TEXT: ®
  TM
  Serpent’S Skull
  City of
  Seven Spears
  By James Jacobs, kevin kulp, 
  and rob McCreary
  
  Monkeyvise
  While the giant flytrap is 
  a well-known swamp hazard, 
  many don’t realize how many 
  variants of this voracious 
  plant exist. The monkeyvise 
  is a smaller cousin to the 
  larger swamp-dwelling 
  flytrap, a tangled set of vines 
  that grows low to the ground, 
  its jaws open and presenting 
  delicious-looking fruits 
  to tempt passing, appetizing 
  monkeys to their doom. 
  Whisperlily
  The bizarre whisperlily 
  grows upon waters tainted 
  with strange magic. Relatively 
  rare, these eerie lily pads grow 
  frighteningly realistic facial 
  features, such as eyes, teeth, 
  and tongues. Although 
  carnivorous, they 
  generally do not grow 
  large enough to pose a 
  threat to any creature 
  larger than a frog, fish, 
  or songbird.
  Mwangi Flora
  
  City of
  Seven Spears
  Serpent’S Skull
  ADVENTURE PATH PART 3 of 6
  ®
  TM
  
  ®
  ™
  credits
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Rob McCreary 
  Editors • Judy Bauer, Christopher Carey, and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Erik Mona, Sean K Reynolds, and Vic Wertz
  Editorial Intern • Kelley Frodel
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Kerem Beyit
  Cartographer
  Rob Lazzaretti
  Additional Cartography
  Corey Macourek, Hugo Solis
  Contributing Artists
  Claudio Casini, Mike Corriero, Gonzalo Flores, Paul Guzenko, Jon Hodgson,  
  Chuck Lukacs, Scott Purdy, Florian Stitz, and Joe Wilson
  Contributing Authors
  Jesse Benner, James Jacobs, Kevin Kulp, Robin D. Laws, Rob McCreary, Patrick Renie, Mike Shel,  
  Neil Spicer, and Owen K.C. Stephens
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Financial Analyst • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  The Paizo Customer Service, Website, and Warehouse Teams
  “City of Seven Spears” is a Pathfinder Adventure Path scenario designed for four 7th-level characters.  
   By the end of this adventure, characters should reach 10th level. 
   
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game GameMastery Guide, Pathfinder Roleplaying Game 
  Advanced Player's Guide, and Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/pathfinderRPG/prd.
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game. The OGL can be found on page 92 of this product. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open 
  Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Pathfinder © 2010, Paizo Publishing, LLC. All Rights Reserved.
  Paizo Publishing, LLC, the golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;  
  Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Chronicles, Pathfinder Companion, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying 
  Game, Pathfinder Society, and Titanic Games are trademarks of Paizo Publishing, LLC. 
  Printed in China.
  
  table of contents
   
  Foreword 
  4
  City of Seven Spears 
  6
  by James Jacobs, Kevin Kulp, Rob McCreary, 
  and Owen K.C. Stephens
  Expedition to Saventh-Yhi  
  58
  by James Jacobs and Rob McCreary
  The Path of Juju 
  66
  by Mike Shel
  Pathfinder’s Journal: Plague of Light 3 of 6 
  72
  by Robin D. Laws
  Bestiary 
  78 
  by Jesse Benner, Patrick Renie, and Neil Spicer
  Pregenerated Characters 
  90
  Preview 
  92 
  
  Into the Lost CIty
  A
  s with many of the key locations you see featured 
  in the pages of our Adventure Paths, the lost city 
  of Saventh-Yhi existed in some form long before 
  Pathfinder came to be. Yet unlike locations such as 
  Korvosa, Ilizmagorti, Tanglebriar, or Celwynvian, 
  Saventh-Yhi was never actually a part of my homebrew 
  world. Instead, Saventh-Yhi came to be in a pretty awful 
  piece of poetry I wrote long, long ago. I’d been reading a lot 
  of Lovecraft’s dreamlands stories and a fair amount of his 
  poetry at the time, so I decided to take a stab at describing 
  a strange lost city in the format of a poem about a dreamer 
  who wandered into a nightmare city with a scary monster 
  living in the caverns deep below. The poem, as I mentioned, 
  was pretty terrible, and it will remain forever buried, but 
  the name “Saventh-Yhi” always stuck in my mind as a cool 
  name for a mysterious city.
  Of course, since Saventh-Yhi was never a part of my 
  homebrew world, that also meant it didn’t have a pre-made 
  map I could plagiarize from my own files. So instead, I 
  called upon the aid of Hugo Solis, whose work on designing 
  two cities for Cities of Golarion had greatly impressed 
  me. His vision of Saventh-Yhi is what we provided our 
  cartographer Rob Lazzaretti with, and the result is, I think, 
  a unique and memorable location indeed.
  serpent’s skuLL
  4
  
  Friends and enemies in saventh-Yhi
  “City of Seven Spears” is an unusual adventure. How the 
  PCs explore the secrets of Saventh-Yhi, with whom they ally 
  or go to war, how long they take, and what stories develop 
  as a result of these decisions—all of that is left up to you 
  and your players to decide. Saventh-Yhi itself is a huge 
  sandbox of adventure, and we’ve done our best to populate 
  it with as many unusual and interesting characters and 
  situations as we can.
  But sandboxes can be overwhelming for some players—
  too many choices can be paralyzing. In this case, you can 
  help to focus the PCs’ goals by advising them or even 
  giving them “mini-quests” to accomplish in the city. And 
  one great way to deliver these quests is via helpful NPCs.
  Fortunately, you probably already have a few helpful 
  NPCs in your game—the five castaways the PCs first met 
  when they woke on the northern beach of Smuggler’s Shiv. 
  Since the fate of these five NPCs, as well as the friendships 
  and rivalries they’re destined to make, have been left up 
  to each individual game to develop, we aren’t including 
  these five characters directly in these adventures from 
  this point on—what they do and what roles they play are 
  left to you.
  However, if your players are looking for direction, you 
  can use these NPCs to help focus their explorations of 
  Saventh-Yhi—at least for the start, for once they begin 
  discovering things, the PCs are likely to come up with 
  their own goals and missions. Listed below are all five of 
  the ex-castaways; all of them have particular tasks they’d 
  like the PCs to either help them with or perform for them. 
  Of course, an NPC who’s dead or no longer allied with the 
  PCs won’t be able to come to them for help, but in that case, 
  you can just as easily use that NPC’s goals with someone 
  else the PCs may have met along the way.
  Also, as these NPCs continue to play a part in your game, 
  you should take the time to level them up—each of the 
  entries below provides a suggested level for each NPC at 
  the start of this adventure, but feel free to change these 
  levels around as best suits your particular game.
  Each of the quests these five NPCs have for the PCs 
  should result in a 4,800 XP award upon completion.
  Aerys Mavato (N female half-elf fighter 6): Aerys is 
  still working to complete her epic poem, the “Abendego 
  Cantos,” but her trip to Saventh-Yhi proves to be a huge 
  distraction. She begins a new saga—the “Song of Saventh-
  Yhi”—not long after arriving in the city, and asks the 
  PCs to go find six different secrets of the city for her by 
  studying the ancient wall carvings.
  Gelik Aberwhinge (CN male gnome bard 6): Gelik’s 
  knowledge of legendary failures of other Pathfinder 
  expeditions rears its head again as he nears Saventh-Yhi; 
  he observes that many Pathfinder expeditions have gone 
  missing in their search for Saventh-Yhi, and if the PCs 
  could find evidence of any of these long-lost explorers in 
  the ruins, he’d appreciate it.
  Ishirou (N male human rogue 4/fighter 2): Although 
  Ishirou does not recall any treasure maps that purportedly 
  lead to riches hidden in Saventh-Yhi, one strange, old 
  document he once snuck a peek at while working in an Aspis 
  Consortium archive referred to an ancient and powerful 
  sword said to be hidden in Saventh-Yhi—he knows that 
  this weapon was tied to one of the ruin’s deities, but not 
  much more. He mentions this to the PCs, suggesting it 
  would be worth their while to seek out this religious relic 
  (he is alluding, of course, to the mantis blade).
  Jask Derindi (LN male middle-aged human cleric of 
  Nethys 6): Jask has long studied the history of Nethys, 
  and those legends all agree that he came into being in the 
  earliest days of the ancient Osirion empire. Yet some texts 
  he’s studied imply that Nethys may have replaced an even 
  older Azlanti god of magic. Jask is curious to find out if 
  there’s any evidence of such a now-forgotten god of magic 
  hidden somewhere in the ruins.
  Sasha Nevah (CN female human ranger 5/rogue 1): Sasha 
  may still have her pet dimorphodon from Smuggler’s Shiv 
  (if so, it’s now her animal companion), but this hardly 
  appeases her peculiar fondness for dangerous pets. Not 
  long after arriving in Saventh-Yhi, she catches a glimpse 
  in the lake of an immense, long-necked reptilian creature 
  (the mokele-mbembe) swimming along the southern 
  shores of the lake. She doesn’t want this creature as a pet, 
  but if the PCs help her find it so she can watch it and maybe 
  try to befriend it, she’ll be grateful.
  On the COver
  This volume’s cover character portrays an elven 
  woman named Chivane—the leader of the Red Mantis 
  group involved in this campaign. Although her cruelty 
  and penchant for violence are likely to cast her as an 
  antagonist, shadier groups of PCs might find in this 
  sadistic woman a powerful ally. Chivane’s statistics 
  appear on page 64 of this volume.
  James Jacobs
  Creative Director
  james.jacobs@paizo.com
  Foreword
  5
  
  6
  City of Seven SpearS
  I led them rIght Into the army ant nests I found near camp, and those 
  stupId pathfInders never even saw It comIng. they just screamed as 
  the ants ate them alIve. But I wasn’t aBout to share the greatest 
  dIscovery of all tIme wIth them—I’m the one who led them here, 
  after all, once we’d left the rest of them BehInd to Be kIlled By 
  those crazed ape-men. I can hear somethIng movIng around outsIde 
  now, But I’ll start headIng Back to cIvIlIzatIon tomorrow. saventh-
  yhI Is mIne, and I’m takIng full credIt for dIscoverIng It!
  —fInal entry In the journal of nareem daress, 
  guIde to the alIthorpe expedItIon
  Serpent’S Skull
  
  7
  adventure BaCkground
  Ten thousand years is a long time to wait.
  Modern civilizations may have forgotten it, but the 
  Azlanti ruin of Saventh-Yhi is far from empty. It waits 
  deep in the Mwangi Expanse, hidden by rugged cliffs in 
  a magically occluded valley, and grants shelter to ancient 
  evils and savage creatures alike. Fabulous wealth lies there, 
  waiting to be claimed by anyone brave or strong enough 
  to seize it. And with the arrival of the PCs and their rival 
  factions, quite a few people are about to try just that.
  The city of Saventh-Yhi was built nearly 11,000 years 
  ago, during the twilight years of the golden age of Azlant 
  before Earthfall and the onset of the Age of Darkness. 
  Constructed as a tribute to the Azlanti heroine Savith 
  above the site where she defeated the snake god Ydersius, 
  the city was constructed both to honor her sacrifice and 
  to stand vigil over the ruined serpentfolk city of Ilmurea 
  deep below. In each of Saventh-Yhi’s seven districts, a stone 
  ziggurat symbolizing one of the honest virtues of Azlanti 
  rule was erected, and atop each of these sites the ancients 
  placed a spire-like monument. These seven obelisks 
  came to symbolize the city’s skyline, and even before the 
  doom that was to come, they gave the city its enduring 
  nickname—the City of Seven Spears.
  Yet as the Age of Darkness grew near, not all of the 
  citizens of Saventh-Yhi remained blissfully unaware that 
  their days were numbered. Some among the city began 
  to receive visions and read dire omens. One priest in 
  particular, a cleric of Pharasma named Urschlar Vohkavi, 
  became convinced that Saventh-Yhi was nearing a great 
  doom. Even as Urschlar’s power in Saventh-Yhi grew (at 
  an increasingly suspicious rate), his paranoia and fears 
  seemed to spread throughout the city’s citizens as well. As 
  the pall of fear expanded, the leaders of Saventh-Yhi built 
  underground vaults into which they began securing their 
  most prized belongings. Even had Earthfall not finished 
  the job this growing paranoia had begun, Saventh-Yhi 
  was hurtling toward an end. Yet Earthfall did come, and it 
  hastened that end. The impacts of countless falling stars 
  upon Golarion caused panic in the great city, and it did not 
  take long at all for Saventh-Yhi to die.
  And for 10,000 years, that city’s corpse has lain hidden, 
  forgotten by most of the world and dreamed about by 
  others. The ancient preservative magic on the city helped 
  to prevent its destruction by the advancing years, yet even 
  the greatest magic cannot hold back the jungle and erosion 
  completely. And while the city’s magical wards and defenses 
  helped to keep it hidden, these wards were not foolproof. 
  As the ages wore on and the magic began to slowly fail, 
  new denizens crept into the city along narrow rivers or 
  down jungle-choked cliffs. The Saventh-Yhi destined to 
  be discovered today is far from an empty place—it teems 
  with life, both of the wild and dangerous variety and the 
  Advancement Track
  Characters should be 7th level when they begin “City 
  of Seven Spears.” This adventure presents an entire 
  lost city for the PCs to explore, and the direction 
  they take in that exploration is left entirely up to 
  them. The PCs should be 10th level when they face 
  the ghast necromancer Sozothala at the end of the 
  adventure. “City of Seven Spears” uses the Medium 
  advancement track for experience.
  intelligent and even more dangerous kind. The secrets 
  and wealth and wonders of the lost city are ripe for the 
  plucking, but harvesting these wonders will be anything 
  but simple for the newcomers.
  And beneath it all, an ancient evil stirs to life—one 
  that the squabbling factions of treasure-hunters and 
  glory-seekers are destined to become the last bastion of 
  defense against.
  adventure summary
  “City of Seven Spears” is an unusual adventure, in that 
  there is no central plotline waiting to be explored and 
  unfolded. When the PCs arrive in the ruined city of 
  Saventh-Yhi, the actions they take are largely left up to 
  them. They can explore the ruins at any speed and in any 
  order they wish—and as they do so, the other factions who 
  have come to the city do likewise.
  Upon first reaching Saventh-Yhi, the PCs must locate 
  a suitable entrance and site to serve their expedition as 
  a base of operations. With this choice secured, they can 
  move on to the task of exploring the city—each of Saventh-
  Yhi’s seven districts has several different goals the PCs 
  can pursue, and with each they’ll begin to build up their 
  expedition’s success and claims. Conflicts with both the 
  indigenous tribes and the other competing factions in the 
  region are all but guaranteed, and as the PCs forge alliances 
  and make enemies, they’ll build their own storyline in the 
  jungle ruins.
  As they explore, the PCs begin to learn of the doom that 
  came to Saventh-Yhi in those ancient times. Hints of a 
  strange underworld below the city suggest the possibility of 
  yet another lost city beneath, while the unavoidable presence 
  of more serpentfolk is likely to raise concerns. Something 
  dire is building in, or perhaps below, Saventh-Yhi, and by 
  the time the PCs’ explorations of the city come to a close, 
  they’ll have the proof they fear in the form of a half-mad 
  refugee from the ruined city of Ilmurea below—an escaped 
  prisoner of the serpentfolk who, once cured of her madness, 
  can tell of the great peril building in the dark below.
  City of Seven SpearS
  
  8
  part one: the glory of Saventh-yhi
  At the climax of the previous adventure, “Racing to Ruin,” 
  the PCs uncovered the exact location of the ruins of 
  Saventh-Yhi. Once this information is known, they need 
  simply to rejoin their faction and report—at which point 
  the faction leader asks the PCs for their suggestion as to 
  which of several possible routes should be used to enter the 
  city (see Entering Saventh-Yhi).
  Saventh-Yhi itself is located not far from the ruins of 
  Tazion, in a particularly dense portion of the Mwangi 
  Expanse where travel is complicated not only by thick 
  jungle but also by a number of rugged mountains and 
  sheer cliffs. Saventh-Yhi itself is approximately 20 miles 
  north of Tazion, sheltered in a natural valley between tall 
  cliffs in the jungle-covered hills—see area A for details. 
  No significant encounters are scheduled to occur on the 
  relatively short journey between Tazion and Saventh-
  Yhi—you can even gloss over this part of the adventure 
  if you wish, particularly if, after the previous adventure, 
  the players have had enough of the sweltering overland 
  journey style of play.
  magIcal wards
  Saventh-Yhi is protected from discovery by more than 
  mere terrain or remoteness—during its height, numerous 
  magical wards helped not only to protect the city from 
  invasion beyond its valley but also to obfuscate its location 
  from any surviving serpentfolk who might attempt to 
  return to the region in the years following Ydersius’s defeat. 
  Many of these wards have decayed today, but some still exist 
  and help to keep the region hidden. These magical effects 
  function at CL 20th—they cannot be dispelled or removed 
  by anything short of a mage’s disjunction. Fortunately for 
  the PCs, the Pillars of Light in Tazion can pierce these 
  wards, enabling the PCs to find the lost city despite its 
  magical wards.
  Mirage Arcana: The entire valley within which Saventh-
  Yhi is located is obscured by a mirage arcana that makes the 
  region appear to be nothing more than densely forested 
  jungle hills when viewed from above or from outside of the 
  valley. Within the valley, this effect does not persist.
  Nondetection: Everything within Saventh-Yhi (or in 
  Ilmurea in the Darklands below, or in the Vaults of Madness 
  that connect the two regions) is warded by a nondetection 
  effect against scrying and divination effects originating 
  from outside this region (resulting in a DC 36 caster level 
  check for such attempts to function). Divination effects 
  that originate within Saventh-Yhi function normally.
  Preservation: The preservation effects that suffuse the 
  city do little more than greatly retard the effects of time and 
  erosion. This effect radiates a strong transmutation effect 
  throughout the city—a DC 25 Knowledge (arcana) check is 
  enough to determine the purpose of these magics.
  enterIng saventh-yhI
  In Tazion, the PCs can use the Pillars of Light to 
  generate a modern image of the ruined city of Saventh-
  Yhi, as if they were far above the city looking down from 
  the heavens. A DC 20 Knowledge (geography) check 
  is enough to note the easiest entrance to the city, via a 
  nameless river tributary. If none of the PCs can achieve 
  this result, conferring with their expedition’s leaders 
  should give them a chance to work out this approach. 
  While this adventure assumes that the PCs (and the 
  other factions) approach Saventh-Yhi via this route, this 
  adventure should present enough details on the ruined 
  city that if the PCs wish to attempt a more dangerous 
  overland entrance that involves climbing down cliffs 
  or magical flight, they’ll be able to do so (perhaps with 
  a large number of DC 20 Climb checks or a few aerial 
  encounters with pteranodons or a chimera).
  saventh-yhI general features
  Although Saventh-Yhi has gone through innumerable 
  changes over its millennia of existence, its appearance 
  has long since settled into a status quo. The first things 
  a visitor notices on first sight of the city’s skyline are its 
  seven spears. Protruding from the already lofty tops of 
  seven 100-foot-high ziggurats, these narrow monoliths 
  extend a further 100 feet into the sky. Each of these spires 
  marks the heart of one of the city’s seven districts, and 
  they can be seen from nearly everywhere in the ruins—
  the seven spears make excellent landmarks.
  Nestled in a cradle of sheer cliffs thick with jungle 
  vines and brushed with wisps of fog, the seven districts 
  of Saventh-Yhi are arrayed around a large central lake. 
  The buildings of the city are clearly weathered and worn, 
  but most resist the encroachment of plants and mud, 
  and they refuse to crumble, appearing as a ruin of only 
  a few thousand years of age rather than over 10,000. The 
  architectural style is remarkable, marked by massive 
  guardian sculptures and intricate geometric patterns 
  carved into the stone—any who have studied Azlanti 
  ruins can automatically recognize this style with a DC 12 
  Knowledge (history) check. Up close, countless individual 
  carvings and murals decorate the inner walls of these 
  buildings, and it is from these carvings that the secret 
  history of Saventh-Yhi can be recovered with time. 
  Fog rises and clings to the waters and cliffs of the city 
  every morning, but these mists quickly burn off by mid-
  morning. By noon, the heat of the sun raises temperatures 
  to agonizing heights (treat the hours between noon and 3:00 
  p.m. as very hot—see page 444 of the Pathfinder RPG Core 
  Rulebook). Heavy rain falls in the late afternoon, providing 
  relief from the sweltering heat. As evening approaches, 
  the rain dies off and the fog returns, remaining until 
  midnight when more rain clears the air.
  Serpent’S Skull
  
  9
  2,000 feet
  2,000 feet
      = Campsite
  A
  B
  C
  D1
  E1
  E2
  E3
  E4
  E5
  F1a
  F1a
  F1b
  F1b
  F3
  F2
  G1
  G2
  G3
  H
  M
  N
  O
  P
  I
  J1
  J2
  J3
  J4
  J5
  J6
  L1
  L2
  L3
  L4
  L5
  K2
  K1
  K3
  K4
  K5
  F4
  F5
  D2
  D3
  D4
  x
  x
  x
  x
  x
  x
  City of Seven SpearS
  
  10
  but in others, one needs to look beyond the obvious and 
  read between the lines, or interpret complex metaphors. 
  Before work to decipher these carvings can begin, the 
  PCs must have relative safety and peace—the district in 
  which they study must either be conquered or allied with 
  the PCs before they or their expedition have the luxury to 
  begin archeological examinations of these clues. In order 
  to successfully decipher clues and information from these 
  areas, at least one PC (likely accompanied by members of 
  the PCs’ expedition) needs to spend a day in the district 
  researching the situation, at the end of which she can 
  make a DC 20 Knowledge (history) check (the PCs’ faction 
  leader or other allied NPC can make this check if the 
  PCs don’t have the means to do so). Success indicates that 
  one random discovery is uncovered. When rolling on the 
  Saventh-Yhi Historical Discovery Table, a duplicate result 
  simply indicates that no new information was learned. 
  Each day of research within a district increases the DC for 
  making a discovery by +2, as the likelihood of learning new 
  information from that district decreases as the amount of 
  information already discovered increases. It’s probable 
  that the PCs will need to explore several districts as their 
  expedition effectively “mines out” the clues for each one.
  Dreams, Haunts, and Visions: The PCs can also learn 
  about Saventh-Yhi’s history through more mystical 
  means. Numerous areas in the city feature strange 
  hauntings, undead remnants dating back to the Azlanti 
  themselves, or other hallucinatory properties. Some of 
  these might be able to influence the dreaming minds of 
  the PCs, leaving them with information about Saventh-
  Yhi in their memories as they wake. Others might 
  inadvertently reveal information simply by imparting 
  visions or acting out scenes from the past. The times at 
  which these mystic inspirations occur are left up to you—
  if the PCs seem to be grasping at straws for motivation, 
  you can use this method to spur them on. Alternatively, 
  if they seem to be particularly intrigued by a haunt or 
  purposefully sleep in an area with eerie auras, you could 
  have them experience a vision or dream. When a PC gains 
  a clue in this manner, he must make a DC 15 Will save in 
  order to recall and interpret the dream, haunt, or vision 
  clearly and correctly enough to make sense of it.
  Interrogations and Interviews: Finally, the PCs can 
  simply interrogate other creatures in the city who have 
  already researched the ruins, or who may have been alive 
  during the city’s height. There aren’t many denizens 
  of Saventh-Yhi that fit this category, and the majority 
  of them are insane or outright hostile, so in order to 
  secure information from them, the PCs will likely need 
  to either utilize mind controlling magic or else defeat 
  them in combat and then offer them mercy in return for 
  information. In these cases, a single creature can reveal as 
  many as 1d6 separate discoveries, or more if you wish.
  uncoverIng the cIty’s hIstory
  Although deciphering the history of Saventh-Yhi isn’t 
  required, it can be a rewarding pursuit for PCs who have a 
  particular interest in learning more about the fascinating 
  ruins. There are multiple ways for the PCs to learn about 
  the city’s history, but unfortunately none of these methods 
  provide a reliable and easy to follow presentation. Still, the 
  act of piecing together the city’s history not only helps the 
  PCs to become experts on this obscure era of pre-Earthfall 
  civilization, but it can bring rewards as well.
  There are essentially three methods by which the PCs 
  can make discoveries about Saventh-Yhi’s history, each of 
  which is detailed below. Regardless of how the PCs make 
  a discovery, you should roll on the Saventh-Yhi Historical 
  Discoveries table in the sidebar above to determine exactly 
  what bit of information the PCs uncover. It is up to you 
  how much information you give your players in a single 
  discovery—for example, it might take several discoveries 
  to learn the true story of Saventh-Yhi’s founding. If your 
  players are having fun piecing things together in this 
  way, you should consider adding more bits of information 
  along the lines of those presented on the table so that there 
  is always something new to learn.
  Carvings, Murals, and Statues: There are countless 
  wall carvings, statues, murals, and other decorations 
  on the walls of the buildings in Saventh-Yhi that depict 
  various elements of the city’s history. In some cases, 
  interpreting these murals and writings is a simple matter, 
  Saventh-Yhi Historical Discoveries
  d10
  Roll 
  Discovery
  1 
  The story of the founding of Saventh-Yhi
  2 
  The city’s seven spears can be “activated”
  3  
  A specific spear’s passive effects
  4 
  How to activate one of the seven spears
  5  
  A specific spear’s active effects
  6 
  The existence of the Radiant Muse (area J4)
  7 
  The legend of Savith’s defeat of Ydersius
  8 
  Local secret (learn the backstory to one area 
  in the district)
  9 
  The existence of subterranean vaults between 
  Saventh-Yhi and a sinister underworld 
  beneath the city
  10 
  Minor background information about Azlanti 
  daily life (for example, laws and punishments 
  for arson, the rules for the ball game in area J5, 
  information on the festivals of one of the gods 
  of Saventh-Yhi on page 47, and the like)
  Serpent’S Skull
  
  11
  Rewards for Discoveries: Every time the PCs uncover a 
  new historical discovery (regardless of the method used to 
  discover it), award the party 400 XP (this both encourages 
  the players to seek out more discoveries, and helps to 
  model their characters’ growing awareness of their 
  environs). If the PCs wish to record their discoveries in 
  writing or art, they can do so by attempting a DC 20 Craft 
  (drawing, painting, or writing) check, Profession (scribe) 
  check, or any similar check at your discretion to correctly 
  and efficiently record the information. With a successful 
  check, that recorded information is worth 500 gp to the 
  PCs’ faction—this information can only be sold once.
  denIzens of saventh-yhI
  Until recently, the inhabitants of Saventh-Yhi had settled 
  into a status quo after many centuries of bitter warfare. 
  These denizens generally keep to their respective districts, 
  but the arrival of the PCs and the other outsiders swiftly 
  upsets the balance of power. As this happens, some groups 
  withdraw defensively, some become more territorial, and 
  others might try to form alliances against common foes. It 
  is up to the PCs to pick and forge their own alliances. Note 
  that the other NPC factions can (and will) also be picking 
  allies within the city, and it’s possible that the PCs and 
  their faction may end up wielding an army of monstrous 
  allies against those of their foes.
  secret of the spears
  The seven spears of Saventh-Yhi are more than mere 
  landmarks. They posses powerful magic of their own—it 
  is within these seven monoliths that the anti-entropic 
  magic that protects the city is housed, as well as the 
  nondetection and mirage arcana defenses. Further, each of 
  these spears is infused with still-potent magic from the 
  city’s creation, magic intended to aid and encourage each 
  district to function efficiently in its assigned specialty. 
  These seven magical themes, linked to the seven virtues 
  of rule (which, in ancient Thassilon far to the north, 
  were corrupted into seven deadly sins claimed by that 
  realm’s ruthless Runelords), continue to shape and mold 
  the districts today. The type of creatures that dwell in 
  the city have naturally gravitated to districts in keeping 
  with their own natures and predilections, helping to 
  maintain each district’s theme after all these years. 
  Furthermore, the auras generated by these spears are 
  slightly “addictive,” and over the course of many years, 
  those who live in constant proximity find themselves 
  increasingly uninterested in expanding to other parts 
  of the city—a trait that has helped to keep interdistrict 
  conflict in Saventh-Yhi to a minimum.
  As a result, the seven spears infuse each district with 
  minor but unusual magical effects. Furthermore, the 
  spears can be “activated” if the PCs can decipher the means 
  to do so from the city’s ancient carvings. Once activated, 
  a district’s spear glows momentarily with energy as the 
  rune of its associated virtue flares brightly at its base. The 
  Azlanti used these effects for many purposes—to track 
  the passage of time (each spear would remain active for a 
  different period during a year), to mark festivals, and most 
  importantly, to give each district’s citizens an edge in 
  their assigned professions during times when their work 
  was particularly important to the city. Only one spear can 
  be active at a time—activating a new spear while another 
  is already active causes the previous spear to return to its 
  passive mode.
  By discovering each spear’s activation sequence, the PCs 
  can make Saventh-Yhi an increasingly hospitable place 
  for them to dwell and explore. The advantages granted 
  by an active spear can aid them in offense, defense, and 
  exploration in many ways, and mastering the seven spears 
  can aid tremendously in solving the mysteries posed by 
  the lost city. The passive and active effects of each spear are 
  detailed at the end of this part in the summary of Saventh-
  Yhi’s locations, while the ritual and method of activation is 
  detailed in each district’s specific entry in the adventure.
  Finally, the spears of Saventh-Yhi hold one additional 
  secret—the actual purpose for which the ancients 
  originally built them. Each spear stands poised above 
  a key location in the ruined city of Ilmurea, deep in the 
  Darklands below. The architects of Saventh-Yhi knew that 
  at some point in the future the serpentfolk could well gain 
  the upper hand in the region once again, and thus they 
  built Saventh-Yhi’s seven spears as a weapon—with the 
  proper rituals and magical triggers, these seven spears can 
  drill down through the earth, boring through the 2,000 
  feet of solid stone between Saventh-Yhi and Ilmurea to 
  strike at seven key sites in the city below and to leave in 
  their passing seven pits lined with corkscrew ledges down 
  which invading armies could be led. This final activation of 
  the spears was always intended as a last-ditch solution, for 
  in lancing Ilmurea, the city of Saventh-Yhi would lose the 
  protection afforded by the spears and would suffer much 
  from the resulting earthquakes and devastation—but the 
  architects of Saventh-Yhi reasoned such a price would 
  be worth paying for the defeat of a recrudescent serpent 
  empire. As the Serpent’s Skull Adventure Path comes to a 
  conclusion in “Sanctum of the Serpent God” (see Pathfinder 
  Adventure Path #42), the PCs will finally have the chance to 
  trigger this weapon and lead armies into the Darklands 
  for a new confrontation with the serpent god Ydersius 
  himself—but for now, in this adventure, this final use for 
  the seven spears should remain secret from the PCs.
  saventh-yhI encounter areas
  The remainder of this chapter summarizes the encounter 
  areas in Saventh-Yhi. The vast majority of encounters in 
  City of Seven SpearS
  
  12
  Serpent’S Skull
  
  13
  the lost city are presented in Parts Two through Eight, 
  which present the seven districts of the city in greater 
  detail, but some minor encounter areas fall outside of 
  those districts.
  Note that, with the exception of the initial entrance 
  into the city (encounter area A), no actual floor plans 
  for the various locations and ruins within Saventh-Yhi 
  are provided in this adventure. Instead, the focus is on 
  larger areas in an attempt to cover as much of the city’s 
  contents as possible in a single volume. When encounters 
  do occur amid the ruins and other buildings, you can 
  either prepare encounter areas by hand based on the city’s 
  terrain at the point where the encounter occurs, or you can 
  use one of Paizo Publishing’s numerous Flip-Mat or Map 
  Pack products, available at paizo.com and quality gaming 
  stores. We’ve reprinted a page of sample maps drawn from 
  these products in this adventure on page 12—you can 
  use these maps to represent a wide variety of encounter 
  locations in your game. Don’t be afraid to rule that on 
  some of these maps, a square might measure 10 feet, 25 
  feet, or more! For example, if you wish to use the ziggurat 
  map to run an encounter that takes place at one of the city’s 
  seven ziggurat sites, the scale of the map should be 10 feet 
  to a square.
  unkeyed locatIons
  Only the significant encounter locations in Saventh-
  Yhi receive entries on the following pages—this 
  leaves hundreds of smaller ruins and minor buildings 
  undetailed. If the PCs insist on exploring every building, 
  you can assume that most of these ruins are uninhabited, 
  but approximately 15% of them serve as some sort of 
  creature’s lair. Such lairs can belong to a member (or 
  members) of one of the district’s specific tribes, or to a 
  randomly rolled monster from the Random Encounters 
  table on page 79; alternatively, you can assign inhabitants 
  as you wish in order to keep your game moving at the 
  pace you prefer.
  a. waterfall
  If the PCs follow the clues from the map and images in 
  Tazion, they should arrive at this location along a minor 
  and nameless tributary of the Ocota River. Here, the river 
  seems to emerge from the side of a jungle cliff at a height 
  of 60 feet—casual observation reveals little to indicate 
  that anything but rugged jungle mountains exist beyond 
  this point, but a DC 20 Survival check (made with a +10 
  bonus if the PCs have been to Tazion and used the images 
  at the Pillars of Light to study Saventh-Yhi) reveals an 
  ancient and overgrown series of trails leading up above 
  the waterfall. Clearing these trails for the PCs’ expedition 
  to navigate will take 2d4 days of work (or less at the GM’s 
  discretion, if the PCs use magic like blight or diminish 
  plants to swiftly clear the overgrowth)—the PC’s faction 
  leader quickly agrees to (or suggests if the PCs don’t do 
  so themselves) a plan whereby he and the expedition take 
  on the task of clearing this final leg of the route while 
  the PCs forge ahead to begin exploring what lies beyond 
  the waterfall. It’s a DC 20 Climb check to do so before the 
  way is cleared—flight is also a swift method of bypassing 
  the barrier.
  Above the waterfall, the river splits for a short distance, 
  flowing around a jungle-covered hillock. An open area 
  just south of the hill can make an excellent staging area for 
  the expedition once they’re up in the region and readying 
  a move to a campsite located within the ruined city itself—
  see pages 58–65 for details and rules for how expedition 
  campsites function.
  A narrow trail picks up not far to the south of area A, 
  connecting to a more overgrown road down below that 
  leads southeast to area B. This wide, paved road is likely 
  the first evidence the PCs will encounter of the strange 
  preservative magics that suffuse Saventh-Yhi.
  B. entrance to saventh-yhI (cr 7 
  or 9)
  The strangely preserved road leads into a narrow cleft in the 
  jungle-choked ridges, forcing the river into a swiftly flowing 
  rapid through the gorge. The road splits here, offering two 
  methods onward—below, a slippery-looking path of wooden 
  bridges connects small islands, while above a rickety rope 
  bridge swings in the air.
  The tributary narrows down here, flowing under the 
  ancient rope bridge. The bridge itself is sound, despite its 
  age, and is safe to cross. The bridges below are slippery 
  and require a DC 12 Acrobatics check to navigate without 
  slipping and falling into the water. The river itself is only 
  10 feet deep here, but the swift flow requires a DC 15 Swim 
  check to navigate—each check that fails by 5 or more 
  results in 1d6 points of damage from being dashed against 
  sharp, submerged rocks.
  Creatures: 
  This 
  natural 
  bottleneck 
  may 
  look 
  dangerous—and it is. Two separate creatures dwell in 
  the area—one above and one below. Characters who take 
  the high path and attempt to cross the gorge via flight or 
  the rope bridge quickly attract the attention of a trio of 
  particularly large and hungry pteranodons. Taking the 
  lower route by swimming or inching across the slippery 
  bridges below is no safer, for the river here is home to a 
  family of tough crocodiles. Unless the PCs split up and 
  attempt both types of crossings, they are unlikely to face 
  more than one of the area’s guardians, but if they don’t 
  deal with both, they (or their expedition) runs the risk of 
  encountering them in the future. Both groups of creatures 
  City of Seven SpearS
  
  14
  abandon a fight once one of their members is killed, but 
  when next the PCs pass by, the monsters attack again.
  Advanced Pteranodons (3) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 85, 294)
  Advanced Crocodiles (4) 
  CR 3
  XP 800 each
  hp 28 each (Pathfinder RPG Bestiary 51, 294)
  c. haunted cenotes (cr 7)
  Sparse stone ruins, their roofs open to the sky and their walls 
  thick with vines, perch next to three crystal blue pools in this 
  circular, bowl-shaped valley.
  Although these deep pools of fresh water seem outwardly 
  similar to others in the area, a DC 15 Knowledge (nature) 
  check or a DC 20 Perception check is enough for visitors 
  to note that while the sounds of jungle life remain strong 
  beyond the edges of this valley, the singing of birds and 
  even the whirring of insects is strangely absent within.
  Creature: Although Saventh-Yhi remains technically 
  undiscovered until the PCs’ arrival, this does not 
  mean that no explorers have blundered into the ruins. 
  Indeed, some explorers have discovered the city quite by 
  accident—although to date, none of those who have delved 
  far into the ruins have survived or escaped. The denizen of 
  this cenote serves as one such example of the cruel dooms 
  Saventh-Yhi excels at inflicting on the unprepared.
  The ruins here served as a campsite for a small band of 
  Pathfinders who had found Saventh-Yhi against all odds 2 
  centuries ago. After abandoning their larger group (the ill-
  fated Alithorpe Expedition) on the southeastern shore of 
  Lake Ocota during an attack by the Gorilla King’s soldiers, 
  this smaller group fled through the jungle for several days, 
  pursued relentlessly by charau-ka. Only by seeking shelter 
  among these hidden cenotes did they finally throw off 
  their pursuit. When the Pathfinders realized where they 
  were, that they’d discovered what could only be Saventh-
  Yhi, they spent a few days exploring the fringes of the city 
  before treachery struck again. Nareem Daress, a scout who 
  had encouraged the group’s decision to use the slaughter 
  of their main expedition as a distraction to flee, lured 
  the remaining Pathfinders into a nest of army ants and 
  watched them die. He intended to then leave Saventh-Yhi 
  with his notes and maps, return to civilization as the lone 
  survivor of the Alithorpe Expedition, and secure the glory 
  of discovering Saventh-Yhi for himself.
  Yet the night before he planned to leave, a carpet of army 
  ants swarmed into the ruin here where he’d made his camp. 
  Perhaps the ants were merely seeking food, or perhaps 
  they were compelled on a quest for vengeance from beyond 
  Entrance to Saventh-Yhi
  Serpent’S Skull
  
  15
  Nareem Daress
  the grave—whatever the reason, Nareem Daress died that 
  night in great pain and despair. He rose as a ghost the next 
  evening, and for the past 2 centuries he has remained here, 
  yet another victim of the legacy of Saventh-Yhi.
  Nareem Daress 
  CR 7
  XP 3,200
  Male half-orc ghost ranger 3/rogue 3 (Pathfinder RPG 
  Bestiary 144)
  NE Medium undead (augmented humanoid, incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +18
  Aura ghostly swarm (10 ft.)
  DefeNSe
  AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
  hp 63 (6 HD; 3d10+3d8+33)
  fort +8, Ref +9, Will +5
  Defensive Abilities channel resistance +4, evasion, incorporeal, 
  rejuvenation, trap sense +1; Immune undead traits
  OffeNSe
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +8 (7d6, Fort. DC 17 half)
  Special Attacks favored enemy (humans +2), sneak attack +2d6
  TACTICS
  During Combat Nareem does not immediately manifest when 
  intruders arrive, but he takes note of them from hiding 
  within the stones of the ruined building. If the intruders 
  make no sign of leaving after a minute, he moves to 
  attack, eager to drive them off from the city he still 
  feels is rightfully his discovery. When he attacks, the 
  first things that manifests are the ghostly ants of his 
  swarm—these army ants appear to crawl out of the walls 
  and ground in swiftly increasing numbers. Nareem himself 
  remains inside of the solid stone or ground for 1 round; if the 
  manifestation of his swarm doesn’t scare off the intruders, he 
  emerges to attack. Nareem focuses his attacks on anyone who 
  is obviously (or likely to be) a Pathfinder, shrieking phrases like, 
  “It’s mine! I found it! The city is mine!” while he tries to kill (or 
  at least run off) the intruders.
  Morale Nareem fights until destroyed, rejuvenating in 2d4 
  days. During this period of rejuvenation, solitary ghostly 
  ants can be seen crawling around on the ruins or the 
  ground. Nareem can be laid to rest permanently only by 
  ensuring that the discovery of Saventh-Yhi is credited 
  to him in a printed copy of the Pathfinder Chronicles. It’s 
  possible for a deceptive character to trick Nareem into 
  accepting a forgery or illusory Pathfinder Chronicle as the 
  real thing and thus put him to rest—doing so requires 
  either a successful opposed Linguistics check (for an 
  actual forgery) or a failed Will save on Nareem’s part 
  (for an illusion).
  STATISTICS
  Str —, Dex 17, Con —, Int 10, Wis 12, Cha 18
  Base Atk +5; CMB +8; CMD 22
  feats Endurance, Improved Initiative, Iron Will, Toughness, 
  Two-Weapon Fighting
  Skills Acrobatics +10, Appraise +8, Climb +8, Disable Device +8, 
  Fly +11, Knowledge (geography) +8, Knowledge (nature) +6, 
  Perception +18, Stealth +20, Survival +10
  Languages Common, Orc
  SQ favored terrain (jungle +2), rogue talents (surprise attack), 
  track +1, trapfinding +1, wild empathy +7
  SPeCIAL ABILITIeS
  Ghostly Swarm (Su) Nareem was devoured by army ants, and 
  their ghostly bodies still crawl over and around him. These 
  incorporeal ants swarm over any living creature within 
  10 feet of Nareem. Affected creatures take 3d6 points of 
  damage per round and are nauseated for as long as they 
  remain within the aura (a DC 17 Fortitude save halves the 
  damage and negates the nausea).
  Treasure: Although the majority of Nareem’s gear and 
  belongings have long since rotted away, a DC 25 Perception 
  check made while searching the ruins here uncovers his 
  remains, along with some of the relics he’d found before 
  City of Seven SpearS
  
  16
  his death. This stash consists of a ring of seven virtues (see 
  page 56); a mithral heavy shield; three mithral spearheads 
  (worth 100 gp each); a small ivory coffer decorated with 
  detailed carvings of Azlanti fighting serpentfolk (worth 
  1,000 gp) holding 46 uncut zircons (worth 460 gp in total); 
  170 gp, 476 sp, and 272 cp in ancient Azlanti coins; and a 
  fragmentary journal that can be used to piece together who 
  he was and what happened to the Alithorpe Expedition 
  with a DC 25 Linguistics check. The Pathfinder Society 
  would pay 2,500 gp as a reward for this information, so 
  that the members of the expedition can finally have their 
  names etched on the Wall of Names in Absalom.
  d. mIlItary dIstrIct
  This area is detailed in Part Two.
  e. mercantIle dIstrIct
  This area is detailed in Part Three.
  f. government dIstrIct
  This area is detailed in Part Four.
  g. resIdentIal dIstrIct
  This area is detailed in Part Five.
  h. lake hIrIlaka
  The large central lake of Saventh-Yhi is freshwater, and 
  with exceptions along the eastern shoreline (where the 
  waters grow murky and thick with algae), is of a shockingly 
  clear blue. Lake Hirilaka is quite deep, and drops to 800 
  feet at its deepest point halfway between the government 
  district (area F) and the artisan district (area J). The lake 
  is home to many creatures ranging from fish (including 
  voracious piranha swarms and electric eels) to crocodiles. 
  The largest denizen of the lake is the immense mokele-
  mbembe of the Sunken Ruins at area I.
  I. sunken ruIns (cr 9)
  During the 10,000 years following Saventh-Yhi’s fall, the 
  ancients’ magic has preserved most of the city, although 
  not even these powerful spells have been able to prevent 
  about a third of the mercantile district from sinking below 
  the surface of the lake. The buildings remain submerged 
  here, visible from above but under 20 to 30 feet of water.
  Creature: The partially submerged buildings that 
  remain along the edge of this region are the den of an 
  immense creature. This saurian beast, a mokele-mbembe, 
  often dives to feed on fish, crocodiles, and other creatures 
  that frequent the sunken buildings below. The beast is 
  nocturnal and spends days at a time sleeping in one of the 
  many large buildings here, emerging only once per week at 
  nightfall to feed and returning to its den by sunrise. Still, 
  if its lair is discovered and intruded upon, the monster 
  quickly rouses from its torpor to defend its home, fighting 
  to the death.
  Mokele-Mbembe 
  CR 9
  XP 6,400
  hp 119 (see page 84)
  Treasure: Inside the flooded buildings that the mokele-
  mbembe uses as a lair are the remains of a warrior from 
  area J who went to kill the mokele-mbembe and failed. 
  His skeletal arm protrudes from the silt, still clutching a 
  strange sword with chunks of crystal embedded along its 
  length, a magical blade called a wavecutter (see page 57).
  j. artIsan dIstrIct
  This area is detailed in Part Six.
  k. farmIng dIstrIct
  This area is detailed in Part Seven.
  l. temple dIstrIct
  This area is detailed in Part Eight.
  m. the Ivory gate (cr 6)
  Once a magnificent shining bridge edged with ivory, 
  this crossing has begun to show its age. Located at the 
  southeastern edge of the city’s preservative magics, the 
  sections of this bridge not directly supported by stone 
  pilings have begun to fall away into the waters below. These 
  gaps vary between 10 and 30 feet in length—it’s a 30-foot 
  drop to the water below, which has a depth of 50 feet.
  Creatures: A striking piece of architecture that once 
  served as the primary entrance into Saventh-Yhi, this 
  bridge was guarded by numerous soldiers stationed at the 
  barracks to the south and the guard tower that sits to the 
  west in the middle of the lake. While those soldiers are 
  10,000 years dead, troglodyte sentries from the nearby 
  temple district (area L) guard the bridge today. Six of the 
  reptilian humanoids stand guard here, lurking at the 
  bridge’s northernmost end and keeping a keen eye out for 
  intruders from the south. Their conflict with the aboleth 
  in area O and its minions has worn on for months now, 
  and if the troglodytes see PCs approaching from the 
  south, they assume their enemy has simply recruited 
  more unusual slaves than normal. The troglodytes are 
  each armed with a 3d6 missile from a necklace of fireballs. 
  They throw these missiles at intruders and then flee into 
  area L4, hoping to lure any survivors into conflict with 
  that area’s denizen before fleeing further into the district 
  to warn their tribe.
  Troglodytes (6) 
  CR 1
  XP 400 each
  Serpent’S Skull
  
