TEXT: ™
  ™
  
  1
  An Adventure Anthology  
  for levels 1 to 10
  By Ben McFarland, Mike Franke, 
  Richard Pett, Christina Stiles, and Matthew Stinson
  Grim and gritty.
  It’s often considered its own niche of the fantasy genre, and I 
  have to admit I’ve been influenced by it. Things started with Joel 
  Rosenberg’s Guardians of the Flame, then plunged me into the 
  dark exploits of R. E. Howard’s Cimmerian, walked me through 
  the streets of Glen Cook’s Tun Faire and Leiber’s Lankhmar, and 
  chased me leaping from rooftop to rooftop through the Poison 
  Elves’ Mulehide Years and all across Robert Asprin’s Thieves’ World, 
  right into the arms of Glen Cook’s deliciously mercenary Black 
  Company. All those stories made me quite comfortable when I 
  discovered the sooty, carved spires of China Mieville’s Bas-lag and 
  the sultry, crocodile infested canals of K. J. Bishop’s Ashamoil.
  To me, it was the idea of people the Fellowship of the Ring 
  would have ridden straight past—tales of rough men looking 
  out for themselves in a rough world, people looking for the 
  right score rather than the righteous quest—that seemed really 
  interesting. These were characters with distinctive personalities 
  and faults, striving against the powers of the land with a sharp 
  blade and a smug grin. They fought on either side of the law 
  and more often to save their own skin than anything else.
  A healthy diet of heist and noir films gave me the exciting prism 
  I used to view those stories. Cunning, trickery, and ruthlessness 
  were the orders of the day as I consumed Casablanca, The Man with 
  the Golden Arm, The Way of the Gun, Reservoir Dogs, True Romance, 
  and Lock, Stock and Two Smoking Barrels. If you were very good or 
  very lucky, you might end up rich. But unless you were very smart, 
  you almost always ended up dead sooner than you expected.
  Along with Glen Zimmerman’s wonderful artwork, I labored 
  with patrons and contributors to offer just that sort of environment 
  here in the Streets of Zobeck. There are the tools of the trade, women 
  of ill repute, and more than one dagger looking to slip between 
  the ribs of some unfortunate soul. Hopefully, you’ll find the dark, 
  smoky places full of the sort of criminal scum you’d never invite 
  over for dinner but can’t help but love. Most importantly, you’ll get 
  a fistful of adventures I’m certain you’ll enjoy.
  So please, pay the gate toll and find your way to the Silk 
  Scabbard. Tell the bouncer “Nicktail” sent you, and see what your 
  luck looks like for the evening while you roll the bones. And when 
  you make a run for it at the end of the night, make sure you ride 
  that horse like you stole it. I’ll be disappointed if you don’t.
  
  2
  Streets of Zobeck
  Lead Designer—Ben McFarland
  By Ben McFarland, Mike Franke, Richard Pett, Christina Stiles, and Matthew Stinson
  Ben McFarland: Everyone Lies, The Dragged Woman, 
  Pavic, Radu Underhill, Sam Nesclem, Sergeant Hendryk, 
  Cartways Black Market, Old Stross Public Bathhouse, The 
  Silk Scabbard 
  Christina Stiles: Flesh Fails, The Fish and the Rose
  Ben & Christina: Jayzel, Slinger, Syssysalai
  Mike Franke: Ripper, The First Lab, Goldscale, Cracked Coin
  Richard Pett: Rust
  Matt Stinson: Rebuilding a Good Man, Joony Verasso, Hommel’s
  Scott C. Bourgeois: The Black Lotus
  Jesse Butler: Rampant Roach, Ulmar’s Books
  Chad Middleton: Joshiel the Gutter Prophet, Traits
  James Thomas: Joshiel the Gutter Prophet, Small Treasures
  Feats: Ben McFarland, Scott C. Bourgeois, Mike Franke, Chad 
  Middleton, Christina Stiles
  Traits: Ben McFarland, Jesse Butler, Mike Franke, Chad 
  Middleton, Adam W. Roy
  Magical and Mundane Miscellany: Ben McFarland, Mike Franke, 
  Jim Groves, Christina Stiles, James Thomas
  Designers: Ben McFarland, Mike Franke, Michael Furlanetto, 
  Richard Pett, and Christina Stiles
  Editor: Christopher Bodan
  Cover Artist: Pat Loboyko
  Interior Artist: Glen Zimmerman 
  Cartographer: Gill Pearce and Jonathan Roberts (Old Stross Bathhouse)
  Layout: Callie Winters
  Playtesters: Jimmy Ashley, Hunter Cook, Carlos Cortez, Mike Franke (GM), Hans House, Heath Medlin, and Mike McCauley, Erin 
  McCleary, Mike McCleary, Jessica Milasich, Nicholas Milasich (GM), Nick Schroeder, and James Zack
  Patrons: David Ackermann, Jason Alexander, David Allen, Andrew Baggott, Michael Baker, Jared Berrien, Scott C Bourgeois, Sean 
  Bradley, Leslie Brown, Daniel Brumme, Jonathan Burstein, Jesse Butler, Kenneth Axel Carlsson, Tom Carpenter, Truly Clark, Jim 
  Clunie, Bill Collins, Bradley Colver, Andrew Craig, Patrick Curtin, Matthew C. Cutter, Adam Daigle, Sam Daish, Michael Davenport, 
  Mark Daymude, Alexander Delp, David DeRocha, Bret Dodd, Mark Evers, Jarrod Farquhar-Nicol, Ben Ferguson, John Fetridge, 
  Mike Franke, Stephanie Franklin, Michael Furlanetto, Mark Gedak, Steve Geddes, Ben Gerber, Georg Gerleigner, Thilo Graf, Norman 
  Gross, Jim Groves, Daryl Gubler, Brian Guerrero, Patrick Halverson, Günther Hamprecht, Dave Harrison, Lyle Hayhurst, Brandon 
  Hodge, Lutz Hofmann, Ronald Hopkins, Garret Hudlow, Brian Isikoff, Christian Johnson, Clare Jones, Jay Joyner, Alex  Kanous, 
  Alex Kanous, Danny Keen, Toni Kettunen, Jason Kramer, Skjalg Kreutzer, C Krumins, David Lai, Troy Larson, Adam Leckie, John 
  Leonas, Eric Lopez, Luis Loza, Michael Machado, Emiliano Marchetti, Les McFadden, Hans Meijs, Francois Michel, Chad Middleton, 
  Nicholas Milasich, Steven Milner, Olivier Miralles, Jeff  Moller, Sean Molley, Matthew Monteiro, Chris Mortika, Paul Munson, 
  Charles Myers, Zachary O’Connor, Sean O’Donnell, Jeffrey Oyler, Nick Pater, Roy Pettitt, Markus Plate, Patrick Plouffe, Callum 
  Prior, Stefan Radermacher, Trent Revis, Kevin Reynolds, Chris Riedmueller, Wade Rockett, Jan Rodewald, Franz Georg Roesel, Toby 
  Rogers, John Rondeau, Adam Roy, Eddy Schmidt, Benjamin Sennitt, Frank Signorino, Sean Silva-Miramon, Hugo Solis, Peter Sotos, 
  Marzio Spairani, Christina Stiles, Matthew Stinson, Jared Strickland, Paul Sudlow, Brian Suskind, Keith Taschner, Laura Teddiman, 
  Constantin Terton, James Thomas, Keith Unger, Machiel van der Wal, Roberto Vargas, Giorgio Vergani, Oliver von Spreckelsen, Dan 
  Voyce, Jani Waara, Michael Waite, Stephen Wark, Justin Webb, Seth White, Matt Widmann, Andrew Wild, Paul Woods
  Publisher: Wolfgang Baur
  Streets of Zobeck
  © 2011 Open Design LLC
  Edited by Christopher Bodan
  Cover art by Pat Loboyko
  All Rights Reserved. Reproduction of this book in any manner without express
  permission from the publisher is prohibited.
  OPEN DESIGN LLC
  P.O. Box 2811
  Kirkland, WA 98083
  WWW.KOBOLDQUARTERLY.COM
  Open Design, Midgard, Zobeck, and the Open Design and Midgard logos are trademarks of Open Design LLC.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  
  3
  Faces of Zobeck  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  4
   
  The Dragged Woman .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
   
  Jayzel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
   
  Joony Verasso .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
   
  Pavic.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
   
  Radu Underhill . . . . . . . . . . . . . . . . . . . . . . . . . 8
   
  Sergeant Hendryk.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
   
  Slinger.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
   
  Syssysalai . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Places of Zobeck   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
   
  The Black Lotus.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  12
   
  The Cartways Black Market.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  14
   
  The Cracked Coin.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  16
   
  Hommal’s Botanical Rooftop .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  18
   
  Old Stross Public Bathhouse . . . . . . . . . . . . . . . . . 20
   
  The Silk Scabbard .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  22
  Everyone Lies   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .26
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 26
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 26
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 27
   
  Part One: I’ll See your offer.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  27
   
  Part Two: The Plot Thickens . . . . . . . . . . . . . . . . . 29
   
  Part Three: Rooftops and Crossbows . . . . . . . . . . . . . 33
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 34
  Rust   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .35
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 35
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 35
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 36
   
  Part One: Mister Corpulent and Master Doldrum .  .  .  .  .  .  36
   
  Part Two: Trouble with Night-Things . . . . . . . . . . . . 39
   
  Part Three: Kaple’s Workhouse .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  40
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 43
  The Fish and the Rose . . . . . . . . . . . . . . . . . . . . 44
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 44
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 44
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 45
   
  Part One: Scaler’s Alley . . . . . . . . . . . . . . . . . . . . 45
   
  Part Two: In the Cartways . . . . . . . . . . . . . . . . . . 47
   
  Part Three: Lord Greymark’s Vault . . . . . . . . . . . . . . 49
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 51
  The First Lab . . . . . . . . . . . . . . . . . . . . . . . . . . 52
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 52
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 52
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 53
   
  Part One: Summons  . . . . . . . . . . . . . . . . . . . . . 53
   
  Part Two: The Cartways  . . . . . . . . . . . . . . . . . . . 54
   
  Part Three: Kovacs’s Laboratory.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  56
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 59
  Rebuilding a Good Man.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  60
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 60
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 60
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 60
   
  Part One: Stealing Stolen Gears.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  60
   
  Part Two: The Placing of Many Parts.  .  .  .  .  .  .  .  .  .  .  .  .  62
   
  Part Three: Battle for Body and Soul . . . . . . . . . . . . . 65
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 66
  Ripper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
   
  Adventure Background . . . . . . . . . . . . . . . . . . . . 67
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 67
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 68
   
  Part One: Riot  . . . . . . . . . . . . . . . . . . . . . . . . 68
   
  Part Two: Investigation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  70
   
  Part Three: Here There be Devils .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  72
   
  Part Four: The Silk Scabbard .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  72
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 74
  Flesh Fails . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
   
  Adventure Background .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  75
   
  Adventure Summary . . . . . . . . . . . . . . . . . . . . . 75
   
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . 76
   
  Part One: Consul Streck’s Party.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  76
   
  Part Two: The Book Fetish &  
  The Temple of Painful Pleasures  . . . . . . . . . . . . 78
   
  Part Three: At the Arcane Collegium . . . . . . . . . . . . . 81
   
  Part Four: Konrad’s Warehouse Lab.  .  .  .  .  .  .  .  .  .  .  .  .  .  82
   
  Concluding the Adventure . . . . . . . . . . . . . . . . . . 85
  Traces of Zobeck  . . . . . . . . . . . . . . . . . . . . . . . 86
   
  Feats  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
   
  Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
   
  Spells  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
   
  Gear .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  89
  tAble of Contents 
  tAble of Contents 
  
  4
  fACes of ZobeCk 
  fACes of ZobeCk 
  W
  hat makes up a city? It’s more than just walls and gates, people and places. A city has a personality of its 
  own, a mosaic created by the collected impression of every face, every street sign, every locale. Sometimes 
  there is good reason to hide that face.
  Streets of Zobeck builds on the material presented in the Zobeck Gazetteer and Kobold Quarterly to look 
  into the Clockwork City’s seedier sections, to shine a lantern into corners and alcoves perhaps best left in 
  shadow. This collection of urban crime and fantasy noir tales details some of the more notable characters of 
  questionable moral fiber, describes the rough places where the floors get slick with beer and blood, and tells 
  a fistful of stories touching on them all. You’ll find within various tools of the trade and the spells, traits, and 
  feats to make best use of them. Most importantly, you’ll get a look at a face of Zobeck that its more genteel 
  citizens quietly try to ignore. 
  This is a city of daring grifters instead of brave Griffon Knights, sly killers rather than sagely Collegium wizards, 
  and brilliant manipulators instead of clever Gearworkers. These back alleys and common spaces house those of low 
  class and no conscience. Surviving day to day here is an adventure in itself, and no amount of water can wash away 
  stains of lost innocence. There’s no room for a principled dandy on a moral high horse here…
  …not on the Streets of Zobeck.
  
  5
  fACes of ZobeCk
  Background
  When you seek lost places in Zobeck—the hidden passages into 
  the Cartways, the door to the Shadow Fey embassy of Winter’s 
  Kiss, the secret tunnels into the Kobold Ghetto—you beseech the 
  Dragged Woman. The unquiet soul of a noblewoman dragged across 
  the cobblestones during the Stross Revolt, she can be plied to show 
  magical byways which never work twice, but the only payment she 
  accepts is memories.
  Motivations & Goals 
  Bound to walk the route of her death, she considers the memories of first 
  loves, righteous victories, and lost children the richest of all treasures.
  Schemes & Plots
  The Dragged Woman needs her bones pulled from the Argent and 
  buried. She desires her journal returned from a secret place in her 
  old home. She wants her husband’s skull back from the mass grave 
  it occupies.
  The tall, raven-haired Jayzel is renowned throughout Zobeck for her 
  beauty and her haunting songs of the city’s past. She is a cunning 
  seductress who enjoys the affections of both men and women, a 
  masterful manipulator and blackmailer, and one of the city’s top 
  information brokers.
  Jayzel	
  CR	10
  XP 9,600
  Female human bard 11
  CE Medium humanoid (human)
  Init +6; Senses Perception +12
  DEfENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 shield)
  hp 75 (11d8+22)
  Fort +7, Ref +10, Will +8
  OffENSE
  Speed 30 ft.
  Melee dagger +10 (1d4/19-20/x2)
  Whip +10 (1d3/x2) 
  Ranged light crossbow +9 (1d8/19-20/x2)
  Special Attacks bardic performance 20 rounds/day (countersong, 
  distraction, fascinate (DC 19), cantrips, dirge of doom, 
  inspire competence +4, inspire courage +3, inspire greatness, 
  suggestion (DC 19))
  Spells Known (CL 11th; concentration +15)
  4th (3/day)—dimension door, detect scrying, modify memory
  3rd (5/day)—cure serious wounds, deep slumber (DC 18), dispel 
  magic, displacement
  2nd (5/day)—cat’s grace, cure moderate wounds, detect 
  thoughts, invisibility, tongues
  1st (6/day)—charm person, grease, hideous laughter, obscure 
  object, silent image, undetectable alignment
  0 (at will)—daze, detect magic, light, prestidigitation, read magic, 
  summon instrument.
  TACTICS
  Before Combat  Jayzel casts cat’s grace and displacement on 
  JAyZel
  JAyZel
  A wild-looking woman with ashen grey skin and rich but tattered clothing, her 
  hair falls over her face though her ember-like eyes pierce the veil. A frayed rope 
  trails from one wrist. Her voice is a half-choked sob that threatens to become a 
  wail of despair, and she leaves fading, bloody footprints wherever she walks.
  The	Dragged	Woman,	a	Sluagh	
  CR	7
  XP 3,200
  NE Medium fey
  Init +6; Senses low-light vision; Perception +14
  DeFenSe 
  AC 19, touch 19, flat-footed 16 (+6 deflection, +2 Dex, +1 Dodge)
  hp 46 (8d6+16)
  Fort +10, Ref +14, Will +15
  Defensive Abilities DR 10/cold iron
  OffENSE
  Speed 30 ft.
  Melee slam +4 (1d4)
  Special Attacks blinding fear
  Spell-like Abilities
  1/day—open the path, phantasmal killer (DC 20)
  Spells Known (CL 7th; concentration +13)
  3rd (5/day)—deep slumber (DC 20), suggestion (DC 20)
  2nd (8/day)—blindness/deafness (DC 18), invisibility, touch of 
  idiocy (DC 19)
  1st (8/day)—chill touch (DC 17), obscuring mist, ray of 
  enfeeblement, silent image, sleep (DC 17)
  0 (at will)—daze, detect magic, light, ghost sound, ray of frost, 
  read magic
  TACTICS
  Before Combat The Dragged Woman is found when she chooses to 
  be found.
  During Combat The sluagh attempts to flee using Open the Path, 
  and remembers the insult for later.
  Morale An immortal creature who died once already, the Dragged 
  Woman has no stomach for combat.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 18, Wis 16, Cha 22
  Base Atk +4; CMB +4; CMD 16
  Feats Dodge, Improved Initiative, Spell Focus: enchantment, 
  Combat Casting
  Skills Bluff +17, Diplomacy +17, Disguise +17, Intimidate +14, 
  Knowledge (arcana) +12, Knowledge (local) +15, Perception +14, 
  Sense Motive +14, Spellcraft +12, Stealth +13
  Languages Common
  Special Qualities unearthly grace
  SPECIAL ABILITIES
  Spells (Su) A sluagh casts spells as a 7th-level sorcerer.
  Blinding Fear (Su) As a standard action, a sluagh can panic a creature 
  within 30 feet with a look. The target must succeed on a DC 20 Will 
  save or be panicked for 2d4 rounds. The save DC is Charisma-based.
  Open the Path (Su) As find the path, but this effect leads the recipient to 
  a magical door or passage which delivers them to a desired location 
  within 5 miles. This passage is different each time and only works once.
  Unearthly Grace (Su) A sluagh adds her Charisma modifier as a 
  racial bonus to all her saving throws and as a deflection bonus 
  to her Armor Class.
  the drAgged WomAn
  the drAgged WomAn 
  
  66
  herself. Otherwise, she casts charm person or dimension door to 
  avoid such situations.
  During Combat  Jayzel stays in the background, leaving melee 
  to those more capable. She initially attacks with a deep 
  slumber spell, then fires her crossbow and sings to boost 
  allies’ morale.
  Morale Jayzel doesn’t fight to the death. She uses dimension door 
  to escape when necessary. 
  STATISTICS
  Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 18
  Base Atk +7; CMB +6 (+10 to disarm); CMD 17 (19 vs disarm)
  Feats Additional Traits, Bend Spell, Combat Expertise, Great 
  Fortitude, Improved Disarm, Improved Initiative, Weapon 
  finesse
  Traits All Flesh Fails, Vigilante (Perception)
  Skills Bluff +12, Diplomacy +12, Disguise +10, Intimidate +12, Heal 
  +11, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge 
  (local) +10, Linguistics +6, Perception +12, Perform (oratory) 
  +14, Profession (torturer) +12, Sense Motive +12, Sleight of 
  Hand +11, Spellcraft +10, Stealth +11
  Languages Common, Draconic, Dwarven, Elven
  SQ bardic knowledge +5, jack of all trades, lore master 2/day, 
  versatile performance (comedy, oratory, song), well-versed
  Combat Gear cloak of resistance +1, +2 leather armor, light steel 
  shield, mwk dagger, mwk whip, +1 ring of protection 
  Other Gear backpack, potion of cure light wounds, noble’s outfit.
  Background
  Jayzel is the estranged daughter of a renowned scholar who still 
  lives and works in the College District. Rebelling against a strict 
  upbringing, she joined the church of Marena in her youth and there 
  learned how to use music and her feminine wiles to best effect. She 
  currently consorts with the goddess’ Cult of Pain, headed by priestess 
  Nariss Larigorn, using the Temple of Painful Pleasures’s chambers to 
  torture her victims. 
  Motivations & Goals 
  A master information broker, she listens for current gossip at the galas 
  she attends and uses her wits, glib tongue, and the seductive wiles to 
  trick others into revealing secrets. Jayzel loves luxury and decadence as 
  much as the thrill of the chase.
  Schemes & Plots
  If Jayzel’s seductive approach fails, she often lures targets to the 
  Temple of Painful Pleasures to torture information from them – a 
  service she provides for money, although always under the anonymity 
  of an intermediary.
  Feats
  Bend	Spell	(Metamagic)
  You direct a spell beyond your direct line of sight.
  Benefit: You bend a spell once within its standard range to target a 
  creature or point not in your direct line of sight.
   
  You still require line of effect. A bent spell uses a spell slot one 
  level higher than the spell’s actual level.
  Balding with bags under his eyes, this tired looking man wears a thick 
  leather apron and seemingly hundreds of bottles and vials about his person.
  Joony Verasso 
  CR 4
  XP 1,200
  Male human alchemist 5
  N Medium humanoid (human)
  Init +2; Senses Perception +1
  DEfENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 22 (5d8)
  Fort +6 (+4 poisons), Ref +6, Will +1
  OffENSE
  Speed 30 ft.
  Melee mwk silver dagger +3 (1d4/19-20/x2)
  Ranged bomb +5 (3d6+4 fire) splash DC 16
  Alchemist extracts Prepared (CL 5th; + concentration)
  2nd—cure moderate wounds, cat’s grace
  1st—cure light wounds, endure elements, true strike
  TACTICS
  Before Combat If trouble seems imminent, Joony quickly drinks 
  his potion of cat’s grace.
  During Combat Joony uses his wand of grease before throwing 
  bombs at enemies.
  Morale When possible, Joony flees from battle but fights to the 
  death if his son is endangered.
  STATISTICS
  Str 9, Dex 14, Con 10, Int 18, Wis 12, Cha 10
  Base Atk +3; CMB +2; CMD 14
  Feats Brew Potion, Great Fortitude, Skill Focus (Craft [alchemy]), 
  Skill Focus (Use Magic Device), Throw Anything, Diluted Brewing
  Skills Appraise +10, Craft (alchemy) +15, Knowledge (arcana) +10, 
  Knowledge (local) +9, Profession (merchant) +9, Sleight of Hand 
  +8, Spellcraft +12, Use Magic Device +11
  Languages Common, Draconic, Dwarven, Elven, Gnome
  SQ alchemy, discoveries (concentrate poison, extend potion, poison 
  use, swift alchemy), extract, mutagen
  Combat Gear amulet of armor +1, mwk silver dagger, diluted potion 
  of cat’s grace, diluted potion of cure light wounds, alchemist’s 
  fire (3), antitoxin (4); small centipede poison (2), belladonna (2), 
  wand of grease (39 charges) 
  Other Gear formula book (contains all prepared extracts), clerk’s outfit.
  Background
  Joony once was a traveling wagon merchant accompanied by his family. During an 
  ill-fated journey, Joony’s wife was killed and son struck with some unknown disease.
  Motivations & Goals
  Joony seeks any means of making money to find more powerful magic 
  to identify and cure his son’s unknown illness. Repeated failures have 
  made Joony extremely desperate.
  Schemes & Plots
  The priests of Zobeck do not heal the sick for free nor do the alchemists 
  research cures without funding. Now Joony sells diluted potions to make fast 
  money and is considering taking up adventuring again to find lost hoards. 
  Joony verAsso
  Joony verAsso 
  
  7
  fACes of ZobeCk
  Feats
  Diluted	Brewing
  You learned to water down your potions, making them weaker 
  and unpredictable but cheaper to brew.
  Prerequisites: Brew Potion
  Benefit: A diluted potion costs 30% less to create than a normal 
  potion but doesn’t immediately take affect when consumed. 
  Effects are delayed 1d6 rounds before activating, and any 
  numeric effects are reduced by -1 per die to a minimum of 1.
  Rail-thin, balding and always sporting three days of stubble, Pavic 
  doesn’t exude power or confidence. Rather, he stinks of whiskey, lotus-
  powder extract, and a hint of calculating, nervous desperation. He 
  forever seems to be looking for both the angle in a situation and 
  the fastest way to the door.
  Pavic	
  CR	2
  XP 600
  Male human wizard (diviner) 3
  LE Medium humanoid (human)
  Init +6; Senses Perception +2
  DEfENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 20 (3d6+6)
  Fort +3, Ref +2, Will +2
  OffENSE
  Speed 30 ft.
  Melee mwk cold iron dagger +2 (1d4/19-20/x2) 
  Ranged light crossbow +0 (1d8/19-20/x2)
  Arcane School Spell-Like Ability 
  (6/day) Diviner’s Fortune +1 Creature touched gains +1 to attack 
  rolls, skill checks, ability checks, and saving throws for 1 round.
  Wizard Spells Known (CL 3, +2 ranged touch; +6 concentration):
  2nd—locate object, see invisibility, detect thoughts (DC 16)
  1st—charm person (DC 14), endure elements, magic missile, 
  detect secret doors
  0 (at will)—arcane mark, prestidigitation (DC 13), daze (DC 
  13), read magic
  TACTICS
  Before Combat  Pavic is looking for the door long before 
  he’s looking to draw his dagger. 
  During Combat Pavic tries to daze 
  attackers, or vanish then flee. He 
  only fights when cornered.
  Morale He’s a pure coward, 
  unwilling to die for anyone.
  STATISTICS
  Str 10, Dex 13, Con 14, Int 17, Wis 
  8, Cha 12
  Base Atk +1; CMB +1; CMD 12
  Feats Deceitful, Improved Initiative, Scribe 
  Scroll, Spell Focus (divination)
  Skills Bluff +6, Diplomacy +2, Disguise +3, 
  Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (local) +9, Linguistics +7, Perception +2, Profession 
  (gambler) +5, Sense Motive +1, Sleight of Hand +3, Spellcraft +7
  Languages Aklo, Celestial, Common, Draconic, Elven
  SQ bonded object, cantrips, forewarned +1
  Combat Gear bonded amulet, mwk cold iron dagger, light crossbow, 
  spell component pouch
  Other Gear backpack, potion of cure light wounds, pewter tankard, 
  spellbook, traveler’s outfit.
  SPECIAL ABILITIES
  Forewarned (Su) Always act in surprise round and +1 Initiative bonus.
  Prohibited Schools: Conjuration and Necromancy.
  PAviC
  PAviC
  
  8
  Background
  Pavic thought divination his path to easy money. Unfortunately, 
  seeing the future does no good when the games are rigged, the dames 
  slip drugs in your drink, and the hired muscle skulks nearby. Pavic’s 
  gambling habit cost him first his tuition and then his appointment 
  to the Arcane Collegium. Now a disgraced, inveterate drinker and 
  smoker, Pavic sells his magical talents to anyone willing to pay in 
  exchange for seed money or interest payments, depending on how his 
  luck is running.
  Motivations & Goals 
  Pavic freelances for thugs looking to buy his divination skills. He 
  recently acquired enlarge person, charm person, and knock, trying to 
  expand his selection of “wares.” His cruel streak shows itself when Pavic 
  senses he has the upper hand.
  Schemes & Plots
  Pavic wants to arrange a big-stakes game while seeing invisible using 
  decks he’s marked with invisible arcane marks. Such a table of “big 
  fish,” would allow him to win his big score, get free of his debts, and 
  finally show those Collegium bastards.
  Spellbook:
  1st: alarm, charm person, comprehend languages, detect secret 
  doors, endure elements, enlarge person, floating disk, identify, 
  knock, mage armor, magic missile, vanish
  2nd: detect thoughts, hypnotic pattern, knock, locate object,  
  see invisibility
  In life, Radu was broad shouldered and athletically built, a well-coifed 
  and groomed gentleman of means. He’s kept his ghoulish form in excellent 
  condition, often passing for human in the proper light.
  Radu	Underhill	
  CR	7
  XP 3,200
  Male darakhul rogue 6
  NE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 120 ft; Perception +13
  DEfENSE
  AC 23, touch 14, flat-footed 19 (+5 armor, +4 Dex, +4 natural)
  hp 57 (6d8+24)
  Fort +7, Ref +11, Will +7
  Defensive Abilities channel resistance +4, evasion, trap sense +2, 
  uncanny dodge; DR 5/magic; Immune undead traits
  Weaknesses daylight weakness
  OffENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +9 (1d8+5 plus disease and paralysis/20/x2) and 2 claws 
  +9 (1d4+5 plus paralysis/20/x2) or short sword +9 (1d6+5/19-
  20/x2) and bite +4 (1d8+5 plus disease and paralysis/20/x2)
  Ranged heavy crossbow +8 (1d10/19-20/x2)
  Special Attacks disease (darakhul fever), paralysis (1d4+1 rounds, 
  DC 17, elves are immune), sneak attack +3d6
  TACTICS
  Before Combat Calm and collected, Radu is a shark in a sea of fish, 
  biding his time.
  During Combat Radu prefers to paralyze foes using natural attacks 
  to deal with them later. 
  Morale Radu views situations for the long-term, retreating when 
  appropriate. He keeps one use of his vanish spell handy for 
  such escapes.
  STATISTICS
  Str 20, Dex 19, Con –, Int 20, Wis 14, Cha 18
  Base Atk +4; CMB +9; CMD 23
  Feats Alertness, Combat Reflexes, Deceitful, Improved Initiative, 
  Improved Natural Attack: bite, Iron Will, Lightning Reflexes
  Skills Acrobatics +13, Appraise +14, Bluff +13, Climb +17, Diplomacy 
  +13, Disable Device +14, Disguise +10, Escape Artist +9, Heal +10, 
  Intimidate +17, Knowledge (dungeoneering) +17, Knowledge (local) 
  +14, Linguistics +6, Perception +13, Profession (merchant) +11, Sense 
  Motive +13, Sleight of Hand +11, Stealth +13, Use Magic Device +12 
  Modifiers Hard to Fool (2/day), Honeyed Words (1/day)
  Languages Common, Darakhul, Draconic, Undercommon, Dwarven
  SQ major magic (vanish 2/day [Pathfinder Advanced Player’s Guide, pg. 
  253]) minor magic (prestidigitation 3/day) Trapfinding +3
  Combat Gear brooch of shielding, cloak of resistance +1, +1 mithral 
  shirt, heavy crossbow and 20 bolts, short sword
  Other Gear handy haversack, courtier’s outfit.
  SPECIAL ABILITIES
  Daylight Weakness (ex) Darakhul suffer a -4 penalty to attack and saving 
  throws when in full daylight. A daylight spell causes only a -2 penalty.
  Disease (Su) Darakhul Fever: bite—injury; save Fortitude DC 17; 
  onset 1 day; frequency 1 day; effect 1d6 Con and 1d3 Dex 
  damage; cure 2 consecutive saves.
  Hard to Fool (2/day) (ex) Roll 2d20 for Sense Motive, take the 
  better result.
  Honeyed Words (1/day) (ex) Add +10 to a bluff check.
  Background
  A known fixer and common sight in the Cartways Black Market, Radu is a 
  slaver, a businessman, a murderer, and a gentleman. Ever polite and unusually 
  reliable for an undead, Underhill claims to be a sort of diplomat and liaison 
  to the Ghoul Imperium. It is a claim no one has yet been willing to test.
  Motivations & Goals
  Radu is a merchant of the Black Market, but a middleman. He 
  connects those who want with those who want to sell and asks no 
  questions. For now, he appears content to wait.
  Schemes & Plots
  Sometimes you need things you don’t want people to know you need; 
  a body to disappear, a person to stay quiet, an item of questionable 
  use. “When you need those things,” people whisper, “you need to find 
  Radu.” Radu works to collect favors and contacts.
  A slight man with a thick but well-trimmed, coal-black beard, Hendryk 
  looks at everything with a mercenary eye. Richly appointed for a 
  guardsman, he has little kindness and feels he runs a business. Pay, and 
  you’ve purchased your safety. Snub him, and you’ll just pay another way.
  sergeAnt hendryk
  rAdu underhill
  sergeAnt hendryk
  rAdu underhill
  
  9
  fACes of ZobeCk
  Sergeant	Hendryk	
  CR	3
  XP 800
  Male human rogue 4
  NE Medium humanoid (human)
  Init +7; Senses Perception +7
  DEfENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 33 (4d8+12)
  Fort +4, Ref +8, Will +4
  Defensive Abilities evasion, uncanny dodge
  OffENSE
  Speed 30 ft.
  Melee dagger +6 (1d4 plus poison/19-20/x2)
  short sword +6 (1d6 plus poison/19-20/x2) 
  Ranged light crossbow +6 (1d8/19-20/x2)
  Special Attacks sneak attack (2d6)
  TACTICS
  Before Combat Sergeant Hendryk is full of bravado and bluster. 
  He threatens, cajoles, and insinuates, but never draws first. It 
  keeps him legal. 
  During Combat Hendryk uses nonlethal force until foes get violent; 
  then he uses blue whinnis-poisoned weapons.
  Morale Dead men collect no bribes. Hendryk flees when he must 
  and never forgets such an embarrassment.
  STATISTICS
  Str 10, Dex 16, Con 14, Int 12, Wis 10, Cha 13
  Base Atk +3; CMB +3; CMD 18
  Feats Additional Traits (Partners in Crime, Thick as Thieves), 
  Persuasive, Improved Initiative, Iron Will, Weapon Finesse
  Skills Acrobatics +5, Appraise +7, Bluff +9, Climb +4, Diplomacy 
  +8, Disable Device +8, Intimidate +8, Knowledge (local) +9, 
  Perception +7, Profession (guardsman) +5, Sense Motive +7, 
  Sleight of Hand +7, Stealth +7
  Languages Common, Draconic
  SQ combat trick, finesse rogue
  Combat Gear cloak of resistance, mwk chain shirt, mwk short 
  sword, dagger, sap
  Other Gear backpack, potion of cure light wounds, tankard, 
  traveler’s outfit.
  Background
  The illegitimate son of a barrister guildmaster, Hendryk got his 
  position in the Watch through his father’s influences. The cloak and 
  the appointment were his father’s final supporting gifts.
  Motivations & Goals 
  Sometimes, dealing with the Watch is worse than dealing with the 
  problem at hand. Times when Sergeant Hendryk darkens your door are 
  just such times.
  Irredeemably corrupt, Hendryk leads a roving patrol in Lower 
  Zobeck (3 street thugs, fighter 1/rogue 1 AC 15, 16 hp, CR 1, 
  Pathfinder Advanced Player’s Guide, pg. 265), taking food and drink 
  from street vendors when he pleases, collecting protection bribes from 
  businessmen, and earning a healthy cut from thugs who follow up on 
  the scores he scouts. He prevents just enough crime to avoid attention 
  and turns enough of a blind eye to live well.
  Schemes & Plots
  Hendryk has no intention of spending his life as a guardsman taking 
  shopkeepers’ bribes. He plans on becoming a wealthy Praetor by any 
  means necessary and over any number of bodies.
  Traits
  Thick	as	Thieves
  You spend a lot of social time with a criminal element
  Benefit: You gain a +1 bonus to Bluff checks and a +1 bonus to Knowledge 
  (local) checks. Any government authority figure you interact with has 
  a starting demeanor of unfriendly rather than indifferent.
  Partners	in	Crime
  You maintain a small circle of very close collaborators. Just not too close.
  Prerequisite: Thick as Thieves
  Benefit: A group of three to five co-conspirators willingly work with 
  you on nearly any job. They aren’t followers or henchmen, but 
  you can count on them to follow the Thieves’ Code, to help out 
  in a pinch, and to keep your secrets…for the most part.
  Slinger is a skinny goblin of average height. A distinctive tuft of spiky red 
  hair rises from his head, when he deigns to uncover it. When not working, 
  Slinger can be found at the Rampant Roach.
  Slinger	
  CR	4
  XP 1,200
  Male goblin rogue 5
  CN Medium humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft; Perception +7
  DEfENSE
  AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
  hp 41 (5d8+15)
  Fort +5, Ref +9, Will +1
  Defensive Abilities evasion, trapsense +1, uncanny dodge
  OffENSE
  Speed 30 ft.
  Melee dagger +4 (1d3/19-20/x2)
  short sword +4 (1d4/19-20/x2) 
  Ranged sling +9 (1d3/x2)
  Special Attacks combat trick (x2), sneak attack (3d6)
  TACTICS
  Before Combat Slinger always pockets usable sling ammunition (he 
  can sling unusual objects) from his surroundings and seeks out 
  the best point of cover.
  During Combat A master with the sling, Slinger prefers to attack 
  opponents with his Bank Shot feat to stay out of their direct line 
  of sight.
  Morale Slinger doesn’t believe any job is worth dying for, so he 
  makes a quick exit when things turn sour.
  STATISTICS
  Str 10, Dex 18, Con 16, Int 10, Wis 8, Cha 11
  Base Atk +3; CMB +2; CMD 16
  Feats Bank Shot, Deadly Aim, Point-Blank Shot, Precise Shot, Sling 
  Anything
  slinger
  slinger
  
  10
  10
  Skills Appraise +5, Bluff +8, Climb +5, Diplomacy +4, Disable 
  Device +11, Disguise +5, Knowledge (local) +6, Linguistics +5, 
  Perception +7, Profession (gambler) +4, Ride +8, Sense Motive 
  +6, Sleight of Hand +9, Stealth +13, Use Magic Device +7
  Languages Common, Draconic, Goblin
  SQ trapfinding
  Combat Gear cloak of resistance +1, dagger, +1 studded leather 
  armor, short sword, mwk sling with 15 bullets, 2 tanglefoot bags
  Other Gear backpack, potion of cure light wounds, traveler’s outfit.
  Background
  Slinger runs a gang of 30 ambush specialists headquartered near Scaler’s 
  Alley in the Kobold Ghetto. Slinger’s a goblin of some personality who 
  has managed to make a home and a living deep in kobold territory.
  Motivations & Goals 
  Coin motivates Slinger, but he very much enjoys harassing the law, so 
  he occasionally takes such jobs on the cheap.
  Schemes & Plots 
  Groups and individuals hire his gang to cause disruptions, harass people, 
  or to outright kill targets from a distance with their slings. Slinger will 
  not accept jobs to assassinate Kobold Kings, as he prefers to let the 
  kobolds deal with their own political issues. Everything else is fair game.
  Feats
  Bank	Shot
  Cover is no protection…
  Prerequisite: Precise Shot
  Benefit: By taking a -4 penalty to your attack, you bounce a sling 
  stone off a hard object or armored creature to attack a target 
  not in your direct line of sight or behind cover. A hard object, 
  including other armored targets, is required for this attack.
  Improved	Bank	Shot
  Prerequisite: Bank Shot
  Benefit: You make Bank Shot sling attacks without taking a -4 penalty.
  Sling	Anything	(Combat)
  You can sling any on-hand items.
  Benefit: You suffer no penalties of any kind when slinging any 
  improvised ammunition. You receive a +1 circumstance bonus 
  when slinging splash weapons.
  normal: You take a -4 penalty on attack rolls with improvised 
  ammunition. Stones normally deal damage as if the weapon 
  were designed for a creature one size category smaller than 
  you, and you take a -1 penalty on attack rolls.
  Golden horns and a matching fin crown this regal dark naga’s head. 
  Twenty gem-encrusted golden bands encircle her purple serpentine body.
  Syssysalai	
  CR	12
  XP 19,200
  Female dark naga sorcerer 4
  LE large aberration
  Init +5; Senses darkvision 60 ft., detect thoughts; Perception +22
  DEfENSE
  AC 22, touch 15, flat-footed 16 (+5 Dex, +1 Dodge, +7 natural, –1 
  size)
  hp 129 (10d8+50 plus 4d6+20)
  Fort +9 (+11 vs poison), Ref +11, Will +15 (+17 vs. charm effects)
  Defensive Abilities guarded thoughts; resist fire 5, Immune poison
  OffENSE
  Speed 40 ft.
  Melee bite +9 (1d4+1), sting +9 (2d4+1 plus poison)
  Space 10 ft.; Reach 5 ft.
  Sorcerer Bloodline (Infernal) Bloodline Power
  (6/day) corrupting touch (Sp)
  Spells Known (CL 11th, +13 ranged touch; concentration +18)
  5th—cone of cold, dominate person
  4th—black tentacles, detect scrying, dimension door
  3rd—dispel magic, displacement, haste, lightning bolt (DC 20)
  2nd—invisibility, protection from good, rope trick, scorching ray, 
  summon swarm, touch of idiocy
  1st—expeditious retreat, magic missile, ray of enfeeblement (DC 
  18), shield, silent image
  0 (at will)—arcane mark, daze, detect magic, light, mage hand, 
  open/close, prestidigitation, ray of frost, read magic
  TACTICS
  Before Combat Syssysalai casts invisibility on herself if she can avoid 
  battle. Otherwise, she casts displacement on herself.
  During Combat Syssysalai casts black tentacles and summon 
  swarm as her first two attacks. She also uses her wand of 
  magic missiles.
  Morale As a criminal leader, Syssysalai knows better than to fight 
  to the death. She will dimension door away when combat 
  turns sour.
  STATISTICS
  Str 12, Dex 21, Con 20, Int 18, Wis 19, Cha 25
  Base Atk +9; CMB +9; CMD 25 (can’t be tripped)
  Feats Alertness, Bend Spell, Combat Casting, Dodge, Empower 
  Spell, Eschew Materials, Lightning Reflexes, Stealthy
  Skills Appraise +11, Bluff +21, Diplomacy +15, Disguise +15, Escape 
  Artist +15, Intimidate +20, Knowledge (arcana) +16, Knowledge 
  (local) +21; Perception +22, Sense Motive +12, Spellcraft +16, 
  Stealth +22
  Languages Common, Draconic, Infernal
  Combat Gear headband of alluring charisma +4, wand of magic 
  missiles
  Other Gear gem-encrusted golden bands (500 gp each)
  SPECIAL ABILITIES
  Detect Thoughts (Su) A dark naga can continuously detect thoughts 
  (caster level 13th; DC 22 Will negates). The save DC is Charisma-
  based.
  Infernal Resistances (ex) At 3rd level, Syssysalai gains resist fire 5 
  and a +2 bonus on saving throws against poison.
  Guarded Thoughts (ex) Immune to any form of mind reading, such 
  as that granted by detect thoughts, Syssysalai gains a +2 racial 
  bonus on all saves against charm effects.
  Poison (ex) Sting—injury; save Fort DC 20; frequency 1 round; effect 
  sleep for 2d4 minutes; cure 1 save.
  syssysAlAi
  syssysAlAi
  
  1111
  fACes of ZobeCk
  Background
  The vain Syssysalai lives for intrigue and power, coveting 
  artistic masterpieces. Residing in an abandoned temple in 
  Lower Zobeck, she instigates trouble among the Kobold Kings 
  in the Kobold Ghetto. She believes herself the most worthy 
  leader of the kobolds.
  Motivations & Goals 
  Syssysalai controls a group of kobold cat burglars, and 
  their human rogue leader Ziv the Sly, who procure 
  objects d’art for her growing gallery.
  Schemes & Plots
  Syssysalai plans to overthrow the Kobold Kings 
  within the next five years. She observes Zobeck’s 
  human community, looking for wealth she 
  can gain from them and to learn how best to 
  manipulate them when she’s the Kobold Queen.
  
  12
  12
  F
  ound in Lower Zobeck, near the border with the Market District 
  and the river, The Black Lotus has a fairly non-descript store front. 
  It’s a two-story building in the usual Zobeckian style, with a simple 
  wooden door next to a street-facing window on which “The Black Lotus” 
  is printed in Common, Draconic and the exotic language of the owner’s 
  home. The window is alchemically reinforced and looks into the curiosity 
  shop. People can come here to buy unusual trinkets and curios from afar 
  – but that’s not what the shop has a reputation for. It’s an open secret that 
  those looking for magical assistance of any kind can find it here with no 
  questions asked; so long as they can meet the price set by the Painted Man.
  lAyout
  First Floor
  Room 1A 
  The main room of the curiosity shop holds goods and wares from far-off, 
  exotic locales. These are sold at a fair mark-up but the wares hardly seem 
  to turn over, so there’s rarely anything new in the shop. Shelving lines the 
  walls, and there are several rows of tables containing goods on display.
  Room 1B 
  Through a beaded curtain in the back wall lies a storeroom. Neatly-
  stacked boxes and barrels hug the walls, with smaller goods on 
  shelves. A table near the back corner is used for paper work and 
  cataloguing, and a rear door leads to the alley and down to the 
  river. A staircase goes upstairs to the Painted Man’s living quarters, 
  while an illusionary wall in the side of the stairs conceals a second 
  stairwell down.
  Second Floor
  Room 2A 
  At the top of the stairs is a sitting room with a large, wooden table 
  ornately carved to look like it’s held up by oriental dragons. A large 
  plush couch sits opposite three leather chairs. Pillows embroidered 
  with far-away script line each seat. A doorway leads off into a 
  bedroom, while a beaded curtain leads into a kitchenette.
  Room 2B 
  The Painted Man’s bedroom features an enormous king-sized bed with 
  silk linens. An ornate wooden chest and wardrobe off to one side hold 
  his personal effects and clothes. He holds the key to both. One door 
  leads off to the sitting area, the other to the kitchen.
  Room 2C 
  The kitchen has a table used for preparation, several cabinets, and 
  a wood-burning stove. A barrel of rice sits off to one side. This is 
  supplemented by fresh fish the Painted Man has delivered daily.
  PlACes of ZobeCk 
  PlACes of ZobeCk 
  the blACk lotus
  the blACk lotus
  
  The Black Lotus
   
  One Square = 5 Feet
  1a
  1b
  0b
  up
  down
  up & 
  down
  0a
  0c
  0d
  2a
  2b
  2c
  13
  13
  PlACes of ZobeCk
  Basement
  Room 0A 
  This large library contains books on topics as mundane as porcelain vases and 
  as exotic as the construction of flesh golems. A large, ornate desk sits in the 
  middle of the room, covered in whichever books the Painted Man is currently 
  using. A second, plush chair lies off to one side next to a small reading table.
  Room 0B 
  A smaller storage room, which doubles as an alchemical lab. Jars of 
  acids, poisons, and other mysterious components occupy a shelf near a 
  desk with a full alchemical set. A bottled homunculus sits on the desk 
  as well, pickled in brine. Its eyes open if anyone gets too close, and it’ll 
  watch them until they leave the room. Its purpose is a mystery.
  Room 0C 
  An ornate altar upon which lie jade figurines carved to represent zodiac 
  symbols occupies this room. Off to one end stands a pedestal supporting an 
  enormous, annotated spellbook, written in the flowing eastern script of the 
  Painted Man’s home. A quill made from a phoenix feather sits next to it.
  Room 0D 
  This otherwise empty room is notable for the summoning circle set in 
  the middle of the floor and the dried blood on the walls.
  PersonAlities
  The Painted Man
  Tall, fat, and smelling of rare spices – that’s the easiest way to physically 
  describe the Painted Man. His true name remains a secret, and the 
  nickname has spread through the city. He wears silk robes embroidered 
  with strange symbols and always paints his face in a kabuki style. Friendly 
  and outgoing, if evasive, he speaks without a trace of an accent. Perpetually 
  dissembling, he reveals little while constantly learning as much as possible.
  Most claim he has lived in Zobeck for decades. One story calls him an 
  exiled member a cabal of eunuch arcanists from a distant land who once served 
  their emperor’s court. After a failed coup attempt, the survivors fled into exile. 
  Supposedly, the Painted Man is one of only eight surviving conspirators, biding 
  his time as he peddles his powers and continues his dark studies.
  It’s an open secret that if you need magical assistance of any kind—
  from arcane, to divine, to the most illegal sorts of dark sorcery—you 
  go to the Painted Man. He always helps for a price. Mundane magic 
  may require money or goods, but more potent effects demand more 
  outlandish costs. Perhaps he requires the recovery of a pearl once lost in 
  the Argent. Maybe he demands the delivery of a potion into a certain 
  Watchman’s goblet. He could need a lich’s phylactery brought back to 
  him or a living basilisk. He may not ask for payment immediately, but he 
  always collects. No one knows of anyone who has denied his requests.
  The source of the Painted Man’s power is purposefully kept vague. How 
  the Painted Man does what he does isn’t important as what he does. Need a 
  true resurrection or a wish? He makes it happen. Need a bottled alchemical 
  mutagen or someone to summon and bind a pit fiend? he makes it happen. 
  His network of favors allows him access to skills outside his own purview.
  His curio trade has passed powerful artifacts into his possession. 
  Perhaps his secret society stays in contact, or being a eunuch (if he is) 
  grants him access to greater powers, or maybe he’s an epic-level wizard 
  keeping a low profile. Maybe he’s not even human.
  .
  sCenArios
  Returning the Favor
  A friend of the party’s comes to them with a problem. Many years ago, 
  his wife came down with a fatal disease. Unable to afford proper clerical 
  services, he went to the Painted Man for help. The Painted Man cured her 
  in exchange for an equal favor in the future – a time that has now arrived. 
  Deep in the Margrave grows a rare and deadly flower that the eunuch 
  requires, and the friend must retrieve it. The friend can’t leave his business 
  for weeks to go searching for a deadly flower and doesn’t fancy traveling into 
  the Margrave anyway. He begs the group to help repay the favor. Failure 
  could mean the Painted Man undoing whatever he did to cure his wife.
  Heart Potion
  The daughter of a city Praetor has fallen deeply in love with a student of the 
  Arcane Collegium. She previously scorned him on a number of occasions – 
  but now is passionately devoted to him. Possessively so. The student, having 
  apparently gotten exactly what he wanted, is now looking for help. He got 
  a love potion from the Painted Man, but it’s too potent! He needs to find a 
  cure, before she loves him to death. The Painted Man doesn’t have a cure on 
  hand, but he can mix one if the student provides a few exotic ingredients. 
  Unfortunately one of the ingredients is a human heart…
  A long, vaulted gallery punctuated with enormous support 
  
  14
  14
  columns, the Cartways Black Market is a hidden bazaar of the 
  dark and sinister, the taboo and the forbidden. Several large 
  chandeliers festooned with continual flames give the chamber a 
  garish, flickering light that the vendors and regular patrons don’t 
  seem to mind. The constant murmur of commerce is occasionally 
  punctuated by arguments as flesh, drugs, stolen goods, and precious 
  information is bought and sold. The threat of violence lingers 
  unspoken with each transaction, and when it does erupt, bystanders 
  observe with a detachment bordering on clinical. A single, 
  unspoken rule guides commerce in the market: Keep to your own 
  business, and you’ll live much longer.
  lAyout
  Split by the Imperial Slave Block, the Market exists in a place of 
  uneasy neutrality. Two long aisles contain most merchants’ excuses for 
  storefronts, businesses, and entertainments, with the most powerful 
  claiming places along the chamber’s large center pillars.
  Main	Market
  Area 1 Imperial Slave Block and Pens
  The literal and figurative centerpiece of the Black Market, the Slave Block 
  is run by a group of darakhul from the subterranean city of Fretlock 
  commanded by a darakhul hunter named Dobricar. They bring humans, 
  dwarves, gnomes, svirfneblin, occasionally derro or drow, and—very 
  rarely—captured adventuring parties for sale as slaves to those with 
  twisted appetites and deep pockets. Far too many come here to effectively 
  ransom missing loved ones. Those unfortunate enough to go on the blocks 
  unrecognized or uncontested end up in illegal mines, fed to the undead of 
  Morgau and Doresh, or pressed into more unsavory forms of slavery. The 
  darakhul have a strict “no dealers” policy, refusing to sell more than 5 slaves 
  to anyone with whom they have not previously established a relationship.
  Area 2 “The Cut Purse” Gambling Tent
  Run by the tiefling Vukas, the generally accepted “mayor” of the Black 
  Market, the Cut Purse offers no-limit games of chance. Vukas has taken 
  bets as high as 1,000 gp and paid them off honestly when he’s lost. Any 
  who fail to pay find themselves into Dobricar’s slave pens, so few people 
  skip out on their bets. Many call Vukas a scion of Mammon, though 
  without proof. A few knowing, quiet voices link him to Lord Greymark.
  Area 3 Small Brothel
  The derro brothers Bjarni and Bjoris run this miserable slave brothel 
  consisting of little more than curtained alcoves. Both of them wheeze, 
  cackle, and jeer, generally acting disgustingly obsequious. They have a 
  habit of lightly drawing a knife over their forearm while speaking.
  Area 4 Guard Platforms
  These small wooden platforms hold a rotating shift of guards supplied 
  by the Cut Purse, the Imperial Slave Market, the Kobold Contingent, 
  or the Merchant Consortium to monitor activities. Guards bring their 
  own weapons. The ghouls apply their saliva to bolts, and the kobolds 
  use repeating crossbows.
  Area 5 Underhill’s Perch
  A rickety iron staircase winds up to the locked trapdoor opening into 
  Radu Underhill’s small structure which clings to the column like a 
  hungry tick. Its deceptive outward appearance hides lavish interior 
  decorations. A trio of beggar ghouls linger at the trapdoor and guard 
  against the foolish and unwary. No one comes here save by invitation.
  Area 6 Food Vendors
  Kobolds dominate this area, serving up stews in hollowed out, edible 
  mushroom caps, fried bits of meat (or whole insects) on a stick, and 
  several ales that only the most adventurous epicureans might try. All of 
  it is safe for consumption, but certainly not for every palate.
  Area 7 Common Merchants
  This group of tents banded together in a loose confederation known 
  as the Merchant Consortium. Sounding more powerful than the 
  disorganized rabble they truly are, they barely manage to regularly 
  supply their share of guards. One can find any number of items here, 
  from the mundane to magic items worth no more than 5,000 gp.
  Area 8 Gates
  Four enormous iron portcullises could seal off the Black Market if the locks 
  were removed. A permanent guard detail from each of the factions who police 
  the Market watches a different gate, and each captain carries the enormous key.
  PersonAlities
  Any number of strange personalities might appear in the Black Market. 
  It is the proverbial hive of scum and villainy that attracts individuals of 
  all types and demeanors. These are a few of the more notable:
  Dobricar, Slaver Captain
  Grim and focused, Dobricar is an opportunist who found he could 
  operate on the fringe of the surface world if he tempered his appetites. 
  Now he runs the slave market in the Cartways with an iron fist, 
  hunting escapees before they might flee to Zobeck and always happy to 
  take new meat. (See Imperial Gazetteer, pg. 55 for full stats.)
  (Darakhul; ranger 11; 81 hp; Int 14, Cha 21, Str 20; +16 bite 
  (1d8+5 plus disease & paralysis), +17 +1 returning bola (1d4+5 
  nonlethal plus trip); Intimidate +22, Perception +17, Stealth +19)
  Vukas, Market “Mayor”
  A slight man with a wiry build and curly dark hair that does nothing 
  to hide his horns, Vukas appears as an eager and gregarious satyr, a 
  tendency which tends to draw newcomers to the Black Market to him. 
  He runs the Cut Purse Gambling Tent.
  (Tiefling; fighter 5/rogue 4; 86 hp; Str 16, Dex 18, Con 18; +14 mwk 
  rapier, +2 belt of physical perfection; Diplomacy +11, Sense Motive +9)
  Ticker Nicktailson, Gearworker Journeyman
  The pup of a lifelong member of the Redcloaks, Ticker found he had a 
  talent for clockwork and locksmithing. Wanting a better life for Ticker, 
  his father paid to apprentice him to the Geargrinder’s Guild. Now a 
  senior journeyman specializing in self-repining locks, Ticker wonders 
  about the fate of his long-lost father Nicktail, and strives to keep out of 
  the Kobold Ghetto’s gangs for his mother’s sake. He comes to the Black 
  Market for goods and tools he can get nowhere else.
  the CArtWAys  
  blACk mArket
  the CArtWAys  
  blACk mArket
  
  The Cartways Black Market
   
  One Square = 5 Feet
  1
  2
  3
  4
  4
  4
  4
  6
  7
  8
  8
  8
  8
  4
  4
  5
  15
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  PlACes of ZobeCk
  Ticker	Nicktailson	
  CR	4
  XP 1,200
  Male kobold alchemist 1/rogue 3/expert 3
  CN Small humanoid (reptilian)
  Init +4; Senses darkvision (60 feet); Perception +8
  DEfENSE
  AC 19, touch 15, flat-footed 15  (+3 armor, +4 Dex, +1 size, +1 natural)
  hp 42 (7d8+7)
  Fort +5, Ref +10, Will +3
  Defensive Abilities evasion, trap sense +1
  Weakness light sensitivity
  OffENSE
  Speed 30 ft.
  Melee short sword +9 (1d4-1/19-20/x2)
  Ranged bomb +10 (1d6+2 fire) and
    mwk darkwood repeating light crossbow +10 (1d6/19-20/x2)
  Special Attacks bomb 1d6+2 (3/day) (DC 12), sneak attack +2d6
  Alchemist Spells Known (CL 3, +4 melee touch, +9 ranged touch):
  1st—detect secret doors, expeditious retreat
  STATISTICS
  Str 8, Dex 17/19, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +4; CMB +2; CMD 16
  Feats Additional Traits, Brew Potion, Combat Reflexes (5 AoO/round), 
  Exotic Weapon Proficiency (repeating light crossbow), Master 
  Craftsman (Craft (clockwork)), Throw Anything, Weapon Finesse
  Traits Magical Knack (+2 CL), Child of the Streets (Disable Device)
  Skills Acrobatics +11, Appraise +9, Bluff +7, Climb +6, 
  Craft (alchemy) +11, Craft (clockwork) +13, Diplomacy +7, 
  Disable Device +19, Escape Artist +11, Fly +6, Heal +3, Linguistics 
  +6, Perception +8, Profession (engineer) +6, Sense Motive +3, 
  Sleight of Hand +8, Spellcraft +6, Stealth +15, Survival +3, Use 
  Magic Device +4 Modifiers Alchemy +1
  Languages Common, Draconic, Dwarven, Undercommon
  SQ mutagen (DC 12) (Su), trapfinding +1
  Combat Gear 10 repeater bolts, masterwork studded leather, short 
  sword, mwk darkwood repeating light crossbow
  Other Gear backpack, belt of incredible dexterity +2, 1 piece chalk, 
  goggles of minute seeing, masterwork thieves’ tools, waterskin
  SPECIAL ABILITIES
  Alchemy (Su) +1 to Craft (alchemy) to create alchemical items, can 
  identify potions by touch as the spell.
  Bomb (SU) 1d6+2 (3/day) (DC 12) thrown splash weapon deals 
  1d6+2 fire damage.
  Mutagen (SU) (DC 12) adds +4 to Str, Dex, or Con, subtracts -2 from 
  Int, Wis, or Cha, and grants +2 natural armor for 10 minutes/level.
  Throw Anything proficient with improvised ranged weapons. +1 to 
  hit with thrown splash weapons.
  sCenArios
  Snatched from the Slave Pens
  The ghouls managed to capture or purchase someone fairly important 
  to either the characters or a well-known NPC. The hostage languishes 
  in the Black Market’s Imperial Slave Pens – possibly bound for a 
  darakhul noble’s larder, another slave market, or even transformation 
  into a darakhul to further some darker scheme. Can the characters 
  rescue the target before the Imperial carrion beetles trundle into the 
  darkness? Will stealth, subterfuge, or force of arms win the day?
  Lost Trinkets
  Some ill-gotten loot is too unique or dangerous to fence on the street. 
  When a thief steals something he can’t move through surface channels, 
  chances are good the item will shortly appear in the Black Market. 
  Whatever the trinket, it caught the eye of Vukas, who prominently 
  displays it in the Cut Purse gambling tent over his overstuffed chair. 
  How do you plan a heist from a place that never closes?
  
