glory made 
  its return home. When the ship finally neared Golarion, 
  the vespergaunt woke the mutated crew from stasis and 
  released the ship so it could prepare for its own arrival on 
  the planet below. As the Lirgen’s Glory spiraled downward, 
  Where on Golarion?
  Doom Comes to Dustpawn takes place in the town of 
  Dustpawn, located in eastern Isger near the Drumish 
  border. Spared the worst of the Goblinblood Wars and 
  largely ignored by both the Isgeri king Hedvend VI and the 
  bandits who ravage the country, Dustpawn has, until the 
  fall of the Lirgen’s Glory, enjoyed its quiet existence. For 
  more information on the nation of Isger, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide, available in 
  local bookstores and game stores, or online at paizo.com.
  3
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  •	Dustpawn
  Elidir
  Isger
  Druma
  Co
  n
  e
  r
  i
  c
  a
  	
  Riv
  e
  r
  
  the ship’s return was guided (if only barely) by onboard 
  magical controls that prevented it from burning up in 
  the atmosphere and kept its crew alive, but these systems 
  were unable to find the ship’s home port. Instead, the ship 
  crashed over 1,300 miles to the northeast of what was once 
  Lirgen, streaking through the night sky and crashing into 
  remote hills south of the Isgeri town of Dustpawn.
  The falling star and distant explosion sent waves 
  of excitement and fear through the townsfolk. Several 
  competing expeditions—some composed of miners and 
  alchemists eager to harvest skymetal, others of curious 
  scholars and astronomers—formed the next day. When these 
  expeditions failed to return, rumors of unusual monsters 
  began spreading through the surrounding farmlands and 
  the people of Dustpawn began to worry that the falling star 
  may have brought only danger instead of wealth.
  The people of Dustpawn are right. For the Emissary has 
  recovered from its long journey, and even now makes its 
  way to Dustpawn. It will arrive soon, and if none are able to 
  stand in its way, it will make Dustpawn the staging ground 
  for an invasion from the depths of space!
  Adventure Summary
  The PCs are called to Dustpawn by one of the town’s citizens, 
  innkeeper and ex-adventurer Dalviss Crenn, the only one 
  in town who believes that the strange meteor that passed 
  over the settlement was something more than it appeared. 
  At his urging, the PCs set out to learn the truth, and before 
  long they begin to experience some of the strangeness in 
  town firsthand. Violent townsfolk, missing people, and 
  mysterious strangers combine to create a mounting sense 
  of urgency. As the PCs chase down rumors, they visit a local 
  mine and a riverside cavern, both of which contain clues 
  to the larger mystery. Eventually, they discover the crash 
  site itself, and upon exploring the strange ship, they piece 
  together the truth of what happened and what is about 
  to come. Within the crashed ship, the PCs not only must 
  face the mutated captain and several of his surviving crew, 
  but also have a chance to destroy the ship’s navigational 
  tool—a magical orrery still linked to the Emissary’s mind. 
  Destroying the orrery weakens the Emissary, but does not 
  stop it completely. It’s up to the PCs to save Dustpawn from 
  the Emissary and the alien forces it presages!
  The Dustpawn Doom
  After the Lirgen’s Glory crashed near Dustpawn, the 
  Emissary from Beyond needed to take time to recover 
  its strength and prepare itself before descending to the 
  world’s surface below. While many vespergaunts serve 
  the mad Outer Gods or Great Old Ones, this one serves 
  different masters—the mysterious Dominion of the Black. 
  The Emissary knows that agents of the Dominion exist on 
  all worlds, and as it prepared to visit this latest planet, it 
  sent out a series of visions to those who dwell in the region 
  surrounding Dustpawn.
  In the Drumish town of Macridi, these visions found the 
  dreaming mind of a woman named Abtaroh Vorenic, leader 
  of a small cult of Dominion pawns. Although Abtaroh knows 
  very little about the Dominion of the Black, her family has 
  long served their whims. A long ancestry of dalliances and 
  exposures to Dominion agents has forever corrupted her 
  bloodline with eerie magical powers. When she received 
  the Emissary’s dreams, she abandoned her family manor, 
  gathered the cultists she kept on staff as servants and 
  groundskeepers, and made her way to Dustpawn.
  Upon arriving in the region, Abtaroh used her cultists 
  to begin fulfilling her visions—she set them to scouring 
  the countryside for strange crystals from a crashed 
  ship. Abtaroh herself selected a local mine as a base of 
  operations, murdered the miners, then sent four of her 
  cultists into Dustpawn disguised as prospectors to keep 
  an eye on the townsfolk. Her other cultists began seeking 
  out the crystals and supplying them to Abtaroh. She 
  powdered the crystals and alchemically refined them into 
  a potent cursed poison—dream crystal toxin—with which 
  the cultists began to surreptitiously dose Dustpawn’s 
  water supply to spread the curse throughout the town and 
  prepare the citizens for eventual transformation into an 
  army of mutants under the Emissary’s control.
  The cultists are running low on crystals, however; the 
  dangerous mutants dwelling within the Lirgen’s Glory 
  have prevented them from entering the wrecked ship. 
  Nonetheless, the entire populace of Dustpawn is afflicted 
  with a minor form of the curse that originally infected the 
  crew of the Lirgen’s Glory. Every time a citizen drinks water 
  drawn from the central pond, he exposes himself to more 
  of the curse. Fortunately for the citizens of Dustpawn, 
  the effects of the curse are minor thus far, causing only a 
  shortness of temper, headaches, and bad dreams.
  Every day the PCs spend in the town drinking the water, 
  they are exposed to this curse of bestial dreams. Unless the 
  players specifically state otherwise, you can assume they 
  don’t think twice about drinking water in Dustpawn. At the 
  end of each night, roll a Will save for each PC to determine 
  whether they’ve been affected by the curse. Anyone who 
  uses detect magic on a cursed individual notices a lingering 
  necromantic aura. Casting detect magic on Dustpawn’s 
  central pond reveals the same aura. A successful DC 30 
  Spellcraft check reveals that the aura is a minor curse 
  causing victims to become ill-tempered, and that this is 
  likely only the first manifestation of a growing threat.
  CURSE OF BESTIAL DREAMS
  Type curse; Save Will DC 20
  Effect Once cursed, a victim becomes noticeably more prone 
  to anger and suffers from painful headaches. Each day upon 
  4
  
  Dalviss Crenn
  waking, a successful DC 14 Fortitude save means that no 
  headaches are suffered that day; otherwise, the victim takes a 
  –1 penalty on all Dexterity- and Intelligence-based skill checks 
  and on attack rolls. Any amount of magical healing can remove 
  this effect for the day. A greater danger rises when the victim 
  is confronted with a stressful situation (such as combat, 
  disarming a trap, or otherwise engaging in risky activity). 
  Whenever a victim takes any action in such a situation other 
  than to attack a creature with a melee weapon, she becomes 
  sickened for the remainder of the round. A victim who is 
  sickened for 3 consecutive rounds in this manner 
  becomes confused for 1 round (after which the count 
  of consecutive rounds of being sickened resets).
  Part One: Strange Days in Dustpawn
  Unless the party is already in Dustpawn or has 
  reason to stop by the town for an unspecified 
  amount of time on a journey between Isger and 
  Druma, the PCs should first hear of Dustpawn’s 
  strange falling star from a man named Dalviss 
  Crenn. Dalviss has an unusual theory about 
  the falling star—he thinks it was actually a ship 
  from the depths of space, and he wants 
  to hire someone to find the crash 
  site. The rest of Dustpawn initially 
  scoffed at Dalviss’s claims; rather 
  than risk further ridicule, he is now 
  seeking outside help in the form of an 
  adventuring party. As luck would have it, it is 
  the PCs whom he contacts. His invitation to the 
  PCs encourages them to travel with due haste to Dustpawn 
  and meet with him at his tavern and inn, the Mineshaft, 
  where he’s already set aside rooms, free of charge, for the 
  PCs to use during their stay in town.
  Meeting Dalviss
  If the PCs have come to town at Dalviss Crenn’s invitation, 
  their first order of business upon arrival is likely to seek out 
  the Mineshaft. Any local questioned as to the inn’s location 
  can point the PCs in the proper direction (although, as 
  detailed under Dustpawn Rumors on page 6, the locals are 
  initially pretty closemouthed with strangers these days, 
  and won’t volunteer much more information at first).
  Dalviss Crenn is a retired adventurer, a business owner, 
  and an amateur astronomer. He should be presented as an 
  eager, excitable, and friendly contact—personality traits 
  that should be all the more impressive to the PCs once 
  they start interacting with the rest of the town’s sullen 
  and suspicious inhabitants. Dalviss sits down to talk with 
  the PCs at the long table in the eastern side of the main 
  room. No one else is in the tavern, although Dalviss’s sour-
  faced stabler and housekeeper Nalan Hossler comes out 
  from behind the bar a few times to bring the PCs drinks 
  and bland, overcooked food (provided free of charge, of 
  course!). Dalviss himself appears tired and a bit worn, as 
  if he’s not been getting enough sleep; if asked about this, 
  he merely says, “Few of us in town have been sleeping 
  through the night lately, it seems.”
  Read or paraphrase the following to set up the discussion 
  with Dalviss.
  “Thank you again for agreeing to help me. Fortunately, it seems 
  no one else has located the fallen star yet, but not for lack of 
  trying. The situation has changed somewhat, however. 
  We’ve had several unfortunate events since the night 
  of the meteor. At first it was just livestock going 
  missing, but since then tempers have been rising 
  and violence escalating among the townsfolk. 
  Some of those who’ve gone searching for 
  the impact site have disappeared, including 
  one of my own employees, a woman named 
  Leeara. And then there are the four strangers 
  who came to town claiming to be Drumish 
  prospectors, but who I suspect are looking for the 
  fallen star as well. I’m starting to think the 
  thing that crashed that night in the 
  southern hills brought something to 
  Dustpawn. Something bad!”
  Dalviss answers any other questions the 
  PCs may have as best he can. He’s the only one in 
  town who thinks the falling star was something 
  more than a meteor, explaining that he’s an 
  amateur astronomer who observed the object closely as it 
  shot through the sky—meteors don’t slow down as they 
  fall, nor does their trajectory curve during descent. He 
  knows the object crashed somewhere several miles to the 
  south of town, but isn’t sure where.
  Asked about why the townsfolk seem so cranky, he admits 
  that lately tempers have indeed been short. He attributes 
  this to the disappearance of a dozen people (and numerous 
  goats), and he worries that the falling star may have brought 
  something dangerous to the region.
  So far, all but one of the missing people have been 
  hunters or miners who spent most of their time out 
  of town, but recently, Dalviss’s own cook, Leeara, went 
  missing as well. He’s grown suspicious of a group of 
  strangers staying at his inn who claim to be prospectors. 
  They say they rushed here from Druma upon hearing of 
  the falling star, but in hindsight, Dalviss wonders how 
  they heard so quickly.
  If the PCs ask about a reward for their aid, Dalviss 
  promises them a pouch of gems worth 6,000 gp if they can 
  find the crash site and return to him with a report. If the 
  PCs can solve the town’s problems while they’re at it, he’ll 
  throw in his +1 defending halberd as well.
  5
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Once the PCs are done talking, he shows them the 
  rooms he’s set aside for them—areas A9 and A11 in the 
  Mineshaft are all free, and the PCs can stay there without 
  charge for as long as they need to solve the problems 
  facing Dustpawn.
  the Mineshaft
  A map of the Mineshaft appears on the inside cover of 
  this adventure.
  A1. Tavern: The large room features a narrow stage for 
  performers, several well-used tables, and a brick fireplace. 
  Lately, though, with tensions running high and Leeara 
  missing, the tavern’s been empty each night save for the four 
  strangers who spend a quiet hour at dusk eating together 
  before retiring to their beds in area A10. Strangely, they eat 
  only food created by a sustaining spoon—never food prepared 
  by the cook. Dalviss keeps his +1 defending halberd on display 
  above the bar, in easy reach in case of an emergency.
  A2. Kitchen: Normally the domain of Leeara Mulvayne, 
  this modest kitchen and nearby pantry are well stocked 
  and supplied.
  A3. Leeara’s Room: Until recently, Leeara Mulvayne 
  lived in this room. See Part Two for more details on her 
  fate and what the PCs can find while searching this room.
  A4. Nalan’s Room: Nalan Hossler is one of Dalviss’s old 
  friends. He makes it his business not to involve himself in 
  the affairs of the guests, and has no real opinion about the 
  four strangers rooming in area A10, apart from the fact 
  that they’ve requested no one clean their room as long as 
  they stay in town. Nalan has been exceptionally grumpy 
  and moody lately, a manifestation of the particularly 
  potent curse of bestial dreams affecting him (see Event 1: 
  Nalan’s Transformation on page 24).
  A5. Dalviss’s Room: Dalviss, a longtime bachelor, uses 
  this room to sleep and to write. A trap door in the southeast 
  corner of the ceiling sits above a ladder, providing access to 
  the roof above. Dalviss keeps his pride and joy, a portable 
  antique Lirgeni telescope, in a large trunk at the foot of 
  his bed, along with the bag of gemstones he promised to 
  the PCs if they succeed in their quest. In addition to the 
  gemstones, the bag contains 139 gp and 467 sp, but the 
  telescope itself is worth 4,500 gp.
  A6. Storeroom: This is a relatively unremarkable room 
  containing tools, repair supplies, firewood, extra bed sheets, 
  and the like.
  A7. Privy: While each room is outfitted with a chamber 
  pot, this washroom and privy are shared by Dalviss and 
  his small staff.
  A8. Stable: The five stalls in the stable are currently 
  empty, save for any mounts the PCs may wish to keep here.
  A9. Guest Room: These cozy rooms feature simple 
  doors that can’t be locked, clean beds, and a single lantern 
  with enough oil for a night.
  A10. Common Room: This room is currently rented 
  to the four “prospectors” who’ve come to town. The door 
  itself doesn’t normally lock—neither Dalviss nor Nalan 
  knows that the strangers keep the door sealed with arcane 
  lock (CL 5th, cast by one of the four strangers). Details on 
  the cultists and what the PCs can find if they manage to 
  search this room are presented in Part Three.
  A11. Deluxe Guest Room: The doors to these rooms 
  feature average locks (Disable Device DC 25 to pick), 
  writing tables, dressers, and larger beds.
  Dustpawn ruMors
  When the PCs arrive in Dustpawn, they find the townsfolk 
  on edge, with a starting attitude of unfriendly. The surly 
  attitude of these locals is a result of the slow poisoning of 
  their water supply at the hands of the cultists, combined 
  with the approach of the Emissary from Beyond. Getting a 
  townsperson to talk requires a successful DC 12 Intimidate 
  check or DC 20 Diplomacy check. During the course of 
  any conversation with the locals, PCs who succeed at a DC 
  20 Sense Motive check notice strange, almost animalistic 
  behaviors. One person might growl at the party while she 
  speaks, while another might sniff the air excessively. If asked 
  about these strange mannerisms, citizens immediately 
  grow angrier and deny having acted strangely at all.
  If the PCs manage to get a townsperson to talk, roll 
  a d10 on the following table to determine what that 
  particular citizen has to impart. Each result is followed by 
  a parenthetical indicating that particular rumor’s veracity. 
  Dustpawn Rumors
  d10 
  Result
  1–2 
  “There’ve been more goblin sightings in the hinterlands 
  recently, particularly to the east in the foothills. Hope 
  they’re not gearing up for another war!” (False.)
  3–4 
  “The meteor’s already been found. Some prospectors 
  from Druma claimed it and already shipped off the ore 
  in the dead of night a few days ago, so looking for it now 
  is a waste of your time.” (False.)
  5–6 
  “Most of the mines are closed up these days, but the 
  Neshers seem to have had a bit of success scraping a bit 
  more iron ore out of theirs. The thing crashed near their 
  mine, though, and I suspect they might be stuck in a cave-
  in or some such. No one’s seen them for days.” (False.)
  7 
  “The Nesher brothers found the meteor, and they’ve 
  stashed some of the skymetal ore in their mine while 
  they travel to Elidir to sell more of it, but no one wants to 
  check their mine on account of the traps those maniacs 
  are so fond of.” (Partially true—the mine is trapped, but 
  the Neshers haven’t found the crash site.)
  8 
  “I’ve been sleeping poorly lately. Not sure why... can’t 
  remember the dreams, but I wake up with headaches 
  and a powerful thirst. I expect if there’s some sort of 
  6
  
