TEXT: 3.5 SYSTEM COMPATIBLE
  LPJXX26
  undying Legacy
  of the f irst ones
  Adventure for 3rd to 5th-level characters
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  2
  RUNNING NEOEXODUS
  NeoExodus is an exciting campaign written for the 
  Pathfinder RPG. It is set in a world in need of heroes, its 
  future hanging in the balance.
  This book assumes that the GM has a copy of the 
  Pathfinder RPG Core Book and the Pathfinder RPG 
  Bestiary. Having a copy of the NeoExodus Campaign 
  Book (available at NeoExodus.com) will help with the 
  flavor and history.
  NeoExodus is a world that is evolving through the action 
  of heroes. For more information and the many NeoExodus 
  products, visit NeoExodus.com.
  HISTORY
  The village of Pushkhar is nestled in the Verdant Hills 
  roughly 50 miles northwest of the city of the Dominion 
  town of Hasani, on the shores of Lake Jedub.  Pushkhar’s 
  people are a mixture of goatherds, fishermen and wheat 
  farmers, making the village prosperous. 
  Pushkhar was founded by Dominion settlers in the 7th 
  century BU (about 700 years ago). The settlement was 
  designed as an advanced post for Dominion forces and a 
  way to control Lake Jedub. 
  At the onset of the Twilight War (nearly 200 years ago), 
  the garrison was recalled to Hasani and sent east in an 
  effort to defeat the Arman Protectorate. Seeing the garrison 
  decimated, baron von Werkstorm gathered his knights 
  and peasants to march on the abandoned settlement. The 
  village resisted for a few days, but eventually agreed to 
  the baron’s terms. Anyone who wished it could leave 
  unharmed so long as they left without destroying any 
  buildings and left all their valuables in town.
  Most of the villagers stayed and merely bowed their heads 
  to Canean masters. In the years since, Pushkhar has been 
  ruled wisely and although the area saw fighting during the 
  Twilight War, the village has remained loyal to the Caneus 
  Empire to this day.
  Today, Sir Heinz von Brachmer, an aging, cataract-ridden, 
  and childless Cordelian knight is nominally in charge 
  of the village. However, throughout the adventure, he is 
  bedridden, affected by severe arthritis pains. Returning his 
  villagers’ loyalty, he still expects to get up and defeat the 
  calibans himself once he recovers.
  1. THE FIRST ONES
  The First Ones once controlled the world in a brutal and 
  sadistic empire, before they were destroyed following the 
  creation of the Kaga. The First Ones have disappeared 
  from the world and have since become symbols of evil in 
  the folktales, songs, and histories of Exodus. 
  THE SANGUINE COVENANT
  The Sanguine Covenant is the most widespread religion on 
  Exodus. It is a monotheistic faith where the faithful do not 
  pray directly to the Sanguine Lord, instead they pray to the 
  Seven Venerates. The Venerate provide Sanguine priests 
  with their spells, answer divination spells and gather the 
  faithful’s prayers to submit them to the Sanguine Lord. 
  The Covenant is a powerful church that actively pursues 
  heretics, and fiends (First Ones, evil outsiders, undead, 
  among many). 
  RECENT EVENTS
  For the past few days, Pushkhar has been besieged by a 
  caliban tribe. Isolated and without any strong warriors to 
  take the fight to the calibans, the village has been trying to 
  recruit people to help.
  The local priest, Father Issek, a young man full of ideas, 
  escaped the siege and made his way to Hasani in the 
  Dominion by crossing the lake by night. There he plans 
  to hire good-hearted adventurers to save his people from 
  the calibans.
  He does not know, however, that the calibans’ camp is 
  located on the site of an ancient village dating back to the 
  days of the First Ones’ Empire. Looking for treasure, the 
  calibans almost unearthed a temple. The temples’ scythian 
  inhabitants, now undead, heard the noise made by the 
  calibans above. They left their cavernous temple to kill and 
  create more skeletal warriors for their cause, decimating 
  the raiders’ camp in the days since Issek left his village.
  Because of the ensuing destruction of the calibans, the 
  attacks on Pushkhar have diminished, and the villagers 
  hope the main caliban force has moved on to better 
  PUSHKHAR
  LG village
  Corruption -1; Crime -2; Economy +0; Law +1; 
  Lore -0; Society +0
  Qualities insular, strategic location
  DEMOGRAPHICS
  Government autocracy (ruling lord)
  Population 170 (150 humans (mix Cordelian and 
  Nasian); 10 gevet, 10 sasori)
  NOTABLE NPCS
  Sir Heinz von Brachmer (male Cordelian LG Ftr7)
  Father Issek of the Jug of the Sanguine Covenant 
  (male Nasian LG Clr (Laita) 6)
  MARKETPLACE
  Base Value 550 gp; Purchase Limit 2,750 gp; Spell 
  casting 3rd 
  Minor Items 2d4; Medium Items 1d4; Major 
  Items -
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  3
  pickings. But the legacy of the First Ones is a much more 
  dangerous threat than these cannibal nomads.
  THE CANEUS EMPIRE
  The Caneus Empire where this adventure takes place is a 
  feudal monarchy ruled by Empress Cassandra Eland. Best 
  known for its knights, the empire has the most professional 
  army in all of Exodus and its nobles school themselves 
  rigorously in the skills of rule. The Caneus Empire is a 
  Lawful Neutral nation. 
  INTRODUCTION
  It is assumed the PCs are together and have adventured 
  together before. Adjust as needed.
  Read aloud.
  The Dominion town of Hasani is surrounded by high 
  black stone walls. The settlement is strategically located 
  on a road to the Caneus Empire. The city was fought 
  over many times with Dominion forces usually coming 
  out on top. The military is vastly increased in strength 
  by the presence of many earth and air elementals that 
  patrol the city and the surrounding countryside.
  Like the walls, the houses are made up of black bricks 
  and mortar extracted from the local hills, giving a 
  gloomy appearance to the town itself. Despite this, 
  locals dress in bright colors and seem content.
  Though the Dominion and the Caneus Empire have 
  maintained an uneasy truce since the formation of 
  the Imperial Alliance, old enmities die hard on Exodus. 
  Canean citizens are closely monitored and their 
  activities observed.
  You have come to this town with a small group of other 
  adventurers.
  Allow the PCs to introduce themselves before continuing 
  to the next encounter.
  1: BRIEFING
  Read aloud.
  An hour ago, as you were at the market, resupplying 
  for your next adventure, one of your contacts, a Sasori, 
  a scorpion man information-peddler, motioned you to 
  a secluded location. He had heard that one Father Issek, 
  a stranger in town, was looking for skilled adventurers.
  You tracked down the priest to the local cathedral, a 
  limestone structure topped by a large spire of red brick, 
  giving the impression of a large drop of blood falling 
  from the sky. 
  A young acolyte approaches you as you enter the 
  church. Asking you your business, he motions for you 
  to follow. Pacing at the entrance of the shrine to the 
  First Venerate is a young Nasian man, barely out of 
  his teens. He has pale skin and sandy hair, torn but 
  clean clothes, and a beard a few days old. He is deep in 
  thought and does not look up to you, even when the 
  initiate points him out.
  Father Issek is a devotee of the First Venerate Laita. A 
  DC15 Knowledge (religion) reveals that Laita is the LN 
  Venerate of rulership and the destruction of forbidden 
  knowledge. Her worship is usually favored by the nobility 
  and those concerned with the dangers of misbegotten truth.
  Father Issek is praying and must be approached directly. 
  Once disturbed, he politely asks the PCs who they are, 
  why they want to see him and if they have any martial 
  experience.
  He tells the following story. 
