TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9424
  the silvered 
  skull
  
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  Nestled high in the Grit Mountains, the village of 
  Oldenhaffen is known far and wide for the quality of its 
  wool. The town elders have sent for urgent help from their 
  absent lord, who unable to respond, needs trustworthy 
  adventurers to investigate. Ever since a local shepherd 
  brought back a silvered cavian skull, things have become... 
  distressing. Townsfolk who touched the skull are now 
  dazed and babbling incoherently, and the villagers are 
  worried this is a sign of an incipient curse about to grow 
  worse. 
  A psionic NeoExodus adventure for 3rd-level characters.
  BACKGROUND
  After the fall of the Empire of the First Ones, Exodus 
  saw centuries of chaos as warlords fought to establish 
  supremacy. Finally, about eighteen centuries ago, a new 
  power rose in the land that would later be the site of the 
  Caneus Empire.
  That power was the Cavian Empire, ruled by the supreme 
  Hive Mind. Guided by a common goal and a collective 
  mind, the cavians and their allies – which now included a 
  large number of humans – established an empire where the 
  power of the mind was to rule all others. 
  The Cavian Empire, however, was rather inflexible in its 
  rule. The rival great power of that era, the mighty Sorcerer-
  Kings of Abaddon, perceiving this weakness, launched a 
  war that completely destroyed the Cavian Empire. This 
  proved to be a pyrrhic triumph, for the Sorcerer-Kings’ 
  empire was likewise made vulnerable, and eventually fell 
  to the invading Arman.
  Today, many scholars and artisans speculate about the 
  Cavian Empire and the marvels of the mind they created, 
  wondering “what if?” This neo-Cavian aesthetic and 
  intellectual fashion has led to a growing interest in all 
  things relating to the lost empire. Artifacts, maps and new 
  information about the fallen empire fetch a high price in 
  Nyssa, with Empress Cassandra herself quite interested in 
  the relics. Many expeditions and archeological digs have 
  received generous imperial funding.
  THE CANEUS EMPIRE
  The Caneus Empire is one of the oldest nations on Exodus. 
  It is a feudal empire where mighty lords bow down to 
  a hereditary emperor. The current empress is Empress 
  Cassandra Eland. 
  Nobles in the empire seek glory and prestige for themselves 
  and their families above all else. They ride chargers, and 
  stride imperiously in the center of the street. They expect 
  – and usually obtain – deference from all those of lower 
  station.
  Most commoners defer to their lords for anything beyond 
  their work and private lives. Outsiders often find them 
  apathetic and reluctant to interact with travellers.
  ADVENTURE BACKGROUND
  Two weeks before the start of the adventure, two shepherds, 
  Adler and Karl, took refuge in a cave to hide from a 
  storm. They slept through the night. As they herded their 
  mountain goats out in the morning, Adler found a secret 
  door in the back of the cave. 
  After searching for the opening mechanism, Adler finally 
  opened the door and went inside. Within was a Cavian 
  laboratory filled with antique alchemical residue and the 
  remnants of ancient experiment. Adler was not particularly 
  interested in these; he wanted things he could sell. Calling 
  in Karl, the two rummaged through the lab looking for 
  valuables. Adler found a silver-covered cavian skull while 
  Karl took a ring for his beloved fiancée, Agata. 
  The skull’s only power is to absorb magical energy focused 
  on it and disperse it harmlessly by emitting light (see New 
  Items for full description of the silvered skull). At first, 
  everyone thought it a nice curio and Adler made some 
  money showing it to people. Crowds gathered. Someone 
  speculated touching it might impart good luck.
  Then the local people began to suffer from intense 
  headaches. Many, mostly female, townsfolk began acting 
  strangely: some simply froze in place, doing little more 
  than breathing while others began speaking in tongues no 
  one could understand, recovering afterwards with only a 
  vague notion of what had transpired. The villagers assumed 
  the silvered skull had unexpected powers. Whispers turned 
  to rumor of a curse on the skull. Finally, one day, the 
  local priest threw himself off a cliff. From that point, the 
  silvered skull was sealed within Adler’s house and the 
  house avoided. Adler was forced to stay in his house, being 
  seen as tainted by association.
  The stewards sent to the local lord for help. 
  Sequestering Adler and the skull has had no effect and 
  the strange happenings now only happen more and more 
  frequently.
  THE TRUTH
  The culprit is not the skull, but the ring that Karl gave to 
  Agata. Within the ring was a cavian-created psionic entity 
  whose goal is to destroy the Sorcerer-kings. The mind 
  within the ring overwhelmed the girl and she became little 
  more than a puppet of its malevolence. 
  The strange tongue spoken in the village by some of the 
  afflicted is Sorcerous – the language of the Sorcerer-Kings 
  of Abaddon. The consciousness within the ring assumed 
  the only person in town who understood the language 
  worked for the Sorcerer-Kings – the town priest – and got 
  rid of him by forcing him to throw himself off a cliff. These 
  are results of the ring’s psionic mental disruption and mind 
  control powers. Confused by the presence of so many 
  humans, the ring has acted in a disjointed and paranoid 
  manner to protect itself, taking the many women Agata 
  comes into contact with – the menfolk being more distant 
  
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  in the fields – as potential foes. Some were also affected 
  to cover up the murder of the village priest. Since the skull 
  was for a long time the object of much local curiosity, the 
  mind controlling Agata through the ring frequented these 
  crowds to gather information, and to monitor the reactions 
  of these strangers to the skull.
  On the morning the PCs arrive, Agata, controlled by the 
  dreadmind ring, headed back to the caverns to conduct 
  further research.
  Hence the effects of the mental disruption have faded, as 
  she is absent.
  TIMEFRAME
  This adventure is set in the summer of 92 AU. The Caneus 
  Empire is about to launch a crusade against the Janus 
  Horde.