  sickness going around, that’d explain the tempers around 
  town.” (Partially true—the tempers and headaches are 
  in fact caused by the tainted water supply.)
  9 
  “Some folks say they’ve seen someone dressed an awful 
  lot like Leeara on the Grackle riverbank, near Old Frog 
  Swamp, only she was running around on all fours. Good 
  luck finding anyone in town who’d admit to seeing that, 
  though! (True.)
  10 
  “Been a lot of folks lookin’ for the meteorite crash site, but 
  no one’s found it yet. Most of the folks seem to think it 
  crashed somewhere to the west, but I’m startin’ to think old 
  Dalviss has it right and the crash was farther south.” (True.)
  Dustpawn hinterlanDs
  The region surrounding Dustpawn consists of lightly 
  forested hills to the west and the ragged foothills of the Five 
  Kings Mountains to the east. Two tributaries of the Conerica 
  River—the Grackle River and the Skunk River—flow through 
  the region (a smaller creek called Dustpawn Creek flows into 
  the Grackle). Both rivers average 75 feet wide and 20 feet deep. 
  Numerous roads (collectively known as the Old Mine Roads) 
  wind through the hills, while a narrow wetland runs along 
  the southern bank of the uppermost reaches of the Grackle. 
  The Dustpawn hinterlands are not a particularly 
  dangerous area. The region is wild, but has been relatively 
  monster-free in the lowlands since the end of the 
  Goblinblood Wars. The PCs could encounter low-level 
  dangers such as wild animals (like cougars, wolves, or wild 
  dogs), vermin (such as giant spiders or giant centipedes), 
  or, rarely, more exotic foes like a lone griffon or semi-feral 
  hobgoblin, but for the most part, a 9th-level party has little 
  to fear in these lands apart from the foes they’ll run across 
  in set encounters during the rest of the adventure.
  Part Two: Leeara’s Hideaway
  When the Dominion cultists came to Dustpawn and rented 
  a room in the Mineshaft for a month, Dalviss Crenn was 
  delighted to realize that with the gold they paid, he could 
  afford to weather the downturn in business that followed the 
  falling star’s arrival in the region, although his cook, Leeara, 
  didn’t trust the “prospectors” from the start. She fancied 
  herself as something of an investigator, having long kept 
  watch for crooks at the inn, but had never dared to go out 
  adventuring, so when the mysterious strangers came to her 
  home, she couldn’t resist the opportunity to test her skills. 
  She started watching and spying on the cultists, and it didn’t 
  take long for her to determine they were up to something 
  sinister, so she followed them into the hinterlands several 
  nights ago. She snuck into the Nesher Mines behind them, 
  only to be discovered by their leader, who promptly shot her 
  with a crossbow bolt laced with dream crystal toxin. As she 
  was already affected by the curse of bestial dreams, Leeara’s 
  transformation into a full-blown id mutant was swift and 
  painful. Her mind and body began to warp and transform, 
  taking on the features and personality of a feline monster 
  that swiftly fled into the wild. Instinct and shame kept her 
  from returning to her home in Dustpawn, but also drove 
  her into an old hideaway she’d long enjoyed near the source 
  of the Grackle River. Here she remains, lurking in a small 
  cave, growing more and more feral as the days pass. If the 
  PCs can find her soon, they may be able to rescue her and 
  reverse the effects of the curse, and if so, they’ll gain an able 
  and helpful ally in their quest.
  talking to Dalviss
  Dalviss Crenn hired Leeara as his cook 5 years ago, after 
  he caught the woman trying to run a confidence game in 
  his tavern. Rather than turn her over to the authorities, 
  he offered her a job, for she reminded him of an old 
  adventuring companion. He needed a cook anyway, what 
  with his previous cook having drowned in an accident the 
  month before. Much to his delight, Leeara turned out to be 
  a talented hand in the kitchen—and, he confides in the PCs, 
  she does a great job at security as well. With her practiced eye 
  for spotting cons and thievery, she has prevented numerous 
  visitors from causing problems in the tavern.
  Dalviss regrets not paying more attention to Leeara’s 
  distrust of the strangers he’s allowed to stay in the inn’s 
  common room—after all, one of the reasons he hired her 
  in the first place was to keep an eye on the place and let him 
  know about any suspicious activity. In this case, the fact that 
  she only had a hunch (whereas before she always had hard 
  evidence at hand), combined with the fact that the strangers 
  paid in advance for a month and gave him a healthy tip, made 
  Dalviss ignore her claims. He doesn’t think she “ran away 
  for some real adventure” (the most popular explanation in 
  the local rumor mill), but he does think that she tried to 
  find out more about the strangers and ran into trouble. He 
  suggests searching her room for clues—he’s looked through 
  it already, but he’s the first to admit his strength is spotting 
  things in the heavens, not down here on the ground. The 
  strangers in the common room could be another source of 
  information about Leeara, but if the PCs want to check into 
  them, he asks them to do their best to be as subtle as possible. 
  If the PCs begin investigating the strangers, continue with 
  Part Three on page 11—some of the clues they can uncover 
  could lead them to Leeara’s hideaway as well.
  investigating leeara’s rooM
  Leeara’s room appears to have been lived in until recently—
  the sheets on the bed are rumpled and an open book lies face 
  down, draped over the arm of a chair. A cursory search of the 
  chamber reveals that Leeara’s personal belongings are still 
  here, suggesting that she didn’t simply pack up and leave.
  The open book on the armrest of the chair is a worn 
  journal that Leeara’s been using for the past several years 
  7
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Once used as a landmark for a popular fishing spot, this 
  cave has mostly fallen out of public memory today. Leeara 
  found the site while exploring Old Frog Swamp on one 
  of her herb-gathering expeditions, and has done a little 
  to restore the trail leading to the cave to ease her trips. 
  Unfortunately for the PCs, a dangerous threat lurks in the 
  marshy reeds if they aren’t stealthy in their approach.
  The Grackle River is only 30 feet wide at this point, but 
  it’s 20 feet deep. The waters are calm, so it’s only a DC 10 
  Swim check to cross.
  Creatures: A wide range of frogs large and small dwell 
  in the marshland known to locals as Old Frog Swamp, but 
  none of these are more dangerous than the immense giant 
  bullfrogs that wallow in certain parts of the region. Leeara’s 
  skill at survival and animal empathy has always afforded 
  her an edge when exploring the region—she’s managed to 
  establish something of a rapport with the swamp’s denizens 
  so that as long as she stays out of their way, they don’t 
  bother her when she forages for cooking ingredients.
  But when she arrived here a few days ago, her intellect 
  swiftly crumbling as she transformed into an id mutant, 
  Leeara knew she needed someone to protect her new home 
  from her enemies. Using a combination of wild empathy 
  and charm animal spells, she managed to recruit a group 
  of enormous bullfrogs to serve as guardians. These dark 
  green creatures are the size of horses, and are content to 
  wallow in the mire when not out hunting. Four of them are 
  present the first time the PCs reach this area—if the PCs 
  return on another day, the remaining four giant bullfrogs 
  currently out hunting are encountered here. The bullfrogs 
  are quite territorial and eager to protect their friend 
  Leeara, and as soon as they notice anyone on the trail, they 
  lumber up out of the swamp on either side to attack.
  GIANT BULLFROGS (4) 
  CR 5
  XP 1,600 each
  Advanced giant frog (Pathfinder RPG Bestiary 135, 294)
  N Large animal 
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 69 each (6d8+42)
  Fort +12, Ref +9, Will +3
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +11 (2d6+12 plus grab) or tongue +11 (grab)
  Space 10 ft.; Reach 10 ft. (30 ft. with tongue)
  Special Attacks pull (tongue, 5 ft.), swallow whole  
  (1d6 bludgeoning damage, AC 12, 6 hp)
  TACTICS
  During Combat A giant bullfrog generally attacks the nearest 
  foe, but focuses on the last creature to damage it before it 
  takes its turn once combat progresses.
  to track numerous recipes she’s perfected. Anyone with 
  any ranks in Profession (cook) or similar skills notes that 
  the recipes seem quite delicious. Anyone who spends a few 
  moments looking through the book immediately notices 
  how heavily Leeara relies on fresh, local ingredients—at 
  points her disdain for imported ingredients comes across 
  as something approaching a personal crusade. Near the 
  back of the book, she keeps a master list of where in the 
  region various plants, spices, and other ingredients can 
  be harvested, and nearly 75% of these ingredients come 
  from Old Frog Swamp near the source of the Grackle 
  River. It’s apparent that Leeara spends a lot of time there, 
  and a successful DC 15 Perception check made while 
  flipping through the book reveals that sometimes she stays 
  overnight in the swamp, camping in a small cave at the end 
  of a footpath. Someone who reads the whole cookbook (this 
  takes 3 hours) automatically notices the mention of the cave.
  If the PCs speak to Dalviss about this, he snaps his fingers 
  and nods, recalling that Leeara often spent the night in the 
  wild on particularly long harvesting trips, then curses his 
  advancing age for making him forget this (in hindsight) 
  obvious clue as to where the cook might hide out.
  If the PCs don’t make the connection to the swamp, they 
  can find other clues leading to Leeara’s hideaway in the 
  swamp in Part Three, or the PCs might simply follow up 
  on rumors that folks have spotted her along the riverbank 
  to the south, behaving strangely.
  approaChing the hiDeaway
  Leeara’s hideaway is an old cave located on the opposite 
  bank of the Grackle River at a long-abandoned fishing 
  hole. PCs who travel south along the disused road that 
  skirts the edge of Old Frog Swamp can attempt a DC 12 
  Survival check or a DC 18 Perception check to notice the 
  trail where it winds down into the swamp—if the PCs have 
  read through Leeara’s cookbook, they gain a +5 bonus on 
  either check.
  The narrow path winds along a low ridge that snakes its 
  way through the boggy landscape all the way to the banks 
  of the Grackle. A loamy smell assaults the senses, while the 
  ever-present croaking of frogs permeates the air, giving 
  the impression that they converse with visitors to this area. 
  The croaking seems to grow louder as the PCs approach 
  the river, and with good cause, for Leeara has befriended 
  several of the more enormous denizens of the swamp.
  B1. leeara’s hiDeaway (Cr 9)
  A relatively dry track winds up to the southern bank of the 
  Grackle River, bordered on either side by tangles of marshy 
  undergrowth. Across the river, a thirty-foot-high ridge rises up 
  into densely forested mountains, but directly across the river, a 
  dark cave entrance beckons.
  8
  
  Morale If reduced to fewer than 10 hit points, a giant bullfrog 
  attempts to flee by hopping into the Grackle River and 
  swimming downriver.
  STATISTICS
  Str 27, Dex 15, Con 24, Int 1, Wis 12, Cha 10
  Base Atk +4; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
  Feats Improved Natural Attack (bite), Lightning Reflexes, Skill 
  Focus (Stealth)
  Skills Acrobatics +10 (+14 when jumping), Perception +6, 
  Stealth +10, Swim +20
  Treasure: The mostly skeletal remains of a pair of 
  unfortunate adventurers are lodged among the roots and 
  mud on the riverbank approximately 30 feet west of the 
  point where the trail reaches the water. A successful DC 30 
  Perception check is needed to notice the bodies (accounting 
  for distance; this is a DC 33 check from the trail). They’re 
  hidden enough that Leeara simply never noticed them 
  on her many trips to and from the cave. The bodies are 
  clad in rotten leather armor, but one of the two clutches a 
  mud-caked +2 short sword, while the other carries a rotted 
  leather bag that still holds two potions of water breathing, 
  three potions of cure moderate wounds, and 438 gp.
  B2. storage Cave (Cr 8)
  After a short, damp tunnel, the passageway widens into a 
  modest and relatively dry cavern. Several bulging burlap sacks 
  are stacked next to a barrel on the far side of the cave, before 
  which lie two bloody, robe-clad corpses.
  The secret door leading to area B3 consists of a cleverly 
  painted canvas sheet that looks like a cave wall. A successful 
  DC 15 Perception check allows a PC to notice the secret 
  door—this check is automatic if the PC is specifically 
  touching that part of the cave wall.
  Leeara uses this cave to store supplies for her stays here, 
  and to stash freshly gathered ingredients before returning 
  to Dustpawn the next day on her overnight trips. She’s also 
  stashed a personal nest egg of treasure here, as well as a 
  crude but effective trap to protect it from thieves.
  Trap: A thin cord is hooked to the stash of supplies—if 
  the bags are disturbed in any way, the cord snaps and a 
  large spiked log swings down from the ceiling, smashing 
  through the room and possibly striking anyone in area 
  B2. When Leeara needs to access the supplies, she simply 
  disables the trap before resetting it once she’s done.
  SPIKED LOG TRAP 
  CR 8
  XP 4,800
  Type mechanical; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger touch; Reset manual
  Effect Atk +12 melee (4d8+12); multiple targets (all targets in 
  area B2)
  Treasure: The sacks contain food, water, and supplies 
  used by Leeara during her stays in the cave. Among these 
  supplies is Leeara’s nest egg, hidden under the sacks but 
  discoverable with a successful DC 20 Perception check. 
  This stash consists of 296 gp, a garnet worth 250 gp, and 
  an empty bag of holding type I.
  The two bodies are those of cultists sent by Abtaroh 
  Vorenic under orders to track down Leeara and reclaim the 
  Aballon sphere she stole (see area B3). Obviously, the cultists 
  were not equal to the task—Leeara savaged them with her 
  teeth and weapons, then dumped them here. Both bodies 
  still wear their distinctive black amulets of natural armor +1 
  (see page 12). Neither body carries any potions or scrolls, 
  but both carry a masterwork dagger, and one of them still 
  has a wand of magic missile (CL 5th, 4 charges remaining).
  B3. leeara’s grotto (Cr 9)
  This wide cavern has an unusually low ceiling, only twelve feet 
  high. Tangles of roots protrude from the southern ceiling and 
  walls, and the entire chamber feels damp and moist. A large nest 
  of leaves, furs, straw, and blankets is heaped to the northeast. 
  Sheets of canvas have been pinned to the northern walls, onto 
  which numerous pockets have been stitched. A small firepit sits 
  near the entrance to the cave, but it is currently unlit.
  This large cavern is where Leeara stayed during her 
  overnight foraging trips, and it’s where she has retreated 
  now in her confused, increasingly feral state of mind. She’s 
  lost interest in keeping a fire lit, and has ruined a once-comfy 
  field bed to make something more akin to a nest to sleep in. 
  The canvas sheets were installed to make the grotto feel 
  less like a cave, with the pockets used to store food, water, 
  and other supplies, but they are currently unused.
  Creature: Leeara lurks in this cavern—if the trap in area 
  B2 has been triggered, she’s ready and waiting for the PCs, 
  hiding behind one of the canvases until she can spring out 
  and attack. She hasn’t fully finished her transformation 
  into an id mutant, but her eyes are those of a great cat and 
  much of her body has sprouted a thick layer of spotted fur.
  LEEARA MULVAYNE 
  CR 9
  XP 6,400
  Female human id mutant ranger 4/rogue 5 (see page 29)
  CN Medium humanoid (human)
  Init +6; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, 
  +2 natural, +1 shield)
  hp 98 (9 HD; 4d10+5d8+50)
  9
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  leeara Mulvayne
  Fort +9, Ref +10, Will +3; +1 vs. traps
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  DR 2/piercing
  OFFENSE
  Speed 60 ft.
  Melee mwk cold iron rapier +8/+3 (1d6+3/18–20), mwk 
  dagger +8 (1d4+1/19–20), bite +4 (1d6+1)
  Special Attacks favored enemy (animals +2), sneak attack +3d6
  TACTICS
  Before Combat Leeara uses her rust bag of tricks, pulling out 
  two animals and placing them in the room as guardians 
  before she hides behind one of the canvases hanging 
  from the northern wall.
  During Combat Leeara makes a sneak attack 
  from hiding as soon as she can—if she 
  can’t make the attack on a surprise 
  round, she takes advantage of her 
  animal minions to flank the PCs, 
  preferring to use Spring Attack to 
  make sneak attacks in this way while 
  preventing enemies the luxury of 
  gaining a full-attack action against her 
  in melee.
  Morale Leeara attempts to flee into 
  the wild if reduced to fewer than 15 
  hit points. She remains in hiding for 
  several days, eventually sneaking back 
  into this area to try to reclaim her cave lair, 
  but by then the grace period for easy removal of 
  her id mutant template has passed.
  STATISTICS
  Str 16, Dex 14, Con 16, Int 9, Wis 8, Cha 9
  Base Atk +7; CMB +10; CMD 22
  Feats Dodge, Endurance, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Toughness, Two-Weapon Defense, 
  Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Craft (trap) +11, Disable 
  Device +12, Knowledge (nature) +7, Perception +3, 
  Profession (cook) +9, Sense Motive +9, Stealth +18,  
  Survival +11, Swim +9
  Language Common
  SQ favored terrain (urban +2), hunter’s bond (companions), 
  mutations (scent, swift, thick hide), rogue talents (finesse 
  rogue, surprise attack), track +2, trapfinding +2, wild 
  empathy +3
  Gear +1 studded leather, mwk cold iron rapier, mwk dagger, 
  rust bag of tricks
  Treasure: A search of the nest (along with a successful 
  DC 15 Perception check) reveals a strange object—a 1-inch-
  diameter sphere of colored basalt painted with tiny craters. 
  This is one of the spheres from the orrery of distant worlds 
  found in the crashed ship, and it's a key object to defeating 
  the Emissary from Beyond (see Part Four and Part Five for 
  more details). A successful DC 20 Knowledge (geography) 
  check reveals that the sphere is painted to resemble the 
  planet Aballon. The sphere retains 1 charge.
  Development: If the PCs are forced to kill Leeara, 
  Dalviss is distraught, and becomes obsessed with finding 
  out how she came to be so deformed and feral. He now 
  believes more than ever that the strangers staying in 
  his inn are at least involved, and fears that some form of 
  magical contagion may have been brought to the region by 
  the fallen extraterrestrial object. He encourages the PCs 
  to redouble their efforts to find the site, but now he urges 
  them to take greater caution and warns them to look 
  for a way to remove the strange contagion—
  something he fears may have started to affect 
  the entire town.
  If the PCs can capture Leeara alive, she 
  has a few days remaining before her id 
  mutant curse becomes much more 
  difficult to remove. At this point, 
  remove curse or break enchantment 
  (working against the curse’s DC 
  of 20) can hopefully restore her 
  to her true form. If the PCs don’t 
  have access to those spells, they 
  can purchase scrolls of either spell 
  in town—there are two scrolls of each 
  available at the local church. If the PCs succeed 
  at a DC 12 Diplomacy check when explaining 
  the situation to the town priestess Alyssia Turpin, she 
  agrees the situation is dire and gives her four scrolls to the 
  PCs for use in combating the mutations. Further scrolls 
  can be found in the Dustpawn black market, but these will 
  need to be purchased normally.
  Even if the PCs don’t remove Leeara’s affliction, she 
  remains intelligent enough to converse with. Her initial 
  attitude is hostile, so a successful DC 29 Diplomacy check 
  is required to make her indifferent, at which point a 
  successful DC 14 Diplomacy check is needed to get her to 
  answer questions about what happened to her. Charm person 
  and other magical methods can secure her cooperation, as 
  can successful Intimidate checks. Of course, if her curse 
  is lifted, she gratefully tells the PCs everything she knows 
  when she isn’t thanking them over and over for saving her.
  If the PCs get her to talk, Leeara explains how she 
  followed the four strangers south into the hills one night 
  several days ago. She managed to follow them into the 
  Nesher Mine, all the way to a room where she watched the 
  strangers meet with a tall woman dressed in a dark, sparkly 
  robe. They spoke in a language she didn’t understand. 
  Several strange orbs and crystals were sitting on a nearby 
  table. Thinking these objects might have something to do 
  with the strangers’ nefarious plots, she grabbed one of 
  10
  