   •  Caliban raiders are besieging his village, attacking 
  anyone going in or out.
   •  The raiders have yet to attack the town itself (Praise 
  Laita!), but they burned a lot of outlying farms.
   •  They ate everyone they killed and broken every 
  jawbone to prevent questioning of their spirit (not that 
  he could do so anyway).
   •  He sent a number of runners to the local baron, Baron 
  Ulf von Werkstorm, but they were intercepted and 
  their jawless heads found on stakes in the morning.
   •  He escaped by crossing Lake Jedub in a canoe.  Praise 
  Laita!
   •  He can scribe up to 400 gp in clerical scrolls to offer 
  the PCs after they complete the mission, and he offers 
  healing and any support he can provide. He will make 
  sure the baron knows of their exploits and states he 
  may reward the PCs as well. He will lead them across 
  the lake to Pushkhar, but must remain with the village 
  once they arrive.
  When the PCs agree to help, proceed to encounter 2.
  CALIBANS
  Calibans are a race of white-skinned humanoids that 
  live to raid, fight, and consume the flesh of those they 
  vanquish. Being cannibals, they eat any living creature 
  they can get their hands on. Calibans are found wandering 
  in bands throughout Exodus.
  Kalisans, an offshoot of the caliban race are a PC race 
  found in the NeoExodus Campaign Setting.
  2: PUSHKHAR
  Father Issek travels with the PCs to the shores of Lake 
  Jedub, which serves as the border between the Dominion 
  and Caneus Empire. 
  There, he talks with a fisherman who agrees to lend the 
  priest two four-person canoes to cross the lake. He tells the 
  party that it would be better to arrive in Pushkhar during 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  4
  the day, as calibans have the advantage by night, but the 
  decision is up to the PCs. 
  The trip over the lake takes three days. There are a few 
  small islands to stop at, but the rowing will be strenuous.
  CALIBAN RAIDERS (CR4, SOFT)
  As the PCs approach the village in their canoes, a small 
  group of Caliban raiders come to meet them in stolen 
  fishing boats. They attack before the party can disembark. 
  Father Issek immediately falls prone, leaving the fighting 
  to the professionals. He can provide healing to PCs 
  (channel positive energy, CL 6, 3d6, or Cure Light Wounds 
  1d6+5, maximum 4 uses).
  Fighting in the small boat is complicated. If more than one 
  person stands to fight, then anyone standing must make a 
  DC10 Acrobatics check every round or fall overboard. The 
  Swim DC is 10 in the deep waters of Lake Jedub.
  Anyone not standing is considered prone. 
  CALIBAN LEADER CR 2
  hp 34, see Stat Block Section
  TACTICS
  During combat the leader fights whoever stands up to 
  face him.
  Morale The caliban leader fights to the death.
  CALIBAN WARRIOR (3) CR 1/3
  hp 6 each, see Stat Block Section
  TACTICS
  During combat the calibans stay down and 
  attack from prone, only standing up one at 
  a time. 
  Morale The last caliban standing flees if 
  he can.
  THE VILLAGE
  Upon reaching Pushkhar, PCs must make a DC 15 
  Fortitude save or be fatigued from the effort of 
  crossing the lake.
  Read or paraphrase.
  Pushkhar is a collection of wood and stone 
  homes with thatched 
  roofs, surrounded by a 
  wooden palisade built a 
  few dozen yards from the 
  beach where a few fishing 
  boats have been tied to posts. 
  Parts of the defenses show clear 
  fire damage. The gate has a watchtower 
  atop which soldiers keep watch.
  As the party approaches the gate, the soldiers recognize 
  their priest and open the gate.
  A score of homes, an inn –whose name “Fischer 
  Mercantile and Boarding House” lets you know that 
  it doubles as the local store – and the church of the 
  Sanguine Covenant complete the settlement. 
  Father Issek tells everyone he found hardy adventurers 
  in Hasani and that the problem will soon be resolved.
  The crowd disperses after a few moments and Father Issek 
  takes the PCs to the temple. He invites the PCs to settle in 
  the main room of the temple if they wish. 
  A DC 15 Sense Motive check gives the PC the impression 
  that unlike the priest, the villagers are not too happy with 
  the news or their arrival.
  Father Issek suggests the PCs meet with Sir Heinz, the 
  local knight. It should be clear that the priest acted without 
  the blessing of the knight and ruler of the village.
  After dark, only the guard (1-2 soldiers and 1-6 militiamen 
  or 1-4 dogs) are in the streets. Villagers retire to their 
  homes and refuse to open their doors unless convinced 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  5
  with a DC 15 Diplomacy or Intimidate check. If the PCs 
  are found (Stealth DC 14), the guards politely ask the PCs 
  to retire to their lodgings, explaining that the settlement 
  is under a curfew. If the PCs refuse, the soldiers report to 
  Father Issek that the PCs were on the streets and anything 
  that happens is immediately blamed on them. Killing the 
  guard is a major blunder, and will eliminate any chance of 
  being repaid for the party’s trouble.
  TALKING TO SIR HEINZ
  Sir Heinz is the local knight, though he is much too old 
  to be of any use. Everyone loves and respects him, but he 
  is generally bedridden, and cannot defend the village in 
  person.
  Sir Heinz is at his home, tended by his aging wife. The 
  man is suffering from arthritis. He is currently bedridden 
  and in obvious pains. His wife sits by his bed, reading a 
  book and eyeing newcomers with heavy eyes, especially 
  if they try to convince her husband to go out and hunt 
  calibans. 
  The old man talks like he is still in full command of his 
  faculties and health, but he can barely move. He insists that 
  he will be out of bed soon and hopes that he can assist the 
  party. His mind is also getting away from him.
  Anyone making a DC15 Heal or Profession (herbalist) 
  check can ease the old man’s pains for a few days, and 
  indicates to the character that Sir Heinz’s infirmities, 
  despite his hopes, are not likely to improve. So long as 
  they are diplomatic about this issue, making Sir Heinz 
  more comfortable makes him much friendlier towards the 
  party. Helping the old man grants the PCs a +2 bonus to 
  any Bluff or Diplomacy checks in the rest of Pushkhar.
  THE CROWD (SOFT)
  As the PCs are settling in, a small crowd gathers outside 
  the temple. They ask Father Issek to come outside. 
  If the PCs listen in or approach the priest, they learn the 
  following.
   •  Since the priest left, the calibans have stopped their 
  attacks on the town itself. 
   •  They have seen only small groups of calibans on 
  canoes, heading away from Pushkhar.
   •  The villagers are angry Father Issek went to fetch 
  “servants of the Dominion” instead of alerting their 
  baron. This is a big point of contention. 
   •  Many express the opinion that the baron will be 
  furious when he hears that foreigners were called to 
  do his duty.
   •  Other have no desire to overpay “foreign thugs” to do 
  what they pay taxes to the baron for, they refuse to pay 
  the PCs.
  Father Issek’s own Diplomatic skills are not sufficient to 
  calm things down. Although things won’t get violent, the 
  locals like their priest and are too pious to put a hand on 
  him, the PCs have a chance to settle things and make their 
  lives easier in the village.
  This requires a DC20 Diplomacy check. However, the 
  check is modified by the following factors.
  BONUS 
  CONDITION
  +5 
   If the PCs promise to speak to the baron 
  before leaving
  +5 
   If the PCs promise not to ask for payment 
  for their deed
  +3 
  Per PC from the Caneus Empire
  +2 
   Per PC who is openly a worshiper of the 
  Sanguine Covenant
  +1 
  Per PC from the Arman Protectorate
  -1 
   Per PC from the Dominion or the Reis 
  Confederacy
  -2 
  Per PC from Sametia
  -2 
  Per gevet PC
  -5 
  Per caliban or kalisan PC
  If the PCs manage to calm the crowd, the villagers warm 
  up to the players, lowering the DCs of any social check by 
  5 with the villagers (including Father Issek). To speed up 
  gameplay, any DC that would fall to 10 or below should 
  be waved.