  THE JANUS HORDE
  The Janus Horde was formed after the major empires 
  refused the people of its region entry into the unified 
  government of the Imperial Alliance. In short, they decided 
  that “since civilization turned its back on us, we’ll turn 
  our back on it”. They burned their towns and adopted a 
  nomadic lifestyle aimed at destroying all settled urban 
  life and returning to a barbaric lifestyle. The Janus Horde 
  raids, plunders and destroys anything within reach of their 
  borders. 
  The crusade organized by the Caneus Empire is but the 
  most recent attempt by the major empires to destroy the 
  Horde. 
  INTRODUCTION
  Read aloud.
  The proud city of Macawi in the Caneus Empire is 
  surrounded by no less than three expansive castles 
  linked together by a tall wall enclosing the city. This 
  impressive defensive work has kept the city and its 
  citizen safe for centuries.
  The city is filled with knights and their entourages. The 
  parks, greens and every open space are filled with tents 
  and lean-tos. 
  The Caneus Empire is about to launch a huge offensive, 
  a crusade against the Janus Horde. 
  You find yourself in a seedy inn called the Goose and 
  Hound. Smoke chokes the air and the stench of cheap 
  tobacco blankets everything. 
  In the fog inside, you and a few other adventurers are 
  huddled in a booth discussing where to seek your 
  fortune next. All your contacts have come up empty. 
  You only managed to get unappealing offers from 
  nobles to join their retinue. The Canean nobles seek all 
  the glory – and possible rewards – for themselves and 
  their retinue.
  This is a good time for the PCs to introduce themselves to 
  each other before proceeding to the next encounter.
  1: THE DOOR OPENS
  Read aloud.
  The door opens, allowing fresh air to cut down the 
  smoke. A loud voice puts an end to every conversation. 
  “Sir Otto von Korrien und Oldenhaffen requests the 
  assistance of a group of law-abiding adventurers 
  seeking to perform a righteous quest,” a herald calls 
  through the smoke. Coughing, he adds: “I will be 
  outside to speak with any petitioner.”
  The sound of the door closing reaches you and 
  conversations resume.
  Allow the PCs to discuss the offer among themselves, if 
  they so desire. No one else in the tavern take the herald 
  up on his offer. 
  SIR OTTO VON KORRIEN
  When the PCs head out, they find the herald pacing near 
  the door. His face lights up when he spots the PCs and he 
  approaches them quickly. Asking them if they are willing 
  to work for Sir Otto. Assuming the PCs agree, read aloud.
  “Thank the Sanguine Lord! My name is Stevan, herald 
  to Sir Otto von Oldenhaffen. If you’ll follow me, I’ll take 
  you to him now.”
  Stevan motions for you to follow as he hurries down 
  the street towards a tailor shop. Passing through the 
  store, he climbs a narrow staircase in the back that 
  opens on a cramped room.
  Bowing before a man dressed in a simple leather armor. 
  “Sir, these mercenaries are willing to work for you…”
  Turning to you, he says. “Here is milord Sir Otto.”
  Sir Otto, Stevan and two recently arrived farmers wanting 
  to join the crusade share this cramped room. As everyone 
  squeezes inside, Sir Otto explains the following to the PCs.
   •  His domain is the village of Oldenhaffen in the Grit 
  Mountains. He lives a simple but content life.
   •  Earlier today, he received a letter from his steward, 
  Jahn, reporting a number of strange happenings. The 
  two farmers brought the letter. The letter is vague – Sir 
  Otto is willing to show it to the PCs if they ask. In 
  short, it states that many women and a few men and 
  children have been struck dumb as if at random and 
  
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  stand around dazedly doing nothing. They recover, 
  and others then are afflicted.
   •  His steward is convinced that some curse has fallen on 
  the village because of Sir Otto’s absence. He implores 
  Sir Otto to return with all haste to break the curse.
   •  Although he would love nothing better than to return 
  home and help his people, he is honor-bound to take 
  part in the crusade.
   •  If the PCs are willing to travel to Oldenhaffen and 
  investigate what is happening, he promises to pay for 
  the PCs’ expenses and the service of his priest. He also 
  offers a small stipend of 100 Knights each (1 Knight 
  = 10 cp coin) and a portion of the revenue his men 
  gather from the wool harvest.
  Once the PCs agree to help him, he thanks them and offers 
  his eternal gratitude if they can lift the curse. He gives 
  them a sealed writ letting his steward know the PCs are 
  sent at his request.
  KNOWLEDGE
  If the PCs ask locals in Macawi, replace the appropriate 
  Knowledge skill by a gather information (Diplomacy) 
  check.
  KNOWLEDGE (GEOGRAPHY OR LOCAL)
  DC 15 Oldenhaffen is known for its quality wool.
  DC 20 Oldenhaffen is a small village perched high in 
  the Grit Mountains on the road between Macawi and 
  Aremhyk.
  KNOWLEDGE (NOBILITY)
  DC 15 the von Korrien is an old family who has been 
  ennobled since time immemorial. 
  DC 18 the von Korriens have fallen on hard time since 
  Unification.
  DC 20 the (then) Emperor ordered the family to give many 
  of their holdings to the Imperial Alliance. 
  DC 25 the family strongly supports the crusade against 
  the Janus Horde as a mean to conquer new lands and bring 
  new glory to the family name.
  2: TO OLDENHAFFEN
  The twenty miles between Macawi and Oldenhaffen takes 
  the PCs about two days of travel to traverse. The terrain is 
  mountainous and the road well kept. The days are cool and 
  the night outright cold.
  On the first day, the PCs encounter many peasants heading 
  to Macawi to join their lords in the Crusade. They are 
  in good spirits and looking forward to destroying the 
  barbarians in the name of their lords.