  the orbs, but she was spotted and the tall woman shot her 
  with a crossbow bolt. Leeara fled and managed to escape 
  the mines, but realized that the bolt had apparently been 
  poisoned—her mind was clouding over and her body was 
  starting to shake with pain. Soon after escaping the mine, 
  she realized she was transforming, and that whatever had 
  been on that crossbow bolt was something particularly 
  sinister. As she began to transform into a feline mutant, 
  she fled to her hideaway, after which her memories are 
  nothing more than hazy snatches of life as a feral half-
  human beast. She’s not eager to confront the strangers 
  again, and doesn’t want to repeat her experience after 
  being poisoned by a bolt, but if the PCs haven’t found the 
  Aballon sphere, she mentions that she managed to escape 
  with it in her possession and that it must still be in her 
  hideaway, probably hidden in her nest.
  Traumatized by the events of the last several days, 
  Leeara prefers to lie low in her room at the inn for the next 
  several weeks, but if you feel the PCs could use the aid of 
  a competent ranger/rogue, feel free to have her conquer 
  her fears and accompany the PCs on the rest of their 
  adventures in Dustpawn.
  Part Three: the Nesher Mines
  The Dominion of the Black cultists who have infiltrated 
  the Dustpawn region consist of 10 lesser cultists led by a 
  woman named Abtaroh Vorenic. Four of the cultists are 
  stationed in Dustpawn itself, where they keep an eye on 
  developments and surreptitiously make their nightly 
  deposits of dream crystal toxin into the town’s central 
  pond when they have the supplies to do so. The other 
  cultists, as well as Abtaroh herself, have spent their time 
  scouring the southern hinterlands for more dream crystal 
  fragments and attempting to get into the Lirgen’s Glory—
  their attempts to do so having been rebuffed, so far, by 
  the dangerous id mutants and creatures that lurk in that 
  area. These cultists have taken over one of the few local 
  mines still in operation: the Nesher Mine. Here, Abtaroh 
  can work on her various studies and preparations for the 
  arrival of the Emissary from Beyond in peace. She hopes to 
  gain control over more dream crystals before the Emissary 
  arrives, as well as the orrery of distant worlds—she’s received 
  visions of both from the Emissary. So far, Abtaroh has 
  managed to gather a small stash of crystals and several of 
  the orrery spheres from Sonarisa, whose mind she warped 
  with dream crystal toxin until the mutated elf became her 
  minion and a guardian of the mine, but she knows more 
  remain in the crashed ship, as does as the rest of the orrery, 
  and is beginning to grow desperate for a way to explore the 
  wrecked ship without being attacked by its guardians.
  There are several ways in which the PCs can be convinced 
  to investigate the Nesher Mine. They can learn about the 
  strange goings-on by talking to Leeara. They might hear 
  rumors of trouble in the mine and seek it out to follow 
  up on those rumors. Or the PCs could learn about the 
  strangers’ connection to the mine by searching their room 
  at the Mineshaft or even following them to the mine, just 
  as Leeara did several days prior.
  the DoMinion Cultists (Cr 8)
  Creatures: The common room (area A10) in the Mineshaft 
  is currently rented to four strangers from Druma. All four 
  of these men are Dominion of the Black cultists, and as 
  detailed on page 6], they keep the door to their room locked. 
  No windows open into this room. The strangers sleep in the 
  room during the day from sunrise until late afternoon, at 
  which point they emerge to have a meal in the tavern, then 
  spend a few hours wandering around in Dustpawn, talking 
  with locals about mining opportunities as they work on 
  their cover story—that they’re prospectors seeking a new 
  claim. A few hours after nightfall, the four strangers sneak 
  out of town and make their way down to the Nesher Mine to 
  report to Abtaroh Vorenic and to help search the wilderness 
  for a few hours for more dream crystal shards.
  A successful DC 35 Disable Device check is needed to pick 
  the door (sealed with an arcane lock spell) to the cultist’s 
  room or a DC 25 Strength check to smash it down. If the 
  cultists are inside when the PCs enter, they’re asleep—
  they wake automatically if the door is smashed down. If 
  they wake, the four cultists assume they’ve been found out 
  and immediately attack.
  If the PCs wish to follow the cultists, they’ll need to do 
  so without being spotted by succeeding at no fewer than 
  six successive Stealth checks opposed by the cultist’s 
  Perception checks. If the cultists spot the PCs following 
  them, they pretend not to notice (using Bluff) and diverge 
  from their trip to the Nesher Mine to spend the night 
  wandering the roads aimlessly—all the while loudly 
  talking about possible sites to open a new mine—before 
  returning back to their room in Dustpawn.
  If the cultists realize that the PCs are following them, 
  they might attempt to break into a PC’s room to steal gear 
  or simply to learn more about them, or even ambush the 
  PCs at a later date. How such attempts work out is left to 
  you to devise.
  DOMINION OF THE BLACK CULTISTS (4) 
  CR 4
  XP 1,200 each
  Human wizard 5
  CE Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +1 natural)
  hp 40 each (5d6+20)
  Fort +4, Ref +3, Will +5
  11
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +3 (1d4/19–20)
  Special Attacks hand of the apprentice (5/day)
  Wizard Spells Prepared (CL 5th; concentration +7)
  3rd—vampiric touch
  2nd—misdirection, scorching ray, summon monster II
  1st—charm person (DC 13), grease, mage armor, summon 
  monster I
  0 (at will)—detect magic, light, message, touch of fatigue 
  (DC 12)
  TACTICS
  Before Combat Each cultist casts misdirection on themselves 
  when they wake each evening, targeting their daggers. They 
  cast mage armor soon after they set out for the mine each 
  night, or as soon as they suspect combat is imminent.
  During Combat If the cultists get in a fight, one of them 
  attempts to escape while the other three hold the PCs off. 
  The escaping cultist uses a scroll of invisibility to aid his 
  escape, then a scroll of phantom steed to quickly reach 
  the Nesher Mines to warn Abtaroh—this cultist can be 
  encountered later at that location. The remaining cultists 
  attempt to charm the PCs on the first round, hoping to stop 
  combat before it begins. Failing this, one of the cultists 
  uses summon monster spells while the other two use their 
  scrolls of fireball if there’s room. One cultist readies actions 
  each round to launch magic missiles at foes as they cast 
  spells if they are strong spellcasters or healers. A cultist uses 
  vampiric touch as soon as possible after he’s wounded, and 
  drinks a potion of cure moderate wounds if brought to fewer 
  than 15 hit points.
  Morale The cultists fight to the death.
  STATISTICS
  Str 10, Dex 14, Con 16, Int 15, Wis 8, Cha 12
  Base Atk +2; CMB +2; CMD 15
  Feats Craft Wand, Dodge, Improved Iron Will, Iron Will, Scribe 
  Scroll, Skill Focus (Bluff)
  Skills Bluff +9, Knowledge (arcana) +10, Knowledge 
  (geography) +6, Knowledge (religion) +6, Perception +2, 
  Spellcraft +10, Stealth +7
  Languages Abyssal, Aklo, Common
  SQ arcane bond (dagger)
  Combat Gear potion of cure moderate wounds, potion of 
  glibness, scroll of disguise self, scroll of invisibility, scroll of 
  fireball, scroll of phantom steed, wand of magic missile (CL 5th,  
  10 charges); Other Gear mwk dagger, amulet of natural 
  armor +1, spellbook (contains all prepared spells plus arcane 
  lock and 2d4 additional spells of your choice), 11 gp
  Treasure: A search of the cultists’ room reveals two points 
  of interest. First, numerous waterskins filled with drinking 
  water are stored here—the cultists know better than to 
  drink the water they’ve tainted in town, and refill some of 
  their water skins each night at the mine (this curious clue 
  can perhaps get the PCs thinking about investigating the 
  town’s water supply). Second, a more damning clue is a 
  folded-up piece of paper that’s fallen behind a bed—a PC 
  who succeeds at a DC 25 Perception check locates this page. 
  A hasty map of the Dustpawn region is scrawled on it; a big 
  red “X” on the map indicates the crash site, and the Nesher 
  Mine is circled in red as well—neither is labeled.
  In addition, one of the cultists (chosen randomly) carries 
  a sustaining spoon, so that the four can eat food they know 
  hasn’t been tainted by the town’s water supply. The amulets 
  of natural armor worn by the cultists appear as black discs 
  with a ring of white dots around the rim—a successful DC 
  25 Knowledge (arcana) or (religion) check is enough for a 
  character to identify the design as one of several favored 
  by cultists of the Dominion of the Black.
  Development: If the PCs manage to capture any cultists 
  alive, they prove remarkably loyal and close-mouthed 
  about their purpose in town. Each of the cultists believes 
  Abtaroh Vorenic is a living incarnation of the forces of 
  the Dominion of the Black—while the cultists themselves 
  had to study for years to perfect their magic, their leader 
  uses magic intrinsically, all the proof they need that she 
  Dominion of the Black Lore
  At some point during Doom Comes to Dustpawn, the 
  PCs will learn that their foes are associated with the 
  Dominion of the Black. A PC can learn a little more about 
  this subject by attempting a Knowledge (arcana) or 
  (religion) check.
  DC 
  Result
  20 
  The Dominion of the Black is associated with the 
  dark places between the stars—a realm known 
  to scholars as the Dark Tapestry.
  25 
  Little is known about the Dominion of the 
  Black—whether it is a cabal of strange creatures, 
  a collective of an unknown race, or a single 
  eldritch force is unclear. 
  30 
  The needs and desires of the Dominion are 
  tended on worlds like Golarion by cultists and 
  the insane—pawns who rarely, if ever, actually 
  know why they do the things they do or have any 
  insight at all into the Dominion’s goals or nature.
  35 
  The Dominion is at times allied with—and at 
  other times arrayed against—the forces of other 
  entities of the Dark Tapestry, such as the Great Old 
  Ones or Outer Gods, but are not of that category 
  of being. Alien creatures like the shapeless 
  vespergaunts sometimes serve the Dominion as 
  emissaries or heralds, but even these creatures 
  are not truly part of the Dominion.
  12
  