  TALKING TO THE LOCALS
  The PCs can talk to the locals after dealing with the crowd 
  to find out more about the situation. Doing so requires 
  a gather information check (Diplomacy). Compare the 
  resulting roll to the following. This information is given 
  and confirmed by all the other villagers. 
  DC 10 the calibans appeared earlier this year. 
  DC 11 (the PCs get a list of all the farms attacked).
  DC 12 the calibans must have gone as the only one seen or 
  reported in the past week were leaving the area.
  DC 13 in the days of Empress Mercy, many travelers from 
  the Dominion came here. 
  DC 15 the calibans are likely in the employ of the 
  Dominion, sent across the border to weaken the Empire’s 
  borders. (Not true, but the villagers firmly believe it).
  DC 18 the Dominion sends spies all along the border, they 
  are getting ready for an invasion.
  DC 20 the Baron is gone to Nyssa to meet with the 
  Empress. (The Baron did go to Nyssa on business).
  DC25 the Empire is getting ready to strike at the 
  Dominion, and the Khagan has been vocal in demanding 
  a more thorough investigation in the death of Empress 
  Mercy. Good Empress Cassandra presented “clear proof” 
  (which no one here has seen) of her older brother Bial’s 
  involvement in the murder and disappearance.
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  6
  THE BURNED FARMS
  The burned farms in the vicinity of the village are all the 
  same. Each farmstead has a single-room home with a small 
  adjacent garden (the garden has not be destroyed), and a 
  small barn to hold a few animals. Surviving animals were 
  given by Father Issek to the next of kin; the calibans prefer 
  to eat humanoid flesh over that of domestic animals.
  The farmstead and barn are burned, leaving only charred 
  walls. Anything of value was already taken. The bodies 
  were all buried in the town’s cemetery.
  However, there are a few clues the PCs can find.
  A DC 15 Heal check reveals the attack was quick and 
  brutal. From the blood puddles, it is clear that some post-
  mortem feasting took place near the house.
  A DC 15 Knowledge (local) or Profession (soldier) reveals 
  the pikes used to plant the heads are of Dominion-make 
  (this lends credence to the villagers’ belief, but really 
  means nothing as the calibans are nomadic raiders).
  The immediate surroundings yield no useful tracks as 
  the villagers trampled the area thoroughly. Looking in 
  an extended circle, beyond the edges of the farmstead 
  and making a DC15 Survival check reveals many booted 
  humanoid tracks accompanied by canines heading towards 
  the north. A DC12 Knowledge (nature) or Survival check 
  identifies the canine prints as those of a Caliban hound. 
  Caliban hounds are dog bred by calibans for war and 
  combat. Few other races keep them around because of 
  their mean and vicious temper. 
  There are signs of between five and ten calibans with one 
  or two caliban hounds.
  Following the calibans’ tracks lead the PCs to the ruins, 
  three miles away. With every farmstead the PC visit, grant 
  a +2 bonus to the PCs’ check to find the trail.
  3: THE RUINS
  Once the PCs reach the ruins, read or paraphrase.
  The forest gives way to a large clearing, allowing a 
  good view of the sky.  Only a few stones poking out 
  of the bushes indicate this to be the site of a long-
  abandoned settlement.  
  A campsite with a stack of firewood and two large 
  stitched-leather tents are the only sign of habitation. 
  Leashed to a stone, a dog lies dead, eviscerated. Flies 
  buzz around the camp.
  All is quiet. All is silent.
  The two tents belong to the calibans who attacked 
  Pushkhar. 
  THE TENTS
  The tents contain hammocks for up to ten people. From the 
  clothing, tools and rations, it is clear this is a caliban camp. 
  If the PCs need supplies (but not weapons or armor) they 
  are available in the camp. Most of the food, stolen from the 
  farms nearby, is edible by other races, and is not made up 
  of humanoid flesh the calibans love to eat. 
  There are signs of struggle throughout the camp with 
  blood and bones scattered everywhere. Other than body of 
  a caliban hound lying next to the stone, there are no bodies. 
  The exact nature of the attackers is difficult to ascertain at 
  a glance
  Treasure: A DC 15 Perception check while searching the 
  tents reveal a small chest filled with coins of various origins 
  (mostly from the Caneus Empire and the Dominion) in 
  silver pieces, jewelry and gems worth 400gp total.
  LOOKING FOR TRACKS
  A successful DC 13 Survival check shows the way to the 
  temple (see the following encounter). The tracks were 
  made by humanoids carrying heavy loads (unconscious or 
  dead calibans). The humanoid creatures did not try to hide 
  their tracks and actually used the same path a number of 
  times. 
  If the PC made a DC 20 on the Survival check, the tracker 
  realizes that there seems to be more and more traffic on 
  the path (as the skeletons are becoming more and more 
  numerous).
  THE DOG
  The wounds on the dog’s body are filled with tiny bone 
  fragments. A DC15 Heal check reveals it shows no sign of 
  being eaten or gnawed on. A DC15 Knowledge (history) 
  check reveals the shards are extremely brittle and resemble 
  the bone weapons of the Scythians (see sidebar). The 
  revelation of the involvement of the scythians indicates the 
  presence of their dark masters: the First Ones..
  THE RUINS
  The ruins are made up of very ancient stones, smoothed by 
  the wind and vegetation. If a PC takes at least an hour to 
  trace the entire layout, a DC 15 Knowledge (architecture 
  or history) places the type of structure to at least two 
  thousand years old, dating back to the days of the First 
  Ones’ Empire.
  The ruins are those of a First One settlement named, 
  according to the inscriptions, Kodaben. A DC20 Knowledge 
  (history or religion) after examining the stones reveals that 
  Kodaben was apparently an important religious center. 
  Those who succeed in the check will remember that the 
  First Ones held the Pushkhar region for long periods of 
  time, only abandoning it when the Kaga’s and his army 
  troops overran the area. 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  7
  THE BEAR (CR4, SOFT)
  As the PCs roam about the camp, a bear from the 
  surrounding forest wanders into the camp looking for an 
  easy meal.
  GRIZZLY BEAR - CR 4
  hp 42 (see Pathfinder RPG Bestiary)
  TACTICS
  Morale: The bear fights until it is down to less than 10 hit 
  points before fleeing.
  SCYTHIANS
  The scythians are a brutal race of merciless killers created 
  and enslaved by the First Ones. Scythians live only to kill 
  and revel in the mayhem. They prefer the brutality of hand 
  to hand combat over anything else. They are can craft 
  weapons out of bones. Scythians name themselves after 
  their war cry, giving them names they shout as they enter 
  battle. None were seen on Exodus for five centuries.
  For more details on the Scythians, see Monsters of 
  NeoExodus: The Scythians and Enemies of NeoExodus: 
  The First Ones. 
  4: THE TEMPLE
  From the caliban camp, the trail leading to the temple takes 
  the PCs near a stream on a cliff face. The entrance was 
  partially buried for years, but the calibans dug around and 
  broke part of the cliff exposing the entrance. 
  INSIDE THE TEMPLE
  Except where noted otherwise in the encounters, the 
  following applies to the whole temple. 
   • There is no light. 
   • Ceilings are 10 ft. high.
   •  The tracks and drag marks from outside take the 
  following path: Entrance-A-C-D-E. Following the 
  tracks requires a DC 15 Survival checks. Unless 
  mentioned, every room has been travelled heavily 
  before the PCs arrive.