  They also meet many merchants heading to Macawi to 
  make a fortune.
  ON THE ROAD (CR5)
  In the morning of the second day, the PCs encounter a pair 
  of ogres on the road. The ogres are threatening two young 
  farmers. The farmers have an ox-drawn cart filled with 
  
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  cabbages, which the ogres want, possibly supplemented 
  with the farmers themselves.  
  The farmers (Ekel and Haans, Nasian males, LN 
  Commoner 1) hide and try to stay away from the ogres if 
  the PCs intervene.
  The terrain is rocky ground with tall pine trees on both 
  sides of the road. 
  OGRE (2) 
  CR 3
  hp 30, see Pathfinder SRD
  TACTICS
  Morale: The ogres flee if brought to less than 5 hit 
  points.
  AFTERMATH
  The two farmers are brothers from Oldenhaffen. They are 
  heading to Macawi to sell their produce to the crusaders. 
  They plan to use the money to buy weapons and armor 
  then join Sir Otto against the barbarians. They have more 
  willingness than martial ability. They are happy to leave 
  and avoid the curse.
  They can give the PCs an overview of the situation in 
  Oldenhaffen; refer to the Adventure Background.
  3: OLDENHAFFEN
  Read aloud.
  From the main road leading to Koryth, the sign that 
  points to Oldenhaffen is old and the name barely 
  readable. The path is little more than a mountain trail 
  with breathtaking scenery. It is not long before your 
  destination comes into view.
  The village of Oldenhaffen sits on a plateau surrounded 
  by rocky grass fields. The hamlet of white-painted 
  wooden homes with thatched roofs is peaceful and 
  quiet from a distance. Only the spire of the church of 
  the Sanguine Covenant rises a little above the homes. 
  A veritable army of white-wool sheep surrounds the 
  village under the watchful eye of their shepherds.
  VILLAGE ENCOUNTERS
  From here, there are a number of small roleplaying 
  encounters as the PCs try to discover what is happening.
  Use the NPCs presented below to color the PCs’ 
  investigation. The villagers are highly superstitious and 
  the information the PCs get should be filled with ideas 
  about curses and demons. 
  The PCs will discover the following:
   •  The overall story found in the adventure background 
  (but not “the truth”).
   •  The curse manifested itself when a lot of people are 
  around: the well, the washing creek, etc. Many early 
  episodes happened near the skull.
   •  The villagers who acted abnormally are all back to 
  normal and have not shown any symptoms or illness 
  today. 
   •  A young woman (Agata) is missing today. Since she is 
  a herbalist, they believe she will return in the evening, 
  and no one is especially worried. 
   •  Adler and his cursed skull are locked in his home. 
  No one will go anywhere near either, fearing that the 
  curse might affect them. 
   • Only Adler and Karl know where the cave is located.
   •  Everyone wishes Sir Otto would return to “take care 
  of things”.
  JAHN THE STEWARD
  (LN male human warrior 4, mid-sixties) The steward is the 
  eldest man in town. He fought for the Empire in his youth. 
  He lost his right hand and now suffers from cataracts. 
  He is profoundly prejudiced against any PCs from the 
  Confederacy, the Empire’s foe in his fighting days.
  Jahn refuses to leave the limits of the village. Not because 
  he is afraid, but instead because his duty demands he stays 
  here.
  SISTER FRITZI
  (N female human cleric (Perum) 1/ witch 1, early 20s) 
  Sister Fritzi is the local priestess. She has enough healing 
  ability to keep her people healthy. Though not holding 
  much personal stock in the strict religious tenets of the 
  faith, she is confused by the events, and feels guilty that 
  she has been useless in preventing them
  It was she who cast spells to identify the skull and its 
  abilities. She also looked at what Karl brought and 
  identified the silvered skull and the amulet of protection 
  +1. Nothing else they took was magical.
  THE CAVIAN HIVE MIND
  Cavians are a race of psionic rat men that used 
  to control the area now controlled by the Caneus 
  Empire. The cavians rose to power because of their 
  common “overmind” known as the Cavian Hive 
  Mind. Following the defeat of the Cavian Empire, 
  the Hive Mind and every Cavian disappeared for 
  fifteen centuries only to reappear some sixty years 
  ago. Cavians are now found nearly everywhere on 
  Exodus where they settled in urban areas. The Hive 
  Mind’s goals are unclear. 
  Many cavians no longer belong to the Hive Mind. 
  These are known as ‘severed’ or ‘independent’.
  
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  ADLER
  (LN male p’tan warrior 1, early 20s) Adler is sequestered 
  in his house, a single-room cottage east of town. He is 
  kept under guard by Jahn’s grandson, also named Jahn. 
  Seeing Adler requires the steward’s approval (the PCs 
  must simply ask).
  Adler is willing to give the silvered skull to the PCs if they 
  promise to lift the curse. Adler agrees to take the PCs to the 
  cave, but under no circumstances does he re-enter.
  KARL
  (N male human warrior 2, late teens) Karl is away for most 
  of the day, looking for Agata. He returns at dusk in a near 
  panic. Everyone tells him that she will return shortly.
  Karl says that he brought back an amulet and a ring for his 
  girlfriend, Agata. Sister Fritzi identified the amulet as an 
  amulet of natural armor +1. The ring was not magical so 
  she did not spend any time on it.
  Karl can lead the PCs to the cave, but under no circumstances 
  does he enter, either.
  4: THE CAVERN
  With Karl or following Adler’s directions, the PCs can 
  walk the three miles to the cavern. 
  Except where specified, the complex is not lit. The ceilings 
  in the rooms are 10 feet high but only 5 feet high in the 
  corridors. The floor and walls are natural unworked stone.