  is something more than human and worth dying for. As 
  a result, it’ll take magical control, like charm person, to 
  get captured cultists to reveal that they’re based in the 
  mines. The cultists themselves know only that Abtaroh is 
  preparing the region for one of the Emissaries from the 
  Dominion of the Black—they eagerly await its arrival, but 
  don’t know much more about it.
  approaChing the nesher Mines
  The Nesher Mine is located southwest of Dustpawn, and 
  as it so happens, almost directly north of where the Lirgen’s 
  Glory went down. The Nesher brothers were in town 
  when the ship crashed, and they spent the next few days 
  searching for the crash site before giving up and returning 
  to work in their mines. They were in the mines when the 
  cultists came—the brothers did their best to defend the 
  mine, but were captured and imprisoned within, and 
  soon thereafter became the subjects of Abtaroh’s first 
  experiments with dream crystals.
  The mine itself is relatively unimpressive from the 
  outside—merely a cave opening at the base of a hill that’s 
  been widened and braced with timbers. A hand-painted sign 
  above the mine proudly names it the “NESHER MINES.” 
  The cave beyond is relatively shallow, extending only 15 feet 
  underground before it ends. A hole in the center of the cave 
  allows access to the mine proper—a wooden lift operated by 
  a hand-cranked winch mounted on the platform allows easy 
  descent 20 feet down to area C1. The lift makes an awful 
  lot of noise—using it sends echoing creaks and groans 
  throughout the mines below. 
  C1. Mine entranCe (Cr 2)
  A shaft in the ceiling of this ten-foot-diameter cavern leads 
  upward, while to the north a winding tunnel leads deeper 
  underground. Numerous pickaxes, shovels, buckets, sledges, 
  and other mining gear sit near the walls.
  At one point, the Neshers had tracks and a few mine 
  carts to ease their burdens, but as their mine became less 
  productive, they had to sell off the carts and tracks to make 
  ends meet. Here and there, remnants of the dismantled 
  tracks lean against walls. The tools on the ground are 
  serviceable, but none of them are particularly valuable.
  Trap: If the cultists know that the PCs are likely to 
  visit (as is the case if a cultist escaped a fight in Dustpawn 
  and made it to the mines at least 15 minutes ahead of the 
  PCs’ arrival), they’ve rigged the lift to collapse once it is 
  used by cutting most of the way through key ropes. If 
  anything larger than a single Small creature rides the lift, 
  these ropes snap, sending the lift and anything atop it 
  plummeting to the ground. Although the trapped lift isn’t 
  particularly dangerous to 9th-level PCs, the tremendous 
  sound of the crashing lift is enough to send echoes 
  throughout the mines, alerting the denizens of areas C3 
  and C6 that visitors are coming.
  COLLAPSING LIFT 
  CR 2
  XP 600
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset repair
  Effect 20-ft.-deep pit (2d6 falling damage) plus additional 
  debris from collapsing lift (Atk +10 melee, 1d6+4 damage); 
  Reflex DC 20 avoids
  C2. trappeD Cavern (Cr 10)
  The passageway widens into a larger cavern. Remnants of a 
  mine cart track lean against the wall to the north, while a tunnel 
  slopes down deeper into the ground at the west side of the 
  room. The cave floor is cleared of debris, save for a few drifts 
  of dust and dirt, while the ceiling above is obscured by a thick 
  tangle of cobwebs.
  Trap: The tunnels to the west (area C3) lead to the 
  mines’ remaining viable ore deposits, and in order to 
  protect these tunnels, the Nesher brothers built a pair of 
  traps into this cavern. Information about these traps was 
  one of the first things Abtaroh learned during her brutal 
  interrogations of the captured brothers, and the cultists 
  have left the traps active as a result.
  There are, in fact, two linked traps in this room. Both 
  traps can be avoided entirely by moving along the southern 
  wall at half speed. Moving full speed along the southern 
  wall requires a successful DC 15 Acrobatics check to avoid 
  stumbling against the traps.
  The traps are located in a 5-foot-square area and a 
  10-foot-square area, as indicated on the map. Either trap 
  alone is dangerous, but together they can be outright 
  deadly—the Neshers were of the opinion that unwanted 
  visitors to their mine deserved no mercy.
  The smaller of the two traps is located to the east—a 
  character who steps on the indicated square causes a 
  spring-loaded weighted pendulum to swing down after a 
  1-round delay. This pendulum can strike any creature in 
  the trapped square or an adjacent square to the east or west, 
  damaging those struck and pushing them toward the larger 
  trap, which consists of a number of barbed, spring-loaded 
  spikes that lance up out of the 10-foot-square area while tiny 
  parcels containing yellow mold (harvested and collected by 
  the Neshers with great care) drop down into the area.
  WEIGHTED PENDULUM 
  CR 7
  XP 3,200
  Type mechanical; Perception DC 24; Disable Device DC 28
  13
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  EFFECTS
  Trigger location; Onset Delay 1 round; Reset manual
  Effect Atk +20 melee (6d6 plus bull rush effect to the west 
  toward the hook and mold trap, CMB +20); multiple targets 
  (creatures in trapped square and adjacent squares to east 
  and west)
  HOOK AND MOLD TRAP 
  CR 9
  XP 6,400
  Type mechanical; Perception DC 24; Disable Device DC 24
  EFFECTS
  Trigger location; Reset repair
  Effect Barbed spikes extend up from the floor (Atk +10 melee, 
  1d6+6 damage); anyone who takes damage is hooked by the 
  spike and cannot move from that square until a successful DC 
  20 Escape Artist check or a successful DC 18 Strength check 
  is made to free the victim from the barbed spike (using 
  Strength to escape deals 1d6 points of damage); yellow 
  mold (Pathfinder RPG Core Rulebook 416), multiple targets 
  (all creatures in a 10-foot-square area are affected by hooks, 
  while all creatures in this area plus all adjacent squares are 
  affected by the cloud of yellow mold spores).
  C3. sonarisa’s Crawl (Cr 9)
  These winding tunnels are the location of the Neshers’ 
  recent efforts—the ends of all the tunnels here have 
  relatively fresh signs of activity. The tunnels are otherwise 
  relatively unremarkable, save for their new inhabitant.
  Creature: When the Lirgen’s Glory crashed, most of its 
  crew was already dead. Of the survivors, most remain in 
  the wrecked ship, unwilling or unable to leave. The ship’s 
  navigator, though, is an exception. Sonarisa was a talented 
  and compassionate woman when she joined the crew, 
  and when they encountered the Emissary from Beyond 
  and became id mutants, Sonarisa was the only one who 
  retained even a shred of her previous personality. She 
  recovered first after the crash and stole four of the planet 
  spheres from the orrery of distant worlds, hoping (correctly) 
  that doing so would slow the Emissary’s plans, then fled 
  the crash site entirely. Gravely wounded and hideously 
  mutated into a batlike monster, she chose to remain in the 
  wilds rather than trying to contact help.
  She had almost recovered from her wounds and was 
  preparing a trip to Dustpawn to seek aid when she was 
  discovered by Abtaroh Vorenic and her cultists. Mistaking 
  them for kindly souls, Sonarisa asked them for help, only to 
  be betrayed and captured. Abtaroh took the planet spheres 
  from Sonarisa and dosed her with powdered dream crystal, 
  finishing the job the mutations had begun. The once-kindly 
  elf is now completely mad and wholly transformed into an 
  id mutant. The cultists allow her to lurk in these out-of-the-
  way caverns for now, visiting her once per day to have her 
  use create water to replenish their water supplies.
  As the PCs enter the area, have the players attempt 
  Perception checks—whoever rolls highest hears a distant, 
  sing-song feminine voice repeating strange phrases in 
  broken Aklo like, “The Eye watches. Above and behind the 
  sky. It sees our dreams. It wants the planets back. It can see 
  us now. It will be with us soon. The Eye watches.”
  Sonarisa herself is a half-transformed monstrosity; 
  one of her arms has almost transformed into a bat wing 
  (although she retains enough “fingers” to draw arrows 
  from her quiver and fire awkwardly from her bow—she 
  takes a –2 penalty on such attack rolls), her face and ears are 
  mostly batlike, and patches of oily fur grow from her flesh. 
  Left to her own devices, she spends her time muttering to 
  herself, chasing bugs for food, and scratching images on 
  the cave walls with a rock. Those images repeat here and 
  there—a manifestation of Sonarisa’s automatic writing 
  revelation that depict Dustpawn and a cloud filled with 
  eyes looking down on the town from above.
  The mutated elf is beyond the reach of lesser magic—
  unlike with Leeara, only wish, miracle, or death can save 
  her from her fate. She regards Abtaroh and the cultists as 
  allies now, but swiftly attacks any others who intrude upon 
  her domain.
  SONARISA 
  CR 9
  XP 6,400
  Female middle-aged elf id mutant oracle 9 (Pathfinder RPG 
  Advanced Player’s Guide 42, see page 29)
  CN Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 16, flat-footed 17 (+2 armor, +3 deflection, +2 Dex, 
  +1 dodge, +2 natural)
  hp 71 (9d8+27)
  Fort +5, Ref +5, Will +6; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d6+3), claw +8 (1d6+3)
  Ranged +1 seeking composite longbow +8/+3 (1d8+3/×3)
  Oracle Spells Known (CL 9th; concentration +11)
  4th (4/day)—cure critical wounds, divination, legend lore, 
  sending
  3rd (6/day)—create food and water, cure serious wounds, 
  locate object, magic vestment, summon monster III
  2nd (7/day)— cure moderate wounds, hold person (DC 14), make 
  whole, sound burst (DC 14), summon monster II, tongues
  1st (7/day)—comprehend languages, cure light wounds, 
  endure elements, identify, sanctuary (DC 13), shield of 
  faith, summon monster I
  0 (at will)—create water, detect magic, detect poison, light, 
  mending, purify food and drink, read magic, stabilize
  Mystery lore
  14
  
  sonarisa
  TACTICS
  Before Combat Although Sonarisa’s intellect is a shadow of 
  what it once was, her religious habits die hard. Her daily 
  prayers still include a casting of magic vestment, and as 
  soon as she fears combat is nearing (as is the case if she 
  notices an approaching light source or hears the traps in area 
  C2 activate), she casts shield of faith on herself.
  During Combat For the first few rounds of combat, Sonarisa 
  casts summon monster spells to summon creatures to attack 
  her foes in melee. She switches to her bow once the odds 
  are evened, pausing to cast sanctuary if she’s brought below 
  30 hit points so she can heal her wounds in peace.
  Morale Sonarisa fights to the death unless the PCs show her 
  one of the planet spheres from the orrery of distant worlds, 
  in which case she stops fighting and reacts as detailed under 
  Development, below.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 5, Wis 11, Cha 14
  Base Atk +6; CMB +8; CMD 24
  Feats Dodge, Eschew Materials, Point-Blank Shot, Precise Shot, 
  Toughness, Weapon Focus (composite longbow)
  Skills Knowledge (arcana) +3, Knowledge (geography) +6, 
  Perception +9, Spellcraft +3 (+5 to identify magic item 
  properties), Stealth +6, Survival +4, Use Magic Device +5
  Languages Aklo, Common, Draconic, Elven
  SQ elven magic, mutations (additional natural attack, blindsense, 
  ferocious), oracle’s curse (tongues), revelations (automatic 
  writing, lore keeper, think on it), weapon familiarity
  Gear +1 seeking composite longbow with 16 arrows
  Development: Sonarisa remains violent and hostile if 
  captured, snapping and clawing at her captors unless 
  magically controlled or tightly bound. If the PCs can 
  use charm person or similar magic to befriend her, or 
  if they show her any of the planet spheres from the 
  orrery of distant worlds, she calms down and returns 
  to muttering her strange words in Aklo. She tries 
  to convince the PCs (mostly through pantomime) 
  to follow her to the crash site, hoping that they’ll learn 
  through investigating the site what she can no longer 
  form the words to explain—that the Emissary from 
  Beyond is coming.
  C4. trappeD pit (Cr 9)
  The tunnel widens into a cave with an exit leading out the 
  opposite wall. A five-foot-wide pit fills the eastern side of the 
  cave, and just beyond the pit, a three-foot-tall wall of jagged 
  stones has been erected to form a low barricade.
  The pit is 20 feet deep, and opens into a second cavern 
  directly below the first one—this second cavern matches 
  the basic shape of area C4 above, except that it has no exits 
  save for the pit shaft itself. A successful DC 20 Climb check 
  is needed to scale the pit’s walls.
  Creature: A single Dominion cultist is stationed on the 
  far side of the stone barricade at all times—he crouches 
  low and uses Stealth to remain unseen until someone 
  triggers the trap in this area (see below) or manages to cross 
  the pit, at which point he shouts to alert those in area C6 
  and then makes a fighting retreat to that location.
  Characters who succumb to the trap in this area also 
  must contend with the strange ooze that lives within 
  it—an orange mass of slime known as a deathtrap ooze. 
  Although unintelligent, the ooze can instinctively change 
  and solidify its shape to mimic the workings of simple 
  15
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  mechanical traps—in this case, an enormous axe-like 
  blade that swings out of the wall to strike at any creature 
  that falls into the pit. The deathtrap ooze has become 
  accustomed to regular feedings, first from the Neshers and 
  now the cultists, and won’t slither up from its pit below to 
  chase foes unless it continues to be attacked at range.
  DOMINION OF THE BLACK CULTIST 
  CR 4
  XP 1,200
  hp 40 (see page 11)
  DEATHTRAP OOZE 
  CR 8
  XP 4,800
  hp 126 (Pathfinder RPG Bestiary 3 64)
  Trap: The 10-foot-square area directly west of the pit 
  (marked on the map) is a false floor that’s counterweighted 
  to tip forward at a steep slope once anyone steps within 5 
  feet of the pit while remaining in the trapped area. This 
  dumps anyone in the trapped area into the pit below, thereby 
  triggering the scything axe trap of the deathtrap ooze after a 
  1-round delay. If this trap fails to kill the PCs, the deathtrap 
  ooze reverts to its formless shape and attacks.
  COUNTERWEIGHTED FLOOR 
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); Reflex DC 20 
  avoids; multiple targets (all creatures in 10-foot-square area)
  SCYTHING AXE 
  CR —
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Onset Delay 1 round; Reset manual
  Effect Atk +13 melee (3d6+10/×3); multiple targets (all 
  creatures in pit)
  C5. the neshers’ fate (Cr 9)
  The temperature drops suddenly as a clammy breeze wafts up 
  from the branching tunnels around this chamber.
  Creatures: When Abtaroh Vorenic and her cultists took 
  over the mine, they captured both of the Nesher brothers 
  and tortured them with a combination of traditional 
  methods and exposure to dream crystal toxin. Once the 
  cultists had all the information they needed about the 
  mines and Dustpawn, Abtaroh brought the brothers into 
  this dead-end cavern and murdered them.
  The trauma of their final hours was enough to cause the 
  Neshers to rise as spectres—the cultists know about this 
  development and are darkly amused by it, but are careful 
  not to venture down this tunnel since the spectres would 
  immediately attack them. Fortunately for the cultists, the 
  spectres are bound to the site of their death, and cannot 
  pursue foes beyond the first corner of the tunnel leading 
  west from the dead end.
  SPECTRES (2) 
  CR 7
  XP 3,200 each
  hp 52 each (Pathfinder RPG Bestiary 256)
  Treasure: Both of the Nesher brothers’ bodies lie 
  slumped against the wall at the westernmost end of this 
  branch of the mines—they each feature hideous mutations 
  and wounds consistent with horrific torture. The cultists 
  robbed them before killing them, but missed a hollowed-
  out heel in the boot of one of the brothers. A successful 
  DC 30 Perception check reveals the hollow, as well as the 
  sapphire (worth 3,500 gp) stashed inside of it.
  C6. aBtaroh voreniC’s reDouBt (Cr 8 to 10)
  The tunnel leading to this cavern narrows quite a bit—
  Medium creatures must squeeze to pass through the 
  tunnel, while Large creatures must succeed at a DC 30 
  Escape Artist check to proceed.
  The walls of this breathtaking cavern glitter with clear crystals. 
  To the north are a few small tables stacked with supplies, while 
  a field cot sits to the southeast. Additional folded bedrolls lie 
  nearby, and a large chair next to a small writing desk rests 
  before the wall opposite the only entrance.
  This natural cavern impressed the Neshers enough that 
  they left it more or less alone—sometimes, one of them 
  came here to meditate, but they never mined the crystals. 
  Of course, the fact that the crystals, while beautiful, are 
  relatively worthless rock crystals certainly helped the 
  miners reach that decision.
  Creatures: Abtaroh Vorenic chose this chamber as her 
  base of operations because of its beauty and its defensible 
  position. She ventures out only rarely, letting her minions 
  do the bulk of the searching outdoors for more fallen dream 
  crystal shards, but she’s come to the conclusion that they’ve 
  found all there are to find, leaving the crash site as the last 
  real place to gather them. At any one time, 1d6–1 of the 
  other five cultists can be encountered here; the rest, though 
  normally stationed here, are outside in the hinterlands 
  searching for dream crystals. If Abtaroh has been warned  
  of the PCs, she has recalled all five cultists to the room.
  When Abtorah meets the PCs, her initial impulse is to 
  talk, not to fight. She matter-of-factly explains to them 
  that they can work together—she knows where the crashed 
  object landed; she knows it’s a ship; and if the PCs promise 
  16
  