  17
  hp 13 each (Pathfinder RPG Bestiary 267)
  Combat Gear necklace of fireballs sphere (3d6, 1 per troglodyte)
  n. trader’s Bowl (cr 9)
  At Saventh-Yhi’s height, the primary entrance into the city 
  was a 5-mile-long underground tunnel that linked the city 
  to the lowlands to the south. This tunnel connected to the 
  city here, along the southern edge of this bowl-shaped 
  valley. Here, traders and travelers could apply for permits 
  to enter the city proper or, failing that, could carry out their 
  business in the small market along the shores of the lake.
  The tunnel that once connected this area to the 
  south, unlike the rest of Saventh-Yhi, was not under the 
  preservative effect of the city’s builders—it has long since 
  collapsed, rendering this approach to the city impassable.
  Creatures: Today, the crumbling buildings found along 
  the lakeshore here are inhabited by a group of four gibbering 
  mouthers. These shapeless horrors are dominated thralls 
  of the aboleth at area O—their flesh is hideously softened 
  and transparent from contact with their master’s slime. 
  The dominated gibbering mouthers suffer the associated 
  reduction to their Constitution scores as a result, but this 
  does not reduce their individual CR. The mouthers are 
  kept stationed here by the aboleth as guards—if they see 
  anything entering the area, one of the four slips into the 
  water and swims up to area O to warn the master while 
  the other three do their best to capture victims alive for 
  presentation to the master as new slaves.
  Gibbering Mouthers (4) 
  CR 5
  XP 1,600 each
  hp 38 each (Pathfinder RPG Bestiary 153)
  o. hIdden pool (cr 11)
  This 60-foot-wide river winds down from the mountains, 
  bordered on either side by steep 200-foot-tall cliffs. The 
  river itself averages 30 feet deep with no banks or even 
  shallows to speak of, and following it upstream to its 
  beginning reveals a deep blue pool. This pool, the lesser of 
  the river’s two sources of water (the other being at area P), 
  is nearly 100 feet deep, and the whole body of water behaves 
  more like a long, narrow lake than an actual river.
  Creature: The pool is the current lair of a powerful 
  aboleth named Yog’oltha. This monster is far from home, 
  and its journey from the depths of the Arcadian Ocean was 
  epic indeed. It learned of the likely location of Saventh-Yhi 
  amid the sunken ruins of one of Azlant’s many destroyed 
  cities deep under the sea. Intrigued by the concept of Azlanti 
  colonization so far from their home, and curious to find out 
  how these Azlanti endured Earthfall, Yog’oltha made the 
  journey up from the bottom of the sea to Bloodcove. There, 
  it lurked amid that city’s mangrove roots until it managed 
  to dominate an Aspis Consortium wizard named Edren 
  Lekadnus. With its enslaved minion clutched in its tentacles 
  and breathing water, Yog’oltha made the rest of its journey 
  upriver, using the wizard’s spells to make the journey easier. 
  It was with a fly spell supplied by Edren that the aboleth 
  made the final leg of the journey up into Saventh-Yhi—
  some of the locals still speak of the day the strange flying 
  fish came up from the land beyond to dive into the lake.
  Yog’oltha has lived in Saventh-Yhi for many years, yet 
  it has only just begun to fully piece together all of the 
  clues and interesting bits of information about the city’s 
  history. It has been somewhat limited by the fact that it 
  can’t physically explore much of the city—it can explore 
  the sunken ruins well enough, and can use project image 
  to explore and observe regions within sight of the water’s 
  edge, but its exploration of the interior has been limited to 
  second-hand information gathered by dominated slaves. 
  The gibbering mouthers at area N are the only dominated 
  slaves it’s habitually kept for the past several years (its pet 
  wizard Edren has long since died, and his body and gear 
  remain hidden at area E3), but it’s possible that the PCs 
  might encounter other local creatures acting peculiarly—
  boggards, charau-ka, troglodytes, or even humans acting 
  more like archaeologists than natives. These encounters 
  could occur as wandering monsters, or they could appear 
  in a manner similar to the encounter at area F2.
  Yog’oltha spends much of its time organizing its 
  research, all of which it does in its own mighty brain while 
  laying in a torpor at the bottom of the pool. It maintains 
  an illusory wall 30 feet above its body, making the pool seem 
  only 70 feet deep to casual observation.
  Yog'oltha 
  CR 11
  XP 12,800
  Advanced aboleth (Pathfinder RPG Bestiary 8)
  LE Huge aberration (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +20
  Aura mucus cloud (5 ft., Fort. DC 23) 
  DefeNSe
  AC 25, touch 10, flat-footed 24 (+1 deflection, +1 Dex, +13 natural, 
  +2 shield, –2 size)
  hp 147 (14d8+84)
  fort +10, Ref +7, Will +14
  OffeNSe
  Speed 10 ft., swim 60 ft.
  Melee 4 tentacles +14 (1d8+5 plus slime [Fort. DC 23])
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 16th; concentration +20)
  At will—hypnotic pattern (DC 16), illusory wall (DC 18), mirage 
  arcana (DC 19), persistent image (DC 19), programmed image 
  (DC 20), project image (DC 21), veil (DC 20)
  3/day—dominate monster (DC 23)
  TACTICS
  During Combat Yog’oltha uses veil to mask its actual 
  City of Seven SpearS
  
  18
  appearance, taking the illusory form of a serpentfolk wizard 
  before it initiates combat with the PCs via a projected image 
  from behind an illusory wall. The aboleth uses dominate 
  monster to try to control the most heavily armored PCs, 
  ordering them to attack their allies (this use allows a second 
  saving throw to throw off the effects). The aboleth then uses 
  other illusions to try to trick the PCs into using valuable 
  resources fighting against fantasies. If the PCs see through 
  the ruse, the aboleth attacks physically, focusing its wrath 
  on obvious divine spellcasters first.
  Morale If reduced below 40 hit points, Yog’oltha flees into 
  the depths of the central lake, using illusions to cover its 
  retreat and, upon finally reaching a hiding place, placing 
  an illusory wall to hide behind. It lingers in hiding until it is 
  healed, then ventures out to dominate new targets to use 
  them against the PCs in an attempt to kill them from afar. 
  If directly confronted and reduced to 40 or fewer hit points 
  a second time, it flees again but does not attempt further 
  vengeance. In time, Yog’oltha may seek a way to escape 
  Saventh-Yhi and return to the sea.
  STATISTICS
  Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 18
  Base Atk +10; CMB +17; CMD 29 (can’t be tripped)
  feats Improved Initiative, Improved Iron Will, Improved 
  Lightning Reflexes, Improved Natural Armor, Improved 
  Natural Attack (tentacle), Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Bluff +18, Intimidate +21, Knowledge (history) +19, 
  Linguistics +4, Perception +20, Spellcraft +19, Survival +10, 
  Swim +24
  Languages Aboleth, Aklo, Aquan, Azlanti, Polyglot, 
  Undercommon
  Gear amulet of natural armor +1, ring of force shield, ring of 
  protection +1
  Development: You can have any one of the NPCs from 
  the other factions fall into Yog’oltha’s clutches if you wish. 
  Once the monster learns that the PCs and other factions 
  have come to Saventh-Yhi, its curiosity about their motives 
  soon turns into a sense of self-preservation—the aboleth 
  realizes that if word of Saventh-Yhi spreads too far, it 
  will have to share its discoveries with others, discoveries 
  that it feels rightfully belong to it alone, if only due to 
  the fact that its kind essentially created Saventh-Yhi’s 
  current state by calling down the stars from the sky. 
  Yog’oltha is also not interested in sharing its discoveries 
  with what it essentially views as escaped slaves and lab 
  experiments—humanoids. Once the aboleth realizes 
  what the factions represent, it begins dominating agents 
  in an attempt to foster conflict or even war—whether 
  between factions or within factions matters not to the 
  aboleth, as long as its dominated minions succeed in 
  destroying the competition. 
  p. rIver source
  The nameless river that fills Saventh-Yhi’s lakes and canals 
  and eventually cascades south into the Mwangi Expanse at 
  area A begins here, a half-mile south of the ruined city.
  part two: wrath of angazhan
  The military district was the district of righteous anger. 
  Here, the central spear influenced those within the district 
  to be more intimidating, warlike, and aggressive, to aid 
  not only in the training of new soldiers but to encourage 
  the right temperament for warlords and commanders. 
  This district is notable for its dearth of ornamentation. 
  The buildings here lack the artistic flourishes present 
  in other regions of the city, with structures tending to be 
  utilitarian in design.
  Today, the military district is controlled by an 
  aggressive, highly territorial tribe of charau-ka—baboon-
  like humanoids who worship Angazhan, the demon lord 
  of apes and jungles. Unlike most other charau-ka tribes, 
  this group (who refer to themselves as the Children of 
  the Spear) does not pay homage to the Gorilla King. They 
  severed ties with that lord long ago when they settled here, 
  and the line of Gorilla Kings has essentially abandoned 
  the tribe as lost.
  The charau-ka are currently led by a powerful being 
  named Olujimi, one of the angazhani. Also known as high 
  girallons, these intelligent,  four-armed apes often serve as 
  high-ranking commanders in the Gorilla King’s armies. 
  Olujimi has always treated his tribe as an army with no war 
  to fight, and often pits his champions against each other in 
  bouts to the near death. At other times, he enjoys watching 
  his champions fight against creatures captured in nearby 
  districts and brought back here for his amusement—these 
  fights generally occur at area D3.
  Military District
  XP 6,400
  Primary Tribe Children of the Spear (310 charau-ka)
  Leader Olujimi (CE male angazhani; area D1)
  Notable NPCs Akkituk (CE female venerable charau-ka cleric 
  of Angazhan 7; area D2)
  INTeRACTIONS
  Patrol A military district patrol consists of a dire ape led by 
  pair of charau-ka thugs (a CR 7 encounter). They fight 
  until one of the two charau-ka is slain, at which point the 
  survivors scatter in all directions.
  Reaction As soon as word spreads that the PCs are in the 
  district, Olujimi interprets their presence as an invasion. 
  He puts his charau-ka on full alert, meaning that 50% 
  of all wandering monster encounters in the district are 
  with patrols. Any fight that takes place while the district is 
  on full alert has a 50% chance of attracting a new patrol 
  Serpent’S Skull
  
  19
  to investigate 4d6 rounds after the previous fight ends. 
  Olujimi keeps a patrol in reserve at area D1 to guard 
  himself, and stations two patrols at area D4 to guard 
  the district’s spear. Akkituk relocates to area D4 during 
  a raised alarm as well. After 24 hours with no sightings 
  of intruders, Olujimi lowers the alarm and the district 
  returns to normal.
  ReSOLuTIONS
  Allegiance Because of his aggressive personality, it is almost 
  impossible to forge a peaceful allegiance with Olujimi. 
  Mind-controlling magic can secure his cooperation, but 
  only as long as the effects last—if they cease, the allegiance 
  ends. Diplomatic allegiance is impossible without promises 
  of monthly tribute (either in the form of four humanoid 
  sacrifices or a tithe of 2,000 gp worth of jewelry and/or 
  magic items). With a promise of tribute, the PCs can secure 
  a shaky allegiance with the Children of the Spear by making 
  a DC 32 Diplomacy check.
  Conquered The military district is conquered if any three of 
  the following conditions are met: slay Olujimi (area D1), slay 
  Akkituk (area D2), slay the girallon guardians (area D3), slay 
  Grugonoth (or destroy his statue; area D4), or slay at least 
  200 charau-ka.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on 
  Intimidate checks.
  Activation Triggers Anoint the stones of the ziggurat with 
  the lifeblood of a powerful creature (slay a creature of CR 
  10 or higher), channel energy into the spear (requires one 
  use of channel energy from a cleric who worships a deity 
  associated with combat or wrath), or perform a 1-hour 
  ritual of mock combat before the spear (requires a DC 25 
  Intimidate check).
  Active Once the spear is activated, all creatures in the district 
  gain a +2 bonus on all melee attack rolls.
  Charau-ka Thugs 
  CR 4
  XP 1,200 each
  Charau-ka warrior 3 (World Guide: The Inner Sea 308)
  CE Small humanoid (charau-ka)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +2
  DefeNSe
  AC 18, touch 12, flat-footed 17 (+3 armor, +1 Dex, +2 natural, 
  +1 shield, +1 size)
  hp 44 each (6 HD; 3d8+3d10+15)
  fort +6, Ref +5, Will +3
  OffeNSe
  Speed 30 ft., climb 30 ft.
  Melee mwk darkwood club +10 (1d4+2), bite +3 (1d3+1)
  Ranged mwk throwing axe +9 (1d4+2/19–20)
  TACTICS
  During Combat A charau-ka thug enters a shrieking frenzy 
  on the first round of combat. If it’s injured when the frenzy 
  ends, it drinks its potion of cure moderate wounds before 
  continuing the fight.
  Morale Unless it’s in the presence of one of the tribe’s leaders, 
  a charau-ka thug flees combat or surrenders if reduced to 
  fewer than 10 hit points.
  STATISTICS
  Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 11
  Base Atk +5; CMB +6; CMD 17
  feats Point-Blank Shot, Precise Shot, Throw AnythingB, 
  Weapon Focus (club)
  Skills Climb +14, Intimidate +6, Perception +2, Stealth +10
  Languages Abyssal, Polyglot
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather, masterwork darkwood light 
  Districts of Saventh-Yhi
  The seven districts of Saventh-Yhi are each presented 
  in full detail in Parts Two through Eight of this 
  adventure. Each of these parts includes specific 
  information on the district presented in stat block 
  format. This stat block includes information on the 
  dominant tribe that rules the district (including the 
  names of key NPCs and population totals), details on 
  patrols in that district and how they react to intruders, 
  rules for how the PCs can resolve conflict with the 
  district’s tribe, and the effects of the district’s spear.
  For the resolution section, two entries are given. 
  “Allegiance” details what the PCs must do to secure 
  a peaceful accord with the district’s dominant tribe. 
  “Conquered” lists several conditions that can lead to 
  the PCs driving out the dominant tribe (typically, the 
  PCs must achieve three of the conditions listed in 
  order to conquer the tribe). Once the PCs ally with or 
  conquer a district, they can safely establish campsites 
  in that district, explore it for historical discoveries, 
  and even rely upon the tribe’s surviving members to 
  aid them as determined by you. The first time that 
  the PCs conquer or ally with a district, they earn the 
  XP listed at the top of the stat block.
  For the spear effects, the passive effect listed 
  applies at all times. “Activation” presents a list 
  of tasks, one of which the PCs must perform to 
  activate the spear, resulting in an additional benefit 
  as listed. The secrets for activating the spears can 
  be discovered by researching the city’s history, by 
  piecing together clues in each district, or even by 
  accident. Remember that only one spear may be 
  active at a time in Saventh-Yhi.
  City of Seven SpearS
  
  20
  Olujimi
  wooden shield, masterwork darkwood club, masterwork 
  throwing axes (2)
  SPeCIAL ABILITIeS
  Shrieking frenzy (Su) Once per day, a charau-ka can enter 
  a state of shrieking frenzy as a free action. While in this 
  state, the charau-ka automatically fails Stealth checks and 
  cannot speak or cast spells that use verbal components (or 
  use items that require command words to activate), but 
  functions as if under the effects of a haste spell. A charau-ka 
  can continue shrieking for up to 3 rounds, after which it is 
  staggered for 1 round.
  Thrown Weapon Mastery (ex) Charau-ka are masters of 
  thrown weapons. All charau-ka gain Throw Anything as a 
  bonus feat. In addition, a charau-ka gains a +1 racial bonus 
  on all thrown weapons, and the threat range for thrown 
  weapons is doubled, as if the charau-ka possessed the 
  Improved Critical feat for all thrown weapons. This effect 
  doesn’t stack with any other effect that expands the threat 
  range of a weapon.
  Dire Ape 
  CR 3
  XP 800
  hp 30 (Pathfinder RPG Bestiary 17)
  d1. charau-ka fortress (cr 10)
  A five-hundred-foot-long fortress sits atop a fifty-foot-high bluff. 
  The bluff’s sides are sheer cliffs draped with vines, but a long, 
  narrow pathway winds up to the fortress from the ruins below.
  This ancient fort, once the manor of the district’s 
  commander, has served as the home of the tribe’s chieftain 
  for countless generations, and the charau-ka both respect 
  and fear the stark building. Only those with specific 
  orders to approach and serve within the walls as guards 
  ever enter, for fear of violent punishment from their mad 
  chieftain Olujimi.
  Creatures: Olujimi, the angazhani warlord of the 
  Children of the Spear, dwells here. He keeps four dominated 
  dire apes stationed in the fortress at all times as guardians. 
  Cunning and vicious, Olujimi is exceptionally territorial 
  and tolerates no challenges to his authority. The charau-ka 
  who have earned his trust have learned that he responds best 
  to constant flattering and subservience. A few underlings 
  see that this makes him vulnerable, but they know they’d 
  best keep silent or they’ll find themselves slain. Olujimi 
  is paranoid and anticipates far more insubordination and 
  rebelliousness than he actually experiences. If the PCs 
  somehow manage to reach his attention without raising 
  the alarm, they have only 2d6 rounds to try to establish 
  diplomatic relations with the high girallon before his 
  impatience and anger compels him to attack.
  Olujimi 
  CR 9
  XP 6,400
  Male angazhani (Heart of the Jungle 58)
  CE Large magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, see invisibility; Perception +11
  DefeNSe
  AC 24, touch 12, flat-footed 21 (+2 armor, +3 
  Dex, +8 natural, +2 shield, –1 size)
  hp 114 (12d10+48)
  fort +12, Ref +11, Will +8
  DR 10/cold iron or good; Immune electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 20
  OffeNSe
  Speed 40 ft., climb 40 ft.
  Melee +1 throwing axe +16/+11/+6 (1d8+6), 2 mwk throwing 
  axes +16 (1d8+5), bite +11 (1d8+2) or 
  bite +16 (1d8+5), 3 claws +16 (1d6+5)
  Ranged +1 throwing axe +16 (1d8+6), 2 mwk throwing axes +16 
  (1d8+5)
  Serpent’S Skull
  
  21
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (4 claws +16, 1d6+7)
  Spell-Like Abilities (CL 14th, concentration +16)
  Constant—see invisibility
  At will—deeper darkness, dimension door, dispel magic
  3/day—dominate monster (DC 21), fear (DC 16)
  TACTICS
  During Combat Olujimi starts combat by throwing his 
  nonmagical throwing axes at different targets, then roars in 
  to attack other foes with his magic axe and claws. If he drops 
  a foe to negative hit points, his bloodlust gets the better of 
  him and he abandons both shield and weapon to fight the 
  rest of the battle with his claws, eager to finish the fight with 
  some rending ruin. He saves fear and dominate monster to 
  use against any spellcasters who seem to be particularly 
  troublesome or against foes he can’t engage in melee. If he 
  dominates a foe, he orders that foe to cast aside his weapons, 
  drop to his knees, and pay homage to him.
  Morale Olujimi uses dimension door to escape if brought below 
  40 hit points, seeking out Akkituk and ordering her to use 
  stone salve on the statue of the ape demon. He attempts to 
  use dominate monster on the ape demon to send it against 
  the PCs, but if that fails, he tries to lure the monster back 
  so that the PCs need to fight it anyway. When he reenters 
  combat with the PCs, Olujimi fights to the death.
  STATISTICS
  Str 21, Dex 17, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +12; CMB +18; CMD 31
  feats Cleave, Combat Reflexes, Iron Will, Multiweapon 
  Fighting, Power Attack, Weapon Focus (throwing axe)
  Skills Climb +22, Intimidate +8, Knowledge (religion) +7, 
  Perception +11, Stealth +8, Survival +8
  Languages Abyssal, Common, Polyglot
  SQ martial training
  Gear +1 light wooden shield, +1 throwing axe, masterwork 
  throwing axes (7), bracers of armor +2, leather axe harness
  SPeCIAL ABILITIeS
  Martial Training (ex) Because of their high intelligence, 
  angazhani are proficient with light and medium armors, 
  simple weapons, and one martial weapon of choice.
  Dire Apes (4) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 17)
  Treasure: Scattered among the old bones, filth, and 
  dried feces so common throughout this area are whatever 
  coins and wealth the tribe has discovered over the years 
  and brought to the chieftain as tribute. A thorough search 
  of the fortress reveals a javelin of lightning, a potion of gaseous 
  form, a fist-sized emerald worth 1,000 gp, two jacinths 
  worth 250 gp each, 58 pp, 642 gp, 984 sp, and 1,427 cp. The 
  lingering odor is a free bonus.
  d2. excavated Island (cr 9)
  This flat-topped island is barren of significant vegetation. The 
  top seems to have been excavated, as if some huge object was 
  only recently buried here.
  This otherwise unremarkable hill has been partially 
  excavated, and scattered piles of fresh dirt cover the area. 
  Until recently, this hill had been a strange focal point of 
  religious fervor for the charau-ka. Only with the tribe’s 
  shaman’s recent descent into dementia and madness has 
  the taboo against any non-shamans visiting the island 
  been lifted. After receiving a strange vision of a bat-winged 
  ape several months ago, the shaman Akkituk ordered 
  several teams of charau-ka to begin excavating the hilltop. 
  Within, they found an immense stone statue of the bat-
  winged ape. Akkituk had the charau-ka relocate the statue 
  to the Spear of Righteous Anger, where it now stands 
  almost as a guardian atop the ziggurat there.
  Creature: The tribe’s shaman, a venerable old creature 
  named Akkituk, lives alone in a shelter on the southern 
  side of the island. While many think Akkituk’s mind 
  has begun to slip, in truth she has merely become 
  more attuned to the strange whispers and influence of 
  Angazhan. These visions led to the discovery of the ancient 
  demonic ape statue in the hill here, and more recently have 
  compelled Akkituk to attempt to brew up several doses 
  of stone salve. Akkituk is barely capable of crafting this 
  item, unfortunately, and several of the doses are cursed 
  (see Treasure, below). Akkituk’s visions have made it clear 
  that she is to use this salve upon the demonic ape statue 
  “when the time is right.” To Akkituk, that time equates 
  to the PCs’ attack on her tribe. Until that time comes, she 
  remains here, toiling in her home to brew up a few more 
  doses of the salve in hopes of finally getting it right. She’s 
  protected by a pair of charau-ka thugs who fight fearlessly 
  to defend their shaman.
  Akkituk 
  CR 8
  XP 4,800
  Female venerable charau-ka cleric of Angazhan 7 (World Guide: 
  The Inner Sea 308)
  CE Small humanoid (charau-ka)
  Init –1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DefeNSe
  AC 20, touch 13, flat-footed 20 (+2 armor, +3 deflection, –1 Dex, 
  +5 natural, +1 size)
  hp 64 (10d8+20)
  fort +9, Ref +4, Will +11
  OffeNSe
  Speed 30 ft., climb 30 ft.
  Melee +1 spear +7/+2 (1d6–1/×3), bite +1 (1d3–2)
  City of Seven SpearS
  
  22
  Ranged +1 spear +9 (1d6–1/19–20/×3) or 
  magic stone +9 (1d6–1/19–20)
  Special Attacks channel negative energy 6/day (DC 16, 4d6), 
  wooden fist (+3, 8rounds/day)
  Domain Spell-Like Abilities (CL 7th; concentration +12)
  8/day—touch of evil (3 rounds)
  Cleric Spells Prepared (CL 7th; concentration +12)
  4th—giant vermin, summon monster IV, unholy blightD (DC 19)
  3rd—bestow curse (DC 18), magic circle against goodD, 
  summon monster III, water walk
  2nd—barkskinD, bear’s endurance, hold person (DC 17), sound 
  burst (DC 17), spiritual weapon
  1st—bane (DC 16), divine favor, doom (DC 16), entangleD (DC 
  16), magic stone, obscuring mist, shield of faith
  0 (at will)—bleed (DC 15), guidance, mending, virtue
  D Domain spell; Domains Evil, Plant
  TACTICS
  Before Combat Akkituk casts barkskin, bear’s endurance, 
  and shield of faith before combat (already included in her 
  stat block).
  During Combat Akkituk does not try to engage in melee 
  against the PCs; she lets her minions do that while she casts 
  water walk and makes a fighting retreat to area D4. She 
  casts her spells as she goes, pausing to summon monsters 
  whenever she feels she can safely do so without one of the 
  PCs catching up to her. If she reaches the statue of the ape 
  demon, she uses her stone salve to waken it.
  Morale Akkituk is sure of her rewards from Angazhan if she dies 
  fighting hairless infidels—she fights to the death as a result.
  STATISTICS
  Str 7, Dex 9, Con 12, Int 15, Wis 20, Cha 16
  Base Atk +7; CMB +4; CMD 16
  feats Great Fortitude, Point-Blank Shot, Precise Shot, 
  Selective Channeling, Throw AnythingB, Toughness
  Skills Climb +10, Craft (alchemy) +8, Diplomacy +10, Heal +15, 
  Knowledge (history) +7, Knowledge (planes) +12, Knowledge 
  (religion) +12, Perception +6, Sense Motive +15, Spellcraft +10, 
  Stealth +8, Survival +10
  Languages Abyssal, Azlanti, Common, Polyglot
  SQ bramble armor (1d6+3, 7 rounds/day)
  Combat Gear potion of cure light wounds, potion of cure serious 
  wounds, wand of silence (11 charges); Other Gear +1 spear, 
  bracers of armor +2, stone salve (1 ounce), wooden holy 
  symbol of Angazhan, spell component pouch, 8 gp
  Charau-Ka Thugs (2) 
  CR 4
  XP 1,200 each
  hp 44 each (see page 19)
  Treasure: Five more doses of stone salve sit on a shelf in 
  clay jars in Akkituk’s den. All of the doses of stone salve, 
  including the one she carries, are likely to be cursed—
  when a dose is applied, there’s only a 15% chance that the 
  dose works as intended. Otherwise, a dose applied to a 
  petrified creature doesn’t fully undo the effects and deals 
  a –6 penalty to the creature’s Dexterity, leaving parts of 
  its body still hard as stone. If a cursed salve is used on a 
  living creature, it grants the stoneskin effect as normal, but 
  also partially petrifies the target as well, resulting in a –6 
  penalty to the creature’s Dexterity. These penalties are 
  permanent until the curse is removed.
  d3. plaza (cr 8)
  An immense plaza, its stone slabs filthy with excrement and 
  littered with bones and other bits of waste, sprawls at the edge 
  of the city’s central lake. Four stone pillars rise from the plaza, 
  each of which displays what appear to be the hanging bodies of 
  serpentine humanoids.
  This plaza is located at the heart of the charau-ka tribe’s 
  territory. The majority of the charau-ka dwell in the 
  buildings surrounding this plaza—if the PCs enter this 
  area, they’re very likely to attract the ape-men’s shrieking 
  attention, although only one or two patrols dare to confront 
  them at a time. The serpentfolk hanging from the pillars 
  are the latest victims of the skirmishes between the charau-
  ka and the inhabitants of the government district.
  Creatures: A pair of ferocious girallons, kept under 
  control by Olujimi’s magic, guards the plaza.
  Girallons (2) 
  CR 6
  XP 2,400 each
  hp 73 each (Pathfinder RPG Bestiary 154)
  d4. spear of rIghteous anger  
  (cr 8, 10, or 12)
  This one-hundred-foot-high ziggurat is capped by a hundred-
  foot-tall spire of stone. The sides of the ziggurat’s tiers are 
  carved with images of battle, warfare, and military supremacy, 
  depicting countless clashes between strangely armored 
  humans and serpentfolk. A twenty-foot-tall statue of a horned, 
  bat-winged gorilla stands on the ziggurat’s roof at the base of 
  the spire, its massive arms raised up in anger.
  The charau-ka hold this site to be of special religious 
  significance because their feelings of aggression, 
  interpreted as the “grace of Angazhan,” are stronger here.
  Creatures: Four charau-ka thugs stand guard here at all 
  times—there’s a 25% chance the first time the PCs visit 
  that the shaman Akkituk is here as well, meditating before 
  the statue.
  The statue itself is superficially similar to depictions of 
  the demon lord Angazhan, but is in fact a petrified half-
  fiend dire ape that ruled this part of Saventh-Yhi long 
  Serpent’S Skull
  
  23
  ago. It was defeated by the Radiant Muse and her basilisks 
  (see area J), and in her madness, the Muse reasoned that 
  burying the monster atop a hill would place it out of sight 
  and mind forever. The visions that Akkituk has been 
  receiving are indeed from Angazhan, who wants this 
  ancient champion revitalized so that it can get revenge 
  on the lillend—but this is such a minor task in the grand 
  scheme of Angazhan’s plans that the demon lord bothered 
  to do little more than to send visions to the old shaman, 
  and is content to let her take things from there.
  Named Grugonoth, the half-fiend dire ape is frightening 
  indeed, even as a statue. He stands 20 feet tall, has horns 
  and bat-like wings, and wears bracers carved to resemble 
  dozens of interlocked skulls. 
  Charau-Ka Thugs (4) 
  CR 4
  XP 1,200 each
  hp 44 each (see page 19)
  Grugonoth 
  CR 10
  XP 9,600
  Male half-fiend advanced dire ape (Pathfinder RPG Bestiary 17, 171)
  CE Huge outsider (native) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +23
  DefeNSe
  AC 24, touch 12, flat-footed 20 (+4 armor, +4 Dex, +8 natural, 
  –2 size)
  hp 126 (12d8+72)
  fort +14, Ref +12, Will +8
  DR 10/magic; Immune poison; Resist acid 10, cold 10, 
  electricity 10, fire 10; SR 21
  OffeNSe
  Speed 30 ft., climb 30 ft., fly 60 ft. (good)
  Melee bite +16 (2d6+9), 2 claws +16 (1d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 claws, 1d8+13), smite good 1/day
  Spell-Like Abilities (CL 12th; concentration +12)
  3/day—darkness, poison (DC 14)
  1/day—blasphemy (DC 17), contagion (DC 14), desecrate, 
  unholy blight (DC 14)
  TACTICS
  During Combat If restored to life (likely via a dose of stone 
  salve, perhaps along with a curse), Grugonoth roars and 
  thrashes in delight and frustration for a round before 
  immediately attacking all nearby targets—charau-ka and 
  PCs alike. He begins battle with a blasphemy spell, but then 
  relies on his melee attacks to destroy foes, resorting to 
  spell-like abilities only against foes that seem resistant to 
  physical damage.
  Morale Grugonoth’s driving desire is to first seek out the Radiant 
  Muse (see area J) and slay her. His next plan is to reclaim his 
  old rule over Saventh-Yhi. He won’t risk his life against the PCs 
  if that means putting these plans at risk, and flees any combat 
  if reduced to fewer than 40 hit points by flying up into the 
  sky and seeking out an abandoned ruin elsewhere in the city 
  where he can heal and plot his next move.
  STATISTICS
  Str 29, Dex 18, Con 22, Int 6, Wis 14, Cha 11
  Base Atk +9; CMB +20; CMD 34
  feats Awesome Blow, Combat Reflexes, Improved Bull Rush, 
  Iron Will, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +19, Climb +21, Fly +19, Perception +23, 
  Stealth +10
  Languages Abyssal
  Gear bracers of armor +4
  part three: ruinS of greed
  Once Saventh-Yhi’s mercantile district, this area was 
  devoted to the virtue of wealth—not only to the process 
  of making money, but the process of spreading riches 
  to others. The city treasury was located here, along 
  with numerous guild headquarters and an expansive 
  marketplace along the lakeshore. Yet the preservative 
  magic of this region has been failing more quickly than 
  that of neighboring districts, and a significant portion of 
  the area has subsided back into the lake, including most of 
  the old lakeshore markets. Looters emptied the treasuries 
  in the city’s final days so long ago, and today the mercantile 
  district is the wildest region in the ruins—no tribes hold 
  sway here, and only monsters lurk within.
  Mercantile District
  XP 9,600
  Primary Tribe none
  Leader none
  Notable NPCs none
  INTeRACTIONS
  Patrol None.
  Reaction Wandering monster encounters are more likely to 
  occur in this district unless everyone in the party moves 
  cautiously, making DC 20 Stealth checks. Make these Stealth 
  checks before all random encounter checks. If even one PC 
  fails the Stealth check, the chance of a random encounter is 
  increased to 20% rather than the standard 10%.
  ReSOLuTIONS
  Allegiance Since there is no dominant tribe in the mercantile 
  district, no allegiance with this district is possible.
  Conquered The mercantile district is conquered if any three of 
  the following conditions are met: slay the sarcosuchus (area 
  e1), slay all 18 keches (area e2), slay the chimeras (area e3), 
  slay the giant bat (area e4), or slay all of the shadows (area e5).
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on 
  Diplomacy checks.
  City of Seven SpearS
  
  24
  Activation Triggers Sprinkle the stones of the ziggurat with at 
  least 50 gp worth of powdered gemstones, channel energy 
  into the spear (requires one use of channel energy from a 
  cleric who worships a deity associated with trade or wealth), 
  or perform a 1-hour ritual involving counting money and 
  polishing jewelry (requires a DC 25 Appraise check).
  Active Once the spear is activated, all creatures in this district 
  gain a +6 bonus on Appraise checks and on Spellcraft 
  checks made to identify magic items.
  e1. crocodIle Island (cr 9)
  A low, swampy island, its center littered with swaths of bones 
  and broken plants, sits in the northern section of this murky, 
  teardrop-shaped lake.
  The waters of this lake are relatively shallow compared 
  to those of the larger lakes nearby, never dropping to more 
  than 30 feet in depth.
  Creature: This island is the den of an immense crocodile, 
  a sarcosuchus. One of the largest predators in the region, it 
  emerges from its den only once or twice a month to feed—
  being a cannibal, it prefers to hunt and eat the smaller 
  crocodiles that dwell in Saventh-Yhi’s waters, but it won’t 
  turn down a chance to attack and eat humanoid visitors to 
  its swampy lair.
  Sarcosuchus 
  CR 9
  XP 6,400
  Dire crocodile (Pathfinder RPG Bestiary 51)
  hp 138
  e2. laIr of the ape-eaters (cr 8)
  This low, single-story building is almost completely overgrown 
  by thick vines and surrounded by a forest of sharp stakes on 
  which have been impaled numerous small simian skulls. Full 
  skeletons, held together by strips of flesh and sinew, hang from 
  stakes higher on the building’s walls.
  Creatures: This building is the lair of a tribe of simian 
  humanoids even more monstrous than the relatively 
  civilized charau-ka. These creatures are known as 
  keches—6-foot-tall creatures with long and powerful 
  claws on their oversized hands, leathery greenish-
  brown skin covered by splotches of brown, and wide 
  mouths filled with jagged teeth. Able to move through 
  undergrowth without leaving a trace and to blend into 
  forested areas (including their heavily overgrown lair 
  here), they are master ambush hunters.
  Dozens of keches dwell in this building, although 
  most spend their time wandering Saventh-Yhi or the 
  surrounding jungle, constantly on the prowl for food 
  or mayhem. Their favorite meal is charau-ka, and they 
  use the remains of these meals to decorate their lair. At 
  any one time, a group of six keches watch from hidden 
  points among the vines on the roof’s edge 15 feet above. 
  If the intruders pass the building by, the keches stay 
  hidden, following the interlopers and waiting for them 
  to encounter another of the district’s denizens before 
  ambushing them from behind. Otherwise, the six 
  keches only attack if the PCs enter this building. More 
  keches (currently 18 in all) dwell inside the building. 
  They attack the PCs in bands of six at a time, with a new 
  band arriving a few rounds after the previous one was 
  defeated—although if your players are doing particularly 
  well against waves of these monsters, feel free to have 
  them fight more than six at a time.
  Keches (6) 
  CR 3
  XP 800 each
  NE Medium monstrous humanoid (Tome of Horrors Revised 247)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
  DefeNSe
  AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
  hp 26 each (4d10+4)
  fort +2, Ref +6, Will +5
  OffeNSe
  Speed 40 ft., climb 20 ft.
  Melee bite +5 (1d6+1), 2 claws +5 (1d4+1)
  Special Attacks rend (2 claws, 1d4+1)
  Spell-Like Abilities (CL 4th; concentration +4)
  Constant—pass without trace
  TACTICS
  During Combat The keches attempt to wait until a PC is 
  within 5 feet before attacking, hoping to get a rend attack 
  on the first round of combat. Unlike charau-ka, the keches 
  are disturbingly silent when they fight.
  Morale A kech reduced to fewer than 9 hit points attempts to 
  flee into the jungle.
  STATISTICS
  Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 11
  Base Atk +4; CMB +5; CMD 18
  feats Dodge, Mobility
  Skills Acrobatics +6 (+10 jump), Climb +16, Perception +10, 
  Stealth +13 (+19 in forested areas); Racial Modifiers +2 
  Perception, +4 Stealth (+6 in forested areas)
  Languages Kech
  Treasure: Gathered in the building are the keches’ 
  spoils: a potion of protection from arrows, salve of slipperiness, a 
  wand of charm animal (45 charges), a bronze armband worth 
  50 gp, a crystal decanter worth 150 gp, a black jade idol of 
  a bloated frog demon (worth 500 gp), a silver medallion 
  depicting a discus thrower worth 200 gp, 76 gp, 405 sp, and 
  858 cp.
  Serpent’S Skull
  
  25
  Slycora
  e3. chImera laIr (cr 10)
  An ancient castle or fort of some sort stands atop a small island 
  here, its rear half draped with hanging vines and its front half 
  collapsed into a mass of ruins.
  Creatures: A group of chimeras dwells in the ruins of 
  this building. The largest and most dominant of the three, 
  a beast named Slycora, has a black dragon head, while the 
  smaller two (his mates) have green dragon heads. These 
  three chimeras travel together at all times, hunting as a 
  pack and working together other to surround foes.
  Slycora 
  CR 8
  XP 4,800
  Advanced chimera (black dragon head; Pathfinder RPG Bestiary 
  44, 294)
  hp 103
  Chimeras (2) 
  CR 7
  XP 3,200 each
  hp 85 each (green dragon heads; Pathfinder RPG Bestiary 44)
  Treasure: The chimeras’ collected hoard is in the ruins; 
  it consists of gloves of arrow snaring, a potion of delay poison, a 
  potion of water breathing, a gold goblet studded with turquoise 
  worth 700gp, a flawless red glass orb worth 100 
  gp, seven silver rings worth 50 gp each, 
  four amethysts worth 100 gp each, five 
  bloodstones worth 50 gp each, 15 pieces of 
  malachite worth 10 gp each, 44 pp, 1,281 gp, 
  2,373 sp, and 5,172 cp.
  In addition, the remains of Edren 
  Lekadnus, the Aspis Consortium 
  wizard dominated by the aboleth 
  Yog’oltha, lie here where they 
  fell after he ran afoul of the 
  chimeras. 
  The 
  acid-burned 
  skeleton still carries a satchel 
  (actually a handy haversack) containing 
  Edren’s spellbooks and a wand of daze 
  monster (11 charges). The spellbooks are 
  those of an 11th-level wizard; they are left for you 
  to develop to fit the needs of your campaign, but 
  should contain the fly spell.
  e4. spear of wealth (cr 8)
  This one-hundred-foot-high ziggurat is capped 
  by a hundred-foot-tall spire of stone. The sides 
  of the ziggurat’s tiers are carved with images 
  of mounds of treasure and merchants 
  trading wares.
  The southwest corner of this ziggurat has not weathered 
  the passage of time as well, in part due to this district’s 
  slow subsidence back into the lake. A sizable sinkhole here 
  runs along the side of the ziggurat, providing access to a 
  40-foot-diameter cavern below the ziggurat. A 5-foot-deep 
  swampy pool fills the bottom of this cave—this pool is 
  tainted with guano from the denizen’s inhabitant, and 
  anyone who drinks from the water is exposed to blinding 
  sickness (Pathfinder RPG Core Rulebook 557).
  Creature: The foul-smelling cave under the ziggurat’s 
  corner is the den of an immense creature, a giant Mwangi 
  night bat. With a wingspan of nearly 60 feet, the bat 
  emerges from its cave every night to hunt the surrounding 
  jungle for food, returning at dawn. If encountered here in 
  its lair, it quickly rises from sleep to defend itself. The bat 
  itself is responsible for rumors of “dragon sightings” in 
  Saventh-Yhi among the city’s denizens—the shape of its 
  immense wings against moon- or starlight is enough to 
  throw fear into the ruins’ inhabitants.
  Giant Mwangi Night Bat 
  CR 8
  XP 4,800
  Advanced dire bat (Pathfinder RPG Bestiary 30)
  N Gargantuan animal 
  Init +3; Senses blindsense 40 ft.; Perception +10
  DefeNSe
  AC 19, touch 9, flat-footed 16 (+3 Dex, 
  +10 natural, –4 size)
  City of Seven SpearS
  
  26
  hp 114 (12d8+60)
  fort +13, Ref +11, Will +8
  OffeNSe
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +16 (2d8+11/19–20), 2 wings +11 (1d8+5)
  Space 20 ft.; Reach 15 ft.
  TACTICS
  During Combat The giant bat uses Flyby Attack and Snatch 
  to grab a single foe and then swoop up to the top of the 
  ziggurat to kill him, repeating this tactic as necessary until 
  all foes are dead.
  Morale The giant bat fights to the death.
  STATISTICS
  Str 33, Dex 17, Con 21, Int 2, Wis 14, Cha 6
  Base Atk +9; CMB +24; CMD 37
  feats Alertness, Flyby Attack, Improved Critical (bite), Iron 
  Will, Snatch, Stealthy
  Skills Escape Artist +5, Fly +9, Perception +10 (+14 when using 
  blindsense), Sense Motive +4, Stealth +0
  e5. Isle of shadows (cr 9)
  A pentagonal building protrudes from the water here, its upper 
  floors reaching thirty feet above the lake that has swallowed 
  its lower stories. Strangely, no plants at all grow upon the 
  building’s roof or walls—walls that seem strangely muted in 
  color compared to other buildings in the area.
  Creatures: Once the central treasury of Saventh-Yhi, this 
  building (and its now-flooded vaults below) was hit hard 
  in the city’s final days by looters and panicked aristocrats. 
  That the building still stands at all and was not torn down 
  by desperate refugees-to-be is not only a testament to its 
  sound architecture, but also to the devious traps and wards 
  that protected it.
  Unfortunately, those same traps and wards, when 
  they were finally triggered, had a devastating effect 
  on the guardians of the treasury. They were blasted out 
  of life, infused with negative energy and shadowstuff, 
  and transformed into undead mockeries. Over the ages, 
  these shadows have drifted and spread, so that they can 
  be encountered throughout the city, but a group of them 
  remains here, still guarding the empty vaults of what was 
  once the center of wealth in the city. These shadows rise up 
  to attack any intruders, fighting until destroyed.
  Greater Shadow 
  CR 8
  XP 4,800
  hp 58 (Pathfinder RPG Bestiary 245)
  Shadows (3) 
  CR 3
  XP 800 each
  hp 19 each (Pathfinder RPG Bestiary 245)
  part four: pride of the fallen
  This central district was built upon several islands of rock 
  that the architects of Saventh-Yhi carved into the shapes 
  they needed, using tools and magic to form the stony 
  outcroppings into an incredible island-fortress connected 
  to the rest of the city via four long bridges. They chose this 
  region to house the city’s central government, and built 
  a spear infused with the virtue of honest pride to watch 
  over the region and to keep its inhabitants honest and 
  dedicated to the city’s health. Unfortunately, even these 
  lengths failed to save Saventh-Yhi from the panic that 
  gripped it as its days grew short.
  This district has been the lair of a tribe of degenerate 
  serpentfolk for centuries. Although descended (if one 
  goes back far enough) from the denizens of Ilmurea 
  far below, these serpentfolk have no idea that below 
  Saventh-Yhi lies a second city—a city tied to their own 
  legacies. Now and then, a non-degenerate serpentfolk 
  hatches from an egg among this nameless tribe—these 
  invariably rise to positions of power among the tribe 
  and lead the serpentfolk into temporary ages of glory. 
  The most recent such leader was Issilar (see Pathfinder 
  Adventure Path #38, “Racing to Ruin”), but the serpentfolk 
  enchanter f led Saventh-Yhi when a much more powerful 
  evil spirit arrived in the district and seized control of 
  his tribe.
  The current leader of the serpentfolk tribe is that 
  same evil spirit—a crocodile-headed rakshasa named 
  Akarundo. Eager to be worshiped as a deity, Akarundo has 
  wandered much of Garund over the past several decades, 
  moving from one strange tribe to the next and presenting 
  himself as a god. These serpentfolk are but the latest of 
  his conquests, but Akarundo finds the surroundings of 
  Saventh-Yhi to be particularly intriguing and has lingered 
  here much longer than typical for him.
  Government District
  XP 9,600
  Primary Tribe 105 degenerate serpentfolk
  Leader Akarundo (LE male rakshasa; area f5)
  Notable NPCs ugimmo (CE male boggard oracle 7; area f2)
  INTeRACTIONS
  Patrol A government district patrol consists of a group of three 
  degenerate serpentfolk (a CR 7 encounter). They are fiercely 
  loyal to their crocodile-headed “god,” and fight to the death.
  Reaction If the alarm is raised in the government district, 
  Akarundo assumes that another group of residents from 
  neighboring districts are attacking again and leaves his 
  serpentfolk patrols to handle them. Once the PCs defeat 
  at least four separate patrols, though, the rakshasa realizes 
  that something larger is going on, at which point he 
  begins to stealthily seek out the cause of the problem, 
  reacting to the PCs as indicated in his tactics at area f5.
  Serpent’S Skull
  