   •  The walls of every corridor are covered with prayers 
  to the Dark Lord Khayne. The prayers are mostly in 
  Exodite (the “common” tongue of the First Ones), 
  but there are a few written in Khaynite, Scythian and 
  even a few prayers in Common. The prayers relate 
  the glory of bloody and vengeful conquest, and the 
  joys of crushing and destroying all enemies.. A DC 
  12 Knowledge (religion) reveals that this aspect of 
  Khayne is the one commonly associated with the 
  First Ones. He is the NE god of death, conquest 
  and destruction whose symbol is a skull wreathed 
  in flames. Khayne is worshipped in many different 
  aspects on Exodus, all of them promoting evil and 
  destruction.
  THE DARK LORD KHAYNE
  Like his followers, the Dark Lord Khayne caters to his 
  followers in a number of different aspects. The one 
  presented in this adventure is the oldest, more chthonic 
  aspect of Khayne as a bloody warrior god.
  Other aspects of Khayne exist, as worshiped by the 
  Brotherhood of Khayne, his followers who control the 
  island of Unthara. All of his aspects promote evil and 
  destruction.
  THE SHAFT
  To get inside, a PC must climb down a 40-ft shaft 
  (represented by a stairwell on the map) requiring a DC 15 
  Climb check. 
  The shaft room has been converted by Kyaaa’gwa into a 
  staging area from where he is to launch his campaign of 
  terror. Simple and Caliban weapons are found here (clubs, 
  daggers, caliban bolas, and spears mostly). 
  The room is dusty but a DC15 Survival reveals a mixture 
  of skeletal feet and booted prints. The tracks found outside 
  lead to room A.
  ROOM KEY 
  Room A is the entrance, refer to Encounter 5: The Entrance 
  (A).
  Room B is the lab, refer to Encounter 6: The Lab (B).
  Room C is the dry storage, refer to Encounter 7: Dry 
  Storage (C).
  Room D is the garden, refer to Encounter 8: The Garden 
  (D).
  Room E is the crypt, refer to Encounter 9: The Crypt (E).
  5: THE ENTRANCE (A)
  Read or paraphrase.
  The walls of this room are made of dark crimson bricks 
  with crumbling mortar. The floor and ceiling were once 
  painted the same color, but only a few specs of paint 
  remain, revealing the dark grey stone underneath.
  All around the room, the walls are carved with scenes 
  of carnage where humanoids submit themselves to 
  the murderous and bloody whims of skeletal creatures. 
  What draws your attention is the large mosaic depicting 
  the world at the center of the room. Landmasses 
  and oceans can clearly be seen. Around the map two 
  snakes circle the map, biting each other’s tail.
  Dust has been cleared from the mosaic revealing its 
  beauty even to this day. The colors are vibrant and the 
  map precise and detailee.
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  8
  This room used to be a meditation chamber for the priests 
  of Khayne.
  A DC 19 Knowledge (planes) identifies the skeletal 
  creatures on the wall carvings as bone devils rather than 
  undead creatures. A DC15 Perception or Sense Motive 
  identifies the participants as willing sacrifices.
  The mosaic represents the area controlled by the Empire of 
  the First Ones as it was about twenty centuries ago, around 
  the time of the creation of the Kaga. A DC 15 Knowledge 
  (geography or history) identifies the mosaic as such. An 
  image of the mosaic can be found in Player Handout 1.
  After the PCs have spent about a minute in the room 
  without anyone praying out loud to Dark Lord, a magic 
  mouth activates (centered on the map) and says in Exodite: 
  “The glory of slaughter and conquest  can only be 
  matched by the sacrifice of a thousand enemies on 
  the charnel altar of the Dark Lord. Pray to him that his 
  envious gaze fall upon some other wretch.”
  A DC 15 Knowledge (religion) check identifies a prayer 
  to the god Khayne that can be recited out loud. If the PCs 
  fail to recite a correct prayer, a bearded devil is summoned 
  with a caster level of 17 to attack the interlopers. He 
  manifests within the circle created by the two serpents 
  within the mosai7.
  BEARDED DEVIL - CR 5
  hp 57 (see Pathfinder RPG Bestiary)
  TACTICS
  Morale: The bearded devil fights to the death without 
  mercy. When killed, it returns to its home plane.
  6: THE LAB (B)
  Read or paraphrase.
  Webs loaded with dust drape this room in an antique 
  veil. One can make out stone tables and shelves along 
  the walls. All are covered with indistinct objects, but 
  their precise nature is impossible to ascertain without 
  removing the webs and dust. 
  The air is choked with dust but absolutely still and 
  quiet. 
  The remnants of sacrifices, now little more than bones 
  cover the stone tables. Rusted and nearly useless manacles 
  are fixed to the tables, often with bones still in them. All 
  the bones bear marks as though they were gnawed upon. 
  A DC15 Heal check confirms these are the marks of 
  sacrificial butchery instead. 
  Searching the tables stirs up a lot of dust, temporarily 
  obscuring the room (granting 20% concealment to anyone 
  within). The dust forces anyone to make a DC 13 Fortitude 
  save or be nauseated for one round, when the dust clears. 
  Before abandoning the temple, the First Ones who 
  controlled it went on a frenzy of sacrifice, hoping to 
  garner the favor of their bloodthirsty master.
  THE SHELVES (CR 6)
  The shelves used to contain incenses, poisons and 
  alchemical substances. With time, these reagents have 
  reacted with air and changed, creating a natural trap-like 
  effect. If the dust on the shelves is disturbed, dust scatters 
  throughout the room, though only those adjacent to the 
  disruption can be affected by the dust, which is not as 
  dense as that on the tables, and provides no concealmest. 
  Unlike the dust on the tables, the dust here is dangerous to 
  living creatures. The dust can be identified with a DC 20 
  Knowledge (nature) or Profession (herbalist).
  If disabled successfully, enough dust for one dose worth of 
  poison can be gathered.
  UNGOL DUST TRAP - CR 6
  Type mechanical; Perception DC 25; Disable Device DC 
  15
  EFFECTS
  Trigger location; Reset none
  Effect poison gas (ungol dust); never miss; onset delay (1 
  round); multiple targets (all targets in a 10-ft.-by-10-ft. 
  room)
  UNGOL DUST
  Type poison, inhaled; Save Fortitude DC 15
  Frequency 1/round for 4 rounds
  Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha 
  damage; Cure 1 save
  AFTERMATH
  Treasure: One of the bony fingers has a garnet ring worth 
  500 gp. Glass bottles on the shelves contain alchemical 
  ingredients that can be used to make 1d4 vial of acid, 
  with a DC 20 Craft (alchemy) check. Alternatively, these 
  substances could be sold for 100 gp.
  7: DRY STORAGE (C)
  Read or paraphrase.
  Shelves line the walls of this room upon which rest 
  remnants of goods long turned to dust. The air is 
  extremely dry and tastes of the ocean.
  The unmistakable glint of gold can be seen among the 
  dust. 
  This storage room was used to house the offering, 
  sacrifices, and gifts given to the priests. The First Ones 
  bound two salt mephits to protect their goods. The salt 
  mephits have kept their charge for centuries and are 
  profoundly bored. 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  9
  When the PCs arrive, the mephits hide behind the crates 
  to see who they are and evaluate their intentions. PCs are 
  allowed a DC 22 Perception check to spot the mephits. 
  How the mephits react depends heavily on the PCs. If 
  threatened, or if the PCs try to take or steal anything, the 
  mephits attack. If the PCs are content to talk, the mephits 
  react in kind. The mephits’ task is to protect the goods in 
  the room. They do not care about the other creatures of the 
  complex. They act as though they are the masters of the 
  complex. Like all salt mephits, they are cruel and aloof. 