  to clear the site of its monstrous guardians and leave a 
  certain object for her (the orrery of distant worlds), she not 
  only will show them where the crash site is but will even 
  pay them for their services (she initially offers 250 pp, 
  but if she thinks it’ll help seal the deal, she throws in her 
  magic belt as well). Of course, Abtaroh has no intention 
  of honoring her bargain—once she gains control of the 
  orrery, she turns against the PCs. She certainly has no 
  interest in explaining why she wants the orrery, and if 
  the PCs demand a reason, she lapses into an arrogant 
  noblewoman’s air, saying, “You’re mercenaries—you 
  shouldn’t care as long as the pay is good. I don’t need to 
  explain myself further to the help!” If the PCs decline her 
  offer or attack, she does her best to capture them alive on 
  the theory that what they wouldn’t do for her for coin, they 
  will do for her in exchange for their lives.
  ABTAROH VORENIC 
  CR 8
  XP 4,800
  Female human sorcerer 9
  CE Medium humanoid (human)
  Init +6; Senses Perception +8
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+4 armor, +2 Dex, +1 dodge, 
  +1 natural, +4 shield)
  hp 102 (9d6+68)
  Fort +7, Ref +5, Will +7
  Defensive Abilities unusual anatomy (25%)
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4/19–20)
  Ranged light crossbow (with human bane bolts) +7 
  (1d8+1/19–20) or
  light crossbow (with normal bolts) +6 (1d8/19–20 plus 
  dream crystal toxin)
  Special Attacks long limbs (+5 ft.)
  Bloodline Spell-Like Abilities (CL 9th; concentration +13)
  7/day—acidic ray (1d6+4 acid)
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—black tentacles, dimension door, elemental body I
  3rd (7/day)—beast shape I, dispel magic, fireball (DC 17), tongues
  2nd (7/day)—alter self, false life, misdirection, scorching ray, 
  see invisibility
  1st (7/day)—charm person (DC 15), comprehend 
  languages, endure elements, enlarge person (DC 15), 
  mage armor, shield
  0 (at will)—acid splash, bleed (DC 14), detect magic, light, 
  mage hand, message, prestidigitation, read magic
  Bloodline aberrant
  TACTICS
  Before Combat Abtaroh casts endure elements, false life, 
  mage armor, misdirection (onto her dagger), shield, and 
  unseen servant before combat.
  During Combat Abtaroh tries to keep her cultist followers 
  between herself and the enemy, casting black tentacles to 
  prevent the PCs from approaching. She uses her wand of 
  mirror image as soon as it appears that she’ll be in melee 
  combat or is otherwise targeted by attacks. Abtaroh would 
  prefer to capture the PCs alive, and uses charm person 
  to help secure their alliance—she hopes to use the PCs 
  to investigate the crash site, and whether they do so as 
  charmed minions or beaten foes who have bargained for 
  their lives matters little to her.
  Morale Abtaroh casts dimension door if reduced to 
  fewer than 20 hit points, fleeing to the surface 
  above. She then casts beast shape I to 
  aBtaroh voreniC
  17
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  assume the shape of an eagle and flies to Dustpawn—she’s 
  never been seen in town, so she can resume her true form 
  once there to go into hiding. When the Emissary arrives, 
  Abtaroh comes out of hiding to present herself to the alien 
  creature. Unfortunately for her, the Emissary has no more 
  use for her at this point and attacks Abtaroh, perhaps 
  giving the PCs a round or two of respite before it turns its 
  attention to them.
  STATISTICS
  Str 10, Dex 14, Con 18, Int 12, Wis 8, Cha 18
  Base Atk +4; CMB +4; CMD 17
  Feats Combat Casting, Craft Wondrous Item, Dodge, Eschew 
  Materials, Improved Initiative, Improved Iron Will, Iron Will, 
  Toughness
  Skills Bluff +10, Knowledge (arcana) +13, Knowledge 
  (geography) +7, Perception +8, Spellcraft +13
  Languages Aklo, Common
  SQ bloodline arcana (+50% duration on polymorphs)
  Combat Gear +1 human bane bolts (10), potions of cure 
  moderate wounds (2), wand of mirror image (12 charges), 
  dream crystal toxin (4 doses); Other Gear dagger, light 
  crossbow with 10 normal bolts, amulet of natural armor +1, 
  belt of mighty constitution +2, efficient quiver, headband of 
  alluring charisma +2, 250 pp, 172 gp
  DOMINION OF THE BLACK CULTISTS (5) 
  CR 4
  XP 1,200 each
  hp 40 each (see page 11)
  Treasure: The tables to the north hold a number of 
  alchemical and magical supplies—with a successful DC 20 
  Craft (alchemy) or Knowledge (arcana) check, a character 
  identifies them as being useful for distilling magical 
  toxins. The supplies constitute an alchemist’s lab as well as 
  4,500 gp in miscellaneous magical supplies and ingredients 
  that can be used to fund the crafting of wondrous items.
  In addition, among the objects are 5 doses of dream crystal 
  toxin (see the sidebar), along with three planetary spheres 
  for the orrery of distant worlds. A character who succeeds at 
  a DC 20 Knowledge (geography) check recognizes that the 
  spheres as represent the planets Aucturn, Golarion, and 
  Triaxus. All three spheres are out of charges.
  Development: The small writing desk contains Abtaroh’s 
  journal. The contents, written in Aklo, are too extensive 
  to reproduce here, but a PC who takes 1d4 hours to read 
  the journal can learn all of Abtaroh’s backstory, including 
  her eager anticipation of the arrival of the Emissary from 
  Beyond. Particularly important bits of information that 
  can be gleaned from the journal include the following.
  • Abtaroh has received visions from an entity she knows 
  only as the Emissary from Beyond, a creature that she 
  believes her family has been waiting generations to 
  aid. The visions drove her to come to Dustpawn after 
  a ship the Emissary had infected crashed in the region, 
  and also to gather the strange crystals that fell from 
  the ship and were scattered across the countryside. 
  She details instructions from the visions about how to 
  grind up the crystals and create the potent toxin with 
  which her cultists have laced the drinking water of 
  Dustpawn, and notes that those who drink the water 
  will be graced with bestial dreams to prepare them for a 
  glorious transformation into the Emissary’s army upon 
  its arrival.
  • Abtaroh notes that the crew members of the crashed 
  ship have all been transformed by the Emissary’s 
  dreams and visions into monstrous half-beasts that 
  the Emissary can use as its soldiers and minions. Once 
  the Emissary arrives, those in Dustpawn who have 
  been prepared via the polluted waters will transform 
  as well, granting the Emissary an instant army to use 
  at its whim. Her notes indicate that a particularly 
  potent and experimental dose of the polluted water 
  has been administered to Nalan Hossler of the 
  Mineshaft tavern—she suspects that when this man’s 
  transformation is triggered, he’ll not only mutate but 
  increase drastically in size as well. If her suspicions 
  prove correct, she hopes to enhance others of the 
  Emissary’s army in a similar manner.
  Dream Crystal Toxin
  This supernatural toxin exists either in powdered form 
  or, if mixed with an alchemically prepared solution 
  of blood and magical reagents, as a sticky paste. The 
  primary ingredient is a dream crystal whose stored 
  dreams have been corrupted by otherworldly powers 
  into nightmarish energies—a single crystal yields 1 
  dose of toxin. On Golarion, only the few dream crystals 
  that remain in the crashed Lirgen’s Glory can be used 
  to create more of this toxin, but if the Emissary from 
  Beyond establishes a domain in Dustpawn, it can create 
  more dream crystals, given time. Dream crystal toxin 
  introduced in significant quantities to a water supply 
  dilutes the venom so that any who drink the water 
  suffer a lesser version of its effects—see the curse of 
  bestial dreams on page 4 for details. In any event, 
  dream crystal toxin counts as both a poison and a 
  curse for determining what can negate its effects. A 
  creature must be immune to both poison and curses to 
  be immune to dream crystal toxin.
  Dream Crystal Toxin—Type cursed poison, ingested 
  or injury; Save Will DC 20; Frequency 1/hour for 6 hours; 
  Effect 1d2 Int drain (a creature currently suffering the 
  curse of bestial dreams transforms into an id mutant 
  once its Intelligence is reduced by 6 points or reaches 
  a score of 1, whichever comes first); Cure 3 consecutive 
  saves; Cost 2,500 gp.
  18
  
  • In her visions granted by the Emissary from Beyond, 
  Abtaroh saw a powerful orrery in a crashed ship from the 
  stars, but the orrery was missing some of the planets. The 
  orrery is a powerful item that she wants for herself, and 
  fears for its ability to harm the Emissary from Beyond. 
  If she can control it, she can prevent it from being used 
  against the Emissary, or even offer it as a sacrifice. So 
  far, she’s recovered four of the planetary spheres, taking 
  them from a mutated elven oracle from the crashed 
  ship. Abtorah’s notes indicate the oracle was obsessed 
  with the spheres and became distraught after they were 
  taken from her. The cultists brought the oracle back to 
  the mine with them, and have her cast create water so they 
  have fresh supplies; all Abtaroh needs to do to enforce her 
  compliance is to hold one of the spheres out in view.
  • One of the four planetary spheres Abtaroh has gathered 
  has been stolen by a local huntress—Abtaroh notes that 
  she managed to trigger an id mutation in the huntress, 
  but the woman escaped anyway. Abtaroh suspects the 
  huntress fled into the swamp to the east, and though she 
  recently sent a few of her cultists into the swamp after 
  her, she hasn’t yet heard back from them and fears they 
  may have been killed.
  • The inside back cover of the journal contains a map of 
  the region that indicates the location of the crash site.
  Part Four: The Crash Site
  The PCs must eventually seek out the Lirgen’s Glory if they 
  wish to start gaining real answers and taking steps toward 
  defeating the doom that has come to Dustpawn. Not only 
  does the crash site hold the secret of the growing violence 
  in town, but it also contains information on the Emissary—
  about both its nature and how it can be more easily 
  destroyed. Note that while this adventure presents details 
  on the crash site in Part Four, the PCs are free to travel to 
  this location at any time they wish—if they come here first, 
  they’ll still need to seek out the Nesher Mines and Leeara’s 
  hideaway if they wish to reactivate the orrery of distant worlds 
  and weaken the Emissary before it arrives in Dustpawn.
  The crash site itself lies about 5 miles due south of the 
  Nesher Mine; the PCs can stumble upon the site or they can 
  learn its exact location by investigating the Dominion cult. 
  The bulk of the ship’s defenders are its surviving mutated 
  crew—dangerous enough to have kept the Dominion 
  cult from investigating the wreck, but hopefully not too 
  perilous for the PCs to handle!
  approaChing the site (Cr 8)
  The wreck of the Lirgen’s Glory still periodically vents 
  strange vapors and pale smoke from its shattered hull—
  the results of its crystalline components slowly decaying 
  as their magical energies seep out. As the PCs approach 
  within half a mile, a successful DC 15 Perception check 
  allows them to notice these fumes wafting into the air 
  from behind a hilltop. Once the PCs come within 200 
  yards of the site, they automatically notice the devastation.
  A great furrow has been carved through the hills here, creating 
  a brand-new valley amid the peaks. The ground is blasted and 
  scorched, and the trees surrounding the area are charred and 
  burnt leafless. The furrow only somewhat resembles a crater—
  for the huge object embedded at its center obviously struck the 
  ground at an angle. This object resembles nothing so much as 
  a streamlined arrowhead of stone and strange crystal. A huge 
  crack along the object’s southern side allows brief glimpses 
  into the dark interior, revealing the thing to be hollow. Now 
  and then, crystals along the object’s length sparkle and sizzle, 
  sending up a faint plume of strange green smoke. Dozens 
  of large vultures perch atop the object or lurk in the burnt 
  branches of the surrounding trees—the birds are strangely silent  
  and watchful, as if they know death is imminent in the area.
  The Lirgen’s Glory measures 200 feet long by 75 feet wide. 
  The ship’s walls are solid stone and crystal, and its hull has 
  a sleek, spearhead-like shape. The original entrance to the 
  ship’s interior was via a single door on its starboard flank—it 
  was this structurally weak point that gave out when the ship 
  crashed. The hull split open along the side, transforming the 
  airtight door into a crack that allows easy entrance into and 
  exit from the wreck. The hull is made of magically enhanced 
  stone, reinforced by beams of dark purple crystal—the 
  walls are only 18 inches thick, but they are incredibly strong 
  (hardness 16, 1,080 hp, break DC 70). Here and there along 
  the outer hull at the deck level, windows of one-way crystal 
  are fused seamlessly into the ship. This crystal is as strong 
  as the surrounding stone, and it allows passengers to look 
  out from within but is completely opaque from the outside. 
  All doors inside the ship are made of stout oak and, unless 
  otherwise indicated, are unlocked and open easily. Smaller 
  crystal growths protruding from the ceilings once provided 
  illumination, but most of these lights have been damaged. 
  As a result, the typical ambient illumination within the 
  wreck is dim. The builders expected rough patches during 
  flight, so all of the furniture in the room is affixed firmly to 
  the floor. The ceilings inside the ship are 12 feet high.
  Creatures: The vultures who lurk in the area were 
  originally drawn by several dead and dying crew members 
  thrown clear of the ship as it crashed and split. After 
  feeding on their tainted flesh and breathing in the fumes 
  vented by the ship, the vultures have become strangely 
  obsessed with and protective of the site. If they notice 
  anyone approach within 60 feet of the wreck, the dozens of 
  normal-size vultures begin shrieking and rise up to circle 
  in the sky above, while the four giant vultures among them 
  launch forward to attack the intruders. The noise of all of 
  this is more than enough to alert the ship’s occupants, so 
  19
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  iD Mutant
  the encounters within are designed with the assumption 
  that the creatures are prepared for the PCs—if the PCs 
  successfully infiltrate the ship without alerting the vultures, 
  adjust the encounters within as appropriate until the alarm 
  (inevitably) goes up.
  GIANT VULTURES (4) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 3 284)
  D1. Mess hall (Cr 10)
  A sizable chamber fills the space beyond the crack in the strange 
  ship’s hull. The crack spreads across the width of the room, 
  splitting the area in half. The western half is taken up by what 
  appears to have been a meditation area and by a kitchen with 
  a large circular stove sitting in one corner, while to the east lie 
  the ruins of several tables. A small storage area lies to the north.
  This room once served the crew as a central living 
  area, gathering room, and mess hall. It suffered the most 
  damage of any chamber in the ship; the fissure that runs 
  down the middle of the room is 10 feet deep. Climbing its 
  walls requires a successful DC 10 Climb check.
  Creatures: Of the three surviving crew, two have taken 
  up this chamber as their territory. These two elves were 
  once warrior-scholars who served as added security 
  and labor as needed during the journey, but now both 
  have deformed into hideous bestial thugs with splayed 
  elephantine feet and faces partially transformed into 
  those of horned rhinoceroses. When the Dominion 
  cultists first attempted to enter this area, there were 
  three of these mutants, but one succumbed to his wounds 
  after 
  that 
  initial 
  fight 
  and his body has been 
  carried away by vultures. The 
  remaining two mutants swiftly 
  move to attack any intruders with 
  deep bellows of rage.
  ID MUTANTS (2) 
  CR 8
  XP 4,800 each
  Id mutant middle-aged elf fighter 8 (see page 29)
  CN Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +10
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
  hp 88 (8d10+40)
  Fort +9, Ref +6, Will +5; +2 vs. enchantments, +2 vs. fear
  Defensive Abilities bravery +2; DR 4/piercing; Immune sleep
  OFFENSE
  Speed 40 ft.
  Melee +1 longsword +15/+10 (1d8+8/19–20), gore +6 (1d6+1)
  Ranged mwk dagger +11 (1d4+3/19–20)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  During Combat The id mutants have become quite protective 
  of the galley, and think of it as their territory. They attack 
  anyone who attempts to enter, but do not pursue foes 
  beyond this room unless they are goaded to do so via 
  ranged attacks. They focus their attacks on the same target 
  (preferring to tackle more heavily armored foes first), 
  working together to take down one foe at a time.
  Morale The id mutants fight to the death.
  STATISTICS
  Str 17, Dex 15, Con 17, Int 7, Wis 13, Cha 5
  Base Atk +8; CMB +11; CMD 23
  20
  