  27
  ReSOLuTIONS
  Allegiance Akarundo does not regard humanoids as equals. 
  As such, attempts to forge an alliance with him without 
  resorting to mind control methods are destined to fail.
  Conquered The government district is conquered if any three 
  of the following conditions are met: slay Akarundo the 
  rakshasa (area f5), slay the amphisbaena (area f4), defeat 
  the serpentfolk guarding the bridges (area f1), defeat the 
  serpentfolk guards at the spear (area f3), or slay at least 50 
  degenerate serpentfolk.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on Sense 
  Motive checks.
  Activation Triggers Gather at least 50 allies atop the ziggurat to 
  pledge their loyalty to one creature who is currently touching 
  the spear, channel energy into the spear (requires one use of 
  channel energy from a cleric who worships a deity associated 
  with government or nobility), or perform a 1-hour recitation of 
  ancient Azlanti laws (requires a DC 25 Perform [oratory] check).
  Active Once the spear is activated, all creatures in this district 
  gain a +2 bonus on Will saves.
  Degenerate Serpentfolk 
  CR 4
  XP 1,200 each
  NE Medium monstrous humanoid (Into the Darklands 56)
  Init +1; Senses darkvision 60 ft., scent; Perception +10
  DefeNSe
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 47 each (5d10+20)
  fort +7, Ref +7, Will +5
  Immune mind-affecting magic, paralysis, poison; SR 15
  OffeNSe
  Speed 30 ft.
  Melee spear +10 (1d8+7/×3), bite +5 (1d6+2 plus poison)
  Ranged javelin +6 (1d6+5)
  TACTICS
  During Combat The degenerate serpentfolk begin combat 
  by hurling a javelin or two, and then either let the enemy 
  come to them or charge if the enemy responds with 
  greater ranged firepower.
  Morale Degenerate serpentfolk fight to the death.
  STATISTICS
  Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6
  Base Atk +5; CMB +10; CMD 21
  feats Great Fortitude, Lightning Reflexes, Stealthy
  Skills Escape Artist +11, Perception +10, Stealth +9; 
  Racial Modifiers +8 Escape Artist, +4 Perception
  Languages Aklo; telepathy 100 ft.
  Gear javelins (4), spear
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d2 Str; cure 2 
  consecutive saves.
  f1. shattered BrIdges (cr 8)
  Four stone bridges once provided land access to the 
  government district. While Saventh-Yhi’s preservative 
  magics have kept these bridges relatively intact, they have 
  long been areas of contention between the denizens of other 
  districts and the serpentfolk, who have deliberately rigged 
  portions of the bridges to collapse when crossed. In many 
  places, these collapses have created gaps in the bridges—a 
  typical gap is 30 feet across. The bridges are not currently 
  rigged to collapse—the gaps present enough of a defense 
  these days that the serpentfolk have very few visitors.
  The bridges located at F1a are unwatched—they lead 
  only to a minor island (area F2) that the serpentfolk don’t 
  even really regard as part of their territory.
  Creatures: The bridges labeled F1b lead directly to 
  the central island—as such, a group of four degenerate 
  City of Seven SpearS
  Degenerate Serpentfolk
  
  28
  serpentfolk watches over each. These guards stay near the 
  government district side of the bridge, hiding behind ruins 
  and ready to use their javelins against intruders.
  Degenerate Serpentfolk (4) 
  CR 4
  XP 1,200 each
  hp 47 each (see page 27)
  f2. promenade of law (cr 9)
  A number of buildings face a long promenade leading to an 
  open rotunda to the south. A row of stone pillars covered with 
  dense writing runs down the center of the promenade. Several 
  of these pillars appear to have been recently cleaned.
  The stone columns that run down this street record 
  the many laws of Saventh-Yhi; originally, public hearings 
  and important trials were held in the open rotunda to the 
  south, and the pillars served as symbols of the laws being 
  acted upon in those trials.
  Creature: The aboleth Yog’oltha’s current land-based 
  archaeologist is a boggard oracle named Ugimmo. Originally 
  the spiritual advisor of the boggards in the farming district 
  (area K), Ugimmo was dominated by the aboleth several 
  weeks before the PCs’ arrival in Saventh-Yhi—making the 
  oracle the latest in a long line of agents the aboleth has used 
  to explore the inner reaches of the ruins.
  Ugimmo believes that his new aboleth master is the 
  “voice of the swamp,” and that he has been chosen to explore 
  the non-swamp portions of the ruins in preparation for 
  the entire city being plunged into a swampy paradise. The 
  aboleth has always appeared to the boggard in the form of 
  a froghemoth, so Ugimmo believes that his new patron is 
  the same froghemoth that dwells to the south. Ugimmo 
  is accompanied by eight human zombies (raised from the 
  bodies of a group of hunters he slaughtered a few weeks 
  ago) that serve as bodyguards.
  ugimmo 
  CR 8
  XP 4,800
  Male boggard oracle 7 (Pathfinder RPG Bestiary 37, Advanced 
  Player’s Guide 42)
  CE Medium humanoid (boggard)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
  DefeNSe
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +1 dodge, 
  +3 natural)
  hp 93 (10d8+49)
  fort +8, Ref +5, Will +8
  Defensive Abilities armor of bones +6 (7 hours/day)
  OffeNSe
  Speed 20 ft., swim 30 ft.
  Melee mwk morningstar +11/+6 (1d8+2), tongue +4 touch 
  (sticky tongue)
  Ranged savage sting +9 (1d2+1 plus poison)
  Special Attacks death’s touch 5/day (1d6+3), soul siphon 1/
  day (2 minutes, +7 hit points), terrifying croak (DC 16)
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—animate dead, contagion (DC 16), inflict serious 
  wounds (DC 16)
  2nd (7/day)—false life, hold person (DC 15), inflict moderate wounds 
  (DC 15), levitate, minor image (DC 15), spiritual weapon
  1st (7/day)—bane (DC 14), cause fear (DC 14), divine favor, 
  doom (DC 14), inflict light wounds (DC 14), obscuring mist
  0 (at will)—bleed (DC 13), detect magic, detect poison, 
  ghost sound (DC 13), guidance, mage hand, read magic, 
  resistance, spark
  Mystery bones
  Serpent’S Skull
  Ugimmo
  
  29
  TACTICS
  Before Combat Ugimmo casts false life and activates his 
  armor of bones revelation.
  During Combat Ugimmo lets his zombies move to engage 
  enemies while he supports their attacks with his own spells. 
  He casts animate dead on any fallen PCs if the opportunity 
  presents itself.
  Morale Ugimmo fights until reduced to fewer than 30 
  hit points, at which point he attempts to flee into the 
  lake and then swim all the way to area N in hopes of 
  soon contacting the “spirit of the swamp” to gain aid in 
  crushing the PCs.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 16
  Base Atk +7; CMB +9; CMD 21
  feats Combat Casting, Dodge, Improved Initiative, 
  Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +2 (+14 when jumping), Bluff +11, Heal +6, 
  Intimidate +11, Knowledge (history) +6, Knowledge (religion) 
  +8, Perception +5, Spellcraft +8, Stealth +10 (+18 in swamps), 
  Survival +6, Swim +10
  Languages Boggard
  SQ hold breath, oracle’s curse (haunted), revelations, swamp stride
  Combat Gear potion of cure light wounds; Other Gear savage 
  sting (+1 seeking blowgun; see page 56) with 10 darts, 
  masterwork morningstar, cloak of resistance +1, hand of the 
  mage, headband of alluring charisma +2, robe of bones, spell 
  component pouch, onyx gems worth 750 gp
  Human Zombies (8) 
  CR 1/2
  XP 200 each
  hp 12 each (Pathfinder RPG Bestiary 288)
  f3. spear of honest prIde (cr 8)
  This one-hundred-foot high ziggurat is capped by a hundred-foot-
  tall spire of stone. The sides of the ziggurat’s tiers are carved with 
  images of humans holding court, of punishments being meted 
  out to criminals, and of the city of Saventh-Yhi itself being built.
  The ziggurat is the core of the serpentfolk settlement, the 
  site where they gather to worship the rakshasa Akarundo 
  (who sometimes appears to bask in their adoration, but 
  just as often ignores his “flock” to enjoy his own vices and 
  excesses in his lair—see area F5). 
  Creatures: During these ceremonies, which can happen 
  as often as you wish, the lower tiers of the ziggurat are 
  crowded with dozens of serpentfolk—but most of the time, 
  the site is guarded only by a group of four.
  Degenerate Serpentfolk (4) 
  CR 4
  XP 1,200 each
  hp 47 each (see page 27)
  f4. flooded amphItheater (cr 7)
  Creature: This large area was once a vast amphitheater where 
  the people of Saventh-Yhi often gathered in huge crowds for 
  political events, festivals, and other celebrations. The place 
  is flooded to a depth of 10 feet now, and serves as the lair of a 
  30-foot-long amphisbaena—a snake with a head at either end 
  of its body. The serpentfolk are proud of this monster and 
  think of it as both a mascot and pet, despite the fact that it’s 
  killed several of them who dared to swim in its territory.
  Amphisbaena 
  CR 7
  XP 3,200
  Advanced amphisbaena (Tome of Horrors Revised 12)
  N Huge magical beast 
  Init +2; Senses all-around vision, darkvision 60 ft., low-light 
  vision, scent; Perception +8
  DefeNSe
  AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, –2 size)
  hp 85 (9d10+36)
  fort +9, Ref +10, Will +4
  Defensive Abilities split; Immune petrification; Resist cold 10
  OffeNSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee 2 bite +14 (2d6+6 plus poison)
  Space 15 ft.; Reach 10 ft.
  TACTICS
  During Combat The amphisbaena ignores anyone who comes 
  even to the very edge of this vast pool, but swiftly moves 
  to attack anything that enters the water—it prefers larger 
  targets over smaller ones, given the option.
  Morale The amphisbaena fights to the death.
  STATISTICS
  Str 22, Dex 14, Con 17, Int 2, Wis 13, Cha 4
  Base Atk +9; CMB +17; CMD 29 (can’t be tripped)
  feats Lightning Reflexes, Lunge, Skill Focus (Stealth), 
  Toughness, Weapon Focus (bite)
  Skills Acrobatics +14 (+10 jump), Climb +14, Perception +12, 
  Stealth +8, Swim +14
  SPeCIAL ABILITIeS
  All-Around Vision (ex) An amphisbaena sees in all directions 
  at once. It cannot be flanked.
  Poison (ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 4 rounds; effect 1d3 Con; cure 1 save.
  Split (ex) An amphisbaena functions normally even if cut in half. 
  If dealt a critical hit with a slashing weapon, the creature is cut 
  in half but continues to function as two separate creatures, 
  each with half the original amphisbaena’s current hit points 
  (rounded down). Once split, an amphisbaena cannot be split 
  again. If left alone for 1 minute, the split amphisbaena can 
  rejoin its two halves and become a single whole creature again 
  (add the two creatures’ hit points together). If one of the split 
  creatures is slain, the amphisbaena can regrow the lost portion 
  over the course of a few weeks.
  City of Seven SpearS
  
  30
  f5. den of the rakshasa (cr 10)
  A glittering dome made of red stone sits at the edge of the 
  island, looking almost like the half-buried egg of some immense 
  reptile with a scaly pattern of shingles. A large, dark archway 
  looms on its northern side, from which a hideous smell of 
  decaying meat wafts.
  Creature: This immense dome, once a forum used 
  by senators to voice concerns, consists of a single large 
  chamber within—built almost like an amphitheater, with 
  a recessed central area surrounded by concentric rings of 
  steps that served as seats. The dome’s current resident is 
  the rakshasa Akarundo, a creature of vices and jaded tastes. 
  The rakshasa has gone to great lengths to decorate the 
  lower area as his den, having put his serpentfolk faithful to 
  the tasks of building furniture, weaving rugs, and 
  even crafting pillows (a job that the 
  serpentfolk are far from mastering). 
  The upper tiers of the rakshasa’s den 
  are strewn with the mangled remains 
  of his ex-slaves—humans, charau-ka, 
  serpentfolk, and even boggards 
  whom the rakshasa seduced, 
  then brought back here to ruin 
  in long nights of excess. If the 
  PCs take their time reaching 
  this area, the rakshasa might 
  even learn about their campsite 
  or 
  another 
  expedition’s 
  campsite and attempt to lure 
  some of these new visitors to 
  his violent paradise here—an 
  event that may have the PCs 
  racing against time to find where 
  their missing ally has gone.
  Akarundo prefers to appear in 
  the form of his current passion or 
  victim—his true form is that of a 
  scaled creature with a crocodile’s 
  head. 
  Akarundo 
  CR 10
  XP 9,600
  Rakshasa (Pathfinder RPG Bestiary 231)
  hp 115
  TACTICS
  During Combat Akarundo 
  prefers to capture living 
  victims, and uses 
  suggestion and 
  charm person 
  extensively 
  in combat to try to preserve his pets-to-be. If reduced to 
  fewer than 70 hit points, or confronted by foes who use 
  weapons capable of penetrating his damage reduction, he 
  switches to more violent tactics (favoring lightning bolts and 
  magic missiles at range if possible).
  Morale If reduced below 35 hit points, Akarundo uses invisibility 
  and tries to escape, fleeing across the lake with the aid of his 
  magic ring.
  STATISTICS
  Gear +1 kukri, ring of water walking, 12 doses of opium (worth 25 gp 
  each; see GameMastery Guide 237)
  part five: the dreaming Jungle
  The residential district once stood as the housing area 
  for all of Saventh-Yhi, dedicated to the virtue of rest. 
  In a decision that caused some scandal at the time, 
  this district did not receive the full range of 
  preservation magic treatment, under the theory 
  that the majority of the buildings being relatively 
  small meant that it would be easier to simply 
  make repairs manually when needed. As a result, 
  while the district’s buildings themselves mostly 
  remain, they’ve been all but overgrown by 
  the encroaching jungle.
  Yet more than jungle grows 
  here now. The thick canopy 
  above has afforded a perfect 
  shadowy environment below 
  for the spread of less savory 
  forms 
  of 
  vegetation—all 
  manner of fungus grows amid 
  the roots of the trees here in a 
  mostly symbiotic relationship 
  that 
  promotes 
  the 
  overall 
  fecundity of this district’s moist 
  and rampant vegetation. Much 
  of this fungus is dangerous, 
  and the canopy above allows for 
  strains of plant life like violet 
  fungi, shriekers, green slime, 
  brown and yellow mold, and so on 
  to grow safely in the darkened 
  streets and ruined buildings—
  feel free to add these hazardous 
  or dangerous fungal elements 
  to any encounters that take place 
  here as you wish.
  The primary inhabitants of 
  this region are a sizable tribe 
  of vegepygmies, all of whom 
  regard the immense colony 
  of russet mold that grows 
  Akarundo
  Serpent’S Skull
  
  31
  upon the sheltered lower reaches of this district’s ziggurat 
  as holy and sacred. The majority of the vegepygmies 
  are typical members of their race, but many are more 
  powerful and their leader is quite dangerous. As with the 
  dangerous fungi, feel free to add additional gangs of CR 1/2 
  vegepygmies to any encounters in this district—at the very 
  least, giving the PCs the chance to really flex their muscles 
  against swarms of the same monsters that may have given 
  them more problems back in “Souls for Smuggler’s Shiv” 
  can be quite cathartic.
  Residential District
  XP 6,400
  Primary Tribe 240 vegepygmies
  Leader Kliboolya (N advanced vegepygmy rogue 6; area G2)
  Notable NPCs egzimora (CE female green hag sorcerer 7; 
  area G3)
  INTeRACTIONS
  Patrol The vegepygmies patrol this district in groups of 8 
  advanced vegepygmies (a CR 7 encounter).
  Reaction The vegepygmies do not have an organized defense 
  plan for their district, and do not react to invasions in a quick or 
  timely manner. Only if intruders dare to attack the vegepygmy 
  chieftain Kliboolya at the central spear do they react, with one 
  new patrol of 8 advanced vegepygmies appearing out of the 
  surrounding jungle to attack the PCs every 4d6 rounds.
  ReSOLuTIONS
  Allegiance The vegepygmies aren’t interested in the terms 
  of most alliances, but if the PCs fulfill at least one of 
  the “Conquered” tasks listed below, they can arrange 
  an agreement with the vegepygmy tribe to let them and 
  their faction move through, encamp, and explore this 
  district, provided they leave the central area (areas G1 
  and G2) alone. Securing this alliance requires a DC 31 
  Diplomacy check.
  Conquered The residential district is conquered if any three 
  of the following conditions are met: slay the Nightmare 
  Dancer (area G1), slay Kliboolya (area G2), destroy the 
  russet mold (area G2), slay Egzimora (area G3), or slay at 
  least 100 vegepygmies.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on 
  Perception checks.
  Activation Triggers Magically heal a total of at least 100 points 
  of damage to a number of creatures within a single minute 
  while standing atop the ziggurat, channel energy into the 
  spear (requires one use of channel energy from a cleric who 
  worships a deity associated with community or dreams), or 
  perform a 1-hour meditation ritual during which you remain 
  absolutely still and silent (requires a DC 25 Stealth check).
  Active Once the spear is activated, all creatures in this district 
  gain the benefits of a full night of rest after sleeping for only 
  2 hours, and during this period of rest, they heal damage as if 
  they had undergone complete bed rest for an entire day and 
  night, thus recovering twice their character level in hit points.
  Advanced Vegepygmies 
  CR 1
  XP 400 each
  hp 7 each (Pathfinder RPG Bestiary 273, 294)
  g1. plaza of the people (cr 8)
  A large plaza, the grooves between its paving stones thick 
  with moss and other plants, sprawls in the center of this 
  overgrown portion of the city. A wide flight of stairs leads 
  down from the center of the plaza to what may have once 
  been an underground chamber below, but now appears to 
  be filled with solid masses of fungus. Heaps and mounds 
  of mold and fungus lie along the shaded edges of the plaza, 
  while graceful strings of what look like prismatic strings of 
  silk threads crisscross the plaza in a web of color. A large 
  number of human-sized shapes wrapped in this same colorful 
  webbing lie in a heap in the center of the plaza—some of 
  these shapes seem to twitch and writhe, as if something 
  within were attempting to escape.
  Creature: The shimmering strands crisscrossing this 
  plaza are the webs of a huge dream spider known locally 
  as the “Nightmare Dancer.” Dream spiders are Mwangi 
  arachnids with colorful bodies and long, thin legs, whose 
  mind-altering venom forms the base for an illegal drug 
  called shiver in many northern cities. Dream spiders are 
  normally the size of a dog, but the Nightmare Dancer 
  dwelling here is the size of a small house.
  Anyone who attempts to cross through this plaza, either 
  on foot or in the air below the tree line, must make a DC 15 
  Acrobatics check for every 30 feet traveled to avoid brushing 
  against or coming into contact with one of the numerous 
  strands of webbing—those who do touch the spider’s webs 
  suffer as detailed in the creature’s stat block.
  The pulsing shapes in the center might look like 
  captured human bodies (and indeed, if you wish to place 
  any missing NPCs from the PCs’ camp in this district, this 
  is a great place to do so), but they are in fact egg clusters. 
  Any damage applied to them causes a swarm of baby 
  spiders to spill out—there are six egg clusters in all, each 
  capable of producing its own spider swarm (Pathfinder RPG 
  Bestiary 258).
  The Nightmare Dancer itself lurks down in the clogged 
  stairwell (the chambers below are completely filled with 
  fungus and contain little of interest). It has little interest 
  in vegepygmies, who are also immune to the effects of 
  the spider’s webs—if the PCs encounter any vegepygmy 
  patrols nearby, the fungus creatures may well retreat into 
  this plaza, relying on ranged attacks while attempting to 
  lure the PCs into the spider’s territory.
  City of Seven SpearS
  
  32
  The Nightmare Dancer 
  CR 8
  XP 4,800
  Advanced variant dream spider (Pathfinder #7 82)
  N Huge vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +5
  DefeNSe
  AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)
  hp 105 (10d8+60)
  fort +13, Ref +6, Will +4
  Immune mind-affecting effects
  OffeNSe
  Speed 30 ft., climb 20 ft.
  Melee bite +15 (3d6+15 plus poison)
  Space 15 ft.; Reach 10 ft.
  Special Attacks dream web (+8 ranged, DC 21, 10 hp)
  TACTICS
  During Combat The Nightmare Dancer’s tremorsense ability 
  allows it to sense if anything brushes against its webs in 
  the entire plaza, effectively extending the length of this 
  ability for those purposes. If it notices any intruders, it 
  immediately clambers out of its pit to attack—it ignores 
  vegepygmies completely unless they attack it, in which 
  case it fights them as well. The giant spider pursues foes 
  anywhere in this district, but not beyond its borders.
  Morale The Nightmare Dancer fights to the death.
  STATISTICS
  Str 30, Dex 17, Con 22, Int —, Wis 12, Cha 11
  Base Atk +7; CMB +19; CMD 32 (44 vs. trip)
  feats Improved Natural Attack (bite)B
  Skills Climb +18, Perception +5, Stealth –5 (–1 in webs); Racial 
  Modifiers +4 Perception, +4 Stealth in webs
  SPeCIAL ABILITIeS
  Dream Web (ex) A dream spider has the web ability (Pathfinder 
  RPG Bestiary 305) but its webs carry an iridescent hue, 
  making them easy to notice (Perception DC 15). Any animal, 
  humanoid, or monstrous humanoid that comes in contact 
  with these webs experiences strange hallucinations, taking 
  1d6 points of Wisdom damage per round of contact. A DC 
  21 Fortitude save negates this damage. If the webs of a 
  dream spider are burned, they create a spread of poisonous 
  gas in a 10-foot radius. This gas deals 1d8 points of Wisdom 
  damage to all creatures in the area (not just to those 
  susceptible to contact with webs as listed above). A DC 21 
  Fortitude save halves this damage. The cloud of colorful 
  vapor remains for only a single round before dissipating 
  harmlessly. The save DC is Constitution-based.
  Poison (ex) Bite—injury; save Fort DC 21; frequency 1/round 
  for 4 rounds; initial effect 1d3 Wis; secondary effect 1d3 Wis 
  and paralysis for 2d6 hours; cure 1 save.
  Treasure: Hidden among the fungus choking the 
  stairwell where the Nightmare Dancer makes its lair is a 
  relic from the heyday of Saventh-Yhi: a rod of well-deserved 
  rest (see page 56), which can be discovered with a DC 20 
  Perception check.
  g2. spear of rest (cr 8)
  This one-hundred-foot-high ziggurat is capped by a hundred-
  foot-tall spire of stone. The sides of the ziggurat’s tiers are 
  covered with sheets of what appear to be several layers of 
  rust—or perhaps dried blood.
  The surface of this ziggurat is covered with a single, 
  immense colony of russet mold (see Pathfinder RPG 
  Bestiary 273). Normally not found growing aboveground, 
  this huge colony goes dormant during the middle hours 
  of the day between 10:00 a.m. and 2:00 p.m., when the 
  sun’s rays shine upon it, but at all other times of the day 
  the shadows of the tall overgrowth, buildings, and cliffs 
  allow it to continue growing. In all, there are effectively 
  200 distinct patches of russet mold growing on the 
  ziggurat—clearing away one patch requires either an 
  acid attack at least as powerful as a vial of acid, a jug of 
  alcohol, or a remove disease spell. Area effect attacks (such 
  as acid fog) can clear out multiple patches at once at the 
  GM’s discretion.
  The mold covers most of the ziggurat’s numerous 
  carvings on the ziggurat, imposing a –4 penalty on all 
  Knowledge (history) checks made to learn clues about 
  Saventh-Yhi’s history. If at least 100 patches of russet mold 
  are cleared, the carvings of ancient Azlanti carrying about 
  their day-to-day lives revealed beneath reduce the penalty 
  to –2. If all 200 patches are cleared, Knowledge (history) 
  checks may be made with no penalty.
  Creatures: The vast colony of russet mold that grows 
  here is sacred to the vegepygmies of the district. Their 
  chieftain is a brawny creature named Kliboolya that 
  spends the majority of its time sitting atop the ziggurat, 
  basking in the soothing spores of the mold. Six advanced 
  vegepygmies guard the chieftain at all times during its 
  meditations. The vegepygmies are difficult for fleshy 
  creatures to relate to, and the feeling is mutual—these six 
  guards react to any intrusions as acts of war. 
  Kliboolya watches the battle dispassionately until the 
  PCs attack it, the PCs damage any of the russet mold, or 
  anyone sets foot on the uppermost tier of the ziggurat—
  should any of these occur, Kliboolya enters the fray. Once 
  the PCs attack Kliboolya, new patrols of eight advanced 
  vegepygmies appear one at a time out of the surrounding 
  jungle to attack the PCs every 4d6 rounds. Nearly 100 
  vegepygmies live in the immediate environs of the 
  ziggurat, so you can throw as many vegepygmies as you 
  think your PCs can handle if they don’t quickly defeat 
  Kliboolya atop the ziggurat.
  Serpent’S Skull
  
  33
  Advanced Vegepygmies (6) 
  CR 1
  XP 400 each
  hp 7 each (Pathfinder RPG Bestiary 273, 294)
  Kliboolya 
  CR 6
  XP 2,400
  Advanced vegepygmy rogue 6 (Pathfinder RPG Bestiary 273, 294)
  N Small plant
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +12
  DefeNSe
  AC 23, touch 17, flat-footed 17 (+1 armor, +6 Dex, +5 natural, +1 size)
  hp 72 (7d8+41)
  fort +9, Ref +11, Will +4
  Defensive Abilities evasion, trap sense +2, uncanny dodge, DR 
  5/slashing or bludgeoning; Immune electricity, plant traits
  OffeNSe
  Speed 35 ft.
  Melee +1 spear +10 (1d6+7/×3) and claw +7 (1d4+2 plus russet 
  mold) or
  2 claws +12 (1d4+4 plus russet mold)
  Ranged mwk composite shortbow +12 (1d4+4/×3)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat Kliboolya moves to flank foes with 
  its fellow vegepygmies, using multiple claws for 
  the first few rounds so as to spread more spores 
  around, and then switching to use its dagger in 
  one hand once it has infested at least two enemies 
  with spores.
  Morale Kliboolya fights to the death, but does not 
  pursue foes off its ziggurat.
  STATISTICS
  Str 18, Dex 22, Con 20, Int 14, Wis 15, Cha 13
  Base Atk +4; CMB +7; CMD 23
  feats Combat Reflexes, Fleet, Improved Initiative, 
  Weapon Finesse, Weapon Focus (claw)
  Skills Acrobatics +16, Appraise +7, Climb +14, Escape 
  Artist +16, Intimidate +11, Knowledge (local) +12, 
  Perception +12, Sense Motive +12, Sleight of Hand 
  +16, Stealth +23 (+31 in vegetation); Racial Modifiers 
  +4 Stealth (+12 in vegetation)
  Languages Common, Polyglot, Undercommon, 
  Vegepygmy (cannot speak)
  SQ rogue talents (bleeding attack +3, finesse rogue, surprise 
  attack), trapfinding +3
  Combat Gear potion of cure light wounds, potion of 
  invisibility; Other Gear broken moldy leather armor, +1 
  spear, masterwork composite shortbow with 20 arrows, 
  brooch of shielding, 13 gp
  SPeCIAL ABILITIeS
  Russet Mold (ex) Kliboolya infects any creature it hits 
  with its natural weapons with russet mold spores. The 
  victim must make a DC 15 Fortitude save or the spores 
  take root, inflicting 2 points of Constitution damage per 
  round. A new Fortitude save can be attempted each round to 
  halt the growth.
  Story Award: If the PCs clear all of the russet mold 
  growing on the ziggurat, award them 3,200 XP.
  g3. green hag manor (cr 9)
  What must have once been quite a stately stone manor sits atop 
  a low hill overlooking the ruins below. Today, the building is 
  overgrown with moss, creeping vines, and flowers—additions 
  that give it a strange feeling of natural elegance.
  Once the estate of the representative of the 
  residential district, this building’s height above the 
  surrounding canopy has prevented the fungus of 
  the surrounding lowlands from taking over. 
  The building’s interior rooms are actually 
  quite clean and well 
  maintained, and give the 
  feeling of being not only 
  comfortable but actually 
  lived-in.
  Creature: 
  This 
  manor 
  is the lair of a green hag 
  sorcerer named Egzimora, a 
  creature who finds the verdant 
  nature of this district much to her 
  liking. At the same time, however, 
  the separation from the fungus and 
  vegepygmies below is important to 
  her sense of cleanliness and order. 
  Yet despite these traits, Egzimora 
  is far from a kindly soul—she is a 
  cruel predator who sees Saventh-Yhi 
  as both a harem and a banquet. She 
  is aware of the rakshasa Akarundo in 
  the government district (area F), and of 
  Kliboolya
  City of Seven SpearS
  
  34
  similarities between their tastes in entertainment, but she 
  sees the rakshasa as a filthy deviant—Egzimora’s tastes are 
  more complex, for before she has her way with her victims, 
  she enjoys “transforming” them into something more to 
  her liking—plants.
  Although Egzimora herself is something of a blend 
  between animal and plant as a result of her sorcerous 
  bloodline, she’s been relatively vexed on the puzzle 
  of how to transform a living creature into a plant she 
  can then use and abuse as a personal slave, despite 
  her unique vantage point. She’s tried various methods 
  to infest humans with russet mold so that they 
  transform themselves into plant creatures 
  rather than just serve as fertilizer for 
  a brood of vegepygmies, attempted to 
  research magical spells to cause such 
  transformations, and even used her own 
  blood in the form of infusions—all to no 
  avail. A hidden room below her manor (DC 
  30 Perception check to locate) contains 
  the hideous, half-plant remains of 
  dozens of humans she’s failed 
  to transform—many of these 
  bodies are missing members 
  of the Tribe of the Sacred 
  Serpent (see area J).
  Egzimora 
  spends 
  most 
  of her time disguised as 
  an attractive human woman 
  with long, dark hair—when she 
  encounters other humans, she attempts to 
  pass herself off as a fey-touched spellcaster 
  magically bound to this lonely castle, and 
  begs her visitors to remain and keep her 
  company for the night. Visitors foolish 
  enough to take her up on her offer are 
  likely to find themselves bound by 
  vines and enduring her violent and 
  deadly experiments—the nature of 
  these experiments are left to the GM 
  to devise, should the entire party 
  fall victim to the green hag. If her 
  deception is revealed, or if she’s 
  out on the hunt, Egzimora reverts 
  to her true form to attack.
  egzimora 
  CR 9
  XP 6,400
  Female green hag sorcerer 7 
  (Pathfinder RPG Bestiary 167)
  CE Medium monstrous humanoid 
  Init +7; Senses darkvision 90 ft.; 
  Perception +20
  DefeNSe
  AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
  hp 112 (16 HD; 9d10+7d6+39)
  fort +9, Ref +11, Will +13; +2 vs. poison and sleep
  SR 16
  OffeNSe
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +16 (1d4+4 plus weakness [DC 18])
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—pass without trace, tongues, water breathing
  At will—alter self, dancing lights, ghost sound (DC 14), 
  invisibility, pyrotechnics (DC 16), tree shape, whispering 
  wind
  Bloodline Spell-Like Abilities (CL 7th; 
  concentration +11)
  7/day—tanglevine (+11)
  Sorcerer Spells Known (CL 7th; concentration 
  +11)
  3rd (5/day)—speak with plants, stinking cloud 
  (DC 17), suggestion (DC 18)
  2nd (7/day)—barkskin, scorching ray, summon 
  swarm, touch of idiocy
  1st (7/day)—charm person (DC 16), endure 
  elements, entangle (DC 15), magic missile, ray 
  of enfeeblement (DC 15), shocking grasp
  0 (at will)—acid splash, bleed (DC 14), daze (DC 
  15), detect magic, ray of frost, read magic, touch of 
  fatigue (DC 14)
  Bloodline verdant
  TACTICS
  Before Combat Egzimora casts barkskin before combat.
  During Combat Egzimora reverts to her true form 
  so she can use her claws in combat. If reduced to 
  fewer than 80 hit points, she attempts to escape 
  by becoming invisible, then takes up a position 
  where she can utilize her spells at range 
  without facing foes in melee. 
  Morale If reduced to fewer than 25 
  hit points, she flees entirely, only 
  to seek out the PCs’ camp at a 
  later date to try to lure one of 
  them or their allies away to a 
  hideous fate.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 15, Wis 15, 
  Cha 18
  Base Atk +12; CMB +16; CMD 29
  feats Acrobatic Steps, Alertness, Blind-
  Fight, Combat Casting, Deceitful, Eschew 
  Materials, Great Fortitude, 
  Improved Initiative, 
  Nimble Moves, Spell Focus 
  (enchantment)
  Egzimora
  Serpent’S Skull
  
  35
  Skills Bluff +26, Disguise +22, Knowledge (arcana) +14, 
  Knowledge (nature) +14, Perception +20, Sense Motive +10, 
  Stealth +21, Swim +18
  Languages Aklo, Common, Giant
  SQ bloodline arcana, mimicry, photosynthesis
  Combat Gear potions of cure moderate wounds (2), potion of 
  resist energy (fire), wand of bestow curse (9 charges), wand of 
  lightning bolt (23 charges); Other Gear elixir of love, 45 gp
  SPeCIAL ABILITIeS
  Photosynthesis (ex) Egzimora can feed upon nature’s raw 
  essence. Her need to eat and sleep is reduced as if she were 
  wearing a ring of sustenance, and she gains a +2 racial bonus 
  on saving throws made against poison and sleep effects.
  Tanglevine (Sp) As a standard action, Egzimora can create a 
  15-foot-long, animated vine that springs from her hand. 
  This vine lasts for 1 round and can be used to make a 
  single disarm, steal, or trip combat maneuver, using her 
  sorcerer level plus her Charisma modifier in place of her 
  normal CMB.
  Verdant Bloodline The verdant bloodline may be found on 
  page 141 of the Pathfinder RPG Advanced Player’s Guide.
  part Six: the SaCred Serpent
  This district housed Saventh-Yhi’s artisans and artists. 
  Inspired by the Spear of Eager Striving, Azlanti craftsmen 
  worked here to craft the finest examples of their trade—
  statuary, art, jewelry, literature, music, and dance. Many 
  came to the artisan district in search of a muse—and in 
  some cases, finding that muse was much more literal. 
  During Saventh-Yhi’s height, the patron deity of this 
  district was none other than Shelyn, goddess of art and 
  beauty, and her interests in seeing the city’s culture and art 
  flourish were guided and represented by several powerful 
  lillends, who each symbolized a different form of art.
  Yet when the citizens of Saventh-Yhi began to go mad, a 
  doom punctuated by Earthfall, the luxury of having time 
  for art vanished from not just this city but the whole world. 
  Shelyn’s faith—and that of many other gods—suffered 
  greatly during this time, and many of her followers went 
  mad, including the lillend muses of Saventh-Yhi. Today, 
  only one of these ancient lillends survives—a mad and 
  dangerous (yet not malicious) creature known as the 
  Radiant Muse.
  Over the thousands of years since Saventh-Yhi’s fall, the 
  Radiant Muse has gone through a variety of insanities, 
  ranging from the manic to the depressive, from bouts of 
  deranged violence to periods of tranquil lucidity. At first 
  unable to return to the Great Beyond, and eventually 
  unwilling to abandon the district she has come to see as 
  hers, she has tended this corner of Saventh-Yhi for ages, 
  at times alone, and at other times (such as today) with 
  numerous loyal followers.
  The current inhabitants of this district are a clan of 
  Garundi humans who call themselves the Tribe of the 
  Sacred Serpent. These men and woman both love and fear 
  the Radiant Muse—she has saved them from countless 
  dangers and provided cryptic advice on many occasions, 
  yet she has also had violent tantrums and periodically 
  refuses to help with some situations. As a result, the Tribe 
  of the Sacred Serpent does its best to keep the Radiant Muse 
  happy, but also tend to avoid paying visits to the insane 
  lillend except during semi-regular, scheduled visitations.
  The Tribe of the Sacred Serpent views sculpture—the art 
  form the Radiant Muse symbolizes—as the highest form 
  of art. The various statues and carvings in this district are 
  particularly well preserved as a result, and all Knowledge 
  (history) checks made to learn clues about Saventh-Yhi’s 
  history in this district gain a +4 bonus. A DC 25 Knowledge 
  (religion) check made while examining any of these carvings 
  is enough to note that the patron deity of this district was 
  none other than Shelyn, although in the ancient days of 
  Azlant before Earthfall, she was represented as a beautiful 
  Azlanti woman, not a Taldan woman, and she did not yet 
  possess her brother’s glaive. Instead, she is represented as 
  wielding only a harp, a paintbrush, or a chisel-like knife.
  Artisan District
  XP 6,400
  Primary Tribe Tribe of the Sacred Serpent (280 humans)
  Leader Osond (CN male human druid 9; area J3)
  Notable NPCs The Radiant Muse (CN female lillend bard 6; 
  area J4)
  INTeRACTIONS
  Patrol The humans patrol this district in groups of 4 tribal 
  hunters (a CR 7 encounter).
  Reaction The Tribe of the Sacred Serpent is the least warlike 
  of the various tribes dwelling in Saventh-Yhi, but this 
  hardly makes its members peaceful or welcoming. When 
  confronted by intruders who are obviously not boggards, 
  charau-ka, serpentfolk, troglodytes, vegepygmies, or other 
  obviously inhuman creatures, the tribe members do not 
  immediately attack, but neither do they react with open 
  arms. The tribe members speak Polyglot, and if the PCs can 
  convince the first patrol they meet that they mean no harm 
  with a successful DC 24 Diplomacy check, the patrol agrees 
  to bring the PCs to speak to Osond at area J3. If the PCs 
  attack a patrol, the combat has a 50% chance of drawing a 
  new patrol to the region to investigate 4d6 rounds after the 
  previous fight ends. If the PCs defeat more than 4 patrols, 
  word of their murderous rampage spreads and attracts the 
  attention of both Osond and the Radiant Muse. Osond 
  confronts the PCs with a single patrol (a CR 10 encounter), 
  with a new patrol arriving to bolster the group once every 
  4d6 rounds. The Radiant Muse herself arrives to defend her 
  followers at a dramatic point sometime during this fight.
  City of Seven SpearS
  
  36
  ReSOLuTIONS
  Allegiance If the PCs can secure an audience with Osond, 
  it’s a DC 19 Diplomacy check to make him friendly and 
  consider an offer of alliance with the PCs and their faction. 
  Yet although Osond is the leader of the Tribe of the 
  Sacred Serpent, he makes no significant decision without 
  first consulting the Radiant Muse; he invites the PCs to 
  accompany him to meet with the lillend, who (assuming 
  the PCs treat her with respect) asks the PCs to perform a 
  service for her to prove their sincerity (see area J4).
  Conquered The artisan district is conquered if any three of 
  the following conditions are met: slay the Radiant Muse 
  (area J4), slay Osond, (area J3), slay all of the Radiant 
  Muse’s pet basilisks (area J5), slay all of the snake swarms 
  (area J2), or slay at least 150 human members of the tribe.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on Craft 
  and Perform checks.
  Activation Triggers Use bardic performance (any effect) for 
  10 rounds in a single day while standing atop the ziggurat 
  (these rounds need not be consecutive), channel energy 
  into the spear (requires one use of channel energy from a 
  cleric who worships a deity associated with art or crafting), 
  or perform a 1-hour ritual of creating a work of art atop the 
  ziggurat (requires a DC 25 Craft or Perform check).
  Active Once the spear is activated, the time required to craft 
  magic items is reduced by 20%, to a minimum of 1 day 
  (round fractional days down).
  Tribal Hunters 
  CR 3
  XP 800 each
  Human ranger (guide) 2/rogue (sniper) 2 (Advanced Player’s 
  Guide 125, 134)
  N Medium humanoid (human)
  Init +8; Senses Perception +8
  DefeNSe
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 30 each (4 HD; 2d10+2d8+10)
  fort +4, Ref +10, Will +1
  Defensive Abilities evasion
  OffeNSe
  Speed 30 ft.
  Melee mwk battleaxe +6 (1d8+2/×3), kukri +5 (1d4+2/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks accuracy, ranger’s focus, sneak attack +1d6
  TACTICS
  During Combat The tribal hunters hold back in combat, using 
  their longbows to pick off enemies if possible. Once the 
  enemy engages them in melee, they abandon their bows 
  and work in pairs to flank foes so they can make sneak 
  attacks with their axes.
  Morale These tribal hunters fight to the death as long as the 
  Radiant Muse lives—if they know she is dead, they flee 
  combat once reduced to 15 or fewer hit points.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +5; CMD 19
  feats Improved Initiative, Point-Blank Shot, Toughness, 
  Weapon Focus (composite longbow)
  Skills Acrobatics +11, Climb +9, Escape Artist +11, Heal +6, 
  Knowledge (local) +5, Knowledge (nature) +7, Perception +8, 
  Stealth +11, Survival +8
  Languages Polyglot
  SQ rogue talents (snap shot)
  Combat Gear +1 arrows (10), elixir of hiding, potion of cure 
  moderate wounds, potion of darkvision, smokestick, 
  thunderstone; Other Gear masterwork studded leather, 
  masterwork battleaxe, kukri, masterwork composite 
  longbow (+2 Str) with 10 arrows, flint and steel, 6 gp
  SPeCIAL ABILITIeS
  Accuracy (ex) A sniper halves all range increment penalties 
  when making ranged attacks with a bow or crossbow. This 
  ability replaces trapfinding.
  Ranger’s focus (ex) Once per day, a guide can focus on a 
  single enemy within line of sight as a swift action. That 
  creature remains the ranger’s focus until it is reduced to 
  0 or fewer hit points or surrenders, or until the ranger 
  designates a new focus, whichever occurs first. The ranger 
  gains a +2 bonus on attack and damage rolls against the 
  target of his focus. This ability replaces favored enemy.
  Snap Shot (ex) A rogue with this talent may treat her initiative 
  roll as a 20 for a surprise round, regardless of her initiative, 
  but she may only take an attack action with a ranged 
  weapon. Her normal initiative roll is used in subsequent 
  rounds. If two or more rogues possess this talent, their 
  initiative determines the order in which they act, but they all 
  go before any other creature. If a rogue is prevented from 
  acting in the surprise round, this talent has no effect.
  j1. the path (cr 7)
  A seventy-foot-wide road leads up from the lake’s edge, 
  transforming into a long flight of stairs as it passes through 
  a number of immaculately tended garden terraces. Dozens of 
  incredibly lifelike statues of elderly men and women, their faces 
  calm and serene, stand vigil along the edges of this roadway.
  The statues that line this pathway are in fact the 
  honored dead of the Tribe of the Sacred Serpent. When 
  elderly members of the tribe feels that their death is near, 
  the elders often choose to submit to the Radiant Muse’s 
  pet basilisks (see area J5) rather than die, so that they can 
  be put on display as art rather than being left to rot away 
  in the ground.
  Creatures: The path is watched not only by the dead, but 
  also by a patrol of living humans who paint themselves 
  Serpent’S Skull
  
  37
  with mud and pigments and stand motionless among the 
  statues. They gain a +4 bonus on Stealth checks to hide 
  amid the statues, and wait until intruders move into a 
  position where the humans can step out of their positions 
  to easily surround them before confronting the intruders.
  Tribal Hunters (4) 
  CR 3
  XP 800 each
  hp 30 each (see page 36)
  j2. savIth’s memorIal (cr 7)
  A line of golden pillars stands before a forty-foot-tall statue of 
  a beautiful human warrior in this plaza. The warrior stands with 
  one foot triumphantly on the body of a decapitated reptilian 
  humanoid on the ground before her. In her left hand the 
  warrior wields a curved blade, and in her right she holds high 
  the severed, snake-like head of her fallen enemy.
  This plaza contains a memorial statue commemorating 
  Savith’s defeat of the serpent god Ydersius. The 
  workmanship on the statue is incredible—carved from 
  marble, the graceful lines look almost as if the immense 
  statue were at one time living creatures that became 
  petrified. The statue is maintained by a particularly 
  potent version of the city’s preservative magics—damage 
  done to the statue repairs itself with the next sunrise, 
  and permanent unseen servants work to keep the entire 
  plaza clean.
  Creatures: Despite its beauty, the humans avoid this 
  memorial, but not only because of the eerie way in the statue 
  repairs itself and remains clean. Swarms of venomous 
  snakes dwell here as well—the plaza’s magic cleans away 
  the filth they constantly create, but the snakes themselves 
  are beyond the scope of the unseen servants to destroy. The 
  snakes are attracted to this memorial, which celebrates 
  Savith’s triumph as much as it does Ydersius’s defeat, for 
  the serpent god is not truly dead, and strange echoes of 
  his frustration and lingering anger cause the place to be 
  strangely compelling for the snakes. In all, there are three 
  venomous snake swarms present here, and they react with 
  single-minded fury against any non-serpentine intruders, 
  fighting to the death. 
  Venomous Snake Swarms (3) 
  CR 4
  XP 1,200 each
  hp 37 each (see page 82)
  j3. the processIon of glory (cr 10)
  Two groups of three large truncated pyramidal structures 
  sit facing each other across a wide promenade. Each of the 
  buildings is covered with carvings depicting a different form of 
  art or craft—sculpting, painting, writing, singing, music, and 
  dance. Numerous large fire pits smolder in the street between 
  the buildings.
  Once a series of artistic academies, these six buildings 
  now house the majority of the members of the Tribe 
  of the Sacred Serpent. Each building contains dozens 
  of different rooms—originally classrooms, offices, or 
  workshops, but now converted over into living quarters 
  for the current inhabitants.
  Creatures: A half dozen tribal hunters are always on hand 
  here to guard and protect the tribe—if an alarm is raised, 
  a new patrol arrives to help defend the area once every 2d6 
  rounds until at least 5 patrols in all have answered the call. 
  The tribe’s current leader, Osond, answers the call of an 
  alarm much more quickly, joining any battles here within 
  1d4 rounds of the alarm being sounded.
  If the alarm is not raised, numerous other tribe 
  members (all 1st-level commoners or experts) can be found 
  here as well, cooking, eating, socializing among the fires, 
  or more likely working to perfect their latest sculpture 
  in stone, wood, or clay. The open areas to the northwest 
  and southeast are cluttered with the results of the tribe’s 
  artistic endeavors, an ever-growing display of artistry of 
  varying degrees of skill.
  The northernmost of the buildings here has been 
  converted into a sick ward, for the Tribe of the Sacred 
  Serpent is fighting a virulent contagion. Currently, a 
  dozen victims of bubonic plague are quarantined in this 
  chamber in varying stages of sickness. Every day, Osond 
  enters to cast several remove disease spells and then lead 
  the cured victims back out into society, but every week, the 
  visitations of a strange monster brings down more victims. 
  This creature, described by those who have seen it, is some 
  sort of hairless, blood-drinking ape—as long as its weekly 
  attacks continue, the only thing keeping the plague from 
  spiraling out of control are Osond’s daily applications of 
  remove disease upon the sickest of the sick.
  Osond is a soft-spoken man at most times, but when his 
  anger is aroused, he can be furious and swift to violence. 
  He respects and fears the Radiant Muse, but is perhaps 
  the only one of the tribe who realizes she is not in fact a 
  deity capable of arbitrarily giving or taking life. He also 
  understands that the Radiant Muse is quite powerful, 
  however, and so he remains silent. It’s easier and safer to 
  retain the alliance with the lillend than it is to risk her 
  wrath by exposing the truth.
  Osond treats the PCs with the same sort of hesitant 
  caution that he does the Radiant Muse. He’s quick to 
  realize that if the PCs are powerful enough to reach his 
  tribe alive, they would make better allies than enemies, 
  and is receptive to an allegiance with them provided the 
  PCs haven’t caused too much mayhem among his people. 
  City of Seven SpearS
  