  AREA 1: THE ENTRANCE
  Finding the entrance without direction is impossible. With 
  directions or Karl, it requires a DC15 Survival check or 
  a DC25 Perception check.  There is a psionic effect that 
  makes it hard to locate.
  Choked with small stone debris, the entrance to this 
  cavern is difficult to see. However, once located, you 
  cannot help but wonder how you could not see it 
  before.  The cave is dark and quiet.
  A DC 15 Survival check to find tracks by the entrance 
  reveals the passage of many sheep, a few humans (Adler, 
  Karl and Agata) and two vaguely canine sets of tracks (the 
  razorfiends).
  AREA 2: STORAGE (CR5)
  Read aloud.
  This room is filled with boxes, bags and small crates. 
  From the general mess, it is obvious that someone – 
  or something – came here and ransacked the place. 
  Glass containers, pottery and the occasional metallic 
  container can be seen among the dust and dangling 
  webs.
  The two shepherds ransacked this room looking for 
  anything of value, but missed much. After the shepherds 
  left, two razorfiends came looking for cavians. So far, 
  they have contented themselves with eating whatever they 
  found and making a mess of the place.
  RAZORFIENDS
  Razorfiends vaguely resemble a dog. At first glance 
  they seem to have fur, but in fact they are covered 
  with hardened quills. Razorfiends live in caves and in 
  underground complexes such as crypts and sewers. They 
  are not particularly intelligent and frequently serve as 
  watchdogs or minions for more powerful – or intelligent 
  – creatures.
  Razorfiends particularly enjoy rat and cavian flesh and 
  hunt them whenever they can. Razorfiends have vestigial 
  psionic abilities that allow them to find and locate their 
  prey. 
  RAZORFIEND 
  CR 3
  NE Small Aberration 
  Init +2; Senses darkvision 60ft., lifesense 60ft.; 
  Perception +1
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 
  size)
  hp 22 (4d8+4)
  Fort +2, Ref +3, Will +5
  Resist acid 10; 
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 20 ft.; climb 20ft.
  Melee 4 slams +5 (1d3)
  Space 5ft.; Reach 5ft.
  TACTICS
  During Combat: The razorfiends go for cavian and 
  psionic characters first
  Morale: The razorfiends fights to the death.
  STATISTICS
  Str 10, Dex 15, Con 13, Int 3, Wis 12, Cha 6
  Base Atk +3; CMB +2; CMD 14
  Feats Blind Fighting, Weapon Finesse
  Skills Survival +8
  SQ lifesense, swarming
  SPECIAL ABILITIES
  Lifesense (Su) A razorfiend notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability.
  Swarming (Ex) Razorfiends dwell and fight in cramped 
  quarters every day of their lives, and as such are 
  quite adept at swarming foes. Up to two razorfiends 
  can share the same square at the same time. If two 
  razorfiends in the same square attack the same foe, 
  they are considered to be flanking that foe as if they 
  were in two opposite squares.
  
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  AFTERMATH
  The PCs can find (DC 15 Perception check), buried in 
  the debris, three vials of acid, a power stone with crystal 
  shard and hammer, and enough equipment to form a small 
  alchemical laboratory (+2 to Craft (alchemy) checks). The 
  other supplies in the room are now inert and unusable. The 
  equipment could be sold for 150 gp.
  The way to Area 4 is filled with rubble. A small, narrow 
  passage has been excavated through the loose rock. The 
  passage is narrow and any Medium-sized creature must 
  make a DC 15 Escape Artist check to squeeze through. 
  Tracking reveals that a small female human has squeezed 
  through the passage. 
  Clearing the passage is time consuming but not difficult. 
  Each passage takes one hour to clear, less if the PCs have 
  useful tools (such as spades or a pick).
  AREA 3: MEDITATION ROOM (CR5)
  Read aloud.
  This room’s focal point is a stone altar with a large piece 
  of amethyst floating a few inches over it. The crystal 
  emits a dull yellow light that fills the room in a calm 
  and peaceful glow. 
  Anyone entering this room must make a Will save or 
  become dazed for one minute. While the PC is dazed, his 
  mind is flooded with cavian voices droning without cease. 
  Though not painful, it is extremely unnerving. 
  The DC depends on the PC’s own ability (choose the 
  lowest DC that applies). Once a PC makes the save, he 
  does not have to make the save again for 24 hours.
  PC 
  Will DC
  Is part of the Cavian Hive Mind 
  10
  Has a manifester level 
  13
  Has the Wild Talent feat 
  14
  Has the Natural Psionic racial trait 
  14
  Can cast arcane spells 
  15
  Is an independent cavian 
  19
  None of the above 
  18
  If a PC is disturbed – by being actively shaken or taking 
  damage – he gets a re-roll on his save with a +4 bonus.
  The crystal has a hardness of 7 and 50 hit points. 
  The crystal and the altar are trapped. Anyone not linked to 
  the Cavian Hive Mind that touches the altar or the crystal 
  triggers the trap. 
  SUMMON MONSTER IV TRAP 
  CR 5
  Type psionic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger proximity (alarm); Reset after 24 hours
  Effect spell effect (summon monster IV, summon an ice 
  mephit, see Pathfinder SRD)
  AFTERMATH
  The crystal becomes inert if moved from its current 
  location. However, it can be sold for 300 gp to the cavian 
  communities. If the crystal is broken, it shatters into small 
  shards worth a total of 5 gp to a jeweler.
  AREA 4: LABORATORY (CR5)
  Read aloud.
  In the center of the room, on a crumbling pedestal 
  stands a glowing cavian statue carved of amber. From 
  the statue, a soothing, golden light illuminates what 
  long ago was a laboratory. Long tables are covered 
  with vials, beakers, and cobwebs heavy with dust form 
  a shroud that blankets everything. 
  Humanoid, shoed, footprints crisscross the room 
  and signs of the room being carefully searched are 
  everywhere. 