  The mephits answer any questions, but exaggerate their 
  own power, claiming that only other inhabitants of the 
  complex are mindless, stupid undead. They share a 
  particular dislike for Room D because it is “slimy, wet and 
  disgusting
  THE MEPHITS (CR5)
  DUST MEPHITS (2) - CR 5
  hp 19 each (see Pathfinder RPG Bestiary) 
  TACTICS
  During Combat: As long as they remain in the room, their 
  fast healing is active.
  Tactics: The mephits fights to the death without mercy. 
  But do not pursue the PCs beyond the complex or to room 
  D.
  AFTERMATH
  Treasure: Once the mephits are defeated, the PCs can 
  search through the dust and remnants of ancient offerings 
  and find a number of coins dating back to the First Ones’ 
  Empire. Five hundred gold coins dating back to the days 
  of the First Ones’ empire. These coins are broken and split. 
  As such they are worth half that amount. 
  Everything else has been destroyed by time and is of no 
  value.
  8: THE GARDEN (D)
  Read or paraphrase.
  The air in this room smells of mold and wet dirt. The 
  trickling sound of moving water echoes from the back 
  of the room. 
  Lighted by glowing runes on the floor, you can make 
  out what can only be described as a macabre garden. 
  Long-dead carcasses of humanoids hang from the 
  ceiling on rusted chains. The chains rattle from an 
  unfelt breeze. Bones litter the floor of this room and 
  the occasional broken and rusted weapon can be seen 
  among the debris. It seems as though an impressive 
  battle took place here long ago.
  On the far wall, a mosaic depicts a bloated man, his 
  mouth gaping open, staring at you from the darkness. 
  Envious, malign intentions are plainly visible on his 
  features. A jewel-covered necklace hangs at his neck. 
  The mosaic is clean and free of the dust that covers 
  everything else.
  If the PCs make a DC 20 Perception check, add:
  A few blood-spattered skeletons stand among this 
  hanging “garden”. Their scimitars and tattered armor so 
  rusted you doubt they would reflect light.
  The gold runes are in Exodite and read: “Service to the 
  Dark Lord is eternal; the raising of his blood-soaked 
  palace is a glorious endeavor to perform every day;” 
  a common prayer to Khayne. The runes radiate a faint 
  evocation magic (because of the dim light). 
  At the back of the room, an underground river has broken 
  through the complex. The river fills its channel entirely 
  up and downstream from the room, making an attempt to 
  follow it beyond the ability of most parties. The water is 
  clean, despite the filth within the room.
  The wall mosaic represents Khayne in his usual form. It 
  once held a poison dart trap, but the wooden mechanisms 
  have rotted and crumbled to dust, the metal parts rusted 
  and the poison dried. In short, there is very little left to 
  find. Any PC who looks for traps and make a DC 18 
  Perception check can find the dart holes. A further DC 15 
  Disable Device ascertains the state of the trap.
  For all its horrible beauty, the mosaic has no value. The 
  “jewels” are beads of glass or tin. A DC10 Appraise check 
  can confirm they have no value.
  THE BODIES (CR 0)
  The bodies are skeletal, some barely more than skulls. 
  They come from a wide variety of creatures: human, 
  caliban, p’tan and sasori. The PCs can find a total of 
  twenty bodies. 
  They have been partially animated, to rattle on their 
  chains. Therefore:
   • They radiate evil.
   • They react like undead to any spell or effect. 
   • They have an AC of 5.
   • They have 1 HD and 1 hit point.
   • They fail any saving throw they have to make.
   •  All they do is sway and move to rattle their chains. 
  They do not attack or threaten in any way.
  If the PCs destroy one of the bodies, an eerie howling 
  resonates from the bodies. This is caused by the souls of 
  the bodies being freed. The PCs must make a DC 14 Will 
  save vs. fear or be shaken for 1d4 minutes. Destroying 
  the other bodies after making this save releases the same 
  sound, but does not trigger a savs.
  THE SKELETONS (CR 5)
  The skeletons attack as soon as they become aware of the 
  PCs. 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  10
  CALIBAN SKELETONS (4) - CR 1/3
  hp 4 each (see Stat Block section)
  BEARDED DEVIL SKELETON - CR 3
  hp 27 (see Stat Block section)
  Development: The mobile skeletons in this room are all 
  recent, unlike those hanging from the ceiling. They were 
  created by Kyaaa’gwa who placed the bodies into the 
  bed of Galowyen (for more information about the bed of 
  Galowyen, see the New Rule Items section).
  9: THE CRYPT (E)
  Read or paraphrase.
  Exquisite sarcophagi rest on a black stone floor. Most of 
  the covers have been removed long ago.
  In the middle of the room, a number of skeletons stand 
  around a sarcophagi from where muffled thumping 
  can be heard. 
  The crypt is where the scythian skeletons wait. Their initial 
  reaction depends heavily on what the PCs have done thus 
  far. 
  The thumping is caused by a caliban woman who was 
  knocked unconscious and placed in the bed of Galowyen. 
  She is running out of air and will die 10 rounds after the 
  PCs first enter the room, unless rescuar. 
  The thumping is caused by a caliban woman who was 
  knocked unconscious and placed in the bed of Galowyen. 
  She is running out of air and dies 10 rounds after the PCs 
  first enter the room. 
  CHAMPIONS (CR 6)
  The crypt is desecrated, giving every undead +2 profane 
  bonus to hit rolls, damage rolls and saving throws and +2 
  hit points per HD. Those bonuses stop immediately once 
  both skeletal champions are destroyed.
  CHOKER SKELETONS (2) - CR 1
  hp 17 each (see Stat Block section)
  KYAAA’GWA - CR 3
  Maln scythian skeletal champion barbarian 3
  hp 48 (see Stat Block section)
  TACTICS
  During Combat: If given a chance, Kyaaa’gwa tries to 
  use his acrobatics to move to attack the weaker targets in 
  the back, ideally clerics or healers.
  SCYTHIAN SKELETONS (2) - CR 1/3
  hp 6 each (see Stat Block section)
  SKELETAL CHAMPION - CR 2
  hp 23 (see Pathfinder RPG Bestiary)
  TACTICS
  During Combat: The skeletal champion prefers to attack 
  easy targets over heavily armored ones.
  THE COFFIN
  Opening the coffin (the bed of Galowyen) requires a DC 
  20 Strength check and a full round action which triggers 
  attacks of opportunity. If the PCs open the coffin, the 
  caliban woman inside leaps up and helps the PCs, realizing 
  that she stands a better chance with them than with the 
  undead. Though evil, she also hates the First Onad. 
  Her name is Eklarka. Use the caliban warrior entry in the 
  stat blocks, but without weapons.
  AFTERMATH
  Treasure: In the other sarcophagi within the crypt, the 
  PCs find an incense of meditation, a +1 short spear, a +1 
  chainmail, a potion of battlemind and a scroll of deaden 
  senses. 
  CONCLUSION
  The destruction of the skeletons ends the threat to Pushkhar. 
  Although the PCs’ trials are over, there are still a few 
  things for them to do. 
  The following are a few examples, tailor to the PCs’ 
  choices.
  FATHER ISSEK
  Father Issek is happy to cure the PCs of any injury they 
  suffered during the adventure. He is very interested in 
  what happened and how the PCs defeated the calibans. 
  He offers the PCs four hundred gold pieces worth in 
  clerical scrolls and his heartfelt thanks.
  TELLING HIM ABOUT THE SCYTHIANS
  If Father Issek is told about the scythians, read or 
  paraphrase.