  38
  The regalia of the Radiant Muse (the wings of flying Osond 
  wears) is a sort of “badge of office” worn by the tribe’s 
  leaders—although when he needs to fly, Osond prefers to 
  wild shape into an air elemental or bird.
  Osond 
  CR 8
  XP 4,800
  Male human druid 9
  CN Medium humanoid (human)
  Init +2; Senses Perception +18
  DefeNSe
  AC 23, touch 13, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, 
  +4 natural)
  hp 76 (9d8+36)
  fort +8, Ref +7, Will +10; +4 vs. fey and plant-targeted effects
  Defensive Abilities resist nature’s lure, Immune poison
  OffeNSe
  Speed 20 ft.
  Melee +1 scimitar +7/+2 (1d6+1/18–20)
  Ranged sling +8/+3 (1d4)
  Special Attacks lightning lord (9 bolts/day), storm burst (1d6+4 
  nonlethal damage, 7/day), wild shape 9 hours/day
  Spells Prepared (CL 9th; concentration +13)
  5th—call lightning storm (DC 19), ice stormD
  4th—cure serious wounds, flame strike (DC 18), freedom of 
  movement, sleet stormD
  3rd—call lightningD (DC 17), remove disease (4; already cast)
  2nd—barkskin, bear’s endurance, bull’s strength, chill metal 
  (DC 16), flame blade, fog cloudD
  1st—cure light wounds, entangle (DC 15), goodberry, magic 
  stone, obscuring mistD, produce flame
  0 (at will)—detect magic, guidance, light, stabilize
  D Domain spell; Domain Weather
  TACTICS
  Before Combat Osond casts barkskin before 
  entering combat.
  During Combat Osond lets his hunters engage 
  foes while he hangs back to cast defensive spells 
  like bear’s endurance, bull’s strength, and protection from 
  energy. He interrupts these spells to cast supporting 
  spells into a battle to aid his allies or to provide additional 
  summoned monsters as allies. Once half his hunters have 
  fallen, Osond steps in to join in melee, using wild shape to 
  assume the form of a Medium air elemental to fight.
  Morale Osond fights to the death.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 12, Wis 18, Cha 8
  Base Atk +6; CMB +6; CMD 19
  feats Alertness, Combat Casting, Lightning Reflexes, Natural 
  Spell, Toughness, Vital Strike
  Skills Fly +12, Heal +16, Knowledge (geography) +8, 
  Knowledge (nature) +15, Perception +18, Sense Motive +11, 
  Survival +18
  Languages Celestial, Common, Druidic, Polyglot
  SQ nature bond (Weather domain), nature sense, trackless 
  step, wild empathy +8, woodland stride
  Gear +2 hide armor, +1 scimitar, sling with 10 bullets, regalia of 
  the Radiant Muse (feathered cloak that functions as wings of 
  flying), ring of protection +1, spell component pouch
  Tribal Hunters (6) 
  CR 3
  XP 800 each
  hp 30 each (see page 36)
  j4. spear of eager strIvIng (cr 13)
  This one-hundred-foot-high ziggurat is capped by a hundred-
  foot-tall spire of stone. The sides of the ziggurat’s tiers are 
  Osond
  Serpent’S Skull
  
  39
  covered with carvings of humans and beautiful women 
  with angel wings and snake tails working together to create 
  astonishing works of art.
  Creature: This ziggurat is the home of the district’s 
  sole remaining lillend—a creature known today only as 
  the Radiant Muse. She dwells in a small, simple complex 
  of rooms carved into the uppermost tier, protected from 
  the outside by only a curtain of beads hanging in an 
  open doorway.
  The Radiant Muse is both a beautiful and a frightening 
  creature—despite her serpentine features, she has no love 
  for the serpentfolk or their god Ydersius, and any attempt 
  to draw a parallel between her and them is guaranteed to 
  incite her wrath. The Radiant Muse has dwelt in Saventh-
  Yhi since before Earthfall, yet she is not a trustworthy 
  source of information about those ancient times, for in 
  the centuries of her life here in the city, she has gone mad 
  multiple times. Fortunately for both the PCs and the Tribe 
  of the Sacred Serpent, the past several years have seen the 
  lillend in a state of relative calm and lucidity, but if the 
  PCs enrage her, that calm ends and she decides the time 
  to wipe the district clean of its current inhabitants has 
  come. In this case, the PCs may find themselves allying 
  with the Tribe of the Sacred Serpent in a battle for their 
  lives against their former goddess.
  A better (and safer, as the Radiant Muse is one of the 
  most powerful entities dwelling in Saventh-Yhi) option 
  is to remain on the lillend’s good side. Earthfall, the 
  following Age of Darkness, and numerous other “bad 
  times” since have left the lillend with more than her share 
  of mental scars—although her body has not aged over 
  those years, her sanity has borne the brunt of her situation. 
  When the madness takes her, she becomes a vindictive 
  and destructive creature, and often destroys much of this 
  district’s works of art—fortunately, her periods of lucidity 
  always last much longer, giving her plenty of time to not 
  only rebuild what she’s ruined but often to mother and 
  guide new tribes of followers. The Tribe of the Sacred 
  Serpent is the fifteenth tribe she’s served as a sort of god 
  to, yet she has no real memories of the previous tribes (or 
  of her periods of violence) as anything other than half-
  remembered dreams and nightmares.
  The Radiant Muse is particularly fond of sculpture—this 
  is one personality element that has remained constant since 
  her time as one of the district’s muses before Earthfall. She 
  spends the majority of her time either restoring sculptures 
  and carvings found in the city, or in carving her own new 
  works of art—projects that often involve her for years at a 
  time. She has a particular fondness for basilisks, for to the 
  Radiant Muse, the transformation of an enemy into a work 
  of art is much more desirable than wasting that potential 
  by creating a disgusting corpse fit only for the flies. She 
  keeps her pet basilisks in an old ball court to the southwest 
  of the ziggurat (area J5), and often slithers down to visit 
  them. One of her favorite methods of dealing with enemies 
  is to charm them and then command them to hold various 
  artistic poses so that she can then use a basilisk to petrify 
  them—most of these enemies are on display in area J5, 
  but one in particular, an ancient ape demon, she buried 
  under a hill to the north (see area D2) because she found 
  the monster too ugly to look upon, even in petrified form.
  The Radiant Muse views herself as a fair and benevolent 
  leader. Her tenets are clear—no outside force may threaten 
  or attack her people without retribution, and no creature 
  may safely exist within her territory unless it has the 
  ability to create beauty. Such beauty traditionally takes 
  the form of sculpture or painting, the tools of memory, 
  but performance art such as song or story is equally 
  valued. Even less respectable arts such as esthetically 
  pleasing fighting routines are acceptable. If a person can 
  demonstrate a talent, he is treated as a welcome equal and 
  invited into the community.
  If the PCs seek an alliance with the Radiant Muse, 
  they will need to first secure an audience with her (likely 
  through Osond; see the “Allegiance” section of the district 
  stat block on page 36). No amount of Diplomacy can secure 
  an alliance with the Radiant Muse—she will only ally with 
  those she finds to be particularly artistic, or who can prove 
  their worth to her by aiding her followers. If every member 
  of the party can impress her with a DC 25 Perform check, 
  she’ll agree to an alliance without any further requests. A 
  character who exceeds this DC can use his Perform check 
  for additional allies as well—for every 5 points by which the 
  PC exceeds the DC 25 Perform check, he can “grandfather” 
  one more ally in under the aegis of his talent.
  If even one PC fails to be covered by a performance, 
  however, the Radiant Muse asks the party to prove their 
  worth and dedication to the Tribe of the Sacred Serpent by 
  performing a task for them. The Radiant Muse explains 
  that a horrific spirit has been preying upon her people 
  for many months—a creature that comes in the night and 
  drinks blood. She knows that the monster is some form 
  of bestial vampiric undead, and that it dwells in a ruined 
  barracks on the far side of the ridge that separates the 
  artisan district from the farming district (see area K3). 
  What she doesn’t reveal to the PCs is that while she could 
  have destroyed this creature herself many months ago, she 
  let it continue its predations to test the worth and mettle of 
  her followers, whom she feels have become too complacent 
  of late.
  The Radiant Muse 
  CR 13
  XP 9,600
  Female lillend bard 6 (Pathfinder RPG Bestiary 26)
  CN Large outsider (azata, chaotic, extraplanar)
  City of Seven SpearS
  
  40
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +14
  DefeNSe
  AC 29, touch 16, flat-footed 23 (+5 armor, +1 deflection, +6 Dex, 
  +8 natural, –1 size)
  hp 156 (13 HD; 7d10+6d8+91)
  fort +9, Ref +16, Will +14; +4 vs. bardic performance, 
  language-dependent, and sonic
  Immune electricity, petrification, poison; Resist cold 10, fire 10
  OffeNSe
  Speed 30 ft., fly 70 ft. (average)
  Melee mwk longsword +15/+10/+5 (2d6+6/19–20), tail slap +9 
  (2d6+2)
  Ranged +2 composite longbow +19/+14/+9 (2d6+6/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bardic performance 34 rounds/day 
  (countersong, dirge of doom, distraction, fascinate, inspire 
  competence +4, inspire courage +3, inspire greatness, 
  soothing performance, suggestion), constrict (2d6+4)
  Spell-Like Abilities (CL 7th; concentration +13)
  3/day—darkness, hallucinatory terrain (DC 20), knock, light
  1/day—charm person (DC 17), speak with animals, speak 
  with plants
  Bard Spells Known (CL 13th; concentration +19)
  5th (2/day)—mass cure light wounds, summon monster V
  4th (4/day)—dimension door, dominate person (DC 20), 
  greater invisibility, rainbow pattern (DC 20)
  3rd (5/day)—charm monster (DC 19), crushing despair (DC 19), 
  cure serious wounds, good hope, lesser geas (DC 19)
  2nd (7/day)—blindness/deafness (DC 18), blur, hold person 
  (DC 18), suggestion (DC 18), whispering wind
  1st (7/day)—cure light wounds, hideous laughter (DC 17), 
  hypnotism (DC 17), lesser confusion (DC 17), remove fear, 
  ventriloquism
  0 (at will)—dancing lights, daze (DC 16), detect magic, ghost 
  sound (DC 16), prestidigitation, read magic
  TACTICS
  During Combat The Radiant Muse’s first act in combat is to 
  cast greater invisibility and inspire courage with her bardic 
  performance. If she has allies nearby, she lets them fight 
  while bolstering them with her spells or hindering the 
  PCs with the same. On her own, she stays in motion 
  for the first several rounds of combat, using spells 
  while flying from rooftop to rooftop. Once she’s got 
  the party disorganized with her magic, she 
  settles down on a rooftop and focuses her 
  longbow attacks on a single foe.
  Morale The Radiant Muse fights to the death, 
  but will accept any request of an enemy to surrender.
  STATISTICS
  Str 18, Dex 22, Con 23, Int 16, Wis 18, Cha 23
  Base Atk +11; CMB +16; CMD 33 (can’t be tripped)
  feats Combat Casting, Improved Initiative, Improved 
  Precise Shot, Point-Blank Shot, Precise Shot, 
  Toughness, Weapon Focus (composite longbow)
  Skills Craft (sculpture) +19, Intimidate +22, Knowledge 
  (arcana) +15, Knowledge (history) +15, Knowledge (nature) 
  +15, Knowledge (religion) +11, Perception +14, Perform 
  (dance) +22, Perform (oratory) +22, Perform (string) +24, 
  Sense Motive +20, Survival +18, Use Magic Device +20; 
  Racial Modifiers +4 Survival
  Languages Celestial, Common, Draconic, Infernal; truespeech
  SQ bardic knowledge +3, lore master 1/day, versatile 
  performance (dance: Acrobatics, Fly; string: 
  Bluff, Diplomacy)
  Combat Gear +1 flaming arrows (3), +1 frost 
  arrows (3), +1 merciful arrows (2), +1 monstrous 
  humanoid bane arrows (3), scrolls of comprehend 
  languages (3); Other Gear +1 glamered chain shirt, green 
  crystal +1 flaming composite longbow (+4 Str) with 9 arrows, 
  masterwork longsword, belt of mighty constitution +2, ring of 
  protection +1, masterwork harp
  The Radiant Muse
  Serpent’S Skull
  
  41
  Treasure: Scattered about the Radiant Muse’s lair are 
  several small stone sculptures of creatures native to Saventh-
  Yhi—each of these eight sculptures were carved with such 
  skill and artistry that they’re worth 500 gp apiece.
  j5. Ball court (cr 8)
  A five-hundred-foot-long open plaza sits in the shadow of the 
  ziggurat, its paving stones creating a strange pattern of squares 
  and lines. Two three-foot-wide basins sit in the middle of the 
  two halves of the plaza. A ten-foot-high stone wall surrounds 
  the entire area, and dozens of strangely lifelike statues stand 
  along the inner side of this wall, as if put on display to evoke 
  imagery of a watching crowd.
  Creatures: This was once a court used by the Azlanti 
  to play several different team-based ball games, but is 
  now used as a pen for the Radiant Muse’s pet basilisks. 
  As an azata, the lillend is immune to her pets’ petrifying 
  gazes, but she built the wall surrounding the field to keep 
  the monsters safe and to prevent them from wandering 
  among her followers. Originally, she kept the creatures 
  charmed, but they’ve come to recognize and adore their 
  mistress. They do not react so kindly to seeing other 
  intruders in their pen, and attack on sight, fighting to 
  the death. Killing any of these basilisks is a sure-fire way 
  to ruin any chance at an alliance with the lillend, and 
  likely to result in her wrath unless the PCs can cool her 
  anger with a DC 31 Diplomacy check, a moving DC 30 
  Performance check, or a tribute worth at least 8,000 gp 
  for each basilisk slain.
  Basilisks (3) 
  CR 5
  XP 1,600 each
  hp 52 each (Pathfinder RPG Bestiary 29)
  j6. haunted ruIns
  This secluded building is rumored to be haunted, and is 
  destined to become the fortress of serpentfolk necromancer 
  Sozothala at the end of the adventure. If explored by the 
  PCs before then, the building is empty. What happens 
  once Sozothala occupies the ruins is presented in detail 
  in Part Nine.
  part Seven: land of the green god
  This district was dedicated to the virtue of abundance and 
  was once the city’s farming district. The southern half of 
  the district originally consisted of numerous fields tended 
  by a small number of farmers who lived in the buildings 
  to the north (or on the rim overlooking the lands to the far 
  south). Over time, the farmlands, which were not shielded 
  under the city’s preservative magics, subsided and turned 
  into swampland and a large lake—perfect for the region’s 
  current inhabitants, a tribe of boggards.
  The boggards are not in the best condition these days, 
  however, for their spiritual leader has gone missing. 
  Without their oracle Ugimmo (who is currently under 
  the magical control of the aboleth Yog’oltha, and can be 
  found serving his new master’s desires in area F2), the 
  boggards have no way to appease the giant froghemoth 
  that lives in the lake to the south (area K5)—a monster the 
  boggards believe is the reincarnated form of their tribe’s 
  first chieftain, but whom they also fear, especially now 
  that Ugimmo is not here to lead the appropriate religious 
  ceremonies. The boggards also worry that the magical 
  fetish Ugimmo built to protect them from the vampiric 
  spirit that lurks on the western fringe of their territory 
  might fail (see area K1), and that their troglodyte and 
  human enemies to the east and west might learn of their 
  weakness and attack. Thus, the PCs find the so-called 
  Tribe of the Green God in a desperate plight indeed, one 
  that the PCs could capitalize upon to form an alliance, or 
  one that they could take advantage of to easily conquer 
  the district.
  farming District
  XP 6,400
  Primary Tribe Tribe of the Green God (140 boggards)
  Leader Garluu (CE male boggard fighter 8; area K2)
  Notable NPCs Tentagard (CE male hezrou demon; area K4)
  INTeRACTIONS
  Patrol The boggards patrol this district in groups of four normal 
  boggards led by a boggard subchief (a CR 7 encounter).
  Reaction The boggards have long been caught between the 
  humans (in area J) and the troglodytes (in area L), and all 
  three tribes are relatively hostile to one another. When 
  a boggard attacks, either alone or as part of a patrol, its 
  terrifying croak is a highly efficient method of raising the 
  alarm. Once a boggard uses its croak in a battle, a new 
  patrol to the area arrives to investigate 4d6 rounds after the 
  previous fight ends. The tribe’s leader Garluu accompanies 
  the fifth patrol answering a call in this manner.
  ReSOLuTIONS
  Allegiance The boggards are quick to distrust, but if the PCs 
  attempt to establish a diplomatic meeting with them, they’ll 
  need to secure safe passage to the chieftain with the first 
  boggard patrol they encounter, requiring a DC 24 Diplomacy 
  check. Once an audience with the chieftain is arranged, the 
  PCs can secure a tentative alliance with a DC 29 Diplomacy 
  check, but this alliance won’t last more than a couple of days 
  unless the PCs agree to perform a service for the boggards. 
  Garluu requests that the PCs either assassinate the Radiant 
  Muse (see area J4), assassinate the troglodyte priest Lessikal 
  (see area L3), or seek out and return their wayward oracle 
  Ugimmo (see area f2). Make these Diplomacy checks in 
  City of Seven SpearS
  
  42
  secret—if any fail by 5 or more, the boggards pretend to be 
  interested in an alliance, but instead lead the PCs to the lake 
  to serve as meals for the froghemoth. The boggards attempt 
  to keep the PCs in the dark by telling them their actual 
  chieftain lives in the lake and that they should lay down their 
  arms to show him they mean no harm.
  Conquered The farming district is conquered if any two of the 
  following conditions are met: slay Garluu (area K2), destroy 
  Ugimmo’s fetish and thus allow the vrykolakas to feed on 
  the boggards (area K1), release or kill Tentagard (area K4), 
  slay the froghemoth (area K5), or kill at least 70 boggards.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on 
  Survival checks.
  Activation Triggers Host a grand feast upon the ziggurat in 
  which no fewer than 50 people are fed well, channel energy 
  into the spear (requires one use of channel energy from 
  a cleric who worships a deity associated with farming or 
  hunting), or perform a 1-hour ritual of planting seeds in 
  the soil-filled grooves of the ziggurat (requires a DC 25 
  Profession [farmer] or Survival check).
  Active Once the spear is activated, all creatures in the district 
  are sustained with nourishment as if wearing a ring of 
  sustenance, and receive a +4 bonus on all saving throws 
  against disease, insanity, or poison.
  Boggards 
  CR 2
  XP 600 each
  hp 22 each (Pathfinder RPG Bestiary 37)
  Boggard Subchiefs 
  CR 4
  XP 1,200 each
  Boggard barbarian 2 (Pathfinder RPG Bestiary 37)
  CE Medium humanoid (boggard)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +9
  DefeNSe
  AC 16, touch 9, flat-footed 15 (+4 armor, +1 Dex, +3 natural, 
  –2 rage)
  hp 53 each (5 HD; 3d8+2d12+27)
  fort +11, Ref +2, Will +4
  Defensive Abilities uncanny dodge
  OffeNSe
  Speed 20 ft., swim 30 ft.
  Melee +1 greataxe +12 (1d12+10/×3), tongue +5 touch  
  (sticky tongue)
  Ranged throwing axe +5 (1d6+6)
  Special Attacks rage (9 rounds/day), rage powers 
  (superstition +2), terrifying croak (DC 12)
  TACTICS
  During Combat A boggard subchief rages at the start of 
  combat and uses his terrifying croak (more to raise an alarm 
  than in hopes of frightening the PCs), then enters combat 
  in melee. The subchief only makes ranged attacks with 
  throwing axes if it seems apparent that the boggard can’t 
  engage any foe in hand-to-hand combat.
  Morale A boggard subchief fights to the death.
  Base Statistics When not raging, a subchief’s statistics are 
  AC 18, touch 11, flat-footed 17; hp 43; fort +9; Melee +1 
  greataxe +10 (1d12+7/×3), tongue +3 touch (sticky tongue); 
  Ranged throwing axe +5 (1d6+4) Str 19, Con 16; CMB +8; 
  Skills Intimidate +11, Swim +14
  STATISTICS
  Str 23, Dex 13, Con 20, Int 8, Wis 13, Cha 8
  Base Atk +4; CMB +10; CMD 19
  feats Dazzling Display, Intimidating Prowess, Weapon 
  Focus (greataxe)
  Skills Acrobatics +3 (+15 when jumping), Intimidate +13, 
  Perception +9, Survival +5, Swim +16
  Languages Boggard
  SQ fast movement, hold breath, swamp stride
  Combat Gear potion of cure light wounds; Other Gear 
  masterwork hide armor, +1 greataxe, throwing axes (3), 141 gp
  k1. effIgy Island
  The perimeter of this island is ringed by hundreds 
  of stakes driven into the ground, the tops of which are 
  decorated with animal, human, and troglodyte skulls. 
  Vines decorated with smaller bones are draped between 
  these stakes to form a crude and not very effective fence 
  around the island—but a fence that works well at keeping 
  out boggards, who don’t intrude on this island for fear of 
  angering their oracle (even though their oracle has been 
  missing for weeks).
  At the heart of the island lies the oracle’s abandoned 
  den—he left nothing of value behind save for a large 
  effigy shaped like an immense frog-like monster 
  made of mud, straw, branches, and bits of animal 
  carcasses. This effigy radiates moderate abjuration and 
  necromancy, and serves to protect the eastern half of this 
  district from the vrykolakas that dwells in area K3—as 
  long as the effigy remains intact, the vampiric monster 
  cannot set foot on either this island or the swampy land 
  to the south (including area K2). A DC 25 Spellcraft 
  check is enough to identify the effigy’s purpose, but 
  not the exact creature it was built to ward against or the 
  location of that creature’s lair. The effigy can be easily 
  torn apart with only a few minutes of work, destroying 
  its protective properties.
  k2. spear of aBundance (cr 9)
  This one-hundred-foot-high ziggurat is capped by a hundred-
  foot-tall spire of stone. The mossy sides of the ziggurat’s tiers are 
  covered with carvings of humans working in fields or tending to 
  livestock like antelopes or buffalo. A mud-and-reed hut sits on 
  the uppermost tier of the ziggurat next to the base of the spire.
  Serpent’S Skull
  
  43
  Creature: The hut atop the ziggurat is the home of the 
  tribe’s chieftain—a muscular and temperamental boggard 
  named Garluu. As much as he fears Ugimmo, Garluu’s 
  driving desire now is to see the return of his tribe’s oracle. 
  In the interim, Garluu’s taken to blaming every tiny 
  misfortune that visits himself or his tribe on Ugimmo’s 
  abandonment of his people. Garluu first response is to 
  angrily attack any intruders not accompanied by a boggard 
  patrol, but he may be reasoned with if the PCs seek a 
  diplomatic alliance (see the “Allegiance” portion of the 
  district’s stat block on page 41).
  Garluu 
  CR 9
  XP 6,400
  Male boggard fighter 8 (Pathfinder RPG Bestiary 37)
  CE Medium humanoid (boggard)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
  DefeNSe
  AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 natural)
  hp 109 (11 HD; 3d8+8d10+52)
  fort +12, Ref +5, Will +6; +2 vs. fear
  Defensive Abilities bravery +2
  OffeNSe
  Speed 20 ft., swim 30 ft.
  Melee +2 falchion +20/+15 (2d4+12/15–20), tongue +10 touch 
  (sticky tongue)
  Ranged mwk heavy crossbow +13 (1d10/19–20)
  Special Attacks weapon training (heavy blades +1), terrifying 
  croak (DC 12)
  TACTICS
  During Combat Garluu only resorts to his crossbow against 
  foes he can’t reach in combat, as he much prefers to use 
  his falchion. He also prefers to fight in swampy land where 
  his ability to move through the difficult terrain gives him 
  an advantage.
  Morale Garluu fights until reduced to fewer than 30 hit 
  points, at which he drops his weapon and begs for mercy in 
  a cowardly fashion—he’ll even agree to an alliance with the 
  PCs if they spare his life.
  STATISTICS
  Str 20, Dex 14, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +10; CMB +15; CMD 27
  feats Critical Focus, Greater Weapon Focus (falchion), Improved 
  Critical (falchion), Improved Initiative, Improved Natural 
  Armor, Iron Will, Power Attack, Toughness, Vital Strike, 
  Weapon Focus (falchion), Weapon Specialization (falchion)
  Skills Acrobatics +4 (+16 when jumping), Intimidate +7, 
  Perception +5, Stealth +4 (+12 in swamps), Swim +12
  Languages Boggard
  SQ armor training 2, hold breath, swamp stride
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  breastplate, +2 falchion, masterwork heavy crossbow with 
  20 bolts
  k3. laIr of the vampIre (cr 10)
  This building may have once been a guardhouse, judging by 
  its fortifications and tall tower, but it now appears to be quite 
  abandoned.
  Creature: This building is the lair of a strange and 
  dangerous type of feral vampire known as a vrykolakas. The 
  monster is a recent addition to Saventh-Yhi, having come here 
  several weeks ago after fleeing persecution at the hands of a 
  hill tribe several days to the east. The monster has found that 
  the combination of plentiful humanoid prey in Saventh-Yhi, 
  combined with the lack of any strong and organized defense, 
  makes for excellent hunting. It originally preyed upon the 
  boggards, but after their oracle erected a ward against it, the 
  monster has turned to stalking the artisan district (area J) 
  once a week to slake its blood thirst.
  The vrykolakas appears as a hulking, vaguely humanoid 
  creature with leathery brown skin, hunched shoulders, 
  crooked legs, and a long, bony neck ending in an almost 
  ape-like head. Its mouth is filled with sharp fangs, and it 
  moves with disturbing quickness. When it hunts, it often 
  does so by disguising itself as an animal like an ape, only 
  revealing its true form when it attacks.
  Vrykolakas 
  CR 10
  XP 9,600
  NE Medium undead (Pathfinder #29 88)
  Init +8; Senses darkvision 60 ft.; Perception +17
  Aura pestilent aura (5 ft., DC 21)
  DefeNSeS
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 115 (10d8+70); fast healing 5
  fort +9, Ref +9, Will +11
  Defensive Abilities channel resistance +4; Immune undead traits
  Weaknesses vulnerability to fire
  OffeNSe
  Speed 40 ft., climb 20 ft.
  Melee 2 claws +13 (1d6+6 plus energy drain), bite +13 (1d6+6)
  Special Attacks create spawn, energy drain (1 level, DC 21), 
  rend (2 claws, 1d6+9)
  Spell-Like Abilities (CL 10th)
  3/day—charm animal (DC 17), disguise self (DC 17), fear (DC 20)
  TACTICS
  During Combat The vrykolakas attempts to charm any animal 
  companions the PCs might have with them, then uses fear 
  to try to scatter foes so it can focus its attacks on a single 
  target (preferably a divine spellcaster).
  Morale If reduced to 0 hit points, the vrykolakas attempts to 
  possess a nearby frog (use stats for a toad—Pathfinder RPG 
  Bestiary 133). The frog has a Will save of +1; if it fails to resist 
  the possession attempt, the creature tries to stealthily return to 
  the vrykolakas’s den to recover—when it awakens, it emerges 
  City of Seven SpearS
  
  44
  from its grave and attempts to seek out the PCs for revenge.
  STATISTICS
  Str 22, Dex 19, Con —, Int 7, Wis 18, Cha 23
  Base Atk +7; CMB +13; CMD +28
  feats Dodge, Improved Initiative, Lightning 
  Reflexes, Stealthy, Toughness
  Skills Climb +14, Disguise +6, 
  Perception +17, Stealth +21; Racial 
  Modifiers +8 Disguise when 
  impersonating its former living 
  self
  Languages Common
  SQ feral possession
  SPeCIAL ABILITIeS
  Create Spawn (Su) Any 
  humanoid creature that is 
  slain by a vrykolakas’s natural 
  attacks becomes a vrykolakas 
  itself in 1d4 days if not blessed 
  and properly buried. A blessing 
  might entail either the spell bless 
  or a more mundane consecration. 
  A vrykolakas’s spawn are free-willed and 
  wild, typically remembering nothing of their 
  moment of death and caring nothing for the 
  vrykolakas that killed them. They do not possess any of 
  the abilities they had in life.
  feral Possession (ex) Upon being reduced to 0 hit points, a 
  vrykolakas’s spirit attempts to possess any animal within 100 
  feet. This ability is similar to the spell magic jar, but does not 
  require a receptacle and has a duration equal to 1 hour for 
  every Hit Die the vrykolakas possesses. The target must make 
  a DC 21 Will save or be possessed. If the possession fails, the 
  vrykolakas immediately dies. If the possession succeeds, the 
  animal immediately retreats to the vrykolakas’s grave, where 
  it attempts to bury itself in the earth. If left uninterrupted for 
  1d4 days, the animal transforms into a new vrykolakas with 
  all the same statistics as the original. If discovered and slain 
  during this time, both the animal and the vrykolakas spirit are 
  destroyed. The save DC is Charisma-based.
  Pestilent Aura (Su) All creatures that come within 5 feet of a 
  vrykolakas must save to resist contracting bubonic plague. 
  Any creature that successfully saves against a vrykolakas’s 
  pestilent aura cannot be affected by the aura of that same 
  vrykolakas for 24 hours. The save DC is Charisma-based.
  Bubonic Plague: Aura—inhaled; save Fort DC 21; onset 1 day; 
  frequency 1/day; effect 1d4 Str damage and 1 Cha damage 
  and target is fatigued; cure 2 consecutive saves.
  k4. house of the hezrou (cr 11)
  The topmost tier of a two-tier stone ziggurat protrudes from the 
  lake here. A sickly green light seems to shine from an open archway 
  in a small stone building atop the center of the ziggurat.
  This ziggurat was once used to store food, but its lower 
  levels are now flooded and clogged with mud and silt. The 
  building atop the ziggurat, however, was once the home 
  of the first leader of the boggard tribe, a powerful wizard 
  who the boggards believe was reincarnated as the 
  froghemoth that lives in the nearby lake. In truth, the 
  boggard wizard vanished into the Abyss after a failed 
  ritual to gain the half-fiend template.
  Creature: The green light that emanates 
  from the room atop this ziggurat comes 
  from a large glass bottle sitting atop a 
  stone table. This bottle is filled with 
  glowing green mist, and is the subject 
  of a binding spell (cast by the original 
  boggard chieftain, CL 15th) that traps a 
  hezrou demon named Tentagard within, 
  using the metamorphosis variant of 
  the spell. The hezrou has remained 
  in its prison here for many years, and 
  its frustration at its imprisonment is 
  considerable—especially considering the 
  fact that the boggard wizard worked into the 
  binding that the hezrou would be freed after it correctly 
  answered 101 questions, which it’s dangerously close 
  to doing. Although the boggard wizard never intended 
  to ask that many questions, he vanished before making 
  clear that intent to others. Since then, various boggard 
  oracles and priests have visited the hezrou to seek its 
  advice on arcane matters many times—the most recent 
  oracle consulted the hezrou often on how best to build 
  the effigy at area K1. As a result, the hezrou has so far 
  answered 99 questions.
  When Tentagard sees the PCs, he eagerly asks them to 
  approach and offers to answer any of their questions. At 
  first, the hezrou hopes to trick the PCs into asking inane 
  questions that are simple to answer, only admitting his 
  expertise in arcana and spellcraft if pressed. If the PCs 
  do ask him that fateful 101st question, the hezrou answers 
  with cackling glee, then emerges from his prison to attack. 
  The monster isn’t keen on dying so soon, though, and if 
  the PCs reduce its hit points to less than 90, it teleports 
  to safety (even if said safety is only across the district to 
  a rooftop in sight). Once freed, Tentagard remains in 
  Saventh-Yhi until slain—it can become a recurring villain 
  or even seize control of a tribe and use them to wage war 
  as you see fit.
  Tentagard 
  CR 11
  XP 12,800
  Hezrou (Pathfinder RPG Bestiary 62)
  hp 145
  Tentagard
  Serpent’S Skull
  
  45
  k5. lake of the green god (cr 13)
  Whereas the waters of Lake Hirilaka are clear and deep, this 
  lake’s waters are dark and relatively shallow. Algae grows 
  thick here, and while the waters themselves never exceed 
  80 feet in depth, they are so thick with silt and plants that 
  vision within is limited. The boundaries between the lake 
  and the rest of the farming district are indistinct along its 
  eastern and much of its northern shore, where giant frogs, 
  crocodiles, snakes, and other creatures splash and lurk.
  Creatures: The waters of the lake itself are strangely 
  empty of fish, for those that do find their way into this 
  region are soon eaten by the lake’s tremendous denizen—a 
  froghemoth, worshiped as a god by the local boggards, and 
  perhaps the most dangerous inhabitant of Saventh-Yhi. The 
  froghemoth has learned that the sacrifices offered it by the 
  boggards make for easy hunting, but it still periodically 
  lumbers into other districts to hunt. The monster is 
  quick to attack any non-boggard it encounters—and if the 
  boggards do not quickly retreat or offer it food, they’re fair 
  game as well.
  The Green God 
  CR 13
  XP 25,600
  Froghemoth (Pathfinder RPG Bestiary 136)
  hp 184
  Treasure: The small island where the canal drains into 
  the lake is where the boggards leave offerings to their 
  giant frog god. Collected here are a +1 glaive decorated with 
  sun motifs, a chime of opening with 7 charges remaining, 
  an aquamarine-studded silver ring of swimming, a rusty 
  masterwork short sword, three masterwork javelins, a 
  jade necklace worth 500 gp, a gold brooch in the shape of 
  a nautilus shell worth 400 gp, pearl earrings worth 400 
  gp, an ivory comb worth 150 gp, a beaten copper bracelet 
  worth 50 gp, four uncut garnets worth 100 gp each, and 
  City of Seven SpearS
  
  46
  scattered coins of both ancient and more modern mint 
  worth a total of 197 gp.
  In addition, three rare litheria blossoms (see page 55) 
  may be harvested from the swampy area to the southeast 
  of the lake. A successful DC 15 Survival check or DC 25 
  Perception check is required to find the rare f lowers.
  part eight: the mantiS hereSy
  Once the first district that visitors to Saventh-Yhi 
  beheld, the temple district was also where the majority 
  of the city’s temples were located. Not every deity in the 
  large pantheon worshiped by the ancient Azlanti had a 
  temple here, but many did—including the Mantis God 
  Achaekek, primarily known today as the patron deity of 
  the Red Mantis assassins.
  Today, the temple district is controlled by a tribe of 
  troglodytes who have chosen an unusual deity to worship—
  the mantis god Achaekek. Unlike the Red Mantis assassins, 
  who venerate this deity as a paragon of assassins, the Cult 
  of the Mantis troglodytes worship him in much more the 
  way the ancient Azlanti did—as a god of monsters, natural 
  disasters, and blood. The troglodytes see themselves as the 
  proper rulers of Saventh-Yhi, but their chaotic nature has 
  made it difficult for their leaders to organize them into a 
  force capable of doing more than tormenting their boggard 
  neighbors in the farming district to the west.
  Temple District
  XP 9,600
  Primary Tribe Cult of the Mantis (290 troglodytes)
  Leader Lessikal (NE male troglodyte cleric of Achaekek 8/
  fighter 2; area L3)
  Notable NPCs none
  INTeRACTIONS
  Patrol The troglodytes patrol this district in groups of four 
  advanced troglodytes led by two acolytes of Achaekek (a CR 
  8 encounter).
  Reaction Although the clerics of Achaekek are adept at 
  working together, the bulk of the cult’s troglodytes are 
  quick to bicker and fight among themselves. Every patrol 
  or encounter the PCs defeat raises the entire district’s 
  awareness of the PCs’ presence, but the troglodytes do not 
  mount an organized offense in response. Instead, once the 
  PCs defeat at least three groups of troglodytes, Lessikal 
  decides to bring an additional patrol’s worth of troglodytes 
  to area L3 to help protect the spear and his relics. If a day 
  passes without any more troglodytes slain, Lessikal relaxes 
  the defense again to what is listed in area L3.
  ReSOLuTIONS
  Allegiance The Cult of the Mantis is violent and unpredictable—
  mind-control is required to force a patrol to guide the PCs 
  to their leader. Lessikal won’t consider an alliance unless the 
  PCs pledge their loyalty to the Mantis God (if the PCs aren’t 
  honest about this pledge, they’ll need to Bluff the troglodyte 
  high priest) and give Lessikal a tribute worth at least 10,000 
  gp as proof, at which point a DC 32 Diplomacy check is 
  enough for Lessikal to agree to an alliance—although he’ll 
  require additional weekly tributes worth 250 gp as long as the 
  alliance persists. An intelligent prisoner offered to the tribe as 
  a sacrifice is worth 1,000 gp to Lessikal (thus, 10 prisoners can 
  prove the PCs’ initial loyalty, while one can provide enough 
  tribute for a month-long alliance). Alternatively, if the PCs 
  manage to achieve two of the “Conquered” conditions and 
  Lessikal still lives, the troglodyte high priest will agree to an 
  alliance offer without requesting tribute (the DC 32 Diplomacy 
  check is still required, but in this case the character making the 
  check gets a +5 circumstance bonus on the roll).
  Conquered The temple district is conquered if any three of 
  the following conditions are met: slay the jungle mantises 
  (area L1), slay at least a dozen acolytes of Achaekek, slay 
  Lessikal (area L3), steal the mantis blade (area L3), or kill at 
  least 140 troglodytes.
  SPeAR effeCTS
  Passive All creatures in this district gain a +2 bonus on Sense 
  Motive checks.
  Activation Triggers Lead a mass prayer service in honor one 
  of the gods of Saventh-Yhi for at least 50 people (these 
  people need not be worshipers of the deity, but must 
  remain quiet and attentive for the duration of the service), 
  channel energy into the spear (requires one use of channel 
  energy from a cleric who worships one of the deities of 
  Saventh-Yhi), or perform a 1-hour ritual of prayer and 
  contemplation to any deity (requires a DC 25 Knowledge 
  [religion] check).
  Active Once the spear is activated, all spellcasting creatures in 
  this district can cast spells (whether arcane or divine) with 
  increased potency—spell effects manifest at +1 caster level.
  Acolytes of Achaekek 
  CR 4
  XP 1,200 each
  Troglodyte cleric of Achaekek 4 (Pathfinder RPG Bestiary 267)
  NE Medium humanoid (reptilian)
  Init +1; Senses darkvision 90 ft.; Perception +3
  Aura stench (30 ft., DC 12, 10 rounds)
  DefeNSe
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 37 each (6d8+10)
  fort +8, Ref +2, Will +7
  OffeNSe
  Speed 30 ft.
  Melee +1 shortspear +7 (1d6+3), claw +1 (1d4+1), bite +1 (1d4+1) or
  2 claws +6 (1d4+2), bite +6 (1d6+2)
  Ranged javelin +5 (1d6+2)
  Special Attacks channel negative energy 4/day (DC 13, 2d6)
  Domain Spell-Like Abilities (CL 4th; concentration +7)
  Serpent’S Skull
  
  47
  6/day—bleeding touch (2 rounds)
  6/day—battle rage (+2 damage)
  Spells Prepared (CL 4th; concentration +7)
  2nd—aid, cure moderate wounds, hold person (DC 15), 
  spiritual weaponD
  1st—bane (DC 14), cure light wounds, divine favor, doom 
  (DC 14), magic weaponD
  0 (at will)—bleed (DC 13), guidance (DC 13), resistance, virtue
  D Domain spell; Domains Death, War
  TACTICS
  Before Combat An acolyte casts magic weapon on its 
  shortspear before combat begins.
  During Combat An acolyte casts aid and spiritual weapon in 
  the first few rounds of combat, then divine favor before 
  entering melee. It relies upon its wand of sound burst 
  against foes at range or who cluster in groups. It drinks its 
  potion of invisibility if reduced to fewer than 15 hit points, 
  then uses healing magic on itself before resuming combat.
  Morale An acolyte fights to the death.
  STATISTICS
  Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 13
  Base Atk +4; CMB +6; CMD 17
  feats Combat Casting, Nimble Moves, Selective Channeling
  Skills Knowledge (religion) +3, Sense Motive +8, Spellcraft +4, 
  Stealth +6 (+10 in rocky areas)
  Languages Draconic
  Combat Gear potion of cure light wounds, potion of invisibility, 
  wand of sound burst (19 charges); Other Gear javelins (5), 
  masterwork shortspear, wooden holy symbol of Achaekek, 
  spell component pouch, 28 gp
  Advanced Troglodytes 
  CR 2
  XP 600 each
  hp 17 each (Pathfinder RPG Bestiary 267, 294)
  l1. the promenade (cr 9)
  This large plaza, nearly one-hundred-fifty-feet-wide and nearly 
  three-hundred-fifty-feet-long, is decorated with fourteen 
  ninety-foot-high stone pillars, each of which is carved with 
  complex religious images and thickly overgrown with tangles 
  of leafy vines.
  Creatures: Once the center of worship for most of 
  Saventh-Yhi’s lower and middle-class citizens, this region 
  and the surrounding buildings now house the majority of 
  the troglodytes of the district. The plaza itself is the lair 
  of a group of three immense jungle mantises, each nearly 
  25 feet in height, that cling to the pillars awaiting prey—
  this allows them to use their bonus on Stealth checks 
  Gods of Saventh-Yhi
  As the PCs explore Saventh-Yhi and study the surviving murals, carvings, and statues, they can discover many aspects of 
  ancient Azlanti religion. You can use these deities to liven up any description of ancient art or ruins the PCs might study 
  in Saventh-Yhi. A Knowledge (religion) check DC is listed for each of these deities in order to either recognize the deity’s 
  ancient Azlanti incarnation or to know the now-dead or forgotten deity’s name and role in that era’s religion.
  Abadar (DC 30): Abadar’s incarnation in Azlant focused more on his role as a god of cities and wealth than as a god of law.
  Acavna (DC 30): A goddess of battle and the moon who vanished not long before Earthfall.
  Achaekek (DC 30): In Azlant’s time, the Mantis God was worshiped more as a god of monsters and natural disasters 
  than as a god of assassinations.
  Amaznen (DC 35): Amaznen was the primary god of magic in Azlant, a deity whose name and worship were strictly 
  forbidden in ancient Thassilon and who died during Earthfall.
  Curchanus (DC 30): A now dead deity of travel, beasts, and endurance, slain at some point after Earthfall by Lamashtu.
  Desna (DC 20): Desna was worshiped primarily as a goddess of the stars in ancient Azlant.
  Groetus (DC 20): Imagery of Groetus seems almost as if it was added as a late addition in most places it appears—he 
  was not worshiped in Saventh-Yhi until the end drew near.
  Nurgal (DC 25): A demon lord associated with warfare and the sun, Nurgal’s worship dropped dramatically during the 
  Age of Darkness.
  Pharasma (DC 25): Pharasma was primarily seen as the patron of prophecies—many of her images in Saventh-Yhi 
  appear to have been defaced long ago.
  Shelyn (DC 30): Shelyn was seen as a muse to the Azlanti; most of her temples are found in the artisan district (area J) 
  rather than in the temple district.
  Zura (DC 25): The demon lord of blood and cannibalism was not openly worshiped in Saventh-Yhi, but hidden shrines 
  to her still exist in remote ruins.
  City of Seven SpearS
  