  1616
  To outward appearances, the Cracked Coin is a cozy, two-story 
  money lending establishment, built in the same style as many 
  other businesses in Lower Zobeck. The inside, however, includes 
  several secret rooms, a hidden vault, and a sub-basement in 
  addition to the expected business space on the first floor and 
  living space above.
  lAyout
  Main Floor
  A1, Lobby 
  The lobby of the Cracked Coin is divided roughly in half by a long 
  wooden counter. On the entrance side of the counter, a seating 
  area and table allow customers to wait in relative comfort. On the 
  far side of the counter, either Ivan Kazimir (LE male human Exp4/
  Rog4) or his main representative Cassandra (N female human 
  Brd7), waits on customers while a guard (LE male human War5) 
  watches silently. A heavy, iron-banded, wooden double door opens 
  onto the street, and a smaller version of the door leads from behind 
  the counter into the next room.
  A2: Counting Room 
  Tables pilled with ledgers, scales, and gemological equipment dominate 
  this room. During work hours, two staff members (N male human 
  Exp3) appraise the value of coinage, gems, and valuables offered as 
  collateral for loans. To the north, a spiral stair case leads up to B1 on 
  the second floor and down to C1 in the basement. An iron door on the 
  western wall leads to the vault, and a hallway leads to guard quarters 
  and the employee entrance. A clockwork watchman stands vigil by the 
  vault door day and night, and a guard (LE male human War5) watches 
  the employee entrance. A secret door next to the staircase leads to the 
  alley behind the building.
  A3: Vault
  The Cracked Coin stores all the cash and collateral in here. The 
  vault stays open during work hours and firmly locked otherwise. 
  Ivan typically keeps between 3,000 gp and 5,000 gp in coin and 
  valuables stored in the vault at any one time. Only Ivan and 
  Cassandra have keys.
  A4: Barracks 
  Each guard quarters contains a pair of bunks and two trunks, each with 
  the clothing and personal items of a guard. When not on duty there is 
  a 50% chance that a guard will be here or in the kitchen (area C1)
  Second Floor
  B1: Lounge
  This small waiting area sits at the top of the spiral stair outside Ivan’s 
  personal apartment. A door to the south leads out to the terrace. A 
  door to the west leads to Ivan’s apartment.
  B2: Terrace
  This terrace overlooks the front entrance. During the day, a guard (LE 
  human male War5) keeps watch from the balcony. 
  B3: Apartment
  Ivan’s apartment is richly decorated. Paintings and tapestries line 
  the walls. A canopied bed sits in the corner, and the armoire holds 
  expensive clothing. A door to the south leads to the terrace where 
  Ivan likes to sit when not working and the weather allows. A secret 
  door in the north wall leads to Ivan’s personal vault/panic room. A 
  clockwork myrmidon stands patiently in the corner of the room, 
  awaiting Ivan’s orders.
  B4: Private Vault
  Ivan’s personal vault contains 4,000 gp in gems, coins, and valuables. 
  It also includes a secret escape route that Ivan will use if he believes 
  invaders will likely find him in his vault. A rope ladder allows him to 
  descend to the alley behind the Cracked Coin.
  Basement
  C1: Lower Kitchen
  The basement at the bottom of the spiral staircase serves as a 
  kitchen and larder. Employees not on duty may prepare the food 
  stored here. A secret door in the south wall leads to a narrow stair 
  that descends to the sub-basement. A clockwork watchman stands 
  in the corner with orders to make sure only authorized individuals 
  open the secret door.
  Sub-basement
  D1: Black Storage
  Ivan stores contraband and other materials that he keeps “off the 
  books” in the sub-basement. Illegal or otherwise difficult-to-dispose-of 
  items stay here until he can move them out of the city or to the Black 
  Market in the Cartways.
  defenses
  All exterior doors are locked (DC 20) and protected by clockwork traps 
  the equivalent of Swinging Axe Traps:
  Swinging	Axe	Traps	(CR1)
  Type mechanical; Perception DC 20; Disable Device DC 20; Trigger 
  location; Reset manual; Effect Attack +10 melee (1d8+1/x3); 
  multiple targets (all targets in a 10ft. line) 
  The main entrance door remains unlocked (and the trap deactivated) 
  during office hours. All employees carry keys to unlock the doors and 
  deactivate the exterior traps. 
  The vaults are each protected by an Electricity Arc Trap:
  Electricity	Arc	Trap	(CR4)
  Type mechanical; Perception DC 25; Disable Device DC 20; Trigger 
  touch; Reset none; Effect Electricity arc (4d6 electricity damage, 
  DC 20 Reflex save for half damage); multiple targets (all targets 
  in a 30-ft. line) 
  Only Ivan and Cassandra have a key to unlock the vaults and 
  deactivate the vault traps.
  the CrACked Coin
  the CrACked Coin
  
  The Cracked Coin
   
  One Square = 5 Feet
  Second Floor
  First Floor
  Basement
  Sub-Basement
  A1
  C1
  D1
  A2
  A3
  B1
  B2
  B3
  B4
  A4
  A4
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  PlACes of ZobeCk
  PersonAlities
  Because Ivan is not the trusting sort, a relatively small number of 
  people work at the Cracked Coin. Most customers only deal with 
  Ivan or Cassandra, as they handle all business transactions. Ivan is 
  a thin, balding, middle-aged man who always dresses in expensive, 
  well-tailored outfits. Cassandra is a red-headed beauty. Her job is 
  to be charming and personable, but underneath she is a shrewd 
  businesswoman. In addition to four human guards, Ivan “employs” 
  several clockwork guardians and a clockwork myrmidon, whom he 
  knows he can trust.
  Ivan Kazimir
  Shifty-eyed, oily, and self-important, Ivan is the owner of the Cracked 
  Coin. He is condescending and obsequious by turns, depending on 
  the amounts involved.
  (LE male human Exp4/Rog4; hp 44; Dex 18; Int 16; +1 
  wounding dagger; mwk rapier; Diplomacy +12; Appraise +14)
  Cassandra Chyorny
  A beautiful, red-haired woman in her late twenties, she seems 
  to be everything Ivan is not. Confident, sweet, and easy to get 
  along with, she uses her looks to great advantage and makes 
  everyone feel important. This façade is, of course, her job, 
  but this cut-throat businesswoman prefers her approach to 
  Ivan’s arrogance.
  (N female human Brd7; hp 38; Int 16; Cha 18; wand of charm 
  person; Deeper Slumber; Diplomacy +14; Bluff +14)
  sCenArios
  Betrayer Within!
  Ivan Kazimir is convinced that one of his employees has betrayed 
  him to one of Zobeck’s large criminal organizations. One of 
  the master keys that can deactivate the mechanical and magical 
  defenses of the Cracked Coin is missing. He fears an imminent 
  attack and that he will not have time to reset his defenses before 
  it comes. Ivan therefore needs adventurers to bolster his defenses, 
  find out who is responsible, and make sure this situation never 
  happens again.
  Contraband
  Deep within the bowels of the Cracked Coin lie crates of 
  contraband provided to Ivan as collateral for loans. An 
  anonymous note to the Watch says that this evidence could 
  send the high ranking members of several street gangs 
  straight to the gallows. The Watch want the goods but are 
  legally powerless. Whether for the good of Zobeck or a hefty 
  financial reward, the Spyglass Guild wants the adventurers 
  to break into the Cracked Coin and procure the contraband 
  material. The government will, of course, never admit 
  involvement if something goes wrong. Unbeknownst to all 
  involved, Ivan sent the note to eliminate some troublesome 
  street contacts.
  
  18
  18
  Hommal Agic owns a five-story tenement that borders the Market District 
  and Lower Zobeck, just on the water front. Atop this building lies Hommel’s 
  true passion and major source of income – a lush and overgrown botanical 
  garden with multiple interlocking greenhouses and patios overburdened 
  with ferns, saplings, and hanging mosses. Hommal has a small monopoly on 
  certain fibers and extracts within Zobeck and supplies brewers, alchemists, 
  and cooks across the city. An honest businessman for the most part, 
  Hommel has found his garden declared a neutral and safe meeting place for 
  a number of Zobeck’s criminal organizations. For serving tea and keeping 
  silent, Hommel avoids paying protection money to any group. 
  The Garden Tenement
  The building has four workshops on the lower level complete with store 
  fronts. The most notable feature of this tenement is its lush, year-round 
  rooftop garden, complete with two greenhouses; a tall, twisted white oak 
  reaching over the city’s street; and thick, purple-leaved vines crawling 
  down a quarter of the building. The first two levels are made of massive 
  gray stone, and the three upper-most floors are timber incased in brick. 
  An experimental concert piping system was installed to reroute the river 
  water into fountains within the tenement. This experiment failed, the 
  fountain only working when the water level is high, such as after a long 
  rain. This building has seen better days but still stands strong.
  The Store Fronts; Level A
  The ground level of this building contains four large workshops with 
  small store fronts, each occupying a full corner of the building. Small 
  alleys running between these shops lead to the staircase at the center of 
  the building, which connects to the tenement floors above.
  Tenement Flats; Levels B thru E
  B1 ., C1 ., D1 ., and E1 . Living Quarters
  This room has a small fireplace in the corner with hanging pots, pans, 
  and utensils for cooking. Many worn chairs and a few small tables fill 
  this room, with shelves and nets holding common belongings.
  Multiple families clearly share this flat. Though not quite 
  comfortable, it is dry, warm, and feels safer than the street or a slum.
  B2 ., C2 ., D2 ., and E2 . Sleeping Area
  Bunks line the walls in this room with a few openings for small windows near 
  the ceiling. Bed rolls cover the floor, and a small table in the middle of the 
  room is covered in burnt-down candle butts. In the corner, behind a half wall, 
  is a toilet that drops sewage down to the street gutter. There are extra bed rolls 
  about the room as well, most likely taken into the living quarters at night.
  B-3 Staircase Hall
  A staircase leads to the floors above and below. To the north and south 
  of the staircase are two large columns running from floor to ceiling. 
  Upon the columns, four stone cow heads spit water into a trough. 
  Hommal’s Botanical Rooftop; Level F
  F1 . Roof Entrance (CR 3) 
  This staircase area is where one enters the roof. North and south of the 
  staircase are column fountains crowned by statues of dancing female 
  minotaurs spitting water into overflowing buckets. Potted and hanging 
  plants adorn these statues, lending to the illusion of paradise. Just east 
  of the staircase grow two vine stocks that bear ripe grapes.
  Creatures: Hidden within the grape stocks is an assassin vine that 
  attacks anyone Hommal has not told it to let pass. Due to Hommal’s 
  stocks and pens, the assassin vine has no means of movement.
  Assassin	Vine	
  	CR3
  XP 800
  hp 34 (Pathfinder RPG Bestiary, pg. 22)
  Speed –
  F2 . Belladonna House 
  This green house has a high ceiling, roofed and walled in bubbled green 
  and brown glass. Many multi-layered benches crowd the room, making 
  it hard to walk around. Potted plants of every type cover table tops and 
  floor space, yet one shoulder-tall plant with bell-shaped flowers and 
  black berries seems the most prominent. 
  Knowledge (nature) DC 14 
  A toxic belladonna plant, commonly used for ingested poison, grows 
  here. This room is so crowded that characters must make a DC 14 
  Acrobatics check or move at half speed.
  F3 . The Gold Pond
  This pool is 3 feet deep and blanketed in lily pads and bright 
  orange flowers. Red, orange, and white spotted frogs croak 
  and splash in the water.
  F4 . Gardener’s Den (CR 2)
  This small room, carpeted in many rugs, contains a warm 
  fireplace and bookshelf-style bunks on the east wall with four 
  small beds. A tall hookah stands near the bed with smoke 
  hoses hanging on a hook near each pillow.
  Four kobolds work as gardeners, but can be found here most hours 
  of the day, zoned out under their covers. 
  Kobolds	(4)	
  CR	1/4
  XP 100 each
  hp 4 (Pathfinder RPG Bestiary, pg. 183)
  F5 . Storage Room
  This room smells of earth and is full of gardening equipment, 
  bags of seed, fertilizers, and a wheelbarrow. 
    F6 . The Twisted Oak
  This oak seems to be twisting itself and growing out at a 45 
  degree angle out from the northwest corner of the building. 
  It reaches to within 15 feet of the building across the street. 
  Multiple chairs and benches are set about this area along with 
  potted flowers, lanterns, and game boards. 
  hommAl’s botAniCAl 
  rooftoP
  hommAl’s botAniCAl 
  rooftoP
  
  Hommal's Botanical Rooftop
   
  One Square = 5 Feet
  Rooftop
  Storefronts
  Tenements (levels B-E)
  x3
  F1
  F2
  F3
  F4
  F5
  F6
  F7
  F8
  F9
  F10
  x1
  x1
  x1
  x1
  x1
  x1
  x2
  x2
  x2
  x2
  x2
  x2
  19
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  PlACes of ZobeCk
  Hommal entertains his non-criminal guests here, occasionally 
  throwing small parties.
  F7 . Requiem House
  This greenhouse has a high ceiling, roofed and walled in bubbled 
  green and brown glass. Neat rows of benches hold potted 
  flowers, each with a brightly-colored, fist-sized bulb. A small 
  alchemist’s lab stands on the western wall near a fireplace.
  Knowledge (nature)/ Knowledge (local) DC 18 
  Someone manufactures the drug known as requiem here. 
  F8 . The Vine Yard
  Multiple rows of stocks create curtains of twisting, interlocking vines. 
  Grapes, berries, and ferns all spider-web together, walling off these individual 
  rows as a blanket of vines crawls down the western side of the building.
  The vine stocks grants 80% cover to those hiding behind them. 
  Characters can climb the vines hanging from the side of the building 
  with a DC 13 Climb check. These vines stop 25 feet from the ground.
  F9 . The Garden’s Edge
  Along the edge of the building’s southwest corner runs an earth box 
  in which hardy, flowering vines grow and make their way down the 
  building’s side. This appears intentional, to add to the tenement’s 
  allure. This area also seems to be used for storing rainwater barrels.  
  Characters can climb the vines hanging from the side of the building 
  with a DC 13 Climb check. These vines stop 25 feet from the ground.
  F10 . The Tea Kitchen
  Within this room of green glass sits a dining table and kitchen area 
  near the fireplace. Along the east wall grow multiple potted tea plants 
  of differing color, size, and leaf shape.
  Many high-end criminals secretly meet in this room to negotiate 
  and socialize. While here, Hommal serves tea, stays in the corner 
  (trying not to be noticed), or plays his lute when asked.
  PersonAlities
  Average Tenant 
  The average male tenant—and many of the women— leave the garden 
  for work before sunrise and don’t return until nightfall. Many are 
  porters, laborers, or domestic help. Some women stay home to tend 
  children and housework, often sharing such duties between families. 
  (N Human; Commoner 2; HP 7)
  Hommal Agic
  Hommal owns the building but really doesn’t care about managing it 
  or its tenants, only the income. By no means evil, Hommel loves only 
  long days working with his plants and the night life in the city.
  (N Human; Alchemist 1/ Bard 2; HP 20)
  sCenArios
  Poison and Potions
  Recently, Hommal has been directed (strong armed) to include 
  addictive chemicals with ingredients sold to a select number of 
  criminally-owned potion shops. Customers addicted to expensive 
  potions will generate massive profits, and Hommal will take the blame.
  A Party and Opportunity 
  Bullied by the criminals of Zobeck for too long, Hommal invites the PCs to 
  his next “Tree Party” and secretly ask for their help. He plans to poison the 
  tea at the next great criminal summit, wants the PCs’ blades to finish the job. 
  He seems unusually nervous, though, even just talking about the conspiracy.
  
  20
  20
  The Old Stross Public Bathhouse lies at the very heart of Zobeck. Just 
  south of Crown Square and facing the Founders’ Statues at the tip of 
  the Crown Spike, the Baths once served only the aristocracy. After the 
  Revolt, the spring waters opened to the general population. This is 
  one of the few places remaining in Zobeck where one can see the lost 
  extravagance of the deposed regime, but the people appreciate it as a 
  reminder and a monument. The Old Stross Public Bathhouse is now a 
  shared social space dedicated to the triumph of the Revolt. Generally 
  considered both neutral ground and sanctuary, the baths permit no 
  weapons or armor inside except those carried by the Watch on official 
  business. Given that, it’s not unusual to find trade factors soaking 
  alongside gang lords and chatting up guildmasters in a relaxed and 
  casual environment at any hour of the day or night. 
  Layout
  The bathhouse has two floors. The street level houses the entrance, 
  while the bulk of the structure lies belowground, sprawling out beneath 
  the wide street before it. The underground space consists of several 
  chambers containing mineral baths, plunge pools, a massage parlor, 
  several a lounging areas, and a gymnasium.
  Street	LevelArea 1 .1 Entry Hall 
  This vaulted marble hall serves as the gateway to the baths beyond 
  and a waiting area for servants. Plush benches line the walls, a small 
  fountain, and the receptionist’s station.
  Area 1 .2 Terrace
  Lined with statues by several of Zobeck’s more famous past sculptors, 
  this area overlooks the great bath and provides a space where visitors 
  might bask in the sun on long reclining chairs after a pleasant swim.
  Underground	Level
  Area 2 .1 Great Bath 
  A warm, azure-tiled pool thirty feet deep at its center, the great bath is 
  fed by a channel from the spring pool. The pool proper is open to the 
  sky, with the covered portico of the terrace above surrounding it (area 
  1.2). A wide, shallow step permits patrons to relax in the water without 
  submerging completely. Over the years, a few unfortunate patrons 
  attending the baths while intoxicated have tumbled from the terrace to 
  this step, knocking themselves unconscious and drowning.
  Area 2 .2 Grand Lounge 
  Dimly lit and comfortably appointed, the grand lounge serves as a 
  common meeting room and rendezvous point. A trio of musicians 
  always plays here, filling the air with an ambient noise to prevent casual 
  eavesdropping – a breach of etiquette strongly discouraged within the 
  baths. Management holds competitions every season to select which 
  groups will play. The contest is public, and very popular, and the 
  contract quite lucrative. Many musicians have found sponsors after 
  performing here.
  Area 2 .3 Gymnasium 
  Filled with weights, practice bags, and other athletic equipment, several 
  different groups meet here regularly for fitness or to teach self-defense. 
  The people using this room generally have more money and work 
  in trades without a great deal of manual labor. Most teamsters or 
  longshoremen regard this room as a joke, but not a few such people 
  frequent it to stay flexible, participate in activities outside their job, 
  or meet and socialize with a variety of individuals. Various sparring 
  swords, which deal only nonlethal damage, are stored in a reinforced 
  locker here, available upon request from an attendant. 
  Area 2 .4 Spring Pool and Overflow 
  A large volume of water flows up from the spring each day, enough to 
  fill the great bath in a few hours after it is emptied for maintenance. 
  Some claim the water has medicinal properties and leave votive 
  offerings. When necessary, the naturally-heated waters flow through 
  the channel to the various pools. Once full, a gate closes the channel, 
  shunting excess water to the overflow tunnel and out into the Argent. 
  The tunnel is breached in a few places, allowing access to the Cartways.
  Area 2 .5 Heated Rooms & Plunge Pools
  Regularly warmed by large stones pulled from a nearby hearth, these 
  two pools adjoin a softly-lit room filled with reclined chairs and low 
  tables. Pleasantly sultry and inviting year round, citizens occupy this 
  room on cooler days in spring and autumn and nearly every day in 
  winter. Summer weather drives people to other parts of the baths, 
  but they always return. The staff keeps a few games available here for 
  patrons to use. Courtesans, like Svetlana, and masseurs often wander 
  through, offering their services.
  Area 2 .6 Changing Rooms and Saunas 
  These small rooms have lockers and alcoves for storing clothing while 
  attending the Bathhouse. A continuous flow of warm water from the spring 
  fills the sauna while a series of hot metal rods supplements this heat. In a 
  marvel of gearworking engineering, patrons can increase the temperature by 
  baring additional rods using a series of levers mounted on the wall.
  Area 2 .7 Chilled Pool 
  Set into the raw stone of the ground and occasionally augmented by 
  deliveries of ice from local icehouses, the construction of this room 
  tends to reinforce the cooler temperatures enjoyed by so many patrons 
  in the sweltering summer weeks. Several famous mosaics decorate the 
  walls, floor, and pool in this room, supposedly portraying prominent 
  members of the unseelie fey Shadow Court. Rumor has it that there is 
  always an entrance to the Shadow Court through the pool.
  Area 2 .8 Massage Parlor 
  Located off of the chilled pool, this service rents its space from the 
  Bathhouse and must undergo a review process similar to the musicians 
  in the grand lounge. Run by Mikhail, a very gregarious and engaging 
  half-elf, it is popular with patrons for both the small stable of high-
  quality masseurs and the gossip Mikhail provides.
  PersonAlities
  The Bathhouse hosts a wide range of Zobeck’s citizenry. Lord Greymark 
  himself visited last spring. With the Public Bathhouse’s reputation, 
  it is also a trusted place for rivals to meet and delicate matters to be 
  discussed. There are, however, a number of people found there nearly 
  every day.
  old stross  
  PubliC bAthhouse
  old stross  
  PubliC bAthhouse
  
  Old Stross Public Bathhouse
  One Square = 5 Feet
  Underground Level
  Street Level
  1.1
  2.1
  2.2
  2.3
  2.4
  2.5
  2.6
  2.7
  2.8
  1.2
  21
  21
  PlACes of ZobeCk
  Zsolt, the Bathhouse Manager
  A balding man with a paunch and wispy iron hair like grass trying 
  to grow on drought-blasted ground, Zsolt likes to gamble, aspires to 
  wealth, and accepts bribes. He thinks the Bathhouse should be more 
  restrictive and elitist of its clientele, charging an entrance fee.
  (Human; expert 4; 25 hp; Wis 16, Con 14, Cha 15; +4 dagger (1d4+1), 
  +4 unarmed strike*; Bluff +12, Profession (gambler) +12; *provokes AoO)
  Svetlana, a Local Courtesan
  Petite and raven-haired, Svetlana is very professional and refined. She 
  speaks only in innuendos and inferences without ever directly stating 
  what she does. She detests Mikhail, though she sometimes uses him to 
  make the contacts she needs to feed her opium habit.
  (Human; expert 6; HP ; Int 14 , Cha 18; +4 unarmed strike*; Bluff 
  +16, Diplomacy +16 Profession (courtesan) +16, Sense Motive +10; 
  *provokes AoO)
  Mikhail, the Massage Parlor Proprietor
  Mikhail is a trim and muscular half-elf of carefully groomed appearance 
  and friendly demeanor. He is in love with Svetlana and is completely 
  oblivious to her spurning behavior. Mikhail is a gadfly, making friends of 
  all stripes and gathering blackmail on the rich who purchase his services. 
  Occasionally, he coordinates robberies of clients after visits.
  (Half-elf; expert 5; 21hp; Dex 16, Cha 17; +6 dagger (1d4+1), +6 
  unarmed strike*; Diplomacy +14, Heal +9; *provokes AoO)
  Radu Underhill
  Radu enjoys soaking in the hot pool in area 2.5, where, as he jokes, 
  he “holds embassy court.” He occasionally spends time in the grand 
  lounge, playing a game of stones, but that is uncommon, as he doesn’t 
  wish people to think of him as man who considers strategy. Underhill 
  knows of the secret route into the Cartways through the spring 
  overflow, but rarely uses it.
  (Darakhul; rogue 6; 57 hp; Str 20, Int 18; +10 bite (1d8+4 plus 
  paralysis plus disease), +10 claw (1d6+5 plus paralysis); Perception +13, 
  Sense Motive +13, see page 8)
  sCenArios
  The Cover of Fire
  No matter how sacred a place, someone will exploit it. Two rival 
  merchants have been pursuing a trade war on wine. One of them 
  decides that the market is the wrong place for blood and the Bathhouse 
  would be better. Hiring several thugs, he pays them to start a fire 
  inside the sauna and then murder his rival in the ensuing chaos. The 
  characters might be visiting the baths or simply passing by when the 
  screams begin. Will they brave the choking soot to help save those 
  fallen unconscious? Will they stop the assassination?
  The Nixie in the Room
  Sometimes, one finds a blue-skinned man swimming in the chilled 
  pool. He claims to be a messenger of the Shadow Court seeking the 
  River Court, but he took a wrong turn. Does the pool somehow 
  lead elsewhere?
  
  22
  22
  By no means a small operation, the Silk Scabbard occupies an 
  otherwise nondescript two-story brick structure near the junction of 
  Upper and Lower Zobeck and the Kobold Ghetto.
  Tyron, Lord Greymark’s fixer, owns and runs the Scabbard with the 
  approval and protection of the trade oligarch. This den of excess draws 
  in patrons of all social strata. Fond of risk, Tyron runs many games and 
  fixes only a few. The management sees the occasional brawl as a cost of 
  doing business, and keeps the furniture sturdy but comfortable. The Silk 
  Scabbard’s girls are well kept; a local bard advertises the brothel as “a dozen 
  lovely ladies, and two ugly ones!”
  lAyout
  The Silk Scabbard has two floors. The street level contains the brothel, 
  main bar, and pit fighting areas. The upper level hosts the gambling 
  and auxiliary bar with a couple of overflow rooms for the brothel. 
  Street	Level
  Area 1 .1 Entryway 
  A heavily-reinforced metal door with a sliding view plate serves as the 
  portal to the Scabbard. A clockwork mechanism allows people in area 
  1.3 to open this door.
  Area 1 .2 Attendant Station
  A man behind a caged window sits in this small room to collect a cover 
  charge from each attendee during advertised events; it remains closed 
  otherwise.
  Area 1 .3 Kill Station
  Three men with poisoned heavy crossbows stand watch over the 
  entryway from this room, in case someone foolishly attempts 
  something.
  Area 1 .4 Mustering Area
  Guards gather in this open space before heading to any trouble in the 
  Scabbard.
  Area 1 .5 Office
  The Silk Scabbard’s ancient clerk works here, maintaining inventory 
  and tracking cash flow. Other than Tyron, he is the highest paid 
  member of the staff.
  Area 1 .6 Armory and Vault
  Tyron stores about two weeks’ profits here in a safe—roughly 600 
  gp—along with a dozen longswords and heavy crossbows.
  Area 1 .7 Storage
  Casks of wine, beer, and liquor are stacked neatly here. A single guard 
  always watches this room and the adjacent service door.
  Area 1 .8 Comfort Rooms
  These rooms offer beds which fold down, simultaneously closing and 
  locking the door. Each room belongs to a specific girl and some contain 
  a secret door leading to the service passage.
  Area 1 .9 Lower Gambling Tables
  Tyron doesn’t run the games at these tables; anyone may play. He 
  demands a 1 gp sitting fee for the night.
  Area 1 .10 Booths 
  These four simple booths provide comfortable seating for 6 medium 
  creatures, good for private conversation.
  Area 1 .11 Lower Bar
  The Silk Scabbard offers drinks at standard prices (Pathfinder Core 
  Rulebook, pg. 159) but no food other than salted nuts.
  Area 1 .12 Fighting Pits
  A sturdy metal rail encircles these bare, sandy-floored, 20-foot-square, 
  12-foot-deep pits.
  Area 1 .13 Service Tunnel
  This passage allows guards near the comfort rooms in case of belligerent 
  customers and ensures discerning patrons can slip into the Cartways 
  unnoticed.
  Upper	Level
  Area 2 .1 Open Gaming Area
  Tyron offers a number of games of chance here – usually four, six 
  on busy nights. Games involving dice, cards, or even roulette are all 
  common.
  Area 2 .2 Upper Bar
  This area is identical to the bar on the first floor and has adjoining 
  storage.
  Area 2 .3 Comfort Rooms
  These rooms are identical to the ones downstairs, but have no secret 
  doors.
  Area 2 .4 Viewing Rail
  There is ample space here for spectators to watch any of the bouts in 
  the fighting pit below.
  Area 2 .5 Office
  Tyron’s private workspace boasts windows overlooking the main floor. 
  He rarely spends any time here, but it is lavishly decorated.
  PersonAlities
  Atsen,	Bouncer
  A barrel-chested man with a thick accent and thicker forearms, he likes 
  the girls and often loses his wages on table games.
  (Human; warrior 5; 42 hp; Str 18, Con 14, Wis 8; +11 mwk sap, +9 
  unarmed strike; Intimidate +9, Perception +4, Profession (gambler) +5)
  Drajan, Bartender
  Drajan keeps his head shaved and his appearance neat, always wearing 
  sleeveless vests to display his tattoos. A teetotaler, he only drinks spring water.
  (Human; expert 3; 17 hp; Int 15, Cha 16; +1 sap, +4 heavy 
  crossbow; Bluff +9, Profession (bartender) +10, Sense Motive +10)
  the silk sCAbbArd
  the silk sCAbbArd
  
  The Silk Scabbard
   
  One Square = 5 Feet
  Ground Floor
  Second Floor
  down
  to Secret 
  Tunnels
  Open to 
  Ground Floor
  1.1
  2.1
  2.2
  2.3
  2.4
  2.5
  1.3
  1.2
  1.4
  1.5
  1.8
  S
  S
  S
  S
  S
  S
  S
  S
  S
  1.9
  1.13
  1.10
  1.11
  1.12
  1.6
  1.7
  23
  23
  PlACes of ZobeCk
  Jitka, Pit Boss
  A half-Kariv man who left his Margreve clan for Zobeck, he 
  undisputedly rules the game floor.
  (Human; rogue 5; 26 hp; Dex 16, Wis 16; +6 masterwork sap; 
  Perception +14, Sense Motive +11)
  Kajya, Madam
  This raven-haired spitfire watches over the other girls like a feral mother 
  bear. Offend her, and you won’t see the back rooms again soon.
  (Human; expert 4; 20 hp; Wis 16, Cha 16; +2 dagger; Bluff +10, 
  Profession (courtesan) +10, Sense Motive +10)
  Timolius Druzeldorg, Patron
  A tall, dark-haired man with a potbelly and a braided beard, 
  Timolius spends his days regaling listeners with repetitive stories 
  of ancient kingdoms, lost treasures, and unusual monsters. He 
  is a fountain of knowledge, assuming one can steer the topic of 
  conversation. His mouth never shuts, but interestingly, his money 
  never runs out.
  Tyron, Current Owner
  Tyron wears a long coat and narrow-brimmed felt hat.
  He is tall, thin, and in the later years of middle age. Befitting his role as 
  Lord Greymark’s trusted retainer, Tyron wears only the finest clothing 
  and carries himself with dignity and calm disinterest. 
  (Human; expert 4/rogue 4; HP; Int 14, Wis 14, Cha 16; +7 mwk 
  short sword, cape of the mountebank, circlet of persuasion; Bluff +17, 
  Diplomacy +17, Intimidate +17, Sense Motive +13)
  Vandessian Thrikk, Patron
  A prodig ious man with a prodigious thirst and a connoisseur’s 
  love of the Scabbard’s ladies, Vandessian is quick to point out his 
  wide-traveling merchant background and heritage, claiming with a 
  trademark guffaw, “That’s Thrikk with two K’s, at your service m’dear.”
  sCenArios
  Let’s Buy a Bar!
  Over the course of their adventures, the characters could become the 
  proprietors of an establishment like the Silk Scabbard. How might this 
  happen? The characters could:
  Purchase the Scabbard from Tyron.
  •	
   Tyron would sell the 
  place for about two years’ profits up front, a sum of 30,000 gp.
  Inherit the Silk Scabbard.
  •	
   Should the party perform a great 
  
  24
  24
  service to Tyron, he might make them heirs. And on the 
  streets, accidents happen all the time.
  Become a Partner.
  •	
   Tyron might feel—or the PCs might 
  convince him—that it’s time to step back from the business. A 
  socially-inclined and morally flexible character with leadership 
  tendencies might find herself with an opportunity to buy into 
  the Silk Scabbard for a reasonable cost.
  Entrepreneurial Considerations
  Selling sex for fun and profit . 
  Presuming a rate of 2 sp to 2 gp/encounter, and assuming around 10 
  encounters/night, a prostitute can average (on the low end), 2 gp/day, 
  or roughly 50o gp/year after holidays and alchemical expenses, such as 
  birth control or cure disease. Figuring that 50% (at least) goes to his or 
  her employer, said employer, with a full stable of twenty trollops, can 
  clear around 5,000 gp/year, minimum.
  Booze it up . 
  A 5-gallon cask has roughly 40 drinks, every 2 casks means 3 gp profit, 
  so on the low end, a bar brings in about 5 gp profit every 2 days, or 750 
  gp/year.
  The First Rule of… 
  Wagers on pit fighting can earn great sums. Tyron schedules fights 
  weekly, and impromptu grudge matches happen about twice a 
  week. Each fight nets the 
  Scabbard about 20 gp, or 
  around 3,000 gp/year. This 
  number varies, however, 
  and wagers which could 
  payout over 50 gp require 
  Tyron’s approval. Fights 
  are kept between animals, 
  like dogs and cocks, 
  or restricted to bare-
  knuckle brawls in order to limit the need to bury bodies. When 
  disposal is required, you can bet the responsible party pays for it.
  The House Always Wins . 
  Tyron keeps about four regular games of chance going: dice, roulette, 
  and two varieties of card games. These players tend to bet silver, and 
  there is a 5 gp table limit on wagers. He sees biweekly profits of about 
  200 gp from this aspect of the business, or 5,000 gp/year.
  And No Cover Charge! 
  On nights with well-publicized fights, the Silk Scabbard charges a 2 cp 
  entry fee and packs in 200 observers. This results in about 250 gp/year 
  profit. With only one real entrance, this could be an issue in a fire, but 
  that hasn’t yet happened. 
  Bring the Adventure to You!
  Ownership might seem like the easy life for scoundrels, but here are 
  some ideas to keep the new management from getting complacent.
  Everyone Loves Trinkets
  A regular client is also a thief who gives his favorite girl a particular 
  stolen—possibly cursed—item. The justifiably angry original owner, 
  perhaps the Painted Man or a Collegium master, sends demons, devils, 
  or some other magical agents disinclined to negotiate, to recover the 
  item. Hilarity ensues.
  The Moonlighting War 
  A competing gang shakes down the brothel by stealing girls 
  through threats, bribes, and trickery. Welcome to a low-key 
  crime war that escalates as one gang begins to intimidate the 
  neighborhood around the Scabbard, making it difficult get 
  supplies or services.
  Like Roaches and Rats
  The Scabbard sees an infestation of another illegal 
  business – drug dealers hiring the girls to push their 
  product. The owners are threatened by clients who 
  want more drugs and sought by the 
  Watch or Spyglass Guild who 
  want the drugs controlled 
  or eliminated.
  Good Clean Fun
  Daughters of the upper class 
  decide it will be entertaining 
  to go slumming as part-time 
  prostitutes. It’s less fun when 
  girls get kidnapped and terribly 
  maimed. It becomes downright 
  poke-your-eye-out when 
  the family holds the owners 
  responsible for the incident.
  Promise Me  
  We’ll Get Robbed
  The characters might 
  find their roles reversed 
  
  25
  25
  PlACes of ZobeCk
  when a group of adventurers decides to make a play for the 
  receipts from a particularly lucrative pit fight or holiday casino 
  celebration. They attempt a multi-pronged heist which forces 
  the characters use every option at their disposal in order to 
  either foil the thieves or pursue them into the Cartways in an 
  attempt to recover their cold, hard cash. Is the robbery a cover 
  for something more sinister? What awaits the Scabbard’s owners 
  within the tunnels’ shadows?
  New Archetype: The Fixer
  One sort of rogue works as an enabler, connecting thugs and burglars, 
  trap-smiths and second-story men. That scoundrel is a fixer.  The fixer 
  knows people, knows where to find what you need, and knows who 
  to pay to get things done. Uninterested in investigation or inspiration, 
  this rogue realizes the most valuable currency is knowledge and makes 
  very sure to be flush with its coin.
  Class Skills: Replace Knowledge (dungeoneering) with Knowledge 
  (nobility) in a fixer’s class skills.
  Scrounge (Ex): A fixer can locate a buyer or seller of an exotic 
  weapon, alchemical concoction, a rare component, or even a 
  minor magic item (worth 250 gp per level) with a successful 
  Diplomacy (gather information) check, with a DC of 20 (+1 per 
  250 gp value of the item). Mundane items or services worth less 
  than 50 gp may be found for free, once per week, at the GM’s 
  discretion. The maximum value of this “found” item increases by 
  50 gp at 3rd level and every three levels thereafter. This ability 
  replaces trapfinding.
  Names and Faces (Ex): At 3rd level, a fixer has either invested 
  the time to gain personal access, or knows the right people, to easily 
  reach influential members of the community. She gains a +1 bonus 
  to Knowledge (local), Knowledge (nobility), and Diplomacy (gather 
  information) checks used to identify or locate an important person. 
  The bonus increases by +1 for every 3 levels beyond third. This ability 
  replaces trapsense.
  A Jaded Eye (Ex): At 4th level, the fixer gains a bonus equal to half 
  her class level on Perception and Sense Motive checks. This ability 
  replaces Uncanny Dodge.
  A Magpie Among Songbirds (Ex): At 8th level, a fixer gains a 
  bonus equal to half her class level on opposed Bluff and Disguise 
  checks made in an attempt to deceive someone. This does not apply to 
  feint attempts or attempts to pass secret messages. This ability replaces 
  Improved Uncanny Dodge.
  Rogue Talents: The following rogue talents complement the 
  fixer archetype: canny observer, charmer, coax information, guileful 
  polyglot, hard to fool, honeyed words, minor magic, strong impression.
  Advanced Rogue Talents: The following rogue talents complement 
  the fixer archetype: another day, master of disguise, skill mastery, 
  slippery mind, thoughtful reexamining.
  New Rogue Talent: 
  Expert Scrounger (Ex): When making a Diplomacy (gather 
  information) check (DC 20 +1 per 250 gp value of the item), 
  the rogue may find either a buyer or a seller for an exotic item, 
  component, or even magical item worth up to 250 gp per class level. 
  This talent may be taken multiple times, increasing the maximum 
  total value of the item sought, and it stacks with the fixer archetype 
  ability Scrounge.
  Tyron, King of Fixers
  “A long way from a ruined inn, are you not? We should talk. Step into 
  my office, I mean you no harm. Much has happened since you plunged 
  headlong into the stink of the Ghetto.”
  Tyron,	Lord	Greymark’s	Fixer	
  CR	7
  Male human rogue 8 (fixer)
  NE Medium humanoid (human)
  Init +1; Senses Perception +17
  DEfENSE
  AC 14, touch 10, flat-footed 14 (+4 armor, +0 Dex)
  hp 44 (8d8+8)
  Fort +6, Ref +6, Will +6
  Defensive Abilities Evasion
  OffENSE
  Spd 30 ft.
  Melee mwk short sword +6 (1d6-1/19-20/x2)
  Ranged mwk darkwood lt. crossbow +6 (1d8/19-20/x2)
  Special Attacks Sneak Attack +4d6
  TACTICS
  Before Combat An older gentleman of high standing, Tyron ensures 
  he’s nowhere near combat. He hires thugs to take care of that 
  for him.
  During Combat If he must fight, Tyron fights defensively unless an 
  opening presents itself or he sees a chance to escape using his 
  cape of the mountebank.
  Morale Tyron knows Lord Greymark doesn’t pay dead men, and he 
  likes the lifestyle that comes with regular paychecks. He avoids 
  or departs from combat at the first opportunity, unless ordered 
  to remain for some reason.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 16
  Base Atk +6; CMB +5; CMD 15
  Feats Additional Traits, Great Fortitude, Iron Will, Skill Focus (Bluff), 
  Weapon finesse
  Traits Black-marketeer (+1 Initiative), Butcher’s Son (+1 Fortitude)
  Skills Appraise +13, Bluff +20, Diplomacy +17, Intimidate +17, 
  Knowledge (local) +15, Knowledge (nobility) +8, Linguistics +8, 
  Perception +17, Profession (merchant) +9, Sense Motive +17, 
  Stealth +11, Use Magic Device +14 
   
  Modifiers Black-marketeer, Charmer, Hard to Fool, Honeyed 
  Words, Knowledge (local, nobility) +2; Perception +4; Sense 
  Motive +4
  Languages Common, Draconic, Dwarven, Undercommon
  SQ A Jaded Eye*, A Magpie Among Songbirds*, Names and Faces*, 
  Resiliency Scrounge*; *See fixer archetype
  Combat Gear 10 crossbow bolts, mithral chain shirt, mwk short 
  sword, mwk darkwood lt. crossbow; Other Gear Cape of the 
  mountebank, circlet of persuasion, walking stick, waterskin
  SPECIAL ABILITIES
  Charmer (2/day) (ex) Roll 2d20 for Diplomacy, take the better result.
  Hard to Fool (2/day) (ex) Roll 2d20 for Sense Motive, take the 
  better result.
  Honeyed Words (1/day) (ex) Add +10 to a Bluff check.
  
  26
  26
  Everyone Lies is an urban noir adventure suitable for four PCs of 1st to 
  3rd level.
  Adventure bACkground
  I
  lyana Dukovich has issues with her father, Lord Greymark. He refuses 
  to name her as his daughter, preferring to see her struggle, but the wily 
  Ilyana plans to force her father’s recognition. She has used her seductive 
  charms and exotic beauty to find her way into the beds of influential people 
  in both reputable and illicit circles, eventually falling in with the Lord 
  Commander of the Free Army and Praetor of the Blue House, Lady Marack. 
  After learning Marack kept a black book of confession, Ilyana worked out a 
  plan to steal it. She convinced a capable second-story man named Grigori 
  to snag it along with a substantial collection of jewelry in a deal that would 
  benefit them both – but she never revealed her relationship with Marack.
  The pair executed the heist marvelously, and Ilyana seemed close 
  to achieving the next step toward her goals. Some of Grigori’s fellow 
  gangsters learned of the scheme, however, and decided they wanted 
  the book. Realizing the gang’s interest, Ilyana stole the book from 
  Grigori, planted some of the jewelry on members of the Cloven 
  Nine, and tipped off the Spyglass Guild to make it appear that 
  Grigori had betrayed them all. The secret police captured Grigori for 
  interrogation shortly afterward. Ilyana hoped that taking the book 
  would safeguard Lady Marack from the Nine and that returning it to 
  the Lord Commander would help her convince Marack to force Lord 
  Greymark into publicly recognizing Ilyana. Then Grigori talked. Now 
  the Spyglass Guild’s enforcers hunt her, the Cloven Nine hunt her, and 
  nothing seems to be working out.
  Adventure summAry
  A local thief, Grigori, approaches the party. He needs help finding his 
  girlfriend Ilyana, and he’ll pay. Recently interrogated by in Blue House, he 
  fears for her safety. If the PCs accept, Grigori sends them into Lower Zobeck.
  Regardless of their acceptance, a group of gruff, hard-nosed 
  individuals from the Spyglass Guild approach the party. They claim to 
  know of the party’s involvement, threaten them with the Blue House’s 
  dungeons unless they turn over Ilyana, and make clear that they will 
  be watching. Ilyana’s trail leads into Cloven Nine territory and the 
  Silk Scabbard, where the gang tells the PCs to quit searching for Lord 
  Greymark’s illegitimate tiefling daughter before they end up dead.
  With the underworld breathing down their necks, the law on their 
  heels, and the threat of Lord Greymark’s fury hanging over their heads, 
  the party has nowhere left to turn until Sergeant Hendryk approaches 
  them with the real score. If the party works with Hendryk, he’ll help 
  them out of the situation. The book is the key, and the best place to 
  start looking is the Cartways Black Market.
  In those dark tunnels where the Watch dare not go, the group 
  meets Radu Underhill, who knows where Ilyana hides and will trade 
  the information if the characters will cooperate. If the PCs can get the 
  girl, and get everyone to agree to a midnight exchange at Hommal’s 
  Rooftop, then the ghoul has a way for the characters to escape with the 
  greatest treasure they could hope for: their lives.
  Radu sends the group to the Old Stross Bathhouse where they 
  find Ilyana, who, once discovered, explains her own tangled story. 
  Unfortunately, everything’s gone wrong, and the party is Ilyana’s only 
  hope of surviving the night.
  Ilyana agrees to exchange the book for a hiding place. Once safely 
  tucked away, she tells the group where she hid the book. Only with 
  the book can the group attend the meeting with secret policemen and 
  gangsters with any chance of survival.
  Fulfilling his part of the bargain, Radu and a pack of ghouls ambush 
  the enforcers outside Hommal’s, capturing Lady Marack as the party 
  mops up the stragglers. With their deal consummated, the adventurers 
  can trade the book to the waiting members of the Cloven Nine 
  knowing they’ve escaped by the skin of their teeth. They return to their 
  safe house triumphant, only to find Ilyana gone.
  Adventure hooks
  What draws the adventurers into this twisted trip down Zobeck’s streets? 
  An offer they cannot refuse. At their low level, they cannot afford to 
  make enemies of either the Spyglass Guild or the Cloven Nine, and yet 
  they risk just that simply because Grigori sought them out.
  But why would Grigori come to the adventurers?
  Some options include:
  Grigori shares an ethnic or national origin with one of the 
  •	
  characters and approaches a countryman he may have heard of, 
  hoping this connection will motivate the character to assist him.
  A rogue, bard, or other character has a shady background or 
  •	
  a (possibly undeserved) reputation for finding lost things or 
  people. Grigori hopes to capitalize on this.
  Grigori has a professional connection to a character from a 
  •	
  previous job. He seeks out the fellow thief for a favor.
  A mutual NPC acquaintance tells Grigori that the party can likely 
  •	
  get the job done, and no one will miss them if they blow it.
  everyone lies
  everyone lies 
   
  by ben mCfArlAnd 
  Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. 
  The adventurers’ lives may depend on finding her first.
  