  Feats Greater Weapon Focus (longsword), Improved Initiative, 
  Improved Iron Will, Iron Will, Lightning Reflexes, Power 
  Attack, Toughness, Vital Strike, Weapon Focus (longsword), 
  Weapon Specialization (longsword)
  Skills Knowledge (geography) +1, Perception +10, Sense 
  Motive +3, Spellcraft +0 (+2 to identify magic item properties), 
  Stealth +5, Survival +5; Racial Modifiers +2 Perception,  
  +2 Spellcraft to identify magic item properties
  Languages Common, Elven 
  SQ armor training 2, elven magic, mutations (thick hide 2), 
  weapon familiarity
  Combat Gear potions of cure moderate wounds (2); Other 
  Gear +2 breastplate, +1 longsword, mwk daggers (2)
  D2. engine rooM (Cr 9)
  This strange room consists of two disparate areas. To the east, the 
  chamber is furnished as a comfortable-looking study, complete 
  with a writing desk and a small case of books. Numerous star 
  charts are painted on the walls, and a strange statue of what 
  appears to be a huge moth with outstretched wings and a coiling 
  tail of three long peacock feathers stands in the corner. The 
  western portion of the room is a stark contrast—a cube with 
  polished walls and a strange circular design etched in the floor. 
  The far side of this cube is a wall of dark purple glass or crystal, 
  which pulses periodically with flashes faint light.
  This room served as an engine room and a navigational 
  room. With a successful DC 19 Knowledge (arcana or 
  religion) check, a PC identifies the statue in the corner 
  as a depiction of a star monarch—a magical space-faring 
  creature sacred to the faith of Desna. The statue radiates 
  faint abjuration and transmutation magic—a successful 
  DC 30 Spellcraft check reveals that the patterns on the 
  statue’s wings were once controls for the ship, and that by 
  touching certain patterns the captain could plot complex 
  courses. Unfortunately the crash has ruined the device, 
  and now only lingering traces of the magic remain.
  Creature: The Lirgen’s Glory needed a unique method of 
  propulsion, and the answer that the captain Gelviel settled 
  upon was not without controversy. He imprisoned a vrock 
  demon in a specially prepared chamber (the cube to the 
  west) with a scroll of binding, then built the ship around the 
  demon’s prison. The ship harnessed the vrock’s power of 
  telekinesis and amplified it, using the demon’s spell-like 
  ability and energy to move the entire ship via telekinetic 
  force. Getting the ship up to speed required many days—
  Lirgen’s Glory didn’t so much launch into space as it slowly 
  floated into the air until it was out of sight. Once it was in 
  space, the constant propulsion enabled the ship to reach an 
  astounding maximum speed, but details on how all this 
  worked are relatively unimportant now, for the ship and its 
  engine have been damaged beyond repair.
  Unfortunately for the PCs, the vrock is in fine shape, 
  having recovered from its ordeal as a fuel source. The 
  creature remains bound to this area, but the damage done 
  in the ship’s crash allows it to move about the 15-foot area 
  to the west with ease. The monster immediately attacks 
  any enemies it sees, opening with a stunning screech and 
  then using telekinesis to pull foes into range of its melee 
  attacks or otherwise fight them.
  VROCK 
  CR 9
  XP 6,400
  hp 112 (Pathfinder RPG Bestiary 69)
  D3. Cargo holD
  Boxes and containers lie in a jumbled heap against the walls 
  of this room—many have broken open, spilling their contents 
  across the room.
  This chamber was used to store the supplies the elves 
  needed for their incredibly long journey. While some of 
  these supplies were preserved food and water, the bulk 
  was materials for repairing the ship, for research, and for 
  comfort, since the majority of the food the elves required 
  was provided by the ship’s oracle and navigator Sonarisa.
  Treasure: Most of the equipment stored in this room was 
  destroyed during the crash, but a few fragments of the ship’s 
  life support system survived along the northeast corner of 
  the wall. A successful DC 15 Perception check reveals several 
  brass tubes fitted into the wall that have been partially 
  buried by rubble. Several bottles of air were once attached to 
  the tubes, giving the ship a constant supply of breathable 
  air, but only one bottle of air remains functional. It can be 
  detached from the tubes as a full-round action.
  D4. Crew Quarters (Cr 9)
  Three bunk beds sit near this room’s western wall. The remains 
  of a small shrine clutter one corner of the room, and numerous 
  books rest on thin shelves lining the chamber.
  Not counting Captain Gelviel Zorriah (who had his own 
  rather expansive chambers) or Sonarisa (who preferred 
  to sleep on the bridge), the crew of the Lirgen’s Glory slept 
  here in this room. As they settled into the voyage, the crew 
  spent an increasing amount of time here, recording and 
  sharing thoughts and stories in small dream crystals.
  Creatures: When the ship crashed, a surge of magical 
  energy lanced through the Lirgen’s Glory. The energy 
  interacted strangely with the large number of dream 
  crystals here—it twisted and churned the recorded dreams, 
  extracted them from the crystals, and transformed them 
  into living creatures known as animate dreams. Several 
  21
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Creatures: A pair of the captain’s personal creations, 
  powerful wood golems carved to resemble slender elven 
  archers, continue to stand guard here. One golem stands 
  to the north and one to the south; if anyone other than 
  Gelviel enters the room, both golems swiftly adopt a 
  defensive pose—they strike if they are attacked, if any 
  objects in the room are meddled with, or if the intruders 
  don’t leave within 3 rounds on their own. They fight to the 
  death but do not pursue foes from this room.
  ADVANCED WOOD GOLEMS (2) 
  CR 7
  XP 3,200 each
  hp 80 each (Pathfinder RPG Bestiary 164, 294)
  Treasure: A total of five paintings depicting Lirgeni 
  landscapes hang on the wall. These paintings are quite 
  exquisite and rare finds. Each is worth 1,500 gp. The desk’s 
  drawers contain two potions of cure serious wounds (amid a 
  large number of broken vials—victims of the crash), as 
  well as several of Gelviel’s journals. Since Gelviel kept 
  most of his thoughts recorded in now corrupt or destroyed 
  dream crystals, these journals are unusually sparse and 
  focus more on his pre-flight days, but a final entry written 
  in a shaky hand is of note. Here, Gelviel scribbled only a 
  few ominous lines: “It was not Desna who contacted me 
  through the orrery. It was something else. It changed us, 
  and now it’s using us. We are its path back home. I’m so 
  sorry I brought this upon the world, and so sorry I lack the 
  courage to fight the change...”
  D7. BriDge (Cr 11)
  What appears to have been some sort of lounge is now in 
  ruins. Several fine pieces of furniture that seem to once have 
  been attached to the floor now lie broken and tumbled against 
  the walls, while cracks run up and down along all surfaces. 
  Shattered fragments of crystal lie in heaps along the edges of 
  the room, while grime-caked windows mostly buried under the 
  earth offer filthy, sooty slits to the outside. One object of note 
  that seems to have survived the crash sits at the easternmost 
  end of the room—a large orrery made of bronze. Four of the 
  orrery’s planets seem to be missing.
  This room was once the bridge of the Lirgen’s Glory, 
  although since the ship’s course and so many of the ship’s 
  functions were automated, this room really served as more 
  of a lounge for the crew. Today, the wrecked chamber serves 
  as the domain of Captain Gelviel Zorriah—or at least, the 
  creature that was once the ship’s captain. After fighting off 
  the slow transformation into an id mutant for as long as he 
  could, Gelviel moved into this chamber and abandoned his 
  quarters—there were too many uncomfortable memories 
  of his previous life within.
  of these creatures once lurked in the area surrounding 
  the wreck, but they were destroyed by the cultists over the 
  course of several costly battles. The one that remains here 
  is a particularly powerful specimen. It looks like a shadowy 
  elf whose body is made of the darkness of space. Its eyes 
  resemble spiraling galaxies and its long, thin fingers end in 
  talons. The animate dream attacks any who enter this room 
  and pursues foes throughout the ship—it can be lured into 
  conflict with the ship’s other denizens as a result.
  ADVANCED ANIMATE DREAM 
  CR 9
  XP 6,400
  hp 114 (Pathfinder RPG Bestiary 2 29, 292)
  Treasure: A total of 24 corrupted dream crystals lie 
  scattered throughout the room—the dreams within them 
  have been lost, but the remaining (now burnt-out) crystals 
  are worth 100 gp each, and are necessary components for 
  crafting dream crystal toxin. They have no other real use 
  aside from their beauty and value as gems.
  D5. liBrary
  Bookshelves line the walls of this room, although the majority 
  of the books now lie scattered across the floor.
  This room contained not only all of the astronomical 
  texts the elves needed in order to keep their course, but 
  also a wide range of other volumes ranging from works 
  on history to fiction—books intended to keep the elves 
  entertained during the long trip. A number of the books 
  are handwritten, and a few are blank—these constitute the 
  crew’s written records and as yet unused volumes.
  Treasure: Many of books in this room are rare editions 
  from Lirgen, and as such are rather valuable. If the contents 
  of the library are gathered and organized, the books (which 
  weigh 800 pounds in total) are worth 4,000 gp in all.
  D6. Captain’s Quarters (Cr 9)
  This gracious bedroom is resplendently furnished. Paintings 
  of a lush tropical realm adorn the walls, a comfortable leather 
  chair sits at a magnificent mahogany desk, and a four-poster 
  bed fills the northeast corner.
  This finely appointed room was once the home of the 
  expedition’s leader, Captain Gelviel Zorriah. The room’s 
  splendor, in contrast to the relatively functional or even 
  sparse decoration of the ship’s other chambers—says 
  much about the captain’s once-significant pride. Today, 
  the captain spends his time on the bridge, obsessing over 
  the missing pieces of the orrery found there—he hasn’t 
  been back to this room for years.
  22
  
  gelviel Zorriah
  Creature: Gelviel is still quite intelligent, especially for 
  an id mutant, although he is also incurably mad. He no 
  longer uses his intellect as a scholar, researcher, and wizard, 
  but instead concocts increasingly complex conspiracy 
  theories and imaginary missions on which he plans to send 
  his equally imaginary crew. Gelviel doesn’t realize he’s back 
  on Golarion—he thinks he’s landed on an alien world.
  When the PCs enter the room, Gelviel (now mutated 
  into a hideous toadlike caricature of himself) initially 
  mistakes them for his crew and begins barking orders, 
  preparing them for the exploration of this new world. 
  If the PCs play along, they can gain information about 
  the Emissary from Beyond (Gelviel thinks they escaped 
  it but still worries it is following) or perhaps about the 
  function of parts of the crashed ship. They can even learn 
  how to activate the orrery of distant worlds, but any attempt 
  by the PCs to approach the orrery triggers Gelviel’s 
  paranoia. If the PCs refuse to follow his eventual orders 
  to leave the ship and begin exploring, he 
  starts sputtering about insubordination and 
  mutinies. Claiming that the ship is actually 
  on Golarion quickly arouses his wrath as 
  well—unless the PCs are exceptionally 
  diplomatic, it’s only a matter of time 
  before the insane captain attacks.
  GELVIEL ZORRIAH 
  CR 11
  XP 12,800
  Male id mutant middle-aged elf wizard 11
  CN Medium humanoid (elf)
  Init +5; Senses blindsense 30 ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 24, touch 14, flat-footed 22 (+4 armor, +2 deflection, +1 Dex, 
  +1 dodge, +2 natural, +4 shield)
  hp 122 (11d6+81)
  Fort +9, Ref +6, Will +13; +2 vs. enchantments
  DR 10/adamantine, 2/piercing; Immune sleep; Resist fire 10
  OFFENSE
  Speed 40 ft.
  Melee mwk dagger +6 (1d4/19–20), bite +0 (1d6 plus infection)
  Special Attacks hand of the apprentice (6/day), metamagic 
  mastery (2/day)
  Wizard Spells Prepared (CL 11th; concentration +14)
  6th—repulsion (DC 19)
  5th—baleful polymorph (DC 18), summon monster V
  4th—dimension door, ice storm, stoneskin
  3rd—dispel magic, displacement, fly, lightning bolt (DC 16), 
  slow (DC 16)
  2nd—bear’s endurance, false life, mirror image, scorching 
  ray (2)
  1st—mage armor, magic missile (3), shield
  0 (at will)—light, mage hand, mending, prestidigitation
  TACTICS
  Before Combat Gelviel casts mage armor and false life every 
  day, extending them with his metamagic mastery ability. 
  As soon as he hears combat elsewhere in the ship, he casts 
  bear’s endurance, stoneskin, and shield to prepare for battle.
  During Combat Gelviel’s first act in combat is to flee to 
  the bow of the ship and cast repulsion, shrieking for the 
  “treacherous mutineers” to “stay away!” He follows this up 
  by casting summon monster V to conjure 1d3 Medium air 
  elementals, after which he casts displacement. He follows 
  this up with his ranged attack spells, trusting his elementals 
  to keep foes from entering melee with him. If he is forced 
  into melee, he uses his wand of vampiric touch.
  Morale Gelviel Zorriah fights to the death.
  23
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  STATISTICS
  Str 11, Dex 13, Con 19, Int 16, Wis 14, Cha 7
  Base Atk +5; CMB +5; CMD 19
  Feats Craft Construct, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Dodge, Extend Spell, Forge Ring, Improved 
  Initiative, Iron Will, Scribe Scroll, Toughness
  Skills Fly +11, Knowledge (arcana) +17, Knowledge 
  (engineering) +11, Knowledge (geography) +17, Perception +13,  
  Spellcraft +17, Stealth +5, Survival +6, Use Magic Device +3
  Languages Aklo, Auran, Common, Elven, Osiriani
  SQ arcane bond (ring of minor fire resistance), elven magic, 
  mutations (blindsense, infectious [DC 19], thick hide), 
  weapon familiarity
  Combat Gear wand of vampiric touch (9 charges); Other 
  Gear mwk dagger, cloak of resistance +2, headband of 
  vast intelligence +2, ring of minor fire resistance, ring of 
  protection +2, spell component pouch, a pair of canine 
  statues worth 50 gp, diamond dust worth 500 gp
  Treasure: The shattered crystals scattered throughout 
  the room are fragments of dream crystals, similar to those 
  in area D4. In all, 15 crystals worth 100 gp each can be 
  salvaged from this room. The greatest treasure in the room, 
  though, is the orrery of distant worlds that still stands in the 
  bow. This device represents a significant store of magical 
  potential, for each of the planets on the orrery can be used 
  to cast certain spells. Some of these spells (such as align 
  weapon, death ward, restoration, and searing light) will be of 
  particular use in fighting the Emissary from Beyond. See 
  page 28 for full details on this powerful minor artifact.
  Development: The Emissary from Beyond’s alien mind 
  is linked to the orrery of distant worlds, and while this allows 
  the creature to sense when the PCs draw near to the orrery, 
  it also poses a threat to the monster. If all four of the missing 
  planetary spheres are replaced on the orrery, the Emissary’s 
  mind reflexively attempts to influence the PCs—at this 
  point, all creatures within 60 feet of the orrery must succeed 
  at a DC 21 Will save or they become confused for 1d4 rounds. 
  During this period, all creatures in the area experience 
  potent visions and hallucinations of the Emissary regardless 
  of whether they are confused (although the visions 
  experienced by confused characters are much more intense 
  and realistic). These visions offer a brief glimpse into a 
  possible future where the Emissary has raised an army 
  of mutants in Dustpawn in preparation for some horrific 
  but still obscure plan for the region. Once the visions (and 
  possible confusion effects) pass, the PCs retain a strange 
  link to a point in the sky above—a point that their minds, 
  touched however briefly by the alien’s intellect, realize is the 
  approaching Emissary itself. As long as the Emissary and 
  PCs live, they will always know the approximate location 
  of the other, and as a successful DC 10 Perception check 
  reveals, the Emissary is approaching rapidly.
  At this point, give the PCs a timer—let them know in 
  hours or days how long it’ll be until the Emissary arrives. 
  You should adjust this timer as appropriate—by this point, 
  the PCs should have investigated most of the locations 
  detailed in the adventure, but you don’t want to rush them, 
  especially if they’re low on resources. At the very least, they 
  should have enough time to rest, heal wounds, recover 
  spells, and plan for the Emissary’s arrival in Dustpawn.
  But it’s not all bad news. With a successful DC 20 
  Knowledge (arcana) or Spellcraft check, a PC notes that 
  destroying the orrery while the Emissary’s mind is linked 
  to it could cause great pain and distress to the creature. 
  This would likely accelerate its arrival in the region, but 
  would also weaken its powers. Whether the PCs wish to 
  destroy the item in order to weaken their foe is up to them.
  If the PCs destroy the orrery, the device flashes with 
  energy before it crumbles away into powder, leaving 
  behind only the planetary spheres (which still function, 
  but can no longer be recharged). At the same moment, 
  their link to the Emissary comes to a sudden end, but as it 
  does, they can tell that the alien has suffered greatly from 
  the item’s destruction and the resulting magical feedback 
  into its mind.
  Part Five: Monsters of the Id
  As the events of Doom Comes to Dustpawn near their 
  climax, the situation in Dustpawn grows more and more 
  desperate. The violence in town increases, and the air 
  becomes stifling—it feels weirdly oppressive and humid 
  in town, as it might before a powerful storm. Once the PCs 
  have defeated Gelviel Zorriah and explored the wreck of 
  the Lirgen’s Glory, whether or not they activated the orrery’s 
  visions or destroyed it, it’s only a short time before the 
  Emissary arrives in town. If the PCs aren’t there to stop 
  the alien creature, Dustpawn is indeed doomed!
  The three final encounters detailed below all take place 
  in the town of Dustpawn—they should occur after the PCs 
  have dealt with the encounters in Parts Two through Four, 
  and once they begin, the action should accelerate swiftly to 
  the adventure’s conclusion.
  event 1. nalan’s transforMation (Cr 10)
  Not long before the PCs make their final return to 
  Dustpawn in the adventure (in fact, if the PCs destroy 
  the orrery, this event triggers at that point), the Emissary 
  from Beyond draws close enough to town that its presence 
  triggers the experimental and unusual dream crystal 
  toxins with which the cultists have infected Nalan Hossler. 
  The poor man suddenly falls into a troubled coma as his 
  body begins to swell and twist. Unsure of what could be 
  wrong with him, Dalviss Crenn orders him to stay in his 
  bed and as soon as the PCs return to the Mineshaft, he 
  frantically asks them for aid.
  24
  