  48
  in forest. The mantises periodically attack troglodytes 
  (the cult views death by mantis as a particularly honored 
  method of suicide), but the foul smell exuded by the 
  creatures generally compels the mantises to seek out 
  other prey.
  If the mantises are slain, the surrounding buildings 
  erupt into a storm of shrieks, roars, and pounding drums 
  as the troglodytes, who were watching the battle from the 
  ruins, become enraged. If the PCs remain in this area, a 
  new patrol of troglodytes emerges from the ruins to attack 
  every 2d6 rounds until at least four patrols are defeated 
  in the area, at which point the troglodytes lose interest in 
  attacking here.
  Jungle Mantises (3) 
  CR 6
  XP 2,400
  Advanced giant mantis (Pathfinder RPG Bestiary 200)
  N Huge vermin 
  Init +1; Senses darkvision 60 ft.; Perception +6
  DefeNSe
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 76 (8d8+40)
  fort +11, Ref +3, Will +4
  Immune mind-affecting effects
  OffeNSe
  Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
  Melee 2 claws +11 (1d8+7 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks lunge, mandibles (bite +6, 1d8+3), sudden strike
  TACTICS
  During Combat The mantises attack any creatures that come 
  within reach, and pursue foes until they lose line of sight.
  Morale The jungle mantises fight to the death.
  STATISTICS
  Str 24, Dex 12, Con 20, Int —, Wis 14, Cha 11
  Base Atk +6; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  Skills Climb +15, Fly –7, Perception +6, Stealth –3 (+9 in forests); 
  Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
  l2. savIth’s crypt
  A series of magnificent towers rises from an immense boulder 
  protruding from the basin here. The sides of the huge rock rise 
  one hundred feet, and the towers above another two hundred, 
  so that the upper spires are often bathed in sunlight, giving the 
  structure a golden glow.
  Flight is the only safe way to approach this area—
  climbing up the surrounding cliffs requires a series of 
  DC 20 Climb checks, with a fall of hundreds of feet to the 
  sharp rocks below as the price for failure. The structure 
  atop the cliffs is the crypt of Savith herself, the Azlanti 
  hero responsible for Ydersius’s ancient defeat and the 
  namesake of this entire city. The spires above, and the 
  hidden catacombs below, have remained unexplored 
  over the ages, for the entire place is protected both by a 
  permanent forbiddance and an antipathy effect against all 
  creatures not of pure Azlanti stock (both function at CL 
  20th). The ancient Azlanti spared no expense to ensure 
  that Savith’s enemies would not find robbing her tomb an 
  easy task, and as a result the guardians and traps within 
  still await discovery.
  Savith’s Crypt is deliberately not detailed in this adventure, 
  and are left intentionally as a “blank slate” for you to develop 
  into a dungeon as you see fit. If you aren’t interested in 
  distracting your players with this possibility, you should 
  change things so that the crypt was looted long ago.
  l3. spear of fertIlIty (cr 11)
  This one-hundred-foot-high ziggurat is capped by a 
  hundred-foot-tall spire of stone. The sides of the ziggurat’s 
  tiers are decorated with images of an immense giant mantis 
  laying waste to various cities and devastating all manner of 
  humanoid cultures.
  This ziggurat and its spear are the focus of the Cult of the 
  Mantis. Although the sides of the ziggurat once depicted 
  all of the gods of Saventh-Yhi, troglodyte clerics have, over 
  the past several centuries, used spells like stone shape to 
  rework these carvings into something more “appropriate” 
  to their religious sensibilities. A DC 15 Craft (sculpture) 
  or Knowledge (history) check is enough for an observer to 
  realize that the quality of this ziggurat’s carvings is much 
  cruder than that of other ziggurats in the ruins.
  Creature: Lessikal, the current high priest of the Cult of the 
  Mantis, dwells in a small chamber carved into the upper tier 
  of the ziggurat. He is guarded at all times by a pair of trained 
  deinonychuses, as well as an honor guard of two acolytes of 
  Achaekek—a single acolyte and dinosaur typically patrols the 
  upper tier while the other acolyte and deinonychus remain 
  close at hand should Lessikal need them.
  Lessikal 
  CR 10
  XP 9,600
  Male troglodyte cleric of Achaekek 8/fighter 2 (Pathfinder RPG 
  Bestiary 267)
  NE Medium humanoid (reptilian)
  Init +3; Senses darkvision 90 ft.; Perception +3
  Aura stench (30 ft., DC 12, 10 rounds)
  DefeNSe
  AC 24, touch 12, flat-footed 24 (+4 armor, +3 deflection, –1 
  Dex, +8 natural)
  hp 88 (12 HD; 10d8+2d10+32)
  fort +13, Ref +3, Will +9; +1 vs. fear
  Defensive Abilities bravery +1
  Serpent’S Skull
  
  49
  Lessikal
  OffeNSe
  Speed 30 ft.
  Melee +1 mighty cleaving scythe +14/+9 (2d4+5/19–20/×4), bite 
  +7 (1d4+1) or
  2 claws +12 (1d4+3), bite +12 (1d4+3)
  Ranged +1 light crossbow +9 (1d8+1/19–20)
  Special Attacks channel negative energy 5/day (DC 16, 4d6), 
  scythe of evil (4 rounds, 1/day), weapon master (8 
  rounds/day)
  Domain Spell-Like Abilities (CL 8th; concentration +11)
  6/day—touch of evil (4 rounds)
  6/day—battle rage (+4 damage)
  Cleric Spells Prepared (CL 8th; concentration +11)
  4th—divine powerD, summon monster IV, unholy blight (DC 17)
  3rd—cure serious wounds (2), dispel magic, magic vestmentD, 
  stone shape
  2nd—cure moderate wounds, death knell (DC 15), silence (DC 
  15), resist energy, spiritual weaponD
  1st—bane (DC 14), cure light wounds, command (DC 14), doom 
  (DC 14), entropic shield, protection from goodD
  0 (at will)—bleed (DC 13), detect magic, guidance, virtue
  D Domain spell; Domains Evil, War
  TACTICS
  Before Combat Lessikal casts magic vestment every day, and 
  drinks a potion of barkskin and potion of shield of faith as 
  soon as he hears his guards raise the alarm.
  During Combat Lessikal uses summon monster IV to summon 
  a fiendish giant mantis (normally not a creature most 
  spellcasters can summon with this spell), then uses 
  his other ranged spells to provide support. He prefers 
  to heal his pet dinosaurs or his summoned mantis 
  before healing his acolytes. Just before entering melee 
  combat, he casts divine power.
  Morale If Lessikal is reduced to 40 hit points or fewer, 
  he flees to his lair and uses stone shape to retrieve the 
  mantis blade from hiding, hoping that he can use it to 
  defeat the PCs. (Remember that while he does not 
  have the proficiency to wield the mantis blade as 
  a light weapon, he can still wield it as a martial 
  weapon.) Once armed with the blade, Lessikal 
  fights to the death.
  STATISTICS
  Str 16, Dex 9, Con 12, Int 10, Wis 16, Cha 14
  Base Atk +9; CMB +12; CMD 24
  feats Improved Critical (scythe), Improved Initiative, 
  Lightning Reflexes, Power Attack, Selective Channeling, 
  Toughness, Vital Strike, Weapon Focus (scythe)
  Skills Diplomacy +11, Intimidate +11, Knowledge (local) 
  +3, Knowledge (religion) +9, Sense Motive +9, Stealth 
  +3 (+7 in rocky areas)
  Languages Draconic
  Combat Gear potions of barkskin (2), potions of shield of faith 
  +3 (2), wand of lesser restoration (13 charges); Other Gear 
  leather armor, +1 light crossbow with 10 bolts, mantis claw 
  scythe (+1 mighty cleaving scythe), wooden holy symbol of 
  Achaekek, spell component pouch, 317 gp
  Acolytes of Achaekek (2) 
  CR 4
  XP 1,200 each
  hp 37 each (see page 46)
  Advanced Deinonychuses (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 84, 294)
  Treasure: The most sacred relic of the Cult of the 
  Mantis lies embedded in the far wall of Lessikal’s 
  chamber—a mantis blade (see page 56). The troglodyte 
  uses stone shape to reach the blade when he needs it—
  he doesn’t normally use it in combat out of respect 
  and fear for what it can do. A DC 25 Perception check 
  to note the strangely polished section of wall, followed 
  by a DC 23 Knowledge (arcana) check, allows a character 
  to recognize that section of wall has been affected by a 
  stone shape spell. 
  City of Seven SpearS
  
  50
  Normally, the troglodyte high priests use the blade to 
  “judge” hopeful troglodytes who seek to become clerics 
  of the Mantis God. If a would-be cleric is chaotic evil, the 
  blade imparts its negative level from its axiomatic power, 
  revealing the truth that the aspirant would not take to 
  training for a class that requires, at best, a neutral evil 
  alignment. Most troglodytes who take this test and fail 
  become sacrifices and dinner for the rest of the tribe—
  not necessarily in that order.
  l4. the southern entrance (cr 9)
  This open-air complex is surrounded by a thirty-foot-high 
  stone wall. Inside, numerous monolithic statues of soldiers 
  stand vigil. A huge nest of blood-soaked branches and vines 
  hangs amid the statues to the southwest.
  Creature: This area was once the primary entrance to 
  Saventh-Yhi proper, but is now little more than the nesting 
  ground for an immense parrot-like monster known as a 
  camulatz. Savage and cruel, this beast has killed its fair 
  share of troglodytes over the years—the troglodytes now 
  take care to offer it regular meals of captured victims, so 
  the bird monster leaves them alone, usually. It won’t do the 
  same for other intruders in this area, however, and upon 
  noticing them, emerges from its nest with a raucous shriek 
  to attack. It fights to the death.
  Camulatz 
  CR 9
  XP 6,400
  hp 114 (see page 80)
  Treasure: Gathered in the camulatz’s nest and 
  scattered throughout the complex are the remains of 
  the giant bird’s victims. The following valuables can 
  be recovered from the remains—a scroll of wall of fire, a 
  monstrous humanoid slaying arrow, two stunstones (see page 
  57), an amber snake pendant worth 100 gp, a gold locket 
  holding a lock of red hair (worth 50 gp), a tablet of carved 
  jade worth 500 gp, a yellow topaz worth 100 gp, a citrine 
  worth 60 gp, three smoky quartzes worth 50 gp each, 
  four pieces of obsidian worth 10 gp each, 241 gp, 673 sp, 
  and 937 cp.
  l5. pharasma’s throne (cr 11)
  A fortress built like a series of towers connected by a wall stands 
  against the cliff side, separated from the basin below by a forty-
  foot drop. A wide set of stairs leads up to the crumbling ruins, 
  which seem to be strangely barren of overgrowth.
  This large building was once the center of worship for 
  Pharasma back during the height of Saventh-Yhi, and 
  it was here that many of the city’s religious rulers often 
  met. It was also here that the initial seeds of Saventh-Yhi’s 
  doom, in the form of the mad priest Urschlar’s paranoid 
  schemes, first bloomed. More details on Urschlar and how 
  his madness grew to infect many of Saventh-Yhi’s leaders 
  will be revealed in the next adventure.
  Creatures: When Earthfall struck and the world changed 
  forever, many of Saventh-Yhi’s priests and leaders went 
  mad. The clergy of Pharasma was no exception, save that 
  when four of the church’s more powerful clerics chose to 
  end their lives in a suicide pact, their souls did not leave this 
  world to be judged by their goddess. Instead, these clerics 
  became ghosts bound to the building as punishment. Still 
  quite paranoid, the ghosts haunt the halls of this building—
  each minute intruders remain in this building, there’s a 
  cumulative 20% chance that one of the ghosts finds them 
  and attacks. Once this occurs, the other ghosts arrive one at 
  a time every 1d4 rounds to join the battle.
  Each of these ghosts appears as a forlorn Azlanti man 
  or woman dressed in archaic robes that can be, with a DC 
  25 Knowledge (religion) check, identified as Pharasmin 
  robes. Before they attack, the ghosts address the intruders 
  in Azlanti, demanding to know whether the doom is gone 
  from the streets of Saventh-Yhi and the “scaled ones” 
  are no more. Unfortunately, their paranoia prevents any 
  answer from satisfying their rage; they attack regardless of 
  what answer is given.
  Insane Ghosts (4) 
  CR 7
  XP 3,200 each
  Human ghost ex-cleric of Pharasma 7 (Pathfinder RPG Bestiary 144)
  CE Medium undead (augmented humanoid, incorporeal)
  Init +6; Senses darkvision 60 ft.; Perception +11
  DefeNSe
  AC 17, touch 17, flat-footed 14 (+4 deflection, +2 Dex, +1 dodge)
  hp 73 each (7d8+42)
  fort +9, Ref +6, Will +6
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  Weaknesses bound to Pharasma, paranoia
  OffeNSe
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +7 (7d6, Fort DC 17 half)
  Special Attacks shriek of madness (DC 17)
  TACTICS
  During Combat The insane ghosts open combat with their 
  shrieks of madness, then move up to attack with their 
  corrupting touches. They do not pursue foes out of this area.
  Morale The ghosts fight until destroyed. In order to put these 
  ghosts to rest, the ghosts must either be pardoned by a cleric 
  (an atonement, raise dead, resurrection, or true resurrection 
  spell cast on one of these ghosts immediately causes it to 
  vanish with no save—using these spells in this manner does 
  Serpent’S Skull
  
  51
  not consume any material components) or be commanded 
  to do one final task by a cleric of Pharasma using Command 
  Undead (see Bound to Pharasma below). After performing this 
  final task, or after a time of service equal to 1 hour (whichever 
  comes first), a ghost commanded in this manner sighs, finally 
  at peace with his or her fate, and fades away into nothingness.
  STATISTICS
  Str —, Dex 14, Con —, Int 12, Wis 17, Cha 18
  Base Atk +5; CMB +7; CMD 22
  feats Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Toughness
  Skills Fly +10, Heal +8, Knowledge (history) +8, Knowledge 
  (religion) +11, Perception +11, Profession (fortune-teller) +13, 
  Sense Motive +10, Spellcraft +8, Stealth +1
  Languages Azlanti, Celestial
  SPeCIAL ABILITIeS
  Bound to Pharasma (ex) These insane ghosts will never attack 
  anyone wearing a holy symbol or other obvious raiment of 
  Pharasma. A cleric of Pharasma may attempt to command 
  each of these ghosts once as if the cleric possessed the 
  Command Undead feat (but see Morale).
  Paranoia The ghost suffers from paranoia, as does any creature 
  affected by the ghost’s shriek of madness. A paranoid 
  character is convinced that the world and all who dwell within 
  it are out to get him. She takes a –4 penalty on Will saves 
  (already included in the ghost’s stat block) and Charisma-
  based skill checks, cannot receive benefit from or attempt the 
  Aid Another action, and cannot willingly accept aid (including 
  healing) from another creature unless she makes a DC 17 Will 
  save (Pathfinder RPG GameMastery Guide 251).
  Shriek of Madness (Su) The insane ghost can emit a mind-
  shattering shriek as a standard action. All living creatures 
  within a 30-foot spread must make a DC 17 Will save or go 
  insane, suffering from paranoia. This is a sonic, mind-affecting 
  effect. A creature that successfully saves against the shriek 
  cannot be affected by the same ghost’s shriek for 24 hours.
  part nine: eSCape from the underworld
  “City of Seven Spears” is a true sandbox adventure. While 
  there are numerous stories and encounters waiting to 
  unfold or be discovered by the players as they explore 
  the ruins, there is no true overarching plotline to this 
  adventure. This does not hold true for the rest of the 
  Serpent’s Skull Adventure Path, for in the final half of 
  this campaign, the PCs finally learn the true extent of the 
  serpentfolk menace that’s growing deep below Saventh-
  Yhi, and can take steps to prevent the return of Ydersius 
  and the resulting rise of a new serpent empire.
  The point at which this change occurs is as soon as 
  the PCs reach 10th level. At this point, you should run 
  this final event to serve as a climax for the adventure—
  an encounter with a group of undead serpentfolk 
  and a mysterious half-elf woman named Juliver. The 
  exact location where this encounter takes place can 
  be customized to fit your game. While the adventure 
  assumes that the Tribe of the Sacred Serpent comes to 
  the PCs for aid against a sudden uprising of undead 
  serpentfolk, if in your game the PCs have forged a 
  stronger alliance with one of Saventh-Yhi’s other tribes, 
  you should move these events to that district instead 
  (we assume this finale takes place in the artisan district 
  simply because the Tribe of the Sacred Serpent comprise 
  the friendliest of the denizens of Saventh-Yhi). If the 
  PCs haven’t allied with one of the city’s tribes, they 
  could instead be alerted to the peril by an allied faction, 
  or even by their own expedition suddenly besieged by 
  serpentfolk ghasts.
  julIver’s escape
  Deep below Saventh-Yhi, the hidden serpentfolk city of 
  Ilmurea is awakening. Tribes of feral morlocks, body-
  stealing intellect devourers, blood-drinking urdefhans, 
  and stranger creatures that have long inhabited the city 
  are rousing to activity as a serpentfolk priest of Ydersius 
  named Vyr-Azul leads scaly armies into the ruins to 
  reclaim the lost lands once ruled by their ancestors. One 
  of the few who know about Vyr-Azul’s goal to reunite his 
  beheaded god’s skull with his mindless body is an exiled 
  Pathfinder named Eando Kline.
  But when Kline attempted to oppose Vyr-Azul with 
  his own ragtag group of adventurers, he failed. For some 
  time now, Kline and his companions have languished in 
  a serpentfolk prison in the heart of Ilmurea, but recently 
  Insanity
  Full rules for forms of insanity like paranoia can 
  be found on pages 250–251 of the Pathfinder RPG 
  GameMastery Guide. Recovering from insanity 
  naturally is a lengthy process—once per week, 
  you make a Will save against the insanity’s current 
  DC. If you succeed, the insanity’s DC is reduced by 
  a number of points equal to your Charisma bonus 
  (minimum of 1). You continue to suffer the full 
  effects of an insanity until its DC is reduced to 0, at 
  which point you are cured and the insanity vanishes 
  completely.
  Restoration reduces the current DC of one insanity 
  currently affecting a creature by an amount equal to 
  the caster’s level. Greater restoration, heal, limited 
  wish, miracle, or wish immediately cures a target of 
  all insanities.
  City of Seven SpearS
  
  52
  Juliver
  one of Kline’s allies, a woman named Juliver, managed a 
  dangerous and daring escape. She led her pursuers on a 
  frantic chase through the city and managed to find her way 
  into one of the few remaining pathways between Ilmurea 
  and Saventh-Yhi—a linked pair of portals. She stumbled 
  through the portal and, in a desperate attempt to prevent her 
  pursuers from following her through, she destroyed 
  the delicate crystals that helped to focus the portal’s 
  magic, rendering it inert until replacement crystals 
  can be found (this quest takes up the majority of the 
  next adventure, “Vaults of Madness”).
  Yet while she had thrown off pursuit from 
  Ilmurea, 
  the 
  underground 
  complex 
  Juliver 
  found herself in was anything but safe. The 
  ancient Azlanti originally created the portal 
  to Ilmurea as a route through which 
  they could send periodic scouting 
  missions down into the ruins below to 
  ensure that the serpentfolk had not 
  returned to rebuild. As Saventh-
  Yhi collapsed, however, a desperate 
  group of undead serpentfolk hiding 
  in Ilmurea, led by a necromancer 
  named Sozothala, made an attempt to 
  strike against the city’s leaders. Their plans collapsed in 
  the face of Saventh-Yhi’s self-destruction and Earthfall 
  itself, and Sozothala decided to hole up in the small 
  dungeon complex that contained the portal to Ilmurea 
  to wait out the apocalypse. That wait ended up lasting 
  for thousands of years, and Sozothala essentially went 
  into a sort of hibernation not long after the disaster.
  When Juliver burst into the complex and destroyed 
  the portal, Sozothala roused from his undead torpor. He 
  attacked the half-elf, who fled the monster and managed 
  to make her way out of the dungeon complex only to 
  finally succumb to a feeblemind spell cast by Sozothala. 
  With her intellect reduced to that of a frightened animal, 
  she stumbled into the waters of the Lake Hirilaka and, 
  while Sozothala marveled at the changes to Saventh-Yhi, 
  she managed to escape.
  nIght of the hIssIng dead (cr 10)
  There are a few ways in which you can begin this final 
  encounter for “City of Seven Spears.” While this adventure 
  assumes that Juliver and the serpentfolk ghast Sozothala 
  surface in the artisan district, you can shift this around 
  however you wish in order to coincide better with how 
  your specific campaign has developed. When the PCs are 
  10th level and ready to make the transition to the next 
  adventure, you can use one of the following three hooks to 
  get them involved in this encounter.
  •	 While	 exploring	 the	 artisan	 district,	 the	 PCs	
  encounter Juliver (CN feebleminded female half-elf 
  rogue 5/Pathfinder chronicler 3) crashing through the 
  jungle, in obvious fear for her life. As she’s currently 
  feebleminded, she can do little more than grunt and 
  cry and scream, but she recognizes on an instinctual 
  level that the PCs are like her and 
  perhaps friends. She cowers among 
  them, favoring elves or obvious 
  Pathfinders. Juliver herself is in 
  terrible condition, with only a 
  few hit points and covered with 
  bruises and various wounds. She 
  has a profound fear of snakes 
  and dark, enclosed spaces—the 
  only real hints at what she’s 
  endured. She has no weapons, 
  and 
  wears 
  only 
  rags—she 
  had to abandon her gear in 
  the Ilmurean prison she 
  escaped. The only clue to 
  her identity that remains is a 
  small tattoo on her right shoulder of 
  the glyph of the open road—the symbol 
  of the Pathfinder Society. Feeblemind 
  is a difficult condition to remove, and 
  this adventure assumes that the PCs won’t be able to 
  cure Juliver at this point—indeed, her cure and the 
  information she can then reveal to the PCs is a key 
  part of the next adventure, “Vaults of Madness.” If the 
  PCs manage to cure her feeblemind, consult “Vaults of 
  Madness” for details on what she can tell them about 
  Ilmurea, Eando Kline, and the serpentfolk’s plans to 
  heal their headless god.
  •	 Rather	than	the	PCs	rescuing	Juliver,	she	instead	stumbles	
  into the center of the Tribe of the Sacred Serpent (area 
  J3). Unable to cure her feeblemind and noting similarities 
  between her and the PCs, the Tribe of the Sacred Serpent 
  gives her shelter and contacts the PCs for their advice and 
  aid in healing the woman, if possible.
  •	 Instead	 of	 having	 Juliver	 begin	 this	 event,	 you	 can	
  simply begin with the first assault by undead; in this 
  case, Juliver might be encountered at some point 
  thereafter, or she could even be a captive at Sozothala’s 
  fortress (area J6), to be kept alive only so long as it takes 
  for her to succumb to ghoul fever and arise as a new 
  minion of the necromancer.
  Creatures: The night after the PCs begin this encounter, 
  they should face their first assault by a group of Sozothala’s 
  undead minions. The nature of this attack obviously varies, 
  depending on whether the PCs are at their own camp, 
  exploring the jungle on their own, or preparing to defend a 
  tribe from an attack. The total number of undead involved 
  in the attack should vary—if the PCs are alone, they face 
  a single CR 10 encounter as detailed below, but if they are 
  Serpent’S Skull
  
  53
  defending their camp or one of the city’s districts with an 
  allied tribe, for example, perhaps hundreds of undead assault 
  the PCs and their allies. In this case, be sure to indicate to 
  the PCs that other undead are attacking at other points—
  the success or failure of that assault should mirror the PCs’ 
  success or failure against their own undead encounter.
  Regardless of the total number of undead involved in 
  the attack, the PCs have to personally deal with a group of 
  four wights and eight ghasts led by a single mummy—the 
  undead are a mix of charau-ka and the dominant local 
  tribe (this does not impact their actual stats in any way, 
  but does provide for some eerie descriptive flavor). The 
  undead fight to the death—after the battle, the monsters 
  can be tracked to Sozothala’s fortress (area J6) with a DC 9 
  Survival check.
  Mummy 
  CR 5
  XP 1,600
  hp 60 (Pathfinder RPG Bestiary 210)
  Wights (4) 
  CR 3
  XP 800 each
  hp 26 each (Pathfinder RPG Bestiary 276)
  Ghasts (8) 
  CR 2
  XP 600 each
  Advanced ghouls (Pathfinder RPG Bestiary 146, 294)
  hp 17 each
  j6. sozothala’s fortress (cr 12)
  After awakening and emerging from his long stay in one of 
  the Vaults of Madness between Saventh-Yhi and Ilmurea, 
  the undead serpentfolk necromancer Sozothala is eager to 
  relocate to a new lair. He’s rather pleased by what appears to 
  be a long-abandoned and ruined Saventh-Yhi, and is eager 
  to begin building an army of undead minions so that he 
  can dominate the immediate area before looking toward 
  seizing control of the whole city of his ancient enemies—
  Sozothala has no concept that his living brethren are 
  already far ahead of him at a similar goal deep below, and 
  indeed, until he encounters the degenerate serpentfolk 
  of the government district he might even believe that he 
  represents the last of his kind in the world.
  Sozothala’s new choice for a lair is an old, ruined manor 
  on the southwest rim of the artisan district—area J6. This 
  ruin has long held a reputation of being haunted, but now 
  that the necromancer and his growing army of undead 
  have moved in, the ruins are legitimately haunted.
  The most direct way for the PCs to learn of Sozothala’s 
  location is to track his undead minions from the Night 
  of the Hissing Dead encounter back to the keep. Despite 
  its reputation, the locals know something of the fortress’s 
  layout and can provide the PCs with a rough map of the 
  area to aid in their assault on the place. If the PCs do not 
  attack the fortress, Sozothala simply continues to be a 
  thorn in their sides until he’s dealt with—this could easily 
  extend into the next adventure, if you wish, but Sozothala 
  does not have an official major role to play in the rest of 
  the Adventure Path.
  Creatures: Sozothala’s remaining undead forces consist 
  of four ghasts, three wights, and a single mummy. He has 
  only one scroll of create undead left, but can create more 
  reinforcements with animate dead or his own ghoul fever. 
  You can even add normal zombies or skeletons if you 
  wish—especially if Sozothala can secure the remains of 
  key creatures or NPCs whom the PCs have already defeated 
  in the area. He keeps these undead posted as guards 
  throughout his fortress, and maintains a mental alarm 
  spell at the entrance to the central dome of the fortress. It 
  is in this large room that Sozothala has started to set up 
  his new laboratory—and this is where he keeps Juliver, if 
  she’s his captive.
  Sozothala 
  CR 11
  XP 12,800
  Male serpentfolk ghast necromancer 9 (Pathfinder RPG 
  Bestiary 146, 294)
  CE Medium undead
  Init +9; Senses darkvision 60 ft.; Perception +21
  Aura stench (10 ft., DC 17, sickened for 1d6+4 minutes)
  DefeNSe
  AC 25, touch 17, flat-footed 20 (+2 deflection, +5 Dex, +4 natural, 
  +4 shield)
  hp 160 (14 HD; 5d8+9d6+107)
  fort +10, Ref +9, Will +14
  Defensive Abilities channel resistance +4; Immune undead traits
  OffeNSe
  Speed 30 ft.
  Melee bite +14 (1d6+6 plus disease and paralysis), 2 claws +14 
  (1d4+6 plus paralysis)
  Special Attacks channel negative energy (DC 20, 8/day), 
  paralysis (1d4+1 rounds, DC 19)
  Necromancer Spell-Like Abilities (CL 9th; concentration +14)
  8/day—grave touch (4 rounds)
  Necromancer Spells Prepared (CL 9th; concentration +14)
  5th—quickened shield, waves of fatigue (2)
  4th—animate dead, bestow curse (DC 19), fear (DC 19), wall 
  of fire (DC 19)
  3rd—dispel magic, fly, lightning bolt (DC 18), ray of 
  exhaustion (DC 18), vampiric touch
  2nd—blindness/deafness (DC 17), command undead, darkness, 
  false life, scorching ray, touch of idiocy (DC 17)
  1st—alarm, charm person (DC 16), magic missile (3), ray of 
  enfeeblement (2, DC 16)
  0 (at will)—bleed (DC 15), detect magic, mage hand, message, 
  touch of fatigue (DC 15)
  City of Seven SpearS
  
  54
  Sozothala
  Opposition Schools Conjuration, Illusion
  TACTICS
  Before Combat Sozothala casts false life before combat.
  During Combat Sozothala relies on his undead to enter melee 
  and thus give him time to attack the PCs from afar; he casts 
  quickened shield on the first round of combat, then uses 
  spells like waves of fatigue or fear that won’t harm his undead 
  when they’re mixed in among the PCs. In melee, he prefers 
  to fight with his bite and claws, using vampiric touch as soon 
  as he’s reduced to fewer than 100 hit points.
  Morale Sozothala fights until destroyed.
  STATISTICS
  Str 22, Dex 20, Con —, Int 20, Wis 18, Cha 22
  Base Atk +7; CMB +13; CMD 30
  feats Ability Focus (paralysis), Arcane Strike, Combat Casting, 
  Combat Reflexes, Command Undead, Improved Initiative, 
  Quicken Spell, Scribe Scroll, Weapon Focus (claws, bite)
  Skills Acrobatics +11, Climb +15, Intimidate +15, Knowledge 
  (arcana) +22, Knowledge (history) +22, Knowledge (religion) 
  +22, Perception +21, Spellcraft +22, Stealth +22, Swim +15
  Languages Aklo, Azlanti, Common, Necril, Orvian, 
  Undercommon
  SQ arcane bond (wand), life sight (10 feet, 9 rounds/day)
  Combat Gear scroll of create undead (CL 15th), wand of 
  enervation (10 charges); Other Gear ring of protection +2, 
  onyx gems worth 600 gp, spellbooks (containing all spells 
  prepared, plus feeblemind, plus 5 more spells of each level 
  from 1st to 5th of your choice) 
  Mummy 
  CR 5
  XP 1,600
  hp 60 (Pathfinder RPG Bestiary 210)
  Wights (3) 
  CR 3
  XP 800 each
  hp 26 each (Pathfinder RPG Bestiary 276)
  Ghasts (4) 
  CR 2
  XP 600 each
  Advanced ghouls (Pathfinder RPG Bestiary 146, 294)
  hp 17 each
  ConCluding the adventure
  Although this adventure has a climactic fight against an 
  undead monster and an opportunity for the PCs to rescue 
  a woman who holds the key to a hideous plot unfolding 
  beneath the PCs’ very feet, you’ll probably need to keep this 
  volume handy for the remainder of your Serpent’s Skull 
  Adventure Path. The PCs do not need to absolutely explore 
  every single corner of the ruined city before moving on to 
  the next adventure, and can continue working to secure 
  alliances or conquer tribes, explore old ruins, or otherwise 
  enjoy the mysteries and dangers this lost city has to offer 
  as long as they remain intrigued by its potential.
  The next adventure begins as the PCs struggle to 
  discover Juliver’s story, either by finding a cure for 
  her condition or by backtracking through the clues 
  that will lead them to the first Vault of Madness 
  below Saventh-Yhi. Yet as they begin to look below, 
  other eyes turn to Saventh-Yhi. The presence of 
  the five factions in the ruins has spread interest 
  far and wide through the Mwangi Expanse, and as 
  reinforcements for the rival factions arrive in the city, a 
  new faction appears as well—for the Gorilla King is on 
  his way to Saventh-Yhi!
  appendix:  
  treaSureS of Saventh-yhi
  Saventh-Yhi is a trove of ancient wonders, 
  both of the intellectual and magical variety. 
  This appendix presents several items that 
  either come from the ancients who built 
  Serpent’S Skull
  
  55
  Saventh-Yhi, or were invented by its current denizens. 
  Many of them appear in this adventure; the rest may be 
  used as you see fit.
  Charm of fate
  Aura faint abjuration; CL 5th
  Slot neck; Price 5,000 gp; Weight —
  DeSCRIPTION
  This talisman made of bone, claws, and beads protects 
  its wearer from bad luck, evil spirits, and foul magic. The 
  first time each day that the wearer fails a saving throw, the 
  charm of fate causes the wearer to instead successfully save 
  if the roll was missed by 5 or less. If the saving throw was 
  missed by 6 or more, the charm’s daily use is expended to 
  no effect.
  CONSTRuCTION
  Requirements Craft Wondrous Item, remove curse; Cost 2,500 gp
  elixir of Spirit Sight
  Aura faint divination and transmutation; CL 5th
  Slot none; Price 1,000 gp; Weight —
  DeSCRIPTION
  This elixir seems to be made of thick vapor rather than liquid, 
  and constantly emits soft whispers when uncorked. For 1 
  minute, the drinker gains the ability to see invisibility (as the 
  spell), and his weapons and armor are treated as if they had 
  the ghost touch special ability.
  CONSTRuCTION
  Requirements Craft Wondrous Item, plane shift, see invisibility; 
  Cost 500 gp
  Hammertail
  Aura moderate transmutation; CL 10th
  Slot none; Price 10,305 gp; Weight 2 lbs.
  DeSCRIPTION
  This +1 bolas, crafted from strands of jungle vine woven into 
  strong cord and weighted with rocks, is favored by the charau-
  ka. Ranged trip attacks with a hammertail are made with a 
  +4 enhancement bonus on the CMB check. In addition, if an 
  attack with a hammertail misses its target, the weapon returns 
  as if it had the returning property.
  CONSTRuCTION
  Requirements Craft Magic Arms and Armor, entangle, 
  telekinesis; Cost 5,305 gp
  Hyena Spirit Skin
  Aura moderate transmutation; CL 9th
  Slot shoulders; Price 16,000 gp; Weight 2 lbs.
  DeSCRIPTION
  This ragged piece of fur and skin contains powerful magic. 
  Once per day, when draped over the head and shoulders, the 
  skin grants its wearer the physical characteristics of a hyena 
  for 10 minutes as the aspect of the wolf spell. The wearer gains 
  a +4 enhancement bonus to Strength and Dexterity, the scent 
  ability, and a +2 enhancement bonus on trip attacks, and she 
  can make a trip combat maneuver as a swift action that does 
  not provoke attacks of opportunity.
  CONSTRuCTION
  Requirements Craft Wondrous Item, aspect of the wolf 
  (Advanced Player’s Guide 204); Cost 8,000 gp
  Litheria Blossom
  Aura moderate necromancy; CL 7th
  Slot none; Price 1,400 gp; Weight —
  Using the Faction Guide
  If you have Pathfinder Chronicles: Faction Guide, your 
  PCs can also gain prestige from their faction for 
  meeting certain milestones in the adventure. This 
  Prestige Award (PA) can then be spent on special 
  resources and rewards offered by that faction. The 
  Sargavan Government is not covered in the Faction 
  Guide, but PCs working for that faction can still spend 
  PA on the standard boons available to all factions, 
  as outlined on pages 54–55 of the Faction Guide. The 
  PCs can earn PA for completing the following tasks:
  Defending their campsite from a rival faction: 1 PA
  Defeating a rival faction leader (see pages 58-65): 
  1 PA
  Allying with a district’s dominant tribe: 1 PA (this 
  award can only be gained once)
  Conquering a district: 1 PA (this award can only be 
  gained once)
  Activating either the Spear of Abundance (area K2) 
  or the Spear of Rest (area G2): 1 PA
  Finding the ring of seven virtues (area C): 1 PA
  Defeating the Radiant Muse (area J4): 1 PA
  Defeating the vrykolakas (area K3): 1 PA
  Defeating the froghemoth (area K5): 1 PA
  Defeating the aboleth Yog’oltha (area O): 1 PA
  Defeating Sozothala (area J6): 1 PA
  In addition, the five factions grant PA for 
  completing specific tasks for the faction.
  Aspis Consortium: Finding the remains and 
  spellbooks of Edren Lekadnus (area e3): 2 PA
  free Captains: Donating at least 10,000 gp worth 
  of treasure or magic items to the Free Captains: 2 PA
  Pathfinder Society: Finding the journal of the lost 
  Alithorpe expedition (area C): 2 PA
  Red Mantis: Recovering the mantis blade (area L3): 2 PA
  Sargavan Government: Allying with or conquering 
  at least four districts: 2 PA
  City of Seven SpearS
  
  56
  DeSCRIPTION
  The litheria blossom is a rare but naturally occurring flower 
  with large, pink petals. The pollen of the litheria blossom 
  bridges the gap between life and death, functioning like 
  an elixir, though inhaled rather than imbibed. A creature 
  inhaling the pollen gains the benefit of the death ward 
  and deathwatch spells. Both effects last for 10 minutes. If 
  plucked, the flower remains vibrant and alive until the pollen 
  within the flower is inhaled, at which point the flower wilts 
  and dies. The pollen remains potent only so long as it held 
  within the flower or immediately thereafter. If removed from 
  the flower for longer than 1 round, both the pollen and the 
  flower become nonmagical.
  CONSTRuCTION
  Requirements Craft Wondrous Item, death ward, deathwatch; 
  Cost 700 gp
  Mantis Blade (Minor Artifact)
  Aura strong evocation; CL 20th
  Slot none; Weight 2 lbs.
  STATISTICS
  Alignment LE; ego 16
  Senses vision and hearing 60 ft., darkvision 60 ft.
  Int 10, Wis 12, Cha 14
  Communication telepathy
  Special Purpose slay all
  Spell-Like Abilities (CL 20th, concentration +22)
  3/day—alter self, darkness, spider climb, true strike
  1/day—clairaudience/clairvoyance, deeper darkness, dimension 
  door, greater invisibility
  DeSCRIPTION
  The mantis blade is an intelligent +2 axiomatic sawtooth sabre 
  made of red chitin that forms a curved, serrated blade. It grants 
  its wielder the ability to make a +1d6 sneak attack. This ability 
  functions exactly like the rogue ability of the same name, and 
  stacks with sneak attack bonuses the wielder may already have. 
  When a creature is wounded with the blade, the wielder can 
  activate the blade’s bane special ability against that type of 
  creature as a swift action. The bane ability lasts for 10 minutes 
  and is usable once per day. Sacred to the faith of the mantis 
  god Achaekek, the mantis blade also grants bonuses to a Red 
  Mantis assassin who wields it. A Red Mantis assassin wielding 
  the mantis blade gains a +2 bonus to the DC of her prayer 
  attack, and may use her red shroud and fading abilities each an 
  additional time per day.
  DeSTRuCTION
  If a single wielder uses the mantis blade to slay nine rightful 
  ruling monarchs, the weapon can be destroyed by a successful 
  sunder maneuver.
  Monkey’s Paw
  Aura faint enchantment; CL 5th
  Slot neck; Price 12,000 gp; Weight —
  DeSCRIPTION
  This tiny, shrunken, mummified monkey hand is worn 
  around the neck on a leather strap. Once per day as a free 
  action, the wearer of a monkey’s paw may reroll one attack 
  roll, skill check, or saving throw. The reroll must be made 
  before the result of the initial die roll is known. The second 
  die roll must be used even if the result is worse than the 
  original roll. If the second die roll is worse than the original, 
  the wearer suffers a sense of impending doom, causing him 
  to be shaken for 1d4 rounds.
  CONSTRuCTION
  Requirements Craft Wondrous Item, doom, prayer; Cost 
  6,000 gp
  Ring of Seven Virtues
  Aura moderate transmutation; CL 9th
  Slot ring; Price 10,000 gp; Weight —
  DeSCRIPTION
  This bronze band is covered in geometric shapes and studded 
  with tiny pearls. The wearer of the ring gains a constant endure 
  elements effect and a +5 competence bonus on Survival checks 
  made in jungles. In Saventh-Yhi, the wearer also enjoys the active 
  benefits of one of that city’s seven spears for as long as she is in 
  that spear’s district. The wearer loses the benefits of a particular 
  spear if she leaves that spear’s district, but gains new active 
  benefits if she enters a new spear’s district. The ring’s wearer can 
  only gain the benefits of a single spear at any one time.
  CONSTRuCTION
  Requirements Forge Ring, Self-Sufficient, endure elements; 
  Cost 5,000 gp
  Rod of Well-Deserved Rest
  Aura strong enchantment and evocation; CL 12th
  Slot none; Price 62,000 gp; Weight 5 lbs.
  DeSCRIPTION
  This rod is made of polished gold, and features three blown-
  glass onion domes at one end. It functions as a +1 light mace. 
  Up to three times per day, with a successful hit in combat, 
  the wearer may attempt to put the target of the attack asleep 
  (DC 14 Will save negates). This functions as sleep, but there is 
  no limit to the number of Hit Dice that may be affected.
  In addition, the wielder may create an opaque sphere of 
  force to protect himself from the elements once per day, as 
  a tiny hut spell with a 5-foot radius. If the wielder goes to 
  sleep with the rod in his possession, 8 hours of sleep provides 
  healing equivalent to a full day of bed rest. Upon waking, the 
  wielder enjoys the benefits of a good hope spell for 1 hour.
  CONSTRuCTION
  Requirements Craft Rod, deep slumber, good hope, restful sleep 
  (Advanced Player’s Guide 239), tiny hut; Cost 31,000 gp
  Savage Sting
  Aura strong divination; CL 12th
  Serpent’S Skull
  
  57
  Slot none; Price 38,302 gp; Weight 1 lb.
  DeSCRIPTION
  This +1 seeking blowgun is made of a hollowed piece of reed 
  lacquered in vibrant orange hues and decorated with a fetish 
  of brilliantly colored feathers. Up to three times per day, the 
  wielder may envenom a dart fired from the blowgun with a 
  virulent toxin, which functions as the poison spell.
  CONSTRuCTION
  Requirements Craft Magic Arms and Armor, poison, true 
  seeing; Cost 19,302 gp
  Stunstone
  Aura faint evocation; CL 5th
  Slot none; Price 350 gp; Weight 1 lb.
  DeSCRIPTION
  This naturally occurring, glowing purple crystal can be thrown 
  as a ranged attack with a range increment of 20 feet. When it 
  strikes a target or hard surface (or is struck hard), the crystal 
  shatters in a burst of sound and light. Every creature in a 
  10-foot-radius spread is outlined in faerie fire, takes 1d8 points 
  of sonic damage, and must make a DC 13 Fortitude save or be 
  stunned for 1 round.
  CONSTRuCTION
  Requirements Craft Wondrous Item, Craft (alchemy) 5 ranks, 
  faerie fire, sound burst; Cost 175 gp
  Wavecutter
  Aura moderate abjuration; CL 10th
  Slot none; Price 10,320 gp; Weight 4 lbs.
  DeSCRIPTION
  This unusual +1 keen terbutje (Adventurer’s Armory 5, or as a 
  longsword) is made of sharp chunks of quartz embedded 
  along a length of steel. A wavecutter may be used underwater 
  without suffering a slashing weapon’s normal –2 penalty on 
  attack rolls.
  CONSTRuCTION
  Requirements Craft Magic Arms and Armor, freedom of 
  movement, keen edge; Cost 5,320 gp
  City of Seven SpearS
  
  ExpEdition to SavEnth-Yhi
  T
  he jungle has a million ways To kill you. There is The lurking beasT 
  in The bush, hungry for your flesh. or The sTing of a venomous 
  insecT passing oTherwise unseen. or The hungry violence of savage 
  cannibals. or even simply The exhausTing heaT of The remorseless 
  sun. yeT The jungle ruin compounds These dangers, for here lies 
  The false promise of securiTy in an old building’s shelTer. yeT know 
  This—iT is wiThin The ruins of The mwangi expanse ThaT The greaTesT 
  and oldesT dangers awaiT The chance To end lives.
  —borl engaven, overly dramaTic (and now missing) mwangi guide
  SErpEnt’S Skull
  58
  
  I
  n a hostile region like Saventh-Yhi, the question of 
  where to shelter large numbers of relatively low-
  level people is an important concern. And once an 
  expedition’s campsite is chosen, there comes the matter 
  of defending it from the natives, creating reliable trade 
  routes with the outside world, and beginning the process 
  of exploring the safer parts of the city.
  Choosing the Campsite
  A good campsite provides shelter and access to clean water, 
  and helps to defend against wild animals or enemies. Allow 
  the PCs to choose the location of their own campsite—
  once they’ve selected a specific area, they need to ensure 
  that there are no hostile encounter areas within a 500-
  foot radius. Once any nearby hostile encounter areas are 
  handled, have one PC make a Survival check to prepare the 
  site—any other PCs, as well as any important NPC allies 
  they have with them, can attempt DC 10 Survival checks to 
  aid another. Preparing the site requires a full day of work 
  (during which you should roll for wandering monster 
  encounters as detailed on page 79). If a PC fails the Survival 
  check to prepare the site, he may attempt to do so again 
  on a following day—each consecutive attempt in the same 
  location gains a cumulative +2 bonus on the roll.
  Jungle (DC 30): This is a campsite located in the area 
  surrounding the city but not in the city itself—any 
  campsite within 500 feet of a ruined building is technically 
  a ruin site, not a jungle site.
  Ruin (DC 25): Any campsite within 500 feet of the ruined 
  buildings of Saventh-Yhi is a ruin campsite.
  Water (DC +5): A water site is either a jungle or a ruin 
  site located within 500 feet of a river or lake. Water sites are 
  generally more difficult to prepare (add 5 to the base DC 
  for preparing the site).
  Campsite sCores
  Every campsite has three scores that represent its chances 
  at success or failure: Defense (the camp’s ability to defend 
  against attack, to protect its inhabitants, and to recover 
  from disasters), Exploration (the camp’s ability to survey 
  Saventh-Yhi, discover its secrets, and record any findings), 
  and Supply (the camp’s ability to keep its inhabitants 
  nourished and to retain contact with the civilized world). 
  When the PCs establish a camp, they have 24 points 
  that they can split among the three categories in any 
  combination they wish, from a minimum score of 0 to a 
  maximum of 15 (this maximum can then be exceeded by 
  additional bonuses as detailed below). If the PCs wish to 
  change these scores, they need to build a new camp.
  When the PCs (or any faction) either ally with or conquer 
  one of the seven districts of Saventh-Yhi, their camp gains 
  a +1 bonus to all three scores. This bonus is removed if they 
  lose control of their alliance with that district.
  The PCs can also assign named NPC allies (as long as 
  the named NPC is at least 2nd level) to aid in defense, 
  exploration, or supply. For each NPC assigned to a category, 
  that score gains a +1 bonus (to a maximum bonus of +4 for 
  four NPCs aiding on any one score).
  Defense
  To make a Defense check, roll 1d20 and add your campsite’s 
  Defense. If the camp is located at a jungle site, it gains a +2 
  bonus to its Defense. The Sargavan government is quite 
  efficient at defense, and they gain a +4 bonus to Defense.
  Attacks: Once per day, make a wandering monster check 
  (see page 79). If the PCs are at the camp for that day, they 
  can defend the campsite on their own—if the PCs are not 
  at the camp, then the camp must make a Defense check 
  (DC 15 + the CR of the wandering monster encounter). 
  Success indicates that the monsters are defeated or driven 
  off, but failure results in the camp gaining a number 
  of Destruction points equal to the wandering monster 
  encounter’s CR.
  exploration
  To make an Exploration check, roll 1d20 and add your 
  camp’s Exploration. If the camp is located at a ruin site, it 
  gains a +2 bonus to its Exploration. The Pathfinder Society 
  is quite adept at exploration, and it gains a +4 bonus to 
  camp Exploration.
  Discovering Mysteries: The PCs can ask their camp’s 
  researchers to try to discover one of the many mysteries 
  about Saventh-Yhi’s past by specifically focusing their 
  study on one section of the ruin’s numerous carvings. Each 
  time a new mystery is discovered (whether via a camp’s 
  exploration or a PC’s own discovery during the course of 
  the adventure), the camp gains 1 Discovery point.
  Exploring the City: Every day the camp doesn’t spend 
  discovering mysteries, it makes an Exploration check to 
  determine its progress toward mapping and surveying 
  Saventh-Yhi. With a successful DC 20 Exploration check, 
  the camp earns 1 Discovery point—and every 10 points 
  by which this check exceeds the DC 20 Exploration check 
  earns an additional 1 Discovery point.
  supply
  To make a Supply check, roll 1d20 and add your campsite’s 
  Supply. If the camp is located at a water site, it gains a +2 
  bonus to its Supply. The Free Captains of the Shackles are 
  quite efficient at managing and transporting supplies, 
  and they gain a +4 bonus to camp Supply.
  Repairs: Once per day, a camp can attempt a DC 15 
  Supply check to repair damage and heal the wounded. A 
  successful check removes 1d6 Destruction points. For every 
  5 points by which the check exceeds the DC, an additional 
  1d6 Destruction points are removed.
  ExpEdition to SavEnth-Yhi
  59
  