  27
  27
  everyone lies
  Whatever the reason, our tale begins as Grigori approaches  
  the adventurers…
  introduCtion
  While relaxing someplace public, the adventurers receive an unexpected 
  visit from the well-dressed second-story thief Grigori.
  PArt one: 
  i’ll see your offer
  Only Hope
  You didn’t invite him, but he sat down anyway. Unshaven, 
  and roughly treated quite recently, the man wears a look of 
  desperate exhaustion as obvious as the fine stitching on his 
  forest green doublet. He nods knowingly to your group, trying 
  to muster an expression of false confidence. “You may not 
  remember me. I’m Grigori.”
  Using whatever connection you’ve chosen, Grigori attempts to establish 
  some relationship with the party. Once he has his in, he gets to the 
  heart of the matter.
  He takes a swallow of his weak beer. “I need your help with 
  something. I did a job the other night, and I think I got in over 
  my head.” He looks sideways, as if checking for something. “The 
  Spyglass Guild just got done grilling me hard for most of the 
  afternoon. I’ve gotta lie low for a while, but my girl Ilyana, she 
  doesn’t know. They may not be so kind to her, especially since 
  she’s wearing some my handiwork, if you know what I mean.” 
  Grigori takes another pull from his flagon. “If you can find her 
  first, I’ll make it worthwhile.” He hands you a square of artists’ 
  canvas bearing the charcoal sketch of a striking tiefling woman.
   The party may wonder if Grigori’s lying or if they know of him:
  Skill 
  DC 
  Benefit
  Sense Motive 
  <15 
  He could be lying, he could be telling the 
  truth, you can’t tell. 
   
  15 
  He’s not lying.
   
  20 
  He’s not lying, but he is holding a little 
  something back.
  Skill 
  DC 
  Benefit
  Knowledge (local) <15 
  You don’t know of Grigori. 
   
  15 
  Grigori’s a member of the Cloven Nine, 
  or at least he’s been associated with the 
  gang in the recent past.
  If pressed, Grigori explains Ilyana helped plan the job and might crack 
  under interrogation. He worries she’ll end up in the gibbet, and he can’t 
  ask any members of the Cloven Nine for help, because he knows they 
  won’t want the attention. The adventurers, as an uninvolved third party, 
  can investigate freely, whereas he would only draw suspicion closer. He 
  knows he wasn’t followed here; he took precautions to be certain.
  A DC 10 Knowledge (local) check identifies the Spyglass Guild 
  as Zobeck’s secret police, a quasi-legal organization that ultimately 
  answers to the Lord Mayor and the Council of Praetors. A DC 15 
  Knowledge (local) check turns up Ersebet Cemilla as mistress of the 
  Guild, but also that she answers to Lady Marack, Praetor of the Blue 
  House. A DC 20 Knowledge (local) check reveals that Lady Marack 
  is a flamboyant personality, with rather more colleagues than friends 
  among the city’s elite, and it’s not hard to believe she might use her 
  position for personal matters if given sufficiently strong reasons. The 
  PCs should be getting nervous by now.
  If the adventurers rebuff him, Grigori shrugs and departs, leaving 
  the sketch with the party. The enforcers see the sketch and assume the 
  PCs have taken the job. If they agree, he continues.
  “My thanks,” he smiles, revealing a couple missing teeth. “Take 
  this picture,” he taps the sketch, “and look in Lower Zobeck. 
  She has friends working at the Silk Scabbard. Filipa maybe, or 
  Iskra. Either might know where she is. They’ll probably tell you, 
  since you’re not Cloven Nine.” He takes one last drink from his 
  mug. “Tell them Grigori brought them their earrings. They’ll 
  know I sent you.”
  Departing the Scene
  Grigori leaves first, saying he doesn’t want his presence to cause the group 
  trouble, but maybe she’ll meet him “in their place, next New Year’s.” He plans 
  to lay low, knowing that the authorities are watching, so that the PCs will 
  draw the heat. When they turn up Ilyana, everyone will forget about him.
  As soon as the party enters the street, they are approached by a 
  group of rough, serious men who are obviously more than street thugs.
  “Evening. You look like you need to talk. What say we slip over 
  to that quiet alley and have a chat?”
  These men have no unifying dress, color scheme, or symbol, and 
  they clearly won’t take no for an answer. A DC 12 Sense Motive check 
  gives the feeling that, despite the menace, they really just want to talk, 
  though the party may not like the conversation. A DC 20 Perception 
  check reveals a polished pin shaped like a griffon holding a gear in its 
  fore claws on one man’s cloak. If the PCs watch, they notice that that 
  man never speaks, but all of his companions take their cues from him.
  As long as the adventurers cooperate without resisting, the enforcers 
  simply talk. At any sign of defiance, they immediately attack to prove a 
  point (See Breaking the Law for statistics). Otherwise, continue.
  A wiry man with a thick, blond mustache does the talking. “Good. You 
  seem like smart people. Let me explain how you can continue to be 
  smart. We know about the girl, and we know you’re after her. We’re 
  after her too. You find her and turn her over, or you’ll all see the 
  bottom of Blue House.” He lets this sink on for a second. “And don’t 
  bother trying to run. You’re not hard to find, and we are watching.” 
  He smiles, as if genuinely pleased to have the unpleasant part out of 
  the way. “And, if you do this quick enough, and we’ll even give you 
  the reward for her. That’s a short-term offer, though.” He glances to 
  one of his companions, who nods, and the group starts to drift away, 
  some swinging silver-tipped ebony batons. The spokesman smiles 
  again before leaving. “Better get going. It’s getting late.”
  
  28
  28
  Some parties may not suffer threat or coercion. If such parties 
  engage the enforcers, proceed to Breaking the Law. Others may be 
  curious about the places mentioned or the items brandished.
  Skill 
  DC 
  Benefit
  Knowledge (local) <13 
  The Blue House houses Zobeck’s secret 
  police. 
   
   
  Those batons are tipstaves, magical clubs 
  capable of paralyzing foes.
   
  17 
  There is a reward for Ilyana, but no sum is 
  mentioned.
  Terrain: This conversation should ideally occur at the mouth of an 
  alleyway, but the exact location may vary.
  Creatures: See below for the enforcers’ statistics. 
  Breaking the Law
  The enforcers don’t want to kill the characters or even incapacitate 
  them. They attack for nonlethal damage for the first 2 rounds and 
  then use the hold person power of their tipstaves. After disabling the 
  adventurers, they move them into the nearby alley for a discussion and 
  recovery.
  CR 5—1,600 xp 
  1 squad leader
  3 strongarms
  Adjusting to APL 3: Increase this to CR 6 by adding 2 strongarms. 
  For CR 7, add 1 squad leader and 3 strongarms.
  Squad	Leader		
  CR	1
  XP 400
  Human rogue 2
  N Medium humanoid (human)
  Init +3; Senses Perception +4
  DEfENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 16 (2d8+4)
  Fort +2, Ref +6, Will -1
  OffENSE
  Speed 30 ft.
  Melee sap +2 (1d6+1 nonlethal)
            short sword +4 (1d6+1/19-20)
  Special Attacks tipstaff +4 attack (1d4+1 lethal or nonlethal plus 3 
  rounds paralysis, DC 13)
   
   
  tipstaff +4 touch attack (3 rounds paralysis, DC 13)
  TACTICS
  During Combat The squad leader looks for spellcasters, moving into 
  flank and knocking foes unconscious.
  Morale The squad leader works directly for the Spyglass Guild and 
  has a reputation to uphold. He never flees.
  STATISTICS
  Str 13, Dex 16, Con 15, Int 12, Wis 8, Cha 10
  Base Atk +1; CMB +2; CMD 14
  Feats Diplomatic Strike, Toughness, Weapon finesse
  Skills Bluff +5, Disable Device +7, Disguise +5, Intimidate +5, 
  Knowledge (local) +6, Perception +4, Sense Motive +4, Stealth +7
  SQ finesse rogue
  Languages Common
  Treasure npc gear (studded leather, sap, short sword, tipstaff, 
  orichalcum cloak pin) 
  Strongarm	
  CR	1
  XP 400
  Male human warrior 3
  LE Medium humanoid (human)
  Init +2; Senses Perception +3
  DEfENSE
  AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
  hp 26 (3d10+9)
  Fort +5, Ref +3, Will +4
  OffENSE
  Speed 30 ft.
  Melee sap +5 (1d6+2 nonlethal)
            short sword +5 (1d6+2/19-20)
  Special Attacks tipstaff +5 (1d4+2 lethal or nonlethal plus 3 rounds 
  paralysis, DC 13)
  TACTICS
  During Combat Strongarms attack for nonlethal damage for 2 
  rounds and then use their tipstaves to halt combat. If one 
  of their number dies, they draw short swords and focus on 
  whoever killed their ally.
  Morale Strongarms are bruisers trained by Blue House as muscle for 
  its agents. They’re dedicated and very disciplined but trained to 
  retreat when necessary. The entire group flees, carrying all their 
  wounded, if any of them drop to 0 hp or if their leader is killed.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Diplomatic Strike, Iron Will, Toughness
  Skills Climb +6*, Intimidation +4, Perception +3; *Armor check 
  penalties applied.
  Languages Common
  Treasure npc gear (studded leather, heavy wooden shield, sap, 
  short sword, tipstaff)
  Treasure: The enforcers have tipstaves, gear, and some pocket 
  change totaling no more than 20 gp.
  Development: With the enforcers’ threat delivered, it’s time to go 
  hunt for a girl and find more enemies. Allow the party to search as they 
  please, but proceed to The Silk Scabbard.
  The Silk Scabbard
  See page 22 for a full description of the Silk Scabbard.
  Rough men and women pack this establishment looking for all 
  manner of opportunities. It is a bar, a casino, a whore house, 
  and a death trap, all in one convenient location.
   Many activities are available to characters visiting the Silk Scabbard. 
  Eventually, they should seek out Filipa or Iskra. Filipa is in the upper gaming 
  area (Area 2.1) with a fat cattle merchant, looking bored but milking him 
  for an eventual trip to the comfort rooms. Iskra is trolling the bar area (Area 
  1.11) on the arm of a belligerent local tough looking for a fight.
  
  New Magic Item: Tipstaff
  Tipstaff
  Aura minor enchantment; CL 3rd
  Slot –; Price 6,000; Weight 5 lbs.
  DESCRIPTION`
  This short, ebony baton, equivalent to a Small club, has a 
  cord-wrapped handle and silver-capped tip bearing the 
  seal of Zobeck. To the uninitiated, this appears as a heavy-
  duty truncheon, but the Watch use them to ambush and 
  immobilize enemies. After a successful attack or touch 
  attack, as a free action, the wielder may say the command 
  word to expend a charge and target their opponent with 
  hold person, 1/day (lasts 3 rounds, DC 13 Will save negates). 
  An officially-issued warrant slipped under the cords of the 
  grip adds a +2 to the save DC for persons named in the 
  warrant. A tipstaff may have only one warrant on it at a 
  time, naming no more than three people. A tipstaff has 50 
  charges when first constructed and provides a +2 equipment 
  bonus to CMB to initiate or maintain a grapple. It cannot 
  be recharged outside of Blue House, but an ‘empty’ tipstaff 
  retains its CMB bonus. The Watch works vigorously to keep 
  these items out of private hands.
  CONSTRUCTION
  Requirements Craft Wondrous Item, hold person, craft 
  (woodwork) 3 ranks; Cost 3,000 gp 
  29
  29
  everyone lies
   Neither woman wants the characters interrupting, as they both 
  want to close the deal with their current marks. Their starting 
  attitudes are hostile if the PCs try to (or successfully) separate them 
  from their ‘customers’ and unfriendly towards anyone asking about 
  Ilyana’s whereabouts under other circumstances. “Tipping” a few 
  silvers provides a +1 circumstance bonus (per silver piece, max +5) to 
  Diplomacy checks to change this attitude. Once their attitudes shift 
  to friendly, they pull at least one PC into a vacated booth (Area 1.10) 
  and speak without reservation once they hear Grigori’s code phrase. 
  Otherwise, they remain evasive before admitting:
  The girl has an anxious, concerned look as she speaks. “Ilyana 
  didn’t tell anyone where she was going, honest. She didn’t 
  want us to get hurt, so she said it was better if nobody knew.”
  Characters can do some Diplomacy checks to gather information at 
  the Silk Scabbard, but this draws the attention of the Cloven Nine. 
  Skill 
  DC 
  Benefit
  Diplomacy 
  <15 
  Ilyana was a regular at the Silk Scabbard, 
  but not an employee. 
   
  15 
  Ilyana associated with the Cloven Nine, 
  but she wasn’t a member.
   
   
   Ilyana had many lovers, some of great 
  influence.
   
  17 
  Ilyana’s father is rumored to be the very 
  powerful Lord Greymark.
  In a scene which should seem familiar, a few members of the Cloven 
  Nine approach as the party prepares to leave. They’re armed but don’t 
  intend on starting trouble. They leave the adventurers with a stern 
  warning. 
  The gangsters motion for you to stop. “You know, we know 
  who you’re looking for, and you should quit.” Their spokesman 
  cuts you off with a gesture, menacing in its simplicity. “Why? 
  Because Lord Greymark would hate to find out she died 
  because of you. You’d hate for him to find that out too. It’s the 
  sort of thing that gets people killed, you know? You should just 
  go home and enjoy the evening.”
  A DC 12 Sense Motive check confirms that the gangsters would 
  finger the party to Lord Greymark if Ilyana died. Defiant characters are 
  told that kind of talk usually gets a beating, and they ought to be on 
  the lookout for it. The gang members don’t start anything here unless a 
  character presses the issue. In that case, they clear a space (Area 1.12), 
  and a single PC faces a burly tough in unarmed combat (use a strongarm 
  from Breaking the Law, but AC 12). The gang member will beat a 
  character to -5 nonlethal damage, even hitting an unconscious foe.
   Development: With their threat—and possible beating—delivered, 
  the gang tells the characters to get out. If the characters are polite, or at 
  least closemouthed, the staff forgets about the encounter and dismisses 
  it as “just a part of business.” If the PCs are combative, the gang and 
  the staff don’t forget them or the incident.
  If the party starts trouble, a group of Watchmen arrive very quickly 
  (top of round 4, if in combat) and haul the PCs outside. The Silk 
  Scabbard’s staff, and some patrons, will assist the Watch. Once outside, 
  the character with the highest Strength is beaten to less than 5 hp while 
  the others are restrained and held at sword point. As the Watchmen 
  leave, the last one looks at the PCs and says, “Don’t you have a job to 
  do?” The party don’t recognize him, but a DC 20 Perception check 
  reveals the same pin as the enforcer squad leader wore (DC 16 if they 
  made the first check and know what they’re looking for).
  The party gets no time to heal or otherwise recover before 
  proceeding to Part Two: The Plot Thickens.
  PArt tWo: 
  the Plot thiCkens
  After departing the Silk Scabbard, the party may feel out of options. 
  Fortunately Sergeant Hendryk awaits them. See page 8 for his 
  description and statistics. If the party just got roughed up, this 
  encounter takes place a moment after they’ve picked themselves up.
  Four Watchmen approach you. In a bold voice, the largest one 
  calls out, “You there, hold in the name of the Watch!” A slight 
  man with a thick, but well-trimmed, black beard and a casual 
  air of authority grins and gives you an obvious wink. “Step this 
  way!” continues the larger man, “and keep your hands where 
  we can see them.” The smiling sergeant nods to the alley.
   The Watchmen do not draw weapons, and a DC 12 Sense Motive check 
  indicates they have no hostile intent. Presuming the party complies, Hendryk 
  continues. If they run, the Watchmen sigh and repeat the encounter an hour 
  later – although they have weapons drawn when they arrive the second time.
  
  30
  30
  Once in the alley, the sergeant speaks up. “Right. I appreciate 
  you playing along out there. You’re in a bit of a tight spot, eh? 
  Fortunately for you, Sergeant Hendryk knows what’s what. 
  You hear me out, and do what I say, I’ll get you out of this jam. 
  Can’t go wrong with that, eh?”
   If the party refuses, Hendryk laughs. He tells them they have guts; 
  it won’t be enough, but it’s worth something. He throws them a map, 
  tells them to go to the Cartways Black Market, and find Radu.
   If they agree, Hendryk explains the situation while his fellows 
  stand guard. Seems Ilyana stole the Lord Commander’s black book of 
  confession, the log of some egregious sins, from Grigori and made the 
  Cloven Nine think he betrayed them. Now everyone’s looking for 
  leverage over Lady Marack, and the book is the key. If the party talks 
  to Radu Underhill and do as he says, Hendryk will help them out. 
  The best place to find Radu is the Cartways Black Market, a place 
  the Watch dares not go. He gives them a small map and walks them 
  through the directions.
  Development: The map is correct, leading the group into the 
  Cartways. A DC 15 Knowledge (local) check identifies a number 
  of sites suggesting its authenticity. (A DC 15 Diplomacy (gather 
  information) check targeting kobolds confirms this authenticity.) The 
  adventurers shouldn’t have divinations which allow them to bypass the 
  Cartways. An augury might be available, showing both weal and woe 
  for traveling to the Cartways. Eliminate this problem by making NPC-
  provided divination unavailable for 24 hours.
  Into the Cartways (CR 4+)
  Adventurers reluctant to enter the Cartways soon find they may 
  not have a choice. Ilyana has gone to ground, and without new 
  information, they’re just going to be wandering a city of 20,000 souls. 
  Travel to the Black Market is fairly uneventful:
  Dark, clammy tunnels swallow you all. Following the twisting 
  passageways and odd landmarks on the Watchman’s 
  map brings you a passage echoing with the faint hum of 
  conversation. A short walk and a dogleg corridor later, you find 
  yourselves staring at a bustling hive of activity. Kobolds push 
  carts while humans trudge past duergar and ghouls. You even 
  spot a drow or two. This must be the Cartways Black Market!
  See page 14 for full description of the Cartways Black Market. 
  An inquiry with the gate guards (currently kobolds) indicates Radu 
  keeps his quarters in Area 5. Immediately following the sentry’s 
  response, there is an incident outside the gate, in the larger gallery 
  approaching the doors.
  A kobold tinker, not paying attention to where he’s 
  pushing his cart, accidentally bumps into a pack lizard 
  led by a group of duergar. The creature hisses and 
  rears up, dropping its cargo across the floor. Two of the 
  duergar begin quickly collecting items, but three of the 
  deep dwarves turn menacingly on the lone kobold. At 
  the same time, a mixed group of humans and dwarves 
  arrives to relieve the agitated kobold guards. “Tough 
  break, eh?” chuckles one rough-looking man. “That’s the 
  rules. We don’t act beyond the gates. Shuffle off, belts!” 
  The kobolds shoot poisoned glances at the new guards 
  but simply watch.
  The duergar beat the kobold to a pulp unless the party 
  intervenes. 
  Terrain: This is a 40-foot wide gallery, fed by several tunnels 
  before entering the Black Market. It has a smooth, natural stone 
  floor and walls. The ceiling is 35 feet high.
  Duergar	(3)	
  CR	1	
  400 each
  7 hp (see Pathfinder RPG Bestiary, pg. 117)
  Adjusting to APL 3: Increase this encounter to CR 3+ by 
  adding either 3 duergar, or a monitor lizard (see Pathfinder 
  RPG Bestiary, pg. 194).
  The kobold guards note if the characters act on behalf of 
  the kobold tinker, which may have consequences later.
  The adventurers find Radu’s sanctuary easily (Area 5). 
  Climbing the ladder brings them to a cozy room perched on 
  
  Badges? We don’t need…
  Some players might try to masquerade as Watchmen to enter 
  armed. The guards don’t believe anyone without tipstaves 
  belongs to the Watch and will beat anyone who presses the 
  issue; they believe a real Watchmen wouldn’t be without his 
  tipstaff, and if he was, he’d never report the beating because 
  of the shame.
  31
  31
  everyone lies
  the side of the support pillar. See page 8 for a description of Radu 
  Underhill. He smiles, welcoming the group.
  “Good,” he says, smirking. “Took your time getting here. I think I 
  have a solution to your problem. Listen close.”
  Radu explains that if the group finds the book and Ilyana, and keeps 
  her safe while offering the book to both Lady Marack and the Cloven 
  Nine, he’ll trade their lives for Lady Marack. They PCs need to arrange a 
  midnight exchange at Hommal’s Rooftop with both groups, something 
  perhaps best done by courier letter. If they get the Lord Commander 
  there, he’ll ensure they can deliver the book and that the gangsters get 
  nothing useful out of the deal. If they agree, Radu explains that Ilyana 
  is at the Old Stross Bathhouse, attempting to hide in plain sight, but 
  it’s only a matter of time before the someone finds her. What does the 
  darakhul get? Radu needs to talk to Lady Marack for a while.
  As they depart, Radu offers each adventurer a potion of cure moderate 
  wounds, “for emergencies.” As they cross the gallery to return to the 
  surface, the hunter hired by the Cloven Nine arrives. It is a barghest, 
  part of a murdering Cartways gang, contracted to kill the party. It has 
  run here in a desperate attempt to stop the party before they can leave 
  the Cartways and is fatigued.
  Fatigued	Barghest	
  CR	4
  1,200 xp 
  1 fatigued barghest 45 hp (see Pathfinder RPG Bestiary, pg. 27, -2 
  Str/Dex, cannot charge)
  Adjusting to APL 3: Increase this encounter to CR 6 by making 
  this two barghests. Optionally, consider a barghest with the advanced 
  template for CR 5. Quick Rules: +2 on all rolls (including damage 
  rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.
  If the party aided the kobold tinker, a group of kobold guards help 
  them, beginning on round 3, initiative count 8, by firing a volley of 
  poisoned crossbow bolts and driving off the enemy.
  Treasure: None.
  Development: Proceed to Bathhouse Express.
  Bathhouse Express
  Following Radu’s advice brings the adventurers to the Old Stross 
  Bathhouse (pg. 20): 
  The clerk seated at the entry hall’s front desk notes that policy prohibits 
  weapons and armor within the bathhouse. He points to lockers along 
  the walls and says everyone needs to stow their gear or go away. Two 
  large warriors wearing the city’s livery monitor the entrance.
   The two warriors in Area 1.1 refuse entry to anyone dressed 
  inappropriately. Guards search anyone carrying more than a towel. 
  Most regular visitors know this and come carrying nothing. The 
  clerk sounds the alarm at any attack. Five warriors arrive within 1d6 
  rounds and another 10 arrive after 10 rounds. If the characters are 
  not detained, 10 guards systematically search the Bathhouse while five 
  more hold the front door.
  Once inside, characters quickly find Ilyana relaxing in Area 2.2. 
  She’s poorly disguised and barely dressed. Her initial attitude is 
  unfriendly, and she tries to maintain the bluff that she is not herself. 
  Using Grigori’s suggested phrase gets her to friendly, and if she learns 
  the characters are on good terms with Iskra or Filipa, she becomes 
  helpful. Any party clearly explaining the details of the situation, and 
  the trouble they experienced trying to find her, gains her trust.
  Ilyana finally grasps the situation, her hand over her mouth in 
  horror. “That idiot. He’s pulled you into this. And the Spyglass 
  Guild…? But, she and…I…we…” Grim realization sweeps across 
  Ilyana’s face. “I don’t have the book with me.” She looks up. 
  “You must believe me. They’re going to kill me, aren’t they? 
  Just for that book.” She blinks away tears, eyes wide with fear. 
  “This was never my plan. Never. But then they were never 
  supposed to know I had it. Damn Grigori.”
  Ilyana shares the details of the plot: she gained Lady Marack’s 
  confidence, and convinced Grigori to steal the book, all so she could 
  blackmail Lord Greymark into recognizing her as his daughter. She wants to 
  survive this ordeal and will work with any plan based on Radu’s suggestions. 
  Ilyana smiles, “Well then. Sounds like we need to get to work. 
  Where to from here?”
  When the characters approached Ilyana, the Bathhouse masseuse 
  Mikhail realized her identity. A greedy schemer, he tells the group of 
  self-defense training citizens (Area 2.3) about the reward for catching 
  Ilyana. They move in as the adventurers try to leave with her.
  A DC 14 Perception check allows someone keeping watch to notice 
  the collecting crowd and either surprise the ambushers or alert the 
  group to their presence. A DC 20 Sense Motive check lets the observer 
  discern their hostile intent.
  “Hello there,” drawls one man, cracking his knuckles. “Why 
  don’t you wander away. We’ll take care of the young lady.”
  Proceed to We’re Professionals.
  We’re Professionals (CR 4)
  The masseur convinced these poor experts they can overwhelm the 
  characters and capture Ilyana. They surround the group while the 
  adventurers are talking to her and then try to intimidate the party 
  through numbers. When those tactics fail, they try to overwhelm 
  characters with unarmed attacks. Remember, such attacks only provoke 
  attacks of opportunity against armed opponents.
  These foes should normally be considered CR 1/3, but given their 
  unarmed nature, low armor class, and lack of improved unarmed 
  combat, their Challenge Rating is reduced.
  Adjusting to APL 3: Increase this encounter to CR 5 by replacing 
  
  32
  32
  the Skill Focus feat with Improved Unarmed Strike. Give the citizens 
  maximum hit points (12), Improved Unarmed Strike, and have them 
  fight until all only two remain standing to make this encounter CR 6.
  Greedy	Citizen	(12)	
  CR	1/4
  XP 100
  Male human expert 1
  NE Medium humanoid (human)
  Init +2; Senses Perception +4
  DEfENSE
  AC 10, touch 10, flat-footed 10
  hp 8 (1d8+4)
  Fort +1, Ref +0, Will +2
  OffENSE
  Speed 30 ft.
  Melee unarmed strike* +2 (1d3+2 nonlethal)
   
  *Provokes attacks of opportunity against armed foes
  Special Attacks none
  TACTICS
  During Combat These unscrupulous citizens inflict nonlethal damage 
  while provoking attacks of opportunity against armed characters.
  Morale They fight until two of their number die or until nine of 
  them are incapacitated.
  STATISTICS
  Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +0; CMB +2; CMD 12
  Feats Skill Focus (Craft or Profession), Toughness
  Skills Appraise +3, Craft/Profession (varies) +3/4*, Diplomacy +4, 
  Knowledge (local) +3, Perception +4, Sense Motive +4; *This 
  differs per opponent.
  Languages Common
  Treasure npc gear (Artisan’s clothes)
  Development: With the citizenry defeated, the adventurers can 
  depart, and Ilyana asks them if they’ve someplace to hide. If they have no 
  immediate or prepared answer, she mutters, “This is one lousy rescue.” 
  She recommends a room at the Dented Shield hotel. The proprietor, a 
  man named Benyosef, is willing to rent a secure room. Other options 
  include: the back room at a regular tavern, within a temple where a 
  character worships, the hideout of a small neighborhood gang, or the 
  store of a friendly shopkeeper. Allow the players to be creative, but offer 
  Ilyana’s suggestion if they’re short on ideas. She refuses to accompany 
  them to the meeting. With a safe room established, Ilyana offers a potion 
  of cure light wounds to each adventurer as a token of her appreciation, 
  since, “there’s no way you’re going to save me if you’re dead.”
  Letters to Bad People 
  The adventurers need to send instructions to the Spyglass Guild and the 
  Cloven Nine. Some may not trust a messenger to deliver their letters, but 
  Zobeck has services which do just that – reliably, cheaply, and quickly. Ilyana 
  recommends the Masters of Small Matters or the Brown Blaze Boys, both 
  of which any hotel, inn, tavern, or temple can rapidly contact. If the group 
  writes out missives as directed by Ilyana with the details suggested by Radu, 
  the gang and the Guild follow them. Both groups want the book very badly. 
  Ilyana suggests they meet the messenger in the tavern across the street.
  However, the adventurers still don’t have the book, and they need it to 
  make the hand off to the Cloven Nine. Once in a safe room, Ilyana explains:
  “I hid the book, and you’re probably not going to like where.” 
  Ilyana smiles weakly. “Iskra has it, sewn into a cloak I left in her 
  comfort room at the Silk Scabbard.” She shrugs. “It seemed like a 
  safe place at the time, and no one was going to break in there to 
  take it.” She chuckles, “Except you, it seems.”
  The adventurers need the book in hand. Ilyana suggests two options: 
  the group can disguise someone to walk in the front door and hire 
  Iskra’s services, or they can sneak in through the Cartways entrance. 
  Ilyana knows about the back hallway entrance (Area 1.13). She sends 
  them to the exit point in the nearby building, gives them her key to the 
  doors, and tells them which secret door leads to Iskra’s room. Then it’s 
  a matter of the party completing their own heist.
  This encounter can be as involved or as quick as the players 
  want. They need to infiltrate the Silk Scabbard and recover the 
  black book of confession hidden within the cloak left in Iskra’s 
  comfort room. See the Silk Scabbard (pg. 22) for the complete 
  description of the area. The Scabbard is very busy with a well-
  advertised pit fight, meaning that guards and employees in the 
  service areas suffer a -5 penalty to all Perception checks. A guard 
  is always stationed at the Vault (Area 1.6), at the door to the 
  Cartways (Area 1.13), and in the hallway between comfort rooms 
  (Area 1.8). Guards won’t pursue thieves into the Cartways, but a 
  reinforced lock (changed to Excellent quality) and three guards will 
  be posted at the door in the future.
  Silk	Scabbard	Guard	
  CR	1/3
  XP 100
  Male human warrior 1
  LE Medium humanoid (human)
  Init +2; Senses Perception +3
  DEfENSE
  AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
  hp 11 (1d10+5)
  Fort +4, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee sap +3 (1d6+2 nonlethal) or short sword +3 (1d6+2)
  TACTICS
  During Combat Guards use nonlethal attacks against unarmed foes 
  and short swords against armed enemies.
  Morale Guards immediately call for help while fighting.
  STATISTICS
  Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 15
  Feats Alertness, Toughness
  Skills Intimidation +4, Perception +4, Sense Motive +3
  Languages Common
  Treasure npc gear (studded leather, heavy wooden shield, sap, 
  short sword)
  Development: With the book in hand and letters delivered, all that 
  remains is waiting until midnight. As darkness falls, Ilyana paces the 
  floor, anxious as the characters prepare to leave. If questioned, she says 
  she worries about being alone as the group goes to the exchange. She 
  promises to wait at the safe house until the characters return. Proceed 
  to Part Three: Rooftops and Crossbows. 
  
  33
  33
  everyone lies
  PArt three: rooftoPs 
  And CrossboWs
  As Radu directed, one of the shops in Hommal’s building is unlocked 
  and open when the characters arrive, despite the hour. No one is inside. 
  From this vantage point, they can see the street through a barred 
  window. After sometime, a group approaches the tenement.
  You almost don’t see the enforcers arrive. People seem to 
  just break away from the thinning crowd on the street and 
  gather outside the tenement door at some unspoken signal. 
  One minute there’s nothing, the next, you see an intimidating 
  group. They seem to have gathered around a woman, who is 
  apparently giving instructions.
  Then the cobblestones erupt with violence. Snarling ghouls 
  pile out from the shadows, knocking some enforcers to the 
  ground where they lay as still as statues. Five well-dressed ghouls 
  with heavy jaws overwhelm the woman and drag her into the 
  alley, panic evident on her frozen and scratched face. Those not 
  immediately incapacitated bolt into the foyer of the tenement.
  One clear voice rises over the din. “You heard the Lady. The city 
  depends on us getting that book. We go to the roof, and we take it.”
  If the characters attack now or any time before the group leaves, 
  they gain a surprise round. The enforcers catch their breath here for 
  three rounds and then ascend the stairwell. Proceed to Stairwell Brawl.
  Stairwell Brawl (CR 4)
  The enforcers pause on the landing to load their crossbows, and one 
  must replace his string. If the characters decide to follow, this encounter 
  occurs with their enemies on the landing just as the crossbow is repaired. 
  Otherwise, the enforcers are in the foyer of the building as the party 
  attacks, and their crossbows are loaded but not drawn.
  The already-haggard looking men seem shocked as you advance 
  on them. These are not the sort of men to throw insults or banter 
  They move immediately for a fight.
  This battle takes place on the stairwell between the first and second floor.
  Terrain: See Hommal’s Tenement (pg. 18) for a map of the stairwell. 
  Movement occurs on stairs without penalty, but Acrobatics DCs are 
  increased by 4 and characters may not run on stairs. These stairs are not 
  considered difficult terrain.
  Creatures: The enforcers’ remaining troops intend to arrest the 
  criminals carrying the ledger supposedly containing city secrets. They 
  presume this attack is a continuation of the earlier ghoul ambush and 
  only use tipstaves after seeing foes bleed. They resort to lethal force if the 
  characters do so. Enforcers reduced to 5 hp or less attempt to flee out 
  the front door and take their chances evading the ghouls. The ghouls, 
  uncertain if they are the characters, do not attempt to detain them.
  CR 4—1,200 xp
  1 Spyglass Guild specialist
  1 strongarm (see Breaking the Law)
  2 hired muscle
  Adjusting to APL 3: Increase this encounter to CR 6 by adding 1 
  officer, 1 strongarm, and 2 more hired muscle.
  Spyglass	Guild	Specialist		
  CR	1
  XP 400
  Tiefling sorcerer 2
  NE Medium humanoid (tiefling)
  Init +6; Senses darkvision 60 ft.; Perception +4
  DEfENSE
  AC 16, touch 16, flat-footed 14 (+4 mage armor, +2 Dex)
  hp 16 (2d6+7)
  Fort +2, (+4 vs poison) Ref +2, Will +4
  Defensive Abilities Resist cold 5, electricity 5, fire 5
  OffENSE
  Speed 30 ft.
  Melee shortspear +0 (1d6-1/19-20)
  Ranged light crossbow +3 (1d8/19-20)
  Special Attacks tipstaff +3 touch attack (3 rounds paralysis, DC 13) 
  Spell-Like Abilities (CL 3rd)
  1/day—darkness
  Sorcerer Spell-Like Abilities (CL 2nd; concentration +4)
  6/day—corrupting touch
  Spells Known (CL 2nd; concentration +4, +3 ranged touch)
  1st—charm person (DC 13), mage armor, protection from good, 
  sleep (DC 13) (mage armor previously cast)
  0 (at will)—acid splash, daze (DC 12), detect magic, mage hand, 
  prestidigitation
  Bloodline infernal
  TACTICS
  During Combat The specialist attempts to put warriors to sleep or 
  daze them.
  Morale The specialist tries to flee if reduced to 7 hp or less.
  STATISTICS
  Str 8, Dex 15, Con 14, Int 12, Wis 12, Cha 13
  Base Atk +1; CMB +0; CMD 12
  Feats Eschew Materials, Toughness, Weapon Finesse
  Skills Bluff +6, Diplomacy +5, Knowledge (arcana) +5, Perception 
  +4, Sense Motive +1, Stealth +6 ; Racial Modifiers +2 Bluff, +2 
  Stealth
  SQ fiendish sorcery
  Languages Common
  Treasure npc gear (light crossbow, quiver and 30 bolts, shortspear, tipstaff)
  SPeCIAL ABILITIeS
  Fiendish Sorcery (ex) Tiefling sorcerers with the Abyssal or Infernal 
  bloodline treat their Charisma score as 2 points higher for all 
  sorcerer class abilities.
  Hired	Muscle		
  CR	1/2
  XP 200
  Human fighter 1
  NE Medium humanoid (human)
  Init +5; Senses Perception +2
  DEfENSE
  AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
  hp 15 (1d10+5)
  Fort +5, Ref +1, Will +1
  
  34
  34
  OffENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+2/19-20)
  Ranged light crossbow +3 (1d8/19-20)
  TACTICS
  During Combat The hired muscle tries to hit the lowest AC foes first.
  Morale Hired muscle is here for the money. They flee if reduced 5 
  hp or less.
  STATISTICS
  Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 14
  Feats Improved Initiative, Toughness, Weapon Focus (longsword)
  Skills Intimidate +3, Knowledge (local) +4, Perception +2
  Languages Common
  Treasure npc gear (studded leather, sap, light crossbow, longsword, 
  heavy steel shield, quiver with 30 bolts)
  Treasure: The Spyglass Guild specialist has a tipstaff.
  Development: With the enforcers defeated, the characters may 
  proceed upstairs to The Handoff.
  The Handoff
  The characters still need to deliver the black book of confession to the 
  Cloven Nine. See Hommal’s Rooftop (pg. 18) for full description of 
  this area. Hommal’s is commonly known as neutral territory among 
  most thieves and criminals (DC 15 Knowledge (local), DC 12 for 
  rogues). A human of average build, wearing a dark-washed chain 
  shirt and creaking leathers, meets the group at the roof entrance and 
  escorts them across the roof to the Tea Kitchen (Area F10). He doesn’t 
  say much unless the majority of the group is badly injured, when he 
  observes, “Gods and demons. Someone beat the hell out of you, eh?”
  A well-dressed tiefling male sits at the dining table inside this 
  green glass room. The air is cool and humid, as if it might rain 
  very soon. Fireflies wink between fragrant, flowering vines in 
  large ceramic pots. Two heavily-muscled and well-armed Kariv 
  men wait outside the door with their longswords sheathed and 
  their heavy crossbows slung over their shoulders. Your escort 
  opens the door and ushers you inside.
  The tiefling smiles. He finishes his tea, before refilling his cup 
  and pouring tea for you. He gestures for you to sit. “Good of you 
  to come. Hopefully, we can all be reasonable. We just want the 
  book.” He sips his tea. “There’s no need for anyone to die over 
  this.” He watches you closely “I trust you have it with you?”
  The tiefling’s name is Andros (sorcerer 6, infernal bloodline, active 
  extended fly spell). An apprentice of one of the Nine, he has orders to 
  collect the book but not to kill the characters unless they try to betray him. 
  He smiles and accepts the book from them, dispelling and then detecting 
  magic to authenticate it. When satisfied, he declares the matter settled, 
  adding that the Nine bear them no ill-will, but they’d be wise to forget 
  the entire exchange. Terrible things tend to happen when people tell wild 
  tales. He nods to the guards and tells the adventurers they may leave. No 
  one makes any moves against the party, but if the characters start trouble, 
  Andros flies away with the book, and the three remaining gangsters attack 
  (use stats for Hendryk, pg. 8). If they win, they leave the characters at 
  negative hit points and depart; Hommal heals them to 1 hp, asking, “What 
  were you thinking?” Otherwise, proceed to Concluding the Adventure.
  ConCluding the 
  Adventure
  The characters are not engaged by anyone as they depart 
  Hommal’s Rooftop, but the only sign of the enforcers are a few 
  dried pools and wide smears of blood. The living escaped, and 
  someone carried away the corpses. Even the bloodstains appear 
  fated to a short existence.
  The rain that threatened while you were on the rooftop finally 
  comes as a light precipitation begins to wash the cobbles. Long 
  crimson strokes and ruby footprints begin to fade, melting with 
  the water and flowing into the troughs and drains. The street 
  is eerily empty, as if anyone who might have dared to glance 
  outside is still holding their breath.
  The ghouls departed with their meals and prisoners. The characters 
  return to their safe house unmolested, where they find the following:
  There is no sign of Ilyana when you arrive. Her pack is gone, 
  and her things are missing. There’s no sign of a struggle. In 
  fact, it seems she tidied up before going.
  Ilyana couldn’t chance the party would fail and decided to hide 
  elsewhere. She may have taken a riverboat out of town, blended in 
  with the rest of the everyday people of Lower Zobeck, decided to seek 
  out aid from other gangs, or found a welcoming bed in the house of 
  a rich patron; it’s up to the GM. A DC 10 Perception check locates a 
  handwritten note on the windowsill. It reads:
  “Thank you. I know you did this as much to help yourselves as help me, but 
  thank you.”
  Depending on what rewards the GM feels are appropriate, 
  the characters might find a key under the note corresponding to 
  a safe deposit box at the Cracked Coin. This box contains some 
  portion of Lady Marack’s stolen jewelry, left by Ilyana as a token of 
  gratitude. The exact composition of the stash depends on the party 
  and the campaign, but this is an easy lead into new adventure. 
  Perhaps Grigori knows of the stash and watches it. Certainly Lady 
  Marack will look dimly on anyone fencing her jewelry, assuming 
  she survives.
  Development: The Cloven Nine and the Praetor Council 
  (and by extension, the city government) will not appreciate this 
  outcome, though the characters’ clever escape protects them from 
  immediate retribution.
  The ghouls may or may not kill Lady Marack, as best suits your 
  game. They may slowly interrogate her regarding Zobeck, its leaders 
  and prominent citizens, defenses and access points. They may 
  transform her into a darakhul, so she can later lead plots against 
  Zobeck. She may die during her interrogation or infection with 
  darakhul fever. She may escape, be rescued, or cut a deal to go free.
  The Cloven Nine will certainly realize they’ve been tricked once 
  word of Lady Marack’s disappearance gets out. They will remember 
  the incident and may try to blackmail the characters into a job or favor 
  later on.
  
  Tarnish
   
  1. Bres 
  3. Storla 
  5. Bolivar
   
  2. Hazram 
  4. Kaple’s Warehouse
  1
  2
  3
  LZ1
  LZ2
  4
  5
  35
  35
  rust
  Rust is an urban adventure suitable for four PCs of 4th to 5th level.
  Adventure bACkground
  T
  hey say Kaple’s Ward never slept. Petty parish overseer Jon 
  Kaple, a vile and hated man, ruled his tiny plot in Lower 
  Zobeck with a rod of iron machines. Kaple’s Workhouse—his 
  monument to toil and industry—sat at the heart of his small domain. 
  Even petty dictators have a way of coming undone, however, and soon 
  Kaple found he had a rebellion on his hands.
  The short and brutal rebellion saw mobs descend upon the 
  workhouse, murder Kaple, and smash his machines. Kaple’s Ward 
  became known as the Tarnish; a rusting corner of Lower Zobeck 
  haunted by the corroded ghosts of machinery.
  But Kaple’s death brought  no rest. His ruined soul remained 
  trapped in his workhouse, able only to whisper in the dark to his 
  rusting machines. Deemed haunted, the workhouse proved impossible 
  to sell.
  This suited Grief, a gargoyle artist who took over the ruin with the 
  help of some dubious contacts in the Steamworker’s Union. He began 
  to sculpt and create, to oil and free cogs, and as he did so, he became 
  aware of something else in the workshop.
  Kaple’s ghost.
  Kaple whispered to him at night and made promises. ‘Give me a 
  body,’ he promised, ‘and I shall show you a great treasure hidden at the 
  heart of my workhouse.’
  Grief began to build an iron angel as a mad body for Kaple to wear 
  and walk in once more. But Grief began to free other things that had lay 
  rusting in the workhouse, and soon twisted iron creatures came by night to 
  plague the Tarnish. These creatures—called night-things by the locals—
  ventured out seeking vengeance on those who betrayed their master.
  The night-things, and the bragging tongue of Grief’s (now deceased) 
  manservant, brought the attentions of those with even less scruples than Kaple.
  Mister Corpulent and Master Doldrum are local merchants. They 
  hear useful things. They heard about the night-things and the whispered 
  treasure, but they are both cowards and didn’t want to go to the trouble 
  and risk of stealing it. When a handy group of PCs appear, however, each 
  seeks to gain the upper hand and get the treasure for themselves.
  Adventure summAry
  Approached first by Corpulent and then Doldrum, the PCs get an offer 
  they find hard to refuse, clues pointing to a local menace—the night-
  things—and the offer of a sizeable reward to remove them. Unfortunately, 
  their would-be employers don’t trust the characters to do the job without 
  close supervision. Refusing to cooperate, Corpulent or Doldrum seek 
  to get the PCs to remove the menace within the workhouse so that one 
  merchant can get his hands on the whispered treasure at the expense of the 
  other. Whichever employer the party rebuffs—woe to them if they deny 
  both—only adds to their list of opponents.
  The adventure is non-linear, with the PCs free to choose their allies 
  as they enter Kaple’s haunted workhouse, which is once again stirring 
  with mechanical hatred. Whichever way they choose, a surprise waits at 
  the adventure’s climax.
  Adventure hooks
  The PCs need only be in Lower Zobeck to trigger the events in the 
  adventure. They could be in the region for any number of reasons; 
  perhaps they seek a rare clockwork component among the rusting 
  remnants of Kaple’s petty empire, maybe they are just passing through, 
  or perhaps rumors of the night-things have drawn them here.
  rust
  rust 
   
  by riChArd Pett 
  Beware the night-things strangers!
  
  36
  36
  introduCtion
  The adventure commences in Lower Zobeck with Mister Corpulent 
  approaching the PCs.
  PArt one:  
  mister CorPulent And 
  mAster doldrum 
  A pair of selfish, corrupt, greedy, and amoral merchants, Corpulent and 
  Doldrum have worked the Tarnish markets for years. Their feud, begun with 
  a tiff over a plate of pickled herring, has grown into true hatred over the 
  years, yet never spilled into direct violence. Perfectly cordial in public, each 
  would happily see the other skinned alive for the price of a loaf of bread. 
  Both are as cowardly as they are selfish, however, and the fear of open battle 
  keeps the cordiality in strong supply. Each is also unaware of the other’s dark 
  secret – that Doldrum is a wererat, and Corpulent is devil-bound.
  Both men have their fingers in countless pies, and the activities of the 
  night-things have piqued their greedy interest. Corpulent has had more 
  success. An imaginative use of speak with dead on one victim’s remains 
  revealed the night-things’ nature, and a servant new in this region had 
  been bragging in a low tavern in Lower Zobeck called the Crooked Cat 
  about some great hidden treasure, the night-things, and a gargoyle artist. 
  Said servant vanished, however, and no one knew much about him, 
  particularly where he worked. A commune spell confirmed for Corpulent 
  that the night-things, the gargoyle, and treasure are all linked. 
  Sadly for Corpulent, one of Master Doldrums rat henchmen (part of 
  a pack he refers to as his ‘weanlings’) who habitually spies on Corpulent, 
  overheard the commune conversation and has reported back to Doldrum. 
  Now Corpulent and Doldrum compete to locate the night-things, 
  get someone to dispatch said gargoyle, and then move in to take the 
  treasure. Corpulent, the brighter of the two, has sent word to his 
  dubious associates that he needs adventurous types to carry out a little 
  service. Again, however, the weanlings have learned his plans, and 
  Doldrum is following his old adversary.
  Corpulent decides that the PCs are ideal tools to make him rich, or 
  at least discover more about the treasure before they die.
  Doldrum is right on his tail.
  An Offer from Mister Corpulent
  Corpulent approaches the PCs personally and in public at a moment 
  you deem appropriate, either offering to meet privately later or simply 
  making his offer straightaway.
  Corpulent tells the PCs that the night-things are terrorizing the local 
  population, but that the authorities are doing little – indeed Lower 
  Zobeck likely won’t receive any help until many more people die. 
  Corpulent plays the concerned local to a party of notably good-aligned 
  PCs or the irritated businessman to any other group. 
  Corpulent knows that a foul gargoyle leads the night-things. He 
  greatly desires to see them dispatched but has no idea of their location. 
  He offers to pay the PCs 500 gp to trace the night-things back to their 
  lair and destroy them. He stipulates, however, that he must take part 
  in any attack upon the gargoyle’s lair. He wants to see the night-things 
  killed first hand, and payment of the reward depends on it. Corpulent 
  assures the PCs that he can take care of himself. In any event, he has 
  his ‘little beauties’ (he doesn’t elaborate) to take care of him.
  
  The Tarnish
  While outwardly similar to any other part of the city, the signs 
  of rusting industry litter the Tarnish; chimneys rise from the 
  side of buildings, waterwheels rust in crumbling pits, and gears 
  clutter street sides.
   The PCs may know something of the Tarnish themselves 
  through Knowledge (local) checks, or can learn more from 
  locals through Diplomacy checks.
  Skill 
  DC Benefit
  Know (local) 10 Beware the night-things, stranger! Stay 
  indoors after dark! If you hear their 
  rusty legs rasping on cobbles, run and 
  don’t look back!
  Diplomacy 
  15 They say the night-things have come 
  from the tombs of industry that writhe 
  beneath these shallow streets
   
  20 The night-things? Like iron apes they are. 
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  An Immediate Counter-Offer
  Within moments of their meeting with Corpulent, Master Doldrum 
  approaches the PCs, either where they meet Corpulent (if in public) or 
  on the street otherwise.
  Doldrum tells the PCs that in fact Corpulent is completely untrustworthy 
  and has been responsible for several acts of skullduggery in Lower Zobeck; 
  why he wants the gargoyle and night-things killed is anybody’s guess. Doldrum 
  makes them a counter-offer of 600 gp to locate and kill the gargoyle and night-
  things (thereby ridding Lower Zobeck of an unwelcome horror). He also insists 
  on accompanying the PCs, however, for the same reasons as Corpulent, and he 
  accepts no alternative plan. He claims to be a very capable fighter.
  Dealing with Corpulent and Doldrum
  The PCs may try to tail the merchants back to their homes and/or 
  start asking questions. The PCs need only a DC 15 Diplomacy (gather 
  information) check to find the homes if they don’t simply follow 
  Corpulent or Doldrum. Their homes are detailed below.
   Diplomacy 
   
  DC 
  Benefit
   
  10 
  Doldrum? Corpulent? Pair of merchants they are, and 
  like any in this city, they’re always one step ahead. 
   
  15 
  Doldrum, well he runs an incense and unguent business 
  somewhere in Lower Zobeck. Corpulent, he deals in 
  antiquaries. I’ll tell you where you can find both places.
   