  The air smells stale and musty.
  Although the statue draws the eye, the danger lays in the 
  pedestal beneath. The cavians created a deranged trepanner 
  to protect their laboratory within. Over the centuries, it has 
  become weaker and less cunning and is not as effective as 
  it once was, but it is still a dangerous opponent.
  FAULTY DERANGED TREPANNER 
  CR 5
  CN Small construct (psionic)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +2
  DEFENSE
  AC 15, touch 15, flat-footed 15 (+4 Dex, +1 size)
  hp 55 (7d10+17)
  Fort +2, Ref +6, Will -1
  DR 5/adamantine; Immune construct traits; SR 16; PR 
  16
  OFFENSE
  Speed 30 ft.
  Melee 4 claws +12 (1d4+3 plus grab or psychic drain)
  Space 5 ft.; Reach 10 ft.
  Special Attacks grab, trepanning
  Psi-Like Abilities (ML 7th; concentration +8)
  At will – empathic transfer 
  3/day – psychic drain (DC 15) (may manifest as swift 
  action upon successful melee strike)
  
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  1/day – dimension slide, dispel psionics, energy push 
  (4d6, DC 15*), specified energy adaptation (may manifest 
  as immediate action*)
  The save DCs are Intelligence-based.
  * Includes augmentation for the trepanner’s manifester 
  level.
  TACTICS
  Before Combat The trepanner stands motionless until 
  it is discovered or the PCs attempt to touch the statue 
  or the crystal.
  During Combat The trepanner attacks anyone who 
  casts spells above all others. It ignores any cavian 
  unless attacked first. 
  STATISTICS
  Str 16, Dex 18, Con -, Int 13, Wis 8, Cha 1
  Base Atk +7; CMB +9 (+13 grapple); CMD 23
  Feats Combat Reflexes, Skill Focus (Heal), Toughness, 
  Weapon Focus (arm)
  Skills Heal +17, Perception +2, Stealth +14; Racial 
  Modifiers +8 Heal, +2 Stealth
  Languages Cavian (cannot speak)
  SQ aid overchannel, freeze
  SPECIAL ABILITIES
  Aid Overchannel (Su) A creature in physical contact 
  with a deranged trepanner can divert one-third of 
  the damage caused by use of the Overchannel feat 
  (rounded up) to the trepanner, which the trepanner 
  cannot avoid by any means.  A creature can only benefit 
  from one trepanner’s aid overchannel ability at a time, 
  and this ability functions up to three times per day.
  Freeze (Ex) A deranged trepanner can hold itself so 
  still it appears to be a column between 5 to 10 feet in 
  height.  Spotting a frozen deranged trepanner requires 
  a DC 34 Perception check.
  Grab (Ex) A deranged trepanner can use its grab attack 
  against a foe of up to Medium size.
  Trepanning (Ex) If a deranged trepanner successfully 
  pins an opponent that has a skull, it may immediately 
  attempt to bore a hole in the opponent’s skull by 
  making an attack roll, taking into account the target’s 
  AC penalties for being pinned.  If successful, the target 
  suffers 4d6 damage, loses 3d6 power points, and takes 
  1d6 points of Intelligence damage.
  AFTERMATH
  The room is filled with alchemical equipment that could be 
  of use to an alchemist or a machinesmith (See Classes of 
  NeoExodus: Machinesmith) worth 150 gp. There are also 
  a number of blueprints for the creation of constructs. These 
  plans could sell in a large town for about 300 gp.
  AREA 5: THE BEDROOM (CR 5)
  Read aloud.
  The walls of this room are covered with small amethyst 
  crystals bathing the room in soft purple light. A paper-
  covered desk stands at the back of the room.
  A young nasian woman with mousy hair tied in a bun, 
  her face covered in grime and her dress torn and caked 
  with mud stands defiantly next to a pile of old, musty 
  rags forming a bed of sorts.
  Her mouth initially emits only the occasional squeak. 
  Then, after a moment, she says in a high-pitched, 
  droning voice, with the monotone pattern common 
  to cavians:
  “Have you come to report the destruction of the 
  Sorcerer-Kings and the victory of our armies? Or… are 
  you here to die?”
  The young woman is Agata, under the control of the 
  dreadmind ring. 
  A DC 15 Knowledge (history) check reveals that the 
  Sorcerer-Kings of Abaddon were conquered over nine 
  centuries ago by the Arman.
  
  NeoExodus legacies:
  the silvered skull
  9
  Convincing the entity within the ring of this fact and that 
  the Sorcerer-Kings no longer exists requires a DC 25 
  Diplomacy check. The following modifiers apply.
  PC 
  DC
  Cavian PC* 
  +5
  PC has a manifester level* 
  +2
  PC has the Wild Talent feat* 
  +1
  PC has the Natural Psionic racial trait* 
  +1
  PC from the Caneus Empire (Nas) 
  +2
  Offering to be mind-probed/controlled 
  +5
  PCs show deference to ring/Agata 
  +5
  Non-human from the Arman Protectorate 
  -1
  Human from the Arman Protectorate 
  -2
  The PCs get one chance to convince the ring. If they fail 
  to convince the ring, the ring assumes they wish to destroy 
  it and uses its summoning ability to defend itself with 2 
  thought eaters.
  On Exodus, thought eaters were most commonly found 
  as servants of the cavians in the heyday of their Empire. 
  Today, they are found in and around Cavian ruins in the 
  Caneus Empire and southern Koryth.
  AGATA  
  CR1/2
  Female human commoner 2
  N Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 10 (2d6+3)
  Fort +2, Ref +1, Will -1
  OFFENSE
  Speed 30 ft.
  Melee rolling pin +1 (1d6)
  TACTICS
  During Combat: Agata stands threateningly, but has 
  little combat abilities. 