  Creature: As the PCs arrive, the transformation takes 
  its sudden and final monstrous step, mutating Nalan into 
  an enormous, purple-skinned giant that grows immense 
  tentacles from its back and a wide mouth filled with sharp 
  teeth. The giant mutant smashes through the wall of his 
  room into the street just outside of the Mineshaft, and if 
  the PCs don’t move quickly to stop him, the giant slays 
  dozens and smashes many buildings on his mindless 
  rampage out into the wilds.
  NALAN HOSSLER 
  CR 10
  XP 9,600
  Male unique giant id mutant old human fighter 5 (see page 29)
  CN Large humanoid (human)
  Init +4; Senses low-light vision; Perception +15
  DEFENSE
  AC 24, touch 9, flat-footed 24 (+15 natural, –1 size)
  hp 146 (13 HD; 8d8+5d10+83)
  Fort +17, Ref +5, Will +7; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee bite +17 (1d8+7 plus infection), 2 slams +17 (1d6+7),  
  2 tentacles +12 (1d6+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+7), weapon training (axes +1) 
  TACTICS
  During Combat Nalan attacks the closest target each round.
  Morale Nalan fights to the death.
  STATISTICS
  Str 24, Dex 10, Con 20, Int 4, Wis 14, Cha 8
  Base Atk +11; CMB +19 (+21 bull rush, +23 grapple); CMD 29 
  (31 vs. bull rush)
  Feats Cleave, Great Fortitude, Improved Bull Rush, Improved 
  Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, 
  Power Attack, Quick Draw, Toughness, Weapon Focus 
  (battleaxe), Weapon Specialization (battleaxe)
  Skills Climb +13, Intimidate +7, Perception +15, Ride +8
  Languages Common
  SQ armor training 1, mutations (infectious, tentacled, thick hide)
  event 2. the DooM Begins (Cr 9)
  Nalan’s transformation signals the beginning of Dustpawn’s 
  doom. After this, violence and madness begin spreading 
  through the town like a plague. If the PCs can sense the 
  Emissary, let them know that it is only a few hours away 
  at this point—they should still have time to prepare, but 
  not long. Until the Emissary arrives, no further id mutant 
  transformations occur, but if the PCs venture out into town 
  during these dark hours, feel free to have them be attacked 
  by low-level commoners, goat farmers, or merchants.
  Creature: Even if the PCs can’t track the progress of the 
  Emissary’s approach, the point at which it is only a minute 
  or two away should be bluntly obvious, for the creature’s 
  arrival is precluded by two ominous events triggered by 
  its use of a wish to prepare Dustpawn for its arrival. First, 
  the sky darkens in a several-mile radius around Dustpawn 
  as if twilight were falling. Second, all of the citizens of 
  Dustpawn fall into paroxysms of howling and thrashing 
  as the curse begins their painful transformation into id 
  mutants. If any of the PCs are currently suffering from 
  the curse of bestial dreams, they must make a successful 
  DC 20 Will save to resist being sickened by sudden pain as 
  their bodies try to twist and churn into something else. 
  The sickened effect lasts until the Emissary is defeated or 
  the victim transforms into an id mutant (see Concluding 
  the Adventure), but any magical healing effect suppresses 
  the sickened effect for 10 minutes.
  The approach of the Emissary affects certain citizens of 
  Dustpawn more profoundly than others—among them, 
  the man who has obsessed more than anyone in town over 
  the nature of the fallen star. For maximum impact, try to 
  time this event at a point where the PCs are speaking to or 
  in sight of Dalviss Crenn. As with most of the townsfolk, 
  the increase in violence has compelled him to prepare 
  defenses; he’s put on his old armor and his halberd is never 
  far from his hand. Suddenly, he doubles over in pain as 
  his body seems to bulge and expand; the man undergoes 
  a swift and agonizing transformation into a wolflike id 
  mutant before the PCs’ very eyes!!
  DALVISS CRENN 
  CR 9
  XP 6,400
  Male id mutant old human fighter 8 (see page 29)
  CN Medium humanoid (human)
  Init +5; Senses low-light vision; Perception +12
  DEFENSE
  AC 25, touch 13, flat-footed 24 (+8 armor, +1 deflection, +1 Dex, 
  +1 halberd, +4 natural)
  hp 96 (8d10+48)
  Fort +10, Ref +3, Will +5; +2 vs. fear
  Defensive Abilities bravery +2, ferocity
  OFFENSE
  Speed 50 ft.
  Melee +1 defending halberd +15/+10 (1d10+10/19–20/×3), 
  bite +8 (1d6+2)
  Special Attacks weapon training (polearms +1)
  TACTICS
  During Combat Dalviss always allocates his +1 bonus from his 
  halberd to his AC. He focuses on one random PC at a time.
  Morale The mutant Dalviss fights to the death.
  STATISTICS
  Str 20, Dex 13, Con 18, Int 8, Wis 12, Cha 6
  Base Atk +8; CMB +13; CMD 25
  Feats Cleave, Improved Critical (halberd), Improved Initiative, 
  Improved Iron Will, Iron Will, Power Attack, Skill Focus 
  25
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Dalviss Crenn
  (Perception), Toughness, Vital Strike, Weapon Focus 
  (halberd), Weapon Specialization (halberd)
  Skills Knowledge (geography) +3, Perception +12, Profession 
  (innkeeper) +8, Sense Motive +5, Stealth +4, Survival +5
  Languages Common
  SQ armor training 2, exceptional gear, mutations (ferocious, swift) 
  Other Gear +2 breastplate, +1 defending halberd, amulet 
  of natural armor +2, belt of physical perfection +2, ring of 
  protection +1, 40 gp
  Story Award: If the PCs manage to save their patron’s 
  life and restore him to humanity, award them 6,400 XP 
  beyond any award gained for defeating the mutated man 
  in combat.
  event 3. the eMissary arrives (Cr 12)
  The climax of this adventure occurs as a second strange 
  shape falls from the sky, only this time, it does not pass 
  Dustpawn by. A dark blot lances down from the heavens, 
  landing in the open plaza just north of the Mineshaft with a 
  strangely muted rumble. The arrival should be witnessed by 
  the PCs, and if they’re not already at the Mineshaft, having 
  just defeated or subdued Crenn, they should have time to 
  reach the plaza before the visitor begins to speak.
  Creature: The Emissary from Beyond avoids combat 
  if possible—after all, every living soul in Dustpawn is a 
  potential mutant minion. If the creature is allowed to speak, 
  it does so in a strange rumbling voice that each person 
  hears as if in her native tongue. The Emissary declares the 
  village of Dustpawn a vassal to the Dominion of the Black, 
  and demands the town’s citizens come forth to present 
  themselves. The vespergaunt delights in the idea of humanity 
  worshiping it, and if nothing is done to destroy it or drive 
  it away, its presence eventually causes all of Dustpawn to 
  become id mutants (see Concluding the Adventure).
  The 
  vespergaunt 
  likely 
  recognizes the PCs for the 
  meddlers they are, especially 
  if they’ve been linked to its mind 
  via the orrery of distant worlds, and it 
  knows they are the final barrier to its 
  success in the region. It attacks them 
  on sight, surging forth in a tide of 
  tendrils and mist and otherworldly slime.
  If the PCs have destroyed the orrery of distant 
  worlds, the shock to the vespergaunt’s mind from the 
  magical feedback of the artifact’s destruction has not only 
  effectively sickened the creature, but also reduced its spell 
  resistance to 18. In addition, each round the vespergaunt 
  acts, it must succeed at a DC 15 Will save to avoid being 
  staggered for that round.
  EMISSARY FROM BEYOND 
  CR 12
  XP 19,200
  Vespergaunt (Pathfinder Campaign Setting: Inner Sea Bestiary 58)
  NE Medium ooze 
  Init +6; Senses all-around vision, blindsight 60 ft., true seeing; 
  Perception +22
  Aura madness (60 ft., DC 21) 
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 195 (17d8+119)
  Fort +14, Ref +9, Will +9
  Defensive Abilities amorphous; DR 10/aligned; Immune ooze 
  traits; SR 23
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect)
  26
  
  Melee 2 slams +21 (2d8+8 plus siphon spirit)
  Space 5 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 17th; concentration +20)
  Constant—tongues, true seeing
  At will—deeper darkness
  3/day—contact other plane
  1/month—wish
  TACTICS
  During Combat The vespergaunt has already used its greatest 
  weapon (its monthly wish) to trigger the unnatural twilight 
  and transformations in the Dustpawn environs, but it is still a 
  dangerous foe. It begins combat by casting deeper darkness 
  and tries to remain in the spell’s area at all times if possible, 
  but as it has no ranged options in combat, it can be lured out 
  of the darkness by forcing it to exit the spell’s area to make 
  attacks. The monster focuses its attacks on divine spellcasters.
  Morale After traveling for so long to reach its destination, the 
  alien does not consider flight or surrender to be a viable 
  option. It fights to the death, even if it’s been crippled by the 
  destruction of the orrery of distant worlds.
  STATISTICS
  Str 27, Dex 14, Con 24, Int 15, Wis 15, Cha 16
  Base Atk +12; CMB +20; CMD 32 (can’t be tripped)
  Feats Alertness, Combat Reflexes, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Persuasive, Power 
  Attack, Weapon Focus (slam)
  Skills Diplomacy +10, Fly +15, Intimidate +17, Knowledge 
  (planes) +19, Perception +22, Sense Motive +12, Stealth +12
  Languages tongues; telepathy 100 ft.
  SQ no breath
  SPECIAL ABILITIES
  Aura of Madness (Su) Any creature within a 60-foot radius 
  of the vespergaunt must succeed at a DC 21 Will save or be 
  confused for 1d4 rounds. Once a creature successfully saves, it 
  cannot be affected by the Emissary’s aura again for 24 hours. 
  As a free action, the Emissary can suppress its aura. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Damage Reduction (Su) The vespergaunt’s DR is bypassed by 
  any weapons that are chaos-, evil-, good-, or law-aligned.
  Siphon Spirit (Su) Any creature touched by the Emissary from 
  Beyond must succeed at a DC 21 Will save or gain 1 negative 
  level as the Emissary rips away a portion of its soul. A divine 
  spellcaster gains an additional negative level with each failed 
  save. The victim must save anew each time it is touched, 
  and a character killed by this attack disintegrates completely 
  except for its eyes and strands of brain matter, which become 
  part of the Emissary. Only powerful magic such as miracle or 
  wish can resurrect a creature slain in this manner.
  27
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  orrery of Distant worlDs
  Appendix 1: Magic Item
  ORRERY OF DISTANT WORLDS (MINOR ARTIFACT)
  Aura strong (all schools); CL 11th
  Slot none; Weight 8 lbs.
  DESCRIPTION
  This portable orrery models Golarion’s solar system, and is 
  collapsible down to a 1-foot-diameter globe—expanding it out to 
  its full size (about 4 feet across) or collapsing it takes 2d6 minutes.
  When expanded, the orrery of distant worlds becomes affixed to 
  whatever surface it sits upon, functioning as if anchored to that 
  surface via an immovable rod. If consulted, it grants a +10 bonus 
  on all Knowledge (geography) checks made to navigate or 
  to answer questions about outer space. Once per month, 
  it may be used to contact alien minds on far-flung 
  worlds—this works identically to the spell contact 
  other plane (use the demigod line to determine 
  the effects of the spell or to determine ability score 
  decreases). At your discretion, use of 
  the orrery can have unanticipated 
  results, as it can accidentally 
  release stored information when 
  activated (see area D7 on page 24 
  for an example of this event).
  The 11 planetary spheres and the 
  sun sphere can be detached and carried 
  separately. As long as even one of these 
  spheres is missing, the orrery cannot be 
  collapsed or moved, nor can it be used to contact alien minds. 
  Once detached, a planetary sphere carries 4 charges that can be 
  used to activate a spell effect. The effects of the 12 spheres and the 
  number of charges required to use a sphere’s spell are as follows:
  • Sun—searing light (1 charge)
  • Aballon—haste (2 charges)
  • Castrovel—detect thoughts (1 charge)
  • Golarion—resilient sphere (4 charges)
  • Akiton—rage (1 charge)
  • Verces—align weapon (1 charge)
  • Eox—death ward (2 charges)
  • Triaxus—teleport (4 charges)
  • Liavara—dream (4 charges)
  • Bretheda—restoration (2 charges)
  • Apostae—fly (2 charges)
  • Aucturn—confusion (2 charges)
  A sphere can be recharged by replacing it on the orrery, at 
  which point it may be recharged by an arcane spellcaster in the 
  same method by which a staff is recharged.
  DESTRUCTION
  Although it is a minor artifact, the orrery of distant worlds may 
  be destroyed by regular damage. It has hardness 20 and 300 
  hit points, but has already taken 180 points of damage from the 
  crash. Charges held within spheres remain usable even after the 
  orrery is destroyed, but they can no longer be recharged.
  Concluding the Adventure
  If nothing is done to defeat the Emissary, its presence at 
  the heart of Dustpawn for 30 minutes is all that is needed 
  for the entire town’s populace to transform into id mutants. 
  These fresh new mutants are the unquestioning minions 
  of the Emissary. Each PC suffering from the curse of 
  bestial dreams must succeed at a DC 20 Will save each 
  round she remains within a 6-mile radius of Dustpawn to 
  avoid transforming into an id mutant and becoming the 
  Emissary’s pawn. The Emissary’s eventual plans for the 
  region are as mysterious as the Dominion it serves, as 
  is the timeline for these events. It may take years or 
  even centuries for its masters from the Dominion of 
  the Black to take advantage 
  of the beachhead this 
  Emissary has established... 
  or if you wish, it could take 
  only hours. The exact nature 
  and goals of these aliens are left 
  to the GM to devise.
  But hopefully the heroic actions of 
  the PCs stave off such dire developments. 
  With the Emissary’s defeat, the doom that 
  had come to Dustpawn passes. In time, the 
  town’s waters recover from the dream crystal 
  toxin’s taint (faster, of course, with the 
  PCs’ aid), and the people of Dustpawn 
  recover from their curse. The wreck of 
  the Lirgen’s Glory becomes a new draw to the town as word 
  spreads, and the influx of curious scholars and historians 
  seeking to explore the wreck breathes new life into the town. 
  It may not be enough to completely revitalize Dustpawn to 
  its glory days as a thriving mining town, but it’s a breath 
  of fresh air nevertheless, and the townsfolk know they 
  have the PCs to thank for it. After a few days and some 
  clandestine manipulation of the town’s black market, 
  the townsfolk present the PCs with rewards of thanks—
  you should tailor these gifts to each PC, for the people of 
  Dustpawn have come to know their heroes. A magic item 
  worth about 9,000 gp is an appropriate reward.
  Dalviss Crenn himself thanks the PCs in person if he 
  survived. He offers the PCs his amulet and belt as thanks 
  for their work, and lets them know that should they ever 
  find themselves in Dustpawn again in the future, they’ll 
  never have to pay for a meal or room.
  Yet despite the festive atmosphere, not all in the region is 
  the same. Dustpawn’s citizens will suffer from an unusual 
  number of nightmares for the rest of their lives. And when 
  the ship fell from the sky, it scattered fragments of itself 
  across the countryside. While the cultists have scoured 
  the region for these fragments, some may yet remain in 
  the wild, their tainted energies slowly seeping into the 
  environment, waiting patiently for a new host to infect...
  28
  