  20 
  Shifty though, those two. The gnome Doldrum, smells 
  feral he does – unnaturally feral some might argue. As for 
  that Corpulent, big fat bloke, unnaturally fat some say. 
  Corpluent and Doldrum do not work together nor submit to any kind 
  of probing. Allow the PCs to have fun playing the characters off each 
  other—perhaps even raising the reward—but both merchants will pay 
  only after the work is complete. If the characters decide to go off and attack 
  the night-things themselves, the two NPCs, horrified that their plans have 
  backfired, act independently as listed in the Friends and Enemies sidebar.
  Use these two as you wish, but let the plot and PCs lead their 
  actions. Both Corpulent and Doldrum can move invisibly and follow 
  the PCs, either at a safe distance (60’) or by stealth when each thinks 
  they need it. If the merchants every feel the PCs have discovered them, 
  they attempt to flee. This could make an excellent chase (Pathfinder 
  RPG GameMastery Guide pg. 232). If discovered and caught, it falls to 
  you to decide how the two react, but bear in mind that each has a very 
  active, greedy imagination, and each will do his utmost to follow the 
  PCs to the gargoyle’s lair.
  If the two successfully stalk the PCs, have both turn up at the final 
  scene of this adventure as detailed in Area 9.
  Mister Corpulent
  Corpulent has made a deal with an imp, and become a devil-bound 
  creature (Pathfinder RPG Bestiary 2). The merchant has agreed to a 
  tithe of his wealth each mid-winter until his death.
  Corpulent’s Bazaar (Area LZ1)
  This simple, single-chambered dwelling is cluttered with 
  curious objects. A cramped bed lurks at the rear of the shop 
  behind a mahogany counter on which rests a small cashbox.
  The bazaar lacks windows and remains open throughout the day. 
  The entrance has an average lock (DC 25), that Corpulent uses 
  whenever he leaves.
  Development When Corpulent is not here he generally leaves his 
  little beauties in their box on the bed. The recently exhumed coffin 
  of Hazram Guilt lies hidden under the bed and covered in clothes. 
  Corpulent cast a speak with dead spell on the mangled corpse three days 
  ago and intends to remove it once the business is over.
  Treasure The cashbox contains 700 gp
  Mister	Corpulent,		
  CR	5	
  XP 1,600
  Male devil-bound (imp) human rogue 5 (Pathfinder RPG Bestiary 2, 
  pg. 55)
  LE Medium humanoid (evil)
  Init +2; Senses Perception +7
  DEfENSE
  AC 16, touch 14, flat-footed 14 (+2 armor, +2 Dex, +2 profane)
  hp 46 (5d8+20)
  Fort +4, Ref +6, Will +2
  Defensive Abilities evasion, uncanny dodge; Immunities fire, 
  poison; Resist acid 10, cold 10
  OffENSE
  Speed 30 ft.
  Melee +1 short sword +7 (1d6+3/19-20 plus poison)
  Ranged mwk light crossbow +8 (with +2 bolts) (1d8+2/19-20 plus poison)
  Special Attacks bleeding attack, sneak attack +3d6
  Spell-Like Abilities (CL 5th; concentration +7)
   
  1/week—commune
   
  1/day—suggestion (DC 15)
   
  At will—detect good, detect magic, invisibility (self only)
  TACTICS
  During Combat Corpulent likes to make use of his little beauties 
  by opening the box, becoming invisible, and climbing the 
  nearest wall for safety. Corpulent consumes his potion of blur if 
  confronted with someone who can see invisible creatures. He 
  prefers to attack using stealth and trying to flank opponents, 
  
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  but if a large group gathers in a tight space, he’ll use one of his 
  fireball necklaces. He will appear as a great black snake to try to 
  frighten opponents and make them think he has more allies.
  Morale Cowardly. Corpulent flees once he is reduced to 15 hp 
  – he’ll live to fight another day and soon begins tracking any 
  enemies to have his revenge. 
  STATISTICS
  Str 15, Dex 14, Con 16, Int 10, Wis 8, Cha 14
  Base Atk +3; CMB +5; CMD 19
  Feats Dazzling Display, Iron Will, Point-Blank Shot, Rapid Reload, 
  Weapon Focus (short sword)
  Skills Acrobatics +10, Bluff +10, Diplomacy +10, Knowledge (local) 
  +8, Intimidate +10, Perception +7, Sense Motive +7, Stealth +10, 
  Use Magic Device +10
  Languages Common, Infernal
  SQ alternate form, contract bound, rogue talents (bleeding attack, 
  weapon training), trapfinding, trap sense +1
  Combat Gear twelve +2 light crossbow bolts coated with blue whinnies 
  sealed under wax sheaths, +1 mighty cleaving short sword, 
  scabbard coated with shadow essence, potion of cure moderate 
  wounds, necklace of fireballs type III (4 fireballs left), potion of blur.
  Other Gear +1 short sword, rotting fish in a jar, fine clothes, 
  extremely fine high boots worth 75 gp, small silver mirror, gold 
  comb (worth 50 gp), 50 gp in assorted coinage, key to his bazaar.
  SPECIAL ABILITIES
  Alternate Form (Sp) Corpulent can transform into the form of either 
  a large black snake or a large black wolf as if using a polymorph 
  spell (CL 12th).
  Contract Bound (ex) A devil-bound creature has signed a contract 
  of service in return for the abilities granted by this template.
  Large	Snake	Form
  LE Large humanoid (evil)
  Init +1; Senses scent; Perception +7
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +2 profane, -1 
  size)
  Fort +4, Ref +5, Will +2
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +6 (1d6+4 plus grab)
  STATISTICS
  Str 19, Dex 12, Con 16, Int 10, Wis 8, Cha 14
  Base Atk +3; CMB +8 (+12 grapple); CMD 21 (can’t be tripped)
  His	“Little	Beauties”	Cockatrice	(2)	
  CR	3
  XP 800 each
  hp 27 each (Pathfinder RPG Bestiary, pg. 48)
  TACTICS
  During Combat Corpulent keeps his little beauties in a case made 
  for fighting cocks and closed with a simple latch. The solid 
  wood case has tiny air holes to allow the creatures inside to 
  breathe. PCs require a DC 20 Perception check to distinguish the 
  cockatrice from cockerels without opening the case. Corpulent 
  has no control over the creatures once released, and they 
  generally rush as a pair to attack the nearest target. They flee 
  after falling to 8 hp or less. Corpulent knows that the stench of a 
  well-rotted fish carcass will draw the greedy little buggers back 
  into the case to feast.
  Master Doldrum
  Doldrum’s Souk (Area LZ2)
  Here is a small souk that clearly sells incense and unguents. 
  The place has but a single room with a small stepladder 
  leading to a cot on boards above. 
  The souk is windowless but the entire front wall is a set of sliding doors 
  that open up the whole shop front; it is open throughout the day. When 
  not here, Doldrum always locks his place up behind a poor (DC 20) lock.
  Development When Doldrum is not here, a dire rat watches from 
  the cot, where it sleeps most of the time.
  1	dire	rat		
  CR	1/3
  XP 135
  hp 5 (Pathfinder RPG Bestiary, pg. 232)
  Tactics Hide and attempt to warn Doldrum of any intruders later. 
  Treasure The incense and unguents herein are worth 700 gp, and 
  some 35 gp in cash lie hidden under the bed in a small box (DC 10 
  Perception check).
  Master	Doldrum,	CR	5
  XP 1,600
  Male gnome natural wererat fighter 2/rogue 3 (augmented 
  humanoid)
  NE Small humanoid (shapechanger)
  Init +3; Senses low-light vision, scent; Perception +12
  DEfENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 29 (2d10+3d8)
  Fort +4, Ref +6, Will +3 (+2 vs illusions, +1 vs fear)
  Defensive Abilities bravery +1, evasion
  OffENSE
  Speed 20 ft.
  Melee mwk rapier +9 (1d4+1/18-20)
  Ranged mwk repeating light crossbow +9 (1d6/19-20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 5th; concentration +6)
   
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  TACTICS
  During Combat From anywhere in Lower Zobeck, Doldrum can 
  summon his weanlings within 1d6 rounds. He does so before 
  combat if he can do so safely; he’ll summon them while invisible 
  if necessary. Doldrum uses his invisibility potion if pressed, 
  seeking to outflank opponents or using his Bluff to feint. Once 
  he has struck an enemy with poison, he selects a new target if 
  possible. Remember that Doldrum can injure himself with the 
  poison when he uses it.
  Morale Flees when reduced to 10 hp or less, but once recovered 
  picks up his enemies’ trails.
  STATISTICS
  Str 12, Dex 16, Con 10, Int 10, Wis 14, Cha 13
  Base Atk +4; CMB +4; CMD 17
  Feats Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency 
  (repeating crossbow), Stand Still, Weapon Finesse
  
  Friends and Enemies
  This adventure allows the PCs to choose their allies. 
   If PCs choose either Corpulent or Doldrum, the NPC comes 
  along ready for a fight but proves curiously reluctant to enter 
  combat (hoping to remain fresh for when they betray and 
  attack the party, see Area 9). The spurned NPC watches the PCs 
  from a distance, invisibly if possible, and flees if discovered but 
  returns later. He stalks the PCs into the warehouse, keeping 
  close but not too close (remember that invisible doesn’t mean 
  silent), and also enters the fray at the climax, regarding anyone 
  (PC, enemy NPC, or any other opponent) as fair game.
   If the PCs reject both NPCs (an understandable option given 
  how odd they both are), then both NPCs stalk the PCs. Assume 
  that unless discovered, the two turn up at the climax of the 
  adventure 1d6 rounds apart.
   Like any sandbox adventure you’ll have to do a little thinking 
  on your feet to account for player unpredictability. Stay 
  flexible, keep things moving, let the PCs dig their own graves, 
  and you should be fine.
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  Skills Acrobatics +11, Bluff +8, Climb +8, Knowledge (local) +7, 
  Perception +12, Sense Motive +9, Stealth +15
  Languages Common
  SQ change shape (gnome, hybrid and dire rat; polymorph), rogue 
  talent (fast stealth), lycanthropic empathy (rats and dire rats), 
  trapfinding, trap sense +1
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  oil of keen edge, tanglefoot bag (2)
  Other Gear mummified cat head made into a curious locket set 
  with jet stones in its mouth and tiny amethyst eyes worth 600 
  gp, 82 gp, fine dark clothing with an impressively-well made 
  cloak worth 30 gp, key to his souk.
  Hybrid	Form
  AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +2 natural, +1 
  size)
  hp 34 (2d10+3d8+5)
  Fort +5, Ref +6, Will +3 (+2 vs illusions, +1 vs fear)
  DR 10/silver
  Melee mwk rapier +9 (1d4+2/19-20) and bite +3 (1d3+1 plus 
  disease and curse of lycanthropy)
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 14, Cha 13
  Base Atk +4; CMB +5; CMD 18
  Special Abilities
  Disease (ex) Filth fever: Bite—injury; save Fort DC 13; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; 
  cure 2 consecutive saves. The save DC is Constitution-based.
  “The	Weanlings”	Rat	Swarm	(3)	
  CR	2
  XP 600 each (Pathfinder RPG Bestiary, pg. 232)
  hp 16 each
  Tactics Swarm at opponents as directed by Doldrum. The weanlings 
  do not abandon their master and have grown used to listening 
  for instructions while he is invisible.
  PArt tWo: trouble 
  With night-things
  The night-things comprise all 5 workhouse chattel in Kaple’s Workhouse. 
  They exit through the rusted millrace (Workhouse Area 5) 1d3 hours after 
  dusk each day and move about the gables and alleys in this small part of 
  Lower Zobeck until they have completed their mission and return. 
  Roll 1d6 for every half hour the PCs are in the area at night. They 
  randomly encounter the night-things on a roll of 6. Characters can track 
  the night-things by sound (DC 20 Perception check) or by the usual 
  Survival check (DC 22 in ideal conditions, DC 27 in most of the area). The 
  city map shows the night-things future attacks – they attack one location 
  per night and do not return. Unless the PCs intervene, each attack results in 
  the grisly death of 1d3 locals inside the indicated house or workshop.
  Although seemingly random, the night-things are actually pursuing 
  a sinister purpose. For the past three nights, Kaple’s ghost has sent 
  them to places that were once his senior workers’ almshouses to kill 
  those who killed him. Sadly, these people are long dead, and the ghost’s 
  demented, vengeance-twisted mind merely directs the swarm to a 
  location and orders them to kill the occupants.
  Tracking the Night-things – The Clever Way
  The victims so far—Hazram Guilt, Storla Heink, Bres Murman, and 
  Bolvar Happ—died at the locations shown on the city map. 
  In each case, save Happ, the night-things broke in through 
  windows and killed the occupants. Guilt and Heink were bachelors, 
  but Murman had a wife who also died. Only Happ died in the 
  streets (an unhappy coincidence). The bodies have been buried, 
  although Corpulent secured Guilt’s prior to interment and still has 
  it in his home.
  Each house has an average padlock (DC 25) from the local city 
  guard, and all windows are boarded up (DC 16 to break). All the 
  houses are very bloody and show clear signs of great violence. No 
  obvious clues exist within the houses, but each has a small, weathered 
  metal plaque showing a waterwheel turning the moon set into the 
  lintel above the door (DC 20 Perception check to notice). A DC 25 
  Knowledge (history) check identifies the sign as an old mark used 
  by a workhouse master called Kaple who died in a riot decades ago. 
  PCs asking for historical records (and making DC 15 Diplomacy 
  (gather information) checks) are directed to the records in the Moon’s 
  Grace Temple (§ 32 in the Zobeck Gazetteer). A DC 15 Diplomacy 
  check leads them to the correct records and enough information to 
  piece together the adventure background involving Kaple, the petty 
  rebellion, and the location of Kaple’s Workhouse.  
  Tracking the Night-things – The Obvious Way
  The night-things clamber along gables and sewers and watercourses 
  in Lower Zobeck, but stick to the area shown on the city map in this 
  adventure. As detailed above, the PCs may randomly encounter them 
  at night or track them by noise or trails.
  The	Night-things
  Workhouse Chattel, medium metal animated object (5) 
  CR 3
  XP 800 each (Pathfinder RPG Bestiary, pg. 14)
  hp 36
  Construction Points 2 – Additional movement (climb 30 ft.), grab 
  (CMB +9 for grapple). The chattel can make a grab attack against 
  medium or smaller-sized creatures due to the length and girth 
  of their iron ape arms.
  
  Kaple's Workhouse
   
  One Square = 5 Feet
  up 90 feet
  1
  2
  3
  4
  5
  ww1
  ww2
  6
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  y
  x
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  7
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  PArt three: 
  kAPle’s Workhouse 
  Kaple had developed a way to mechanically butcher animals and ran 
  his workhouse with a small number of animated objects and human 
  employees. Humans brought the animals into the outer workhouse 
  and slaughtered them. Chains brought the carcasses up to the main 
  workhouse where a flensing machine stripped their flesh, fat, and 
  bones, all gathered in vats below and distributed to outer workshops 
  for rending, packaging, and sale. The tower served as Kaple’s office, 
  although the interior floors burned in the attack. Kaple was the only 
  death. His machines were variously (generally unsuccessfully) attacked, 
  bent, or broken. Kaple himself met a more terrible end – falling into 
  his own flensing machine (Area 7).
  Workhouse General Features
  All doors are simple and each has a rusted iron latch. Descriptions 
  within the workhouse assume that Kaple is aware of the PCs when they 
  enter and switches on his machines as detailed in his tactics.
  Kaple’s Ghost
  The very building seems alive. Above the grinding, methodical 
  thump and grate of machinery is another noise, the noise of 
  something passing through the very foundations of this building.
  Kaple’s	Ghost,	CR	6	
  XP 2,400
  Male human ghost expert 6
  NE Medium undead (augmented humanoid, incorporeal)
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEfENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +2 deflection, +1 Dodge)
  hp 47 (6d8+18)
  Fort +4, Ref +6, Will +5
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  OffENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +4 (6d6, Fort DC 15 half)
  Special Attacks malevolence
  TACTICS
  During Combat Kaple’s spirit exists in every rusted cog and nail in 
  his workhouse, and he becomes aware of intruders the moment 
  they enter. Kaple can possess machines detailed in the text 
  below. Some of these machines move and some do not. As soon 
  as he notices intruders, he possesses one of the constructs in 
  the main workhouse and attacks. 
  Morale Kaple remains in a machine until it is either destroyed or he is 
  personally injured (even 1 hp is enough). When only the iron angel 
  (Area 10) remains, he fights until he or the intruders are finished.
  
  Living machines
  Unless slain, Kaple can occupy and manipulate all machines 
  listed in the adventure. Some of these can operate but not move 
  while others become fully-animated objects. Unless Kaple is 
  present, the objects mostly remain still, although some animate 
  in spite of his presence (these are all listed in the text).
   When in control of the machines, Kaple screams his anger at the 
  ‘rebels’ invading his workhouse. His words come out as a mixture 
  of grating, grinding, and banging metal which form words. When 
  they first hear these words, the PCs must make a DC 12 Will save 
  or flee as though affected by a cause fear spell (CL 6th). 
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  STATISTICS
  Str -, Dex 14, Con –, Int 12, Wis 11, Cha 14
  Base Atk +4; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness
  Skills Appraise +10, Craft (alchemy) +10, Craft (stonemasonry) +10, 
  Disable Device +11, Knowledge (engineering) +10, Perception 
  +17, Profession (architect) +9, Stealth +19
  Languages Common
  SPECIAL ABILITIES
  Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. 
  By passing part of its incorporeal body through a foe’s body as a 
  standard action, the ghost inflicts a number of d6s of damage equal 
  to its CR. (Kaple’s attack, therefore, deals 6d6 damage.) Rather than 
  negative energy damage, this manifests as physical wounds and 
  infirmities from supernatural aging. Creatures immune to magical 
  aging ignore this damage, but otherwise the damage bypasses all 
  forms of reduction. A Fortitude save halves the damage. 
  Malevolence (Su) Kaple has a potent bond with the workhouse. 
  Once per round, the ghost can merge its body with an adjacent 
  object in the workhouse, similar to a magic jar spell (CL 10th), 
  except that it does not require a receptacle. The object becomes 
  an animated object of the appropriate size and type, however, 
  the effects of this possession vary from object to object, and are 
  detailed more fully in the adventure. Unlike a standard ghost, 
  Kaple’s ghost cannot merge with living targets.
  Destroying Kaple: Kaple’s ghost is only truly slain when his bones 
  are removed from the flensing machine (Area 7) and properly 
  buried, or the flensing machine itself is destroyed.
  Dust and Decay – the Outer Workhouse
  Here is a sick and decayed building, its windows boarded up 
  and its main entrance barred and locked with rusty padlocks. 
  The outer double doors bear marks of violence.
  1 . Barred Entrance
  Planks of wood, clearly nailed up some time ago, cover the 
  outer doors, and rusting iron bars held in place by even rustier 
  padlocks secure the entrance.
  Each of the half dozen padlocks requires a DC 22 Strength check to 
  break. The wooden planks require only a single DC 18 Strength check.
  2 . Workroom and Rust
  A large open space with cobbled floor, this room is divided up by 
  a series of iron cages that probably once housed livestock. Some 
  sort of clanking and grating of machinery comes from ahead.
  This room was used to take delivery of stock.
  3 . Slaughterhouse
  This room has a much higher vaulted roof than the previous 
  one, rising some twenty feet above you. It is quite clearly 
  an old slaughterhouse; there are butchers blocks, thralls for 
  dissecting meat, racks of rusting knives and hooks, all coated 
  in dust. Ahead, a conveyor chain covered in billhooks emerges 
  through a hole near the ceiling in the wall ahead and continues 
  into the corridor below, hanging just below the ceiling. 
  Development The chain hooks carried meat from here to the upper areas 
  beyond, but they serve another use now. Characters can easily avoid the hooks 
  (which are about a foot long), but if hung on one, it requires a DC 15 Escape 
  Artist check to escape. Otherwise, characters move 10 feet per round along the 
  chain via the linking corridor below and into the Upper Workhouse, taking 
  1d3 points of damage per round while hanging from the hooks.
  Creatures Grief has freed up the caretaker, an old creation of Kaple’s, to 
  watch for intruders. The caretaker, an animated object, lurks in the linking 
  corridor. Three dust mephitis have also taken up residence in this chamber, 
  and while they are not allied to the caretaker or Kaple, they like the moving, 
  hooked chains and would very much like to see someone hang from them. 
  The animated object is like others in the workhouse – it resembles an iron 
  pig that moves clumsily on all fours but has huge metal arms like an apes.
  Workhouse	Chattel	(Caretaker),	CR	3
   medium metal animated object
  XP 800 (Pathfinder RPG Bestiary, pg. 14)
  hp 36
  Construction Points 2 – Additional movement (climb 30 ft.), grab (CMB 
  +9 for grapple). The chattel can make a grab attack against medium or 
  smaller-sized creatures due to the length and girth of their iron arms.
  TACTICS
  During Combat The chattel attacks normally unless possessed by Kaple, 
  in which case it changes its attack to a grab, and uses the equivalent 
  of a pin attack to hook opponents onto the moving chain hooks.
  Mephit,	Dust	(3)	
  CR	3
  XP 800 each (Pathfinder RPG Bestiary, pg. 202)
  hp 19 each
  TACTICS 
  During Combat The mephitis try to stay out of obvious danger. They 
  don’t move from the dust of the floor unless the PCs beat their 
  Stealth checks and notice them. Once discovered, they try to avoid 
  combat by flying into the high roof. If attacked, they use their breath 
  weapons. After the chattel attacks the PCs, the mephits use their 
  breath weapons to aid the caretaker in hanging PCs from the chain 
  hooks. They flee into the gables above if reduced to half hit points.
  4 . The Linking Corridor and Grill
  A short, dirty corridor with a metal grill near the ceiling, along 
  which clanks the mechanical chain with hooks.
  The chains bears those trapped on it along the corridor to Area 6. The 
  two-foot square grill gives access to the sough beyond, and the night-
  things use it to leave the workhouse, climbing the wall outside.
  
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  5 . Millrace and Sough
  A constant stream of water held in an underground, man-made channel.
  Two underground streams house the waterwheels in the workhouse. 
  The water in the fifteen-foot-deep channel is strong, and characters 
  falling in face a DC 15 swim to avoid moving 10 feet further 
  downstream. Characters drawn into the waterwheels (WW 1 and WW 
  2) take 3d6 damage per round and must make a DC 15 Reflex save to 
  escape the wheel. Characters who do escape make an immediate DC 15 
  Athletics check to grab on and may haul themselves out in d3 rounds. 
  PCs who fail the second check are swept beyond the waterwheels and 
  emerge 10 rounds later in the River Argent, next to the pier southwest 
  of the Ragpicker’s Guild (§ 37 in the Zobeck Gazetteer).
  The machinery from each waterwheel can be destroyed (10 hardness, 
  60 hp, Break DC 28). This effectively stops the flensing machine (Area 
  7) but does not destroy it.
  A two-foot gap in the stone roof exits immediately above the grill in 
  Area 4. A DC 10 Climb Check lets a PC climb out of the mossy water 
  channel into the streets above.
  Dust and Bones – The Upper Warehouse
  A large chamber built on three levels functioned as Kaple’s main 
  workroom. Meat entered on the chain hooks and workers threw it into 
  the flensing machines on the floor below. The machine stripped off the 
  flesh and fed the carcasses into hoppers on the first level. 
  Eight-inch wide iron supports crisscross the workhouse, and while timber 
  floors exist (shown brown on the map), only those marked X are solid. A 
  DC 10 Perception check can spot the rotten floors, which collapse under 
  10 lbs. or more. Characters stepping on rotten timber must make a DC 12 
  Reflex save or fall. The location of the beams are visible on the floor above 
  by the rust seeping through the rotten timber (DC 15 Perception check 
  to notice). A DC 10 Acrobatics check lets a character balance on these 
  beams. The sound of machinery is considerable in the echoing chamber, 
  and characters first entering the room when the machinery is running must 
  make a DC 10 Fortitude save or be deafened for 1d2 minutes.
   The floors are fifteen feet apart.
  6 . Flimsy Upper Floor
  A broad, open space stretches ahead of you. From beneath 
  the timber floor, the sound of grating machinery comes from 
  a huge machine that has twelve open mouths facing upwards. 
  The maws clearly once accepted whatever went into the grating, 
  thumping machine, but mercifully, the mouths lie to the side 
  of a five-foot wide timber walkway, which stretches ahead to a 
  set of iron steps. The iron stair descends below the floor ahead, 
  perched beyond which is another strange iron creature. The iron 
  chain hooks exit through a small opening above the entrance, 
  clearly designed to dislodge things held on them.
  Characters still hooked on chains when they enter this room smash 
  into the opening above and rip free, an act that causes 2d6 damage and 
  a 10’ fall to the floor below.
  The mouths above the flensing machine (Area 7) extend to the 
  floor timbers here, a fact only noticed on a DC 20 Perception check. 
  Characters falling in a square with a mouth below must make a DC 20 
  Reflex save or fall into the machine.  
  Creature: The iron figure is a guard set by Kaple.
  Workhouse	Chattel		
  CR	3
  medium metal animated object
  XP 800 each (Pathfinder RPG Bestiary, pg. 14)
  hp 36
  Tactics Kaple possesses the object as soon as the PCs enter the room 
  and remains motionless, hoping to lure the PCs onto the weak floor, or 
  goads the PCs in its metallic voice that they are too cowardly to attack 
  the great Kaple in his lair.
  7 . The Flensing Mouth and Gullet
  The floor below has two large machines, both identical. They 
  are a whirring mass of blades and nails and arms contained 
  in a metal skin with funnel mouths decorated with vile grins 
  above. These iron mouths distend and reach the floor above 
  like funnels. 
  Creatures Three workhouse chattel attend the machine.
  Workhouse	Chattel	
  CR	3
  medium metal animated object (3)
  XP 800 each (Pathfinder RPG Bestiary, pg. 14)
  hp 36
  Tactics Any chattels possessed by Kaple climb to the floor above and 
  attempt to push characters into the flensing machine, caring nothing if 
  they fall into the machine themselves. Other chattels simply rush up to 
  attack, careful to step only on the iron beams.
  The Flensing Machine
  The flensing machine was designed to strip flesh from bones. It 
  consists of a mechanical conveyor that runs on chains through 
  a machine of blades and nails that dissect flesh that enters it, 
  effectively de-boning the meat. Twelve chutes allow meat to enter. 
  Characters falling onto any of these areas must make a DC 20 
  Reflex save or tumble into the machine, taking 6d6 damage before 
  dropping via chutes (below where they entered the machine) into 
  the waters below.
  One section of the machine (Y) is rusted shut and contains the 
  remnants of a skeleton (Kaple), which lies gripped and mangled. 
  Removing and properly burying the bones, or destroying the 
  flensing machine (10 hardness, 60 hp, Break DC 28), destroys 
  Kaple’s ghost. 
  8 . The Pool
  The bottom floor of the workhouse is concealed beneath rusty 
  water. The top of a doorway is visible by the far wall.
  The water is five feet deep and very dark.
  The doorway leads to the base of the Tower of Deranged Artistry.
  Creature Grief secreted his own guardians in this room, throwing 
  the creatures the occasional rat, cat, or dog to keep them fed. The 
  leeches attack anything that falls into the water.
  Leech,	giant	(3)		
  CR	2
  XP 600 (Pathfinder RPG Bestiary, pg. 187)
  hp 19
  
  Event – Corpulent and Doldrum, Encore
  The PCs ally uses this opportunity to betray them, hanging back 
  out of combat until either Kaple or Grief is dead. Both Corpulent 
  and Doldrum unleash their allies to attack the PCs and then 
  climb the stair to attack from range, avoiding melee where 
  possible. They both try to attack while invisible, making flank 
  attacks. Both ultimately wish to engage Grief and force him to 
  reveal where the treasure is, an act of which he is incapable.
  43
  43
  rust
  9 . The Tower of Deranged Artistry
  Beyond the door lies a tower, the bottom floor of which 
  is flooded. Rusting chains swing in this open tower, each 
  ending in cruel, inhuman iron faces, one of which is much 
  larger and has a gaping mouth. An open, spiral stair rises 
  ninety feet into the heart of the tower until it reaches a 
  black and ochre nest of rust and decay hanging from the 
  roof. Platforms have been lashed beneath this metal corpse, 
  while the walls are covered in foul objects made of flesh 
  and metal.
  The lair of Grief is decorated with his work – strange sculptures made 
  of metal with parts of bodies hung from them. The five-foot wide stair 
  rises ninety feet to the upper platform (Area 10)
  Creatures: Grief and (unless previously slain) Kaple are in the tower, 
  along with an animated object guardian.
  Grief, the Gargoyle Artist
  Grief,	gargoyle		
  CR	4
  XP 1,200 (Pathfinder RPG Bestiary, pg. 137)
  hp 42
  Tactics: Grief prefers to lurk out of combat, hovering near the roof. 
  If subject to ranged attacks it moves in, attempting to combat lone 
  characters. Grief flees if reduced to 6 hp or less.
  The Pendulous Chain
  The swinging maw that hangs amongst the chains is actually an 
  animated object.
  Pendulous	chain	maw,	
  CR	3
  medium metal animated object
  XP 800 (Pathfinder RPG Bestiary, pg. 14)
  hp 36
  Construction Points 2 – Metal - Hardness 10, AC 16, touch 10, flat-
  footed 16 (+6 natural)
  Tactics The maw can only move at the end of its chain and can 
  therefore only attack those on the ground floor of the tower. Its move is 
  reduced to 20 feet per round, and its attack is a bite (melee bite +5 1d6+3)
  Treasure Grief wears an iron band set with aquamarines worth 600 
  gp. The sculptures (which include the recently slain Vorkstarll) have 
  been stripped of belongings.
  10 . The Angel of Rust and Corrosion
  A crude platform near the top of the tower gives access to a small crawl 
  hole onto the roof (Area 11). Though narrow, a medium creature can 
  pass through the hole without any check. This platform has a small 
  forge burning away and a large iron object hanging from the roof – a 
  flotsam angel made of rusting iron.
  Angel	of	Rust	and	Corrosion	
  CR	5
  large metal animated object 
  XP 1,600
  N Large constructInit -1 Senses darkvision 60 ft., low-light vision; 
  Perception -5
  DEfENSE
  AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
  hp 53 (4d10+30 size)
  Fort +1, Ref +0, Will -4
  Defensive Abilities hardness 10 Immune Construct Traits 
  OFFenCe
  Speed 40 ft.
  Melee slam +9 (1d6+6) 
  Space 5 ft.; Reach 10ft.
  TACTICS
  During Combat The angel does not move or attack unless possessed 
  by Kaple. Although incomplete, the angel can clamber about the 
  tower (its wings are unfinished, so it cannot fly). It attempts to 
  engage lone characters.
  Morale Fight until dead.
  STATISTICS
  Str 22, Dex 8, Con –, Int -, Wis 1, Cha 1
  Base Atk +4 CMB +11 CMD 20
  SQ 3 construction points
  SPECIAL ABILITIES
  3 Construction Points (Faster, Metal)
  11 . Rooftop - The Black Bird
  A steeply sloping gabled roof wreathed in ivy rises high above 
  the city streets. A small platform has been lashed to the crawl 
  hole exit.
  The ivy is decayed, and the gable is so steep that it requires a DC 15 
  Acrobatics or Climb check (DC 15) to move on it.
  At the apex of the roof, under the ivy and spotted with a DC 15 
  Perception check, lies a weather vane depicting a raven coiled in a black 
  snake. The raven is Kaple’s only unfound treasure. The black coating 
  masks its true value.
  Creature: The snake is an iron cobra Kaple set to guard his secret treasure.
  Iron	Cobra	
  CR	2
  XP 600 (Pathfinder RPG Bestiary, pg. 182)
  hp 15
  Tactics: Fighting the cobra on the precipitous rooftop is very 
  dangerous, as the snake can coil itself about the base of the weather 
  vane and still strike. It fights until destroyed.
  Treasure: Beneath the covering of grime and enamel lies a bird 
  sculpture covered in fine jewels. The black bird’s true value is up to the 
  GM. Perhaps the bird has incredible value and sparks an adventure of 
  its own as soon as it appears on the market. Maybe the bird holds a 
  curse, and only mad cultists value it. It might also simply have great 
  value and suitably reward the PCs for their endeavors.
  
  44
  44
  The Fish and the Rose is a heist adventure suitable for 5th-level 
  characters. The adventure initially pits the PCs against some tough 
  combat situations, like getting through Scaler’s Alley alive, so an entire 
  party of rogues is not suggested. PCs can negotiate their way through 
  some encounters, but unless you run the adventure for higher level 
  characters, you need some combat types. The adventure culminates in 
  testing the rogues’ skills against traps to acquire the desired treasure. 
  In fact, acquiring the actual painting within the vault may be as easy 
  as Ziv suggests, but getting to it and then getting safely back to Ziv are 
  the real issues in the adventure.
  Adventure bACkground
  T
  he Fish and the Rose is a famous painting of unknown origin 
  capable of divining the future and currently owned by Lord 
  Greymark. The dark naga Syssysalai (pg. 10) covets it for 
  her growing art collection, but unlike the many others who desire 
  the painting, she knows where it is located – thanks to information 
  purchased from Jayzel (pg. 5). Unfortunately, the Watch recently sent 
  Syssysalai’s regular acquisition experts, all but their leader Ziv, to the 
  Blue House. Since Ziv’s burglars cannot complete the mission, and 
  because Syssysalai is not pleased with the cat burglars’ ineptitude, she 
  has tasked Ziv with finding an alternate group of discreet thieves to 
  acquire the painting for her.
  Adventure summAry
  The PCs’ street reputations lead Ziv the Sly to believe them skillful and 
  savvy enough to pull off Syssysalai’s requested heist, so he approaches 
  them with a business opportunity. If the PCs accept the job, Ziv 
  provides them a very old and very rough map of a section of the 
  Cartways leading to the area beneath Lord Greymark’s mansion where 
  his vault and the painting lie.
  As the Watch has sealed off the Cartways and refuses to patrol them, 
  the PCs will need to locate an appropriate entrance. Ziv tells them 
  that an entrance, one that would be the most effective in getting them 
  to Lord Greymark’s vault, is believed to exist in Scaler’s Alley in the 
  Kobold Ghetto. To get there, the PCs have to survive Slinger’s Ambush 
  Gang (see Slinger, page 9) and Scaler and his monitor lizards.
  PCs must also deal with the hazards inherent to the Cartways. 
  Currently, a barghest gang leader named Vralgor Szarn claims this 
  section, and he and his gang hunt the area, as does an unaffiliated band 
  of derros who recently made their way below Zobeck and encamped 
  in an area just outside the PCs’ target zone. To get to the Greymark 
  vault area, the PCs must evade or slay the mad derros and overcome a 
  vast, man-made chasm to locate the tunnel entrance to the Greymark’s 
  estate. Once inside, they must skirt or disable the clockwork watchmen 
  and traps protecting the vault area. After all this, the PCs must escape 
  with the painting unharmed to collect their reward. Easy, easy money.
  Adventure hook
  The adventure assumes the PCs have a bit of a reputation as acquisition 
  specialists. A cloaked Ziv the Sly approaches the characters at a tavern, such 
  as the Silk Scabbard, and says he has a job for them. He’ll only disclose 
  the details at an agreeable, discreet location; even the Scabbard has ears. 
  The PCs know Ziv, with a successful DC 15 Knowledge (local) check, 
  as a capable thief who leads a gang of cat burglars. No one knows his 
  employer, though, someone he only refers to as his “benefactor.” Assuming 
  the PCs agree to meet him (the GM or players choose where), he reveals 
  nothing about his boss; he assures the characters that his benefactor is an art 
  collector who will provide 5,000 gp for the acquisition of a certain painting, 
  which he describes with details (see Fish and the Rose sidebar, page 51). A 
  successful DC 20 Knowledge (local) check tells the party that the painting 
  is purported to be magical, capable of divining the future. These are facts 
  Ziv won’t reveal unless the PCs confront him with their knowledge.
  If the PCs accept the job, Ziv provides them with a rough Cartways 
  map (for the GM to provide) and directs them to an entrance in 
  Scaler’s Alley. When they have acquired the painting, he asks they tell 
  Beetle, a busboy at the Silk Scabbard, to have Ziv meet them. Ziv will 
  only work out exchange details with them after the job.
  GMs should use this hook rather than have the PCs learn of 
  Greymark’s possession of the painting on their own, as the successful 
  completion of the job puts the precognitive painting in the hands of 
  an NPC (GMs may not want such a device in the PCs’ hands), and 
  the dark naga and Ziv become contacts for future opportunities. An 
  alternate hook could be that the characters owe someone a favor; that 
  someone wants them to retrieve the painting to clear the debt.
  the fish And the rose
  the fish And the rose
   
  by ChristinA stiles 
  Have this job for yous. Profitable, aye; lucrative, even. Benefactor’s got coin and 
  means, dig, and could offer yous continued work, so it’d be wise to deal. I’d do 
  the job, if’n I could, but the heat’s on, dig? Nothin’ I wants to chat about. But 
  this; easy money, I says. Yous can handle it. Easy, easy money. Real easy.
  –Ziv the Sly
  
  45
  45
  the fish And the rose
  introduCtion
  This adventure takes place in the Kobold Ghetto and Cartways of 
  Zobeck. The characters’ first stop should be Scaler’s Alley in the Kobold 
  Ghetto, where getting through the alley alive is a feat unto itself. From 
  the alley, they can gain entrance to the 
  Cartways, whereupon they can follow 
  Ziv’s map to Lord Greymark’s vault to 
  secure the painting.
  PArt one: 
  sCAler’s Alley
  Scaler’s Alley is infamous as a very dangerous 
  place in the Kobold Ghetto; if the PCs 
  haven’t heard of it (DC 5 Knowledge (local) 
  check), they can easily find out about it 
  (DC 10 Diplomacy (gather information) 
  check). Basic knowledge reveals that Scaler, 
  a winged lizardfolk the height of a dwarf and 
  likewise as wide, who has a reputation as a 
  fighter of great skill, makes his home in 
  the alley to which the locals have given 
  his name. In short, Scaler’s Alley is a place 
  best avoided if you value your hide. Wise 
  PCs, once they get past the slingers, will 
  negotiate with Scaler rather fight him, as he 
  is quite powerful (and every rumor reaffirms this). 
  Inhabitants of the Kobold Ghetto should receive a +2 modifier on 
  any Knowledge (local) checks.
   
  Skill 
  DC 
  Benefit
  Diplomacy 
  <5  
  You can’t find out anything about Scaler’s 
  Alley or Scaler.
   
  5 
  As per knowledge listed above.
   
  10 
  Smoke covers the area, making it difficult 
  to traverse the trap-riddled alley. 
   
  15 
  Rumor says Slinger’s Ambush Gang makes 
  their home there.
   
  20 
  Scaler has some mean lizard pets.
   
  25 
  An old entrance to the Cartways lies at the 
  back of the alley; supposedly hidden in 
  Scaler’s abode. It leads to the area under 
  the mansions, where the wealthy keep 
  their valuables in vaults.
   
  30 
  Scaler can breathe fire – little known 
  because his victims don’t generally 
  survive to tell the tale.
  Skill 
  DC 
  Benefit
  Knowledge (local) <5 
  You don’t anything about Scaler’s Alley or 
  Scaler. 
   
  5 
  As per listed knowledge above.
   
  15 
  Scaler took over the alley about eight years 
  ago, halting all through traffic. Since 
  then, those entering the alley don’t 
  generally come back.
  The Alley’s Entrance (CR 3)
  Shabby, dilapidated buildings mark your path through this part 
  of the Kobold Ghetto. As you enter further, you see several 
  kobolds engrossed in a knife fight ahead of you. You step 
  over a few drunken or drug-fogged 
  kobolds as you skirt the fight and 
  continue toward the smoky entrance 
  to Scaler’s Alley. As you near, the 
  smell of burning lard and long-dead 
  things assaults your senses. You also 
  hear an occasional whistling, like that 
  of steam passing through metal. Some of 
  the smoke drifts toward the surrounding 
  buildings, paragons of decay; the rising 
  haze obscures your vision beyond 15 feet. 
  The buildings’ rooftops climb up to 40 
  feet above you and appear to be a murky 
  mishmash of scavenged materials. 
  Scaler’s Alley is shaped like an upside-down L. The 
  alley’s main stretch runs 200 feet long and then 
  turns right, ending 80 feet later at Scaler’s 
  stone house. The street itself is 15 feet wide 
  and surrounded by boarded-up, dilapidated, 
  40-foot-high buildings, some of which hold 
  squatters and wandering creatures (accessible 
  entrances exist on the buildings’ opposite faces). 
  The GM can place the alley anywhere on the map in the Kobold Ghetto, 
  though it is suggested it lie near the Ghetto’s northern wall.
  If the PCs enter the alley, they encounter a few passed-out, vomit-
  covered kobold drunks lying outside the buildings (no further than 
  20 feet into the alley). The kobolds are indeed harmless drunks and 
  not rogues seeking to relieve the party of their money at an opportune 
  time. Still, the GM should make the PCs wary by calling for Perception 
  checks as they enter the alley and travel through the fog.
  Slinger’s Ambush Gang boarded shut all the buildings’ doors and 
  windows to prevent their victims from escaping; the gang lies in ambush 
  60 feet in. PCs can break the doors on a DC 20 Strength check. Should 
  the PCs break into the buildings, the GM will have to decide what lurks 
  within. The ambushers can access the buildings to bug-hunt the PCs via 
  the windows on the backsides of the buildings, which are not boarded up.
  While traveling the alley, on a DC 20 Perception check, the PCs 
  may spot one or more pipes jutting from the alley floor in various 
  spots. The pipes are emitting the foul haze and are the source of the 
  whistling. While the smoke stinks and clings to the PCs, it does not 
  have any ill effect requiring a saving throw.
  The greatest threats in the alley besides Slinger’s Ambush Gang are the 
  numerous traps lining the alleyway (starting 20 feet into the alley and 
  running the 200-foot length of the main stretch). A variety of nastiness 
  lurks hidden under the heavy, low-lying smoke, and the smoke-pumping 
  pipes and skeletons lying along the way, which PCs can trip over.
  The best way to deal with this is for the GM to roll a d6 any time a PC 
  moves. On a 1, roll another d6 and consult the Hazards Table below to see 
  what the PC encountered. Anytime a PC trips, roll another d6 to see if he 
  encounters a hazard upon his fall. A DC 20 Perception check lets PCs spot and 
  avoid pipes and skeletons up to 15 feet in front of them; see the Hazards Table 
  for trap DCs. Smart PCs will likely start following single-file behind a scout to 
  
  46
  46
  avoid hazards. Flying PCs can, of course, bypass the traps, but they will have to 
  deal with the slingers (see Slinger’s Ambush Gang) on the rooftops. 
   
  Hazards (d6) 
   
  DC 
   
  1. Pipe 
   
  15 to avoid tripping
  	
  2.	*Spiked	Pit	Trap		
  	
  20	Reflex	avoids
   
  3. *Acid Arrow Trap 
   
  --
   
  4. Skeleton 
   
  15 to avoid tripping
  	
  5.	*Electricity	Arc		
  	
  20	Reflex	save	for	half	
   
  6. Pipe 
   
  15 to avoid tripping
  * See pg. 420 Pathfinder RPG Core Rulebook
  Slinger’s Ambush Gang (CR 7)
  The PCs stay fairly safe until they get about 60 feet into the alley. At that 
  point, five members of Slinger’s Ambush Gang attack from the rooftops 
  with slings. They stand two on either side of the alley at 60 and 70 feet 
  in, with the captain on the right at 80 feet. They have cover (+4 AC) 
  versus those below. The goblin slingers do not suffer any smoke penalties 
  when firing down from above. They use their Bank Shot feats to hit 
  characters on whom they may not have a good line of sight.
  Note: Slinger keeps five gang members at this ambush point at all times, 
  though the gang numbers 30 or more goblins in all. The slinger guards are 
  always fighters, as they need not be stealthy, just accurate. Two other slingers 
  protect the area around Scaler’s abode, should anyone make it through to 
  test their mettle against Scaler himself. Few ever make it that far. Slinger 
  (pg. 9) is not assumed to be among the group protecting the alleyway, but 
  GMs can place him here if desired, especially to deter flying characters.
  Goblin	Slingers	(4)		
  CR	2	
  XP 800
  Male goblin fighter 3
  NE Small humanoid (goblinoid)  
  Init +2; Senses darkvision 60 ft.; Perception -1 
  DeFenSe
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
  hp 27 (3d10+3 HD) 
  Fort +4, Ref +3, Will +0
  Defensive Abilities Armor training, 1 bravery +1
  OffENSE
  Speed 30 ft. 
  Melee short sword +4 (1d4/19-20) 
  Ranged sling +6 (1d3)
  TACTICS
  During Combat The goblins attack relentlessly with their slings, 
  their jobs being to keep the alley clear of riffraff. They spend a 
  round to drink their potions of cure light wounds if necessary.
  Morale The slingers do not break morale, as they know Slinger or 
  Scaler will kill them anyway if they fail to guard the alley.
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 
  Base Atk +3; CMB +2  ; CMD+14
  Feats Point-Blank Shot, Precise Shot, Bank Shot, Improved Bank Shot  
  Skills Climb +5, Ride +9, Stealth +12, Survival +4; Racial Modifiers 
  +4 Ride, +4 Stealth
  Language Goblin
  Treasure npc gear (leather armor, buckler, sling, 30 sling bullets, 
  potion of cure light wounds, 15 gp each)
  Goblin	Slinger	Captain		
  CR	4	
  XP 1,600
  Male goblin fighter 5
  NE Small humanoid (goblinoid)  
  Init +6; Senses darkvision 60 ft.; Perception -1
  DeFenSe
  AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 shield, +1 size)
  hp 42 (5d10+5 HD) 
  Fort +5, Ref +3, Will +0
  Defensive Abilities Armor training, 1 bravery +1
  OFFenSe
  Speed 30 ft. 
  Melee +1 short sword +7 (1d4+1/19-20) 
  Ranged +1 sling +10 (1d3+2) 
  Special Attacks weapon training 1 (thrown)
  TACTICS
  During Combat The goblin captain attacks with his sling, and he can 
  sling splash weapons, which he has on-hand. He will spend a 
  round to drink his potions of cure moderate wounds if necessary.
  Morale The slinger captain does not break morale, as he knows 
  Slinger or Scaler will kill him anyway if he fails to guard the alley.
  STATISTICS
  Str 11, Dex 15, Con 12, Int 12, Wis 9, Cha 6 
  Base Atk +5; CMB +4  ; CMD+16
  Feats Improved Initiative, Point-Blank Shot, Precise Shot, Bank Shot, 
  Improved Bank Shot, Sling Anything  
  Skills Climb +7, Ride +9, Stealth +12, Survival +3; Racial Modifiers 
  +4 Ride, +4 Stealth 
  Language Common, Goblin
  Treasure npc gear (+1 leather armor, +1 short sword, buckler, 
  +1 sling, 30 sling bullets, potion of cure moderate wounds, 
  alchemist fire flasks x3, acid flasks x2, 180 gp in gems)
  Scaler’s Abode (CR 2 or 11)
  At the end of the alley’s main road (200 feet), the street turns 
  to the right and extends 80 feet ahead, where it ends in a stone 
  structure (Scaler’s abode). When the PCs look around the corner, 
  read the following:  
  The alley here is smoke-free, so fog no longer obscures your 
  vision or clings to your legs – though the stench of it certainly 
  does. Rocks of various sizes, trash, and bones clog this end of 
  the alley. Rats scurry among the debris. About 80 feet ahead, 
  you see a structure composed of uneven sections of stone. It 
  looks shaky in places.
  Creatures: This part of Scaler’s Alley is home to Scaler’s pack of pet 
  monitor lizards. They are Scaler’s friends, and they help protect the 
  alley and alert him to intruders. Currently, three are hiding among the 
  rocks. Two others reside in the stone structure with Scaler. Two slingers 
  are also present on opposite rooftops 40 feet in. 
  Tactics: It is possible for the monitor lizards or the slingers to take 
  note of the PCs entering the alley. The slingers do not alert Scaler but 
  ready their slings. Any monitor lizard which notices the PCs gives off a 
  loud, disturbing hiss. PCs who don’t know about the lizards’ association 
  with Scaler may assume they are just warning the PCs away from their 
  hunting grounds. Scaler hears the commotion on a DC 10 Perception 
  
  47
  47
  the fish And the rose
  check. Allow the slingers the same if they have not successfully spotted 
  the characters’ intrusion. See Scaler’s entry for his pre-battle tactics. The 
  lizards with him will join the battle 1 round after Scaler.
  Note: The party’s best bet is to negotiate with Scaler, which is feasible. 
  He just wants to keep his reputation as a badass intact. A promise from 
  the PCs to boast of his fighting prowess, especially from a bard or similar 
  character, might be enough, but likely he’ll want more. (In playtest, a 
  character dashed to his hovel door and knocked, offering himself up as 
  Scaler’s lackey for a year. Scaler accepted his offer and allowed the characters 
  passage.) Scaler’s stats are provided in case the PCs want to go about this the 
  hard way – Ziv can always offer the job to another party when this one dies! 
  Monitor	Lizards	(3-5)	
  CR	2
  Pathfinder RPG Bestiary pg. 194
  Goblin	Slingers	(2)	
  CR	2
  see page 46
  The following details the interior of Scaler’s abode. If the PCs 
  haven’t yet encountered Scaler and the other two monitor lizards, then 
  they are inside as well. The lizards usually rest on the boulders within 
  the one-room house. 
  An open archway leads into the stone structure. Inside is a 
  single room 15 feet wide and 30 feet long. A sleeping pallet 
  consisting of various sewn-together animal pelts rests on the 
  earthen floor. The room’s side and back walls are actually walls 
  from buildings in the alley’s backend. A massive boulder rests 
  in the middle of the room. Additional boulders rest along the 
  wall at each side of the room, making four in all. 
  Development: The center boulder covers the Cartways entrance the 
  PCs seek. Moving the 5-foot-wide, 5-foot-high boulder requires a DC 
  28 Strength check. Using something as a lever to roll it provides a +2 
  circumstance to the check. The entrance itself is 3 feet in diameter, so PCs 
  returning with the painting will not be able to pull it through to return it 
  topside. The other rocks (DC 22 Strength check to move) conceal holes in 
  which Scaler hides his food and wealth. The rock along the northern wall 
  hides a chest containing 1,500 gp; the southern one, upon which one or 
  two lizards usually rest, holds a bag of 36 gems totaling 2,500 gp and two 
  potions of cure serious wounds; the western and eastern boulders hide stashes 
  of beetle jerky, cured ham, cheap wine, and moldy breads and cheese.
  Scaler		
  CR	10
  XP 9,600
  Male half-dragon lizardfolk fighter 7
  NE Medium humanoid (dragon)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
  DEfENSE
  AC 31, touch 11, flat-footed 30 (+7 armor, +1 Dex, +9 natural, +4 
  shield)
  hp 101 (2d8+7d10+54)
  Fort +14, Ref +3, Will +5* (+7 vs fear); *may reroll once/day
  Defensive Abilities armor training 2, bravery +2; Immune fire, 
  sleep, paralysis
  OffENSE
  Speed 30 ft., fly 60 ft. (average), swim 15 ft.
  Melee +2 morningstar +17/+12 (1d8+10), bite +11 (1d4+3)
  Ranged javelin +9 (1d6+7)
  Special Attacks red dragon breath weapon (1/day, 2d6 fire; Reflex 
  DC 17 half), weapon training 1 (flails)
  TACTICS
  Before Combat Scaler drinks a potion of invisibility, exits his house, 
  and enters the melee. He spends one round surveying the battle 
  to determine the most threatening enemy and then makes his 
  way over to that individual to attack, hopefully by surprise. The 
  sound of the battle imposes a -4 to Perception checks to hear 
  him.
  During Combat Scaler uses his multiple attacks to take out 
  combatants quickly. When an individual falls, he moves on 
  to the next threat rather than deliver a death blow. If the 
  characters are losing and attempt to bribe him for passage, he 
  ceases attacking if they lay down their weapons and give him 
  500 gp to enter the Cartways. The PCs may attempt to talk him 
  down lower, but he won’t go below 300 gp and a favor to be 
  named later.
  Morale Scaler doesn’t want to die. He just wants to be left alone. 
  Before any fatal blow is delivered, he yells out to the PCs (in 
  Draconic) that they may have whatever it is they want if they 
  let him live. He will remove the rock covering the Cartways to 
  provide them entrance. Additionally, he may strike a deal to 
  allow them future entrance. They may also deal with him to find 
  an alternate exit that will allow them to bring the recovered 
  painting to the surface, should any PC think of that.
  STATISTICS
  Str 25, Dex 12, Con 23, Int 11, Wis 12, Cha 10
  Base Atk +8; CMB +15 (+19 on bull rush, enemies provoke); CMD 
  +26 (+28 vs bull rush)
  Feats Improved Bull Rush, Improved Initiative, Improved Iron Will, 
  Iron Will, Greater Bull Rush, Multiattack, Power Attack, Vital 
  Strike, Weapon Focus (Morningstar)
  Skills* Acrobatics +5, Fly +1, Intimidate +6, Perception +4, Swim +8; 
  Racial Modifiers +4 Acrobatics
  Languages Draconic
  SQ hold breath
  Treasure npc gear (mwk banded mail, +2 morningstar, tower shield, 
  quiver and 8 javelins, potion of cure moderate wounds x 2, 
  potion of invisibility x2)
  SPECIAL ABILITIES
  Hold Breath (ex) A lizardfolk can hold its breath for a number of 
  rounds equal to 4 times its Constitution score before it risks 
  drowning.
  *Scaler drops his tower shield before attempting skills, so no skill 
  penalty is applied. Armor check penalties are applied.
  PArt tWo: 
  in the CArtWAys
  After the PCs deal with Scaler, they can gain entrance to the Cartways, 
  and thence, to Lord Greymark’s vault. 
  C1 . Derro Downs (CR 8)
  The PCs should follow Ziv’s sketchy map for about an hour. As they 
  