  Morale: The dreadmind ring has no fear of death so it 
  forces Agata to fight to the death.
  STATISTICS
  Str 10, Dex 12, Con 11, Int 10, Wis 9, Cha 13
  Base Atk +1; CMB +1; CMD 12
  Feats Great Fortitude, Toughness, Weapon Proficiency 
  (club)
  Skills Craft (seamstress) +5, Heal +1, Perception +4, 
  Profession (herbalist) +4, 
  Languages Common, Nasian
  Other gear amulet of natural armor +1, dreadmind ring, 
  rolling pin (counts as club), healing herbs
  THOUGHT EATERS (2) 
  CR 2
  N small aberration (psionic)
  Init +8; Senses darkvision 60ft.; Perception +7
  
  NeoExodus legacies:
  the silvered skull
  10
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 
  size)
  hp 13 (3d8)
  Fort +1, Ref +5, Will +4
  Defensive Abilities ethereal jaunt
  OFFENSE
  Speed 40 ft.
  Melee touch +4 (eat thoughts)
  Psi-like Abilities (ML 3rd; concentration +7)
  3/day – thought shield
  At will – detect psionics, distract (DC13), precognition, 
  telepathic lash (DC13*) 
  *Includes augmentation for the thought eater’s 
  manifester level.
  TACTICS
  During Combat: thought eaters attack psionic 
  characters first.  If no PC possesses psionic power, 
  then they attack targets at random.  They hide in the 
  ethereal plane, then ethereal jaunt to attack a target. 
  If they fail to hit someone, they remain on the material 
  plane and move to a different target.
  Morale: The thought eaters fight to the death or until 
  each has syphoned a total of 24 power points from the 
  party.
  STATISTICS
  Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14
  Base Atk +2; CMB +2; CMD 16
  Feats Alertness, Improved Initiative
  Skills Perception +7, Stealth +14
  SPECIAL ABITIES
  Eat Thoughts (Su) A thought eater can drain psionic 
  power points with a successful melee touch attack. 
  Each touch drains 6 power points from the opponent 
  (or fewer, if the opponent has fewer than 6 points 
  remaining). Against a non-psionic creature or a psionic 
  creature that currently has no power points, this touch 
  attack instead deals 1 point of Intelligence damage.
  Ethereal Jaunt (Su) A thought eater can shift from the 
  Ethereal Plane to the Material Plane as a move action, 
  and then shift back again as a free action.  The ability is 
  otherwise identical to the psionic ethereal jaunt power 
  or spell.
  Psionic Abilities The DC of a thought-eater’s psionic 
  abilities are Charisma-based.
  AFTERMATH
  Whether Agata survives the encounter is significant to the 
  remainder of the adventure. 
  If knocked unconscious, she regains control of herself, 
  saying that a cavian mind was controlling her. She assumes 
  the silvered skull is responsible. The dreadmind ring 
  quickly reasserts control after she returns to consciousness, 
  however, and has Agata discover what the PCs know of 
  the Cavian Empire, the Sorcerer-Kings of Abaddon and 
  history.
  If Agata is killed, the ring hides its abilities behind her 
  magic aura ability. Unless the PCs use an identify spell, 
  they cannot pierce through the glamour. 
  The papers on the desk are written in Cavian. They are 
  letters asking for troop readiness, the location of generals 
  and the disposition of Sorcerer-King armies as the human 
  invaders closed in on the Hive Mind. They are worthless, 
  as they impart no significant historical data. 
  TROUBLESHOOTING: PUTTING ON THE 
  RING
  If a PC decide to put on the dreadmind ring, the ring 
  remains dormant until the PC meets with a cavian 
  belonging to the Hive Mind (such as Lady Solze in Part 
  5). At that point, the dreadmind ring uses its mind control 
  ability to attempt to force the PCs to turn it over, if they do 
  not do so willingly.
  AREA 6: THE WELL
  Read aloud.
  The air in this room is much cooler than the other 
  rooms. From the far side of the room, water trickles into 
  a pool upon which small insects flick like skaters.
  A small pail and a silver basin rest by the pool, having 
  been cleaned and used recently.
  A DC 13 Knowledge (dungeoneering or nature) reveals the 
  insects are cave skaters, harmless creatures found in caves. 
  The springs flowing into the pool are cold and refreshing. 
  The water drains into an underground system through 
  small openings. 
  A DC 15 Appraise or Knowledge (history) identifies the 
  pail and basin as items commonly used by the ancient 
  cavians to cleanse and purify themselves. The items have 
  no religious meaning but would still fetch around 200 gp. 
  Agata used the pail and basin to drink.
  The PCs may return to Oldenhaffen without incident. 
  5: BACK IN TOWN
  Read aloud.
  As you enter Oldenhaffen, you see two ox-drawn 
  wagons are stopped before Jahn’s house. Four human 
  guards stand around keeping watch as a trio of cavians 
  exits the steward’s home. Jahn follows them, a big 
  smile on his face.
  
  NeoExodus legacies:
  the silvered skull
  11
  As Jahn sees you he waves you to come closer with a 
  big smile on his face. Approaching, the steward calls 
  to you. 
  “Blessed by this day! These cavians have come here to 
  lift the curse. This whole nightmare is finally over! Hand 
  them the silvered skull and anything you found in your 
  investigation.”
  “Oh, don’t worry! They will pay you handsomely for 
  anything they take.” Turning to a tall female, he adds. 
  “Is that right, lady Solza?”
  The cavian woman nods, her face retaining the stone 
  cold expression so common among her people.
  Jahn expects the PCs to turn over any item they find. Lady 
  Solza offers fair market price for the items. She looks at 
  everything with passing interest. 
  THE DREADMIND RING
  When the PCs show lady Solza the dreadmind ring, read 
  aloud.