  Father Issek’s brow grows dark and the priest becomes 
  pensive, and, taking his hand to his chin, he thinks for 
  a long moment.
  “That is bad news… I will have to report this to my 
  superiors. This place will have to be purified. Can I 
  count on you to keep the details of what you found 
  there quiet. The last thing we all want is a panic on our 
  hands.”
  “Can I count on you?”
  Let the PCs answer. The priest does not say any more on 
  the topic.
  EKLARKA
  If Eklarka survived, the PCs have a few choices with what 
  should happen to her.
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  11
  LETTING HER GO
  The PCs agree to let her go. Her tribe has been destroyed. 
  Still she heads out into the wilds and disappears from the 
  adventures.
  TURNING HER TO THE AUTHORITIES
  Eklarka did take part in the raids on Pushkhar. If taken to 
  justice – she does not go willingly – the authorities (Father 
  Issek or Sir Heinz) chain her up and keep her until the 
  baroesreturns.
  --- THE END ---
   
  NEW RULE ITEMS
  NEW ITEMS
  BED OF GALOWYEET
  Galowyen was a Khaynite necromancer who lived over 
  twenty five centuries ago. He became obsessed with 
  methods of creating undead servants and even extending 
  his own life. As such, he created a number of such “beds” 
  which he gifted to allies throughout the First One Empire. 
  BED OF GALOWYEN
  Aura moderate necromancy; CL 8th
  Slot none; Price 5,400gp plus up to 500gp in onyx; 
  Weight 3,500 lbs.
  DESCRIPTION
  Those large sarcophagi were created by the First Ones 
  centuries ago. When a body is placed within the bed of 
  Galowyen (before or after death), the body is animated as 
  a skeleton twenty four hours later. There is enough air to 
  keep a living person alive for four hours.
  The bed requires the body to be inside it and remain 
  closed for the full twenty four hour or the bed does not 
  activate. When it animates the body within, the bed burns 
  through some of the onyx lining within, - 25gp’s worth for 
  each HD of creature within. This lining can be replaced 
  independently without damage to the bed. Activating the 
  bed without a corpse within does nothing. The bed simply 
  does not activate. 
  If more than one corpse is placed within, the bed animates 
  in a way that would maximize the number of skeletons 
  created. Placing an undead creature within it heals the 
  occupant as though the target of an inflict moderate 
  wounds (CL8) spell.
  Occasionally, the person placed within rises as skeletal 
  warrior. Why or how this is done is unknown. 
  The price mentioned above is for the basic bed. Most 
  crafters covered the beds with gold and other decorations. 
  Some are also reinforced with bands of steel or wood to 
  prevent the person. Beds of Galowyen are rarely mobile 
  and are usually confined to a single area.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate dead, inflict 
  moderate wounds; Cost 2,700gp plus up to 500gp in onyx
  NEW SPELLS
  BATTLEMIND
  School divination; Level sorcerer/ wizard 1
  Casting Time 1 standard action
  Component V, S
  Range personal
  Target you
  Duration 1 round / level (D)
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  The caster adds his spell casting attribute modifier to 
  attack rolls instead of Strength or Dexterity.
  Source: NeoExodus Campaign Book.
  DEADEN SENSES
  School necromancy; Level bard 2, druid 2, ranger 2, 
  sorcerer/ wizard 2
  Casting Time 1 standard action
  Component V, S
  Range Touch
  Target Creature touched
  Duration 1 minute / level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  This spells renders a target’s senses completely useless 
  (sight, hearing, smell, taste and touch). Creatures lose 
  any blindsense or tremorsense ability. Creatures with 
  blindsight replace it with blindsense at the same distance.
  STAT BLOCKS
  THE UNDEAD
  KYAAA’GWA
  In life, Kyaaa’Gwa was a brutal leader of men who 
  terrorized the area in and around Kodaben. When he 
  died, he was interred in the crypt and animated into a 
  guardian for the First Ones’ tomb. In the centuries since 
  his interment, he has convinced himself that he is destined 
  to rise up at the head of a new undead army that will crush 
  everything before him. 
  Kyaaa’Gwa’s arrogance has lead him to destroy the temple’s 
  other guardians, including a bound devil, converting them 
  into skeletons, leaving the ruin less well protected than 
  intended. He patiently awaits the PCs, regardless of the 
  noise or commotion they cause in the complex, confident 
  they will die and be incorporated into his growing horde. 
  He will croak out cruel taunts and insults at the characters 
  as he fights.
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  12
  KYAAA’GWA - CR 3
  XP 800
  Male scythian skeletal champion barbarian 3 
  NE Medium undead
  Init +8; Senses darkvision 60ft.; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 17 (+3 armor, +4 Dex, -2 
  rage, +2 shield); ACP –1
  hp 48 (2d8+3d12+10)
  Fort +6, Ref +5, Will +6
  Defensive Abilities channel resistance +4, hard to 
  intimidate, reckless, trap sense +1, uncanny dodge; DR 
  5/ bludgeoning; Immune cold
  OFFENSE
  Speed 40 ft.
  Melee bone blade +10 (1d8+5/ 19-20) and bite +5 
  (1d4+2) or claw +10 (1d4+5) and bite +5 (1d4+2)
  Special Attacks rage (14 rnds/day), rage power (animal 
  fury)
  STATISTICS
  Str 20, Dex 18, Con -, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB +9; CMD 23
  Feats Bone Blade*, Improved Initiative, Weapon Focus 
  (longsword)
  Skills Acrobatics +9, Climb +10, Intimidate +7, 
  Perception +8, Stealth +5, Survival +6
  Languages Exodite and Scythian
  Special Qualities dedicated to violence
  Gear potion oe inflict light wounds, mwk studded 
  leather, mwk heavy wooden shield
  SPECIAL ABILITIES
  Dedicated to violence: Scythians get +1 racial bonus 
  to attack rolls with melee weapons.
  Hard to intimidate: The DC to Intimidate a Scythian is 
  increased by 2.
  Reckless: Scythians get a +2 racial bonus on Will saves 
  against fear effects.
  TACTICS
  When not raginganKyaaa’Gwa’s statistics are AC 19, 
  touch 14, flat-footed 19; hp 38; Fort +7, Will +3; Melee 
  bone blade +8 (1d8+4/ 19-20) or claw +8 (1d4+4), no 
  bite attack; Str 16; CMB +7; CMD 21 Skills Climb +8
  THE MINDLESS UNDEAD
  CALIBAN SKELETON - CR 1/3
  XP 135
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 
  natural)
  hp 4 (1d8)
  Fort +0, Ref +1, Will +2
  DR 5/bludgeoning; Immune cold
  OFFENSE
  Speed 30 ft.
  Melee falchion +4 (2d4+4/18-20) or two claws +4 
  (1d4+3)
  Ranged javelin +1 (1d6+3)
  STATISTICS
  Str 17, Dex 13, Con -, Int -, Wis 10, Cha 10
  Base Atk +0; CMB +3; CMD 14
  Feats Improved Initiative
  ECOLOGY
  Treasure falchion, studded leather armor, 4 javelins
  CHOKER SKELETON - CR 1
  XP 400
  NE Small undead
  Init +7; Senses darkvision 60 ft.; Perception +0
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  13
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 
  size)
  hp 13 (3d8)
  Fort +1, Ref +4, Will +3
  DR 5/bludgeoning; Immune cold
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee 2 claws +6 (1d4+3)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 16, Con -, Int -, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 16
  Feats Improved Initiative
  BEARDED DEVIL SKELETON - CR 3
  XP 800
  NE Medium undead (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 27 (6d8)
  Fort +2, Ref +5, Will +5
  DR 5/bludgeoning; Immune cold
  OFFENSE
  Speed 40 ft.