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  near the vault area, have them note the tunnel is coming to an open 
  area. Depending on how they approach the opening and what kind of 
  light source they have, the GM should adjust the following text to suit 
  the situation. If the derro scouts notice the PCs (DC 16 Perception 
  check), they yell out a warning to their companions.
  The tunnel opens into a larger section of the Cartways, an area 
  lying just under Zobeck’s richer citizens – if the map is correct. 
  Looking out from the tunnel, you see the Cartways all right, 
  but they are inhabited. Small bluish humanoids with bulging 
  white eyes skitter about. They have encamped in the area, 
  as you notice their bedding. Behind them, you can see that a 
  massive chasm blocks your passage to the vault you seek.
   Development: The derro scouts and their mad sorcerer leader claimed this 
  section of the Cartways just over three days ago. So far, the barghests following 
  Vralgor have noted them, but they haven’t pushed the humanoids along or 
  hunted them as food. That may soon change, however, especially if the derros 
  capture more victims. They currently have a young girl (Gillian Logersmann, 
  13, a rich girl from one of the mansions) tied up under their sorcerer leader’s 
  bedding. The sorcerer found her the previous evening exploring the Cartways 
  with some friends and captured her with his sleep spell. The others escaped. 
  The sorcerer plans to experiment on her, but he would like at least three more 
  victims before he begins. He believes others will come in search of the missing 
  girl, and so he will soon have his desired subjects.
  If the PCs rescue the girl, she becomes a complication in their 
  mission to retrieve the painting. Her parents will give the PCs a 200 gp 
  reward for her safe return, however, and can offer the PCs an alternate 
  route out of the Cartways, allowing them to get the painting out.
  Creatures: There are three derros in the encampment, one of which 
  is a sorcerer. They have no treasure except the girl.
  Derro	Scout	(2)	
  CR	5
  XP 800
  Male derro rogue 2
  CE Small humanoid (derro)
  Init +8; Senses darkvision 60; Perception +4
  DeFenSe
  AC 19, touch 15, flat-footed 15 (+2 armor, +4 Dex, +2 natural, +1 
  size)
  b 52 (5d8+30)
  Fort +7, Ref +8, Will +9
  Defensive Abilities evasion; SR 14
  Weaknesses vulnerability to sunlight
  OFFenSe
  Speed 20 ft.
  Melee short sword +9 (1d4+1/19-20) 
  Ranged light crossbow +8 (1d6 plus poison/19-20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 3rd)
   
  1/day—daze (DC 14), sound burst (DC 16)
   
  At will—darkness, ghost sound (DC 14)
  TACTICS
  During Combat The derros use their poisoned bolts to attack the PCs 
  first, only using their short swords when the characters close.
  Morale The derros flee when reduced to one-quarter hit points. They 
  try to bring their sorcerer leader, if alive, with them as they escape.
  STATISTICS
  Str 13, Dex 19, Con 22, Int 10, Wis 3, Cha 18
  Base Atk +3; CMB +3; CMD 17
  Feats Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus 
  (short sword)
  Skills Bluff +12, Disable Device +9, Knowledge (dungeoneering) +5, 
  Knowledge (local) +4, Perception +4, Sleight of Hand +8, Stealth +12
  Languages Aklo, Undercommon
  SQ madness, poison use, trapfinding, weapon training
  Treasure npc gear (studded leather, light crossbow, short sword, 
  quiver and 30 bolts)
  SPECIAL ABILITIES
  Madness (ex) Derros use their Charisma modifier on Will saves 
  instead of their Wisdom modifier and are immune to insanity 
  and confusion effects. Only a miracle or wish can remove a 
  derro’s madness. If this occurs, the derro gains 6 points of 
  Wisdom and loses 6 points of Charisma.
  Poison Use (ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom to 
  poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Medium Spider Venom—injury; save Fort DC 14; frequency 1/
  round for 4 rounds; 1effect 1d2 Strength damage; cure 1 save.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage 
  after every hour it is exposed to sunlight.
  Derro	Madcaster		
  CR	5
  XP 1,600
  Male derro Sorcerer 4
  CE Small humanoid (derro)
  Init +7; Senses darkvision 60; Perception +9
  DEfENSE
  AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, +1 size)
  hp 68 (3d8+4d6+42)
  Fort +8, Ref +5, Will +12
  Defensive Abilities SR 14
  Weaknesses vulnerability to sunlight
  OffENSE
  Speed 20 ft.
  Melee short sword +8 (1d4-1/19-20) 
  Ranged light crossbow +8 (1d6 plus poison/19-20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
   
  1/day—daze (DC 15), sound burst (DC 17)
   
  At will—darkness, ghost sound (DC 15)
  Sorcerer Spell-Like Abilities (CL 4th; concentration +9)
   
  8/day—acidic ray
  Spells Known (CL 4th; concentration +19, +8 ranged touch)
   
  2nd—invisibility, summon monster II;
   
  1st—mage armor, magic missile, sleep (DC 16); *mage armor 
  previously cast
   
  0 (at will)—acid splash, daze (DC 12), detect magic, light, mage 
  hand, prestidigitation
  Bloodline aberrant
  TACTICS
  During Combat The sorcerer uses his magic missile spells during combat. 
  He hides behind his companions to gain cover when casting.
  Morale The sorcerer flees rather than fight to the death over his 
  
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  the fish And the rose
  newly found territory. If possible, he drags the girl with him and 
  uses the other derros as shields to make his escape. Otherwise, 
  he just casts invisibility and runs away.
  STATISTICS
  Str 9, Dex 17, Con 22, Int 12, Wis 5, Cha 20
  Base Atk +4; CMB +3; CMD 15
  Feats Alertness, Combat Casting, Improved Initiative, Weapon 
  finesse
  Skills Bluff + 12, Intimidate +9, Knowledge (arcane) +8,  Perception 
  +6, Spellcraft +7, Stealth +9, Use Magic Device +12
  Languages Aklo, Undercommon
  SQ long limbs, madness, poison use
  Treasure npc gear (light crossbow, short sword, quiver and 30 bolts)
  SPECIAL ABILITIES
  Madness (ex) Derros use their Charisma modifier on Will saves 
  instead of their Wisdom modifier and are immune to insanity 
  and confusion effects. Only a miracle or wish can remove a 
  derro’s madness. If this occurs, the derro gains 6 points of 
  Wisdom and loses 6 points of Charisma.
  Poison Use (ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom to 
  poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Medium Spider Venom—injury; save Fort DC 14; frequency 1/
  round for 4 rounds; 1effect 1d2 Strength damage; cure 1 save.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage 
  after every hour it is exposed to sunlight.
  C2 . Chasm Crossing (CR 6)
  A chasm stretches 200 feet across this end of the Cartways. 
  It abuts the wall leading to Lord Greymark’s vault, leaving no 
  ledge at all on the other side; just a sheer drop. The chasm 
  does not appear on the map Ziv provided.
  Development: Lord Greymark had the chasm carved with magic to 
  protect what he felt was a weak spot in his vault’s defenses. The chasm 
  is 60 feet deep and 35 feet wide. Its walls are sheer, requiring a DC 25 
  Climb check. If someone shines light into its depths, the PCs can see that 
  rubble, large rocks, and several skeletons (both animal and humanoid) lie 
  below. If the PCs scan the wall abutting the chasm for its entire length, 
  they may note (DC 18 Perception check) a crevice large enough for a 
  medium-armored, Medium-sized creature to squeeze through.
  Creatures: Three giant whiptail centipedes lurk in the rock-strewn 
  basin (DC 20 Perception check to notice). The centipedes sometimes 
  climb through the crevice in area V1, though they make their home in 
  the chasm.
  Centipedes,	giant	whiptail	(3)	
  CR	6	
  hp 38 (Pathfinder RPG Bestiary 2, pg. 53,)
  Treasure: If the PCs spend time searching the six humanoid 
  skeletons in the crevice, they find a total of 135 gp in mixed coin and 
  gems, a +1 dagger, and three +1 arrows . One of the skeletons is missing 
  a finger. If they search the rubble, on a DC 25 Perception check, they 
  find the finger, which yet bears a ring of improved climbing. Its bearer, a 
  thief intent on breaking into Greymark’s Vault, met an untimely death 
  when the centipedes surprised him.
  PArt three: 
  lord greymArk’s vAult
  The crack in the Cartways wall leads to the area surrounding Lord 
  Greymark’s vault. Note that characters may attempt to widen the crevice 
  to allow individuals wearing heavy armor a means to pass through it. They 
  need to inflict 25 hp of damage against the wall to enlarge the opening. 
  This also makes noise, which echoes down the Cartways. The clockwork 
  watchmen in the vault area hear the noise on a DC 17 Perception check.
  V1 . Natural Cavern (CR 0)
  When the PCs emerge from the crevice, read the following:
  The crevice opens into a natural cavern, which appears empty 
  except for a small body lying near the northern end. As no 
  stench permeates the air, the body seems fairly fresh.
  The body belonged to one of the derros. A DC 10 Heal check 
  reveals that it died from slashing wounds not centipede bites. This 
  rogue spent some time watching the centipedes and discovered the hole 
  into which they often disappeared. He waited until all three creatures 
  had entered the chasm basin below before climbing from his hiding 
  place and through the crevice. While searching the area, he discovered 
  the man-made corridor and ran into two clockwork guardians, who 
  attacked him on sight. The derro fled the corridor but bled to death in 
  the cavern. The derro has nothing of value other than his standard gear.
  V2 . Man-Made Corridor (CR 5)
  Beyond the cavern, you notice a man-made corridor stretching 
  20 feet to the north before turning right. Splotches of dried blood 
  pepper the stone floor here, and they continue around the corner.
  Creatures: If the clockwork guardians heard the PCs enlarging the 
  opening, three guardians wait around the corner to deal with any 
  intruders. Otherwise, they are at various points in the corridor (as the 
  GM desires). Four other guardians wait up ahead at the doors leading 
  into area V3. If any of their fellows sound an alarm, they join the other 
  guards in fighting off the PCs.
  Clockwork	Watchman	(3-7)	
  CR	2
   Zobeck Gazetteer pg. 29, hp 36 
  V3 . Vault Entrance (CR 6-10)
  If the clockwork watchmen here did not get a chance to aid the other 
  guardsmen, they wait beside the doors. Read the following:
  Four clockwork guardians rest on opposite sides of double iron 
  doors. As soon as you can clearly see them, they move to attack.
  Clockwork	Watchman	(4)	
  CR	2
  Zobeck Gazetteer, pg. 29, hp 36
  Development: The standard 2-inch-thick iron doors have the 
  
  Lord Greymark's Vault
   
  One Square = 5 Feet
  V1
  V2
  V3
  S
  S
  S
  S
  V4
  V5
  V6
  V7
  V8
  50
  50
  (17-18 year old) Jayzel in the mural on a DC 15 Knowledge (local) 
  check. Jayzel has shared some history with Lord Greymark dating back 
  over a decade, one reason she knew the painting’s location.
  If the PCs search the mural, on a DC 25 Perception check, they 
  discover a secret door’s outline within the mural’s sheets and a small 
  keyhole in the woman’s right eye. Opening the door requires a DC 20 
  Disable Device check. The door is a fake door and opens to a blank 
  wall. It is also part of a trap (see below). 
  A secret door leading into area V4 rests in the center of the northern 
  wall behind several portraits of stoic-looking men (DC 25 Perception; 
  DC 25 Disable Device).
  Trap: When the PCs open the fake door, it sets off a trap in which 
  a 10-foot by 20-foot section of the floor (the eastern half of the floor, 
  basically) opens, dropping any unfortunate PCs 20 feet into a pit 
  filled with cold, dark, rancid water. This is a gelatinous pit trap (there 
  are actually two separate gelatinous pits below, each 10 x 10), a trap 
  described in full detail in Kobold Quarterly #15.
  Gelatinous	Pit	Trap	
  CR	4
  Type mechanical; Perception DC 20; Disable Device DC 20
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (0 falling damage plus engulfed by a 
  gelatinous cube); creature (gelatinous cube, hp 50; see 
  Pathfinder RPG Bestiary, pg. 138); multiple targets (all targets in 
  10-ft square); Reflex 20 avoids falling.
  V4 . Fake Gallery (CR 4)
  The real secret door from area V3 opens up into this fake gallery, 
  meaning that all the paintings here are copies. Lord Greymark is an 
  excellent forger. Read the following:
  Beautiful paintings from various countries hang on the walls of 
  this room, which is lit by magical sconces. In the center of the 
  room rests a painting on a golden tripod stand. The painting 
  faces north toward the double iron doors. No furniture is 
  present in this room, just painting after painting. 
  Development: Even though the 20 paintings here are all copies, 
  including the Fish and the Rose, which is the painting resting on the 
  center stand, they still hold value, and only a DC 30 Appraise check 
  would identify them as fakes. Any roll below that, and the PCs 
  believe each painting is worth at least 500 gp; if sold as forgeries, 
  they would still fetch 100-150 gp each.
  When the PCs check out the stand, use the description of the Fish and 
  the Rose from the sidebar on page 51. If they decide to detect magic on the 
  painting, it reads as magical, as Lord Greymark has magic aura cast on it.
  The double doors in the north leading to area V5 are not locked 
  or trapped.
  Trap: The stand upon which the painting rests is trapped, and 
  what self-respecting art thief worth his salt wouldn’t expect it to be! 
  A DC 20 Disable Device check is required to remove the trap.
  Electricity	Arc	Trap	
  CR	4
  Type mechanical; Perception DC 25; Disable Device DC 20
  Trigger touch; Reset none
  Effect electricity arc (4d6 electrical damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in 30-ft line)
  Greymark coat of arms etched on them. They are locked (DC 25 Disable 
  Device check; Break DC 28). From this point forward, the threat of 
  monsters is nonexistent; traps become the PCs’ problem instead.
  Read the following when the doors are opened:
  The doors open into a 20-foot by 20-foot foyer lit with magical 
  torches. Portraits, likely of the Greymark family, hang on the wall, 
  and two plush reading chairs with side tables rest atop an expensive 
  rug on the western side of the room. A mural of a beautiful raven-
  haired woman lying suggestively in bed, with pieces of the bed’s 
  sheet strategically covering her nakedness, rests on the eastern wall. 
  Magical sconces illuminate her attractive form.
  If the PCs are familiar with Jayzel (pg. 51), Zobeck’s resident bard 
  and information broker, they may recognize the younger 
  
  New Magic Item: The Fish and the Rose
  The	Fish	and	the	Rose
  Aura strong divination; CL 7 
  Slot none; Price 11,200; Weight 20 lbs. 
  DESCRIPTION`
  The Fish and the Rose is a garish, 6-foot by 5-foot painting 
  of…a fish and a rose. The fish, a silver flounder, rests in the 
  center of a solid black velvet background; the deep-red rose 
  curls behind the fish, with the rose’s large flower resting 
  at the painting’s upper left corner. A heavy golden frame 
  encases the painting and cannot be removed.
  The unsigned painting has resided in Zobeck for well over a 
  century, but no one has ever determined its creator (and 
  people have tried). Still, it is quite famous for its ability to divine 
  the future for its owner, as per the divination spell once per 
  day (77% accuracy). The painting is so garish, however, that 
  no owner of note has ever openly displayed it, no matter the 
  prestige they might garner from owning it. When the painting 
  divines the future, the flounder turns its head toward the 
  questioner and replies in song; music always accompanies this. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, divination, minor image; 
  Cost 5,600
  51
  51
  the fish And the rose
  V5 . Secret Bedroom (CR 0)
  A four-poster bed of mahogany sits against the western wall 
  here. A chest the length of the bed rests at its foot. A lounging 
  couch sits next to the eastern wall with a side table beside it, 
  upon which sits a book. Rich red tapestries cover the walls.
  Lord Greymark sometimes brings his female companions to this room for 
  privacy. The bed looks very much like the one depicted in the mural in area V3.
  The chest contains very fine linens, worth 150 gp, and is unlocked. The 
  book upon the table, entitled The Erotic Tales of Zobeck, Vol. 4 by Theosis Vlod, 
  is quite rare and would bring in 200 gp from a collector of such literature.
  Development: The tapestries hide two secret doors along the 
  northern wall and one on the west wall. The one to area V6 requires a 
  DC 30 Perception check to notice and a DC 28 Disable Device check 
  to open. It is not trapped. The well-hidden secret door leading to the 
  vault in area V7 requires a DC 40 Perception check to notice, as does 
  the western door leading to area V8. The vault door has a superior lock, 
  requiring DC 40 Disable Device check to unlock, and has no traps. All 
  the chests lying within the room beyond have traps.
  V6 . Real Gallery (CR 6)
  Use the fake gallery’s description from area V4 to describe this room. 
  The real Fish and the Rose painting’s stand has a more powerful version 
  of the trap on the decoy in area V4.
  Electricity	Arc	Trap	
  CR	6
  Type mechanical; Perception DC 25; Disable Device DC 20
  Trigger touch; Reset none
  Effect electricity arc (6d6 electrical damage, DC 20 Reflex save for 
  half damage); multiple targets (all targets in 30-ft line)
  V7 . Vault (CR 13+)
  Greymark’s treasure vault, which does indeed store his fortune, waits 
  here. However, the PCs cannot successfully infiltrate the vault at their 
  level, and they are not meant to! A wealthy man like Greymark pulls 
  out all the stops when protecting his money. If PCs find the vault 
  and insist on trying to get in (if they even can), give them a gentle 
  warning that some things here lie beyond their current capabilities. 
  The knowledge of the vault’s existence should whet their appetites for 
  a future adventure when they have a chance to succeed. Otherwise, the 
  guardian nagas will just kill them if they open the vault.
  For the GM’s knowledge, the vault holds over 20 chests with superior locks 
  (DC 40 Disable Device), all trapped (use random traps from the Pathfinder 
  RPG Core Rulebook of at least CR 6). In total, Lord Greymark’s fortune 
  exceeds 400,000 in gold, gems, and jewelry. The vault hides 4-6 magic items 
  among the loot (choose random wondrous items). This is obviously beyond 
  PCs of this level, so GMs may want to avoid having them find the secret door, 
  no matter their skill rolls; saving it for a later adventure, perhaps.
  Creatures: Three guardian nagas protect the family’s treasure.
  V8 . Stairs to the Greymark Mansion
  A set of stairs leads 30 feet up to an iron door.    
  Development: An audible alarm guards this door. If they open it, 
  guards rush the characters from the guard room across the hall, and several 
  more rush in from nearby corridors (use strongarm stats from Everybody 
  Lies for the guards). More guards respond than the PCs can handle, and 
  more will come. The PCs’ best bet is to flee. Greymark’s mansion is not 
  detailed in the adventure. GMs are on their own from this point forward!
  ConCluding the 
  Adventure
  If the PCs successfully turn the painting over to Ziv, he eventually offers 
  them more work from Syssysalai. The thief continues as her go-between 
  until she comes to trust that the PCs can keep her secrets; a trust they 
  can gain by performing four or more discreet jobs for her and holding 
  their tongues about the details. When that day of trust comes, Syssysalai 
  arranges a meeting with the PCs, feeds Ziv to some of her pets, and 
  introduces herself. She makes the best rogue among the party her liaison 
  to the group and sets him up to spearhead her art-theft operations. She 
  might also send some assassination work the group’s way.
  Successfully stealing the painting from Lord Greymark certainly makes him 
  an enemy should he uncover the thieves’ identities – unless he planned it all to 
  test their mettle and to learn something of Ziv’s mysterious “benefactor,” or to 
  seek competent thieves for his own plans. If the PCs managed to take anything 
  from his vault, however, he seeks their deaths without hesitation or rest.
  If other gangs learn of the PCs’ heist, they will be out for blood. 
  Gangs dislike competition and the unnecessary attention such a high-
  profile caper generates. A cut of the profits appeases them, of course. If 
  the PCs don’t at least grease Ziv’s palm, he very likely will squeal on the 
  them to the gangs just to minimize competition. He doesn’t want to be 
  replaced as Syssysalai’s right-hand man, after all.
  Of course, the PCs may choose to keep the paining. If so, they 
  become targets, as others seek the painting for themselves, and the 
  PCs likely don’t have a vault of their own to keep it in. Additionally, 
  Syssysalai sends assassins after them for betraying her. If they survive 
  the attack, she becomes an ongoing enemy. 
  
  52
  52
  The First Lab is an urban adventure suitable for four 7th-level PCs.
  Adventure bACkground
  E
  ighty years ago, the Revolt led to the death or exile of House 
  Stross, Zobeck’s former ruling family, and the imprisonment 
  and impoverishment of many of their followers. This time of 
  bloody chaos and struggle saw a coalition of arcanists, geargrinders, and 
  followers of Rava defeat the aristocracy led by House Stross. The Free 
  City of Zobeck emerged from the violence, and the descendents of the 
  Revolt’s leaders became today’s guildmasters, consuls, and civic leaders.
  While most people know how the geargrinders and steamworkers 
  collaborated frantically to build the 100 powerful clockwork knights which 
  defeated House Stross’s heavy cavalry, few know of the actual origins of the 
  gearforged. A powerful clockwork mage named Kovacs, who cared nothing 
  for either House Stross or the rebels, invented and refined the process of 
  creating the gearforged, which the rebels stole and repurposed.
  Once considered the greatest arcane mind of his generation 
  regarding constructs, Kovacs’s name has vanished from nearly every 
  record outside the private libraries of the Masters of the Arcane 
  Collegium. Artificial life fascinated Kovacs; some say he obsessed over 
  it. He refused to settle for the simple clockwork constructs of his day 
  and pursued a new form of true life. His experiments drifted farther 
  and farther from the accepted practices of his time. The lack of progress 
  combined with a perceived lack of support from the other members of 
  the Collegium frustrated Kovacs.
  After an apprentice of one of the other Masters went to speak with 
  Kovacs and never returned, the members of the Collegium entered 
  Kovacs’s laboratory. What they found horrified them. Carcasses of 
  animals, their vital organs replaced with mechanical parts, stood next 
  to diabolic texts with obscene illustrations and blueprints calling for 
  vitality harvested from sentient beings to power clockwork creatures. 
  Above it all, hung the body of the apprentice. Investigation found his 
  life force had been forcibly removed.
  The Collegium declared Kovacs an outlaw and drove him into 
  hiding, but the Revolt began and restricted the manpower to search 
  for him. By accident, a rebel hiding in the Cartways discovered a 
  secret pathway behind a false wall. He reported strange clockwork 
  creatures guarding the tunnel. Sensing an opportunity, a team of rebels 
  and mages entered the Cartways and found Kovacs’s secret lab. What 
  the victors found sickened them. Mechanical abominations acted as 
  sentinels and the notes and experiments found in the lab indicated 
  Kovacs forcibly stole souls to power his creations. He even summoned 
  infernal spirits to give his constructs sentience. Kovacs died in the fight, 
  but some of his clockwork creatures escaped into the Cartways.
  The rebels failed to completely defeat the lab’s guardians, so they 
  grabbed what they could and sealed the secret tunnel’s entrance. 
  However, the difficulty of the battle provided the rebels with an insight. 
  A meeting of Collegium Masters and Geargrinder Guildmasters 
  determined the survivors stole enough information to recreate some of 
  Kovacs’ work. They sought volunteers to create the “first” gearforged. 
  They decided no one should learn stolen souls infused the prototypes 
  or that some even housed infernal spirits. A few of Kovacs’s creations 
  escaped during the fight. Perhaps some of the gearforged walking the 
  streets today are his handiwork.
  Adventure summAry
  The characters receive an urgent summons to a private audience at 
  the Collegium with Guildmaster Clockwork Mage Orlando. Orlando 
  tasks them with recovering at all costs a diary stolen from his office. It 
  details a secret, underground laboratory and the attempts of a powerful 
  Clockwork Mage named Kovacs to create automatons powered by 
  living souls. Kovacs forcefully stole the souls of revolutionaries, House 
  Stross supporters, and even infernal creatures to power his experiments.
  Although Kovacs died when rebels raided and partially destroyed 
  his lab, the revolutionaries found his experiments too useful to destroy; 
  these tragic abominations eventually resulted in the gearforged heroes 
  of the revolution. Unfortunately, some of Kovacs’s creations escaped 
  and others remain in the sealed lab. Orlando believes the thief intends 
  to find the hidden laboratory. The Guildmaster wants the adventurers 
  to stop the thief and recover the diary before anyone reveals its secrets 
  and destroys the public’s confidence in their gearforged protectors.
  Orlando possesses a series of clues the characters can follow to catch 
  up with the thief but only with the help of someone from the time of 
  the Revolt. He suggests they seek out and bargain with the Dragged 
  Woman for passage into the long-hidden section of the Cartways 
  which holds Kovacs’s lab.
  Once in the Cartways, gearforged assassins ambush the characters to 
  keep them from following the trail to Kovacs’s lab. The gearforged fight 
  the first lAb
  the first lAb
   
  by mike frAnke 
  History states that Zobeck was reborn in blood 80 years ago, thanks in part to 
  the creation of gearforged by a revolutionary coalition of workers and mages. 
  Unfortunately, history has recorded only part of the truth, and the Praetors will 
  do anything to make sure the rest remains buried.
  
  53
  53
  the first lAb
  to the death, and a search of the bodies identifies them as followers of 
  Marena the Red, Goddess of Death.
  When the characters reach the lab, they find its door forced open. 
  Inside, the remains of Kovacs’s heretical experiments cover the floor, 
  but not all have been destroyed. Clockwork abominations unlike 
  anything the characters have seen rise up to defend the laboratory.
  Deeper in the lab, the adventurers must face Bogdan, the thief  and 
  the Red Goddess’ gearforged priest, and more of his followers. To 
  succeed, the characters must recover the diary, seal Kovacs’s laboratory, 
  and make sure no word of this ever gets out.
  Adventure hooks
  At the beginning of this adventure, the characters should have a 
  reputation in Zobeck as problem solvers, especially of the no-questions-
  asked variety. They receive a summons from Guildmaster Mage 
  Orlando for a private meeting at the Arcane Collegium. The letter 
  promises great reward for serving the interests of Zobeck.
  Other motivations might include:
  The characters have previously performed discrete jobs for a 
  •	
  consul or the government of Zobeck and are contacted at the 
  behest of the Arcane Collegium.
  The characters already have some involvement in the 
  •	
  activities of the Arcane Collegium, and Guildmaster 
  Orlando approaches them personally.
  One or more characters are devout followers of Rava, and 
  •	
  the Temple asks them to aid Guildmaster Orlando.
  The characters have criminal records or affiliations and are 
  •	
  looking to wipe the slate clean or for help escaping their 
  ‘associates’.
  The characters are members of, or have worked with, the 
  •	
  Spyglass Guild and are chosen for this special mission.
  introduCtion
  This adventure takes place in the streets and back alleys of Zobeck. 
  The characters begin the adventure in their homes or in a local 
  establishment. After their summons to the Arcane Collegium they find 
  their way into abandoned areas of the Cartways and confront the long-
  buried abominations of the mad wizard Kovacs.
  PArt one: summons
  Just Another Day in Zobeck
  If you’re using a hook for the whole party, assume they have gathered in 
  a favorite spot between jobs to relax or discuss opportunities.
  You have gathered together to celebrate another day of 
  opportunity in the Free City of Zobeck. Although currently in 
  between jobs, you have reputations on the streets of Zobeck 
  as individuals who can get things done. Clearly, the man 
  approaching you in the stained cloak with an official-looking 
  crest thinks so. He walks up without hesitation, confirms 
  your identity, and hands over a folded square of stiff, heavy 
  parchment closed with a solid seal of golden wax.
  If only one or two characters have any connection to the Collegium 
  or the government, have the messenger approach one of them before he 
  can reach the others.
  Another day of opportunity dawns in the Free City of Zobeck. 
  Although currently in between jobs, your companions await 
  you to discuss changing that situation. You have barely moved 
  beyond your lodgings, however, when a man in a street-
  stained cloak with an official-looking crest approaches you. 
  With a formal, business-like air he confirms your identity and 
  hands over a folded square of stiff, heavy parchment closed 
  with a solid seal of golden wax.
  The summons bears the official seal of the Arcane Collegium and 
  promises great reward, and even possible forgiveness for past crimes, 
  by serving the interests of Zobeck. It requests the characters proceed 
  immediately to the Arcane Collegium and meet with Guildmaster 
  Mage Orlando. The summons gives no further information, and the 
  messenger has already departed. Assuming the characters decide to 
  answer the summons, proceed to The Arcane Collegium.
  The Arcane Collegium
  You enter the Steam Gate and can see wizards, apprentices, 
  and clockwork servants hurrying about the impressive 
  grounds. As large as Crown Square, the Collegium consists of 
  two courtyards and a dozen gray, two-story buildings. Guards 
  direct you to a building on the opposite side of the first 
  square, and stewards usher you into the office of Guildmaster 
  Clockwork Mage Orlando.
  The characters probably have many questions for Orlando (male 
  human wizard 12/expert 2), however, before he answers any questions, 
  he asks the characters swear to keep the conversation in confidence.
  What I am about to tell you is of great importance to the City 
  of Zobeck and not for the ears of the average citizen. I must 
  ask you to swear you will hold whatever I tell you today in 
  strict confidence or we can proceed no further.
  Guildmaster Orlando’s Sense Motive +19 makes him an excellent 
  judge of character, and he probably sees through any dissembling by 
  the characters. If he feels it necessary, he requires the characters submit 
  to a geas/quest spell, although he would prefer not. He feels agents who 
  voluntarily swear are more reliable in the long run. This is, however, a 
  matter of utmost importance, and he does whatever he feels necessary 
  to get the job done. Assuming the characters promise to keep their 
  mouths shut, Orlando describes the mission.
  Last night a thief broke into my office here at the Collegium, a 
  difficult feat I assure you. Rather than take any of the obviously 
  valuable objects, he stole only a diary from the time of the 
  Revolt. The diary contains the account of a young mage’s 
  involvement in catching a wanted criminal, a powerful wizard 
  named Kovacs. This and other information in the diary could 
  prove very damaging. I want you to track down the thief and 
  return the diary before anything…unfortunate happens.
  
  54
  54
  Orlando entertains any pertinent questions. Use these likely 
  questions and Orlando’s answers, along with the Adventure 
  Background, to form answers for questions not listed below.
  Why was Kovacs wanted by the law?
  “Kovacs performed unsanctioned experiments on citizens of Zobeck in 
  an attempt to create a new form of clockwork life. He was also in league 
  with infernal forces.”
  What information in the diary is so dangerous we had to swear 
  to keep it secret?
  “The diary contains clues to the location of Kovacs’s hidden laboratory 
  in the Cartways. Sealed but not destroyed during the Revolt, it still 
  contains dangerous and forbidden items and lore. The diary also contains 
  information about the contents of Kovacs’s lab and the type of abominable 
  experiments he was undertaking.”
  That doesn’t sound so dangerous . Are you telling us everything?
  “Kovacs was the original creator of gearforged, but he used infernal 
  essences and stolen souls to power his creations. Some of his handiwork may 
  remain in the lab or even in the city unbeknownst to the citizens. This 
  information would undermine the confidence of the city in its gearforged 
  and possibly lead to a movement to eliminate them. This is unacceptable.”
  The summons mentioned a great reward for our help?
  “The city itself will provide you with a substantial reward for your 
  aid, assuming you achieve our goals and the information remains secret. 
  I can offer you 2,000 gp each for your services. Additionally, the Praetors 
  authorized me to offer survivors clemency for past crimes.”
  The thief has a 12-hour head start on us . How do we find him?
  “I believe the thief intends to follow the clues in the diary in an attempt 
  to find Kovacs’s lab, which will slow his progress. I know of a way for you to 
  reach the lab first. The Dragged Woman could show you a route.”
  Who is the Dragged Woman, and how will she help us reach 
  Kovacs’s lab?
  “The members of the Arcane Collegium know of the Dragged 
  Woman. She is the unquiet spirit of a noblewoman killed during the 
  Revolt. I will tell you how locate her. She can show you the way to 
  Kovacs’s lab…for a price.”
  What is her price?
  “The price is never the same, but she has never asked for coin. It has also 
  never been life threatening.”
  What can we expect to find in Kovacs’s lab?
  “The lab was sealed after Kovacs was killed because the rebels who 
  raided it did not want to face what likely still lurked within. I cannot say 
  for certain what you may find, however some of Kovacs’s twisted creations 
  likely remain.”
  Before the characters leave his office, Orlando offers a final bit of advice.
  Needless to say, you receive your reward only after you return 
  the diary to me. If this information somehow spreads beyond 
  this office, the Spyglass Guild will know exactly who to look for.
  Development: Even if the characters do not ask about the Dragged 
  Woman, Orlando suggests contacting her as a means to reach Kovacs’s 
  lab quickly. He says they must travel after nightfall to the place of her 
  death near the King’s Head Tavern in the Citadel District. There, they 
  must burn a broken fragment of rope soaked in human blood. The light 
  of the rope reveals bloody footprints leading to the Dragged Woman.
  PArt tWo: 
  the CArtWAys
  The Dragged Woman (CR 7)
  After nightfall, even in the Citadel District, the street lamps are 
  just islands of dim light in seas of darkness. The streets have 
  started to empty as the business of the day concludes and the 
  business of the night has not yet begun. The air is cool but not 
  uncomfortable, perhaps a hint of rain. As you pass the King’s 
  Head Tavern, you can hear the already-raucous crowd within, 
  and the trollwife bouncer Peppercorn glares at you suspiciously.
  Characters who follow Orlando’s directions and manage to locate or 
  create a bloody stump of rope to use as a torch, soon discover faint, 
  smeared, bloody footprints leading into a nearby alley.
  The air chills the instant you enter the alley, and you can see 
  your breath mist in the air. Up ahead, you can make out the 
  suggestion of movement. After a few cautious steps, you hear a 
  quiet sobbing followed by a wail of despair. The bloody footprints 
  become more and more distinct as you approach. A wild-looking 
  woman with ashen grey skin and rich but tattered clothing 
  slouches toward the end of the alley. A bloody rope hangs from 
  one wrist. When she looks up, the hair falls away from her face, 
  and you feel your blood freeze as you meet her gaze.
  The Dragged Woman (see page 5 for full description and statistics) 
  uses her blinding fear ability (DC 20 Will save) upon first encountering 
  the characters as a test of their determination. She can see and smell the 
  bloody rope and knows they have purposely sought her out. Those who 
  withstand her gaze earn the right to bargain with her.
  She has no interest in money or material things, only in causing 
  pain because of all of the pain she suffered at the hands of the mob. 
  She exchanges information or aid for precious memories. The more 
  precious the memory sacrificed, the more aid she provides. She considers 
  memories of first loves, righteous victories, and lost children the most 
  desirable of all. The Dragged Woman allows the characters to tell her of 
  their needs and make an offer before making her demands plain.
  The Dragged Woman waives away your offer and pierces you 
  with her burning gaze. “I desire neither coin nor magic, only 
  your joy. I have none and will take the memory of yours. I will 
  consume your memories, lost and gone forever, and the more 
  you value the memory, the greater I shall aid you. What will 
  you forget? A first love? Your only memory of a parent? Chose 
  … or leave me!
  Allow the players to pick appropriate memories and make sure they 
  
  Ambush Site
   
  One Square = 5 Feet
  to Lab
  Portal
  55
  55
  the first lAb
  note them for future reference. Afterwards tell them their characters 
  feel soiled by the touch of her magic and subtly lacking although they 
  cannot remember why. The characters suffer from the experience (-2 to 
  all rolls for 24 hours) but do not reveal this until the characters attempt 
  to make use of their abilities. The sacrifice complete, the Dragged 
  Woman indicates a bricked-up doorway halfway down the alley toward 
  the street. At her gesture it begins to glow a sickly green.
  “Hurry. My portal leads as close to your desired location as I may 
  bring you.” With a gust of cold wind, she fades into the darkness.
  The	Dragged	Woman,	Sluagh		
  CR	7
  TACTICS
  During Combat
  The Dragged Woman is not interested in combat. Although she 
  subjects the characters to her blinding fear ability, it is only as a 
  test of their resolve, not an initiation of combat.
  Morale If the characters insist on initiating combat, the 
  Dragged Woman uses her open the path ability to escape at 
  the first opportunity.
  Development If the characters follow her directions, they enter 
  the portal and find themselves in a long-abandoned section of 
  the Cartways.
  Ambush (CR 7)
  The sickly green light of the portal fades, plunging the passage 
  into almost total darkness. The only illumination comes from a 
  faint crimson glow far down the tunnel ahead.
  Assuming the characters can either see in the dark or produce a light, they 
  can investigate their surroundings. There is no sign of the Dragged Woman’s 
  portal once its light fades, just a seemingly-solid, roughly-worked stone wall. 
  A DC 20 Perception check identifies the remains of a secret door. A DC 
  15 Knowledge (engineering) check can tell the door was previously sealed 
  but has recently been forced open from the other side. If the characters 
  investigate the secret door, a DC 15 Knowledge (local) tells them the door 
  opens to a more traveled and recognizable section of the Cartways.
  Development: Two gearforged 
  assassins wait in hiding (Stealth 
  +17) further down the passage 
  to make sure no one follows 
  Bogdan and the other cultists. 
  They saw the light of the 
  Dragged Woman’s portal and 
  are ready for the characters. (See 
  map: Ambush Site)
  Gearforged	Assassin	(2)	CR	5
  XP 1,600
  Gearforged rogue 6
  LE Medium construct
  Init + 3; Senses darkvision 60 ft., 
  low-light vision; Perception +9
  DEfENSE
  AC 17, touch 13, flat-footed 14 (+3 
  armor, +3 Dex, +1 shield)
  hp 56 (6d8+26)
  Fort +4, Ref +8, Will +2 (+4 vs. bardic, sonic, and language 
  dependent)
  Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune 
  construct traits
  OFFenSe
  Speed 30 ft.
  Melee +1 kukri +8 (1d4+2/ 18-20 x2)
  Ranged masterwork shortbow +8 (1d6/x3)
  Special Attacks sneak attack + 3d6 
  STATISTICS
  Str 12, Dex 17, Con –, Int 14, Wis 10, Cha 8
  Base Atk + 4; CMB +5; CMD +18
  Feats Great Fortitude, Skill Focus (Stealth), Stealthy
  Skills Acrobatics +12, Bluff +8, Climb +10, Disable Device +12, 
  Escape Artist +14, Intimidate +8, Perception +9 (+12 Traps), 
  Sense Motive +9, Stealth 17, Use Magic Device +8
  Languages Common
  SQ rogue talents (combat trick: weapon finesse, rogue crawl, trap 
  spotter), trap finding +3
  Combat Gear +1 kukri, masterwork studded leather, Belt of 
  Incredible Dexterity +2
  Other Gear masterwork thieves’ tools, 36 gp
  TACTICS
  During Combat The gearforged cultists use stealth to stay hidden 
  and wait for the characters to move between them. They 
  attempt to attack from surprise, flanking as often as possible to 
  maximize their sneak attacks. If spotted before attacking, they 
  move to block the tunnel.
  Morale The cultists are fearless fanatics, but their primary purpose 
  is to alert Bogdan to intruders. If either falls below 10 hp, he 
  flees to warn the others. The remaining assassin will fight as 
  long as possible but also attempts to flee when reduced to 10 
  hp. If any gearforged escape, they return to warn the cult only 
  to be slain by the abominations guarding the Broken Portal.
  
  56
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  PArt three: 
  kovACs’s lAborAtory
  L1 . The Broken Portal (CR 8) 
  The crimson glow grows brighter as you proceed down the 
  tunnel. After traveling perhaps a hundred yards, you see the 
  light pouring forth from a large gap in the wall. Bronze doors 
  lay upon the ground, ripped from their hinges.
  If one of the gearforged assassins escaped, the characters also see 
  the following.
  The metallic form of one of the assassins lies on the floor 
  of the tunnel, perhaps 20 feet from the opening. It appears 
  horribly mauled, as if torn apart by some great force.
  Two clockwork abominations wait for anyone approaching the 
  laboratory. They have already dealt with any assassin who escaped the 
  previous fight. One has pushed itself into a crevice in the wall and 
  one clings to the ceiling. Their positioning and the dim light grant the 
  abominations a +10 to Stealth. The clockwork abominations move out 
  and attack if they have obviously been seen or once the characters move 
  between their two positions.
  A sudden clicking of mechanisms and the scrape of 
  metal on stones reveals a creature pushing forth from a 
  crevice on the side of the tunnel. A second drops with a 
  crash from the ceiling. At first glance they look like some 
  sort of infernal creature, but closer examination reveals 
  the whirring gears, cogs, and cables binding their joints 
  together. These creatures are clockwork, but as their 
  glowing crimson eyes attest, they are like nothing you have 
  ever seen.
  Clockwork	Abomination	(Devil)	(2)	
  CR	6
  XP 1,600
  LE Medium fiendish construct
  Init +2; Senses darkvision 60 ft.; low light vision; Perception +7
  DeFenSe
  AC 20, touch 12, flat footed 18 (+2 Dex, +8 natural)
  hp 47 (5d10+20)
  Fort +1, Ref +3, Will +1
  DR 5/good; Immune construct traits; Resist fire 10, cold 10; SR 10
  Defensive Abilities hardness 10 
  OFFenSe
  Speed 30 ft.
  Melee slam +9 (1d8+3 + bleed 1d6); bite +4 (1d6 +1)
  Special Attacks smite good (1/day, +1 attack and AC, +5 damage)
  STATISTICS
  Str 16, Dex 14, Con –, Int 10, Wis 10, Cha 12
  BAB +5; CMB +8; CMD +20
  Feats Weapon Focus (slam), Alertness, Power Attack
  Skills Perception +7, Acrobatics +7
  SQ construction points: 4 used +1 CR
  eCOLOGY
  environment any
  Organization solitary, pair, or group (3-12)
  Treasure none other than special materials used in construction
  SPECIAL ABILITIES
  Infernal Power Source (Su) When a clockwork abomination falls 
  below 0 hp, its infernal battery explodes causing 1d4 fire 
  damage per hit die to everything within a 5 ft radius (DC 15 
  Reflex halves).
  Additional Attack (Bite) (ex) Clockwork abomination gains an 
  additional limb, mouth, tentacle or tail with which it makes a 
  slam or bite attack (1d6+1) as a secondary attack.
  Additional Legs (ex) Four legs allow the clockwork 
  abomination to climb at a speed equal to its base speed 
  and ignore rough terrain.
  Improved Weaponry (ex) (slam) Natural attacks are treated as if the 
  clockwork abomination were one size category larger.
  Bleed (ex) (slam) Wounds caused by the clockwork abomination 
  continue to bleed. Bleed (1d6); natural attack.
  TACTICS
  During Combat The clockwork abominations try to use their 
  abilities to their best advantage. They try to close with as many 
  characters as possible, knowing they explode if destroyed.
  Morale Clockwork abominations know nothing of fear, only duty 
  and programming. These particular units have been ordered to 
  prevent anyone not wearing Kovacs’s symbol from entering the 
  laboratory. They interpret this order very strictly and break off 
  attacks once a character enters the lab, as they can no longer be 
  prevented from entering.
  L2. Kovacs’s Workshop (CR 9)
  The right side of this large room is filled with intact work 
  benches. The left side is covered in stone and metal 
  rubble. Piles of gears and scrap indicate large numbers 
  of clockwork creatures have been destroyed here. Large 
  stone basins sit in the rear corners of the room, and 
  a grand two-level staircase rises straight ahead to a 
  platform surmounted by four tarnished, bronze pillars. A 
  metal statue stands at attention near the workbenches to 
  the right.
  This room was obviously the location of a great battle. Rubble and 
  broken metal bits cover most surfaces. Scorch marks mar several walls. 
  Most of the room is covered in dust and appears long abandoned; 
  however, a DC 15 Perception check or DC 10 Survival check reveals 
  fresh footprints in the dust leading up the staircase, and large areas of 
  rubble appear to have been recently moved. A DC 20 Perception check 
  allows a character to note the statue is actually a gearforged, and a pile 
  of junk to the left is actually a large clockwork abomination hidden 
  among the debris.
  As soon as you cross the threshold and enter the workshop, a 
  large insectoid form rises and shakes itself free from a pile of 
  debris to the left of the door. The metal “statue” to the right 
  reveals itself to be a gearforged with glowing crimson eyes. 
  They move toward you and attack.
  
  Kovacs's Laboratory
   
  One Square = 5 Feet
  Party’s
  Approach
  L1
  L2
  L3
  L4
  L5
  L6
  L7
  57
  57
  the first lAb
  Clockwork	Abomination	
  CR	7
  XP 3,200
  LE Large fiendish construct
  Init +5; Senses darkvision 60 ft.; low light vision; Perception +9
  DeFenSe
  AC 20, touch 10, flat footed 20 (+1 Dex, +10 natural, -1 large)
  hp 73 (7d10+30)
  Fort +2, Ref +3, Will +2
  DR 5/good; Immune construct traits; Resist fire 10, cold 10; SR 12
  Defensive Abilities hardness 10
  OFFenSe
  Speed 30 ft.
  Melee slam +14 (2d6+7); bite +9 (1d8 +3)
  Space/Reach 10ft/10ft
  Special Attacks smite good (1/day, +1 attack and AC, +7 damage)
  STATISTICS
  Str 24, Dex 12, Con –, Int 10, Wis 10, Cha 12 
  BAB +7; CMB +15; CMD +26
  Feats Weapon Focus (slam), Alertness, Power Attack, Improved 
  Initiative
  Skills Perception +9, Acrobatics +8
  SQ construction points: 5 used 
  eCOLOGY
  environment any
  Organization solitary, pair, or group (3-12)
  Treasure none other than special materials used in construction
  SPECIAL ABILITIES
  Infernal Power Source (Su) When a clockwork abomination falls 
  below 0 hp, its infernal battery explodes causing 1d4 fire 
  damage per hit die to everything within a 5 ft radius (DC 15 
  Reflex halves).
  Additional Attack (Bite) (ex) Clockwork abomination gains an 
  additional limb, mouth, tentacle or tail with which it makes a 
  slam or bite attack (1d6+1) as a secondary attack.
  Additional Legs (ex) Four legs allow the clockwork 
  abomination to climb at a speed equal to its base speed 
  and ignore rough terrain.
  Improved Weaponry (ex) (slam) Natural attacks are treated as if the 
  clockwork abomination were one size category larger.
  Breath Weapon (Su) The clockwork abomination’s Infernal Power 
  Source allows it to breath fire in a 20 ft cone every 1d4 rounds. 
  Creatures in this cone take 1d6 fire damage per HD of the 
  clockwork abomination (DC 15 Reflex halves)
  Reach (ex) The clockwork abomination gains extendable limbs 
  giving it +5 ft of reach.
  TACTICS
  During Combat The clockwork abomination uses its abilities to best 
  advantage. It attacks with its breath weapon at range before 
  closing. It uses its superior reach to stay clear of opponents who 
  seem to easily penetrate its DR.
  Morale Clockwork abominations know nothing of fear, only 
  duty and programming. This particular unit was ordered to 
  prevent anyone not wearing Kovacs’s symbol from going 
  through the door at the top of the stairs. It interprets this 
  order very strictly and breaks off attacks once a character 
  leaves the workshop.
  
  58
  58
  Infernal	Gearforged	
  CR	7
  XP 1,600
  Fiendish gearforged fighter 7
  LE Medium construct
  Init + 1; Senses darkvision 60 ft., low-light vision; Perception +8
  DEfENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 70 (7d10 +27) 
  Fort +6, Ref +4, Will +4 (+2 vs. fear)
  Defensive Abilities bravery +2; DR 5/good; Immune construct 
  traits; Resist fire 10, cold 10; SR 12
  OFFenSe
  Speed 30 ft.
  Melee +1 heavy flail +14/+9 (1d10+10/19-20 x2)
  Special Attacks weapon training (flails +1), smite good 1/day 
  (+7 damage)
  STATISTICS
  Str 18, Dex 12, Con  –, Int 13, Wis 18, Cha 10
  Base Atk + 7; CMB +11 (+15 vs. trip); CMD 22 (24 vs. trip)
  Feats Alertness, Combat Expertise, Power Attack, Greater Trip, 
  Improved Trip, Iron Will, Power Attack, Weapon Focus (heavy 
  flail), Weapon Specialization (heavy flail)
  Skills Intimidate +10, Perception +8, Sense Motive +8
  Languages Common, Dwarven
  SQ armor training 2
  Combat Gear +1 heavy flail, masterwork full plate armor, cloak of 
  resistance +1
  TACTICS
  During Combat
  The infernal gearforged acts like a mindless automaton, directly 
  confronting characters closest to its 
  location. However, it does not intend 
  to remain the entire battle.
  Morale The infernal gearforged was 
  unable to force open the secret 
  passage after the wizards of the Collegium sealed it, and it has 
  languished in the lab for 80 years. At the first opportunity, it 
  flees the lab to escape into the Cartways.
  Treasure: Searching the room yields many interesting items. Because 
  of the chaos, no single check can find more than two items. Either 
  multiple characters need to search, or multiple checks must to be made. 
   Perception 
  Item Found 
   Check DC
   10 
  A rotting bag filled with clockwork caltrops on one of 
  the work benches (see web enhancement)
   15 
  A bag of traps on top of one of the rubble piles
   18 
  The skeletal remains of Kovacs buried under a pile of 
  rubble
   20 
  4 alchemical smoke bombs near the empty stone basin
   23 
  A weird metal stick with a gear on the end of it near 
  the bottom of the stairs (Kovac’s Key; see area L3)
   25 
  A mechanical ascender under the remains of a 
  destroyed clockwork abomination
   30 
  In the acid pool at the right rear of the room is a wand 
  of acid arrow made from the finger bone of large 
  black dragon (19 charges)
  Speak with Dead: Speak with dead does not work if cast on Kovacs’s 
  remains. Bogdan has cast the spell on Kovacs within the last few hours.
  Development: If the characters take too long in this room, feel free to have 
  the assassins in the hallway appear on the platform and begin shooting arrows 
  at the characters before withdrawing and shutting the door behind them.
  L3 . The Pillared Platform (CR 3)
  At the top of the stairs is a platform 25 feet long and 10 feet 
  deep. A metal door stands closed on the wall directly ahead. 
  On each corner of the platform, intricate bronze pillars 
  extend all of the way to the ceiling 10 feet above. The pillars 
  are decorated with a mechanical motif of gears and chains 
  interspersed with representations of clockwork creatures.
  A searching with a DC 15 Perception check reveals a small, irregularly 
  shaped hole in the door. Two of the pillars are actually clockwork traps. 
  A middle section of these pillars begin to suddenly spin, whipping 
  chains across the platform, if the door is opened without Kovacs’s key. 
  The long swinging chains cover the entirety of the platform.
  Swinging	Chain	Trap		
  CR1
  Type mechanical; Perception DC 20;  Disable Device DC 20
  EffECTS
  Trigger door; Reset automatic after 10 rounds
  Effect Attack +10 melee (1d8+1/x3), multiple targets (all 
  targets within a 10 foot radius of the pillar)
  L4 . The Hallway (CR 7)
  Two assassin cultists occupy the hallway beyond the platform. 
  If the trap goes off, the assassins hide and surprise the characters 
  as they come through the door. If the characters find the key 
  and open the door, or disarm the trap before opening the door, 
  they surprise the assassins, who were expecting a lot of clanking 
  and screaming.
  