  Supplies: A campsite can be used to resupply or to 
  purchase items—all encampments have a base value of 
  2,500 gp for buying and selling items. For anything more 
  expensive, the PCs must place orders for items, and the 
  camp’s traders then make their way back to civilization 
  to make the purchases. There’s a 30-day delay between 
  placing an order and actually receiving items. The delay 
  is reduced by a number of days equal to the result of the 
  Supply check (minimum of 1 week). If the PCs wish to use 
  their own resources (such as teleport spells), they can handle 
  their own trade and sales without involving their camp.
  DestruCtion
  If at any point a campsite accumulates 20 Destruction 
  points, it is irrevocably destroyed. The PCs and named 
  NPCs involved with the camp might survive, but the 
  faction itself loses any further influence in Saventh-Yhi. 
  If the PCs’ camp is destroyed, they can either continue the 
  Serpent’s Skull Adventure Path without the support of a 
  faction, or they could join another faction that the GM 
  feels would accept the PCs as new allies.
  A faction can attack another faction’s campsite. In this 
  case, both factions make a Defense check, with the higher 
  roll indicating who wins the fight. The winner gains 
  1d6 Destruction points and steals half of the loser’s total 
  Discovery points. The loser gains 2d6 Destruction points 
  and loses half its Discovery points.
  If the PCs are involved in such an attack, you should play 
  out the battle between the PCs and the enemy faction’s group 
  (this group should consist of the enemy faction leader and 
  enough of that faction’s guards to make a CR 10 encounter).
  final glory
  The race to be the faction with the right to claim discovery 
  of Saventh-Yhi is one of this adventure’s many goals. In 
  order to claim this right, a faction must accumulate 120 
  Discovery points. You can alter this total as you wish to 
  adjust the expected time it will take for a faction to “win” if 
  you wish (you can assume every 30 points roughly equates 
  to about a month of game time, on average). Being the first 
  to reach 120 points means that history will record that 
  faction as the true “discoverer” of Saventh-Yhi.
  Once a winner claims this final glory, award the PCs 
  experience points based on what rank their faction places 
  in the race.
  glorious xp awarDs
  Rank 
  XP Award
  1st 
  9,600
  2nd 
  4,800
  3rd 
  2,400
  4th 
  1,200
  5th 
  600
  the five faCtions
  The remainder of this article presents statistics for the 
  five factions involved in the exploration of Saventh-Yhi. 
  For all five factions, stats for their campsites, as well 
  as the locations for their campsites, are given—ignore 
  these totals and locations for the PCs’ faction, since 
  these scores and the location of their campsite should be 
  determined by the PCs themselves. As more of the city 
  is explored during the adventure, these factions might 
  move their campsites, and redistribute their campsite 
  scores as needed. Finally, each faction lists a benefit—
  this benefit only applies to the faction if it is the PCs’ 
  faction. In addition, stat blocks are provided for each 
  faction’s leader and its guards. The PCs can encounter 
  these representatives of other factions as they explore the 
  city, or if they decide to attack rival factions’ campsites.
  As the adventure progresses, you’ll need to make daily 
  checks for each of the factions—checking for wandering 
  monsters (and resolving encounters with Defense checks), 
  checking for attrition, rolling Supply checks to repair 
  damage, and rolling Exploration checks to determine that 
  day’s Discovery point award for each faction. You might 
  wish to consider tracking each faction’s Discovery and 
  Destruction points in the open for all the PCs to see—
  this can simulate their own knowledge about their rivals 
  and can create a fun sense of competition between these 
  factions and the PCs’ faction.
  the aspis Consortium
  The Aspis Consortium chooses one of the smaller cenotes 
  just west of the military district (area D) as their campsite.
  Defense: 10; Exploration: 8; Supply: 12
  PC Benefit: If the PCs are part of the Aspis Consortium, 
  they gain a +5 bonus on all Diplomacy checks made to 
  secure alliances with tribes in Saventh-Yhi.
  Leader: Dargan Etters is a charismatic merchant solely 
  interested in his own prestige within the Consortium.
  Dargan Etters 
  CR 8
  XP 4,800
  Male human sorcerer 9
  LE Medium humanoid (human)
  Init +6; Senses Perception +1
  DEfEnSE
  AC 20, touch 15, flat-footed 17 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 45 (9d6+14)
  fort +4, Ref +8, Will +10
  Defensive Abilities fated +2
  OffEnSE
  Speed 30 ft.
  Melee mwk club +4 (1d6–1)
  Bloodline Spell-Like Abilities (CL 9th; concentration +13)
  SErpEnt’S Skull
  60
  
  Retaliations
  As the PCs progress through “City of Seven Spears,” 
  their actions can result in increased aggression 
  from denizens of Saventh-Yhi. These angered 
  natives can then launch attacks of their own 
  against the PCs’ camp. Some sample retaliation 
  attacks and their affects are listed below—you 
  can use these examples to design additional 
  retaliations as you see fit. Most retaliations should 
  be resolved with a camp Defense check, as if the 
  camp were attacked by a wandering monster, but 
  some can be resolved by specific interactions 
  between a monster’s attack and an NPC’s stats.
  Aboleth Abduction: If the PCs slay Ugimmo 
  (area f2) or otherwise attract Yog’oltha’s attention, 
  the aboleth may attempt to dominate their faction 
  leader or a key NPC at some point, stealing that 
  NPC away to replace one of his lost agents.
  Egzimora’s Lusts: Once she’s aware of the PCs 
  and their camp, Egzimora (area G3) might disguise 
  herself as a member in order to abduct a faction 
  leader or key NPC.
  Undead Recruitment: Once Sozothala is active 
  (see Part 9 of the adventure), he may send one of 
  his undead groups (see Night of the Hissing Dead 
  on pages 52–53) to attack the PCs’ camp.
  Vengeance: If the PCs attack a district but do 
  not conquer it, the district could send patrols out 
  to make retaliatory strikes against the PCs’ camp.
  7/day—touch of destiny (+4)
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—charm monster (DC 18), dimension door, freedom 
  of movement
  3rd (7/day)—fly, lightning bolt (DC 17), protection from 
  energy, ray of exhaustion (DC 17) 
  2nd (7/day)—acid arrow, blur, false life, scorching ray, web (DC 16)
  1st (7/day)—alarm, expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement (DC 15), shield
  0 (at will)—acid splash, detect magic, detect poison, light, 
  message, open/close, ray of frost, read magic
  Bloodline destined
  TACTICS
  Before Combat He casts false life and mage armor every day.
  During Combat Dargan first casts defensive spells like shield, blur, 
  and mirror image, then uses other spells to target any ranged 
  attacker or spellcaster who can harm him from range.
  Morale If reduced to 15 hit points or fewer, Dargan casts 
  dimension door, fly, or expeditious retreat to escape combat.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 18
  Base Atk +4; CMB +3; CMD 18
  feats Dodge, Eschew Materials, Forge Ring, Improved Initiative, 
  Iron Will, Lightning Reflexes, Persuasive, Weapon Focus (ray)
  Skills Appraise +14, Bluff +16, Diplomacy +10, Intimidate 
  +18, Knowledge (history) +10, Profession (merchant) +13, 
  Spellcraft +14
  Languages Boggard, Common, Polyglot
  SQ bloodline arcana
  Combat Gear potion of cure moderate wounds, wand of 
  endure elements (21 charges), wand of knock (6 charges), 
  antitoxin (2); Other Gear masterwork cane (as club), amulet 
  of natural armor +1, cloak of resistance +1, ring of feather 
  falling, ring of protection +2, light horse (combat trained), 
  jewelry worth 100 gp, courtier’s outfit, signet ring, 
  merchant’s scale, 138 gp
  Aspis Mercenaries 
  CR 3
  XP 800 each
  Human fighter 1/ranger 3
  N Medium humanoid (human)
  Init +2 (+4 urban); Senses Perception +9 (+11 urban)
  DEfEnSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
  hp 30 each (4d10+8)
  fort +6, Ref +5, Will +3
  OffEnSE
  Speed 30 ft.
  Melee +1 scimitar +7 (1d6+4/18–20) and kukri +5 (1d4+3/18–20)
  Ranged composite shortbow +6 (1d6/×3)
  Special Attacks favored enemy (humans +2)
  STATISTICS
  Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +4; CMB +7; CMD 19
  feats Double Slice, Endurance, Toughness, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Focus (scimitar)
  Skills Climb +9, Intimidate +6, Perception +9 (+11 urban), 
  Profession (soldier) +6, Ride +6, Stealth +8 (+10 urban), 
  Survival +9 (+11 urban), Swim +9
  Languages Common
  SQ favored terrain (urban +2), track +1, wild empathy +2
  Combat Gear alchemist’s fire, caltrops, thunderstone; Other 
  Gear masterwork chain shirt, +1 scimitar, kukri, composite 
  shortbow with 20 arrows
  the free Captains
  The Free Captains choose the buildings in the valley just 
  southwest of area B as their campsite.
  Defense: 8; Exploration: 10; Supply: 12
  PC Benefit: +4 Supply
  Leader: Kassata Lewynn hopes to use the treasures of 
  Saventh-Yhi to buy herself a seat on the pirate council.
  ExpEdition to SavEnth-Yhi
  61
  
  Kassata Lewynn
  fort +4, Ref +6, Will +0; +1 vs. fear
  Defensive Abilities bravery +1, evasion
  OffEnSE
  Speed 30 ft.
  Melee +1 rapier +7 (1d6+4/18–20)
  Ranged hand crossbow +6 (1d4/19–20) or
  throwing axe +6 (1d6+3)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 16, Dex 16, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +3; CMB +6; CMD 20
  feats Athletic, Combat Expertise, Dodge, 
  Improved Feint, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +10, Bluff +6, Climb 
  +10, Intimidate +6, Perception +7, 
  Profession (sailor) +7, Stealth +10, 
  Swim +10
  Languages Common, Polyglot
  SQ rogue talents (combat trick), 
  trapfinding +1
  Combat Gear potion of cure light wounds, potion of 
  jump, potion of shield of faith +2, alchemist’s fire; Other Gear 
  leather armor, +1 rapier, throwing axes (3), hand crossbow 
  with 10 bolts, dagger, grappling hook, silk rope (50 ft.), 62 gp
  the pathfinDer soCiety
  The Pathfinder Society chooses a ruined tower near a 
  stream just north of the mercantile district (area E) as 
  their campsite.
  Defense: 8; Exploration: 12; Supply: 10
  PC Benefit: +4 Exploration
  Leader: Amivor Glaur is a veteran of several Mwangi 
  expeditions, but is not so successful at social situations.
  Amivor Glaur 
  CR 8
  XP 4,800
  Male human bard 3/rogue 3/Pathfinder delver 3 (Seekers of 
  Secrets 58)
  CG Medium humanoid (human)
  Init +3; Senses Perception +15
  DEfEnSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 58 (9d8+18)
  fort +4, Ref +11, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, trap sense +2
  OffEnSE
  Speed 30 ft.
  Melee +1 short sword +10/+5 (1d6+1/19–20) or
  mwk whip +10/+5 (1d3 nonlethal)
  Ranged mwk shortbow +10/+5 (1d6/×3)
  Special Attacks bardic performance 11 rounds/day 
  Kassata Lewynn 
  CR 8
  XP 4,800
  Female human fighter 5/rogue 4
  CN Medium humanoid (human)
  Init +3; Senses Perception +12
  DEfEnSE
  AC 20, touch 14, flat-footed 16 (+6 armor, 
  +3 Dex, +1 dodge)
  hp 59 (9 HD; 5d10+4d8+14)
  fort +6, Ref +10, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, evasion, 
  trap sense +1, uncanny dodge
  OffEnSE
  Speed 30 ft.
  Melee +1 longsword +14/+9 (1d8+7/19–
  20)
  Ranged mwk hand crossbow +13 
  (1d4/19–20)
  Special Attacks sneak attack +2d6, 
  weapon training (heavy blades +1)
  TACTICS
  During Combat Kassata lets her crew engage 
  most opponents, hanging back from combat and 
  attempting sneak attacks with her hand crossbow.
  Morale If reduced to fewer than 15 hit points or if all of her 
  crew members are defeated, Kassata surrenders.
  STATISTICS
  Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +8; CMB +11; CMD 25 (27 vs. disarm)
  feats Athletic, Combat Expertise, Dodge, Improved Disarm, 
  Improved Feint, Lightning Reflexes, Quick Draw, Vital 
  Strike, Weapon Focus (hand crossbow), Weapon Focus 
  (longsword), Weapon Specialization (longsword)
  Skills Acrobatics +15, Appraise +10, Bluff +11, Climb +12, 
  Disable Device +10, Intimidate +8, Knowledge (local) +8, 
  Perception +12, Profession (sailor) +12, Stealth +15, Swim +15
  Languages Common, Orc, Polyglot
  SQ armor training 1, rogue talents (combat trick, weapon 
  training), trapfinding +2
  Combat Gear elixir of tumbling, feather token (fan), potion of 
  cat’s grace, potion of cure moderate wounds, alchemist’s fire 
  (2); Other Gear +2 chain shirt, +1 longsword, masterwork 
  hand crossbow with 10 bolts, dagger, ring of swimming, 
  spyglass, thieves tools, 63 gp
  Shackles freebooters 
  CR 3
  XP 800 each
  Human fighter 2/rogue 2
  CN Medium humanoid (human)
  Init +7; Senses Perception +7
  DEfEnSE
  AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
  hp 26 each (4 HD; 2d10+2d8+6)
  SErpEnt’S Skull
  62
  
  Amivor Glaur
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1), guardbreaker (constructs, oozes, and 
  undead +2), sneak attack +2d6
  Bard Spells Known (CL 3rd; concentration +6)
  1st (4/day)—comprehend languages, 
  cure light wounds, feather fall, 
  grease (DC 14)
  0 (at will)—daze (DC 13), detect 
  magic, flare (DC 13), light, open/
  close, read magic
  TACTICS
  During Combat Amivor uses his bardic 
  performance to inspire courage among 
  his agents, while maneuvering to make 
  sneak attacks.
  Morale Amivor flees if reduced to fewer than 15 
  hit points.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 16
  Base Atk +6; CMB +6; CMD 20
  feats Dodge, Mobility, Skill Focus (Perception), 
  Toughness, Vital Strike, Weapon Finesse
  Skills Acrobatics +15, Appraise +10,     Climb +10, 
  Disable Device +18, Escape Artist +12, Knowledge 
  (dungeoneering) +14, Knowledge (geography) +14, 
  Knowledge (history) +14, Linguistics +7, Perception +15, 
  Perform (oratory) +15, Profession (archaeologist) +6, Stealth 
  +15, Use Magic Device +15
  Languages Common, Draconic, Polyglot, Sylvan, Undercommon
  SQ bardic knowledge +3, master explorer +1, rogue talents 
  (trap spotter), surefooted, thrilling escape 1/day, trapfinding 
  +1, versatile performance (oratory)
  Combat Gear potions of cure light wounds (2), potion of 
  shield of faith +2, wand of detect secret doors (14 charges), 
  acid (2), alchemist’s fire (2), antitoxin (2), smokesticks (2), 
  thunderstones (2); Other Gear +2 leather armor, +1 short 
  sword, dagger, longsword, masterwork shortbow with 
  20 arrows, masterwork whip, handy haversack, wayfinder, 
  crowbar, flint and steel, grappling hook, spell component 
  pouch, rations (4), silk rope (50 ft.), masterwork thieves’ tools
  SPECIAL ABILITIES
  Guardbreaker (Ex) Amivor treats his trap sense bonus as if it were 
  a favored enemy bonus against constructs, oozes, and undead.
  Master Explorer (Ex) Amivor gains a +1 bonus on Disable 
  Device and Perception checks. He can disable intricate and 
  complex traps in half the normal amount of time (minimum 
  1 round) and open a lock as a standard action instead of a 
  full-round action. He can always take 10 on Disable Device 
  and Stealth checks, even if distracted or endangered.
  Surefooted (Ex) Amivor can move through nonmagical 
  difficult terrain (such as hills, mountains, rubble, ruins, and 
  similar terrain) at his normal speed.
  Thrilling Escape (Ex) Once per day, Amivor can attempt to 
  delay a trap immediately after triggering it by making 
  a Disable Device check as an immediate action against 
  the trap’s Disable Device DC; if he’s successful, the trap’s 
  activation is delayed until the end of his next turn. He can 
  attempt this check even if the trap was triggered by a failed 
  Disable Device check, or if it is not his turn.
  Pathfinder Agents 
  CR 3
  XP 800 each
  Human rogue 1/wizard 3
  CG Medium humanoid (human)
  Init +2; Senses Perception +6
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 
  armor, +2 Dex)
  hp 22 each (4 HD; 1d8+3d6+7)
  fort +2, Ref +5, Will +4
  OffEnSE
  Speed 30 ft.
  Melee mwk short sword +2 (1d6/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Special Attacks hand of the apprentice (7/
  day), sneak attack +1d6
  Spells Prepared (CL 3rd; concentration +7)
  2nd—invisibility, scorching ray
  1st—grease (DC 15), shield, shocking grasp
  0 (at will)—acid splash, detect magic, light, ray of frost
  STATISTICS
  Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 8
  Base Atk +1; CMB +1; CMD 13
  feats Arcane Armor Training, Arcane Strike, Combat Casting, 
  Scribe Scroll
  Skills Acrobatics +9, Climb +7, Disable Device +9, Knowledge 
  (arcana) +11, Knowledge (dungeoneering) +9, Knowledge 
  (geography) +9, Perception +6, Spellcraft +11, Stealth +9, 
  Use Magic Device +6
  Languages Abyssal, Celestial, Common, Infernal, Polyglot
  SQ arcane bond (wayfinder), trapfinding +1
  Combat Gear wand of magic missile (CL 3rd, 11 charges); Other 
  Gear leather armor, light crossbow with 10 bolts, short 
  sword, pearl of power (1st level), wayfinder, spell component 
  pouch, spellbook (contains all cantrips and prepared spells, 
  plus four additional 1st-level spells and two additional 2nd-
  level spells), thieves’ tools, 13 gp
  the reD mantis
  The Red Mantis chooses a section of jungle about a 
  thousand feet south of area A as their campsite.
  Defense: 12; Exploration: 10; Supply: 8
  PC Benefit: By sending Red Mantis agents into a 
  district to wreak havoc and sow terror, the PCs can harm 
  the district’s morale. This counts as a free condition to 
  conquer the district.
  ExpEdition to SavEnth-Yhi
  63
  
  Chivane
  Leader: Chivane has recently fallen from favor among 
  the Red Mantis, and has come to Saventh-Yhi hoping to 
  redeem her honor by seeking out a legendary Achaekek-
  associated artifact she believes is hidden somewhere 
  in the city (this artifact is, of course, the 
  mantis blade).
  Chivane 
  CR 8
  XP 4,800
  Female elf rogue 5/Red Mantis assassin 4
  LE Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +15
  DEfEnSE
  AC 20, touch 16, flat-footed 15 (+4 
  armor, +1 deflection, +4 Dex, 
  +1 dodge)
  hp 54 (9d8+14)
  fort +4, Ref +11, Will +3; +2 vs. 
  enchantments
  Defensive Abilities evasion, red 
  shroud (1/day, 4 rounds), trap 
  sense +1, uncanny dodge
  OffEnSE
  Speed 30 ft.
  Melee +1 sawtooth sabre +10/+5 (1d8+4/19–20), mwk 
  sawtooth sabre +10 (1d8+2/19–20)
  Ranged mwk hand crossbow +11 (1d4/19–20 plus poison)
  Special Attacks prayer attack (DC 18), sneak attack +5d6 plus 
  5 bleed
  Red Mantis Spell-Like Abilities (CL 4th; concentration +6)
  1/day—summon mantis
  Red Mantis Spells Known (CL 4th; concentration +6)
  2nd (2/day)—blur, cat’s grace, invisibility
  1st (3/day)—expeditious retreat, feather fall, spider climb, true strike
  TACTICS
  During Combat Chivane uses her red shroud ability as combat 
  begins. She picks a single target and attempts to use her 
  prayer attack against that enemy. If hard pressed, Chivane 
  summons fiendish giant mantises to aid her priests.
  Morale Chivane fights to the death.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 12, Wis 8, Cha 14
  Base Atk +6; CMB +7; CMD 23
  feats Alertness, Dodge, Exotic Weapon Proficiency 
  (sawtooth sabre), Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (sawtooth sabre), Weapon Specialization 
  (sawtooth sabre)
  Skills Acrobatics +21, Bluff +14, Climb +10, Disable Device +12, 
  Disguise +8, Escape Artist +8, Intimidate +14, Knowledge 
  (nature) +6, Knowledge (nobility) +6, Knowledge (religion) 
  +6, Perception +15, Sense Motive +6, Stealth +16, Use Magic 
  Device +14
  Languages Common, Polyglot
  SQ elven magic, rogue talents (bleeding attack +5, weapon 
  training), sabre fighting (gains Weapon Specialization as a 
  bonus feat), trapfinding +2, weapon familiarity
  Combat Gear potion of cure light wounds, potion of cure 
  moderate wounds, antitoxin; Other Gear +1 studded 
  leather, +1 sawtooth sabre, masterwork hand 
  crossbow with 10 shadow essence poisoned bolts, 
  masterwork sawtooth sabre, boots of elvenkind, 
  cloak of resistance +1, ring of protection +1, 
  disguise kit, spell component pouch, masterwork 
  thieves’ tools
  SPECIAL ABILITIES
  Prayer Attack (Su) Chivane must be within 30 
  feet of and visible to her victim to use this 
  specialized assassination attack. Beginning 
  a prayer attack is a standard action, and 
  causes her victim to be fascinated by her 
  unless he makes a DC 18 Will save. She 
  can maintain the fascination effect by 
  concentrating. The victim may attempt 
  a new save to escape fascination each 
  time a potential threat (other than the 
  fascinating assassin) appears. At any 
  point after 3 rounds, she may make a coup de 
  grace attack against the target, provided that the target 
  is still fascinated. 
  Red Shroud (Su) Chivane can create a veil of red mist once per 
  day as a move-equivalent action. The red shroud persists 
  for 4 rounds, granting a +1 dodge bonus to AC and fast 
  healing 1. This mist cannot be dissipated by wind. If she is 
  slain while this ability is active, she can choose to remain 
  corporeal or disintegrate into a cloud of red mist that leaves 
  behind only her gear.
  Summon Mantis (Sp) Once per day, Chivane may summon an 
  advanced fiendish giant mantis, 1d3 fiendish giant mantises, 
  or 1d4+1 giant mantises, as if using summon monster V. She 
  can mentally direct the actions of these summoned vermin 
  as a free action. All mantises summoned by this spell-like 
  ability are blood-red, and gain no racial bonus on Stealth 
  checks in forests.
  Red Mantis Priests 
  CR 3
  XP 800 each
  Human cleric of Achaekek 4
  LE Medium humanoid (human)
  Init +1; Senses Perception +3
  DEfEnSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 26 each (4d8+8)
  fort +4, Ref +2, Will +7
  OffEnSE
  Speed 20 ft.
  Melee mwk sawtooth sabre +6 (1d8+1/19–20)
  SErpEnt’S Skull
  64
  
  Ranged dart +4 (1d4+1)
  Special Attacks channel negative energy 5/day (DC 14, 2d6)
  Domain Spell-Like Abilities (CL 4th; concentration +7)
  6/day—copycat (4 rounds)
  6/day—battle rage (+2 damage)
  Spells Prepared (CL 4th; concentration +7)
  2nd—death knell (DC 15), invisibilityD, silence (DC 15), sound 
  burst (DC 15)
  1st—bane (DC 14), divine favor, doom (DC 14), magic 
  weaponD, shield of faith
  0 (at will)—bleed (DC 13), detect magic, guidance, light
  D Domain spell; Domains Trickery, War
  STATISTICS
  Str 12, Dex 13, Con 10, Int 10, Wis 16, Cha 14
  Base Atk +3; CMB +4; CMD 15
  feats Selective Channeling, Toughness, Weapon Focus 
  (sawtooth sabre)
  Skills Bluff +7, Knowledge (history) +4, Knowledge (religion) 
  +7, Sense Motive +7, Stealth +5
  Languages Common
  Combat Gear elixir of hiding, potion of cure moderate wounds, 
  scrolls of cure light wounds (2), scrolls of endure elements (2), 
  scroll of obscuring mist; Other Gear masterwork breastplate, 
  darts (6), masterwork sawtooth sabre, phylactery of 
  faithfulness, silver holy symbol of Achaekek, spell 
  component pouch, rations (6), red cleric’s vestments, 4 gp
  the sargavan government
  The Sargavan Government chooses the jungle along the 
  riverbank north of area B as their campsite.
  Defense: 12; Exploration: 8; Supply: 10
  PC Benefit: +4 Defense
  Leader: Rotilus Havelar is a stereotypical arrogant 
  colonial—a military man through and through.
  General Rotilius Havelar 
  CR 8
  XP 4,800
  Male human fighter 6/ranger 3
  LN Medium humanoid (human)
  Init +1 (+3 jungle); Senses Perception +6 (+8 jungle)
  DEfEnSE
  AC 23, touch 12, flat-footed 22 (+7 armor, +1 deflection, +1 Dex, 
  +4 shield)
  hp 82 (9d10+33)
  fort +13, Ref +7, Will +6; +2 vs. fear
  Defensive Abilities bravery +2
  OffEnSE
  Speed 30 ft.
  Melee +1 longsword +12/+7 (1d8+8/17–20), mwk heavy spiked 
  shield +10 (1d6+2 plus bull rush)
  Ranged mwk heavy crossbow +11 (1d10/19–20)
  Special Attacks favored enemy (humans +2), weapon training 
  (heavy blades +1)
  TACTICS
  During Combat General Havelar directs his troops, but has 
  no trouble entering combat personally if the situation 
  demands it.
  Morale If all of his soldiers are killed, he flees the city.
  STATISTICS
  Str 18, Dex 13, Con 15, Int 8, Wis 10, Cha 12
  Base Atk +9; CMB +13; CMD 25
  feats Endurance, Great Fortitude, Improved Critical 
  (longsword), Improved Shield Bash, Iron Will, Power 
  Attack, Shield Focus, Shield Slam, Toughness, Two-
  Weapon Fighting, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Intimidate +10, Knowledge (engineering) +6, Knowledge 
  (geography) +3, Perception +6, Profession (soldier) +10, Ride 
  +8, Survival +5
  Languages Common
  SQ armor training 1, favored terrain (jungle +2), track +1, wild 
  empathy +4
  Combat Gear potion of bull’s strength, potions of cure serious 
  wounds (2); Other Gear +1 breastplate, +1 heavy steel shield 
  with masterwork shield spikes, +1 longsword, masterwork 
  heavy crossbow with 20 bolts, cloak of resistance +1, ring of 
  protection +1, heavy horse (combat trained), everburning 
  torch, 55 gp
  Sargavan Guards 
  CR 3
  XP 800 each
  Human fighter 4
  LN Medium humanoid (human)
  Init +1; Senses Perception +4
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 34 each (4d10+12)
  fort +6, Ref +2, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OffEnSE
  Speed 30 ft.
  Melee +1 halberd +10 (1d10+9/×3)
  Ranged light crossbow +5 (1d8/19–20)
  STATISTICS
  Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +4; CMB +8; CMD 19
  feats Cleave, Endurance, Power Attack, Step Up, Weapon 
  Focus (halberd), Weapon Specialization (halberd)
  Skills Climb +7, Perception +4, Profession (soldier) +7, 
  Survival +7, Swim +7
  Languages Common, Polyglot
  SQ armor training 1
  Combat Gear potion of cure light wounds, antitoxin; Other 
  Gear masterwork scale mail, +1 halberd, light crossbow 
  with 20 bolts, backpack, bedroll, rations (6), tent, 
  tindertwigs (5), waterskin
  ExpEdition to SavEnth-Yhi
  65
  
  The PaTh of JuJu
  “You call ’em ‘primitives’? Ha! i’ll tell You Honest, noble lords, mY 
  wHole companY was armed witH tHe finest cHelisH steel, Hard 
  and sHarp, our breastplates burnisHed to sHine like tHe sun. tHose 
  ‘primitives’ witH tHeir blowguns and flint-Head spears would be no 
  matcH for our modern arms and tactics, rigHt? wHen tHem juju 
  sHamans sHowed up, our front rank dropped like tHe bones was took 
  rigHt out o’ tHem, and laY on tHe ground mewling like newborns 
  wHile tHeY got tHeir tHroats slit! i’d never seen anYtHing like it—and 
  after a long sail Home, i Hope never to see anYtHing like it again.”
  —corporal bescu dimalla, sole survivor of tHe tanka incident
  SerPenT’S Skull
  66
  
  T
  o outsiders, people from the urbane cultures of 
  Avistan and Garund, mention of “juju” conjures 
  frightful images of wild abandon: frenzied ritual 
  dancing, pounding drums of hypnotic intensity, blood 
  sacrifice, sinister tools of sympathetic magic—and perhaps 
  most disturbing, the enslaved walking dead. The exotic 
  beliefs and customs of juju have led to many prejudices 
  and misunderstandings. Most common is the belief that 
  juju is a dangerous, savage faith, practiced by bloodthirsty 
  people. The truth is that this creed is as diverse as the 
  varied peoples who adhere to its assorted practices. Its 
  believers can be of any ideal or moral philosophy, and this 
  variation may be what is most utterly foreign to cultures 
  whose faiths are detailed in holy books and whose tenets 
  are written in stone. The doctrines of juju, in contrast, 
  are flexible and growing, adapting to the challenges and 
  dangers of life in the midst of unforgiving wilderness.
  The foundations of juju are hidden in the ancient past, 
  in lost empires now known only by the sprawling, vine-
  choked ruins they left behind. Mwangi denizens practice 
  their faith in the shadow of these tomb-like remnants; the 
  ruins act as reminders of past glory and the folly of pride. 
  Central is the belief that the spirit world, hana juju, exists 
  in parallel to the Material Plane, encompassing all that we 
  see. It is in the interests of all to commune with hana juju, 
  and this communion is conducted through the wendo, a 
  vast pantheon of spirit beings who seek congress with the 
  Material Plane. While not gods, the wendo are supernatural 
  entities that have no physical form but play an intimate 
  and active role in the day-to-day lives of inhabitants of 
  the Mwangi Expanse. Juju culture is an oral one, rich and 
  flexible, bending to the needs of each community.
  juju culture & worsHip
  Though largely unseen, the spirit world of hana juju is 
  tangible to the peoples of the Mwangi Expanse. Spirit 
  ceremonies and rituals are part of everyday life. Families 
  often have various totems in the home, as well as a devoted 
  shrine where they lay out offerings of fruit, grain, and 
  goat’s milk as a welcome to the wendo. It is not unusual 
  for a village devoted to hana juju to have as many as four 
  worship ceremonies in a single week. 
  Worship is a collective affair, and its location is 
  considered the heart of a community. Always held after 
  sunset, rites are conducted around a great bonfire fed with 
  fragrant woods and spices. Led by juju oracles, who are 
  known as wendifa (literally “friend of the wendo”), these 
  ceremonies involve ritualistic drumming and the music 
  of flutes and stringed instruments, chants and singing, 
  ecstatic dancing, and animal sacrifice. Ceremonies are 
  sacred affairs, and nonbelievers, sometimes known 
  as ben kudu (“lost ones”), are strictly forbidden from 
  witnessing them. If intruders are discovered, the ritual 
  stops as the attendees seek to capture the person or 
  persons defiling their ceremony. What happens to these 
  unfortunates is driven by the prevailing moral alignment 
  of the offended juju sect. Forgiving juju adherents may 
  simply employ force to eject ben kudu from the area, 
  accompanied by shouts of rebuke and unfriendly cuffs 
  to the head. Neutral juju adherents, on the other hand, 
  may require ben kudu to atone through blood sacrifice 
  or an act of service to the community. Evil juju devotees 
  will demand an even more costly penance, ranging from 
  lavish blood sacrifice (such as the severing of a hand or 
  the loss of an eye) to gruesome, protracted death. How 
  juju culture deals with the wide variety of ethical and 
  moral ideals of adherents is a testimony to the creed’s 
  great flexibility and dynamism: practitioners believe that 
  differently aligned juju devotees are simply accessing the 
  wrong wendo spirits, duped into choosing an erroneous 
  path. Some even maintain that it was mistaken devotion 
  to the wrong spiritual path that led to the demise and 
  collapse of the great kingdoms of antiquity that once 
  ruled the Mwangi Expanse.
  Integral to all ceremony is the summoning of lesser 
  wendo, minor spirit beings who serve as messengers and 
  agents of the greater spiritual entities. The wendo have 
  no physical form. Rather, these lesser wendo possess 
  humanoid bodies and act through them. In most cases, 
  this possession is a willing, symbiotic event, with the 
  host (often a juju priest, though any participant may be 
  honored by the wendo) accepting the spirit as part of a 
  rite. This invocation of several wendo spirits necessitates 
  the complex rituals of sacramental music, dancing, and 
  sacrifice, as well as the crafting of elaborate sigils known 
  as metumbe. Metumbe are the only aspect of juju culture 
  that strays from its strictly oral tradition, and juju clergy 
  put much strenuous study into the memorization of these 
  numerous and complex pictograms. Each major wendo has 
  its own metumbe, which must be drawn on bare ground 
  with exacting precision, utilizing sacred chalks, powders, 
  spices, and grave dirt. Any significant error in the crafting 
  of these symbols risks spiritual confrontations. Rather 
  than summoning a wendo of alignment in harmony 
  with the gathering, an error may result in the arrival of 
  a “contrary,” a wendo of opposing alignment who seeks to 
  possess the summoner or another participant in order to 
  wreak havoc and thereby defile the ceremony.
  There are recorded incidents in which a greater wendo 
  (or some spirit being claiming to be one) takes possession 
  of a worshiper. Persons so overcome have been known 
  to exhibit amazing, even miraculous powers, and such 
  possessions have been reported to last many days. 
  Happenings of this sort often presage great cataclysmic 
  events, though on some occasions the possessing spirit has 
  arrived to exact vengeance for some kind of transgression 
  The PaTh of JuJu
  67
  
  by a community or by one of its more prominent members, 
  or for some more mundane purpose.
  Several of the best-known wendo appear in the table 
  above. Also listed are their most commonly used epithets, 
  weapons often used by those who identify with the specific 
  spirits, and the animals most often associated with their 
  worship and sacrifices.
  juju oracles: tHe wendifa
  Wendifa serve as both the direct channels of wendo 
  power and leaders of their communities, worshiping 
  all the major wendo and acting as a bridge between the 
  world of mortals and spirits. Wendifa occupy a position 
  of respect and inf luence within their tribes, and 
  typically only one exists within a given community—
  though a wendifa might have numerous assistants with 
  peripheral knowledge of her secrets. Although wendifa 
  interact with their divine patrons, spirits of nature, 
  and the undead in ways that frighten members of many 
  other cultures, such fears largely arise from ignorance 
  of the juju faith.
  Wendifa are always oracles, typically possessing the 
  juju mystery (see New Mystery: Juju), and the haunted, 
  wasting, or tongues oracle’s curse. Like all oracles, 
  wendifa can be of any alignment, though most are 
  neutral, seeking to balance the forces of nature, life, 
  and death with the needs of the world’s tempestuous 
  spirits. Manipulation of spirits and dead bodies is not 
  taboo in the juju faith as it is in most other religions, 
  but typically good wendifa avoid creating the undead, 
  while evil wendifa indulge in creating undead servitors 
  and spreading fear.
  new mYsterY: juju
  Oracles with the juju mystery have the following abilities 
  and options.
  Deities: Wendo
  Class Skills: An oracle with the juju mystery adds 
  Bluff, Intimidate, Knowledge (nature), Perform (oratory), 
  and Survival to her list of class skills.
  Bonus Spells: speak with animals (2nd), hideous laughter 
  (4th), fear (6th), charm monster (8th), create undead (as a 5th-
  level spell; juju zombies only; see sidebar) (10th), magic jar 
  (12th), creeping doom (14th), trap the soul (16th), shapechange 
  (18th).
  Revelations: An oracle with the juju mystery can choose 
  from any of the following revelation s.
  Beast Tongue (Ex): Choose a single type of animal (birds, 
  cats, snakes, fish, and so on). You can communicate with 
  these creatures as if you were constantly using the spell 
  speak with animals. Although this ability grants you the 
  ability to converse with such creatures, it grants you no 
  special influence over them.
  Craft Juju Fetish (Ex): You can craft juju fetishes as if 
  you possessed the Craft Wondrous Item feat. All juju 
  fetishes you create are treated as being CL +1. If you 
  possess this revelation and Craft Wondrous Item, all 
  juju fetishes you create are treated as being CL +2.
  Dream Haunter (Su): You can send your spirit to 
  torment another being’s dreams. A number of times 
  per week equal to 1 + your Charisma modifier, but only 
  once per day, you can cast the spell nightmare. You must 
  be at least 11th level before selecting this revelation. At 
  15th level, you can also pass on a message as part of the 
  nightmare, as per the spell dream.
  Common Wendo
  Wendo 
  Nickname 
  Weapon  
  Sacred Animal 
  Kindo Kane 
  The One Who Stands at the Gate 
  Longspear 
  Panther
  Sister Liiza 
  Sweet Sister 
  Dagger 
  Chicken
  Lo Lulu 
  Night Lord 
  Blowgun 
  Spider
  Adamde Baaka 
  The Jungle Spirit 
  Shortbow 
  Monkey
  The Serpent King 
  Wise Brother 
  Quarterstaff 
  Snake
  Omoro 
  The One Mighty and Strong 
  Club 
  Warthog
  Mfuello 
  The Journeyer 
  Shortspear 
  Frog
  Old Ba 
  Old Man, The Ancient 
  Quarterstaff 
  Goat
  SerPenT’S Skull
  68
  
  False Death (Su): Add charm person and dominate person 
  to your spell list. You must select these spells using your 
  allotment of spells known. Any creature under the effect 
  of one of these spells or charm monster appears dead to 
  any examiners. Although affected creatures do not detect 
  as undead, they look pale and death-like while under the 
  effects of your magic. Additionally, an affected creature 
  ordered to lie still gains a +20 circumstance bonus on 
  Disguise skill checks to look like a corpse.
  Juju Sight (Ex): You can recognize other wendifa on sight, 
  reading the emanations of their magic. In addition, you 
  gain a +2 bonus on Spellcraft checks made to identify juju 
  fetishes, and your detect magic and identify spells have no 
  chance of destroying such items.
  Natural Divination (Ex): You can read the entrails of a 
  freshly killed animal or humanoid to gain an insight bonus 
  equal to your Charisma modifier on one saving throw. 
  Alternatively, by observing and interpreting the flight of 
  birds, you may apply a +10 competence bonus on any one 
  skill check. Finally, by charting marks in dirt or on stone, 
  or observing the behavior of sand thrown into the wind, 
  you gain a +4 insight bonus on one initiative check. These 
  bonuses must be used during the next 24 hours, and you 
  must declare you are using the bonus before the check or 
  save is made. Making a natural divination takes 10 minutes. 
  You may use natural divination (in any combination) once 
  per day plus one additional time per day for every four 
  oracle levels you have attained.
  Path of the Snake (Su): As a standard action, while in contact 
  with earth or a living plant, you can become shadowy and 
  incorporeal. While in this form, you gain a +10 bonus on 
  Stealth checks and can move in any direction and through 
  any object (except for those made of force). You can take 
  no action other than to move while in this form. You 
  remain in this form for a number of rounds equal to your 
  oracle level, but you can end this effect prematurely with 
  a standard action. You can use this ability once per day at 
  11th level, and twice per day at 15th level. You must be at 
  least 11th level to select this revelation.
  Reminder of Death (Su): You can imbue a handful of salt 
  with the power of life, making it a potent ward against 
  undead creatures. As a standard action, you can throw 
  salt at a single undead creature within 5 feet, affecting it 
  as per the spell halt undead. Alternatively, you can spend 
  a full-round action covering a 5-foot-square with imbued 
  salt, causing any single undead creature that enters this 
  square within the next 10 minutes to be affected as per 
  halt undead. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier. The save DC is 
  Charisma-based.
  Spirit Vessels (Su): You can channel wendo spirits into 
  lifeless bodies, reanimating them to aid you. Necromancy 
  spells that create undead lose the evil descriptor when you 
  cast them. Mindless undead created by your magic are of 
  neutral alignment, while thinking undead possess your 
  alignment. When using the animate dead spell, you can 
  control 6 HD worth of undead creatures per caster level 
  rather than 4 HD. In addition, any zombies or juju zombies 
  you create using animate dead, create undead, or similar 
  spells possess maximum hit points.
  Undead Servitude (Su): You gain Command Undead as a 
  bonus feat. You can channel negative energy a number of 
  times per day equal to 3 + your Charisma modifier, but 
  only to use Command Undead. You can take other feats to 
  add to this ability, such as Improved Channeling, but not 
  feats that alter this ability, such as Alignment Channel.
  Final Revelation: You gain mastery over spirits and 
  the fundamentals of life. When you cast trap the soul, you 
  JuJu ZombieS
  One of the best-known and most feared aspects of 
  juju culture is the juju zombie, an unquestioning and 
  deathless servitor of a juju practitioner. While most 
  tales of such creatures tell of unholy transformations 
  and cannibalistic corpses, many such “zombies” are 
  actually misidentified victims of other juju magic. In 
  the rites and rituals of juju, three ways exist to create 
  a zombie.
  Dead Zombies: Some juju practitioners create 
  undead, including the actual feared juju zombie—a 
  powerful, thinking form of walking corpse. From 
  these dangerous creatures come most of the fear and 
  misinformation surrounding juju culture.
  Living Zombies: Many juju practitioners have the 
  power to make a living creature appear dead—either 
  through death-like enchantments or the actual theft 
  of the creature’s soul. These morbid spells might 
  expire or be ended by the juju worker after the victim 
  has been judged dead or even buried, creating the 
  appearance of undeath.
  Entranced Zombies: The most baffling form of 
  “juju zombies” are those who live, yet are enslaved 
  to the power of a juju practitioner. Taking on the 
  chalky complexion, shambling gait, and halted vital 
  functions of the undead, these victims only appear 
  dead because of eerie enchantments. Those familiar 
  with juju magic refer to such beings as “laubo.” 
  Although other magic reveals that laubo are not 
  truly undead, the spells or noxious fetishes of a juju 
  user make them appear so as they do their master’s 
  bidding. Such magic fades over time, but often too 
  late for a victim mistaken for the walking dead.
  The PaTh of JuJu
  69
  
  juju magic & fetisHes
  All juju magic flows from the spirit world of the wendo, 
  and the spirit world exists in intimate union with the 
  Material Plane, enveloping all that is visible. Because of 
  this intimate connection, juju magic is very personal; 
  possessing an item from the intended target of a spell 
  increases the spell’s effectiveness, while possessing an item 
  from the spellcaster acts as a counter charm and increases 
  the target’s resistance to her sorcery. There are two types of 
  possessions that affect the function of juju magic. Material 
  items are possessions of an individual: articles of clothing, 
  jewelry, keepsakes, frequently employed implements or the 
  like. Items used once and discarded by an individual are 
  considered material items if they retain something from 
  the person, such as cloth that has absorbed blood, sweat, 
  or saliva. Intrinsic items, on the other hand, are items 
  that were once an actual part of the individual: hair, nail 
  clippings, a tooth, the odd severed finger, or some other 
  lost body part. These items are usually sealed by the caster 
  in individual pouches. Material items give a +1/–1 bonus/
  penalty on saving throws, while intrinsic items give a +2/–2 
  bonus/penalty. For instance, if a caster possesses the tooth 
  of a target (an intrinsic item), the target makes all Will saves 
  against magic originating from this caster at –2; a person 
  who possesses the hat of a caster (a material item) makes Will 
  saves against that caster’s magic at +1. It is also important 
  to note that because of the unusual nature of juju magic, 
  non-juju casters attempting to identify a spell being cast by 
  a wendifa using the Spellcraft skill do so at a –2 penalty.
  juju fetisHes
  Juju fetishes are charms with finite lifespans, created for 
  the purpose of aiding or harming the possessor. Many 
  fetishes take the form of ensorcelled pouches about half 
  the size of a human hand, made of skin or leather and 
  containing bones, vegetable matter, stones, spices, broken 
  pottery, hair, blood, grave dirt, and other such ingredients. 
  The exterior may be dyed, or strange scratches may be 
  worked into the surface. On occasion, some other item 
  may be sewn onto the surface, such as the severed foot 
  of a chicken tied with colored ribbon, or a frog’s leg 
  bone etched with strange patterns. However, a cursory 
  examination of a pouch or its contents cannot reveal the 
  fetish’s purpose or nature, as each fetish is unique.
  Juju fetishes are created in much the same way as any 
  other kind of wondrous item. They differ in duration 
  and durability, however, as all juju fetishes last for 1 
  week plus a number of days equal to the creator’s caster 
  level. Once this time has passed, the fetish loses all 
  of its magical properties and often falls apart, as they 
  are generally constructed of crude or deteriorating 
  elements. This limited duration is ref lected in the price 
  and creation cost of each of the following fetishes.
  can choose to imprison just the target’s soul in the gem 
  as per the spell magic jar, leaving its body soulless and, 
  by all appearances, dead. Once the gem is occupied by a 
  soul, you may, as a standard action, swap your essence 
  with that in the gem, giving the trapped soul control over 
  your body while harboring your own spirit within the 
  gem. While within the gem, you have no control over your 
  body or the soul occupying it, but may attempt to possess 
  other creatures—including your now possessed body—as 
  per the spell magic jar. Alternatively, you may swap souls 
  between other creatures. By trapping a soul within a gem 
  you can then use that gem to make a single touch attack 
  against another creature. If you succeed, the target must 
  succeed at a Will save or have its soul trapped within the 
  gem, while the soul in the gem transfers into the target’s 
  body. The soul within the gem does not gain the power 
  to possess other creatures (as per magic jar) and the gem 
  cannot be used to transfer souls again unless a second trap 
  the soul spell is cast upon it.
  SerPenT’S Skull
  70
  