  Appendix 2: Id Mutant
  Scholars of the mind have many names for the part of the 
  psyche that controls unconscious and animalistic urges—
  be it the primal brain, instinct, or simply the id. Some 
  scholars believe that, were this underlying mind to seize 
  control, a normally mild-mannered person would revert 
  to a savage, bestial state; some even theorize that when a 
  barbarian enters a rage, he is in fact tapping into the id to 
  empower his wrath. But what would happen if powerful 
  magic were to act upon the id and make it transform not 
  only a person’s mind, but his physical being as well? One 
  such method by which this can occur is via the curse of 
  bestial dreams, an affliction that arises when the wishcraft 
  of a vespergaunt interacts with powerful magical crystals 
  infused with mortal dreams and memories—an affliction 
  that, in time, transforms its victims into a deformed and 
  bestial creature known as an id mutant.
  An id mutant loses its identity almost entirely, changing 
  into an animalistic version of its previous self. If its 
  adjusted Intelligence score remains above 3, it can still 
  speak and understand language, but it does not retain 
  any societal affiliations it had prior to devolving. Survival 
  becomes the paramount concern for an id mutant, and it 
  focuses more on base animalistic desires—the thrill of the 
  hunt, securing a safe lair, and procreation. An id mutant’s 
  personality is entirely new—one based on fulfilling base 
  needs, and as such an id mutant’s alignment changes to 
  chaotic neutral.
  When a humanoid becomes an id mutant, its physical 
  deformations almost always result in a resemblance to a 
  specific animal. Some believe this animal to be a sort of 
  spirit animal, but in fact the animal associated with the 
  mutation is somewhat arbitrary, influenced in part by the 
  original creature’s temperament and personality. For up 
  to 10 days after a humanoid transforms into an id mutant, 
  break enchantment or remove curse can remove the template. 
  After this window of time closes, the condition becomes 
  much more difficult to reverse. Both miracle and wish can 
  restore an id mutant to its previous life. Likewise, an id 
  mutant that dies and is then brought back from death 
  sheds the template and is restored to its previous life.
  Creating an iD Mutant
  “Id mutant” is an acquired template that can be added to 
  any humanoid (referred to hereafter as the base creature). 
  An id mutant retains all the base creature’s statistics 
  and special abilities except as noted here. Statistics for 
  several example id mutants can be found throughout 
  this adventure.
  CR: Same as the base creature +1.
  Alignment: Chaotic neutral.
  Senses: An id mutant gains low-light vision.
  AC: An id mutant’s natural armor bonus increases by 2.
  Speed: An id mutant’s base speed increases by 10 feet. 
  Some id mutants gain an additional movement type as 
  well (see Special Qualities, below).
  Melee: An id mutant gains a single natural attack. This 
  can be a bite, a claw, a gore, a slam, or a talon. Damage 
  caused by this natural attack depends on the id mutant’s 
  size (see Table 3–1 on page 302 of the Pathfinder RPG Bestiary).
  Feats: An id mutant gains one of the following as a 
  bonus feat: Great Fortitude, Iron Will, Lightning Reflexes, 
  or Toughness.
  Skills: Id mutants gain a +4 racial bonus on Perception, 
  Stealth, and Survival checks.
  Ability Scores: Str +4, Con +4, Int –6 (minimum 1), Cha –4 
  (minimum 1).
  Special Qualities: An id mutant gains one mutation 
  from the list below for every 3 points of the base creature’s 
  adjusted CR (minimum 1). Additional mutations beyond 
  these can be designed at the GM’s discretion (although id 
  mutants never gain supernatural or spell-like abilities in 
  this manner, with the exception of the infectious mutation, 
  described below).
  Additional Movement (Ex): The id mutant gains a burrow, 
  climb, or fly speed (average maneuverability) equal to the 
  base creature’s unmodified speed. This mutation can be 
  selected up to three times—each time, a different form of 
  movement must be chosen.
  Additional Natural Attack (Ex): The id mutant gains an 
  additional natural attack chosen from the Melee entry 
  above. This mutation can be selected multiple times.
  Aquatic (Ex): The id mutant gains the aquatic subtype, 
  a swim speed equal to its base land speed, and the 
  amphibious special quality.
  Blindsense (Ex): The id mutant gains blindsense to a range 
  of 30 feet. This mutation may be selected multiple times—
  each time it is selected, the range increases by 30 feet.
  Ferocious (Ex): The id mutant gains ferocity.
  Infectious (Su): Whenever an infectious id mutant damages 
  a humanoid with one of its natural attacks, that humanoid 
  must succeed at a Fortitude save (DC = 10 + 1/2 the id mutant’s 
  HD + the id mutant’s Constitution modifier) or be afflicted 
  by the curse of bestial dreams (see page 4).
  Scent (Ex): The id mutant gains the scent ability.
  Swift (Ex): The id mutant’s base speed increases by an 
  additional 20 feet.
  Tentacled (Ex): The id mutant gains a number of tentacle 
  attacks equal to its adjusted CR divided by 5 (minimum 
  2). Each tentacle also has the grab and constrict special 
  attack (constrict damage equals the tentacle’s damage). 
  This mutation can only be selected by id mutants of CR 
  10 or higher.
  Thick Hide (Ex): The id mutant’s thick hide grants it 
  DR 2/piercing. This mutation can be selected multiple 
  times—each time it is selected, the DR increases by 2.
  29
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
  Appendix 3: Dustpawn
  Dustpawn was established in 4324 ar as one of several 
  mining towns intended to keep Cheliax supplied with 
  metal ore. Its location near the Drumish border helped 
  protect the town during the Goblinblood Wars, and 
  demand for iron during the wars kept the town’s mining 
  industry busy. Today, the majority of the mines in the 
  Dustpawn hinterlands are abandoned, and those still in 
  use support only skeleton crews of miners. The bulk of 
  Dustpawn’s citizens now rely upon goats for income. Other 
  businesses there—such as inns, grocers, artisans, and the 
  like—exist primarily to help support the town’s farming 
  infrastructure. One burgeoning industry about which 
  many of the citizens remain quiet, in some cases shamefully 
  so, is smuggling—Dustpawn has several individuals 
  who facilitate the movement of goods between Isger and 
  Druma. Some of these goods are illegal or controversial, 
  while others are simply owned by “merchants” (some 
  would say thieves) seeking to avoid tariffs and taxes on 
  their trade. Only a few of Dustpawn’s residents realize that 
  the town’s mayor is a part of the smuggling operations, 
  and has secretly forged agreements with local bandits and 
  even certain agencies within the Drumish government to 
  ensure the town remains a haven for smugglers.
  Dustpawn is located about 7 miles from the Conerica 
  River, close enough that Dustpawn remains informed 
  about national events and never wants for supplies, but far 
  enough that the bulk of the busy river traffic between Isger 
  and Druma passes Dustpawn by.
  The city of Dustpawn grew organically over the years. 
  When miners began striking it rich, new arrivals in town 
  built homes wherever there was open ground, and as a result 
  the town sprawls over several ridgelines that border the 
  open fields to the north. South of the town, the landscape 
  rises in ragged hills sporadically topped by copses of trees or 
  thick patches of chaparral. The town has a few open roads, 
  but most of the buildings can be accessed by winding 
  alleys or narrow footpaths.
  5
  4
  3
  2
  1
  30
  
  DUSTPAWN
  N small town
  Corruption +0; Crime –5; Economy +0; Law +3; Lore –2; 
  Society +2
  Qualities insular, superstitious
  Danger +0; Disadvantages cursed (as long as the region 
  is suffused with the tainted dreams of the Lirgen’s Glory, 
  Dustpawn’s Lore score takes a –4 penalty)
  DEMOGRAPHICS
  Government autocracy (mayor)
  Population 1,250 (1,011 humans, 109 dwarves, 52 halflings, 
  28 gnomes, 21 half-elves, 20 half-orcs, 9 elves)
  Notable NPCs
  Enmet Kurigoss, mayor (LN male human aristocrat 5)
  Alyssia Turpin, town priestess (NG female human cleric of 
  Sarenrae 4)
  Dalviss Crenn, owner of the Mineshaft and amateur 
  astronomer (N male human fighter 8)
  Elladas Demos, smuggler (CN female human rogue 8)
  MARKETPLACE
  Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 2nd
  Magic Items Available +1 ghost touch buckler, +1 cold iron 
  bastard sword, +1 punching dagger, dark blue rhomboid 
  ioun stone, restorative ointment, ring of wizardry I, scroll of 
  cure moderate wounds, scroll of dispel magic, scroll of gust 
  of wind, scroll of false life, wand of longstrider (50 charges)
  Dustpawn Black Market All of the magic items listed above are 
  available only via Dustpawn’s black market. With a successful 
  DC 25 Diplomacy check (this check may be attempted once 
  per day), a PC can arrange a meeting with an agent of the 
  black market, after which point the items above become 
  available for sale to PCs. At the GM’s discretion, PCs who 
  obviously have affiliations with the law or Isger’s government 
  may take substantial penalties on this Diplomacy check or 
  may not be able to contact the black market at all.
  notaBle loCations
  Below are some of the more notable locations in Dustpawn.
  1. The Mineshaft: The Mineshaft was the first permanent 
  structure built by Dustpawn’s original settlers, and it still 
  stands at what has become the heart of the town. A map of 
  the Mineshaft and several encounters that can take place 
  there are presented in this module.
  2. Church of the Dawnflower: Alyssia Turpin, a 
  charming woman from the nation’s capital of Elidir, 
  arrived in Dustpawn 28 years ago after hearing rumors 
  that the town had no spiritual center. In the town’s early 
  days, a charlatan illusionist named Pristis Derlancy 
  posed as a priest of Abadar, and over the course of several 
  years extorted and robbed several prominent families 
  before he was exposed as a fraud. Pristis nearly managed 
  to escape to Druma before he was caught and lynched by 
  the town, but his magic and the fact that the church of 
  Abadar never bothered to step in to defend its besmirched 
  name left a sour taste in the mouth of most of Dustpawn’s 
  citizens as far as both magic and religion were concerned. 
  Alyssia’s attempt to win over the townspeople after 350 
  years of traditional superstition and suspicion for all 
  things religious and magical has been trying at times for 
  the woman, but over the past 3 decades, her kindness, her 
  eagerness to please, and the fact that she never charges for 
  her healing services have miraculously started to bring 
  faith back to the town. Even Dustpawners who retain 
  their bitter old opinions are increasingly (if grudgingly) 
  impressed with the cleric.
  Alyssia is deeply worried about the town’s increasingly 
  violent behavior. If the PCs don’t seek her out within the 
  first day, she’ll track them down to ask them to find out 
  what’s going on in town. She volunteers free healing and 
  spellcasting services as long as the PCs are in town (she 
  can channel energy to heal 2d6 points of damage four 
  times per day, can cast cure light wounds four times per day, 
  can cast cure moderate wounds three times per day), and can 
  tell the PCs three rumors—roll 1d6+14 on the Dustpawn 
  Rumor table on page 6 when determining what rumors 
  she has to relate. In addition, she automatically tells the 
  PCs the rumor about suspecting the strangers in town of 
  being cultists.
  3. Demos Leather Goods: This unassuming building 
  is home to Elladas Demos’s smuggling operation. She 
  and her bandit crew move stolen goods, contraband, and 
  objects that merchants simply want off the books into one 
  of the abandoned Dustpawn mines for an amount of time 
  she deems reasonable before they move it back into this 
  building and send it out into the world. The building itself 
  fronts as Dustpawn’s largest leather goods warehouse and 
  distributor, with goat hide as the primary source of their 
  goods. The leather goods business is itself doing quite well 
  on its own, giving Demos an excellent cover and excuse for 
  the large number of employees she retains.
  4. The Goatyards: The majority of the region’s goat 
  farming takes place on the numerous farms that lie 
  northeast of town, but of late, a group of townsfolk who 
  call themselves the Goaters have started a cooperative 
  business for herding and selling goats. They reasoned they 
  could make more profit and spend less time individually 
  by sharing the work of caring for the collected goats. So 
  far, they have not realized their dreams, and complaints 
  have arisen regarding the terrible stench from their co-op.
  5. Dustpawn Town Hall: Since Dustpawn’s founding, 
  leadership has fallen to an elected mayor and his or her 
  hand-chosen support staff. Town meetings, judicial 
  hearings, and the like all take place in the Dustpawn Town 
  Hall, the basement of which doubles as the town’s jail. 
  Mayor Enmet Kurigoss can often be found in the town hall 
  or in his family home just behind the building.
  31
  DOOM COMES TO
  DUSTPAWN
  DOOM COMES TO
  DUSTPAWN
  
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  Pathfinder Module: Doom Comes to Dustpawn © 2013, Paizo Publishing, LLC; Author: 
  Mike Welham.
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  Printed in China
  PZO9541
  Pathfinder Module 
  Doom Comes to Dustpawn
  When the iron mines that made Dustpawn so prosperous played out 
  not long after the Goblinblood Wars of Isger ended, the city shifted its 
  focus from mining to goat herding with quite a bit of success. Things 
  have, as a result, been quiet and calm 
  in Dustpawn for the past several 
  years, but that quiet is shattered the night 
  a strange falling star roars across the sky 
  above town to crash somewhere in the hills 
  several miles to the south. When several 
  locals eager to find the fallen star and strip 
  it of its ore go missing, it becomes apparent 
  that whatever has fallen from the sky is much more than 
  a mere meteorite. There are those in town who claim the falling star 
  was in fact a ship, and now a strange malady is creeping through the 
  townsfolk. Can the PCs discover the truth behind the falling star before 
  doom comes to Dustpawn? 
  Written by Mike Welham, the 2012 winner of Paizo Publishing’s annual 
  RPG Superstar contest—in which unpublished authors compete before 
  a panel of celebrity game designers and legions of their peers for 
  the chance to write a Pathfinder Module—Doom Comes to Dustpawn 
  presents the players with a classic trope of 1950s sci-fi recast in the 
  fantasy setting of the world of Golarion. Can the PCs save the town of 
  Dustpawn from a menace from the darkest depths of space?
  Doom Comes to Dustpawn is an adventure of investigation and 
  cosmic horror for 9th-level characters, written for the Pathfinder 
  Roleplaying Game and compatible with the 3.5 edition of the world’s 
  oldest RPG. This volume also contains a gazetteer of the town 
  of Dustpawn and a brand-new monster template for a strange 
  form of feral mutation, both of which can easily be integrated 
  into any campaign setting.
  paizo.com/pathfinder
  INVADERS FROM SPACE!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/Doom Comes to Dustpawn (Variant Cover).pdf