  Lady Solza’s dark eyes grow wide. In the high-pitched, 
  droning voice common to cavians, she exclaims, an 
  excited squeak entering her inflections. “Yes! That is it. 
  You will be greatly rewarded. There is great historical 
  value to be had by studying that ring.”
  “You have my thanks. Many, many times over.”
  Allow the PCs a chance to react and decide what to do 
  next. Her initial offer is 3,000 gp for the ring.
  If the PCs ask her the importance of the ring, she says that 
  she is a researcher in all things dating back to the Cavian 
  Empire. She claims an ancient master made the ring. She 
  insists once the ring and the silvered skull are back into the 
  cavian hands (she does not consider independent cavians 
  as “true cavians”), the curse will be lifted.
  TURNING OVER THE RING
  If they agree to give her the ring, they earn her friendship. 
  Read aloud.
  Once lady Solza takes the ring, she puts it on and closes 
  her eyes for a moment. “Yes! That’s it!”
  Turning to Jahn, she says. “I feel the curse has been 
  lifted. This ring… it needed to be returned to its rightful 
  owners. Your village’s curse is lifted.” Morale in the 
  village immediately lifts. As the villagers begin dancing 
  and singing with joy. 
  Lady Solza orders her caravan to leave immediately. 
  The villagers do not seem to mind that a cursed item 
  leaves their midst.
  Proceed to the conclusion.
  REFUSING TO TURN OVER THE RING
  If the PCs refuse to turn over the ring, she gets agitated 
  and demands it be turned over to her immediately. She 
  increases her monetary offer to 6,000 gp.
  In the end, the decision is the PCs’. Any non-cavian PC 
  who wears the ring must begin making a Will save every 
  round, as the ring wants to go with lady Solza. 
  FORCED TO GIVE IT UP
  If the PCs are forced to give up the dreadmind ring, lady 
  Solza pays them whatever her last offer was.
  TROUBLESHOOTING: ATTACKING LADY 
  SOLZA
  Attacking Lady Solza or any member of her entourage 
  results in her fleeing to the safety of the wagons.
  LADY SOLZA 
  CR8
  LN Cavian psion (psychoporter) 9
  AC 13; touch 13, flat footed 10 (+3 Dex)
  hp 47
  TACTICS
  During combat: Lady Solza uses her inconstant 
  position class ability to have the first attack that hits 
  her get a 50% mischance as an immediate action.
  Morale: Lady Solza withdraws and uses nomad’s step 
  to teleport into her wagons.
  LADY SOLZA’S ASSISTANTS (2) 
  CR3
  LN Cavian psion (telepath) 4
  AC 12; touch 12, flat footed 10 (+2 Dex)
  hp 22
  TACTICS
  During Combat: The assistants move to cover Lady 
  Solza’s escape with their bodies but do not make any 
  attacks on the PCs.
  Morale: The assistants fight to the death.
  HIGH GUARD RECRUIT 
  CR 4
  Male human (Nasian) fighter 5
  LN Medium humanoid
  Init +5; Senses Perception +8
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+ 9 armor, +1 Dex, +3 
  shield)
  hp 42 (5d10+15)
  Fort +6, Ref +2, Will +5; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +11 (1d8+5/19-20) or mwk 
  shortspear +10 (1d6+4/x3)
  Ranged javelin +6 (1d6+4) or shortspear +6 (1d6+4)
  
  NeoExodus legacies:
  the silvered skull
  12
  TACTICS
  During combat: Lady Solza uses inconstant position to 
  have the first attack that hits her get a 50% mischance 
  as an immediate action.
  Morale: The High Guards fight to the death or until the 
  PCs cease to threaten Lady Solza and her entourage. If 
  the PCs take down Lady Solza, the high guards fight to 
  the death, taking one extra shot at any PC going down.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +9 (+11 bull rush); CMD 20 (22 vs. 
  bull rush)
  Feats Alertness, Cleave, Improved Initiative, Improved 
  Bull Rush, Iron Will, Power Attack, Shield Focus
  Skills Intimidate +5, Perception +8, Ride -1, Sense 
  Motive +7
  Languages Common, Nasian
  SQ armor training 1, weapon training (heavy blades +1)
  Combat Gear potion of cure moderate wounds (2), 
  tanglefoot bag, thunderstones (2); Other Gear full 
  plate, masterwork heavy steel shield, masterwork 
  longsword, masterwork shortspear, 6 javelins
  CONCLUSION
  THE PCS KEEP THE RING
  Read aloud.
  Faced with your refusal to sell the ring she so clearly 
  desires, she orders her caravan to leave at once. She 
  tells the villagers that you are unreasonable and that 
  she refuses to lift the curse.
  She orders her people to leave immediately.
  Jahn pays the PCs the money they are due, but does so 
  without enthusiasm. He tells them politely that their work 
  is complete and that they should leave before nightfall.
  You have made few friends in Oldenhaffen with your 
  refusal to sell the ring. In spite of your assurances, few 
  trust that you really have solved the curse that hung 
  over their village.
  As the village disappears from view, Adler and Karl sit 
  on a rock overlooking the road. “Finally! There you are!”
  The two men approach you with smiles. Karl speaks 
  first. “Listen, we know the others do not feel gratitude, 
  but we know what was in that cave. And to be honest, I 
  would much rather the cavians not find it.”
  Adler adds. “We have little we can give you, but we 
  can only encourage you to throw those things into a 
  canyon or into a cave. Make them disappear forever. 
  I don’t care what Sister Fritzi says… these things are 
  indeed cursed!”
  The two men wave you goodbye and return to their 
  flock.