  59
  59
  the first lAb
  Gearforged	Assassins	(2)	
  CR	##
  hp 56 (See Ambush above)
  Developments: As soon as an assassin drops below 20 hp, he 
  attempts to flee to Bogdan in Kovacs’s quarters.
  L5 . Parts/Storage
  Rusting and abandoned metal tools and parts fill this room. Gears litter the 
  floor, and jars filled with cloudy fluid rest precariously on several crumbling 
  shelves. Characters who investigate the jars, and roll a DC 10 Knowledge 
  (nature) check, find they contain the mangled forms of various creatures 
  such as rats, cats, and dogs. A DC 20 Knowledge (nature) check identifies 
  one of the creatures as a sprite. A DC 15 Heal check ascertains someone 
  dissected the corpses. A DC 20 Heal check notes body parts—such as 
  arms, legs, and even organs—have been replaced with clockwork parts.
  L6 . Kovacs’s Study
  This room was obviously once the office of a studious 
  man. The walls are lined with bookshelves and a large desk 
  dominates the center of the room. A closed door to the right 
  provides the only other exit from the room.
  Unfortunately everything is rotting after 80 years of neglect. The books 
  crumble into sludge if opened, and the desk collapses under 100 lb. of weight. 
  The only things still functional in the room are several small mithral wind-up 
  toys, found at the back of a desk drawer with a DC 15 Perception (search) 
  check. The clockworks are intricate, beautiful, and worth 500 gp total.
  L7 . Kovacs’s Quarters (CR 8+)
  This room contains a partially-collapsed, rotting bed, a dresser, 
  and a wardrobe. What really catches your eye when you open 
  the door, however, is the gearforged standing toward the back 
  of the room. His face is painted red and his hollow metallic 
  voice cackles with insane glee.
  Bogdan is openly wearing his holy symbol of Marena the Red 
  (Knowledge (religion) or Knowledge (local), both DC 10), and he calls 
  for her aid to smite the characters. If the trap on the Pillared Platform 
  went off, or if any of the gearforged escaped earlier encounters, Bogdan 
  has known of the characters long enough to cast several spells in 
  preparation. Any surviving cultists have joined him here.
  Bogdan is thoroughly insane and tends to talk to himself, or perhaps 
  his goddess, during combat. He loudly proclaims any or all of the 
  following during the fight with the characters: 
  the lab and its secrets are his and only his
  •	
  gearforged are an abomination and affront to Marena because 
  •	
  they should be dead not living on in some metal shell
  he wants to be destroyed so he can join his goddess
  •	
  he wants to destroy all gearforged so they may join his goddess 
  •	
  Kovacs’s research will allow him to end the creation of 
  •	
  gearforged once and for all
  Bogdan	“The	Insane”	
  CR	8
  XP 4,800
  Gearforged cleric 9 (Marena the Red)
  LE Medium construct
  Init + 1; Senses darkvision 60 ft., low-light vision; Perception +7
  DEfENSE
  AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +5 shield)
  hp 82 (9d8 +38)
  Fort +7, Ref +5, Will +11
  Defensive Abilities death’s embrace; Immune construct traits
  OFFenSe
  Speed 20 ft.
  Melee +1 flaming flail +9/+4 (1d8+3 plus 1d6 fire/ 19-20)
  Special Attacks bleeding touch 7/day, channel negative energy 5/
  day (DC 14, 5d6), staff of order 1/day (4 rounds)
  Domain Spell-Like Abilities (CL 9th, concentration +13)
  7/day—touch of law, Bleeding Touch, Death’s Embrace
  Divine Spells Prepared (CL 9th; concentration +13)
  5th—Domain: slay living (DC 19), spell resistance (SR 21)
  4th—Domain: order’s wrath (DC 18), air walk, greater magic 
  weapon, divine power
  3rd—Domain: magic circle against chaos, dispel magic, 
  protection from energy, cure serious wounds, invisibility purge
  2nd—Domain: death knell, spiritual weapon, hold person, sound 
  burst, bulls strength, cure moderate wounds
  1st—Domain: cause fear, divine favor, shield of faith, command, 
  sanctuary, cure light wounds
  0 (at will)—detect magic, stabilize, guidance, light
  STATISTICS
  Str 14, Dex 12, Con –, Int 8, Wis 18, Cha 10
  Base Atk + 6; CMB +8; CMD +19
  Feats Armor Proficiency (heavy), Craft Magic Arms and Armor, Extra 
  Channel, Shield focus, Toughness
  Skills Diplomacy +4, Heal +8, Knowledge (religion) +8, Perception 
  +7, Spellcraft +5
  Languages Common
  Combat Gear +2 full plate, +2 heavy wooden shield, +1 flaming flail, 
  cloak of resistance +1
  TACTICS
  During Combat Bogdan might be insane, but he fights in a prepared 
  manner. If he has time, he casts in the following order: divine 
  power, spell resistance, shield of faith, protection from energy 
  (electricity), bull’s strength, and spiritual weapon. He then casts 
  slay living on a character in this order of preference: arcane 
  caster, rogue, divine caster, melee character.
  Morale Bogdan has nowhere to run. He fights to the death in an 
  attempt to fulfill his dream of finding some way to end the 
  existence of all gearforged.
  Developments: Kovacs’s diary is in Bogdan’s pouch and may be 
  retrieved after his defeat with a DC 15 Perception (search) check.
  ConCluding the 
  Adventure
  The characters must return the stolen diary to Orlando at the Arcane 
  Collegium if they want their reward. Orlando pays 2,000 gp to each surviving 
  character and has a “letter of clemency” stamped by the Lord Mayor for 
  anyone who requested it, forgiving him or her of all prior crimes and misdeeds. 
  Of course, should the characters not return the diary or should the information 
  contained therein somehow spread to the public, the characters become 
  wanted fugitives. Either way, the characters know the authorities are watching.
  
  60
  60
  Rebuilding a Good Man is an urban adventure for four 9th-level PCs.
  Adventure bACkground
  T
  he osyluth Nyerta and other slaves have come to Zobeck under 
  orders from their master, a king of the eastern lands who 
  wishes to place all his wives into golden clockwork bodies. He 
  has sent Nyerta to Zobeck to steal a gearforged body as an alpha 
  blueprint for his golem-crafters and powder-men, without Zobeck’s 
  leaders knowing of the deed. Nyerta approached the Painted Man, 
  whom she knows from past dealings, and used old pacts to force the 
  master of The Black Lotus to aid her. No one makes the Painted Man 
  a servant, however. Though bound by arcane laws not to strike against 
  the osyluth directly, the Painted Man plans to pull down his new 
  “master” with a whisper.
  After a life of good deeds Heet Nul is dying. A merchant who 
  started with one river barge 65 years ago, Heet now owns a small 
  flotilla of trade vessels along with warehouses, store fronts, and offices. 
  The Nul Shipping Company has become well-loved by the poor, as 
  it has sponsored many soup kitchens, orphanages, and job fairs. All 
  that will end when Heet passes away and his black-hearted grandson 
  Remmee Nul take ownership. That is, unless Heet’s company manager 
  and close friend Michul Obbin can get the characters to help him with 
  his unorthodox plan.
  The week Heet took to his bed, the Painted Man approached 
  Heet’s heartbroken friend Michul. While purchasing passage 
  to smuggle Nyerta and her men downriver after the heist, he 
  “accidentally” let slip too much information about the theft. 
  Cunningly, he gave the desperate Michul the idea of defeating 
  Nyerta’s men and stealing the gearforged body so it can house Heet’s 
  soul, and made Michul think the idea was his own. The next morning 
  Michul calls on the PCs for help.
   Adventure summAry
  After accepting Michul’s proposal, the PCs acquire the gearforged 
  body to help the poor of Zobeck by robbing foreign thieves. The PCs 
  confront these thieves as they return to The Black Lotus while Nyerta is 
  engaged with the Painted Man. After bringing the construct to Michul 
  at Heet’s bedside, however, they discover the body is incomplete, and 
  the PCs must quickly search all over Zobeck for the materials to finish 
  the it and place Heet’s soul inside before he inevitably passes away.
  The PCs must go in many directions to gather what they need in a 
  hurry; first kidnapping the drunken gearsmith Shean Dulak at the Silk 
  Scabbard while being hounded by bully boys sent by Heet’s grandson 
  Remmee, then crashing an upscale party at Hommal’s botanical 
  rooftop and robbing him of plant oils needed by Shean, and finally to 
  the Cartways Black Market and the alchemist shop of Joony Verasso 
  to gather last minute items while being hunted by Nyerta. The longer 
  the PCs take, the less chance the weakened soul will have to enter the 
  gearforged body. During the soul transfer, Remmee Nul comes to end 
  his grandfather’s life, but must get through the PCs first.
   Adventure hooks
  At the beginning of this adventure, Michul contacts the characters for 
  help based on any number of reasons.
  The	PCs	have	gained	a	reputation	for	accomplishing	
  •	
  impossible	jobs.	
  One	of	the	PCs	is	related	to	Michul	or	the	Nul	family.	
  •	
  The	PCs	have	been	helped	by	Nul	Shipping	Company	
  •	
  charities	earlier	in	their	lives.
  The	PCs	have	aided	Nul	Shipping	Company	before	with	
  •	
  delicate	matters.
  Remmee	Nul	is	a	hated	enemy.
  •	
  A	PC	owns	a	debt	to	the	Painted	Man	and	this	adventure	is	
  •	
  the	payment.
  Michul also offers to pay the PCs 2,000 gp every six months for 
  the rest of their lives as long as they do not move more than 100 miles 
  from Zobeck.
  PArt one: 
  steAling stolen geArs
  Introduction
  Michul approaches the PCs through one of Zobeck’s confidential 
  messenger companies, likely the Masters of Small Matters. A DC 13 
  Knowledge (local) check tells them everything they want to know about 
  Nul Shipping, including Heet’s reputation among the poor, and a DC 17 
  Knowledge (local) check identifies Michul as Heet’s associate and friend.
  rebuilding A 
  good mAn
  rebuilding A 
  good mAn
   
  by mAttheW stinson 
  How much evil should be done for the greater good?  
  How many sinful men should die to save a pure soul? 
  
  61
  61
  rebuilding A good mAn
  The PCs meet Michul at a small Nul company office at the docks. 
  Michul explains that his master Heet Nul is dying from old age 
  and his physicians don’t expect him to live out the night. He then 
  explains his plan to the PCs, to remove Heet’s soul and place it 
  within a gearforged body, a body that is going to be stolen by a group 
  of foreign thieves this very night. Michul does not know where the 
  thieves are acquiring the body in the Gear District, but he knows that 
  they are bringing it to the Black Lotus in Lower Zobeck and suggests 
  the PCs ambush them there.
  Unsure of the Painted Man’s level of involvement or power, Michul 
  stresses not making an enemy of him if possible. Michul is very upset, 
  a combination of grief and agitation over the mission. He does not 
  mention Remmee Nul nor his relationship to the situation unless 
  pressed; Michul believes that swift action will get everything done 
  before Remmee can find out.
  Ambush at the Black Lotus (EL 11)
  It’s just before midnight, and a cold, wet mist thickens 
  the air. The streetlamp near the front of The Black Lotus 
  blankets the building in a soft yellow light, but even just 
  three feet away, the street lies under large and heavy 
  shadows. Some City Watch passed a few minutes ago, 
  but no one else seems to be about, the damp air and chill 
  keeping them indoors.
  To distract Nyerta, the Painted Man has taken her and some of 
  her followers to the ship Michul has falsely given them to make their 
  getaway. He times this perfectly using divination, so the PCs will not 
  see him or Nyerta unless they go to the ship. There he seduces the devil 
  in the captain’s cabin, so she will not make it back to The Black Lotus 
  for an hour or more.
  Nyerta has entrusted the actual theft to several of her master’s mortal 
  minions. The Jade Mouth Servants are slaves who follow orders without 
  question. They speak only when spoken to by their masters, which in 
  Zobeck is only Nyerta. They do not fear death, only the rebuke of their 
  masters. Their traditional dress involves covering their upper faces with 
  a porcelain mask and capping their teeth in jade.
  The grand king secretly sent the slave efreeti Lasif along with 
  Nyerta to ensure the mission’s success. Posing as one of the Jade 
  Mouth Servants, no one in the group, including Nyerta, knows 
  Lasif’s true power.
  Round-by-round start of the encounter .
  At The Black Lotus, one Jade Mouth Servant keeps watch from a 
  window in room 2A for the others to return, bow in hand. (Feel free 
  to sketch out nearby building and rooftops for this encounter, as they 
  might come into play.)
  Round 1: Two Jade Mouth Servants leap to the roof of The Black 
  Lotus from the top of a nearby building. One servant carries the arms 
  and legs of the gearforged body on his back. The other carries the head 
  and torso.
  Round 2: One Servant climbs down to the windowsill to room 2B 
  and enters The Black Lotus.
  Round 3: The second Servant from the roof follows the first as Lasif 
  leaps onto the roof.
  Tactics: Lasif and the Jade Mouth Servant standing watch will try to 
  hold off the PCs as the other two try to get to Nyerta, who they believe 
  is in the basement. Upon discovering their devil master gone, they will 
  try to flee to the ship. 
  The sounds of loud combat, displays of power, and cries of the 
  wounded will cause the neighborhood people to peer out windows and 
  doorways to view the goings on. Some will go to fetch the Watch, who 
  arrive in ten minutes. Lasif flees if she falls below 20 hp or if the Watch 
  arrive.
  Lasif	
  CR	8
  XP 4,800
  Female efreeti (Pathfinder RPG Bestiary, pg. 140)
  hp 95 
   
  Lasif’s slave contract means she cannot plane shift without 
  permission. She wears a ring of giant mingling and will refrain from 
  using her wall of fire near The Black Lotus. Once she discovers Nyerta 
  isn’t inside, however, she will use wall of fire to help the Jade Mouth 
  Servants escape with the gearforged parts and then enter melee.
  RING	OF	GIANT	MINGLING
  Aura moderate transmutation; CL 7th
  Slot ring; Price 27,000 gp; Weight 2 lbs.
  DeSCRIPTIOn
  On command, this ring makes a Large-sized humanoid wearer 
  Medium size while within 100 feet of four or more Medium-
  sized humanoids. Likewise, this ring makes a Medium-sized 
  humanoid wearer Large size while within 100 feet of four 
  or more Large sized-humanoids. This ring also works with 
  creatures with the outsider and dragon keywords.
  COnSTRUCTIOn 
  Requirements forge ring, alter self; Cost 13,500 gp
  Jade	Mouth	Servant	(3)				CR	6	
  XP 2,400
  Male human fighter 1, monk 6
  LE Medium humanoid (human) 
  Init +3; Senses normal vision; Perception +9 
  DEfENSE 
  AC 18, touch 17, flat-footed 14 (+1 armor, +3 Dex, +2 Wis, +1 
  Dodge, +1 monk AC bonus) 
  hp 50 (1d10+6d8+13) 
  Fort +8, Ref +8, Will +7 (+2 vs enchantment)
  Defensive Abilities evasion
  OffENSE 
  Speed 50 ft. 
  Melee unarmed strike +7 (1d8+2), or flurry of blows +7/+7/+2 
  (1d8+2) or alchemical silver dagger +7 (1d4+2/19-20)
  Ranged +1 shortbow, +9 (1d6+1/x3 + poison)
  Special Attacks poison, ki pool (5 points, magic), stunning fist (6/
  day, DC 15, fatigued) 
  TACTICS 
  Combat Jumping rooftops, the Jade Mouth Servants will attack the 
  PCs with poison arrows before flanking, using their ki to gain +4 
  AC and their Scorpion Style.
  Morale These expert thieves follow their master’s orders absolutely, 
  never fearing pain or death.
  
  62
  62
  STATISTICS 
  Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 8 
  Base Atk +5; CMB +9; CMD +24 
  Feats Point-Blank Shot, Precise Shot, Acrobatic, Dodge, Stunning 
  Fist, Improved Unarmed Strike, Scorpion Style, Mobility, Spring 
  Attack, Shot on the Run, Gorgon’s Fist
  Skills Acrobatics +20 (+34 jump), Climb +14, Escape Artist +8, Fly 
  +11, Perception +9, Stealth +13. 
  Languages Common 
  SQ may cast feather fall 1/day
  Treasure +1 shortbow, blue whinnis poisoned arrow (5), 20 arrows, 
  alchemical silver dagger, elixir of hiding (3), shoes of the shingled 
  canopy\, bracers of armor +1, climber’s kit, 50 feet of silk rope, 
  grappling hook, jade-capped teeth (175 gp total), and 11 gp.
  SPECIAL ABILITIES
  Blue whinnis (Poison arrows- injury; save Fort DC 14; frequency 1/
  round for 2 rounds; effect 1/con/unconscious 1d3 Con; cure 1 
  save), high jump, maneuver training, slow fall 30 feet.
   
  Failure: If one of the Jade Mouth Servants gets away, the PCs find 
  him and a number of City Watchmen dead just down the street, having 
  killed each other. Witnesses will see the PCs loot the gearforged body 
  parts and report them to the Spyglass Guild as “involved” in the guards’ 
  deaths, making problems for them later. If Lasif escapes, she is not found 
  and returns to Nyerta defeated and without the body. Any time spent 
  chasing down the fleeing thieves wastes time that Heet does not have; 
  add a 4% failure chance to the soul transfer process.
  PArt tWo: 
  the PlACing of mAny PArts
  The job seems finished after delivering the gearforged body to Michul at 
  the dock office. Michul inspects the body, however, and becomes frantic 
  when he discovers it is missing its fluids and a large chest piece, along 
  with being largely disassembled. Michul will need a gearsmith to assess 
  what needs done, and he knows of only one engineer with no reputation 
  to lose by handling the stolen gearforged body, Shean Dulak.
  Just a few months ago Shean was the most promising gearcrafter of the new 
  generation. However, when a guard killed Shean’s friend at the Dwarven Gate 
  over a minor disagreement, Shean vowed revenge. Days after the guard escaped 
  investigation of the incident without punishment, every clockwork guard 
  Shean had ever worked on attacked and killed the man. The gearforged guards 
  had no memory of the murder, and no one could prove that Shean had a hand 
  in this act. Nevertheless, no proof was needed to destroy his reputation. Private 
  individuals and the city’s government couldn’t trust Shean not to tamper with 
  any gearforged. He now drinks himself into unconsciousness nightly at the 
  Silk Scabbard. Michul needs the PCs to fetch Shean from the Silk Scabbard, 
  willingly or no. Michul gives the PCs 500 gp to pay Shean for one night’s 
  work, but stresses speed. Heet is running out of time. 
  Unfortunately, one of Michul’s underlings is an informant for the 
  Jayzel. Jayzel knows all of Michul’s dealings and in turn has been selling 
  that information to Remmee Nul. The underling chooses this time to 
  escape, and Jayzel quickly learns of everything up to this point. She 
  sells the knowledge even more quickly. Remmee, who terribly wants 
  his inheritance, is enraged by the news of the gearforged body for his 
  grandfather and sends some highly skilled cutthroats to the Silk Scabbard 
  to take care of the PCs and Shean Dulak.
  Leaving the Silk Scabbard (EL 10)
  The thick-armed, wide-shouldered bouncer openly holds his sap 
  with his arms crossed. The room smells of wine, sweat, and smoke, 
  and half-clothed women lounge around the place in exotic poses. 
  A gaggle of greasy patrons crowd the edge of the fighting pits and 
  the viewing rail above, cheering for blood and a winning bet.
  The midnight crowd is in full swing. Shean is at a small table near the 
  fighting pits and very drunk. At first he refuses to go with the PCs, but 
  then asks them to get him back in Madam Kajya’s good graces. A week 
  ago, Shean drunkenly tripped and fell, hurting one of the Scabbard’s 
  more popular prostitutes, and Kajya cut him off from the girls. He 
  wants the PCs to fix that. If they can get him into the back rooms, he 
  will leave with them for 300 gp.
  Shean	Dulak	
  CR5
  XP 1,600
  Traveling Merchant (Pathfinder RPG GameMastery Guide 285)
  Human expert 7
  hp 31
  Replace Knowledge (geography) +10 with Knowledge (architecture 
  and engineering) +10 and Profession (merchant) +13 with Craft 
  (clockwork) +13.
  Because of his drunkenness Shean is sickened for the next hour. 
  A DC 25 Diplomacy check will get Madam Kajya to let Shean in 
  the back; however, Shean will drunkenly try to talk to Madam Kajya 
  along with the PCs. If they allow this, increase the DC to 30, as Kajya 
  does not like Shean. Letting Shean go in the back for a romp will use 
  up extra time and add a 4% failure chance to the soul transfer ritual.
  Taking Shean out by force is much quicker, but Atsen, the Scabbard’s 
  bouncer, will not be happy if the PCs make a scene and will banish them 
  from the Silk Scabbard indefinitely. Drunk as he is, Shean will not fight 
  back, but he yells and makes a load show as the PCs drag him out; unless 
  the PCs threaten to kill him, in which case he shuts up at once.
  Two of Remmee’s cutthroats are inside the bar near the door and 
  two are in street. When the PCs and Shean begin to depart, the group 
  inside signals their friends, and they all drink their potions of invisibility. 
  They attack as the PCs leave, trapping them in the door way. 
  Remmee’s	Cut	Throats	(4)	
  CR	6
  XP 2,400 each
  Highwayman (Pathfinder RPG GameMastery Guide, pg. 259)
  Human fighter 4/rogue 3 
  hp 53
   TACTICS
  During Combat: Once the fight moves out of the doorway, the 
  cutthroats move to flank the least-armored PC.
  Morale: The last cutthroat standing will flee back to report to Remmee.
   
  Development: Once Shean reaches the office, he looks over the 
  gearforged body and gets to work, strangely excited about doing his job 
  again. He explains as he works that the needed spells were forged into the 
  parts and runes placed upon them. A gearforged, in its simplest definition, 
  is a thousand tiny magic items that he knows how to place together. He 
  makes a list of what he needs to finish the body and complete the soul 
  transfer: a clockwork heart, oil from the belladonna plant, and 10 potions 
  
  63
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  rebuilding A good mAn
  of false life to be administered to Heet during 
  the hour-long ritual.
   Acquiring these things in the middle 
  of the night seems unlikely without 
  tipping off the Spyglass Guild that 
  Michul and the PCs have the stolen 
  gearforged body, but Shean thinks he 
  knows where the PCs can get everything. 
  Remembering that Heet could pass at 
  any moment, the PCs might feel the 
  need to split up, which speeds up the 
  process but make the adventure much 
  harder. If they decide to split up to 
  gather items, subtract 15% from the 
  failure chance of the soul transfer ritual.
  Joony’s Potions & 
  Powders (EL 6)
  Michul knows of a potion shop that 
  would not mind opening in the middle 
  of the night. Joony’s Potions & Powders, 
  a small establishment, has fallen on 
  hard times since the owner’s son fell ill. 
  Everyone knows Joony has spent most of 
  the shops’ funds on healing for the boy. 
  Even now, in the middle of the night, 
  a light burns behind the curtained 
  windows of Joony’s Potions & 
  Powders. The wooden sign squeaks as 
  it slowly swings in the cold wind. Inside, 
  Joony sits at his alchemist station behind 
  the counter, brewing up something that smells 
  caustic. He welcomes you with a smile and asks how he 
  may help you this night. His son holds a ratty stuffed bear 
  as he sleeps restlessly in a corner.
  Joony Verasso will gladly tell the PCs all his troubles. Trolls 
  killed his wife the last time he brought wares to smaller towns in 
  the far north, and his son Carlen would have died as well if not for 
  Joony’s alchemical fire. Carlen took sick on the return trip and became 
  bedridden. Though various priests and alchemists in Zobeck have tried 
  healing him, Carlen always becomes sick again within days. Joony is at 
  a loss, and has gone broke from constantly caring for his son.
  To help pay the bills, Joony will try and sell the PCs diluted potions 
  of false life at the regular potion’s full price, using his Profession 
  (merchant) skill (+9) to lie to the PCs, who may attempt DC 17 
  Perception checks if they wish, feeling something odd about Joony. If 
  the PCs fail their checks, they see only that Joony is terribly worried 
  about his son, which is true. He will not cheat the PCs if they offer to 
  heal his son. Once the PCs have the potions, a little study and a DC 22 
  Appraise or Craft (alchemy) check will reveal the dilution. If they pass 
  any of these checks and call him out, Joony will protest for a moment 
  but quickly admit the falsehood, saying he needs the money, and pull 
  full-strength potions from behind the counter.
   Young Carlen has troll worm cough, caused by spores from 
  mushrooms that grow in troll dung in the far north, and is completely 
  unknown in Zobeck. These spores take root in the fur 
  of passing animals and hopefully make their way 
  back into the trolls that eat said animals to start the 
  cycle anew. This time, however, the spores took 
  root in Carlen’s toy bear, which he sleeps with 
  every night. A DC 25 Perception shows small 
  signs of fungus growing on the bear. A DC 30 
  Knowledge (geography) or Knowledge (nature) 
  reveals the disease’s name and that it is common 
  in troll-filled areas of the far north. A successful 
  Knowledge check allows a DC 22 Heal check, 
  which reveals the nature of the disease and that 
  all of Carlen’s personal items (including the 
  bear) need to be burned. A failed Knowledge 
  check increases the Heal check DC to 32. If 
  the PCs cure young Carlen but don’t destroy 
  the bear, he sickens again within days.
  Failure: If the PCs leave Joony’s with the 
  diluted potions of false life, Shean will discover 
  the mistake just before the soul transfer ritual 
  starts. Using these or fetching new potions 
  adds a 10% failure change to the ritual. If the 
  PCs return to Joony’s and explain, he’ll gladly 
  give the PCs the potions they actually need, 
  truly sadden by his desperate need.
  Ad-hock: Award the PCs the experience 
  for an additional CR 6 encounter if they burn 
  the toy bear.
  Troll	Worm	Cough
  Type disease, inhaled: Save Fortitude DC 22
  Onset 1/day; Frequency 1/day
  Effect 3d6 nonlethal damage Cure 3 
  consecutive saves
  To Have a Heart (EL 9)
  Shean sold a clockwork heart to Nake Boan of the Merchant 
  Consortium in the Cartways Black Market when he realized he was 
  going to be fired, and directs the PCs there. The Cartways Black 
  Market does most of its business at night, since it requires torches and 
  lanterns anyway, and the customers are usually running a business or 
  working during the day. Shean believes Boan will still have the heart, given 
  that it has only been a few months, and the item is terribly expensive. 
  Michul gives the PCs 10,000 gp for the part but lets them know this will 
  greatly hurt the Nul Shipping Company and its community projects. Also, 
  if they spend this money and Heet is not saved, Remmee will not only 
  kill them (which he plans to do anyway) but will go after all those close to 
  the PCs, looking for compensation. They should try to haggle with Nake 
  Boan or outright steal the part. Shean gives the PCs a password for Nake’s 
  customers for the gate guard, “Paradise.”
  Entering the Cartways Black Market, a thousand smells hit you all 
  at once; spices, filth, perfumes, and kobold cooking overwhelms 
  your nose. Pale lanterns of every color light the tents, wagons, 
  and shanties, and the warm, thick air is a welcome change from 
  the wet mist outside. Enslaved whores wearing thick iron chains 
  watch a column of porters with heavy baskets step over a body 
  still slightly bleeding in the thoroughfare.
  
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  When the PCs arrive, Nake Boan is half asleep in his dimly-lit tent 
  (Area 7) and talking to a broad-shouldered man in fine clothes and a 
  shirt of rings, Radu Underhill. Underhill will remain for the negotiations, 
  posing as Nake’s guard. Nake allows only two PCs inside the tent at a 
  time. He offers them the clockwork heart for 15,000 gp, but increases 
  the price to 20,000 gp if the PCs let him know that they need it tonight. 
  A DC 27 Diplomacy check will bring the price down by 3,000, and only 
  roleplaying will lower it further. Nake will also take magic items as part 
  of his payment. Not being totally unfair, he also offers a deal: If the PCs 
  accept the Merchant Consortium’s guard duties on the watch platforms 
  for the next two years, he’ll sell the heart for 7,000 gp and will get 
  Market “Mayor” Vukas to write up the blood contract.
  If any threats are made, Nake simply rings a small gong, and the 
  guard captains arrive in 3 rounds.
  Nake	Boan	
  CR	9
  XP 6,400
  Merchant prince (Pathfinder RPG GameMastery Guide, pg. 285)
  Human expert 4/rogue 6
  hp 58
  Black	Market	Guard	Captains	(4)	CR	6
  XP 2,400
  Watch captain (Pathfinder RPG GameMastery Guide, pg. 261)
  Human fighter 7
  hp 57
   
  If attacked, Nake will only fight until his hit points drop below 
  30, at which point he will give up and tell the PCs to take whatever 
  they want. If the combat takes more than 3 rounds, the Black Market 
  guards arrive. They will walk the PCs to the gate if they have not killed 
  Nake and do not put up a fight, otherwise they attack. Nake stops 
  fighting and hides as soon as the guards arrive.
  Radu	Underhill	
  CR	7
  XP 3,200 
  Male darakhul rogue 6 (see page 8)
  hp 57
  Radu was simply chatting with Nake but posed as his guard so he could 
  listen in on the PC’s exchange. Nake knows Radu’s line of work and doesn’t 
  seem to mind. If a fight breaks out, however, Radu does not attack the 
  PCs or help Nake in anyway. He will protect himself if he is attacked and 
  flees with a vanish spell if he drops below 28 hp. If attacked, Radu will go 
  out of his way in the future to hound the PCs, freely spy on them for their 
  enemies, and persuades many in the Black Market and Lower Zobeck to 
  increase their prices for the PCs up 20%, if they sell to them at all.
  Nyerta and her four remaining Jade Mouth Servants are also in the 
  Cartways Black Market, looking for clockwork parts. They spot the 
  PCs while exiting the Merchant Consortium’s tent from the other side 
  of the guard platform. After violently questioning witnesses of the 
  battle outside The Black Lotus, Nyerta recognizes the PCs and attacks.
  Nyerta casts major image to make a double of herself and then 
  quickened invisibility. Once invisible, the bone devil maneuvers to 
  make a full attack against any obvious spellcasters in the group. One 
  Jade Mouth Servant climbs on something high and begins ranged 
  attacks upon the PCs with poison arrows while the other two flank 
  using their ki to gain +4 AC along with Scorpion Style attacks.
  If Lasif is still alive, she attacks whoever hurt her most during their 
  last battle. If the PCs did not start trouble with Nake, the guards will 
  help them in this fight, focusing ranged attacks on one Jade Mouth 
  Servant at a time. Otherwise, the guards only enter the fight after one 
  side has clearly lost and attack the winning group. Any survivors are 
  cast into the Cartways to fend for themselves.
  Nyerta	
  CR	9
  XP 6,400
  Bone devil (Pathfinder RPG Bestiary, pg. 74)
  hp 105
  Jade	Mouth	Servant	(3)	
  CR	6	
  XP 2,400
  Male human fighter 1, monk 6
  hp 49
  Crashing a Tree Party (EL 9)
  Hommal Agic is known throughout Zobeck for two reasons; first, his 
  beautiful botanical garden atop the tenement he owns, with green-glass 
  houses and flowers blooming all year. One tree even grows from a corner 
  reaching over the street. The second reason is that he uses the money earned 
  by selling his exotic plants all around the city to throw lavish parties nearly 
  every night. When Shean was doing well in society, he would often frequent 
  these parties and knows that Hommal’s main crop this cycle is belladonna. 
  Shean also knows that Hommal extracts the oil from these plants, for the 
  gear chemists who helped construct the model gearforged that the PCs have 
  obtained, and stores it somewhere on his botanical rooftop. Now the PCs 
  must obtain a gallon of the belladonna oil to mix with Shean’s other oils.
  Hommal is hosting a party tonight, as he has every night this week. 
  No invite is needed, but Shean lets the PCs know that Hommal fancies 
  his parties high class affairs, and they won’t get in without looking the 
  part. A courtier’s outfit or royal outfit will get the PCs in the door. The 
  only type of armor allowed is a breastplate.
  Eerie music haunts the air as you enter the party. Behind a 
  thousand clouds hangs a giant moon, full and silver above the 
  mist and fog. Nearly 200 people crowd the rooftop, all adorned 
  in pearls and gold and something warm against the night’s 
  chill. Some wear jeweled masks and others tall wigs. The smell 
  of flowers and perfume mingles with the guests. Hommal is 
  nowhere to be seen.
   Many random events can happen at this party. Feel free to have the 
  PCs run into any NPCs from prior adventures that would be at such a 
  function. The guests of the party, for the most part, stay around areas 
  F-3, F-6, and F-8. 
  Here are some random events that may take place at the party.
   d10 Encounter
   
  1.   Someone drunkenly falls in a fountain.
   
  2. 
  A PC is offered a free dose of a major drug.
   
  3. 
  A PC is offered sex in one of the tenement rooms down stairs.
   
  4. 
  Someone overturns a lantern, starting a small fire.
   
  5. 
  A nude couple streaks across the party.
   
  6. 
  It begins to softy rain, but no one seems to mind.
   
  7 
  A fight breaks out between two dainty men.
  
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  rebuilding A good mAn
   
  8 
  The PCs are offered hors d’oeuvres from a kobold servant; 
  they are quite tasty. 
   
  9 
  A masked bard sings one of the PCs’ favorite songs.
   
  10 Some PCs are pulled to the floor to dance, even if poorly.
  The doors to areas F-2, F-5, and F-7 are locked, requiring a DC 
  25 Disable Device check to open; however, the PC will need to make 
  a DC 25 Sleight of Hand check as well to prevent anyone seeing the 
  act. If the guests do spot the PC unlocking any of these doors, they 
  alert Hommal’s security. The guards are indifferent to the PCs when 
  they arrive and merely ask what they are doing. Passing a DC 20 Bluff 
  check will get the men to leave, but only once. Three of them guard the 
  locked door to room F-10 and will not let anyone in without passing a 
  DC 40 Diplomacy check.
  Rooftop	Security	(4)	CR	6
  XP 2,400 each
  Highwayman (Pathfinder RPG GameMastery Guide, pg. 259)
  Human fighter 4/rogue 3 
  hp 53 
  Hommal is in room F-10 and emerges after about fifteen minutes 
  out to find the three PCs that are the most famous, have the highest 
  Charisma score, or are wearing the wealthiest outfit. These he invites 
  back to F-10, and asks the others to stay outside. 
  In the center of this room sits a circular table with two men 
  and a goblin about it. A large fire in the fireplace causes the 
  green and brown glass of the walls to flicker and dance. The 
  men have cups full of bone dice in front of them along with 
  some large piles of coins. 
  Hommal asks the PCs to play. A DC 15 Knowledge (local) check for 
  each of the three dice players reveals their identity: Ziv the Sly (pg. 44), 
  the goblin bully boy Slinger (pg. 9), and Pavic the gambler (pg. 7). The 
  belladonna plant oil is in clearly-labeled, 1-gallon casks near the wall. 
  Hommal says that he has promised the plant oils to another customer, 
  but if they play a few throws with the group, they may win a barrel.
  The game requires the players to roll any number of d20s they wish 
  and add their Profession (gambler), Perception, and Bluff modifiers. 
  The highest roll without going over one hundred wins.
  Here is how the NPCs roll:
  Ziv the Sly
  •	
  : 6d20+8
  Slinger
  •	
  : 5d20+19 
  Pavic
  •	
  : 7d20+13 
  Hommal
  •	
  : 7d20+3
   If a player wishes to make a Sleight of Hand check to cheat, they 
  must beat a DC 25. Success allows the player to add or subtract 5 from 
  their final dice score. Failing by 10 or more, however, reveals the cheat 
  and Hommal’s guards remove the offender from the party.
  If the PCs lose a throw, they give the winner 20 gp. If they win, 
  they receive 20 gp from each player. If the PCs win six games in a row, 
  Hommal will sell them the belladonna oil for 600 gp. 
  If the PCs play for more than 30 rolls or leave to steal the oil after 
  the party, add a 4% failure change to the soul transfer ritual.
  If the PCs decide they would rather fight than gamble, no one 
  challenges them over oil that isn’t even theirs. Hommal alone seems 
  outraged, more embarrassed at being robbing in front of his uncaring 
  guests than the loss of the property. He informs the PCs that oil’s 
  owner is a powerful villain (GM’s choice) who doesn’t like having his 
  property stolen. If the PCs simply take the oil at sword point, only 
  award XP for a CR 4 encounter.
  PArt three:  
  bAttle for body And soul
  Remmee has learned of his cutthroats’ failure at the Silk Scabbard and 
  sends men for Michul and his grandfather. He misses them, however. 
  If the PCs stay together, Michul and Shean move everything after the 
  party returns from with the second component. If they split up, the 
  NPCs move their operation immediately. In the dark hours of the 
  morning, Michul smuggles his beloved friend and his only chance for 
  life into the Old Stross Public Bathhouse and sets up in the massage 
  parlor (Area 2.8). Read the following when the PCs return with the 
  final item.
  You see two massage tables set side by side. One holds Heet, 
  covered with many blankets. The other bows under the weight 
  of the now-assembled iron and brass gearforged body. Michul 
  lights candles as Shean chalks runes on the floor. The faint 
  sound of moving water comes from the nearby rooms.
  It takes nearly an hour for Shean to add the heart and fill the tubing 
  with the proper fluids. Shean now discovers the diluted potions of false 
  life, if the PCs have not already noticed. Shean asks the PCs to stand 
  outside the room as the ritual would take over an hour, and he needs 
  to concentrate. Michul remains. Any character with more than 8 ranks 
  in Knowledge (architecture and engineering) or Craft (clockwork), or 
  who can cast 4th-level spells may stay to help, making the ritual 4% 
  more likely to succeed per PC. Roughly 45 minutes into the process, 
  Remmee and his followers walk into the grand lounge (area 2.2), 
  having received a tip from a morning bath worker. They attack without 
  discussion or negotiation.
  Remmee holds up his personal banner until his men have charged 
  an opponent, so they may benefit from his banner ability. He uses his 
  great tactician skills to give his men the use of the Paired Opportunists 
  feat. He attempts to avoid fighting personally and tries to reach the 
  massage parlor, where he can hear the ritual taking place. If forced to 
  fight, he will use his challenge ability on the most heavily-armored PC. 
  Heet and the gearforged body are as one at the moment, while Shean is 
  adjusting the body to “fit” Heet’s soul. Shean will not fight Remmee or 
  his men, but will hurry to finish the ritual. Michul will fight (poorly) 
  only to protect Shean. If Heet or Shean are attacked, increase the 
  failure chance of the soul transfer ritual by 4% for every hit. Remmee 
  uses his chime of opening to open any doors the PCs close and lock 
  between him and his grandfather. 
  Remmee and His Followers (CR 12)
  Remmee	Nul	
  CR	10	
  XP 12,800
  Male human cavalier 11 (Order of the Cockatrice)
  NE Medium humanoid (human) 
  Init +4; Senses normal vision; Perception -1
  
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  DEfENSE 
  AC 21, touch 10, flat-footed 21 (+10 armor, +1 natural armor) 
  hp 109 (11d10+44) 
  Fort +11, Ref +4, Will +3 
  OffENSE 
  Speed 20 ft. 
  Melee +1 heavy shock flail +16/+11/+6 (1d10+5/17-20), or 
  improved vital strike +16 (3d10+5 /17-20)
  Ranged improved vital strike with +1 heavy crossbow +11 (3d10 /19-20)
  Special Attacks cavalier’s charge, challenge 4/day (+11 damage, +14 
  damage alone), mighty charge, steal glory
  TACTICS 
  Morale At the point of this battle Remmee will do anything to see his 
  grandfather dead so he can gain his inheritance. He fights to the death. 
  STATISTICS 
  Str 16, Dex 10 , Con 16, Int 13, Wis 8 , Cha 13 
  Base Atk +11/+7/+1; CMB +14; CMD 24 
  Feats Dazzling Display, Furious Focus, Improved Initiative, Improved 
  Critical (heavy flail), Improved Vital Strike, Paired Opportunists, 
  Power Attack, Practiced Tactician, Swap Places, Vital Strike, 
  Weapon Focus (heavy flail) 
  Skills Appraise +14, Bluff +15, Diplomacy +15, Intimidate +15, 
  Profession (merchant) +13, Ride +4, Sense Motive +13
  Languages Common, Dwarven
  SQ banner, braggart, expert trainer, mount, great tactician 4/day
  Treasure heavy fail +1, heavy crossbow +1, full plate +1, amulet of 
  natural armor +1, chime of opening, cloak of resistance +1, Nul 
  Shipping Company signet ring, noble’s outfit, personal banner, 28 pp
  SPECIAL ABILITIES 
  Challenge (ex) 4/day, Remmee deals an extra +11 damage with 
  melee attacks against the target of his challenge, increased to 
  +14 if only he threatens the target. Against any opponent but 
  the target of this ability, Remmee suffers -2 AC. 
  Great Tactician (Ex) 4/day, as a swift action, Remmee can grant the 
  abilities of his Paired Opportunists and Swap Places feats to all 
  allies within 30 feet who can see and hear him. Allies retain the 
  use of this bonus feat for 8 rounds.
  Braggart (ex) As a standard action, Remmee can extol his own 
  accomplishments and battle prowess, as the Dazzling Display 
  feat. Remmee receives a +2 morale bonus on melee attack rolls 
  made against demoralized targets.
  Cavalier’s Charge (ex) While mounted, Remmee receives a +4 
  bonus on melee attack rolls on a charge and does not suffer any 
  penalty to his AC.
  Banner (ex) As long as Remmee’s banner is clearly visible, all allies 
  within 60 feet receive a +3 morale bonus on saves against fear 
  and a +2 morale bonus on attack rolls made as part of a charge.
  Steal Glory (ex) Remmee may make an attack of opportunity 
  against a target he threatens whenever a creature other than 
  himself scores a critical hit against that target. 
  Mighty Charge When charging while mounted, Remmee double the 
  threat range of any weapons wielded during the charge. This bonus 
  does not stack with any other bonus that increases the threat range of 
  a weapon. Additionally, Remmee may make a free bull rush, disarm, 
  sunder, or trip combat maneuver with a successful charge attack.
   Mount Remmee’s mount, a warhorse named Agave, is currently 
  being walked to the stables by Remmee’s squire Lunt and has no 
  part in this adventure.
  Remmee’s	Followers	(3)	
  CR	7
  XP 3,200 each
  Sellsword	(Pathfinder PRG GameMastery Guide, pg. 283)
  Human	fighter	8	
  hp 80
   
  Development After killing or subduing Remmee and his men, 
  calculate the failure chance of the soul transfer ritual based on the 
  events up to this point, then roll a percent dice. A result higher than 
  the failure chance succeeds, and Heet awakens in his new body with 
  all his memories. If the ritual fails by less than 20%, the gearforged 
  body wakes up with Heet’s alignment but not his memories or 
  personality; the memories return and the personality develops over 
  the next couple of years while Michul runs the company. A failure 
  of 21% or more means Heet passes away from old age and the 
  gearforged body does not awaken. 
  Soul Transfer Ritual Failure Modifiers
   The base chance for failure is 0%.
  If one of the Jade Mouth Servants escaped with the gearforged 
  •	
  parts and had to be stopped by the City Watch, + 8%.
  If the PCs gave Shean time to go into the back rooms, +4%
  •	
  If the PCs split up to save time after Shean tells the party the 
  •	
  supplies he needs to finish the body, - 15% 
  Leaving Joony’s with diluted potions of false life, +10%. This 
  •	
  increase in failure chance is for using these diluted potions or 
  taking the time to find new potions. 
  If the PCs take too long to win the oil (30 games), or decide to 
  •	
  come back and steal it after the game is over, +4%.
  For each player that helped with the ritual and has one of the 
  •	
  following, -4% each:
  - 8 ranks in Knowledge (architecture and engineering) or 
  Craft (clockwork)
  - Can cast 4th-level spells.
  For every time Remmee struck Heet or Shean during the ritual, 
  •	
  +4% each.
   
  Add the total up, roll a d100, and get higher then that number for 
  the ritual to succeed. 
  ConCluding the 
  Adventure
  Upon returning to his old life with a youthful step, Heet rewards the 
  PCs with high places in his company, if they wish, and a sailing ship 
  for the party. He also increases their payment to 4,000 gp every six 
  months if they defeat Remmee without killing him. He offers Shean a 
  permanent position with Nul Shipping, which the man accepts.
  If the PCs threatened Shean within the Silk Scabbard, he is 
  indifferent toward them; otherwise he is friendly toward the PCs 
  for the rest of their time in Zobeck and will happily assist them 
  whenever needed.
  If	the	PCs	ever	venture	into	The	Black	Lotus	again,	they	see	
  Nyerta’s	head	floating	in	a	jar	on	the	Painted	Man’s	mantle,	though	
  he	will	insist	he	doesn’t	recall	how	he	got	it.
  
  67
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  riPPer
  Ripper is an urban adventure suitable for four 10th-level PCs.
  Adventure bACkground
  T
  en years ago, a cult summoned the powerful gelugon named 
  Xazagra to this world, both to enhance their own power and 
  to spread the influence of the lords of Hell. Xazagra proved a 
  cunning leader. Rather than manifest physically, he allowed his infernal 
  spirit to be housed in a special magic dagger. From there, he could 
  possess mortals and lead the cult from the safety of the dagger. Xazagra 
  used his mortal pawns to hunt down any who attempted to avoid 
  paying on the infernal pacts they had signed.
  As fear spread up and down the river, the smaller settlements begged 
  Zobeck for help. After a brief reign of terror, the Spyglass Guild 
  eventually sent agents to investigate the killings, and they discovered 
  the truth. The cultists fought fanatically except for a chosen few 
  commanded to avoid battle and hide. Xazagra would call them back 
  when the time came. The authorities inevitably defeated the small cult, 
  a local guard captain claimed the dagger, and Zobeck’s agents returned 
  to report the evil defeated. In truth the horror was just beginning.
  The gelugon did not immediately overwhelm the captain who picked 
  up its unholy dagger. At first, the man was not even aware of the devil’s 
  presence, only what seemed to be his own thoughts running in new and 
  disturbing directions. The voice in his head encouraged him to aggressively 
  hunt criminals to bring them to justice. Later he found himself dealing 
  “justice” more often than bringing perpetrators to the authorities. His 
  appetite for killing grew, but he rationalized that all “evil” should be 
  destroyed. The voice continued its suggestions, which seemed so reasonable 
  and natural that the captain felt surprised he hadn’t seen things this way 
  before. There were so many evils to set right and so little time. He had to 
  become more efficient in his killings. It was then the “Ripper” was born.
  The captain left his town to travel the River Argent. It once again seemed 
  only natural to listen to the voice when it suggested he head to Zobeck. 
  People began to disappear in the small villages lining the river. Xazagra sent 
  out the call, and the remaining cultists headed for Zobeck as well. Long 
  before the captain neared the city, he became little more than a shell for the 
  devil’s terrible will. Xazagra now revealed itself to him fully, and they began 
  to work together to see Hell’s will done. Now, with a group of infernal 
  cultist followers, the Ripper seeks to make Zobeck into its personal killing 
  ground. There are those in Zobeck trying to renege on their infernal pacts, 
  but the Ripper is going to make sure that the “devil” gets its due.
  Adventure summAry
   For weeks a killer has stalked the streets of Zobeck. The deaths seem 
  to have no connection beyond the killer’s horrible signature. Each and 
  every body is slashed and mutilated, sometimes beyond recognition. 
  The killings have garnered enough attention that Zobeck’s power 
  brokers can no longer ignore them. The apprentice of a prominent 
  member of the Arcane Collegium recently went missing, and people 
  high and low whisper that his mangled body will soon be displayed for 
  all to see.
  While traveling through the Dock District, the characters get caught 
  up in the middle of a riot. The citizenry plans to lynch a terrified 
  foreigner. Whether or not the characters intervene to save the man, they 
  come into conflict with the corrupt Sergeant Hendryk. Hendryk informs 
  the characters that they can avoid arrest and possibly earn a reward by 
  investigating the murders and hopefully finding the lost apprentice.
  Whether for money, civic duty, or a sense of self preservation, the 
  adventurers decide to investigate the murders. Hendryk suggests the 
  adventurers start by talking with Captain Sam Nesclem. Rumors 
  indicate a recent victim came to Zobeck on his steam tug. Nesclem 
  remembers the victim as a rough sort who mentioned his desire to 
  make a name as a pit fighter. Nesclem also tells the party that his ship 
  was vandalized with strange carvings at around the same time.
  Further investigation could take the adventurers to the location of 
  a murder in the Citadel District, the Arcane Collegium, or to local 
  information sources such as Jayzel. The adventurers could even try the 
  Painted Man or their own divinations. Slowly, the characters discover 
  that all recent victims have a connection with the Silk Scabbard. The 
  gladiator fought there, the courtesan worked there, and the apprentice 
  gambled there. Divinations will not reveal the killer but will identify 
  the next victim: the Silk Scabbard is awash in blood, and the owner 
  Tyron is the next target.
  During the investigation, the body of the missing apprentice turns 
  up displayed in the characters’ path. Is the killer taunting them? Infernal 
  runes have been carved into the body. If the body is investigated or 
  disturbed, devils hidden among the crowds attack the party.
  Eventually, the characters head to the Silk Scabbard and a 
  confrontation with the devil-possessed killer and his followers. If 
  victorious, the characters have the opportunity to find evidence for the 
  reason behind these seemingly random killings. Is the danger past or 
  has it just begun?
  riPPer
  riPPer
   
  by mike frAnke 
  Rumors fly up and down the river. People have vanished. Bodies have appeared, 
  horribly mutilated. Death stalks the streets of Zobeck, and the people are afraid. 
  Will you stop the killer before he strikes again and again…and again?
  