  In addition to their limited life spans, juju fetishes are 
  so delicate that identify or similar spells meant to divine 
  a fetish’s properties have a 50% chance (minus 5% times 
  the caster’s CL) of destroying the item’s magic, rendering 
  it useless. Nonmagical attempts to reveal a juju fetish’s 
  properties function as normal.
  Black Blessing
  Aura faint abjuration; CL 3rd
  Slot neck; Price 500 gp; Weight —
  DESCriPtioN
  This small black pouch typically bears a symbol of a heart, 
  bird’s head, or fish scribed in blood. It grants the wearer a 
  +1 resistance bonus on Fortitude and Reflex saving throws. 
  However, the wearer also takes a –2 penalty on all Will saves 
  against spells cast by the item’s creator.
  CoNStruCtioN
  requirements Craft Wondrous Item, resistance, bane; Cost 250 gp
  Ganji Doll
  Aura moderate necromancy; CL 6th
  Slot none; Price 16,000 gp; Weight 1/2 lb.
  DESCriPtioN
  A ganji doll is the pinnacle of juju sympathetic magic, a fetish 
  tied so intimately to its intended victim that good or ill may 
  be done to the target through the doll itself. During the item’s 
  creation, the creator must choose a humanoid creature to bind 
  the doll to. This requires the creator to obtain and craft a bit of 
  the intended target’s body—typically hair, blood, or a tooth—
  into the fetish. Once this has been done, the ganji doll affects 
  no other creature aside from the bound target. The target of the 
  ganji doll cannot be changed after crafting is complete.
  Once the doll has been created, three times per day, any bearer 
  can employ the doll to create any one of the following effects. 
  These effects only target the creature bound to the doll. The target 
  takes a –2 penalty on all saving throws against these effects.
  Blind: Covering the doll’s head with a cloth blinds the target 
  for 1 minute (DC 16 Will save to resist).
  Damage: Stabbing the doll with a sharp instrument, waving 
  it over an open flame, wrapping a cord around the doll’s neck, 
  or otherwise damaging the doll causes the target to take 3d6 
  points of damage (DC 16 Fortitude save for half). This damage 
  ignores all resistances and immunities.
  Target: The ganji doll functions as the bound target itself for 
  the purpose of any spell with a range of touch. The target receives 
  the effect of any spell cast upon the doll (up to the doll’s limit of 
  3 effects per day) as if the caster had actually touched him. The 
  target may make saving throws against such spells, if allowed, as 
  normal, but takes the –2 penalty imposed by the doll. Beneficial 
  spells, such as cure light wounds, can also be used in this manner.
  CoNStruCtioN
  requirements Craft Wondrous Item, bestow curse, and a piece 
  of the body of the humanoid to be affected; Cost 8,000 gp
  Ganji Doll, Greater
  Aura moderate necromancy; CL 12th
  Slot none; Price 36,000 gp; Weight 1/2 lb.
  DESCriPtioN
  A greater ganji doll looks similar to and functions as the normal 
  version, except that it can be used 5 times per day, imposes 
  a –4 penalty on the target’s saving throws against its effects, 
  and has the following altered or additional special abilities in 
  addition to all the abilities of a ganji doll. 
  Damage: Damaging the doll causes the target to take 6d6 
  points of damage (DC 16 Fortitude save for half). This damage 
  ignores all resistances and immunities.
  Locate Creature: The bearer of a ganji doll can use it to 
  locate its bound target, as per the spell locate creature.
  Suggestion: The user whispers in the doll’s ear, creating the 
  effect of a suggestion spell. The target must make a DC 16 Will 
  save to resist the effect. Unlike the spell, the target need not 
  comprehend the user’s language.
  CoNStruCtioN
  requirements Craft Wondrous Item, bestow curse, suggestion, 
  and a piece of the body of the humanoid to be affected; 
  Cost 18,000 gp
  Laubo Powder
  Aura moderate enchantment; CL 10th
  Slot none; Price 2,800 gp; Weight —
  DESCriPtioN
  Salt, chalk, and powdered bone goes into the creation of this 
  thick powder. When it is smeared over the face of a willing 
  or helpless humanoid, the victim is affected as per the spell 
  dominate person. The victim receives a save against the 
  powder’s effect, but makes it at a –2 penalty. Those who fail 
  the save are affected by the spell and are under the control 
  of the powder’s creator (not necessarily the powder’s user). 
  In addition, the victim cannot articulate beyond making a 
  low moaning, and takes on a death-like pallor, appearing 
  to be a zombie. Spells like detect undead or a minute of 
  uninterrupted examination followed by a DC 20 Heal check 
  reveal that the victim is not actually undead.
  Creating a batch of laubo powder provides enough for 3 uses.
  CoNStruCtioN
  requirements Craft Wondrous Item, dominate person, disguise 
  self; Cost 1,400 gp
  Spirit tear
  Aura faint divination; CL 5th
  Slot neck; Price 1,800 gp; Weight —
  DESCriPtioN
  This small glass ornament is usually molded into the shape of an 
  eye or drop. Once per day the wearer can activate the tear, gaining 
  the ability to see invisibility with a range of 10 feet for 5 minutes.
  CoNStruCtioN
  requirements Craft Wondrous Item, see invisibility; Cost 900 gp
  The PaTh of JuJu
  71
  
  P lague of light: 3 of 6
   
  The Condemned
  W
  e stagger quickly through Free Station’s muddy 
  lanes, the halfling nature priestess and I, ready 
  for pursuers to appear at our heels. She owes her 
  uneven tread to palm wine; I, to the beating delivered by 
  Brachantes’ hired slavers.
  Sunasuka scratches her mane of matted hair, withdrawing 
  a fat nit. She frowns at it, quizzical. “What did I tell you?” 
  she asks. She is speaking to the insect. A hundred black 
  dots emerge from her scalp, gather on her neck, and crawl 
  obediently down her arm. She leans against a stray sapling 
  jutting boldly from the roadside. The nits exit onto it. She 
  zigzags back to me. Taking note of my injuries, she mutters 
  and waggles her fingers.
  My mangled lip knits back together. In an instant, my 
  bruises lighten, turn green and yellow, then vanish. The 
  pain in my ribs goes away, followed by the dull throb in 
  my gut. 
  I nod my thanks and return to what I’d been saying 
  before. “You aren’t joking then.”
  She blinks, as if seeing through a fog. “About what?”
  “You weren’t sent to rescue me.”
  “Sent? By the others? The others are here?”
  I explain again about the mission, and Verkusht, and 
  how he left me to be captured. How my coming accounting 
  with him might be gentler if it turned out that he had 
  found Sunasuka and sent her to get me.
  “The others!” she exclaims.
  She is drunker than usual, I think.
  But then I see she is looking ahead, and here they 
  come—Verkusht, and Obai the balance priestess, and 
  SerPent’S Skull
  72
  
  a small legion of guardsmen lent by Thorold, our Aspis 
  Consortium patron.
  And one other.
  Katiiwa strides toward us with her usual grace. Never 
  a movement or gesture that is more than required. Her 
  jagged harpoon, cast in an unknown metal and gleaming 
  azure blue, rests confidently over her shoulder. Incised 
  arcane symbols cover its surface. Katiiwa wears the coral-
  colored garb of her seafaring people, the Bonuwat. A 
  patterned head wrap gathers her coiled hair into a crown 
  atop her serene features.
  When she turns toward us, the ear with the torn, missing 
  lobe becomes visible. Pale trails, left by a barracuda’s teeth, 
  rake down the side of her neck.
  Katiiwa embraces Sunasuka, undeterred by her coating 
  of filth. The others keep the halfling at bay.
  Verkusht approaches. I glower.
  “Naturally,” he explains, “I had to be careful not to be 
  seen on the way back. Couldn’t allow an ambush at the 
  counting house. Securing the boy was crucial. And not a 
  scratch on you, I see, so all has turned out well. I trust you 
  learned something while you were there.”
  We turn back to the counting house. I tell the others 
  about Brachantes, of his intention to make the boy a 
  trophy in a distant menagerie. We do not speak of our 
  plans for him. 
  Nor do I ask how or why Katiiwa has joined us. It is 
  always better not to know.
  Aside from Arok, who waits for us still in the forest, now 
  all of us are here.
  “Come to think of it,” Sunasuka suddenly blurts, “it’s 
  quite a thing that the place that refused to serve me 
  anymore had our Xhasi prisoner in the back, isn’t it?”
  Obai is amused. “Quite a thing indeed.”
  “Coincidence follows you around, doesn’t it?” Verkusht 
  says. He fidgets with the folds of his linen headdress. 
  Sunasuka produces a gourd from her reeking pack 
  and takes a happy swig. “Someone once said to me that 
  coincidence doesn’t follow me. I follow it.”
  “I said that,” says Katiiwa.
  “There you go then,” replies the halfling, as if all has 
  been explained.
  “There is no coincidence,” Obai says. “Only the actions 
  of Nethys, god of balance, acting invisibly.”
  “Everything is coincidence,” says Katiiwa.
  “Including your presence here?” 
  “Especially that.”
  There is more of this, all the way back to the counting 
  house. Once there, I approach the boy’s room. An Aspis 
  guard unlocks the door. 
  Sunasuka follows. Her interest in the boy might bring 
  trouble, but I can’t see how to keep her out. The rest of us 
  are hard, each in our own way. We will be ready to consign 
  Mwonduk to his fate. Of the drunken nature priestess, I 
  can’t be sure.
  The room is large and well furnished, though the 
  shutters are nailed shut and the door barred and manned. 
  The boy does not sit on the bed or in any of the chairs, 
  but has instead lodged himself in a corner. The Aspis have 
  given him clean, fine clothes in the outlander style. He has 
  not thrown them off, at least. The tunic is open, displaying 
  the firefly birthmark on his chest, red and unmistakable. 
  The mark of his ancestral curse. Cradled between his 
  hands is a cooked yam. It is barely touched, a few nibbles 
  taken off the top. He holds it as if for comfort.
  “Are you well, Mwonduk?” I ask.
  He nods, his eyes deep and wet.
  On a table sits a bowl, full of fruits. Beside it, a round 
  loaf of mashbread. No sign that he’s eaten any of it.
  “Is there anything you’d like, that we could get you?”
  He shakes his head.
  “We’ll be leaving soon. Taking you into the jungle with 
  us. Did Obai explain this?”
  A nod, smaller than the one before it. Finally he speaks. 
  His voice is a whisper. I guess that it is not much used. “She 
  said you were taken by the men who tried to take me.”
  “I was, but my friend came to save me.”
  “Like you saved me,” Mwonduk says.
  “Yes. Eat some food. We’ll be leaving soon.”
  “Before they come after us?”
  “Yes. Eat some food.”
  He puts the yam in his pocket.
  We leave Free Station soon after—the five of us, and the 
  boy. Offered the aid of a small party of Aspis explorers, we 
  refuse. They would slow us down. Some would die. 
  When Free Station is out of sight, Arok appears beside 
  us. Mwonduk’s face widens in wonder. He is surprised to 
  greet a talking ape, but shows no fear of him. 
  Our route will take us across the grasslands. We will 
  traverse Rechiend’s Plains, then enter the jungle. The 
  openness of the vast savanna puts me on edge. I would 
  sooner be under the shade of the high forest canopy. Arok 
  shares my unease. 
  Wide swathes of the jungle escape claim by any clan or 
  tribe. One may travel through them without trespassing. 
  The grasslands clans, whose ways are different from 
  ours, claim between them most every inch of the plains. 
  Negotiation is always required. To move through them, 
  one must seek permission, if not a grant of hospitality. 
  The clans guard their borders jealousy, against their 
  neighbors most of all. Between the six of us, we have 
  nearly enough friends to patchwork our way across the 
  great plain, connecting the lands of one friendly tribe to 
  another. But we may have friends among two tribes who 
  distrust each other. We may arrive on the borders of one 
  t he Condemned
  73
  
  tribe only to find that it has changed its Great Mother, or 
  that its Women’s Council now bars entry to strangers. The 
  boy will pose a problem, too. Their spirits will smell the 
  curse upon him, and tell their spirit-talkers.
  My friendship with the Sabudu allows us passage 
  through their lands. I warn them to steer clear of the boy. 
  They reward us with gourd milk and cured antelope meat. 
  Obai invokes the eighth taboo of the Budii, earning their 
  reluctant passage. We are warned not to eat a blade of grass 
  or step upon a spider and sent on our way, watched from a 
  distance. The Budii watchers whoop and brandish arrows 
  as we near Charpa territory, and come upon a hunting 
  group on the opposite shore of a contested watering hole. 
  The Charpa whoop and threaten back, until Arok beats 
  his breast and screams, drowning out both parties. This 
  seems to satisfy their code of aggression, or at least confuse 
  them, and both withdraw. The Charpa allow us passage by 
  ignoring our presence. From there we dash across a spur of 
  land claimed by the Unnameable Tribe, who are not flesh 
  and blood but are made of shadow. The sun is high, so they 
  do not molest us. 
  Then we are feasted among the Walakuf, for whom 
  Verkusht once performed a deadly favor, which neither 
  he nor they will name. There Sunasuka becomes drunk 
  and performs an obscene dance, winning her recognition 
  as a huyo, or holy fool. When she passes out they drape 
  an amulet around her neck, and tell us that it will also 
  earn us passage across the lands of their sister tribe, the 
  Jumvi. Night has come and Sunasuka is immovable, so 
  we rest. The Walakuf anoint the boy with protective oils; 
  the protection is for them, not him. 
  They tell us that the fireflies came 
  last night, for their hated neighbors 
  to the east, the Kesh. We would be killed 
  if we venture into the Keshlands, but it is not 
  on our route. In the morning we are joyfully escorted 
  to the Walakuf’s northern reach.
  It is there that the troubles start. To the west live the 
  Salipat, who offer outsiders hospitality in the wet season 
  and death in the dry. It is the wrong time of year, so we 
  cannot go there. Our other choice lies to the north, where 
  dwell the lion riders of Kuta. None of us know them. We 
  must dare to enter their lands, wait to be accosted, and 
  hope they respond favorably to the Stranger Greeting.
  Finding them is a matter of being found by them. If we 
  head to the nearest of their watering holes, we can be sure 
  they will appear to challenge us. I look for animal runs. A 
  warthog trots calmly past us, his hooves kicking up dust 
  on an ancient trail. I beckon the others to follow. Long 
  before any sign of water, dots appear on the horizon. 
  It is the Kuta. According to the protocol of the Stranger 
  Greeting, we go no further. I hold up my shield in the 
  customary position, then make a show of setting it down. 
  We wait, arranging ourselves around the boy.
  Verkusht’s twitching fingers wander near the hilt of his 
  dagger. I scold him with a look. A bead of sweat grows from 
  the furrows of his forehead to slide down his nose.
  Nearer they come: eight warrior women and their male 
  entourage, astride their riding lions. The Kuta are outfitted 
  in fine regalia, decorated in gold, zebra hide, and ostrich 
  feathers, but it is the beasts that seize my attention.
  They are like the lions I know, but taller and longer. 
  Long, blockily muscular legs replace the lithe springing 
  “Katiiwa does  
  what must be done.”
  SerPent’S Skull
  74
  
  limbs of an ordinary big cat. Their feet widen into broad, 
  hardened paddles, armed with wicked yellow claws. I have 
  never seen a lion that would weigh half as much as these. 
  Fiber saddles hold the proud-shouldered Kuta on their 
  backs. The women ride lions; the men, lionesses. The 
  beasts twist their heads, snarling, as if asking for orders. 
  They’re hoping that their riders will let them tear us apart. 
  It is scarcely a leap to imagine that they have done so before, 
  to petitioning visitors who displeased their mistresses.
  Though I have not seen the Kuta lions before, I know the 
  myth. The first of the Kuta people, of course also called 
  Kuta, gathered her starving family around her, unable to 
  make her way in the harshness of the world, back when it 
  was all one vast grassland. She went to the toad goddess, 
  who could not bear her wailing and burrowed away from 
  her, into the sand. She went to the bird goddess, who 
  taunted her and flew away into the sky. Then she came by 
  accident upon the proud lion goddess, who saw no threat 
  in this spindly, starving creature. Driven by hunger and 
  love for her children, Kuta wagered that she could wrestle 
  the lion to the ground. In her desperation, she won out, 
  and so the lion goddess gave her the weakest of her brood, 
  transforming them into beasts of burden. In exchange for 
  this, Kuta agreed that no member of her people would ever 
  slay another, no matter how fearsome the crime.
  As they advance, I see that we stand before the Kuta 
  queen herself. The seven gold rings in her ear and the 
  tattoos on her brow proclaim her royalty. In her right hand 
  she holds the feathered crop of authority. In the left she 
  grasps a leash. It leads to a pathetic and naked prisoner, 
  covered only by a layer of sandy dirt. This battered wretch 
  must run alongside the queen’s lion, the tallest and most 
  powerful of the lot.
  Obai steps forward to perform the customary half-bow, 
  which neither claims superiority nor admits submission. “I 
  am a stranger, and I greet thee, queen of the Kuta. I present 
  my true name to you: I am Obai, of the Scarred Ones, a clan 
  of the clanless. I am a stranger, and request naught else but 
  passage through your goddess-granted lands.”
  The queen replies. “You have spoken correctly and so will 
  not be slain. But passage will not be granted.” A horsefly 
  lands in her mount’s thick mane. The queen swats the fly 
  with the tip of her crop, and her lion snarls its annoyance. 
  The bug drops, smashed, beside its paw. On her fiber saddle, 
  the queen straightens, rising to her full height.
  Obai lowers her head ever so slightly. To abase herself to 
  a tribal matriarch is not an easy thing for her; I see it in the 
  tautness of her wiry frame. “May I ask why, Lion Queen?”
  “We are lions. That is all the explanation you require.”
  Katiiwa makes a barely audible clucking sound. Obai 
  notes it and withdraws, in favor of the sorceress. Katiiwa 
  leaves her harpoon behind before stepping forward, 
  sticking its sparkling blue haft into the dry savanna soil.
  “I am Katiiwa. I offer you the solution to a problem.”
  A rattle-shaking woman, painted from head to toe in 
  the swirls and whorls of a grassland spirit-talker, leans to 
  the queen’s right. She sniffs the air, frowns, and whispers 
  something into the monarch’s seven-ringed ear.
  “You are a demon,” the queen says.
  Katiiwa is unfazed. “Only by distant descent, Queen 
  Lion. The Kuta subscribe to a killing code, do they not?”
  “The customs of my tribe are not your concern.”
  “My comrade Xhasi was of the Ara, and knows well of 
  killing codes, though his is surely different from yours. 
  One Kuta may not slay another. Even a queen may not, not 
  even when the crime is the gravest possible. Is it so?”
  The queen shifts in her saddle. “What if it were?”
  “The outcast. Her ear bears seven holes, where once the 
  rings of queenship rested. Is it so?”
  “Your eyes see well, demonkin.”
  “Her crimes would be terrible indeed, to see her stripped 
  of her crown. Paraded like a dog.”
  The queen spits, nearly missing the outcast. “The dog is 
  a wretched beast.”
  “Were it not a worse crime than hers, you would surely 
  wish this dog’s life ended.”
  Queen Lion shudders. “This dog committed the worst 
  crime. First, she kept food back when all were starving. 
  Gave it to close kin only, even after granted the lion’s share. 
  When discovered, she slew her own, to hide her shame.”
  Without looking back, Katiiwa holds out her hand. I 
  step forward, placing her harpoon in it. “Then today is a 
  fortunate day for the Kuta, good queen. For my weapon and 
  I perform the dirty work of justice.”
  Cry of MerCy
  You invoke an ancestral boon to modify your fatal 
  blows, and those of your allies, so that they render 
  your foes merely unconscious.
  Prerequisite: Wis 13
  Benefit: As a swift action once per day, you may 
  call upon the spirits of your ancestors to prevent 
  your opponents from dying. For the remainder of the 
  combat, all of your dying opponents are stabilized 
  at their current hit points, and any opponents who 
  would be killed by damage from you or your allies are 
  instead reduced to –1 hit point and stabilized. This is a 
  supernatural ability. If an ally wants to kill an opponent 
  despite the efforts of your ancestral spirits, she may 
  attempt a Will saving throw (DC equal to 10 plus half 
  your level plus your Wisdom modifier); success means 
  her attacks affect the opponents normally.
  t he Condemned
  75
  
  The bedraggled outcast silently weeps—from terror or 
  relief, I cannot say.
  “You are not of our people,” the queen says.
  “Nor bound by your code.”
  “I may not command you to do it, which is like doing 
  it myself.”
  “You have no authority to command me, good lion. If I 
  choose to mete justice, it is not your doing.”
  The queen drops the leash.
  Sunasuka takes Mwonduk, wraps her arm around him, 
  and pulls his head into her shoulder, so he won’t see what 
  happens next.
  The former queen stands quaking for a moment. 
  Then she turns and runs, stumbling, exhausted, kicking 
  up a cloud. Katiiwa strides evenly after her. The outcast 
  stumbles. Katiiwa raises, then lowers, the azure harpoon. 
  It is done with a stroke, with hardly a gurgle. The dry sand 
  instantly drinks down the deposed queen’s blood.
  Katiiwa turns her back on the slain woman. Her harpoon 
  has cleaned itself of her victim’s gore. When she passes me 
  to return to the group, dread skitters spider-like down my 
  spine. Though I do not wish to, I am sensing the demon 
  part of her. Fed, it resumes its slumber. 
  The lions champ at their grass-fiber reins. They quiver 
  in frustration while the queen and her retinue slowly 
  dismount. Finally they have completed their dignified 
  clamber, allowing the lions to pounce on the corpse. The 
  maned lions of the women’s retinue are allowed to feast, 
  while the lionesses ridden by the men look on in envy. 
  This is a Kuta funeral. Were the victim not dishonored, 
  toasts and ceremonies would precede the eating. The lions 
  are considered part of the tribe, and like its two-legged 
  members, may not kill its members. The divine law does 
  not, it seems, forbid them from eating those already dead. 
  When a person dies, the lions feed. When a lion dies, it is 
  the people who consume its roasted meat. 
  The beasts tear apart flesh and break into bone. Of our 
  party, all but Katiiwa and Arok turn away. 
  It is over in moments, the meal finished to the marrow. 
  When we turn around, only scraps of reddened bone remain. 
  The queen and her aides climb back onto their mounts. 
  Assembled tribe members, human and feline alike, regard 
  us and our discomfort with haughty amusement. They say 
  it in the way they hold their heads: they are lions.
  The queen and her attendants depart, lion tails 
  switching behind them. We are left in the company of the 
  lesser functionaries. They ride their lionesses toward a bare 
  knoll to the north of the Kuta lands. We follow them—to 
  Guest Hill, they tell us. Along the way, the ridden lionesses 
  growl lowly at Arok, and he huffs threateningly back. Apes 
  and lions have never liked one another.
  Guest Hill reveals itself as a barren jut of stone and 
  sand. Aided by an energetic Sunasuka, Katiiwa sets to work 
  erecting a canvas shelter. I walk around the hill. White 
  grains and pebbles of uneven shape rise between my toes.
  Bone shards. Most guests here, I realize, remain on the 
  hill, though not in recognizable form. I review the words 
  exchanged between Katiiwa and the queen. Hospitality 
  was granted with all the proper terms and observances. It 
  is unlikely, I decide, that the Kuta will break the rules of 
  hospitality and fall upon us in the night. Most probably 
  those taken as prey on Guest Hill are exploring outlanders, 
  who do not give the Strangers Greeting in the right way, 
  and thus deserve only false promises.
  I share this judgment with Katiiwa. It has been a long 
  time since all six of us traveled together, so she reviews our 
  customary sleeping shifts.
  Before we turn in, I see Sunasuka huddled with 
  Mwonduk. She has called a pair of bright red finches to 
  whirl and dive in the air before his eyes. The boy watches, 
  entranced. When the birds tire and fly away, he lapses back 
  into his dull quiet, staring at nothing.
  The halfling rises. She brushes dirt from her hide 
  breeches, somehow getting them more dusty than when 
  she started, and ambles toward me.
  “Tell me again,” she says, none too quietly, “what crime 
  the boy has done.”
  I lead her away, down the side of the hill. “Ask Obai.”
  “Obai will talk complicated nonsense and I will know 
  less than when we started. I ask you, Xhasi.”
  “Don’t make trouble.”
  “Me? Trouble?”
  “It is not a crime, but a curse. An angry goddess calls. 
  You are a priestess. I should not need to explain.”
  Sunasuka spits. “The world comes before the gods.”
  “Ask Arok. He will tell you the world is out of joint.”
  “I know that!” She looks up at the boy, silhouetted before 
  the last purple light of the evening sky. “If the ape feels it, 
  don’t you think I can feel it too?” The halfling uncorks 
  a gourd. It releases the sharp reek of fermented mash, 
  refilled at the Walakuf feast. She offers it to me; I shake my 
  head. “It doesn’t sit right. There must be another way.” 
  “If there were, one of us would know it.”
  “He’s just a boy.”
  “Don’t make it harder.”
  She drinks deep. “Every now and again, it should be fair.”
  There is nothing to be said to this, so nothing is what 
  I say.
  Darkness settles over the plains. As if in answer to her 
  complaint, a glimmer appears in the far distance. A yellow-
  green pinpoint shimmers and resolves into a cloud.
  Fireflies.
  At first they seem to be coming our way, but as the 
  swarm gathers, it settles and stops in the distance.
  On the flatlands, sound travels faster than an antelope. 
  We hear shrieks, groans. Drums pound out, then go silent. 
  SerPent’S Skull
  76
  
  “Is it the Kuta?” the halfling asks.
  By now the others are at our side. 
  “Too far away. A neighboring tribe.”
  “The Salipat?” Katiiwa asks. It would be best if it were 
  the Salipat, whose lands we do not intend to enter.
  I shake my head. “The Latari. Their first queen dug up 
  the gourd goddess when she was buried under the hot earth 
  and could not get out. Latari breathed her last breath into 
  the goddess, who then revived her and gave her people life.”
  The shrieks rise and echo across the grassland, then 
  taper off. Soon they are replaced by mourning chants.
  Mwonduk has joined us. He takes Sunasuka’s hand. 
  “What is happening?” he asks.
  Sunasuka looks at him. “We’re being told to hurry.”
  Dawn comes too slowly. As we leave Kuta territory, we see 
  lion riders from afar, making sure that we go. If we turn 
  back, it will be as prey.
  The soil grows richer as we intrude deeper into Latari 
  territory. Thick green vines appear amid the dry brown 
  stalks of grass. Yellow blossoms sprout from curls of leaf. By 
  harvest time they will be gourds, heavy with the ancestral 
  blessings of the Latari goddess. We take care not to uproot 
  the vines as we enter a sea of grass. Arok towers above the 
  tips of the stalks, but the rest of us are enveloped.
  Not long after, Verkusht hisses a warning. “Visitors.”
  Arok and I sense it too. The rhythm of the wind on the 
  high grasses around us has altered, barely. They’re coming 
  at us from all sides.
  Obai calls out. They can’t see us, but she performs the 
  visual rituals of the Stranger Greeting.
  A woman’s voice, grief-ravaged, rings out to the left of 
  us. “Surrender the accursed one, and the rest shall live.”
  “Neither he nor we pose a threat to you,” Obai responds.
  “Dozens of us already lie dead, slain by the cloud of 
  glowing death he sent against us in the night.”
  “Your spirit-talkers divined this?” Obai asks.
  “Delay us not with lies. Convey him to our justice, so 
  that no one else may die.”
  “For that to happen, the boy must be taken to the goddess 
  who has cursed him.”
  A second, deeper voice, also a woman’s, comes from 
  behind us. “You are unshakeable in this?”
  “Your thirst for justice is understandable, yet cannot be 
  quenched through the means you propose.”
  “Then all must die!” cries the second voice. War-whoops 
  rise up from the obscuring grasses. Leaping Latari warriors 
  are all among us. The fight is joined.
  Three Latari jump my way. I parry the lunges of their 
  three spears with my one. A Latari screams as Arok lifts 
  him high overhead and hurtles him out of sight. Verkusht 
  has a warrior from behind, his blade poised to cut a red 
  furrow into his throat. Katiiwa summons a cloud of sickly 
  poison vapors, ready to roll its death into the grass and 
  over our foes. Obai prepares her own fatal god-calling. 
  These people cannot take the boy, but to want to is not 
  wrong. For these actions, they should not die. I utter the 
  Cry Of Ara, turning lethal blows to a gift of slumber.
  Arok’s rending hands turn indistinct as they pass 
  through his opponents. They drop, breathing lightly. 
  Verkusht’s knife, shrouded by the hero of my birth-tribe, 
  passes into flesh without tearing it. Katiiwa’s venom cloud 
  sends those trapped in it to the realm of sleep. 
  The retreating Latari regroup. Sunasuka has fallen, a 
  gash from a spearhead traversing the length of her thigh. 
  We can see the Latari now. Fear plays across their faces, 
  but is overcome by determination. Mighty as we may be, 
  the six of us cannot fight our way through an entire tribe. 
  The boy pushes his way through his defenders. He faces 
  the Latari.
  “I am the Accursed One,” he says. “Hear me speak.”
  “Mwonduk is a solemn child, 
  old for his years.”
  t he Condemned
  77
  
  Bestiary
  The jonquil kraiT numbers among The deadliesT vipers found along 
  The mwangi expanse’s buunTa flow. favoring The heaT and moisT 
  shadows provided by The broad-leaf ferns ThaT grow alongside The 
  green waTers, These flaT-headed hunTers collecT in greaT numbers 
  boTh To deTer predaTors and To bring down prey none could hope To 
  conquer alone. especially during The coolesT monThs of The year, 
  when They pursue maTes, upward of 300 kraiTs mighT congregaTe 
  in knoTTing swarms. Travelers should remain mindful of piTs and 
  hollows where These snakes mighT lurk, for alThough The biTe of a 
  single kraiT rarely proves deadly, The combined Toxins of an enTire 
  nesT can lay low any man or beasT in seconds.
  —amilos h. valk, naTuralisT and explorer
  serpent’s skull
  78
  
  B
  eyond the jungle fringes lies a hidden world of wonder 
  and danger. Beasts thought to be mere legends stalk a 
  realm of endless menace, where even the most mundane 
  creatures adopt deadly forms. Those that once might have 
  been called humans take on a nightmarish aspect as well, 
  reshaped by the brutal realities of this merciless world. This 
  month’s entry into the Pathfinder Bestiary reveals a host of 
  these creatures, beings of myth and mystery now roaming 
  the lands surrounding the lost city of Saventh-Yhi. Yet as 
  many consumed by the jungle learn too late, elusiveness 
  and deadliness often prove to be one and the same.
  disTricTs of savenTh-yhi
  “The City of Seven Spears” sets the PCs loose amid the all-
  too-lively ruins of Saventh-Yhi. Here, among the broken 
  stones and tarnished relics of the fallen metropolis, lurk 
  innumerable threats and a society of dangerous new 
  residents. GMs planning to generate random encounters 
  for their PCs will find a wide variety of threats lurking 
  in the ancient city. There is a 10% chance of a random 
  encounter while exploring Saventh-Yhi. GMs should roll 
  for random encounters four times per day—at dawn, noon, 
  dusk, and midnight. Because of the size of Saventh-Yhi and 
  its varied locales, not all of the encounters on the adjacent 
  table work for every district, some being better suited to 
  aquatic or outdoor areas. GMs should keep this in mind, 
  and should feel free to reroll as often as they require.
  Among the creatures on the Saventh-Yhi Random 
  Encounters table, two encounter types bear special note.
  District Patrols: The ruins of Saventh-Yhi comprise 
  seven different districts, and within each, a separate 
  power holds sway. While exploring these quarters, PCs 
  might encounter servants of that district’s ruling faction. 
  If you roll a random encounter featuring a patrol, look on 
  the referenced page from the adventure. The patrols for 
  Saventh-Yhi’s seven districts are as follows: an artisan 
  district patrol is made up of 4 tribal hunters (see page 36), a 
  farming district patrol is a group of 4 normal boggards led 
  by a boggard subchief (see page 42), a government district 
  patrol consists of 3 degenerate serpentfolk (see page 27), 
  a military district patrol consists of a dire ape led by 2 
  charau-ka thugs (see pages 19–20), a residential district 
  patrol is 8 advanced vegepygmies (see page 31), and a temple 
  district patrol is 4 advanced troglodytes led by 2 acolytes 
  of Achaekek (see pages 46–47). The mercantile district has 
  no organized patrols; if an encounter with a mercantile 
  district patrol is rolled, reroll for another encounter.
  Rival Faction Parties: As the PCs explore Saventh-Yhi, 
  the PCs might encounter members of the other factions 
  exploring the city. If you roll a random encounter featuring 
  a rival faction party, roll randomly to determine which 
  faction the PCs encounter and look on the referenced page 
  for details. A rival faction party consists of 2d6 guards from 
  Saventh-Yhi Random Encounters
  d% roll Result 
  Avg. CR 
  Source
   
  1–6 
  1d4 dire bats 
  4 
  Bestiary 30
  7–10 
  1d4 leopards 
  4 
  Bestiary 40
  11–13 
  1 tiger 
  4 
  Bestiary 265
  14–15 
  1 basilisk 
  5 
  Bestiary 29
  16–19 
  1d6 boars 
  5 
  Bestiary 36
  20–23 
  1d6 crocodiles 
  5 
  Bestiary 51
  24–27 
  1d4 dire apes 
  5 
  Bestiary 17
  28–30 
  1 gibbering mouther 
  5 
  Bestiary 153
  31–32 
  1 mummy 
  5 
  Bestiary 210
  33–36 
  Rival faction party 
  varies 
  see below
  37–40 
  2d4 boggards 
  6 
  Bestiary 37
  41–46 
  1d6 keches 
  6 
  see page 24
  47–49 
  1d6 pteranodons 
  6 
  Bestiary 85
  50–51 
  1d6 shadows 
  6 
  Bestiary 245
  52–55 
  2d6 troglodytes 
  6 
  Bestiary 267
  56–57 
  1d6 wights 
  6 
  Bestiary 276
  58–60 
  1 chimera 
  7 
  Bestiary 44
  61–64 
  District patrol** 
  varies 
  see below
  65–67 
  1d6 venomous 
  7 
  see page 82
    
  snake swarm
  68–71 
  2d4 charau-ka thugs 
  8 
  see page 19
  72–73 
  1d8 degenerate 
  8 
  see page 27
    
  serpentfolk
  74–78 
  1d8 deinonychus 
  8 
  Bestiary 84
  79–82 
  1d4 girallons 
  8 
  Bestiary 154
  83–86 
  1d4 jungle mantises 
  8 
  see page 48
  87–89 
  1d4 camulatz 
  9 
  see page 80
  90–91 
  Mokele-mbembe* 
  9 
  see page 84
  92–94 
  Sarcosuchus* 
  9 
  see page 24
  95–97 
  1d8 megapiranha 
  10 
  see page 82
    
  swarms
  98–99 
  Yog’oltha* 
  11 
  see page 17
  100 
  Green God* 
  13 
  see page 45
  * Unique creature. If this result is rolled a second time, 
  roll again.
  ** See description.
  a given faction. The parties for the five factions exploring 
  Saventh-Yhi are as follows: Aspis Consortium guards are 
  Aspis mercenaries (see page 61), Free Captains guards 
  are Shackles freebooters (see page 62), Pathfinder Society 
  guards are Pathfinder agents (see page 63), Red Mantis 
  guards are Red Mantis priests (see page 64), and Sargavan 
  Government guards are Sargavan guards (see page 65).
  Unique Monsters: Numerous unique creatures inhabit the 
  ruins of Saventh-Yhi. Some play roles within the adventure, 
  but are either peripheral enough to the plot to appear at 
  random or otherwise destined to face the PCs in combat. 
  Regardless of the creature’s part within the adventure, if it 
  has already been slain, reroll for another encounter.
  Bestiary
  79
  
  camulaTz
  Vibrant blue and yellow feathers adorn the body of this giant, 
  parrot-like bird, but its curved beak and powerful talons are 
  instead adorned with dried blood and gore.
  Camulatz 
  CR 9
  XP 6,400
  CE Large magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
  Aura frightful presence (60 ft., DC 18)
  DefenSe
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 114 (12d10+48)
  fort +12, Ref +11, Will +6
  OffenSe
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +18 (2d6+6/19–20 plus 2d6 bleed), 2 talons +17 
  (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks decapitating strike, hypnotic display, rend (2 
  talons, 1d6+9)
  Spell-Like Abilities (CL 12th; concentration +14)
  3/day—entropic shield, ventriloquism (DC 13)
  StAtIStICS
  Str 23, Dex 17, Con 18, Int 8, Wis 15, Cha 14
  Base Atk +12; CMB +19; CMD 32
  feats Bleeding Critical, Critical Focus, Flyby Attack, 
  Improved Critical (bite), Improved Natural Attack (bite), 
  Skill Focus (Perception)
  Skills Fly +10, Perception +14
  Skills Bluff +5 (+13 to mimic sounds), Fly +7, Perception +14; 
  Racial Modifiers +8 Bluff to mimic sounds
  Languages Abyssal, Auran
  SQ sound mimicry
  eCOLOgy
  environment tropical jungles
  Organization solitary, flight (2–5), or aerie (6–12)
  treasure none
  SPeCIAL ABILItIeS
  Decapitating Strike (ex) On an attack roll of a natural 20 
  (followed by a successful roll to confirm the critical hit) 
  with its bite attack, a camulatz severs its opponent’s 
  head (if the opponent has one). Most creatures die when 
  their heads are cut off. This ability functions as the vorpal 
  weapon special ability.
  Hypnotic Display (Su) As a full-round action, a camulatz may 
  cause its coat of feathers to change colors, shifting through 
  a mesmerizing pattern that lures creatures to the camulatz’s 
  side. All creatures who can see the camulatz (even other 
  camulatz) must succeed on a DC 18 Will saving throw or 
  become captivated. A creature that successfully saves is 
  not subject to the same camulatz’s hypnotic display for 24 
  hours. A victim under the effects of the hypnotic display 
  moves toward the camulatz using the most direct means 
  available. If this path leads the victim into a dangerous area, 
  such as through fire or off a cliff, that creature receives 
  a second saving throw to end the effect before moving 
  into peril. Captivated creatures can take no actions other 
  than to defend themselves. A victim that is within 5 feet 
  of the camulatz simply stands and offers no resistance to 
  the camulatz’s attacks. This effect lasts for 1d6 rounds. 
  Sightless creatures are not affected. This is a mind-affecting 
  pattern effect. The save DC is Charisma-based.
  Sound Mimicry (ex) A camulatz can perfectly imitate certain 
  sounds or the speech of any creature it has heard, though 
  this ability does not allow it to speak or to understand 
  languages it does not know. The listener must make a 
  Sense Motive check opposed by the camulatz’s Bluff 
  check to recognize the mimicry, although if the listener 
  isn’t familiar with the person or the type of creatures 
  mimicked, it takes a –8 penalty on its Sense Motive check. 
  The camulatz has a +8 racial bonus on its Bluff check to 
  mimic speech or sounds that it has listened to for at least 10 
  minutes. It cannot duplicate the effects of magical abilities 
  (such as bardic performance or a harpy’s captivating song), 
  though it may be able to mimic the sound of those abilities.
  Hidden within the high canopy overlooking the jungle 
  floor dwells a race of enormous, vicious, and vibrantly 
  colored birds known as camulatz. Possessing a cruel 
  intelligence, camulatz are vile headhunters and aggressive 
  demon-worshipers, preying on all sentient creatures as 
  sacrifices to their chosen demon lord: Pazuzu, King of the 
  Wind Demons. Camulatz revel in trickery and bloodshed, 
  luring victims into ambushes where the camulatz can 
  indulge their bloodlust and take their victims’ heads as 
  grisly trophies. 
  The iridescent coloration of a camulatz’s feathers 
  assists in mesmerizing unfortunate souls, luring them 
  to the killing ground below the brightly colored bird’s 
  aerie. Camulatz also have a special affinity for sounds, 
  naturally mimicking voices and animal noises, while 
  perfecting the magical ability to displace such sounds, 
  making them seem to emanate from other creatures or 
  objects. Camulatz delight in using both their magical 
  ventriloquism and their beautiful plumage to mislead 
  and separate victims before surprising them with diving 
  attacks from above.
  All camulatz possess sharp talons on their feet, capable 
  of rending the most heavily armored foes, but they rely 
  on their cruelly curved beaks to decapitate their victims. 
  The vivid patterns of a camulatz’s feathers also provide 
  some protection to the birds, forming a magical field of 
  clashing colors that can deflect ranged attacks.
  A mature camulatz is just over 14 feet in length from 
  its beak to the ends of its tail feathers, but weighs only 
  serpent’s skull
  80
  