  Find out what the PCs intend do with the ring. The most 
  anyone is willing to pay for it is 1,200 gp, far below its 
  expected market price. The PCs’ contacts report being 
  harassed by cavians, and cavian spies and agents seem 
  to tail the party as they travel with the item. Anyone who 
  buys the ring soon reports that it was stolen in the night.
  If the PCs elect not to sell it, and do not discard it as the 
  shepherds recommend, a high-level psionic cavian using 
  cloud mind (DC Will 28) steals the dreadmind ring a few 
  days later, leaving the PCs with a non-magical duplicate; 
  if somehow the character carrying the ring can resist this 
  effect  a second attempt follows two days later after, along 
  with continued harassment and spying. The dreadmind 
  ring wants to return to cavian hands, and its original 
  owners also wish it with the full focus of their communal 
  mind as well
  THE PCS SOLD THE RING TO LADY 
  SOLZA
  Read aloud.
  Jahn pays you the money Sir Otto promised with a 
  smile. He insists that you stay in town to partake of the 
  feast held in your honor. 
  Whole lambs are put on the spit and kegs of ale and 
  mead are opened and shared. You have made lasting 
  friends in Oldenhaffen. The feast lasts well into the 
  night as the villagers celebrate. 
  EPILOGUE
  When the PCs leave Oldenhaffen, read aloud, as an 
  epilogue.
  The scene is a small, dimly lit cavern deep in the 
  Caneus Empire. Three cavians are seated in a semi-
  circle, obviously meditating.
  A door opens and Lady Solza enters. Standing before 
  the eldest, she presents the dreadmind ring on her 
  finger. The other three gasp in awe.
  Lady Solza says. “Yes, what was long-lost is ours once 
  more! The Hive Mind as it was before the world fell to 
  mankind has re-emerged. Finally, our grand design may 
  be reactivated.” The other cavians smile and chitter.
  “The dreadmind ring has returned to its people. A new 
  hegemony will soon rise upon Exodus.”
  THE END
  
  NeoExodus legacies:
  the silvered skull
  13
  NEW RULE ITEMS
  DREADMIND RING
  The dreadming ring was created by Cavian arcanists in 
  the dying days of the War of Mind and Magic. It holds a 
  fragment of the Cavian Hive Mind, safe from the magic-
  using humans. The ancient cavians used the best jewelers 
  and crystal workers of their empire to forge it.
  In this adventure, the dreadmind ring’s sentience is 
  confused because it does not yet understand that the 
  Sorcerer-Kings are no more and that the Cavian Empire 
  has fallen. Agata’s lack of knowledge about the Cavian 
  Empire and the Sorcerer-Kings is greatly disturbing to the 
  dreadmind ring. 
  DREADMIND RING
  AURA see text; CL 12th
  SLOT ring; PRICE 85,400 gp; (appears 4,000 gp) Weight -
  DESCRIPTION
  The dreadmind ring is exquisitely made of silver and 
  platinum, holding a central shard of crystal cut to 
  resemble a gemstone. A fragment of the Hive Mind is 
  then placed within, giving it both sentience and power. 
  The dreadmind rings hates to be examined magically 
  and always obscures its power through a psionic 
  version of the magic aura spell. Because of that ability, 
  the ring can never be identified without the use of an 
  identify spell.
  AL Lawful Neutral; Int 18; Wis 10; Cha 10; Ego 16
  Languages Cavian, Common, Sorcerous, Telepathy
  SPECIAL ABILITIES 
  At-will – magic aura (self only), mental disruption (DC 
  16) 
  3/day – mind control (DC 18)
  1/day – disintegration (DC 20, +6 ranged touch, special 
  purpose), summon (3 thought eaters)
  Special Purpose Destroy the Sorcerer-Kings of 
  Abaddon and their followers.
  Skills Knowledge (history) +14
  CONSTRUCTION
  REQUIREMENTS Forge Ring, disintegration, magic aura, 
  mental disruption, mind control, schism, must be able to 
  contact the Cavian Hive Mind; COST 42,700 gp
  SILVERED SKULL
  The silvered skull was a magical attempt by the cavians 
  to create an item that would absorb and dispel any magic 
  cast upon it. Their goal was to stop and deflect the magical 
  energies to protect their generals and top officers while on 
  the battlefield. 
  The process worked, but the item had to have spells 
  directly cast upon it, it provided no protection from spells 
  cast against the wielder, only the skull itself. 
  SILVERED SKULL
  Aura faint abjuration; CL 5th
  Slot -; Price 6,000 gp; Weight 10 lbs.
  DESCRIPTION
  This cavian skull is entirely covered with silver. The 
  creation process prevents the skull from being animated 
  as an undead.
  Any spell – not psionic power – cast on the skull is 
  converted to a light spell lasting for 1 minute per caster 
  level. The effect creates an evocation [light] that is the 
  equivalent to a spell of the same level. Thus a haste 
  spell cast by a 5th level wizard would create light for 5 
  minutes as a 3rd-level light spell.
  CONSTRUCTION
  REQUIREMENTS Craft Wondrous Item, daylight, dispel 
  magic; COST 3,000gp
  
  NeoExodus legacies:
  the silvered skull
  14
  MAP 1: AREA
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  first ones
  e ne mie s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  NeoExodus legacies:
  the silvered skull
  15
  MAP 1: AREA
  
  NeoExodus legacies:
  the silvered skull
  16
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  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.
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  NeoExodus Adventures: The Silvered Skull. Copyright 2013, Louis Porter 
  Jr. Design Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jean-Philipe ‘JP’ Chapleau
  Reviewers: D’Anne Nelson, Louis Porter Jr. and Linda Weygant-Robison
  Editing: Jeff Erwin
  Playtesters: Martin Blake, Leonard Logan, Jacob Minner, and Michael Wilson
  Artwork by Anthony Cournoyer, Rick Hershey, Ean Moody, Yama Orce and Jason Walton
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