  Riot
   
  One Square = 5 Feet
  Mob Path
  Party  
  Begins 
  Here
  Hendryk’s 
  Entry
  68
  68
  Adventure hooks
  At the beginning of this adventure, the characters are either residents 
  of Zobeck or traveling through Zobeck on their way elsewhere. While 
  going about their business in the city, the characters are swept up in 
  a mob planning to lynch a foreign man blamed for gruesome serial 
  killings. Whether the characters try to save him or not, they come into 
  conflict with Sergeant Hendryk. He puts the characters in a difficult 
  situation: they can do it for Zobeck or for themselves, but either way, 
  they will do what he says.
  Other motivations might include:
  Goldscale informs the characters of a substantial reward offered 
  •	
  by the city for the successful apprehension of the killer.
  The characters personally know one of the victims and take it 
  •	
  upon themselves to seek the killer.
  The characters have ties to the Arcane Collegium, and one of 
  •	
  the masters asks them to search for the missing student.
  One of the temples asks a pious character to help put an end to 
  •	
  the killings and the fear that grips the streets.
  introduCtion
  This adventure takes place in the streets and back alleys of Zobeck. The 
  characters travel the city in search of clues to unmask a killer and stop an 
  infernal cult. The investigation eventually leads to the Silk Scabbard, a 
  low-class gambling hall, pit fight venue, and brothel centrally located at 
  the junction of Upper Zobeck, Lower Zobeck, and the Kobold Ghetto.
  The adventure begins with the characters meandering through the 
  Docks District…
  PArt one: riot
  Lynch Mob (EL 7)
  The streets of Zobeck’s Dock District are their usual chaotic 
  mass of people and animals. Merchants and sailors shove past 
  stevedores and travelers all dodging carts and horses. As you 
  arrive at an intersection, a large, screaming mob suddenly 
  surges past, dragging a bloodied figure in torn clothes from 
  the Mharoti Empire. Several in the mob carry nooses, and they 
  obviously intend to lynch the man. As you watch, a rope flies 
  over the hoist spar of a warehouse, and the mob begins to string 
  the man up. His legs jerk crazily, and his face quickly turns blue.
  This is a precarious position for the characters. The mob bursts with 
  fear and anger over the recent murders and the uncertainty of where 
  and when the Ripper will strike next. A mob mentality has firmly 
  taken hold. Individual qualms about violence have vanished beneath 
  bloodlust and a desire to protect themselves. The characters can either 
  attempt to save the man or stand by and watch him dangle. It is all, 
  perhaps, none of their business. Either way, the man will die, and they 
  will have an uncomfortable meeting with Sergeant Hendryk.
  To Save a Man from the Gallows
  If the characters desire to save the victim, they must either fight the 
  mob for the man or find some way to calm or distract the mob away 
  from their current course of action.
  If	the	party	attempts	to	use	Diplomacy	to	settle	the	mob,	the	
  peoples’	attitude	towards	the	characters	starts	as	unfriendly.	To	stop	
  
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  the	execution,	the	PCs	must	pass	a	DC	35	Diplomacy	check	to	make	
  the	mob	friendly.	The	characters	may	aid	each	other	in	this	attempt,	
  and	GMs	should	reward	good	roleplaying	with	a	+5	bonus	to	the	
  check.	If	the	characters	attempt	to	use	Intimidate	on	the	mob	or	
  intervene	physically,	the	mob	quickly	turns	violent	and	attacks	them.
  Lynch	Mob	of	Humans	(commoners)		
  CR	7	
  XP 2,400
  CN Gargantuan humanoid (mob of medium humans) 
  Init +4; Senses Perception +4 
  DEfENSE
  AC 6, touch 6, flat-footed 6 (-4 size)
  hp 120 (30 HD) 
  Fort +10, Ref +10, Will +17
  OffENSE
  Speed 30 ft. 
  Melee slam +15 (3d6)
  Space 20 ft.; Reach 0 ft. 
  Special Attacks constrict (4d6), trample (2d6)
  TACTICS
  During Combat The mob will attempt to swarm over any opposition 
  in effect bludgeoning and trampling them to death. 
  Morale The mob has an increasing chance of breaking apart the 
  more damage it takes. (see Special Abilities)
  STATISTICS
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10 
  Base Atk +15; CMB +19 ; CMD +29
  Feats Improved Initiative, Improved Overrun 
  Skills Perception +4; Profession +4
  Language Common
  SPECIAL ABILITIES
  Mob Grapple (ex) A mob can grapple any Medium-sized or smaller 
  creature sharing its space. A mob can maintain a grapple 
  without penalty and still make attacks against other targets. A 
  mob is never considered flat-footed while grappling.
  Constrict (ex) A mob can crush an opponent, dealing bludgeoning 
  damage, when it makes a successful grapple check.
  Mob Anatomy (ex) Although a mob has high Hit Dice, it is made up of 
  generally low-level individuals. Thus, a mob gains no resistance to 
  spells or spell-like effects based on its total HD. For example, color 
  spray, black tentacles, and cloud kill will all affect the individuals in 
  a mob. Further, a mob has no clear front or back and no discernible 
  anatomy, so it is not subject to critical hits or sneak attacks. A mob 
  cannot be flanked, tripped, grappled, or bull rushed.
  Trample (ex) A mob simply moves over a creature and doesn’t end 
  its movement with the creature in one of its occupied squares 
  may make a trample attack. This works just like the overrun 
  combat maneuver, but the mob does not need to make a CMB 
  check. A trampled creature takes 2d6 damage. The victim can 
  either make an attack of opportunity, at a -4 penalty, or make a 
  DC 26 Reflex save to take half damage.
  Mob Morale (ex) Damage to a mob represents damage to the 
  individuals constituting the mob, and makes it less effective and 
  more likely to break up, whereupon its individual members flee. 
  For every 20% of starting hp a mob suffers in damage, it suffers 
  a cumulative -2 morale penalty to attacks, damage, and saves. 
  Further, the mob must make a DC 22 Will save after suffering 
  each full 20% damage increment. If the mob fails its save, it 
  breaks up on its next turn, and its individual members flee.
  Development: Whether the characters calm the mob or disperse 
  it by force, they arrive too late to save the unfortunate man. In either 
  case, Sergeant Hendryk and his men soon arrive on the scene. Go to 
  Sergeant Hendryk Puts Some Pressure on the Characters.
  Let the Man Dangle;  
   It’s None of Our Concern
  As you watch, the Mharoti man jerks crazily at the end of the 
  rope. It takes quite a long time, but eventually his spasms 
  cease, and the body dangles motionless from the end of the 
  rope. The mob mills about angrily for a few minutes before 
  dispersing into the nearby streets and alleys.
  Development: While the characters are watching the man slowly 
  die, Sergeant Hendryk and his men arrive on the scene. Go to Sergeant 
  Hendryk Puts Some Pressure on the Characters.
  Sergeant Hendryk Puts Some  
   Pressure on the Characters (CR 7)
  Whether the characters talk down the mob, disperse the mob by force, 
  or just sit and watch the man die, Sergeant Hendryk and his men 
  approach and surround the characters. 
  A group you easily identify as City Watch moves out of a 
  nearby alley, fanning out to surround you as they approach. 
  The leader of the group steps in front of you and prominently 
  brandishes his tipstaff. He sneers at you in a way only a man 
  confident in his authority can sneer. 
  Hendryk’s tactics differ depending on how the characters dealt with 
  the mob. Hendryk and his men do not actually have the personal 
  power to confront the characters. Hendryk thus relies on the authority 
  of his office and the threat of action by more powerful personages 
  within the city if the characters do not cooperate.
  If the characters used Diplomacy to disperse the mob, Hendryk 
  •	
  claims the characters should have acted decisively to help the 
  man. The characters’ failure to act led to the man’s death.
  If the characters used force to disperse the mob, lethal or non-
  •	
  lethal, Hendryk claims they are vigilantes who have injured 
  many citizens of the city.
  If the characters did nothing to disperse the mob, Hendryk 
  •	
  claims the characters aided in the crime of lynching the man by 
  not attempting to help.
  Hendryk will first put the screws to the characters using every threat he 
  can think of to impress upon them the seriousness of the situation. Then, 
  after he has listened to all of their arguments, he will offer them a way out.
  “The way I see it, you lot are criminals, plain and simple, and if I 
  have anything to say about it, you’ll spend a nice long time in some 
  dark hole for what happened here today.” Hendryk looks about as if 
  watching for something and then continues. “Of course, if you were 
  to do something to make up for it, I might be willing to overlook this.”
  
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  If the party listens, Hendryk explains he wants them to find and 
  stop the Ripper, give Hendryk credit for leading the investigation, and 
  share the 10,000 gp reward with him. If they do not follow through, he 
  states he will reinstate the charges against them.
  Development: Hendryk tells the characters they should begin their 
  investigation by talking with Captain Sam Nesclem, who supposedly 
  brought a recent victim to Zobeck on his steam tug. Nesclem and his 
  tug are at the docks on the Argent River.
  If the party tells Hendryk to take a flying leap, he arrests them. After 
  a long night spent in the clink, he makes his offer again. If they resist 
  and escape, they become wanted fugitives for assaulting a Watch officer.
  Sergeant	Hendryk	
  CR	3
  rogue 4
  33 hp (see pg. 8 for full statistics)
  Watch	Thugs	(6)	
  CR	1
  warrior 3
  hp 19 (Pathfinder RPG GameMastery Guide, pg. 260)
  Development: If the party escapes from Hendryk and decides not 
  to investigate the killings, proceed directly to Part Three: Here There 
  Be Devils. If they decide to investigate the killings on their own, 
  proceed to Part Two: Investigation.
  PArt tWo: 
  investigAtion
  Investigating the murders occupies a large part of this adventure. As residents 
  of the city, for at least a short time, the characters have some common 
  knowledge about the murders (see Common Knowledge). They can learn 
  more through roleplaying and well-used Diplomacy (gather information) 
  checks (see Pounding the Cobblestones). Other information they must 
  discover through magic (see Magical Investigation). 
  COMMON KNOWLEDGE
  The following information is commonly known throughout Zobeck about 
  the recent string of murders. If the party is completely new to Zobeck, a 
  DC 10 Diplomacy (gather information) check reveals these details:
  The killings began about five weeks ago.
  •	
  At first, it was only about one victim each week, but more 
  •	
  recently the frequency has increased.
  The Ripper has reportedly killed eight people.
  •	
  All of the Ripper’s victims were horribly slashed and mutilated 
  •	
  as if by a very sharp knife.
  Ripper victims have appeared in every district, left in a public 
  •	
  place as if on display, although not necessarily killed there.
  POUNDING THE COBBLESTONES
  Diplomacy (gather information) checks will reveal more about the killings, 
  although not all of this information is entirely accurate. Characters may 
  make multiple checks after they investigate different areas of the city and 
  question different individuals. Other information can only come from 
  investigating specific locations around the city. The characters will likely 
  investigate any or all of the following: Captain Sam Nesclem, The King’s 
  Head Tavern, and the Arcane Collegium. The characters could also visit a 
  local source of knowledge such as the information broker Jayzel.
  Murder Information: Diplomacy (gather information)
   DC 
  Information
   10 
  The killer is called the Ripper because his victims are always 
  cut and mutilated as if the killer was attempting to inflict 
  maximum pain on his victims. (True)
   12 
  Known Ripper victims have been cremated because of the 
  unusual nature of these killings.
   15 
  The victims are all the illegitimate children of powerful 
  individuals such as Lord Greymark. Someone is obviously 
  cleaning house. (False, but Lord Greymark is involved as 
  he owns the Silk Scabbard)
   
  18 
  The Ripper must be supernatural as he kills simultaneously in 
  multiple locations. (True and False. The Ripper is supernatural, 
  but multiple killings are the result of multiple killers.)
   20 
  Several victims have been killed in Zobeck. Known Ripper 
  victims include: a warrior found near the docks, a young 
  woman found on the streets outside the King’s Head 
  Tavern in the Citadel District, and a young wizard who 
  recently went missing from the Arcane Collegium. (True)
   25 
  Infernal writing has been found at the scene of the murders. The 
  killers are obviously devils. The Collegium has deciphered the 
  writing, and a plague of devils is about to descend upon the 
  city. (True and False. The Ripper is possessed by a devil, but 
  there is no imminent attack by a diabolic army.)
   30 
  The Ripper wields an unholy weapon which consumes the 
  souls of his victims. (False, but possibly helpful as the 
  Ripper’s dagger houses the possessing devil.)
  Captain Sam Nesclem
  The characters probably seek out Captain Nesclem (male human rogue 
  2/expert 4) on the recommendation of Sergeant Hendryk. He can be 
  found on his steam tug at a berth in the Docks District. See the Streets of 
  Zobeck bonus web content for a full description of Captain Nesclem.
  At the end of one of the docks along the River Argent, you find the 
  steam tug, The Margaret’s Dream. You see the grey-bearded figure of 
  Captain Nesclem moving about on the deck, an ivory pipe clenched in 
  his teeth and his signature metal hand glinting in the sunlight.
  Sam Nesclem takes any job for the right price, and as soon as he figures 
  out he has something the characters want, this becomes another job for 
  which he expects payment. If the characters play it cool, the price stays low, 
  30-50 gp. The price rises to 200 gp if the characters indicate the matter’s 
  importance. Captain Nesclem knows he transported the victim found near 
  the docks and has told the authorities as much. He has not said that the man 
  confided in Sam that he planned to make his reputation as a pit fighter. 
  If the characters ask to search the boat, Nesclem refuses. If the characters 
  ask if he found anything unusual, and pay 50 gp, Nesclem says someone 
  vandalized his boat around the time of the killing. For 500 gp, he sells the 
  vandalized rail, which he replaced but hung onto as evidence. A DC 15 
  Knowledge (planes) check or DC 20 Linguistics check reveals the runes as 
  Infernal. A DC 20 Knowledge (planes) check or DC 20 Linguistics check 
  shows the writing as one word, repeated over and over: “Pay.”
  Development: A DC 10 Knowledge (local) check reveals many pit 
  fighting establishments in Zobeck, some recognized, but most clandestine.
  
  Continuing Murders
   At least one murder will occur during the investigation; 
  the missing apprentice will show up in Part 3: Here There 
  Be Devils. If the characters take an unusually long time to 
  reach Part 3, or they discover the location of the next attack 
  after Part 3, then more victims should periodically appear. All 
  information found out about these murders should eventually 
  lead back to the Silk Scabbard.
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  The Citadel District: The King’s Head Tavern
  The King’s Head looks like a typical tavern in the Citadel District, 
  slate roof, half timbered walls, and a stone foundation. The sign 
  over the door shows a golden crown and the white-haired head 
  of a bearded man. However, this sense of normalcy quickly 
  fades as one sees the scowling trollwife guarding the door. 
  A successful DC 20 Diplomacy check convinces Peppercorn the trollwife 
  (Zobeck Gazetteer pg. 4) to allow the characters into the bar. Of all the staff, 
  they learn the most from the bartender, a dark-haired beauty in early middle-
  age named Seatia. She vividly remembers the young lady found horribly 
  mutilated in the gutter near their door. The young woman, named Sophia, 
  had applied for work at the King’s Head the day before, but the owner 
  told her she had the wrong reputation to work at the tavern. Seatia believes 
  Sophia might have worked as a courtesan, but more likely a prostitute, 
  somewhere near Lower Zobeck and the Kobold Ghetto and came to the 
  King’s Head looking to improve herself. Seatia is cagy about her answers, but 
  opens up more if she finds the PCs are not working directly with the Watch.
  Development: If the characters question Peppercorn, she tells them 
  most of the same information (she doesn’t know the woman’s name), but 
  she surprisingly knows something more. She refers to Sophia as the “Devil 
  Girl”. If asked why, Peppercorn relates “Devil (Peppercorn uses the Infernal 
  word) was written all over that girl.” Peppercorn can speak infernal.
  The Arcane Collegium
  If the characters go to the Arcane Collegium (Zobeck Gazetteer pg. 12) 
  to inquire about the missing student, they are referred to the office of 
  one of the Masters of the Collegium, Ariella Scarpetti (female human 
  wizard 7 (illusionist)).
  Ariella appears as a tall, stately, middle-aged woman with round 
  features and long, sliver hair, but given her mastery of illusions, 
  no one is certain what she truly looks like. Even though you have 
  been told that she is sitting at her desk, she appears to be sitting 
  on a tree stump in the middle of a beautiful glade.
  Ariella fears the Ripper killed her apprentice Janos, and is clearly 
  upset but controlling it well. She also suspected Janos was involved 
  in something other than his studies with her. He kept odd hours and 
  was often away; and while such habits are not unusual in Collegium 
  students, this seemed more than youthful exuberance. She checked 
  his room after he disappeared and found betting slips and promissory 
  notes to someone named “Tyron.” She also learned Janos was seen 
  heading toward Lower Zobeck on many nights. A DC 20 Knowledge 
  (local) check identifies a Tyron who works for Lord Greymark.
  Jayzel, the information broker
  If the characters decide to seek out Jayzel (female human bard 11), 
  they can find her with a DC 15 Knowledge (local) check. Jayzel moves 
  about, but as a well-known entertainer, it is not hard to discover that 
  she’s performing in a popular tavern in the Citadel District tonight. 
  (See page 5 for her description and statistics.)
  A tall, raven-haired beauty sits in the corner of the tavern’s main 
  room. She will not take the stage until after dinner, but she is clearly 
  already performing for a group of well-dressed and obviously well-
  to-do admirers that surround her table, vying for her attention.
  When the characters indicate that they need to speak with her on 
  business, she pouts prettily and shoos away her admirers. They leave 
  but level dark glares at the characters. More than just a beautiful 
  entertainer, Jayzel is a shrewd information broker, and her information 
  is not cheap. At least 100 gp earns the characters information, but what 
  she tells them depends on what they tell her they already know.
  She knows the names of two victims: one was Sophia, a 
  •	
  prostitute, and the most recent is Janos, an apprentice 
  illusionist with a gambling problem.
  If the characters say they know one victim was a pit fighter, Sophia 
  •	
  was a prostitute, and Janos was a gambler, she suggests they check the 
  Silk Scabbard, as it is the only establishment catering to all three vices.
  If the characters relate that they suspect the Ripper is supernatural, 
  •	
  she suggests they visit The Black Lotus and speak with the Painted 
  Man, as supernatural is not her area of expertise.
  MAGICAL INVESTIGATION
  At 10th level, the characters might have access to powerful divination 
  magic, and if not, the Painted Man certainly does. Here are some 
  examples of how to deal with the most likely spells.
  Augury
  •	
  : Investigation into the murders will bring weal if cast 
  early in the investigation to indicate a successful investigation 
  and woe if cast as the characters approach Part III and Part IV 
  to indicate the upcoming killings.
  Divination
  •	
  : Depending on the questions asked, the following are 
  possible responses: “The Ripper punishes the guilty” (a reference 
  to the Ripper’s mission); “Blood will soak the walls where pleasure, 
  pain, and greed are one” (a reference to the Silk Scabbard).
  Commune
  •	
  : Answer “yes”, “no” or “unclear” based on the information 
  in the Adventure Background and Summary sections. The only 
  information out of bounds is the exact location of the Ripper. This 
  answer must be “unclear”, as he moves around quite a bit.
  The Black Lotus and The Painted Man
  If the characters should seek out the Painted Man—a mysterious figure 
  with access to powerful magic—they find him at The Black Lotus, the 
  curiosity shop he owns, located in Lower Zobeck near the border with 
  the Market District. (See page 12 for a description of the Painted Man 
  and The Black Lotus.)
  The Black Lotus is a non-descript two-story building in the usual 
  Zobeckian style with a simple wooden door facing the street. 
  The words “The Black Lotus” are painted in common as well as 
  several exotic languages on the window facing the street.
  
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  Inside the characters meet the tall, fat figure of the Painted Man. He 
  smells faintly of exotic spices, white paint covers his fleshy face, and 
  symbols of mysterious origin decorate his silk robe. While the Painted 
  Man appears strange and foreign, no one in Zobeck doubts his power, 
  especially his ability to divine the future. The Painted Man will divine 
  the location of the next attack, but not for money. He wants a favor.
  The Painted Man’s perfectly unaccented voice belies his exotic 
  appearance. “I see the future, and it is red with blood. I will tell 
  you the location of the next attack, for a small service.”
  If the characters agree, he requests only the mask of one of the killers as 
  payment. The next attack will take place at the Silk Scabbard. He warns 
  them, “I will be sorely angry if you fail to procure a mask for my shop.” If 
  asked what he means about ‘killers’ or what the mask is, he simply says, “You 
  will understand when you arrive at the Scabbard. I won’t spoil the surprise.”
  Development: The characters are likely going to want to go directly 
  to the Silk Scabbard. Proceed to Part Four: The Silk Scabbard .
  PArt three: here there 
  be devils (el 11)
  Read the following after the characters have investigated Sam Nesclem, 
  ideally before they determine the Silk Scabbard as the site of the next 
  killing, or after they have met with the Painted Man if they skip the 
  encounter with Sam Nesclem.
  As you hurry through the streets, you hear screams and cries 
  of alarm from ahead. When you round the corner, you can see 
  the bloody form of a naked man, spiked spread eagle to the 
  clapboard siding of a merchants shop. Several bystanders are 
  standing nearby white with horror or vomiting on the street.
  The Ripper knows he is being tracked. He expects the Spyglass Guild 
  to hunt him again, so he laid a trap, and the characters have walked into 
  it. Inspecting the body reveals strange symbols carved into the man’s flesh. 
  A DC 15 Perception check lets characters notice the symbols if they don’t 
  specifically investigate the body. The characters can determine the symbols are 
  Infernal and translate as “Due” with a DC 20 Knowledge (planes) check or a 
  DC 22 Linguistics check. A DC 15 Heal check allows a character to tell that 
  the victim was not killed here, as there is not enough blood, and was sliced 
  repeatedly with a very sharp blade. Unfortunately, any inspection of the body 
  leads to an attack by two bone devils waiting invisibly nearby. Once they 
  attack, or if any characters can see invisible creatures, read the following.
  Two horrid skeletal figures, easily nine feet tall, with quivering 
  wings of tattered flesh and scorpion-like tails tipped with 
  wicked bone barbs, appear as if out of thin air at the entrance 
  to the alley next to the shop. The bystanders scream in fear. 
  The two figures immediately attack.
  Bone	Devils	(2)	
  CR	11
  Pathfinder RPG Bestiary, pg. 74
  TACTICS
  During Combat The bone devils kill anyone who investigates the body.
  Morale The bone devils fight to the death, as they fear Xazagra 
  more than destruction.
  Development: If asked, remaining bystanders say they saw a cloaked figure 
  nailing the body to the wall. He was not overly large, but he easily held the 
  body with one hand and drove the spikes without a hammer. He then vanished 
  into thin air. The characters may note that this is the first time the Ripper has 
  been caught displaying a body. They may also realize it is not a coincidence 
  they are investigating the killer and the body was displayed in their path.
  PArt four: 
  the silk sCAbbArd 
  Good Times Gone Bad (EL 12)
  See page 22 for a full description of the Silk Scabbard. When the 
  characters approach the Silk Scabbard, they witness the following:
  The streets outside the Silk Scabbard are pure chaos. People 
  are running out of the front door screaming for help. Some 
  are obviously injured. Others are covered in blood but appear 
  otherwise unharmed. Bystanders nearby take up the cries. The 
  front door lies in pieces on the ground as if frozen and then 
  shattered by some great force. The entrance room beyond is 
  dark, but a thin rivulet of blood leads into the interior.
  Assuming the characters follow the trail of blood into the interior of the Silk 
  Scabbard, they arrive at the lower gambling tables (Silk Scabbard Area 1.9)
  The main room of the Silk Scabbard is empty except for corpses. 
  Several bodies lie on the rough wooden floor. Two others have 
  been prominently nailed to one wall. Obscene but now familiar 
  writing is scrawled in blood between the two bodies. 
  The characters can determine the symbols on the wall are Infernal 
  and translate to “Pay devil’s due” with a DC 20 Knowledge (planes) 
  check or DC 22 Linguistics check. The Ripper’s six followers wait in 
  this room. The devil masked killers have spread out and hidden: one 
  in the fighting pit (Silk Scabbard Area 1.12), one behind the bar (Silk 
  Scabbard Area 1.11), one behind the booths (Silk Scabbard Area 1.10), 
  and one in the kill station (Silk Scabbard Area 1.3). The diabolist and 
  erinyes lurk at the viewing rail (Silk Scabbard Area 2.4).
  Devil	Masked	Killers	(4)	
  CR	6
  XP 2,400
  Human fighter 7
  LE Medium humanoid
  Init + 5; Senses Perception +6
  DEfENSE
  AC 19, touch 11, flat-footed 17 (+7 armor, +1 Dex, +1 Dodge)
  hp 57 (7d10+19)
  Fort +8, Ref +4, Will +4 (+2 vs. fear)
  Defensive Abilities bravery +2
  OFFenSe
  Speed 30 ft.
  Melee +1 heavy flail +15/+10 (1d10+10/ 19-20/x2)
  
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  Ranged chakram +8 (1d8 +4/x2)
  Special Attacks weapon training (flails +1)
  STATISTICS
  Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
  Base Atk + 7; CMB +11; CMD +22
  Feats Weapon Focus (heavy flail), Combat Reflexes, Dodge, Weapon 
  Specialization (heavy flail), Iron Will, Lunge, Improved Initiative, 
  Vital Strike, Greater Weapon Focus (heavy flail)
  Skills Climb +12, Intimidate +9, Stealth +7, Survival +8, Swim +9
  Languages Common, Infernal
  SQ armor training 2
  Combat Gear +1 heavy flail, +1 breastplate, potion of cure 
  moderate wounds
  Other Gear human skin and bone devil mask
  TACTICS
  During Combat Three of the devil masked killers wait for the diabolist 
  and erinyes to begin the assault before leaping out to attack. The 
  fourth killer, the one in the kill station (Silk Scabbard Area 1.3), 
  warns his companions of the PCs’ approach and then sneaks 
  into the main room to catch them from behind. He will attack on 
  round 3 of any combat. The doors between his position and the 
  main room stand open to allow him to approach undetected.
  Morale The devil masked killers are fanatics and fight to the death 
  unless ordered otherwise by the Ripper.
  Devil,	Erinyes	
  CR	8
   Pathfinder RPG Bestiary, pg. 75
  TACTICS
   During Combat The erinyes takes to the air as soon as the characters 
  enter the gaming area. She will use her rope first to entangle a 
  target. She then switches to her bow and targets spellcasters.
  Morale: The erinyes fears Xazagra more than destruction and thus 
  will not surrender or flee for any reason.
  Diabolist	
  CR	8
  XP 4,800
  Male human wizard 6/diabolist 3 (Pathfinder RPG Princes of 
  Darkness, pg. 44)
  LE Medium humanoid (human)
  Init + 4; Senses Perception +1
  DEfENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +1 Dodge, +4 shield)
  hp 38 (52 with false life)
  Fort +5, Ref +5, Will +10
  Defensive Abilities DR 10/magic vs ranged weapons (90 hp)
  OFFenSe
  Speed 30 ft.
  Melee +2 dagger +6 (1d4/ 19-20)
  Ranged Touch +4
  Arcane Spell-Like Abilities (CL 6th; concentration +9)
   6/day—hand of the apprentice (Su)
  Wizard Spells Prepared (CL 9th; concentration +12)
  5th—feeblemind
  4th—enervation x2
  3rd—lightning bolt, haste, dispel magic, fly
  2nd—invisibility, summon monster II, mirror image, protection 
  from arrows, false life
  1st—shield, magic missile x2, summon monster I, burning hands
  0 (at will)—detect magic, prestidigitation, mage hand, ray of frost
  STATISTICS
  Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 14
  Base Atk + 4; CMB +4; CMD +14
  Feats Dodge, Combat Casting, Improved Counterspell, Improved 
  Initiative, Silent Spell, Scribe Scroll, Augment Summoning, 
  Skills Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge 
  (religion) +14, Knowledge (dungeoneering) +13, Spellcraft +15, 
  Stealth +9, fly +12, 
  Languages Common, elven, Infernal, goblin
  SQ arcane bond (dagger), imp companion, channel hellfire x2 (spell 
  with energy descriptor deals half fire and half unholy damage).
  Combat Gear +2 dagger; bracers of armor +4; cloak of resistance 
  +2; wand of magic missile (level 5); scroll of see invisibility
  TACTICS
  During Combat The diabolist waits at the upper viewing rail (Silk 
  Scabbard Area 2.4). He has already cast false life, shield and 
  protection from arrows (included in stats above). He begins 
  combat by casting lightning bolt, while using his channel 
  hellfire ability, on the largest group of characters he can 
  target. He then casts haste on the devil masked killers and the 
  erinyes once they enter combat. He targets obvious arcane 
  spellcasters with feeblemind and casts fly to join the erinyes 
  and escape melee combat.
  
  The Devil’s Dagger
  The essence of the gelugon Xazagra currently resides in the Red 
  Lady’s Scalpel. From there it can possess humanoids as it has done 
  with the Ripper. The owner of the dagger must make a DC 15 Will 
  save every day while in possession of the dagger, with each failed 
  save moving his alignment one step toward Lawful Evil. Once 
  the possessor’s alignment reaches Lawful Evil, three consecutive 
  failed saves allows Xazagra to take control. Dispel evil will drive 
  Xazagra back into the dagger, but it can possess its host again as a 
  move action. Only a dispel evil directed specifically at the dagger 
  has a chance of banishing Xazagra to Hell.
   The dagger detects as magical but not specifically as housing 
  the devil’s spirit. A DC 25 Knowledge (planes or religion), or a 
  DC 27 Spellcraft, check will reveal the weapon as holding an 
  infernal presence once the host is destroyed.
  74
  74
  Morale The diabolist is dedicated to his cause but knows the secret 
  of the Ripper and his dagger. He is much more interested in 
  preserving his own skin since he knows the Ripper will return as 
  long as the dagger exists. If brought below 10 hp, he attempts 
  to escape.
  Developments: If	captured,	the	diabolist	can	be	forced	to	explain	
  the	purpose	of	the	cult	with	a	DC	25	Intimidate	check.	As	a	last	resort,	
  he	trades	knowledge	of	the	Ripper’s	dagger	in	exchange	for	his	life.
  The Manager’s Office (EL 13)
  While the devil masked killers keep the characters busy, the Ripper 
  makes his way to the office of Tyron (Silk Scabbard Area 2.5), the 
  manager of the Silk Scabbard, and Lord Greymark’s personal fixer. 
  The Ripper intends to see Tyron fulfills the infernal contract he 
  signed long ago.
  The personal office of Lord Greymark’s fixer has been turned 
  upside down. Tyron is cowering behind what is left of his desk. 
  Blood drips from the walls and furniture, and Tyron is covered 
  in bloody cuts. An average-sized man wielding a bloody dagger 
  turns cold, unnaturally blue and piercing eyes upon you as you 
  enter. Tyron is babbling, apparently pleading for his life, by 
  repeatedly claiming eternal allegiance to Dispater, the First King 
  and a lord of Hell.
  Ripper	
  CR	13
  XP 25,600
  Male	human	gelugon-possessed	fighter	11
  LE	Medium	humanoid	(human)
  Init	+5;	Senses	darkvision	60	ft.	(see	in	darkness);	Perception	+11
  Aura	fear	(10	ft.,	DC	22)
  DEfENSE
  AC 21,	touch	14,	flat-footed	20
  hp 82	(11d10	+22)
  Fort	+10,	Ref +5, Will +6
  Defensive Abilities	bravery	+3
  Immune	fire,	cold,	poison;	Resist	acid	10;	DR	10/good;	SR 24
  OFFenSe
  Speed	30	ft.
  Melee +1 wounding dagger	+23/+18/+13	(1d4	+12/19-20	x2)	+1	
  bleed	+	Slow
  Special Attacks:	bloody	assault	+18/+13/+8	(1d4+12)	+	(1d4+1	
  bleed)	+Slow,	weapon	training	(dagger	+2,	bows	+1)
  Spell-Like Abilities	(CL	13th)
   Constant—fly 
   1/day—summon (level 4, 2 bone devils, 50%)
   At will—cone of cold (DC 20), ice storm, greater teleport (self plus 
  50 lbs of objects only), persistent image (DC 20), wall of ice (DC 19) 
  TACTICS
  During Combat The Ripper begins combat by teleporting to the 
  open gaming area (Area 2.1) to take advantage of his ability to 
  fly and his ranged attacks. If the characters somehow bypass the 
  cultists entirely and head directly to Tyron’s office, the Ripper 
  teleports to the fighting pit (Silk Scabbard Area 1.12) to join the 
  cultists. He uses his spell-like abilities to soften up opponents at 
  range but prefers to finish off victims by hand.
  MoraleThe Ripper is fearless, knowing even if his host is killed, he 
  cannot be destroyed unless the dagger is destroyed.
  STATISTICS
  Str 24, Dex 12, Con 14, Int 14, Wis 10, Cha 16
  Base Atk +10; CMB +17; CMD 28 
  Feats Bloody Assault, Cleave, Combat Reflexes, Dodge, Greater 
  Weapon Focus (dagger), Improved Initiative, Iron Will, Lunge, 
  Mobility, Power Attack, Weapon Focus (dagger), Weapon 
  Specialization (dagger) 
  Skills Climb +13, Intimidate +11, Perception +11, Ride +8, Survival 
  +7, Stealth +11, Swim +12
  Languages Common and Infernal
  SQ armor training 2
  Combat Gear +1 mithral breastplate; Red Lady’s Scalpel (see pg. 
  90); cloak of resistance +1; ring of protection +2
  Other Gear backpack
  SPeCIAL ABILITIeS
  Slow (Su) A hit with a weapon or natural attack by a gelugon-
  possessed host induces numbing cold. The opponent must 
  succeed on a DC 23 Fortitude save or be affected as though by a 
  slow spell for 1d6 rounds. The save DC is Constitution-based.
  Developments: The characters likely hear Tyron profess allegiance 
  to the forces of Hell. He does not wish to discuss this further. A DC 25 
  Intimidate check persuades Tyron to explain how he sold his soul for 
  25 years of prosperity and influence. His time is up, and the Ripper had 
  come to collect. This also clears up the real motivation behind the killings 
  along the River Argent. Tyron knows the real evil is the possessed dagger 
  and tries to bargain with this information to convince the characters to 
  save his life or convince them not to turn him over to the authorities. A 
  DC 25 Search check of Tyron’s office uncovers his infernal contract.
  ConCluding the 
  Adventure
  The defeat of the Ripper and his minions, and the discovery of the infernal 
  infestation, brings a tense peace to the streets of Zobeck. However, just 
  because the Ripper is dead does not mean the killing is over. If the Ripper’s 
  dagger has not been destroyed, there is a chance the killing could begin again. 
  
  75
  75
  flesh fAils
  Flesh Fails is an investigative adventure suitable for a party of PCs of 
  9th to 11th level.
  Adventure bACkground 
  S
  ometimes at the Collegium, one’s colleagues are not so 
  collegiate, especially when one is a master of necromancy with 
  desires outside society’s norms and a high penchant for secrecy 
  and jealousy. 
  It is no secret that tragedy struck within the walls of Zobeck’s great 
  Arcane Collegium. One of their own, Master Summoner Linnea Thorn, 
  fell victim to a summoning gone awry, murdered by the very creature 
  she summoned. The Arcane Collegium covered up most of the details 
  – Linnea had been trucking with the infernal, and her killer was a 
  summoned devil. They closed down her lab and decided to let the matter 
  rest lest word of it leak out and affect the Collegium’s reputation.
  The real secret, however, is that her death was no accident. Master 
  Necromancer Konrad von Eberfeld, one of Linnea’s lovers and good friends, 
  convinced Consul Radover Streck, a practicing alchemist and the third 
  in their lovers’ triangle, to experiment with the formula for some material 
  components, weakening their effect to pull in a weaker summoning target 
  and thus ensure safer summoning rituals for Linnea. Streck did as Konrad 
  asked, hoping to help Linnea’s work. Konrad knew Linnea planned to 
  summon a devil, and he replaced her summoning components with the 
  weakened ones by informing her that the smitten Streck had sent the 
  improved components through him as a gift to her. She had no reason to 
  doubt Konrad, especially as he acted jealous about the gift.
  When she performed her ritual with Streck’s components, the 
  summoned devil broke out and killed her. Konrad, of course, just 
  happened to visit Linnea’s lab that evening and witnessed the freed 
  devil ripping into Linnea’s body. He rousted several other colleagues 
  and helped destroy the creature.
  Because Linnea died while consorting with devils, the Arcane 
  Collegium decided not to raise her. Instead, the administration 
  quietly buried her in the Collegium’s cemetery, and all official 
  comments regarding her death remained sketchy, except to blame it 
  on a summoning gone awry. Konrad von Eberfeld promptly stole her 
  body and secured it in his warehouse lab, where he intends to keep 
  Linnea forever. He needed her dead because she discovered his plans 
  to unleash an undead army to conquer Zobeck. He wanted her dead 
  because he had tired of sharing Linnea with Streck, and his plan for 
  her death ensured he could preserve her in undeath forever for himself. 
  He currently searches for a suitable replacement for her shredded body. 
  Meanwhile, he keeps her animated head in his personal study.
  Consul Streck, knowing his complicity in Linnea’s ‘lab accident’, has been 
  filled with guilt. Nightly, he has dreamt about the devil eviscerating Linnea. 
  Streck’s guilt and vision finally drove him to confront Konrad at his home 
  in the College District two nights ago, saying that he would reveal all to the 
  authorities. Konrad tried to console Streck by taking him to the warehouse 
  lab to show him Linnea’s head and explain his plan to provide her a body 
  so that she might live again. Streck had little time to dwell on his horror as 
  Konrad handed him a gem with a trigger for a trap the soul spell upon it.
  Streck now resides in a gem in Konrad von Eberfeld’s secret study. 
  While Konrad burned two scrolls, including a sequester, on Streck, he 
  felt it better than facing any kind of trial, as he has much work to do to 
  bring his beloved Linnea fully back to him and to finalize his plans for 
  conquering Zobeck. Because of the sequester, Streck cannot be located 
  with divination spells.      
  Adventure summAry
  Hadlen Osrick noticed his master, Consul Radover Streck, had been 
  visibly troubled over the last few months. Then, two nights ago, Streck 
  summoned Hadlen and ordered his servant to seek discreet help if 
  Streck should disappear for any reason, explaining what money and 
  favors to offer as payment. Hadlen watched Streck, whose eyes blazed 
  with determination and murderous intent, slip a dagger into his coat 
  before leaving the manor.
  That was the last time Hadlen saw Streck. Hadlen waited a day to 
  see if Consul Streck would return, but he has not. So, with many issues 
  pressing—like the party his lord is to host in two days’ time—Hadlen 
  has set out to find some assistance as his master requested. Hadlen can 
  promise the PCs up to 25,000 gp, political favors from people who 
  owed Streck, and the chance to avert genuine political upheaval.
  While Hadlen wants the PCs to recover his master, his first 
  priority is the upcoming party, as invitations are already sent and 
  guests are en route. Someone must convincingly pose as Streck for 
  the event, which is too politically important to cancel. A PC could 
  easily portray the reclusive Streck’s quiet-but-gruff personality with 
  magic, disguise, and coaching.
  At the party, the pretender must handle some delicate political matters, 
  but the biggest problem occurs when the evening’s entertainment, the 
  renowned bard Jayzel, presses the fake Streck for her late “hush money” 
  and threatens dire consequences if she does not receive it soon.
  flesh fAils
  flesh fAils
   
  by ChristinA stiles 
  Kidnapping and politics as usual? Not so much. Something is different about 
  this job, and you just hope that difference doesn’t get you killed.
  
  76
  76
  When the PCs can finally investigate Streck’s recent activities, they 
  learn he frequented the Book Fetish in the College District, a bookstore 
  and magic shop also well-known as “The Temple of Painful Pleasures” for 
  the activities hidden behind the shop’s basement doors. Characters who 
  infiltrate or pose as customers learn Streck usually visited the temple with a 
  couple: Linnea Thorn and Konrad von Eberfeld, masters at the Collegium. 
  If they are not aware of Thorn’s death, they can learn this as well.
  Temple exploration brings the PCs into conflict with Jayzel, the 
  temple’s brutes, the cleric Nariss, and various magical protections. 
  Investigating a warded area reveals kidnapped and maimed victims and 
  exposes the storefront’s nefarious operations: torture for information 
  and sacrifice. The women disclose the background behind their 
  blackmail scheme to save their skins: Streck killed the mage Linnea 
  Thorn by sabotaging her summoning components; so, while the 
  Collegium claims Thorn was murdered by the creature she summoned, 
  the real murderer is Streck for altering her components. They don’t 
  have Streck. They know he and Konrad are quarrelling. Konrad has not 
  returned to the Temple.
  Seeking out Konrad, a powerful and politically-connected 
  necromancer, is fraught with peril. He despises intrusions, sending 
  conjured assassins or undead to eliminate the adventurers. Searching 
  his campus office yields a cryptic note stating, “Linnea forever keeps 
  my secrets!” If the PCs search his off-campus lab, they encounter 
  Konrad’s magical defenses and undead creations. Linnea Thorn’s 
  head sits on a pedestal in his office. Questioning her reveals that a 
  sequestered gem containing Consul Streck is secured in the pedestal; 
  Konrad trapped his soul in the gem after Streck confronted him and 
  threatened to reveal all that transpired.
  By penetrating Konrad’s hidden lab and defeating its guardians, the 
  characters can restore the extremely grateful Consul to his post, thereby 
  gaining both an ally and a necromancer enemy.
  Adventure hooks
  Ideally, Hadlen Osrick approaches the PCs, who have been recommended 
  to him as discreet and helpful with large problems. If the GM wants to 
  build in some personal attachment, then have a PC distantly related to 
  Consul Streck, or the party in some debt to the consul for past aid. Or, 
  with some tweaking of the adventure, a PC could rather be related to 
  Linnea Thorn and seeking the truth of her death, since the Collegium 
  won’t provide details. The GM will have to restructure the adventure 
  somewhat, but that hook could also be compelling, with Streck’s freedom 
  then becoming a result of the investigation into Thorn’s death.
  introduCtion
  This adventure takes the characters from Upper Zobeck to the Collegium 
  District and eventually to the Docks area. The PCs do not have to fight all 
  the encounters; they could choose to make a deal with Jayzel and Nariss 
  instead. If so inclined, they could use this adventure as a step toward a 
  political future in Zobeck, becoming major players in the behind-the-
  scenes happenings in their city. Whatever their reasons for helping, Hadlen 
  insists that the first priority is the party and requires that the PCs help him 
  get through that before anything else happens. To succeed, they must select 
  one of their number to impersonate Consul Streck.
  PArt one: 
  Consul streCk’s PArty
  Being Consul Streck (CR 0)
  Hadlen Osrick coaches the PC selected to portray Streck. Consul 
  Streck is a middle-aged man of average height and build with dark hair, 
  brown eyes, and the sort of features one sees everywhere in Zobeck. He 
  has no leader-like bearing. Except for his expensive clothes, one might 
  not give him a second look if he passed down any street from Crown 
  Square to the Docks. No one would take him for a consul.
  Hadlen spends the day before the party instructing the PC on Streck’s 
  mannerisms and proper party etiquette. Streck kept most of his political 
  opinions to himself, except at Consul gatherings, so Hadlen cannot pass along 
  such information. The PC has to wing it with such questions or use diversion 
  to avoid them. Hadlen advises, above all, that Streck is a private man, gruff 
  in his dealings with others, of few public words – and those generally issued 
  through grunts of annoyance. He is known for his problem-solving abilities, 
  not his eloquence. There are few people he can stand to be around for long 
  
  Information
  The PCs can learn about the Temple of Painful Pleasures 
  by questioning the patrons in the bookstore/magic shop or 
  bribing the priestesses therein, or they may make Knowledge 
  (local) checks. Plying the patrons or priestesses with money 
  garners a +1 bonus per 3 sp. PCs worshipping Marena would 
  know this information.
  Diplomacy (gather information) or Knowledge (local)
    DC 
  Benefit
   10 
  Location of Temple entrance is behind the Book Fetish.
    12 
  Temple is open from 6:00 p.m. to 3:00 a.m.
   14  
  The high priestess is Nariss Larigorn, an elf.
   15 
  Fee is 10 gp, but must be paid via a platinum “headsman,” 
  called that for the axe on the side opposite the city crest. 
  The coin is always handed over with the axe facing up. 
  The Book Fetish sells these coins (for 11 gp, the extra gp 
  being a donation to the Temple).
   18 
  No weapons, except whips, are allowed in the sanctuary.
   20 
  Only allowable clothing is see-through material or nothing.
   25 
  Knows the listed Temple Rules (see page 79).
   35 
  The high priestess practices torture as a religious ritual.  
   By going to the Temple of Painful Pleasures, the PCs can 
  gain information about Streck and possibly Konrad, especially 
  if they corner Jayzel and/or the high priestess Nariss. The two 
  overheard a heated conversation between Streck and Konrad, 
  know about the role of the weakened material components in 
  Linnea Thorn’s death, and have blackmailed Consul Streck ever 
  since. They have not questioned Streck about it, however, and 
  believe he killed her in a lover’s spat; they do not know the 
  truth. The two women know Konrad and Streck have been on 
  the outs ever since Linnea’s death. Jayzel also knows Konrad’s 
  real lab lies in a warehouse in the Docks, not at the Arcane 
  Collegium, which she learned from Linnea before her death. 
   If the PCs don’t force the women to bargain for their lives, 
  they sell the information for 300 gp each.
   Once inside, the PCs might question guests at the sanctuary. 
  Many of the establishment’s patrons are wealthy and powerful, 
  and they value their privacy; questioning such individuals is more 
  difficult, requiring +10 to the below-listed DC checks (unless 
  intimidated or threatened with blackmail). Members of the 
  college, merchants, and travelers do not care so much, so use the 
  indicated DC. Questioning obviously drunk patrons provides a +2 
  bonus to the check. If the questioners are elven, give them a +1 
  modifier to the check, as the patrons seek to please those who 
  might be connected to the high priestess. If the PCs adopt the red 
  ribbon of the acolyte whores, add +5 to the modifier.
  Diplomacy (gather information)
   DC 
  Benefit
   12 
  Konrad and Streck haven’t been to the temple together 
  since Linnea’s death. The three used to be very close, 
  participating in the temple’s gatherings together. 
   18 
  Streck said he felt guilty about Linnea’s death.
   22 
  Linnea had been acting a little standoffish toward 
  Konrad the last time they all came to the temple. 
  Konrad spent the evening with another couple.
   28 
  Konrad has been renting property from this fellow in the 
  warehouse district.
   30 
  One of Streck’s few close friends, Streck confided in him 
  that he had some things to work out with Konrad. He 
  hoped it would go well, but feared it would not.
  77
  77
  flesh fAils
  periods, but some of those will be at the party. Hadlen’s advice to the PC:  
  “Just watch and nod a lot, where appropriate. The master has 
  always said very little, believing most people not worth his effort. 
  He is fascinated with the problems of the city, however, and does 
  like to hear about them to ponder solutions when he’s alone in 
  his study. He’s an avid reader and loves searching out interesting 
  tomes. In fact, he spends a lot of time in the Collegium, perhaps 
  discussing the ideas therein with people he finds his equals.
    “Although Master Streck never married, he has a considerable 
  eye for the ladies, and is usually very courteous and most definitely 
  civil to them – except for Lady Fenyll Marack, of course. He despises 
  her. But, thank the gods, she will not be in attendance.”
  Allow the PC to ask Hadlen any questions desired. He responds honestly, 
  but he has no intention of revealing any skeletons in Streck’s closet unless 
  convinced through conversation or magic that such information will help 
  find Streck. He does know, through rumor, about Streck’s interest in the 
  Book Fetish and the Temple of Painful Pleasure in the Collegium District.
  The Party (CR 0)
  Guests begin arriving at Streck’s mansion around 4:30 p.m. Streck is to 
  mingle with them until 6:00, when supper is served. At 7:30 they retire to 
  the ballroom for dancing. Musicians entertain them throughout the evening. 
  Drinks flow freely. Promptly at 9:00, the famous bard Jayzel performs songs of 
  Zobeck’s history for one hour. The musicians then return to the stage, and the 
  dancing continues until after midnight. The local guests then retire to their 
  homes, escorted by their house guards. The guests from afar retire to rooms in 
  the mansion. Streck is to greet them for breakfast before they leave for home.
  Many of the guests are interested in the political happenings in 
  Zobeck, and many are among Zobeck’s rich and influential. Introduce 
  NPCs that are important to your campaign. The party is a good place 
  to drop information the PCs may want to investigate in the future, 
  providing an opportunity for spin-off adventures.
  Jayzel’s Threat (CR 0)
  After Jayzel performs her last song, she bows, accepts the hardy 
  applause for a few moments, and then leaves the stage. She meanders 
  through Streck’s guests, who stop her briefly to compliment her 
  performance and/or beauty, acquires a drink from a passing servant, 
  and then heads straight for Consul Streck. If the PC playing Streck has 
  met Jayzel, and he’s not using magic in his disguise, he likely has some 
  strong pretending to do; fortunately, Jayzel does not know of Streck’s 
  disappearance, so she has no reason to be wary. Keeping her head 
  directed toward the guests, she says the following to Streck in a low 
  whisper, all the while smiling through her teeth:
  “Consul, you’ve been derelict in paying your dues this month. 
  You wouldn’t want your secret to reach the Praetors, would 
  you? It would be such a tragedy for a consul to be convicted 
  and beheaded for murder, wouldn’t it? I suggest you remedy 
  the situation soon, or word will leak out.” 
  How the PC reacts to this statement determines what happens 
  beyond this point. The PCs may decide to follow Jayzel after the party. 
  She leaves at midnight and heads for the Temple of Painful Pleasures, 
  whose entrance lies behind the Book Fetish in the Collegium District. 
  
  Temple of Painful Pleasures
   
  One Square = 5 Feet
  T1
  T2
  T3
  T6
  T4
  T5
  T7
  T8
  T9
  T10
  T11
  S
  T12
  T13
  down 
  20 feet
  78
  78
  PArt tWo: the book 
  fetish & the temPle of 
  PAinful PleAsures
  The PCs should follow Jayzel here or learn of Streck’s love of the 
  Book Fetish at the party. If the PCs follow Jayzel, they see no sign of 
  her when they enter the shop.
  The Book Fetish (CR 0)
  Upon entering the shop, you find its walls lined with book-filled 
  shelves. Tables and chairs fill the center of the room. Some faculty 
  and students from the Arcane Collegium appear to be perusing the 
  tomes at the tables, and a few academic discussions are ongoing in 
  various corners of the store. A horseshoe-shaped counter filled with 
  glass-fronted cupboards sits to the right of the entrance, behind 
  which a pretty, young, dark-haired woman in a flowing scarlet robe 
  stands watching the till. A scarlet tapestry hangs behind her.
  Elindora (the woman behind the counter) and Kayla, both 2nd-level 
  priestesses of Marena, currently man the store, and two temple muscle men 
  stand guard behind the scarlet tapestry (see stats for acolyte whore and temple 
  muscle on pages 78-79). From behind the counter, Elindora welcomes the 
  PCs to the store and asks if she may assist them with anything. Kayla is 
  walking about the store helping patrons find books and answering questions.
  Development: Characters examining the southern and eastern sides of 
  the counter see it contains common to uncommon spell components. The 
  northern side holds libido-affecting herbs; various objects for heightening 
  sexual intercourse, including through pain; and contraceptives. The store 
  also sells rare components, potions, scrolls, wands, and some wondrous 
  items (as the GM feels appropriate for the campaign). These stay locked 
  up in a vault area behind the temple muscle men. PCs checking the 
  bookshelves, find they contain tomes on topics related to alchemy and 
  magic, some even written by the Arcane Collegium’s faculty. There is also 
  a large section of erotic literature and sexual practices. If the PCs bother 
  the patrons, Elindora and Kayla allow them to do so, but they try to listen 
  in on what the PCs ask, mainly out of boredom. They would be willing 
  to answer some questions about Consul Radover Streck, whom they call 
  Raddie, or the Temple for a bit of coin.
  Temple of Painful Pleasures (CR 0)
  The entrance to the temple, a set of stairs leading down, lies in the alley 
  behind the Book Fetish. 
  Temple Staff
  Temple	Muscle	(14)	
  CR	5
  XP 1,600 
  Male human barbarian 6
  N Medium humanoid (human)
  Init +3; Senses Perception +11
  DEfENSE
  AC 17, touch 11, flat-footed 15 (+6 armor, +3 Dex, -2 rage)
  hp 69 (6d12+30)
  Fort +9, Ref +4, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2
  OffENSE
  Speed 40 ft.
  