  300 pounds because of its lightweight bone structure. 
  Each individual camulatz bears its own unique feather 
  coloration, which it can consciously manipulate in set 
  patterns to produce its hypnotic display. 
  ecology
  Camulatz are carnivores who prefer the raw f lesh of 
  intelligent creatures above all else, but they also hunt 
  large jungle mammals, reptiles, and even fish to augment 
  their diet or when their favored prey is particularly scarce. 
  The ferocious birds especially enjoy eating the heads of 
  their victims, whom they decapitate with their razor-
  sharp beaks, preferably while the victim is still alive. 
  Camulatz devour the bodies of their victims without 
  ceremony, but they take the severed heads back to their 
  treetop aeries for ritual feasts, dining on the eyes, ears, 
  tongues, and brains as savored delicacies. Thereafter, 
  camulatz save their victims’ skulls as trophies, using 
  them as tribute to Pazuzu, ornamentation for their 
  nests, and markers for the bounds of their territory and 
  favored hunting grounds.
  While camulatz never forget which individual is 
  responsible for harvesting a given skull, most groups 
  prefer to store their skulls communally, as they believe 
  that their demonic patron finds more appeal in a single 
  titanic collection of skulls than many small individual 
  ones. As such, each aerie has a central altar where skulls 
  are stacked in order of ascending prominence. This 
  location, known as the Place of Screeching, is often 
  used as a meeting place or the location for important 
  rituals, and powerful females may occasionally choose 
  to mate directly upon the altar in the hope that Pazuzu 
  will notice and, in his demonic voyeurism, provide 
  the resulting offspring with fiendish boons. For both 
  genders, however, providing the skull that crowns the 
  altar’s tower is a lifelong goal for every individual.
  Camulatz mate only once a year, or even less, usually 
  with different partners on each occasion. During mating 
  cycles, female camulatz use their hypnotic display ability 
  to lure and seduce their chosen mates, mating frantically 
  and violently with the entranced, nearly helpless males. 
  Afterward, females lay 1–3 eggs, which they jealously guard 
  thereafter—even driving away the fathers—until the eggs 
  hatch in about 3 months. Females communally raise their 
  young for 2 years until the hatchlings reach adulthood, at 
  which point the fully grown camulatz separate according 
  to gender—the males band together to hunt and raid, while 
  the females establish new aeries to maintain and defend. 
  Camulatz have lifespans of 80 to 100 years, and though 
  they have no written histories or oral legends beyond the 
  braggadocio of individual members, their memories are 
  long, and a camulatz never forgets a slight or the face of a 
  prey animal that got away.
  habiTaT & socieTy
  Camulatz make their homes in treetop 
  aeries high above the jungle f loor, only 
  venturing below their canopy homes when hunting. 
  Male camulatz range the farthest afield, often 
  spending days or even weeks away from home, building 
  temporary nests on the borders of their territory from 
  which to launch hunting sorties. Meanwhile, female 
  camulatz rule over the larger aeries, safeguarding their 
  eggs and hatchlings. Both genders are equally violent 
  and capable in combat.
  Camulatz believe they are the chosen followers of 
  Pazuzu, revering the demon prince in all they do. They 
  view the act of decapitation as a holy sacrifice to Pazuzu, 
  and their faith requires them to appease their demon lord 
  by sacrificing a sentient creature at least once per month. 
  Camulatz believe that consuming a creature’s head gives 
  them some measure of the victim’s power—hence the 
  reason for preying on intelligent creatures rather than 
  simple beasts—and that these ritual feedings attract the 
  favor of their demon lord.
  Camulatz bear a special hatred for monstrous 
  humanoids and worshipers of Lamashtu, taking up the 
  same battle waged between Pazuzu and the Mother of 
  Monsters. As such, the skulls of gnolls, monkey goblins, 
  and jungle harpies are especially prized by camulatz, 
  and frequently decorate their lairs. Some Mwangi tribes 
  even appease camulatz by offering them such captives in 
  exchange for safe travel through the camulatz’s territory 
  or safety from predation, though any deals made with the 
  notoriously fickle bird people are tenuous at best. Many 
  are the tribes who thought to purchase their safety with 
  slaves and sacrifices, only to find their members’ own 
  skulls mounted among the sacrifices in the camulatz’s 
  Place of Screeching. 
  Bestiary
  81
  
  jungle swarms
  The jungles of Golarion teem with deadly beasts, some 
  massive and fierce, but others deadly for their overwhelming 
  numbers and fecundity. Within the jungles’ tropical reaches 
  lie endless swarms of such beasts, deadly creatures that, when 
  caught alone, pose little threat to hardy explorers, but that 
  can easily overwhelm and consume them when encountered 
  in vast numbers. Slithering amid the dirt and roots, hidden 
  by the undergrowth, snakes, with their powerful grips and 
  deadly poison, make formidable foes when encountered 
  in their moist dens or in roiling mating balls. Hardly 
  providing a relief from the inhospitable woodlands, the 
  murky river ways coursing through the humid jungles are 
  home to voracious piranha fish, known to strip the flesh 
  from entire animals and humanoids alike in mere minutes, 
  as well as those throwbacks to an even more savage age, the 
  deadly megapiranhas. Even the air is unsafe for any but 
  the most experienced travelers, as the barbed seeds of the 
  infamous, gnarled viretree whip through the air, seeding 
  themselves in rotten wood, earth, and flesh alike.
  snake swarm
  Hissing menacingly, as though licking their lips in anticipation, 
  this mass of snakes resembles a pile of slithering tentacles.
  Snake Swarm 
  CR 2
  XP 600
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +9
  DefenSe
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 16 (3d8+3)
  fort +4, Ref +7, Will +2
  Defensive Abilities swarm traits
  OffenSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee swarm (1d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 12)
  StAtIStICS
  Str 9, Dex 15, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB —; CMD —
  feats Improved Initiative, Lightning Reflexes
  Skills Climb +14, Perception +9, Stealth +18; Racial Modifiers 
  +4 Perception, +4 Stealth; modifies Climb with Dexterity
  eCOLOgy
  environment any
  Organization solitary or nest (2–4 swarms)
  treasure none
  snake swarm, venomous
  Emitting countless rattles and hisses, innumerable brightly 
  colored snakes writhe over each other in an undulating heap.
  Venomous Snake Swarm 
  CR 4
  XP 1,200
  N Tiny animal (swarm)
  Init +7; Senses low-light vision, scent; Perception +8
  DefenSe
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 37 (5d8+15)
  fort +7, Ref +9, Will +2
  Defensive Abilities swarm traits
  OffenSe
  Speed 20 ft., climb 20 ft., swim 10 ft.
  Melee swarm (1d6 plus distraction and poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 15)
  StAtIStICS
  Str 9, Dex 16, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB —; CMD —
  feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Acrobatics +7, Climb +15, Perception +12, Stealth +19, 
  Swim +7; Racial Modifiers modifies Climb and Swim with 
  Dexterity
  eCOLOgy
  environment any
  Organization solitary, nest (2–4 swarms), or knot (5–7 swarms)
  treasure none
  SPeCIAL ABILItIeS
  Poison (ex) Swarm—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  piranha swarm
  This swarm of silver-scaled fish thrashes feverishly, the 
  dozens of swiftly moving creatures within seeming restless and 
  bloodthirsty.
  Piranha Swarm 
  CR 3
  XP 800
  N Tiny animal (aquatic, swarm)
  Init +7; Senses blindsense 30 ft., keen scent; Perception +5
  DefenSe
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 26 (4d8+8)
  fort +6, Ref +7, Will +2
  Defensive Abilities swarm traits
  OffenSe
  Speed swim 30 ft.
  Melee swarm (1d6 plus bleed and distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks bleed (1d6), distraction (DC 14)
  StAtIStICS
  Str 3, Dex 16, Con 15, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB —; CMD —
  serpent’s skull
  82
  
  feats Improved Initiative, Skill Focus (Stealth)
  Skills Perception +5, Stealth +18, Swim +9
  eCOLOgy
  environment any aquatic
  Organization solitary, shoal (2–5 swarms), or school (6–10 
  swarms)
  treasure none
  SPeCIAL ABILItIeS
  Keen Scent (ex) A piranha swarm can notice creatures by scent 
  in a 180-foot radius underwater and can detect blood in the 
  water at ranges of up to a mile.
  piranha swarm, megapiranha
  Within this mass of primeval fish glint innumerable savagely 
  gnashing teeth.
  Megapiranha Swarm 
  CR 6
  XP 2,400
  N Tiny animal (aquatic, swarm)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +6
  DefenSe
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 76 (9d8+36)
  fort +9, Ref +10, Will +4
  Defensive Abilities swarm traits
  OffenSe
  Speed swim 40 ft.
  Melee swarm (2d6 plus bleed and distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks bleed (2d6), distraction (DC 17)
  StAtIStICS
  Str 12, Dex 15, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +6; CMB —; CMD —
  feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), Step Up, Toughness
  Skills Perception +6, Stealth +18, Swim +17
  eCOLOgy
  environment any aquatic
  Organization solitary, shoal (2–4 swarms), or school 
  (5–7 swarms)
  treasure none
  SPeCIAL ABILItIeS
  Keen Scent (ex) A megapiranha 
  swarm can notice creatures 
  by scent in a 180-foot radius 
  underwater and can detect 
  blood in the water at ranges 
  of up to a mile.
  vireseed swarm
  A wave of wing-like seedpods whips through the air, 
  each tipped by a miniscule thorn and propelled by a rapidly 
  lashing tendril.
  Vireseed Swarm 
  CR 5
  XP 1,600
  N Fine plant (swarm)
  Init +1; Senses blindsense 60 ft.; Perception +0
  DefenSe
  AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
  hp 51 (7d8+35)
  fort +9, Ref +3, Will +2
  Defensive Abilities swarm traits; Immune plant traits, weapon 
  damage
  Weaknesses vulnerable to fire
  OffenSe
  Speed 5 ft., fly 30 ft. (perfect)
  Melee swarm (2d6 plus infestation)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17)
  StAtIStICS
  Str 1, Dex 13, Con 18, Int —, Wis 10, Cha 13
  Base Atk +5; CMB —; CMD —
  Skills Climb +3, Fly +9, Perception +0; Racial Modifiers 
  modifies Climb with Dexterity
  eCOLOgy
  environment any
  Organization solitary, flight (2–4 swarms), or cloud (5–7 swarms)
  treasure none
  SPeCIAL ABILIty
  Infestation (ex) Swarm—injury; save Fort DC 17; onset 
  immediate; frequency 1/round for 3 rounds; effect 1 Con 
  damage; cure applying flame to the infested character 
  deals 1d6 points of fire damage but immediately destroys 
  the infestation; blight, reduce plants, and remove disease 
  also automatically destroy the infestation. (See page 
  245 of the GameMastery Guide for more details on 
  infestations.)
  Bestiary
  83
  
  mokele-mbembe
  A triangular reptilian head with a mouth full of curved teeth, 
  attached to a long snaking neck, rises from the surface of the 
  water. Long spines run down its neck, back, and whip-like tail, 
  which uncurls to snap the air with a loud report.
  Mokele-Mbembe 
  CR 9 
  XP 6,400
  N Huge animal 
  Init +5; Senses low-light vision, scent; Perception +15
  DefenSe
  AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, –2 size)
  hp 119 (14d8+56)
  fort +13, Ref +12, Will +8
  OffenSe
  Speed 30 ft., swim 30 ft.
  Melee bite +17 (2d6+9), tail slap +12 (2d6+4)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail)
  Special Attacks trample (1d8+13, DC 26), whip tail
  StAtIStICS
  Str 28, Dex 13, Con 18, Int 2, Wis 15, Cha 11
  Base Atk +10; CMB +21; CMD 32 (36 vs. trip)
  feats Awesome Blow, Improved Bull Rush, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception)
  Skills Perception +15, Stealth +3, Swim +17
  eCOLOgy
  environment tropical lakes and rivers
  Organization solitary, pair, or pack (3–6)
  treasure none
  SPeCIAL ABILItIeS
  Whip tail (ex) When not submerged, a mokele-mbembe can 
  crack its tail as a standard action, creating a sonic boom in a 
  5-foot burst, up to 20 feet away. Any creature in the burst’s 
  area must make a DC 21 Fortitude save or be stunned for 1 
  round. The save DC is Constitution-based. Other mokele-
  mbembe are immune to this effect.
  Known as “water lions” in some local tongues, mokele-
  mbembe are large, reptilian predators that inhabit the 
  hottest jungles, always close to lakes, rivers, or other 
  large bodies of water. A mokele-mbembe’s long, whip-
  like tail accounts for half its length. Its dense, four-
  legged body is the size and shape of an elephant’s, and 
  its greenish-brown hide has the texture of tree bark. An 
  adult mokele-mbembe can grow up to 40 feet in length 
  and weighs almost 10 tons. Males are only slightly longer 
  and heavier than females.
  ecology
  Although they resemble some larger, herbivorous 
  dinosaurs, mokele-mbembe are cunning and territorial 
  predators. They make their lairs in riverside caves, close 
  to their food source, where they can sun themselves after 
  eating. Natural swimmers, mokele-mbembe have webbed 
  feet, but their long legs enable them to move easily on 
  land as well. They spend much of their time in the water, 
  where they can relax and float or use their long necks 
  to attack while submerged, favoring blind river bends to 
  ambush prey. Mokele-mbembe require large quantities 
  of food daily, and feed on fish, birds, and even large 
  mammals—humanoids included. Hippopotamuses are a 
  favorite prey, and mokele-mbembe attack them on sight. 
  Battles between these two river giants are legendary 
  among local tribes, whose shamans often see portents or 
  prophecies in the outcomes.
  A mokele-mbembe’s powerful jaws contain sharp 
  teeth for tearing chunks of meat from prey. The bark-
  like texture of the creature’s hide is actually caused by 
  a network of osteoderms that provide added protection 
  against competing predators and larger herbivores. 
  Thanks to a pair of parallel, beam-like bones at the top 
  of its rear legs, the mokele-mbembe carries a massive 
  tail that tapers from a wide base to an end no wider than 
  a halfling’s finger. A vast array of muscles and flexible 
  vertebrae within the tail let the creature move this 
  appendage with surprising speed. By sharply reversing 
  motion up and down the length, it can crack its tail 
  like an enormous bullwhip. Louder than a thunderclap, 
  this sonic boom is not only a potent weapon, but also a 
  booming call to other members of the mokele-mbembe’s 
  pack over large distances, summoning them either to 
  share a kill or to defend the group’s young.
  habiTaT & socieTy
  Although they are most commonly encountered alone, 
  mokele-mbembe form mated pairs to hatch and rear 
  their young once every 3 years. A female lays a clutch 
  of 5 to 6 enormous, hard-shelled eggs in a cavern near 
  the water, with the eggs hatching in 90 days. Mokele-
  mbembe young are small upon hatching—no larger 
  than a goat or foal—and are extremely vulnerable 
  during the first 4 to 5 weeks of life. Many fall prey to 
  large snakes, leopards, crocodiles, and even dire bats. 
  It is rare for even half a clutch to survive these initial 
  weeks. Mothers stay close to their young during this 
  time, while the fathers hunt and bring food back to the 
  nest. As hatchlings grow, the father ceases to bring food 
  back from his kills, and instead uses his tail to call both 
  mother and hatchlings to the site of the kill, forcing the 
  young to venture forth to gain food. Mokele-mbembe 
  reach maturity at an alarming rate, growing to full size 
  in just over a year, and reaching reproductive maturity 
  at 2 years of age.
  Mokele-mbembe occasionally form packs, but only in 
  areas where food is prevalent, as a large pack can kill and 
  serpent’s skull
  84
  
  eat an entire bloat of hippopotamuses in under a week’s 
  time. Most packs are formed of three to four unrelated 
  males and one to two females close to reproductive 
  age. Scholars have noted that males bring food to a 
  female preparing to lay eggs for fertilization.  Females 
  choose their mates from the largest and strongest of 
  pack members, based primarily on who provides the 
  largest offering. Some sages purport that this practice 
  is the genesis of the mokele-mbembe’s feud with hippos, 
  because the fat-heavy water horses provide an abundant 
  energy source for females preparing to reproduce. Once 
  females choose their mates, uncoupled males usually 
  leave the pack to hunt on their own. Surprisingly, the 
  mokele-mbembe males are relatively good-natured in 
  their competition for mating rights, and outside of the 
  desperate race to find more food for a female—a struggle 
  that can sometimes lead to devastating attacks on human 
  villages—the competitors almost never resort to violent 
  displays against each other.
  Jungle-dwelling elves and humans respect mokele-
  mbembe for their strength and for the sound of their 
  “thunder.” Lizardfolk, however, revere mokele-mbembe 
  as vessels of divine power, and are the only humanoid 
  race that can successfully train and domesticate them, 
  using them as pack beasts, hunting companions, and 
  battle mounts. Often sharing the same territory, black 
  dragons sometimes use their charm reptiles ability to 
  press mokele-mbembe into servitude, using them as 
  guards for their underwater lairs.
  Mokele-Mbembe in Folklore
  Although it is known by many names throughout the 
  Congo River basin, the Mokele-mbembe is a creature 
  of folklore that has captured the excitement of explorers 
  for over a century. Physical descriptions of the creature 
  vary along certain lines—some cultures claim the beast 
  has a horn like a rhino, others a single tooth—but all 
  tales of the Mokele-mbembe share common elements 
  that suggest a relation to long-necked dinosaurs. Some 
  tribes see the Mokele-mbembe as a spirit, but most 
  natives of the Lake Tele region—one of its supposed 
  hiding places—as well as the scientists and explorers 
  who have mounted more than 30 expeditions to find 
  it, believe it is a very real and dangerous reptile. Local 
  anecdotes from sources along the Congo River detail 
  the creature’s hatred for hippos and its ability to destroy 
  small boats that enter its territory, and local tribes erect 
  river fences of huge, sharp stakes to keep it away from 
  fishermen. Consensus on the Mokele-mbembe’s size is 
  based on footprints that explorers have photographed, 
  as well as tribal relics like the creature’s hide or bones 
  that have allegedly been passed down for generations 
  among natives. Most evidence of the Mokele-mbembe 
  is anecdotal, leaving zoologists in doubt about the 
  creature’s existence, but its ability to fuel the imagination 
  suggests that “the lost dinosaur of the Congo” will be 
  hunted for years to come.
  Bestiary
  85
  
  Tribal ToTem
  With the splintering sound of dry, cracking wood, a human-sized 
  graven image lurches to life. Its features shift and reform with every 
  step, cycling through a variety of faces both strange and oddly 
  familiar. Bits of feather, leaves, and decorative stone embellish 
  its surface, and the strong smell of lacquer and resin assaults the 
  senses as it draws near with a menacing, ponderous gait.
  tribal totem 
  CR 6
  XP 2,400
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DefenSe
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 69 (9d10+20)
  fort +3, Ref +5, Will +4
  DR 5/slashing; Immune construct traits
  Weaknesses ceremonial activation, vulnerable to fire
  OffenSe
  Speed 20 ft.
  Melee 2 slams +12 (1d10+3)
  Special Attacks spirit link
  StAtIStICS
  Str 17, Dex 14, Con —, Int —, Wis 13, Cha 14
  Base Atk +9; CMB +12; CMD 24
  SQ effigy, mouthpiece
  eCOLOgy
  environment any
  Organization solitary or gang (2–4)
  treasure Value none
  SPeCIAL ABILItIeS
  Ceremonial Activation (Su) A tribal totem stands inert unless 
  empowered each day by spiritual energy. This activation 
  requires that at least 10 participants perform an hour-long 
  ceremony of chanting and adoration. For each hour this 
  ritual lasts, the totem remains alert and functional for 1 day. 
  The worshipers need not include the creator or possess any 
  special divine powers.
  effigy (Su) As a full-round action once per day, a tribal totem 
  can mimic the shape of any Small or Medium humanoid 
  within its line of sight, reforming itself into a wooden 
  depiction of that creature. Upon doing so, the target can be 
  affected by the effigy ability. While in this shape, the tribal 
  totem knows the location of its target as if persistently 
  using the spell locate creature. A warp wood or wood shape 
  spell immediately forces the tribal totem to revert to its 
  normal form. Although the tribal totem may only use this 
  ability once per day, it can retain a shape indefinitely.
  Mouthpiece (Sp) Although a tribal totem cannot speak on its 
  own, every day it can store a single message for its creator 
  and repeat that message upon a prescribed condition. This 
  ability functions as the magic mouth spell, and its creator may 
  change or reset the conditions of the message each day.
  Spirit Link (Su) As a standard action, a tribal totem may attempt 
  to join its animating energies with a creature within its line 
  of sight that also shares its likeness (as per the effigy ability). 
  The target can resist this effect with a DC 16 Will save. If this 
  save fails, the target is affected as if it had cast the spell shield 
  other, taking half the damage inflicted upon the tribal totem. 
  In addition, any spell with a range of “creature touched” cast 
  upon the tribal totem affects the linked creature rather than 
  the construct. If the spell allows a saving throw, the linked 
  creature can make a saving throw as normal to resist the 
  effect. Spirit link lasts for 4 hours and ends immediately if the 
  tribal totem no longer possesses the target’s shape. The save 
  DC is Charisma-based.
  Tribal totems represent a significant cultural achievement 
  for their adopted tribe. Imbued with a spark of life from 
  the continued worship of those they protect, they stand 
  as lifelong guardians of their villages, defending them 
  against enemies and predators alike. To aid them in this 
  function, they also possess the unusual ability to reshape 
  themselves into the likeness of other creatures, targeting 
  them with eerie pains and ailments. This ability enables 
  their tribe to more actively hunt down such enemies 
  while their quarry is hindered and tracked by the totem.
  As mindless automatons, tribal totems remain ever 
  dependent on their creators to direct them. Some serve 
  only a defensive role, strategically placed within villages 
  to aid against attacks. Others carry stored messages on 
  their tribe’s behalf or vocalize their creator’s words. Rarer 
  still are the tribal totems purposed for war, which emerge 
  from the jungle as a potent force capable of spearheading 
  invasions and targeting enemy champions. 
  While most tribal totems are made of wood and 
  combine exaggerated features of folkloric monsters with 
  simple decorations and images of strength (like streaks 
  of blood, the claws of defeated beasts, or enemy skulls), 
  few look exactly alike, as each embodies the deities, fears, 
  or legends of its creator’s people. Tribal totems tend to 
  stand 7 feet tall and weigh over 300 pounds.
  ecology
  As constructs, tribal totems have no significant ecological 
  niche. They exist at the whim of their creators and protect 
  their assigned tribes from harm. The divine spark that 
  powers them emanates from the continued adulation and 
  combined spiritual energy of the tribe, but relies upon 
  constant rekindling. Each morning, the totem requires 
  lengthy ritual adoration to renew its power. Otherwise, 
  the totem remains still, appearing to be nothing more 
  than a decorative statue.
  During elaborate festivals and revels, tribal natives 
  usually spend several hours honoring the totem to ensure 
  it remains vigilant for many days. They also take care to 
  serpent’s skull
  86
  
  mend and repair any damage it might have suffered on 
  their behalf. Once charged in this manner, the totem may 
  operate remotely for many days at a time, undertaking 
  longer trips on the tribe’s behalf to hunt down enemies 
  whose likeness it acquires.
  habiTaT & socieTy
  Tribal shamans, oracles, or witchdoctors most commonly 
  undertake the rituals necessary to construct a tribal 
  totem, guiding the rest of the tribe in worshiping and 
  maintaining it. The totem only obeys the commands 
  of its creator or someone appointed by her. In the event 
  of conflicting orders, it always obeys its creator above 
  anyone else loaned such authority. Typically, a tribal 
  totem spends its entire existence within the confines of 
  its creator’s village, and is completely dependent on the 
  continuing worship of the tribe to give it a semblance of 
  life. Only in rare cases might a multitude of tribes gather 
  their totems together for some shared offensive. Tales 
  also tell of crazed hermits and shamanic outcasts who 
  have created multiple tribal totems and then set them 
  against specific individuals or whole tribes who garner 
  their ire.
  greaTer Tribal ToTems
  Legends also tell of more advanced versions of tribal 
  totems, some reaching Large or even Huge size. Serving 
  as guardians of important religious or cultural sites, 
  these totems possess multiple faces, one on each side 
  of their heads, enabling them to take on the conjoined 
  likeness of up to four victims at a time. They also gain the 
  following additional abilities:
  •	 +3	natural	armor
  •	 +4	Strength,	+2	Wisdom,	+2	Charisma
  • All-Around Vision (Ex) A greater tribal totem gains a 
  +6	bonus	on	Perception	checks	and	cannot	be	flanked.
  • Extended Effigy (Su) A greater tribal totem is no longer 
  dependent on line of sight to affect victims with its 
  shared condition ability. Instead, it can extend this 
  power to any creature that has ever been in its line of 
  sight and is currently within 5 miles, often enabling 
  its creators to inflict terrible punishments upon their 
  enemies through the totem’s connection.
  consTrucTion
  A tribal totem is always carved from a single type of 
  wood chosen for its density and beauty—typically, ebony, 
  mahogany, or some other valuable resource whose value 
  is at least 1,000 gp. Some tribes use ivory instead, lashing 
  together the pieces and then relying on the magic of the 
  totem’s construction to knit everything into a single 
  whole. Decorations of leafy fronds, stones, animalistic 
  trophies, and paint help complete the appearance.
  Initially, a creator shapes a totem’s features into a 
  ferocious, monstrous image. Then, the application of the 
  proper spells enables the construct to alter its appearance 
  to mimic other creatures. 
  tribal totem
  CL 8th; Price 19,000 gp
  COnStRuCtIOn
  Requirements Craft Construct, animate objects, disguise self, 
  locate creature, magic mouth, shield other, creator must be 
  caster level 11th; Skill Craft (carpentry) and Craft (sculpture) 
  DC 20; Cost 10,000 gp.
  greater tribal totem
  CL 9th; Price 22,000 gp
  COnStRuCtIOn
  Requirements Craft Construct, animate objects, arcane eye, 
  disguise self, locate creature, magic mouth, shield other, 
  creator must be caster level 13th; Skill Craft (carpentry) and 
  Craft (sculpture) DC 24; Cost 12,000 gp.
  Bestiary
  87
  
  umasi
  An emaciated humanoid bursts through the trees, brandishing a 
  knife of black stone. His body is a patchwork of hair, skin, scales, 
  and strange limbs stitched together with thick, black thread. 
  umasi 
  CR 4
  XP 1,200
  CN Medium monstrous humanoid 
  Init +6; Senses darkvision 60 ft.; Perception +12
  DefenSe
  AC 18, touch 12, flat-footed 16 (+2 Dex, +4 natural, +2 shield)
  hp 42 (5d10+15)
  fort +6, Ref +6, Will +5; +2 vs. poison
  Immune disease
  Weaknesses immune to healing 
  OffenSe
  Speed 40 ft.
  Melee dagger +7 (1d4+4/19–20), 2 unarmed strikes +7 (1d3+2 
  nonlethal)
  Ranged shortbow +7 (1d6/×3)
  StAtIStICS
  Str 18, Dex 15, Con 17, Int 10, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 21
  feats Great Fortitude, Improved Initiative, Multiweapon Fighting
  Skills Heal +13, Intimidate +6, Perception +12, Stealth +11, Survival 
  +8; Racial Modifiers +8 Heal, +4 Perception, +4 Stealth
  Languages Polyglot
  SQ graft flesh, harvest organs, immortal flesh
  eCOLOgy
  environment tropical jungles
  Organization solitary, hunting party (2–8), or tribe (10–30)
  treasure NPC gear (heavy wooden shield, obsidian dagger, 
  shortbow and 20 arrows, other treasure)
  SPeCIAL ABILItIeS
  graft flesh (Su) Umasi can graft the flesh and even limbs of 
  other humanoids to their own bodies in a ritual that takes 1 
  hour to complete. To heal damage, an Umasi must have a 
  supply of flesh (either living or dead), and the Umasi must 
  make a DC 20 Heal check to treat deadly wounds. The 
  Umasi can only heal damage with his graft flesh ability once 
  per day, but there is no time limit on healing wounds and 
  the Umasi does not need a healer’s kit (and does not take a 
  penalty for lacking one). This ability otherwise functions as 
  the treat deadly wounds use of the Heal skill.
  Umasi can also graft additional limbs onto their bodies; 
  each extra arm gives the Umasi an additional unarmed strike, 
  while each additional leg adds +5 feet to the Umasi’s speed. 
  An Umasi can have a maximum of six arms and six legs.
  Harvest Organs (Su) An Umasi can remove a vital organ when 
  he delivers a coup de grace against a humanoid opponent 
  with a slashing or piercing weapon. The next round, the 
  Umasi can consume the harvested organ as a move action 
  to gain the benefits of the death knell spell (caster level 
  equal to the Umasi’s Hit Dice).
  Immortal flesh (Su) Umasi are immune to disease and aging 
  effects, and they gain a +2 racial bonus on saving throws 
  against poison.
  Immune to Healing (ex) Umasi do not heal damage naturally, 
  and are not healed by positive or negative energy.
  Reclusive and shrouded in mystery, the Umasi—or 
  Harvestmen, as they are known across the Mwangi 
  Expanse—are a race of humanoids who exist between 
  life and death. Unable to heal or procreate naturally, 
  the Umasi extend their lives by transplanting the skin, 
  organs, or even entire appendages of other humanoids 
  onto parts of their own bodies. As a result, there is 
  no typical description for a Harvestman—each is a 
  patchwork conglomeration of different features, though 
  most Umasi have multiple limbs of varying sizes. The 
  need to use body parts of generally the same size and 
  shape makes most Umasi human-sized; few are over 6 
  feet tall. Most weigh between 150 and 300 pounds, and the 
  constant addition of new flesh has left little distinction 
  between genders. 
  ecology
  Zenj legends say the Umasi were an ancient tribe of arrogant 
  scholars who lived deep in the Mwangi Jungle. When a 
  powerful witch doctor came to the Umasi seeking their 
  wisdom, he was rebuffed as being unworthy of receiving 
  the Umasi’s knowledge. Enraged, the witch doctor used a 
  taboo ritual to curse the Umasi, stealing away fragments 
  of their very souls and binding them to the flesh of others, 
  forcing them to harvest the bodies of humanoids to sustain 
  a bitterly extended existence. This curse left the Umasi a 
  sterile, afflicted people somewhere between the living and 
  the living dead. 
  Contrary to their appearance, Umasi are living creatures. 
  They eat, breathe, and sleep like other humanoids, but 
  their bodies are in a constant state of decay. This divided 
  nature grants the Harvestmen immunity to disease and 
  resistance to toxins, but even minor injuries don’t heal 
  naturally; Umasi must graft new flesh onto existing tissue 
  to heal their wounds.
  Staving off the endless decay of their bodies requires 
  more extreme measures. As limbs and organs rot, Umasi 
  elders use obsidian blades to remove the subject’s decaying 
  parts, replacing them with similar parts from fresh corpses 
  and linking the replacements to the original body through 
  a complex ritual combining ancient Umasi knowledge with 
  the forbidden juju rites of their original curser. When the 
  ritual is complete, the new body part joins perfectly with 
  the Umasi and death is cheated… for a time.
  In much the same way, Harvestmen are not born, but 
  made. Barren, infertile, and missing pieces of their souls, 
  serpent’s skull
  88
  
  Umasi are unable to breed. Their only recourse is to tear 
  off chunks of their own flesh, bind them together with 
  the remains of dead humanoids, and animate the results 
  using the same ancient juju rites.
  Many people have sought the secret to the longevity 
  of the Harvestmen, only to be turned away with little 
  explanation. Because the joining ritual requires one 
  to give away a part of his soul willingly, the Umasi only 
  accept those ready to make such a dire compact because 
  they have no other choice. The Harvestmen only give their 
  “gift” to humanoids who find themselves at the edge of 
  death, whether from a grievous wound or some magically 
  resistant affliction or disease. During the ritual, a piece of 
  the dying humanoid is exchanged with a corresponding 
  piece of an Umasi “donor.” Once the stitches are sewn, the 
  dying creature’s wounds are healed, and he joins the ranks 
  of the Harvestmen forevermore. 
  habiTaT and socieTy 
  Umasi society is as much a patchwork as its members. Some 
  live off the jungle, hunting and farming as they did before 
  the curse. Other tribes lead sedentary lives, trading ancient 
  artifacts of the first Umasi with explorers in exchange for 
  needed goods. Umasi have no organized leadership or 
  traditional families, and children are unheard of among 
  their kind. Regardless, all Umasi tribes form around a 
  council of elders.
  While some Umasi still dwell deep in the Mwangi 
  Jungle amid the skeletal ruins of their former kingdom, 
  the majority of the Harvestmen have spread to the 
  Kaava Lands and the Screaming Jungle, distancing 
  themselves from the memory of their curse. Umasi 
  are reclusive wherever they dwell, preferring to 
  stay on the fringes of settlements. Although they 
  need humanoid flesh to survive, most Umasi kill 
  only as a last resort, taking flesh from the newly 
  dead instead. This practice often stigmatizes 
  them further, with other races considering 
  them little more than grave robbers. A few Umasi 
  embrace their near immortality in a darker way, viewing 
  other humanoids as prey. These Harvestmen roam the 
  Bandu Hills with undead ghouls, hunting travelers 
  and harvesting what they wish, sometimes before their 
  victims are even dead.
  However, some Umasi use their peculiar nature to live 
  harmoniously with other humanoids. Pathfinders tell of 
  human villages where Umasi act as gravediggers during 
  plague outbreaks. Their immunity to disease allows the 
  Harvestmen to safely dispose of infected corpses, while 
  at the same time gaining the flesh they need and also 
  garnering goodwill from those they help.
  Harvestmen rarely fight with other races, but 
  competition over resources like water or hunting grounds 
  can cause conflict, and those knowingly trespassing 
  on Umasi land may court their anger. When driven to 
  combat, Umasi are extremely dangerous, laying ambushes 
  for enemies and swarming their targets in the hope of 
  harvesting their strength. With their obsidian blades, 
  Harvestmen can punch through the chest cavities of helpless 
  or dying humanoids to extract vital organs. Any Umasi who 
  consumes these pieces of their victims gains a ferocious 
  surge of power, turning the tide of even a desperate battle.
  All Harvestmen know the heavy price they pay to cheat 
  death. Some, over the lonely centuries, have come to 
  regret their existence, roaming the lengths of the Mwangi 
  Expanse and beyond in search of powerful magic to free 
  them from their curse. Sadly, no mortal magic has yet 
  proven strong enough to undo the fell curse of the Umasi.
  Bestiary
  89
  
  CHARACTER TRAITS
  CLASS/LEVEL 
  Wizard 7
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  +3
  SPEED 
  30 ft.
  CHARACTER TRAITS
  CLASS/LEVEL 
  Cleric 7
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  –1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  11
  DEXTERITY 
  9
  CONSTITUTION 
  12
  INTELLIGENCE 
  21
  WISDOM 
  15
  CHARISMA 
  9
  ABILITIES
  STRENGTH 
  13
  DEXTERITY 
  8
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  20
  CHARISMA 
  12
  DEFENSE
  HP 34
  AC 12, touch 9, flat-footed 12 (+3 armor, –1 Dex)
  Fort +7, Ref +3, Will +9
  DEFENSE
  HP 49
  AC 21, touch 10, flat-footed 21 (+8 armor,  
  +1 deflection, –1 Dex, +3 shield)
  Fort +8, Ref +2, Will +13
  OFFENSE
  Melee mwk cane +4 (1d6)
  Ranged mwk light crossbow +3 (1d8/19–20)
  Base Atk +3; CMB +3; CMD 12
  Special Abilities arcane bond, hand of the 
  apprentice (8/day)
  Spells Prepared (CL 7th; concentration +12)
  4th—ice storm, stoneskin
  3rd —dispel magic, fireball (DC 18), fly
  2nd—bull’s strength, invisibility, scorching ray, 
  web (DC 17)
  1st—alarm, mage armor, magic missile (2), 
  shield
  0 (at will)—daze (DC 15), detect magic, light, 
  read magic
  Familiar weasel named Sneak
  OFFENSE
  Melee +1 scimitar +5 (1d6+2/18–20)
  Ranged light crossbow +2 (1d8/19–20)
  Base Atk +5; CMB +6; CMD 16
  Special Abilities channel positive energy 4/
  day (DC 16, 4d6 [+7 vs. undead]), healer’s 
  blessing, sun’s blessing
  Domain Spell-Like Abilities (CL 7th; conc. +12) 
  8/day—rebuke death (1d4+3)
  Spells Prepared (CL 7th; concentration +12)
  4th—divine power, fire shieldD, restoration
  3rd—dispel magic (2), prayer, searing lightD
  2nd—aid, bull’s strength, heat metalD (DC 16), 
  resist energy, spiritual weapon
  1st—bless, command (DC 15), divine favor (2), 
  endure elementsD, shield of faith (2)
  0 (at will)—create water, detect magic, light, 
  mending
  D Domain spell; Domains Healing, Sun
  SKILLS
  Appraise +10, Diplomacy +2, Knowledge 
  (arcana) +15, Knowledge (geography) +15, 
  Knowledge (history) +15, Knowledge (local) 
  +15, Knowledge (planes) +15, Linguistics +15, 
  Perception +9, Spellcraft +15, Swim +5 
  FEATS
  Arcane Strike, Combat Casting, Empower 
  Spell, Great Fortitude, Improved Initiative, 
  Scribe Scroll, Spell Penetration
  SKILLS
  Diplomacy +11, Heal +15, Knowledge (religion) 
  +10, Perception +12, Swim –3
  FEATS
  Channel Smite, Improved Channel, Iron Will, 
  Selective Channel, Weapon Focus (scimitar)
  Combat Gear potion of cure moderate wounds (2), wand of magic missile (CL 3rd, 50 charges), 
  alchemist’s fire (2); Other Gear mwk cane (as club), mwk light crossbow with 20 bolts, dagger, 
  bracers of armor +3, cloak of resistance +2, headband of vast intelligence +2 (Knowledge [planes]), 
  pearl of power (1st level), backpack, rations (4), scroll case, spell component pouch, spellbook, 15 gp
  Combat Gear potion of lesser restoration, wand of cure moderate wounds (CL 3rd, 50 charges); 
  Gear +2 chainmail, +1 heavy wooden shield, +1 scimitar, light crossbow with 20 bolts, cloak of 
  resistance +1, headband of inspired wisdom +2, ring of deflection +1, backpack, silver holy symbol, 
  rations (6), 75 gp 
  Born to a successful spice merchant in one of Absalom’s more affluent districts, Ezren’s childhood
  was pleasantly safe. This changed when his father was charged with heresy. Ezren spent much of
  his adult life attempting to prove his father’s innocence, only to discover his father was guilty. The
  revelation shook to the core Ezren’s faith in family and church, and he abandoned both, setting
  out into the world to find a new life. Ezren fell naturally into the ways of wizardry, and swiftly
  became a gifted spellcaster.
  Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of
  her village, she swore her life and sword arm to Sarenrae. Possessed of a fierce will, pride in her
  faith, and skill with the scimitar, Kyra has traveled far since her trial by fire. She lost her family
  and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, 
  Kyra has found peace in the Dawnflower, and in the belief that if she can prevent even one death
  at evil hands, her own losses will not have been in vain.
  MALE HUMAN
  DEITY 
  Atheist
  HOMELAND 
  Absalom
  FEMALE HUMAN
  DEITY 
  Sarenrae
  HOMELAND 
  Qadira
  Serpent’S Skull
  90
  ezren
  k yr a
  
  CHARACTER TRAITS
  CLASS/LEVEL 
  Rogue 7
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +9
  SPEED 
  30 ft.
  CHARACTER TRAITS
  CLASS/LEVEL 
  Fighter 7
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  +7
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  12
  DEXTERITY 
  20
  CONSTITUTION 
  12
  INTELLIGENCE 
  10
  WISDOM 
  13
  CHARISMA 
  10
  ABILITIES
  STRENGTH 
  18
  DEXTERITY 
  16
  CONSTITUTION 
  12
  INTELLIGENCE 
  13
  WISDOM 
  8
  CHARISMA 
  10
  DEFENSE
  HP 49
  AC 21, touch 16, flat-footed 15 (+4 armor,  
  +5 Dex, +1 dodge, +1 natural)
  Fort +4, Ref +11, Will +4; +2 vs. enchantments
  Senses low-light vision
  Defensive Abilities evasion, uncanny dodge
  DEFENSE
  HP 57
  AC 22, touch 13, flat-footed 19 (+8 armor, +3 
  Dex, +1 shield)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Melee +1 keen rapier +11 (1d6+2/16–20)
  Ranged dagger +10 (1d4+1/19–20)
  Base Atk +5; CMB +6; CMD 22
  Special Abilities sneak attack +4d6, 
  trapfinding +3, trap sense +2
  Rogue Talents bleeding attack, fast stealth, 
  trap spotter
  OFFENSE
  Melee +1 frost longsword +14/+9 (1d8+10 plus 
  1d6 cold/19–20) or
  Dual Wielding +1 frost longsword +12/+7 (1d8+8 
  plus 1d6 cold/19–20) and +1 short sword 
  +10/+5 (1d6+3/19–20)
  Ranged +1 shortbow +8 (1d6+5/×3)
  Base Atk +7; CMB +11; CMD 24
  Special Abilities armor training 2, bravery +2, 
  weapon training (heavy blades +1)
  SKILLS
  Acrobatics +14 (+19 on jumps), Bluff +10, 
  Climb +11, Disable Device +15, Perception +13, 
  Sleight of Hand +15, Stealth +15, Swim +11
  FEATS
  Dodge, Improved Initiative, Mobility, Weapon 
  Finesse
  SKILLS
  Climb +13, Intimidate +10, Perception –1, 
  Survival +9, Swim +13
  FEATS
  Combat Expertise, Disruptive, Improved 
  Initiative, Improved Two-Weapon Fighting, 
  Step Up, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Combat Gear potion of cat’s grace (2), potion of cure moderate wounds (2), potion of invisibility, 
  acid, alchemist’s fire (2); Other Gear +2 leather armor, +1 keen rapier, daggers (12), amulet of 
  natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of jumping, backpack, 
  grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves’ tools, 25 gp
  Combat Gear potion of cure serious wounds (2), alchemist’s fire; Other Gear +2 breastplate, +1 
  frost longsword, +1 short sword, +1 composite shortbow with 20 arrows, belt of giant strength +2, 
  cloak of resistance +1, backpack, rations (2), silk rope, 14 gp 
  Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur, since it’s
  impossible to tell when the good times might end. Never the sharpest knife in the drawer, Merisiel 
  makes up for this by carrying at least a dozen of them on her person. She hasn’t met a problem yet 
  that can’t, in one way or another, be solved with things that slice. While she’s always on the move and 
  working on her latest batch of plots for easy money, in the end it comes down to being faster than 
  everyone else—either on her feet, or with her beloved blades. She wouldn’t have it any other way.
  Born a farmer’s son in the quiet Andoren countryside, Valeros spent his youth dreaming of adventure 
  and exploring the world. For the past several years, he’s been a mercenary with the Band of the 
  Mauler, a guard for the Aspis Consortium, a freelance bounty hunter, and hired muscle for a dozen 
  different employers. Gone is his youthful naivete, replaced by scars and the resolve of a veteran 
  warrior. While noble at heart, Valeros hides this virtue beneath a jaded, sometimes crass demeanor, 
  often claiming that there’s no better way to end a day’s adventuring than with “an evening of hard 
  drinking and soft company.”
  FEMALE ELF
  DEITY 
  Calistria
  HOMELAND 
  Varisia
  MALE HUMAN
  DEITY 
  Cayden Cailean
  HOMELAND 
  Andoran
  pregenerated CharaCterS
  91
  MeriSiel
  ValeroS
  
  92
  Next MoNth
  Next MoNth
  Vaults of Madness
  by Greg A. Vaughan
  The city of Saventh-Yhi has been found, yet while it 
  has given up some of its secrets and treasures, its true 
  dangers and legacy of insanity have yet to be confronted. 
  Something dire is building in an even more ancient 
  ruin below Saventh-Yhi, and the only route to this 
  long-forgotten serpentfolk city is through a network 
  of dungeons known as the Vaults of Madness. Will the 
  heroes of Saventh-Yhi be able to rebuild the route to the 
  city below? And what new perils await them when the 
  infamous Gorilla King himself comes to Saventh-Yhi?
  ecology of the charau-Ka
  The degenerate and demon-worshiping ape-men known 
  as the charau-ka, the “chosen of Angazhan,” have 
  long dominated the vast jungle reaches of the Mwangi 
  Expanse. This article explores their twisted society and 
  cruel natures, as well as the eerie link between them and 
  the legendary Gorilla King.
  six deadly traps
  Trap-filled tombs have long been a staple of adventuring 
  life. This article presents six complex and devious traps, 
  fit for inclusion as additional challenges in the Vaults of 
  Madness or any dungeon of your own design.
  and More!
  The fury of the jungle is unleashed in the Pathfinder’s 
  Journal, and strange menaces from above and below the 
  Mwangi Expanse fill a new Pathfinder Bestiary.
  subscribe to pathfinder 
  adVenture path!
  The Serpent’s Skull Adventure Path continues! Don’t miss 
  out on a single volume—venture to paizo.com/pathfinder 
  and subscribe today to have each Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Player 
  Companion, Pathfinder Module, and GameMastery product 
  delivered to your door! And don’t forget to check paizo.com 
  to download your free Serpent’s Skull Player’s Guide PDF!
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the  owner of each element of that 
  Product Identity. You agree not to indicate compatibility or  co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the  owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game  Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Adventure Path #39: City of Seven Spears. © 2010, Paizo 
  Publishing, LLC; Authors: James Jacobs, Kevin Kulp, Rob McCreary, and Owen 
  K.C. Stephens.
  Kech from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Amphisbaena from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Vegepygmy from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; 
  (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  
  From the Publishers of the Best-selling 
  Pathfinder Roleplaying game Paizo Publishing Presents: 
  Słellar Ficłion from the 
  Pathfinder Fantasy World
  Half-elven Pathfinder Varian Jeggare and his 
  devil-blooded bodyguard Radovan enter the mist-
  shrouded mountains of gothic Ustalav seeking a 
  fellow Pathfinder Society adventurer. Beset 
  on all sides by noble intrigue, mysterious 
  locals, and the deadly creatures of the night, 
  Varian and Radovan uncover a secret of 
  unimaginable proportion.
  From fan-favorite author Dave Gross 
  comes a new sword & sorcery mystery set in 
  the award-winning world of the Pathfinder 
  Roleplaying Game.
  978-1-60125-287-6   Paperback  $9.99
  Fifteen of science fiction and 
  fantasy’s most important authors 
  present their first published stories, 
  many of them rare and never before 
  collected. Brand-new retrospective 
  critiques and interviews from 
  the authors themselves discuss 
  the stories’ geneses, humorous 
  anecdotes surrounding their 
  publication, and what the authors 
  know now about writing that they 
  wish they’d known then.
  Two new science fantasy adventures 
  in one volume from legends 
  Michael Moorcock and Joe R. 
  Lansdale! Read modern masters at 
  their pulpy, planetary best, forging 
  legends on far-off worlds! SOJAN 
  THE SWORDSMAN features the 
  revised adventures of Moorcock’s 
  first Eternal Champion in a tale 
  of swordplay, airships, and bizarre 
  landscapes. In Joe R. Lansdale’s brand 
  new novella UNDER THE WARRIOR 
  STAR, Braxton Booker travels to a 
  new universe and finds a barbarous 
  world with its terrible creatures and 
  beautiful women to his liking.
  978-1-60125-288-3  
  Trade Paper  $15.99
  Cover Art Not Final
  See Where it All Began!
  Fifteen science fiction and fantasy greats
  978-1-60125-266-1  Trade Paper  $15.99
  Sword & Planet
  Moorcock & Lansdale UNBEATABLE
  Piers Anthony, Greg Bear, Ben Bova, David Brin, Cory Doctorow, 
  William Gibson, Nicola Griffith, Joe Haldeman, China Miéville, 
   Larry Niven, Kim Stanley Robinson, Spider Robinson,  
  R. A. Salvatore, Charles Stross, and Michael Swanwick
  ®
  paizo.com
  ™
  ®
  Paizo Publishing, LLC, the golem logo, Pathfinder, Planet Stories, and the Planet Stories "planet" 
  logo are registered trademarks of Paizo Publishing, LLC. Pathfinder Tales and Pathfinder 
  Roleplaying Game are trademarks of Paizo Publishing, LLC. © 2010, Paizo Publishing, LLC.
  ®
  
  Howler Mandrill
  With their brightly colored 
  faces, muscular prehensile 
  tails, and tusk-like teeth, the 
  howler mandrill presents one of 
  the more frightening visages 
  among the Mwangi’s fauna. 
  The shrieking howl of this 
  carnivorous primate sounds 
  eerily like that of a dying  
  human. Many legends of hauntings 
  in the jungle likely have 
  howler mandrills at their root.
  Vine Viper
  The vines that hang from 
  every tree are not always 
  harmless. They aren’t 
  always even plants! The 
  vine viper is one such 
  peril, a reptile that coils 
  around the upper branches 
  of the canopy and hangs its 
  body down, resembling a vine 
  terminating in a large, leafy end. 
  This “end” is, of course, the vine 
  viper’s head, and its capacity to 
  strike with staggering speed, when 
  combined with its potent venom, makes 
  it a dangerous predator indeed.
  Mwangi Fauna
  
  paizo.com/pathfinder
  Printed in China. PZO9039
  ®
  TM
  T
  Secrets of the Lost City
  he legendary lost city of Saventh-Yhi, known to some as the City 
  of Seven Spears, has finally been found! Yet while the ancient 
  city’s mysteries have long remained hidden, all manner of 
  man-eating beasts and plants still dwell within the vine-choked 
  ruins. Can the PCs be the first among five competing factions 
  to claim the rights of discovery? Or will they become but 
  the latest of Saventh-Yhi’s victims?
  This volume of Pathfinder Adventure Path includes: 
  ► “City of Seven Spears,” a Pathfinder RPG adventure for 
  7th-level characters, by James Jacobs, Kevin Kulp, and 
  Rob McCreary, including an extensive appendix of magic 
  items designed by Owen K.C. Stephens.
  ►  A detailed look at the members of the five factions exploring 
  the city, by James Jacobs and Rob McCreary.
  ► New powers and magic items from the sinister mystical 
  tradition of juju, by Mike Shel. 
  ►  Deadly lion riders in the Pathfinder’s Journal, by Robin Laws.
  ►  Nine new monsters, by Jesse Benner, Patrick Renie, and 
  Neil Spicer.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF037-042 - Serpent's Skull/Serpent's Skull - 03 - City of Seven Spear.pdf