  Melee glaive +8 melee (1d10+6) or 
  2 claws +8 melee (1d6+4)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  STATISTICS
  Str 19, Dex 17, Con -, Int -, Wis 10, Cha 10
  Base Atk +4; CMB +8; CMD 21
  Feats Improved Initiative
  ECOLOGY
  Treasure standard (glaive)
  SCYTHIAN SKELETON - CR 1/3
  XP 135
  NE Medium humanoid
  Init +7; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, +2 
  natural)
  hp 4 (1d8)
  Fort +0, Ref +3, Will +2
  DR 5/bludgeoning; Immune cold
  OFFENSE
  Speed 30 ft. 
  Melee claw +2 (1d4+1)
  STATISTICS
  Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10
  Base Atk +0; CMB +1; CMD 14
  Feats Improved Initiative
  SQ dedicated to violence
  Other gear leather armor
  SPECIAL ABILITIES
  Dedicated to violence: Scythians get +1 racial bonus 
  to attack rolls with melee weapons. 
  THE CALIBANS
  Calibans are cannibalistic creatures found throughout 
  Exodus, though they are most commonly found in the 
  Wyldlands of Bal where their brutality has earned them 
  the admiration and friendship of many rulers. The calibans 
  share mankind’s hatred and fear of the First Ones who 
  enslaved them long ago. 
  For more information on the calibans, see Enemies of 
  NeoExodus: The Calibans.
  CALIBAN WARRIOR - CR 1/3
  XP 135
  Caliban warrior 1
  CE Medium humanoid
  Init +0; Senses darkvision 60ft., scent; Perception -1
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 6 (1d10+1)
  Fort +3, Ref +0, Will -1
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee falchion +5 (2d4+4/ 18-20)
  Ranged caliban bola +1 (1d4) or throwing axes +1 
  (1d6+3)
  STATISTICS
  Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
  Base Atk +1; CMB +4; CMD 14
  Feats Weapon Focus (falchion)
  Skills Intimidate +2
  Language Balite, Common
  SQ weapon familiarity
  Gear caliban bola, falchion, two throwing axes and 
  other treasure
  ECOLOGY
  Environment: Any wilderness on mainland Exodus
  Organization: solitary, pair or tribe (3-12)
  Treasure standard
  SPECIAL ABILITIES
  Ferocity Once per day, when a caliban is brought 
  below 0 hit points but not killed, he can fight on for one 
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  14
  more round as if disabled. At the end of his next turn, 
  unless brought to above 0 hit points, he immediately 
  falls unconscious and begins dying.
  CALIBAN LEADER
  Caliban leaders are vicious and brutal warriors who 
  dedicate their lives to perfecting their combat skills. They 
  lead hordes of calibans into battle, relishing in the fighting 
  more than in the feasting that follows.
  CALIBAN LEADER - CR 2
  XP 600
  Maln caliban Fighter 3
  CE Medium Humanoid 
  Init +5; Senses Darkvision 60ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14   (+4 armor, +1 Dex); 
  ACP -1
  hp 34 (3d10+9)
  Fort +5, Ref +2, Will +1
  Defensive Abilities bravery +1, ferocity
  Weakness light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +10 (2d4+7/18-20/x2) or handaxe 
  +8 (1d6+5/20/x3) 
  Ranged handaxe +4 (1d6+5)
  STATISTICS
  Str 20, Dex 12, Con 14, Int 8, Wis 11, Cha Base Atk +3; 
  CMB +8; CMD 19
  Feats Improved Initiative, Power Attack, Toughness, 
  Weapon Focus (falchion)
  Skills Survival +6
  Languages Balite, Common
  SQ armor training 1
  Combat Gear mwk falchion, 3 handaxe, mwk hide;
  SPECIAL ABILITIES
  Ferocity Once per day, when a caliban is brought 
  below 0 hit points but not killed, he can fight on for one 
  more round as if disabled. At the end of his next turn, 
  unless brought to above 0 hit points, he immediately 
  falls unconscious and begins dying.
  Light Sensitivity (Ex) A caliban is dazzled in bright 
  light.
  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 adventures:
  undying legacies of the f irst ones
  15
  PLAYER HANDOUT 1: THE MOSAIC
  MAP
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  16
  ABILITIES
  Str 10 Dex 12 Con 14 Int 14 Wis 10 Cha 18
  DEFENSE
  hp 20 AC 17 touch 13 flat-footed 16
  Fort +3, Ref +2, Will +3 Vulnerability sonic
  OFFENSE
  Melee mwk longspear +2 (1d8, x3; 10-ft reach)
  Ranged mwk light crossbow +3 (1d6, x3)
  Ranged elemental ray +2 ranged touch (7/day, 1d6+1 acid)
  Sorcerer Spells Known (CL 3rd; concentration +7, +2 ranged 
  touch)
  1st (6/day) —  acid burning hands* (DC16), enlarge person, magic 
  missile, ray of enfeeblement (DC15)
  0 —  acid splash, detect magic, disrupt undead, mage hand, read magic
  BAB +1; CMB +1; CMD 12
  SPECIAL
  Cyneans are crystalline humanoids. Most spend their lives 
  researching arcane mysteries of the world. They tend to be stoic 
  and calm, speak slowly, with much emphasis. Other races see them 
  as slow and dull but Cyneans are pensive rather than reckless.
  (New Feat) Gem Soul Know one additional spell of the spell highest 
  level you know.
  (New Feat) Gem Soul, Improved Your body is laced with rubies. 
  Your evocation spells are cast as if your caster level was one higher 
  and your spell DC is increased by 1.
  Male Cynean Sorcerer 3
  Bloodline Earth Elemental
  Align N; Init +1; Speed 30ft.
  Homeland Gavea; 
  Deity Respects all the gods
  Languages  Caliban (Balite), 
  Common, Cynean, 
  Draconic, Gavean
  SKILL
  Bluff +10
  Knowledge (arcana) +8
  Knowledge (planes) +8
  Profession (herbalist) +6
  Spellcraft +8
  FEATS
  Eschew Material
  Gem Soul
  Improved Gem Soul (ruby)
  COMBAT GEAR
  bracers of armor +1, 2 
  scrolls of mage armor, 
  potion 
  of 
  cure 
  light 
  wounds, ten days’ trail 
  rations, 45gp 
  NAME: DEMA-MA
  ABILITIES
  Str 14 Dex 10 Con 12 Int 14 Wis 18 Cha 8
  DEFENSE
  hp 24 AC 19 touch 10 flat-footed 19
  Fort +4, Ref +1, Will +7
  OFFENSE
  Melee mwk sap +5 (1d6+2, non-lethal)
  Melee mwk heavy mace +5 (1d8+2)
  Ranged javelin +2 (1d6+2)
  Cleric Domains Knowledge (Lorekeeper DC22), Magic (hand of the 
  apprentice 7/day, +7 ranged)
  Cleric Spells Known (CL 3rd; concentration +7)
  2nd (2+1/day) —  calm emotions, detect thoughtsD (DC16), sound 
  burst (DC16)
  1st (3+1/day) —  bless, comprehend languagesD, hide from undead, 
  shield of faith
  0 — detect magic, detect poison, light, stabilize
  BAB +2; CMB +4; CMD 14
  CLERIC ABILITIES
  Arcane Bond As a wizard, you have bonded with your holy symbol 
  (amulet). 
  Arcane Caster Clerics of Kaga are arcane casters (though they still 
  gain spells and select domains as clerics do). In spite of being arcane 
  casters, clerics of Kaga do not have arcane spell failure for their cleric 
  spells. 
  Male Human Cleric 3
  Align NG; Init +0; Speed 20ft.