  Temple Rules
  You may not enter the temple with weapons other than whips.
  1. 
  You may only enter the temple clad in a robe or entirely 
  2. 
  nude. Doing otherwise dishonors Marena.
  The acolytes, denoted with the red neck ribbons, are here to 
  3. 
  fulfill your desires, but beating them or being beaten by them 
  requires a private room at 100 gp for an hour session. An hour 
  of pleasurable pain from High Priestess Nariss costs 1,000 gp.
  Everyone else in the sanctuary is a guest, and any activities you 
  4. 
  seek with them must be negotiated and mutually agreed upon.
  There is no fighting in the temple.
  5. 
  DO NOT interfere with the other guests’ pleasure.
  6. 
  If you kill or attempt to kill an acolyte or guest, you will be 
  7. 
  sacrificed to Marena.
  79
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  flesh fAils
  Melee +1 longsword +11/+6 (1d8+6/19-20) and mwk short sword 
  +10 (1d8+2/19-20)
  Special Attacks rage (16 rounds/day), rage powers (clear mind, low-
  light vision, renewed vigor)
  TACTICS
  During Combat The temple’s muscle use their acrobatic skills in 
  combat, bouncing around opponents to target all spellcasters first.
  Morale The barbarians fight to the death. The priestess Nariss has 
  promised them they will experience a very pleasurable afterlife.
  Base Statistics AC 20, touch 13, flat-footed 17; hp 57; Fort +7, Will 
  +3; Melee +1 longsword +9/+5 (1d8+4/19-20) and mwk short 
  sword +9 (1d8+1/19-20); Str 16, Con 14, CMB +9 
  STATISTICS
  Str 20, Dex 16, Con 18, Int 10, Wis 11, Cha 12
  Base Atk +6; CMB +11; CMD +21
  Feats Alertness, Power Attack, Two-Weapon Fighting, Weapon 
  Focus (longsword)
  Skills Acrobatics +12, Climb +10, Handle Animal + 5, Intimidate +9, 
  Perception +11, Profession (guard) +4, Ride +7, Survival +4
  Languages Common
  SQ fast movement
  Treasure npc gear (masterwork breastplate, +1 longsword, 
  masterwork short sword)
  Acolyte	Whores	(13)	
  CR	1
  XP 400 
  Female or male human clerics of Marena 2
  CN Medium humanoid (human)
  Init +0; Senses Perception +3
  DEfENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 14 (2d8+2)
  Fort +4, Ref +1, Will +7
  OffENSE
  Speed 30 ft.
  Melee mwk whip +2 (1d3)
  Special Attacks channel negative energy (1d6, Will DC 13, 7/day); 
  bleeding touch (melee touch for 1d6, 1 round, DC 15 Heal check 
  to stop; 6/day)
  Domain Spell-Like Abilities (CL 2nd)
  Cleric Spells Prepared (CL 2nd)
  1st—charm personD (DC 14), cure light wounds (DC 14), 
  sanctuary, shield of faith
  0—bleed (DC 13), detect poison, resistance, virtue (DC 13) 
  D Domain spell; Domains: Lust, Death 
  TACTICS
  Before Combat If given the opportunity, the acolytes cast shield of 
  faith on themselves before battle.
  During Combat The acolytes seek cover behind the temple’s 
  muscle. They also protect their guests, steering them to safety. 
  They use their negative channeling abilities before attempting 
  any hand-to-hand melee.
  Morale These acolytes are devoted to Marena’s lust aspect, and as such, 
  they are not very interested in fighting to the death. They surrender 
  if reduced below 7 hp, or if the fight turns against their side.
  STATISTICS
  Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 15
  Base Atk +1; CMB +1; CMD +12
  Feats Extra Channel, Persuasive
  Traits Charming, Indomitable Faith
  Skills Diplomacy +9 (+10 vs. those attracted to them), Knowledge (nobility) 
  +6, Knowledge (religion) +6, Perform (act) +4, Perform (dance) +4
  Languages Common, Elven
  SQ lustful performance (5 rounds/day; as per fascinate DC 13)
  Treasure npc gear (scanty clothing [or none at all], jewelry [100 gp], 
  masterwork whips)
  Nariss	Larigorn	
  CR	9
  XP 6,400
  Female elf cleric of Marena 10
  LE Medium humanoid (elf, human) 
  Init +7; Senses low-light vision; Perception +8
  Aura awe aura (30 ft, as per enthrall, DC 19)
  DEfENSE
  AC 20, touch 15, flat-footed 17 (+5 armor, +3 Dex, +2 deflection)
  hp 68 (10d8+20)
  Fort +9, Ref +6, Will +12 (+14 vs. enchantments)
  Immune sleep
  OffENSE
  Speed 30 ft.
  Melee +2 anarchic whip +9/+4 (1d3+2; ignores damage reduction 
  and deals +2d6 vs lawful creatures)
  Special Attacks channel negative energy (5d6, Will DC 22, 10/day); 
  bleeding touch (melee touch for 1d6/round, 5 rounds, DC 15 
  Heal check to stop; 7/day) 
  Domain Spell-Like Abilities (CL 10th)
  Cleric Spells Prepared (CL 10th)
  5th—greater command (DC 19), flame strike (DC 19), slay living (DC 19)
  4th—discern lies (DC 18), divine power, dominate personD (DC 
  18), summon monster IV (2)
  3rd—bestow curse (DC 17), blindness/deafness (DC 17), invisibility 
  purge, searing light, suggestion (DC 17)
  2nd—bear’s endurance, cure moderate wounds (DC 16), death knellD 
  (DC 16), enthrall (DC 16), hold person (DC16), zone of truth (DC 16)
  1st—charm personD (DC 15), command (DC 15), cure light 
  wounds (DC 15), divine favor, sanctuary (DC 15), shield of faith
  0 (at will)—bleed (DC 14), detect poison, resistance, virtue (DC 14)
  D Domain spell; Domains: Lust, Death 
  
  80
  80
  TACTICS
  Before Combat If given the opportunity, Nariss casts divine power 
  and shield of faith on herself before battle.
  During Combat Nariss initially attempts to enthrall enemies in her aura, 
  talk them down, or incapacitate them rather than fight. She uses 
  dominate person, greater command, enthrall, and hold person spells 
  to do this, relying on summon monster IV and slay living as a last 
  resort. She has no problem killing others, especially in the name of 
  her goddess, but she prefers her temple and place of business not be 
  destroyed – and battles are not good for businesses relying on the 
  pleasures of the flesh (even though a little beating might be)! If she 
  gets the upper hand, she allows the PCs to negotiate for their lives.
  Morale Nariss believes in negotiation. She has a thriving temple in 
  Zobeck, and she intends to keep the gold, orgiastic rituals, and 
  torture sessions flowing in the name of her goddess Marena.
  STATISTICS
  Str 10, Dex 16, Con 14, Int 13, Wis 19, Cha 20
  Base Atk +7; CMB +7; CMD +22
  Feats Additional Traits, Extra Channel, Improved Channel, Improved 
  Initiative, Selective Channeling, Skill Focus (Sense Motive)
  Traits All Flesh Fails, Charming, Crossroads-born, Indomitable Faith
  Skills Appraise +8, Bluff +6 (+7 vs. those attracted to her), Craft (leather) +5, 
  Diplomacy +13 (+14 vs. those attracted to her), Heal +9, Knowledge 
  (local) +9, Knowledge (nobility) +9, Knowledge (religion) +7, Perception 
  +7, Perform (act) +8, Perform (dance) +8, Sense Motive +11, Spellcraft +6
  Languages Common, Draconic, Elven
  SQ elf blood, death’s embrace (negative channeled energy heals you), 
  lustful performance (16 rounds/day; DC 20), aura of awe (DC 19)
  Treasure npc gear (bracers of armor +5, ring of protection +2, +2 
  anarchic whip, wand of cure light wounds)
  T1 . Temple Stairs (CR 0)
  Behind the alley, a 10-foot-wide set of stone stairs leads down 
  20 feet to a set of double doors. 
  If the PCs knock on the door, one of the temple’s muscle men (pg. 78), a 
  brawny fellow in a breastplate, opens a door and holds out his hand. The 
  entrance fee he expects is the platinum headman coin, axe facing up. If 
  the PCs hand him anything else, no matter the amount, they are turned 
  away. PCs can, of course, attempt to push through the guards here. The 
  text herein assumes they do not. Adjust as appropriate. 
  T2 . Temple Entrance (EL 0)
  The large man in a scarlet tunic and breastplate opens the 
  door. He carries both a longsword and a short sword at his side. 
  Another man, equally large and armed, stands beside the door. 
  From their features, they appear to be from the north. The 
  floors here are marble, and scarlet tapestries line the walls.  
  If the PCs are dressed inappropriately for the sanctuary (carrying 
  weapons and clothed/armored up), the guard says:
   “Only whips are allowed in the sanctuary, no other weapons. 
  And you are all overdressed. Follow me to the disrobing area.”  
  The guard leads them through the tapestry in T2 to the door leading 
  to T3. If the PCs attack or run for it, he sounds a gong hidden behind 
  a tapestry here to alert the others inside, half of whom answer the call, 
  while the remainder protect Nariss and Jayzel.
  T3 . Disrobing Room (CR 0)
  Two beautiful youths in their early twenties, one male and one 
  female, both scantily clad in see-through material, welcome 
  you when the guard leads you into this room. They have scarlet 
  ribbons around their necks and whips wrapped around their hips. 
  “They need equipment checked and robes,” the guard says to 
  them, and then he shuts the door behind you. 
  The acolyte whores inform newcomers of the temple’s rules (see 
  Temple Rules page 79) and then assist the characters with equipment 
  and clothing removal. They place the PCs’ items in large chests and 
  give the PCs a key on a black-ribbon necklace to return for their items. 
  The two ask the characters whether they require a robe and sandals 
  to enter the sanctuary. The ‘robe’ is made of the same sheer material 
  the two are wearing, so it offers the characters no privacy. When the 
  characters are appropriately (un)dressed, the acolytes lead them into 
  the inner corridor (T4), past two more guards standing beside double 
  doors, and through the northern entrance of the sanctuary (T5).
  T4 . Inner Corridor (CR 0)
  The 10-foot-wide corridor wraps around the sanctuary. Two 
  guards stand at red tapestry-covered archways.
  Temple Muscle (2) hp 69 (see Temple Staff, page 78)
  T5 . Sanctuary (CR 0-14)
  Passing between the guards and through the tapestry, you enter the massive 
  sanctuary. Couches and pillows fill the room in every direction, many with 
  writhing, naked bodies on them. The sounds of pleasure echo throughout 
  the sanctuary. A bar staffed by acolytes rests on the northeast side. In the 
  center of the room sits a round, slowly rotating dais. A handsome couple is 
  engaged in intercourse upon it, as a beautiful elven woman in scarlet gauze 
  and wearing a golden, ruby necklace and matching earrings watches them 
  and the entire room from her golden chair. A beautiful human woman sits 
  in a chair beside her. A small gong rests at the feet of the elf. Two guards 
  stand to either side of the chairs, just behind them.
  The patrons include Zobeck’s bored rich and many of the Collegium’s lesser 
  and higher faculty (all people who could be blackmailed). The elven woman 
  on the dais is the high priestess Nariss. She enjoys watching her subjects’ 
  lustful worship. Jayzel lounges by her side, likewise dressed and bejeweled. 
  The PCs can find pockets of non-engaged people to question in 
  the sanctuary, but they must walk through the orgiastic display to do 
  so. Guests of all genders find the newcomers fascinating, and many 
  entreaty them for an encounter. The acolytes likewise try to engage 
  them. Having a conversation with anyone can prove quite distracting 
  and difficult. However, many of the patrons are drunk, and so 
  information should flow more freely (see Information, page 77).
  Allow Nariss and Jayzel DC 18 Perception checks to notice the newcomers. 
  If spotted, the two keep tabs on them. If they just appear to be talking and not 
  participating in the festivities, Nariss sends a guard over to bring them to her. 
  It’s possible Jayzel recognizes them, and if so, she informs Nariss. 
  Tactics: How this encounter plays out is entirely up to the PCs’ actions 
  and reactions. If they become hostile, the guards attack and try to remove 
  them from the Temple. If the PCs fight back, a guard beside Nariss strikes 
  
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  flesh fAils
  the gong and more guards enter the sanctuary to help resolve the issue (up 
  to 10 stand in the vicinity). The acolytes try to steer the guests to safety; 
  the acolytes only join the battle to aid the guards with healing or to assist 
  Nariss and Jayzel in escaping. Jayzel and Nariss initially cast protective 
  spells on themselves and then aid the temple guards with their ranged 
  spells. If things seem to be going against their people, Jayzel and Nariss 
  flee through the secret door in T11 to hide in the torture chamber. The 
  remaining guards and acolytes help ensure their exit. If Nariss and Jayzel 
  become trapped, they try to deal with the PCs for their lives.
  T6 . Guard Barracks (EL0)
  This room contains 16 beds with locked foot chests.
  The guards rest here in the morning and afternoon. Two of the guards 
  watch the store above, while the other 14 are on duty throughout the 
  temple (in the evening). Each chest is locked (DC 20 Disable Device), 
  and each chest contains 1d10x10 gp and clothing.
  T7-T10 . Private Pleasure Rooms (CR 0)
  The sounds of whipping and screams of pain and pleasure 
  emanate from this room.
  Anyone opening the door to one of these rooms sees either an acolyte 
  (male or female) whipping a chained-up, nude patron (male or female), 
  or a patron whipping a chained-up acolyte. The occupants are likely 
  engaged in intercourse as well. The room contains a table for the victim, 
  with chains and manacles attached to the wall (DC 20 Disable Device) 
  behind it to keep the victim in place. Whips hang from pegs on the wall.
  T11 . Nariss’s Private Pleasure Room (CR 0)
  This room contains a padded leather table with various leather 
  straps attached. Whips, torture implements, and chains with 
  manacles hang from the wall behind the table. Other sets of 
  chains hang from the ceiling.
  Unless a PC paid for a session with Nariss, this room is empty at the moment, 
  with Nariss being either in the sanctuary or having fled through this room 
  into area T12. A secret door rests in the south wall (DC 30 Perception; DC 
  30 Disable Device), and is warded with a glyph of warding, blast glyph (5d8, 
  electricity, DC 17 Reflex halves; DC 28 Perception/Disable Device).
  T12 . Nariss’s Torture Room (CR 0)
  The iron door to this room is locked (DC 30 Disable Device), and the 
  door is warded with a glyph of warding, blast glyph (5d8, electricity, DC 
  17 Reflex halves; DC 28 Perception/Disable Device).
  Two guards protect this room, which contains two racks; both 
  occupied by very bloody, half-conscious, naked men of middle 
  age. Torture implements hang from pegs on the wall, as do a 
  series of chains and manacles.
  Temple	Muscle	(2)	
  CR	7
  hp 69 (see page 78)
  Development: Nariss and Jayzel may have fled here to make a last stand. 
  They attempt to surrender and make a deal with the PCs rather than fight to 
  the death. They have information to bargain with, and they offer it up for their 
  lives (see Information on page 77). The men on the racks are Karl and Zekler 
  von Hilpner, wealthy men with ties to the black market, that Jayzel and Nariss 
  have been torturing (the bad kind) for information. The torture compels the 
  victims to speak the truth, and Nariss’ zone of truth spell confirms whether or 
  not they do so. Torture is a part of Nariss’ everyday rituals; she practices it for 
  religious reasons as well as for fun. The men might offer a reward if rescued.
  T13 . Acolytes’s Quarters (EL 0)
  This room contains 15 beds with locked foot chests. Scarlet 
  robes of regular cloth hang from pegs upon the wall.
  The chests (DC 20 Disable Device) hold 1d6 pieces of jewelry 
  (valued at 1d6x10 gp each) and 1d10x10 gp in gems and coin each.
  PArt three: 
  At the ArCAne Collegium
  If the PCs decide to go to the Arcane Collegium to search Konrad’s 
  office, they have to make their own way on campus. The GM has 
  to decide what protections the Collegium may have, but it would 
  certainly include sentries and protective magics. No faculty or staff will 
  discuss Linnea’s death, and they will only point the way to Konrad’s 
  office if the PCs don’t mention Linnea first. Anyone asking about her 
  or the murder are given the official story and escorted off the grounds.
  Konrad’s Office (EL 10)
  Konrad’s office is locked (DC 25 Disable Device check), and is alarmed 
  (mentally). Konrad sends an arcane eye to the office area to investigate the 
  intruders. If given the chance, he sends conjured creatures against them 
  or undead (GM’s choice) before they can pry further into his business.
  This room contains a mahogany desk and matching chair. On the 
  desk sits two pen and ink sets and an untitled book, but nothing 
  else. Two sitting chairs rest in front of the desk.  
  The desk’s unlocked drawers are empty. There is a hidden compartment, 
  unlocked and un-trapped, in the front part of the desk (DC 25 
  Perception). Inside is a parchment upon which is doodled various undead 
  creatures. A DC 30 Perception check (or Decipher Script) reveals, hidden 
  in the picture, the words: “Linnea forever keeps my secrets!”
  Trap: The book is trapped with explosive runes (DC 28 Perception/Disable 
  Device). Anyone opening the book to read it takes 6d6 force damage (no 
  save), while those within 10 feet may make a DC 18 Reflex save to avoid. 
  Konrad’s Unused Lab (EL 10)
  This room contains three work tables and numerous cabinets 
  lining the north wall. This room is pristine, appearing unused. 
  Konrad does not, in fact, use this lab, as others at the university 
  abhor his work—even though he is an accepted member of the 
  faculty—and have complained vehemently about his experiments. 
  Thus, he decided he’d rather do his experiments elsewhere and rents 
  property in the Docks. The cabinets contain old jars of basic spell 
  components. Magic-using PCs could certainly stock up on 100-200 
  gp of components here. The room holds nothing else of value.
  
  Konrad's Warehouse Lab
   
  One Square = 5 Feet
  W1
  W2
  W3
  W4
  W5
  W6
  S
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  PArt four: konrAd’s 
  WArehouse lAb
  While the PCs can figure out that Konrad has rented space in the Docks, 
  nothing gives away its actual location until they get there and start asking 
  questions. A DC 20 Diplomacy (gather information) check turns up 
  people who have seen him in the area of the Owl and Moon Tavern, and 
  DC 25 (or DC 20 while asking in the Owl and Moon) reveals people 
  who have seen him entering a warehouse just a block away from the 
  tavern and down a side street. The warehouse stands 20 feet tall, 40 feet 
  wide, and 100 feet long. It only has one physical door, which has been 
  blocked off from the interior (see W1), and no windows or skylights.
  W1 . Enclosed Entrance (EL 10)
  The lock on the warehouse’s 2-inch wooden door is arcane locked (DC 
  30 Disable Device; Break DC 35). There is no light source within this 
  entrance, so the PCs will have to supply their own upon opening the door. 
  This room is bare. No doors are visible. 
  Konrad blocked the only physical entrance to serve as a trap for 
  the curious. He uses his teleport spell or passwall to enter the building. 
  When his zombies are ready, he will create an entrance. The PCs have 
  to use magic or cut through the wall (2-inch wooden wall, 20 hp, 
  Break DC 25), causing noise and alerting the zombies within, to gain 
  entrance. The floor is trapped, however, and it has an alarm spell cast 
  upon it, mentally alerting Konrad that someone is breaking in.
  Trap: The trap triggers when anyone travels halfway into the room.
  Shocking	Floor	Trap	
  CR	9
  Type magic; Perception DC 26; Disable Device DC 26
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (shocking grasp, Atk +9 melee touch [4d6 
  electricity damage]); multiple targets (all targets within the 10-
  ft. x 15-foot room)
  W2 . Crates of the Dead (CR 11-15)
  This section of the warehouse is filled with numerous crates. 
  Some are long, rectangle-shaped crates, while others are square. 
  Not all of Konrad’s bodies are fresh from the grave. The crates contain 
  embalmed body parts. Opening the long crates reveals arms or legs. 
  The box-shaped crates have feet, hands, or even heads in them.
  Creature: The protean zombies have free rein in the open section 
  of the warehouse. One resides behind some stacked crates (in the 
  southwest corner), and three total wander the warehouse. When one 
  enters combat, it growls loudly, alerting the others and the wight 
  necromancer in area W4.
  Death	which	Refuses	to	Die	(Zombie	Protean)	
  CR	11	
  XP 12,800
  CE Large advanced giant undead outsider (protean)
  Init +8; Senses darkvision 60 ft.; Perception +22
  DEfENSE
  AC 26, touch 13, flat-footed 22 (+4 Dex, +1 Dodge, +12 natural, -1 size)
  hp 145 (15d10+60)
  Fort +12, Ref +11, Will +13
  Defensive Abilities Immune critical hits and transformation, undead 
  traits; SR 16
  OffENSE
  Speed 30 ft.; fly 30 ft. (clumsy)
  Melee 2 claws +18 (1d8+9 plus corporeal instability) and bite +16 
  (1d10+12 plus corporeal instability) or slam +18 (1d12+9 plus 
  corporeal instability) 
  Special Attacks corporeal instability (DC 20 Fort negates), quick strikes
  TACTICS
   
  During Combat The creature uses its claws and bite attacks in 
  an attempt to affect the corporeal form of its victim. It growls to 
  alert the other zombies to join it.
   
  Morale The creature is fearless and fights to the end.
  
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  flesh fAils
  STATISTICS
  Str 28, Dex 18, Con –, Int 14, Wis 14, Cha 16
  Base Atk +10; CMB +20; CMD 34
  Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, Toughness
  Skills Acrobatics +22, Bluff +21, Climb +27, Escape Artist +22, Fly 
  +12, Perception +22, Sense Motive +22, Stealth +18.
  SQ immunity to transformation
  Treasure –
  SPECIAL ABILITIES
  Corporeal Instability (Su) A blow from a zombie protean against a 
  living creature can cause a terrible transformation. The creature 
  must succeed on a DC 20 Fortitude save or become a spongy, 
  amorphous mass. Unless the victim manages to control the 
  effect (see below), its shape melts, flows, writhes, and boils. The 
  save DC is Charisma-based.
  An affected creature cannot hold or use any item. Clothing, 
  armor, rings, and helmets become useless. Large items worn 
  or carried—armor, backpacks, even shirts—hamper more than 
  help, imposing -4 Dex. Soft or misshapen feet and legs reduce 
  speed to 10 feet or one-quarter normal, whichever is less. 
  Searing pain courses along the nerves, so strong that the victim 
  cannot act coherently. The victim cannot cast spells or use 
  magic items, and he or she attacks blindly, unable to distinguish 
  friend from foe (-4 penalty on attack rolls and a 50% miss 
  chance, regardless of the attack roll).
  Each round the victim spends in an amorphous state causes 
  1 point of Wisdom drain from mental shock. If the victim’s 
  Wisdom score falls to 0, it becomes a zombie.
  A victim can regain its own shape by taking a standard action 
  to attempt a DC 15 Charisma check (this check DC does not vary 
  for a zombie protean with different Hit Dice or ability scores). A 
  success reestablishes the creature’s normal form for 1 minute. 
  On a failure, the victim can still repeat this check each round 
  until successful.
  Corporeal instability is not an affliction and so is hard to 
  remove. A shapechange or stoneskin spell does not cure an 
  afflicted creature but fixes its form for the duration of the spell. 
  A restoration, heal, or greater restoration spell removes the 
  affliction (a separate restoration is necessary to restore any 
  drained points of Wisdom).
  Quick Strikes (ex) Whenever a fast zombie takes a full-attack 
  action, it can make one additional slam attack at its highest 
  base attack bonus.
  Immunity to Transformation (Ex) No mortal magic can permanently 
  affect or fix a zombie protean’s form. Transmutation effects or 
  petrification force the creature into a new shape, but at the 
  start of its next turn it immediately returns to its mutable form 
  as a free action.
  W3 . Zombie Pens (EL 0)
  The door to this room is unlocked.
  This room contains three cages. Inside each mill 20 zombies.  
  Konrad is slowly building a zombie army. He is building more cages 
  in area W6, and when he runs out of space entirely, he’ll rent more 
  warehouse space until he’s ready to unleash his creations on Zobeck. 
  Linnea Thorn learned of his plans, and it led to her death. If Xavier 
  learns of the PCs’ presence in the warehouse, he releases the zombies to 
  help fight the party.
  W4 . Workroom (CR 0-9)
  This room is filled with body-strewn tables. The stench of 
  death, mingled with a strong chemical odor, fills the air, 
  emanating from the stitched-up bodies on the tables. Cabinets 
  line most of the southern wall.  
  Creature: Xavier, Konrad’s wight assistant, works in this room. If the 
  protean zombies alerted him to intruders, he runs to area W3 to release 
  the zombies.
  Development: The cabinets contain material components for 
  Konrad’s necromantic experiments and tools for repairing the bodies. 
  A secret door to area W5 lies in the southern wall (DC 30 Perception). 
  It is arcane locked (DC 30 Disable Device; Break DC 35) and trapped 
  with explosive runes (6d6 force damage [no save], while those within 10 
  feet gain a DC 18 Reflex save). 
  Xavier	
  CR	8
  XP 4,800
  Male wraith necromancer 8
  LE Medium undead (augmented human) 
  Init +1; Senses Darkvision 60 ft., life sight; Perception +8
  DEfENSE
  AC 21, touch 17, flat-footed 20 (+1 Dex, +4 mage armor, +2 
  deflection, +4 natural)
  hp 76 (8d6+32+14)
  Fort +8, Ref +3, Will +9
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OffENSE 
  Speed 30 ft.
  Melee +1 quarterstaff +6 (1d6+2) or slam +5 (1d4+1 plus energy 
  drain)
  Special Attacks create spawn, energy drain (DC 18), grave touch (4 
  rounds, 6/day), power over undead (channel negative energy 
  (DC 18, 8/day)) 
  Wizard Spells Prepared (CL 8thth; concentration +15)
  4th—enervation (DC 18, 2), black tentacles (CMB 15)
  3rd—blink, hold person (DC 17, 2), vampiric touch (2)
  2nd—acid arrow, darkvision, false life (already cast), ghoul touch 
  (DC 16), see invisibility
  1st—cause fear (DC 15), chill touch (DC 15), mage armor (2, 1 
  already cast), ray of enfeeblement (DC 15, 2)
  0 (at will)—acid splash, detect magic, light, read magic, touch of 
  fatigue (DC 14) 
  TACTICS
  Before Combat Xavier has already cast mage armor and false life, as 
  working with zombies can be dangerous. He casts see invisibility 
  before releasing the zombies.
  During Combat Xavier lets the protean zombies do most of the 
  attacking, hanging back to attack with ranged touch spells or 
  to channel negative energy to heal the zombies. He casts blink 
  before engaging in combat.
  Morale Xavier fights until destroyed. He is fanatically loyal to Konrad.
  
  84
  84
  Base Statistics Without his mage armor spell, Xavier’s AC is 12. 
  Without false life, he has 62 hp
  STATISTICS
  Str 12, Dex 12, Con –, Int 17, Wis 13, Cha 18
  Base Atk +4; CMB +5; CMD +16
  Feats Blind-Fight, Combat Casting, Command UndeadB, Extra 
  Channel, Forge Ring, Great Fortitude, Iron Will, Scribe Scroll, 
  Spell Focus (necromancy), 
  Skills Appraise +9, Diplomacy +5, Heal +2, Intimidate +11, 
  Knowledge (arcana) +13, Knowledge (dungeoneering) +9, 
  Knowledge (history) +14, Knowledge (local) +13, Knowledge 
  (planes) +13, Knowledge (religion) +7, Linguistics +7, Perception 
  +8, Spellcraft +13; 
  Racial Modifier Stealth +8
  Languages Common, Elven, Infernal
  SQ arcane bond (ring of protection +2), create spawn
  Treasure npc gear (+1 quarterstaff, ring of protection +2 (bonded 
  item, nonfunctional for anyone but him), scrolls of enervation 
  and animate dead, keys to the zombie cages)
  W5 . Konrad’s Study (CR 0-13)
  This room contains a desk with a high-back chair and 
  bookshelves filled with tomes. On a pedestal on the western 
  side of the room sits a gruesome sight: a woman’s head. She 
  opens her eyes when you enter the room.
  Development: This room has an alarm spell cast upon it. The spell 
  mentally alerts Konrad that his sanctuary has been disturbed. On round 
  2, he teleports just outside the door to deal with the intruders. The 
  undead head belongs to Linnea Thorn. She can talk, and will answer 
  questions. The tomes on the bookshelves all deal with necromancy. The 
  pedestal contains a secret compartment (DC 30 Perception), which 
  contains the gem holding the soul of the sequestered Consul Streck.
  Konrad	von	Eberfeld	
  CR	12
  XP 19,200
  Male necromancer 6/fighter 1/eldritch knight 6
  NE Medium humanoid (human) 
  Init +3; Senses Perception +8
  DEfENSE
  AC 24, touch 24, flat-footed 21 (+3 Dex, mage armor +4, bracers of 
  armor +5, +2 ring of protection)
  hp 98 (6d6+1d10+6d10+36)
  Fort +12, Ref +9, Will +9
  OffENSE 
  Speed 30 ft.
  Melee +2 quarterstaff +14 (1d6+6)
  Special Attacks grave touch (5 rounds, 6/day), power over undead 
  (channel negative energy (DC 15/6 day)) 
  Wizard Spells Prepared (CL 11th; concentration +18)
  5th—symbol of pain, teleport (2)
  4th— black tentacles (CMB 15), enervation (DC 18, 2), fire shield 
  3rd—arcane eye, blink, hold person (DC 17, 2), vampiric touch
  2nd—acid arrow, darkvision, false life, ghoul touch (DC 16), 
  protection from arrows, spectral hand
  1st—cause fear (DC 15), chill touch (DC 15), jump, mage armor (2, 
  1 already cast), ray of enfeeblement (DC 15, 2)
  0 (at will)—acid splash, detect magic, light, read magic, touch of 
  fatigue (DC 14) 
  
  New Magic Item: Bag of Arms
  Bag	of	Arms
  Aura strong necromancy; CL 10
  Slot –; Price 12,400; Weight 2lb per body part.
  DESCRIPTION
  This bag appears to be a three-foot-long leather bag and 
  holds up to eight arms; it currently holds six 6th-level 
  monk arms. An activation word is embroidered near 
  the lip of the bag; when read aloud, it animates the 
  arms within. Once activated, the user may untie the 
  bag and direct the arms to an opponent as a move 
  action. Each animated arm has the attacks and physical 
  bonuses of the original creature, and each arm acts 
  as a separate entity, even if its twin is present. The 
  arms are capable of using any one-handed weapon 
  previously used in life. Additionally, any spellcaster’s 
  arms placed into the bag can recast the last spell they 
  cast in life once per day without needing material or 
  verbal components. 
  CONSTRUCTION
  Requirements: Craft Wondrous Item, improved animate dead 
  (see page ##); Cost 6,200 gp
  Undead	Monk	Arms	(6)	
  CR	10
  XP 2,400 
  NE Small undead (limbs) monk 6
  Init +7; Senses Perception +0
  DEfENSE
  AC 17, touch 15, flat-footed 13 (+3 Dex, +1 AC bonus, +1 size, 
  +1 natural, +1 Dodge)
  hp 42 (6d8+3)
  Fort +2, Ref +8, Will +5
  DR 5/slashing; Immune undead traits
  OffENSE
  Speed fly 50 ft. (poor)
  Melee +7 unarmed strike (1d8+5) or +7/+7/+2 flurry of blows 
  (1d8 +5) or slam (1d6+2)
  Special Attacks flurry of blows, stunning fist, ki pool (30
  TACTICS
  Before Combat The arms have no pre-battle tactics.
  During Combat The arms are thrown at their targets, and 
  they use their flurry of blows to attack the targets 
  quickly.
  Morale The arms have no morale. They fight until destroyed.
  STATISTICS
  Str 14, Dex 17, Con –, Int –, Wis 10, Cha 10
  Base Atk +4; CMB +6; CMD +19
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Toughness, Weapon Focus (unarmed strike), Weapon 
  Specialization (unarmed strike)
  Skills –
  Languages –
  SQ evasion
  85
  85
  flesh fAils
  TACTICS
  Before Combat Konrad casts his mage armor and protection from 
  arrows. He uses arcane eye to view his opponents beforehand.
  During Combat Konrad opens up the bag of arms to fight the PCs. 
  He uses ranged attacks, but is not afraid to fight hand-to-hand. 
  Morale Konrad has plans, so he doesn’t fight to the death. Instead, 
  he teleports away to save himself.
  Base Statistics Without mage armor, Konrad’s AC is 19. 
  STATISTICS
  Str 14, Dex 16, Con 16, Int 17, Wis 14, Cha 10
  Base Atk +10; CMB +12; CMD +25
  Feats Combat Casting, Command UndeadB, Craft Wondrous Item, 
  Dodge, Great Fortitude, Lightning Reflexes, Maximize Spell, 
  Mobility, Scribe Scroll, Spell Focus (necromancy), Toughness, 
  Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
  Skills Appraise +13, Climb +13, Craft (jewelry), Intimidate +5, 
  Knowledge (arcane) +19, Knowledge (dungeoneering) +7, 
  Knowledge (engineering) +7, Knowledge (local) +13, Knowledge 
  (nobility & royalty) + 13, Perception +8, Profession (professor) 
  +13, Ride +14, Sense Motive +12, Spellcraft +13, Survival +7
  Languages Common, Draconic, Infernal, Undercommon
  SQ arcane bond (+2 quarterstaff)
  Treasure npc gear (+2 quarterstaff (bonded item), ring of protection 
  +2, scrolls of teleport, animate dead, improved animate dead)
  W6 . Construction Area (CR 0-11)
  This area contains boards and the materials to build cages.  
  If the protean zombie resides in this area. If it has not gone to assist the 
  others, then describe it here as well:
  A large, snake-like creature slithers toward you.  
  Development: Konrad plans to build more cages to house his future 
  zombies in this area.
  ConCluding the 
  Adventure
  If the PCs kill Konrad, the Collegium may ask for an investigation of 
  his disappearance. The GM will ultimately have to decide how this 
  plays out with the law. Consul Streck, if rescued from the gem, will do 
  everything within his power to keep the PCs out of jail. Either way, if 
  Streck is rescued, he informs the governing bodies of Konrad’s plans to 
  overtake the city with his undead creations, and he tells them the truth 
  about Linnea’s death. Streck can be a strong ally for the PCs in the 
  future, especially if any have political ambition. Additionally, if they 
  allowed Jayzel and Nariss to live, the two can be used as information 
  agents to aid their rise to power.
  If Konrad escapes, he’s no better off. With several people capable 
  of implicating him in capital crimes running around, he clears out 
  his residence in the College District and vanishes that night, at which 
  point the party must explain everything to the Collegium anyway. 
  The players can rest assured that he will return to bedevil them at 
  some inconvenient point in the future. If they turn it over to anyone, 
  Linnea’s undead head vanishes, and no one in the Collegium or the 
  government can (or will) tell the PCs what happened to it.
  
  trACes of ZobeCk 
  trACes of ZobeCk 
  86
  86
  A	Firm	Word	(Combat)
  Prerequisite: Heal 4 Ranks, Diplomatic Strike. 
  Benefit: You may wake anyone rendered unconscious by nonlethal damage, 
  adjusting their accumulated nonlethal damage total to equal 1 hp less 
  than their current hp. Those awoken in this way gain the benefits of the 
  Alertness feat for 1 minute but are shaken afterward for a number of 
  minutes equal to their Constitution modifier (minimum 1). 
  Blindsided	(Combat)
  You know how to instantly attack with a concealed weapon.
  Prerequisite: Quick Draw
  Benefit: You can draw a concealed weapon as a free action.
  Normal: Without this feat, you can draw a concealed weapon as a 
  standard action.
  Brutal	Brawler	(Combat)
  Prerequisite: Str 15, BAB +4, Diplomatic Strike. 
  Benefit: You may deal nonlethal damage to opponents normally 
  immune to it. Opponents immune to nonlethal damage are 
  never knocked unconscious but are staggered as long as their 
  nonlethal damage total exceeds their current hp total. 
  Crippling	Blows	(Combat)
  Prerequisite: Heavy Hitter, any non-good alignment. 
  Benefit: You may choose to deal 1d3 ability damage (1/day) to the 
  ability score of your choice to an opponent if you render them 
  unconscious with nonlethal damage twice within a 24 hour period.
  Additionally, you gain a +2 morale bonus to Bluff and Intimidate checks 
  and a -2 penalty to Diplomacy checks against the opponent until the 
  ability damage heals. These bonuses stack with Diplomatic Strike. 
  Diplomatic	Strike	(Combat)
  Benefit: You do not suffer penalties to hit when using a weapon that 
  deals lethal damage to deal nonlethal damage instead.
  Additionally, you gain a +2 morale bonus to Bluff and Intimidate 
  checks and a -2 penalty to Diplomacy checks against any 
  opponent rendered unconscious by nonlethal damage dealt by 
  you within the last 24 hours.
  Heavy	Hitter	(Combat)
  Prerequisite: Str 13, Diplomatic Strike. 
  Benefit: You deal double the normal weapon damage when 
  using a weapon which is normally capable of dealing only 
  non-lethal damage. You may use a weapon which normally 
  deals lethal damage to inflict non-lethal damage with a 
  Sneak Attack. 
  normal: Wielders suffer a -4 penalty for attacking for nonlethal 
  damage with a lethal weapon.
  Quiet	Spell:	(Metamagic)
  You can cause your spell effects to make no sound whatsoever.
  Benefit: A Quiet spell is only audible to its targets, or makes no 
  sound if it has no targets. A quiet spell takes up a spell slot one 
  level higher than the spell’s actual level.
  Urban	Spell:	(Metamagic)
  You can modify the damage caused by your spells such that they 
  only damage living things.
  Benefit: An urban spell does no damage to non-living objects. An 
  urban spell takes up a spell slot one level higher than the spell’s 
  actual level.
  feAts
  feAts 
  
  87
  87
  Regional Traits
  All Flesh Fails
  You are a member of the Cult of Marena. Your sensuality attracts 
  others, providing a +1 trait bonus to Diplomacy. Your vast knowledge 
  of the flesh grants a +1 trait bonus to Heal checks. Healing and 
  Diplomacy are always class skills.
  Alley-wise, Ghetto-smart
   You spent your youth in the darker parts of Zobeck, near the Kobold Ghetto. 
  You start play with Draconic as a bonus language and you receive a +2 trait 
  bonus on Diplomacy checks with kobolds. Diplomacy is always a class skill.
  Black-marketeer
  You satisfy the hunger for items that even a trade city like Zobeck finds 
  distasteful. You gain a +1 trait bonus to Appraise checks and a +1 trait 
  bonus to initiative, to always stay one step ahead of the authorities.
  Butcher’s	Son
  Not every adventurer comes from an inspirational background. Some 
  arise from common stock. But you always ate well, and it shows. You 
  gain a +1 trait bonus to your Fortitude save.
  Cartways	Explorer
  You once met lovers or attended secret gatherings in the galleries 
  and tunnels of the Cartways. You gain a +1 trait bonus to both 
  Knowledge (dungeoneering) checks and Knowledge (local) checks 
  involving the Cartways. Knowledge (dungeoneering) is always a class skill. 
  Clockworker	Apprentice
   You tried life as an apprentice in the Clockworker’s Guild. While the guild 
  didn’t suit you, you learned the craft. You gain a +1 trait bonus to both Disable 
  Device checks involving clockworks and Craft (clockwork) checks. Disable 
  Device is always a class skill. This bonus stacks with Clockwork Scholar. 
  Crossroads-born
  Being a center of trade, Zobeck attracts all sorts, and you’ve rubbed 
  shoulders with a number of unusual travelers. You begin play speaking 
  one additional language of your choice.
  Former	Cultist
  You spent some misguided time in one of Zobeck’s darker 
  cults. While you’ve left the cult, you kept your interest 
  in things Man may Not be Meant to Know. You gain 
  a +1 trait bonus to Knowledge (planes) checks and 
  Knowledge (planes) is always a class skill. 
  One	of	Ours
  You performed simple tasks for a gang, such as unloading 
  wagons or rowing a boat. Afterwards, you 
  celebrated with the gang in a public place. You gain 
  +1 to Diplomacy (gather information) checks and 
  +1 to Intimidate. Intimidate is always a class skill.
  Raised	on	the	Argent
  You grew up around the River Argent, and you are comfortable on all 
  sorts of watercraft. You gain a +1 trait bonus to both Acrobatics checks for 
  balance and Profession (sailor) checks. Acrobatics is always a class skill.
  Riot	Rouser
  Bar brawls, political protests, and street fights are seldom man-to-man. 
  You learned how to start and finish them. You gain a +1 trait bonus to 
  Bluff and Intimidate checks when influencing a crowd. One of these is 
  always class skill. 
  Callous	Thug
  Others were hard on you growing up, now you make it hard on others. You 
  deal additional damage equal to half your Strength modifier (round up, 
  minimum 1) when inflicting nonlethal damage. This damage is added to the 
  final total and not multiplied on a critical hit. This is a trait-based bonus. 
  Vigilante
  You are a former member or associate of the Spyglass Guild, trained in 
  skullduggery. You gain a +1 trait bonus to Perception or Stealth. Stealth 
  is always a class skill.
  Religion Traits 
  Clockwork	Scholar	(Rava)
  You are a hard-working follower of the Gear Goddess. You gain a +2 
  trait bonus to Diplomacy checks with gearforged and constructs. Gain 
  a +1 trait bonus to any one Craft skill or to Profession (scribe).
  Cultist	of	St.	Charon	
  You dedicated yourself to the destruction of undead. You gain +1 to all 
  attacks and damage against undead. Knowledge (religion) is always a 
  class skill.
  Red	Bull	(Perun)
  You yearn for action and keep your martial skills honed. You gain a +1 
  trait bonus to initiative and a +1 trait bonus to starting hit points.
  trAits
  trAits
  
  88
  88
  Animate	Dead,	Improved
   School necromancy [evil]; Level cleric 4; 
  sorcerer/wizard 5
   Casting Time 1 standard action
   Components V, S, M (an onyx gem 
  worth at least 25 gp per Hit Dice 
  of the undead)
   Range touch
   Target one or more body parts
   Duration instantaneous
   Saving Throw none;  Spell Resistance no
  This spell turns separated body parts 
  of dead creatures into animated 
  undead. They are effectively Small 
  zombies. The spell is similar in all 
  respects to animate dead, except 
  that it does not require complete 
  bodies. The improved undead 
  operate as Small zombies with the 
  following modifications:
   Their HD become racial HD (d8).
  They retain class-based Reflex saves but 
  uses the Fort and Will saves of a zombie.
  They retains the defensive abilities of their base 
  creature, including Dexterity bonus and natural 
  bonuses to armor.They gains DR 5/slashing, any 
  size bonuses/penalties to AC, and the natural armor 
  bonus of a zombie by size.
   They fly at 30 feet (poor). Fast movement 
  affects their speed.
   They retain all the natural weapons, manufactured weapon 
  attacks, and weapon proficiencies of the base creature(s). They gain a 
  slam attack as a zombie one size larger. If this spell is cast on a spellcaster’s 
  arm, the arm retains the last spell cast by the original creature in life at 
  its original caster level, which it may cast once per day without need for 
  material or verbal components. 
   An improved zombie retains the base creature’s special attacks 
  feasibly usable by the limb.
   They retain the original Dex and add +2 to Str. They have no Con 
  or Int score, and their Wis and Cha become 10. 
   The improved zombie’s BAB is as per its original class.
   An improved zombie has no skill ranks.
   It gains the Toughness bonus feat and retains all feats from its former 
  life that are still useable in its form, including Improved Initiative.
   It retains the special qualities of its base creature that remain useable 
  in its form. It is not affected by the zombie staggered special quality.
  Material Components: You must place a black onyx gem of at 
  least 25 gp in the hand of each arm or place it on the retained body 
  part. The spell consumes the gem in the casting.
  Indulgence	
  School abjuration; Level trickery 5
  Casting Time 1 hour
  Components V, S, M (alcoholic drink), F (prayer device worth 500 gp), DF
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell, like atonement, removes the burden 
  of misdeeds from the subject. The creature 
  seeking indulgence may be unrepentant or 
  even want to commit the misdeed again. 
  The casting cleric’s deity (who must have 
  trickery in its portfolio) accepts the taint 
  of the evil act, absolving you before your 
  own deity becomes aware of it. You must 
  sacrifice at least 2,500 gp in rare incense 
  and offerings, but the casting cleric may 
  ask for more. Indulgence must be granted 
  before you commit the evil act or before 
  the next time you pray, including prayers 
  for new spells. If the target has prayed since 
  committing the deed, it is too late for indulgence 
  and only atonement can restore him.
  Stolen	Identity
  School necromantic; Level trickery 2, sor/wiz 2
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target person touched
  Duration 1 min./level (D)
  Saving Throw will negates (see below); Spell 
  Resistance no
  By touching the face of another person while 
  casting this spell, you acquire his or her voice and 
  facial features. Other aspects of body and equipment are not 
  duplicated, but the spell gives a +5 enhancement bonus to the 
  Disguise check to impersonate the individual (+10 if only the face 
  and voice are needed – like poking around a corner or through a 
  curtain). If the owner of the stolen face is dead or unconscious, he 
  or she still saves. While the spell is in effect, the target may only 
  speak in a hoarse whisper.
  Summon	Blade
  School conjuration (summoning); Level trickery 1, sor/wiz 1
  Casting Time 1 minute
  Components V, S, M (a short string or leather strap)
  Range 0 ft.
  Effect one light, one-handed weapon
  Duration 1 hour / level or until activated
  Saving Throw none; Spell Resistance no
  This spell is used to smuggle weapons into places. The caster 
  prepares a light, one-handed weapon (usually a dagger or sap) or 
  item that can be easily held in one hand by wrapping and tying it 
  with a string or strap. The end of the string is cut off. The fragment 
  detects faintly of summoning magic. The severed string can then 
  be saved or given to someone. As an immediate action, the final 
  word is spoken while holding the string. The item appears in the 
  activator’s, hand ready use.
  sPells
  sPells 
  
  89
  89
  Bag	of	Traps
  Aura moderate conjuration; CL 9th 
  Slot—; Price 23,000; Weight 3 lbs.
  DESCRIPTION
  Anyone reaching into this empty-looking bag feels a small coin, which 
  resembles no known currency. Removing the coin and placing or 
  tossing it up to 20 feet causes it to form a random trap which remains 
  for 10 minutes or until discharged or disarmed, whereupon it 
  disappears. The user may draw up to 10 traps from the bag per week.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, fabricate, glyph of warding; 
  Cost 11,500 gp
  Black	Book	of	Confession
  Aura moderate abjuration; CL 9th
  Slot—; Price 9,500 gp; Weight 2 lbs.
  DESCRIPTION
  This slender black book is filled with empty pages. Writing a full and 
  detailed account of one’s misdeeds and signing one’s true name 
  relieves the user of the burden of that act and forestalls the loss 
  of class and divine spellcasting abilities, as per the indulgence 
  spell. The book doesn’t prevent alignment changes resulting from 
  the misconduct. The book cannot be used prior to the misdeed 
  and must be used before the next time the owner prays to his 
  deity. The book is a single use item, but its magic prevents it 
  from deteriorating over time. It otherwise it has the same saving 
  throws, hardness, and hit points as a normal book. Anyone fluent 
  in the language of the confession may read the book. If it is ever 
  destroyed, the deity of the confessing user immediately becomes 
  aware of the transgression, and its concealment, even if that user 
  has died and his soul departed to an afterlife.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, indulgence; Cost 4,750 gp
  Cloak	of	the	Inconspicuous
  Aura moderate enchantment and abjuration; CL 10th
  Slot cloak; Price 15,000 gp; Weight 3 lbs.
  DESCRIPTION
  Spun from simple grey wool and closed with a plain, triangular 
  copper clasp, this cloak may be activated once per day with a 
  command word as an immediate action that does not provoke 
  attacks of opportunity. For the next five minutes, the wearer 
  becomes completely forgettable.
  Those who see the wearer cannot remember what the person looks 
  or sounds like without a DC 16 Intelligence check. The witness 
  remembers a person doing whatever the wearer did, but can only 
  describe the wearer in the most general terms, “an androgynous 
  person, of average height, dressed like everyone else.” For every 
  two that the Intelligence check exceeds the DC, the witness 
  may recall a single detail, such as race, gender, a facial feature, 
  clothing, tone of voice, or other distinguishing features. A total 
  check of 23 would permit the witness to remember four details.
  True seeing pierces this effect. Creatures with blindsight are 
  unaffected by this item.
  COnSTRUCTIOn 
  Requirements Craft Wondrous Item, modify memory, 
  nondetection; Cost 7,500 gp.
  Cloak	of	the	Rat
  Aura moderate transmutation; CL 5th
  Slot shoulders; Price 12,400; Weight 1 lb.
  DESCRIPTION
  This gray garment bestows a +5 competence bonus to Perception 
  checks. Once per day, the wearer can contort his body to 
  shimmy through small spaces (if not wearing metal armor) 
  normally accessible only by creatures one category smaller than 
  geAr
  geAr
   
  D% 
  Trap 
   
   
  01-25 
  Javelin Trap
   
  26-40 
  Spiked Pit Trap  
   
  41-55 
  Chalybeate Beggar*
   
  56-70 
  Like Bees to Honey*
   
  71-80 
  Electricity Arc Trap 
   
  81-90 
  Summon Monster V Trap
   
  91-97 
  Fireball Trap 
   
  98-00 
  Flame Strike Trap
   
  * From the Zobeck Gazetteer.
  
  90
  90
  himself (as per alter self) or to escape bonds. Also, once per 
  day, the wearer may transform himself and his carried or worn 
  possessions into a dire rat (as per beast shape I). 
  CONSTRUCTION
  Requirements: Craft Wondrous Item, 5 ranks in Perception, alter 
  self, beast shape I; Cost 6,200 g
  Red	Lady’s	Scalpel
  Aura faint necromancy; CL 6th
  Slot none; Price 24,000 gp; Weight 1 lb
  This silver surgeon’s scalpel is permanently stained with dried blood. 
  Enchanted by the followers of Marena the Red, it now spreads 
  pain and disease. The scalpel acts as a +1 wounding dagger. 
  Further, once per day, the wielder can use a contagion effect (as 
  the spell, save DC 16) upon a creature struck by the blade.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, contagion; Cost 12,000 gp
  Shoes	of	the	Shingled	Canopy
  Aura faint transmutation; CL 5th
  Slot feet; Price 5,500 gp; Weight 1 lb.
  DESCRIPTION
  These well-made, black leather shoes have chimney-shaped brass 
  buckles. They are of great value to “second story” burglars or those 
  sneaking about rooftops. Donning them gives the wearer a +5 
  competence bonus to Acrobatics checks. In addition, the wearer 
  may feather fall once per day as an immediate action by holding 
  one’s nose while falling. This function recharges at sundown.
  CONSTRUCTION
  Requirements Craft Wondrous Item, feather fall, creator must have 
  5 ranks in the Acrobatics; Cost 2,750 gp
  New Weapon Ability
  Disarming
  This ability allows you to attack as if you had the Improved Disarm 
  feat. If you have Improved Disarm, you gain an additional +2 
  bonus to your CMB for disarm attempts, which stacks with any 
  feat bonuses.
  Minor transmutation; CL 5th; Craft Magic Arms and Armor, 
  Improved Disarm, mage hand; Price +1 bonus
  Mundane Items
  Darkness Bomb: This black, chestnut-sized bauble contains a fraction 
  of the essence of darkness itself. When thrown, it breaks on impact and 
  sprays a burst of blackness equivalent to a darkness spell in a 20-foot 
  radius centered on the point of impact. The darkness fades after 1 
  minute. Price: 20 gp, Craft (alchemy) DC 20
  Marking Dye and Lantern:This alchemical mixture has a consistency 
  similar to paint and can be used to make marks or leave messages. 
  Once the dye dries, it is completely invisible unless illuminated with 
  light from a special lantern. The lantern has specially-prepared lenses 
  that emit a faint purplish light in a 15’ radius but cannot be perceived 
  beyond 20 feet.
  Mechanical Ascender: This device consists of a steel rod with a 
  hook on one end and a leather loop on the other. Pressing a button 
  causes the spring-loaded grappling hook to shoot up to 50’, trailing 
  a lightweight silk cord behind it. A second button causes the gears 
  within the rod to wind the cord. If the hooked end latches securely, the 
  winding gears can lift up to 300 pounds. Requirements: 5 ranks in 
  Craft (clockwork); Cost 500 gp
  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 
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  to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
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  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.
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  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Streets of Zobeck. Copyright 2011, Open Design LLC, Authors: Ben McFarland, Mike Franke, Richard 
  Pett, Christina Stiles, Matthew Stinson.
  Unhallowed Halls. Copyright 2002, Trident, Inc. d/b/a Atlas Games; author Christina Stiles.
  Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 2009, Paizo 
  Publishing, LLC; Author: F. Wesley Schneider.
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
  
  91
  91
  Open Design and Midgard are trademarks of Open Design LLC.  
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  See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  TM
  p r e s e n T s
  Buy NorthlaNds today at koboldquarterly.com
  Grab your war axe 
  ruN with the polar Bears
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  This PathfiNder rolePlayiNg game-compatible sourcebook is filled 
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  92
  92
  
  It’s a dark night, a rain-slicked street, and a dead-end alley. 
  No one notices one more puddle on the streets of a city 
  like Zobeck, and no one will miss one more would-be 
  schemer. If you want to get out of this city alive, you need 
  to be quick, clever, and one step ahead. Being lucky never 
  hurts either.
   
  This collection of gritty, dark, and compromising 
  adventures takes you into the seedy side with double-crossing 
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  Don’t Bring the Paladin Along on This One
  7 adventures of underhanded rogues and shady deals
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  6 unusual locations such as the Cartways Black Market and Old Stross Bathhouse,
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  dozens of new clockworks, magic, and equipment for your game world.
  •
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  Go ahead. Step around the wrong corner and find 
  out what’s going down in the bad part of town...
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Streets of Zobeck.pdf