  Homeland Caneus Empire
  Deity Kaga
  Languages  Abyssal, Ancient 
  Arman, Celestial, 
  Common, Nasian, 
  Qijomi
  SKILL
  Bluff +10
  Knowledge (arcana) +8
  Knowledge (planes) +8
  Profession (herbalist) +6
  Spellcraft +8
  FEATS
  Eschew Material
  Gem Soul
  Improved 
  Gem 
  Soul 
  (ruby)
  COMBAT GEAR
  bracers of armor +1, 2 
  scrolls of mage armor, 
  potion 
  of 
  cure 
  light 
  wounds, ten days’ trail 
  rations, 45gp 
  NAME: HANS SKEFFARD
  
  NeoExodus adventures:
  undying legacies of the f irst ones
  17
  ABILITIES
  Str 18 Dex 14 Con 16 Int 6 Wis 10 Cha 8
  DEFENSE
  hp 37  AC 20 touch 12 flat-footed 18
  Fort +6, Ref +3, Will +1; DR 1/-; bravery +1
  OFFENSE
  Melee mwk Bal war club +8 (1d8+4, 19-20) and bite +2 
  (1d6+2)
  Melee bite +7 (1d6+4)
  Ranged javelin +5 (1d6+4); BAB +3; CMB +7; CMD 19
  Special
  Mutations Fangs (bite attack) and Thick Hide (DR 1/-)
  ENUKAS
  Enukas are primal, animalistic predators in human form. 
  They are massively built humanoids covered in thick fur 
  except for their ape-like faces. Males have short horns on 
  their heads. They are fierce and dour creatures seeing the 
  world in terms of predator and prey.
  Male Enuka Fighter 3
  Align NG; Init +6; Speed 30ft.
  Homeland Reis Confederacy 
  Deity Sanguine Covenant
  Senses low-light vision
  Languages  Balite (Caliban), 
  Common, Enuka
  SKILL
  Profession (soldier) +6
  FEATS
  Cleave
  Improved Initiative
  Power Attack
  Toughness
  COMBAT GEAR
  mwk 
  breastplate, 
  mwk heavy wooden 
  shield, mwk Bal war 
  club, 4 javelins, acid, 
  alchemist 
  fire 
  (2), 
  backpack, bull’s eye 
  lantern, 
  grappling 
  hook, oil (5), silk rope, 
  two week’s rations, 
  25gp
  NAME: NOSE CUTTER 
  ABILITIES
  Str 14 Dex 17 Con 12 Int 10 Wis 15 Cha 11
  DEFENSE
  hp 24 AC 17 touch 13 flat-footed 14
  Fort +2, Ref +6, Will +3; Evasion, shadowborn
  OFFENSE
  Melee mwk rapier +6 (1d6+2, 18-20)
  Melee sap +5 (1d6 non-lethal)
  Ranged mwk shortbow +6 (1d6, x3)
  Special atk shadowspark +5 ranged touch or 15ft cone (DC13 Ref half) 
  (6/day, 1d6+1), sneak attack +2d6, vengeance
  BAB +2; CMB +4; CMD 17
  SPECIAL
  Outsider: P’tan are outsider (native).
  Light Sensitivity Dazzled in bright sunlight or within a daylight spell. 
  (-1 penalty on attack rolls and sight-based Perception checks)
  Shadowborn P’Tan have a +4 bonus on saves spells with the shadow 
  subtype.
  Vengeance +1 racial bonus on attack rolls against creatures with the 
  First One subtype.
  Female P’tan Rogue 3
  Align CG; Init +3; Speed 30ft.
  Homeland Koryth 
  Deity Sanguine Covenant
  Senses darkvision 60ft.
  Languages Common, Exodite
  SKILL
  Acrobatics +9
  Climb +8
  Disable Device +10
  Knowledge (local) +6
  Perception +8
  Sleight of Hand +9
  Stealth +9
  Use Magic Device +6
  FEATS
  Black Lightning Cone
  Toughness
  Weapon Finesse
  COMBAT GEAR
  acid, alchemist fire 
  (2), 
  thunderstone, 
  backpack, grappling 
  hook, oil (5), silk rope, 
  mwk thieves’ tools, 
  one weeks’ rations, 
  45gp 
  NAME: KARISSA
  P’TAN
  The P’Tan are a race created from elemental shadow by the First Ones to replace the slaves lost 
  when mankind rebelled. P’Tan later broke free and now live to hunt down the First Ones. Many 
  races of Exodus look upon the P’Tan with suspicion.
  
  NeoExodus legacies:
  ruins of trovaska
  18
  Designed by: Jean-Philipe ‘JP’ Chapleau
  Editing: Jeffrey Erwin 
  Graphic Design, Layout & Logo: Louis Porter, Jr Design
  Cover and Interior Art:  Eduardo Bromhbley, Anthony Cournoyer, Juan Diego Dianderas, Carlos Herrera, Alejandro 
  García Palomares, Yama Orce, Phillip Simpson
  Kickstarter Donors:  John Bennett, James Boland, Terence Bowlby, Thom Brown, Damon English, Issak Haywood, 
  Theocrat Issak, Paco Garcia Jaen, Graham Lewry, Santiago Mendez, Homer Meyer, David A. 
  Nolan, James Priebnow, Kevin Scott, Chuck Stewart, Linda Weygant, Kurt Zdanio, Dreadfox 
  Games and various anonymous donors
  NeoExodus: A House Divided created by Louis Porter Jr.
  For supplemental material, visit Louis Porter Jr. Design website: www.lpjdesign.com or www.neoexodus.com
  Louis Porter Jr. Design, NeoExodus: A House Divided & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2011 Louis Porter Jr. Design Inc. The mention of or reference 
  to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of NeoExodus: A House Divided is 
  produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions 
  of the license and document.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all NeoExodus: A House Divided & Louis 
  Porter Jr. Design logo and identifying marks and trade dress, such as all Louis Porter Jr. Design product and product line names including but not limited to NeoExodus: A House Divided, NeoExodus: A House Divided 
  Campaign Setting; any specific characters and places; capitalized names and original names of places, artifacts, characters, races, countries, geographic locations, gods, historic events, and organizations; any and all stories, 
  storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already 
  appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of NeoExodus: A House Divided are designated as Open Game Content: the racial class tables and the “Racial 
  Traits”, the prestige class advancement tables and “Class Features”, the feats in their entirety; the magic items, artifacts, the names, spell parameters (range, duration, etc.), and game mechanics of the spells and anything else 
  contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content, and all other material is not.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book are 
  hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE NeoExodus: A House Divided copyright 2010 Louis Porter Jr. Design, Inc. This material is protected under the copyright laws of 
  the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Louis Porter Jr. Design Inc., except 
  for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copy-
  righted material including derivative works and transla-
  tions (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations 
  and derivative works under copyright law, but specifi-
  cally excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and iden-
  tifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License. 
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open 
  Game Content. 
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License. 
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distrib-
  uting, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, indepen-
  dent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not consti-
  tute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to 
  that Product Identity. 
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. 
  You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content 
  You Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automati-
  cally if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a 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.
  The Book of Experimental Might. Copyright 2008, 
  Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and 
  Bill Webb; Based on original content from TSR.
  NeoExodus Adventures: Undying Legacy of the First 
  Ones Copyright 2012, Louis Porter Jr. Design, Inc.
  
  Evil has many faces. This is one of them.
  learn more about widowmaker scarlet and 
  Available Now EXCLUSIVELY ONLINE at www.neoexodus.com
  www.lpjdesign.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJXX26 - NeoExodus Adventures - Undying Legacy of the First Ones.pdf