TEXT: by Micah Watt
  
  1
  A Simple Job
  Adventure 1 for the What Lies Beyond Reason Adventure Path
  Author: Micah Watt
  Cover Art: Dante Cifaldi
  Interior Art: Dante Cifaldi
  Cartography: Micah Watt & Dante Cifaldi
  Review: Bryan Bartrop
  Playtesters: Dante Cifaldi, Owen Giersh & Lee Greaves
  Pyromaniac Press Firebrands!
  T. Minards
  Adam Matherly
  Zorba “The Dwarf Smasher”
  Vernon Swain-Nisbet
  Brian Dunnett
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and 
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  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All rights 
  reserved.
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Pyromaniac Press game product are 
  Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  
  2
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  Adam Matherly
  Zorba “the Dwarf Smasher” 
  Vernon Swain-Nisbet
  Brian Dunnett
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  3
   
  Table of Contents  
   
   
   
                
  Page
   
  Editorial - On and Off the Rails  
   
   
   
   
  4
   
  Adventure Path Introduction 
   
   
   
   
   
  5
   
  Adventure Introduction & Adventure Background 
   
   
  7
   
  Adventure Summary & Advancement Track  
   
   
  8
   
  A Note on Technology & A Note on Themes  
   
   
  9
   
  Chapter 1 – Transport and Travel 
   
   
   
   
  10
   
   
  Chapter 2 – Transport Encounters 
   
   
   
   
  14
   
  Chapter 3 – A Simple Job  
   
   
   
   
   
  26
   
   
  Chapter 3 – Scene 1 - Employment Opportunities 
   
  26
   
   
  Chapter 3 – Scene 2 - The Peregrine Trade Consortium 
  29
   
   
  Chapter 3 – Scene 3 - The Celestial Scriptorium 
   
  31
   
   
  Chapter 3 – Scene 4 - The Tower of the Rose  
   
  35
   
   
  Chapter 3 – Scene 5 - Interview with the Entity 
   
  40
   
   
  Chapter 3 – Scene 6 - An Interesting Discovery 
   
  43
   
   
  Chapter 3 – Scene 7 - Cistern of the Creature  
   
  44
   
   
  Chapter 3 – Scene 8 - The Prodigal Clerk 
   
   
  49
   
  Conclusion  
   
   
   
   
   
   
   
  49
   
   
  NPC Gallery  
   
   
   
   
   
   
   
  50
   
   
  Pregenerated Player Characters  
   
   
   
   
  54
   
   
  Legal Appendix 
   
   
   
   
   
   
   
  59
  
  4
  On and Off the Rails
  The Adventure Path What Lies Beyond Reason consists of seven main adventures, a prologue and a series of side-
  treks and slot-in adventures of various sizes and types.
  It is recommended that the GM consider these as only a basis for their campaign, adding other adventures and 
  material where they see fit based on the needs and desires of their player group. As I will assert a number of times in 
  the material - it’s your game and your group - you know far better than I what will and won’t work, and I encourage 
  you to modify anything presented to fit in with what works best for you.
  Of course, the core material - and the manner in which it is presented - is somewhat ‘required’ for the story. I also 
  have to figure that if you are running this it is because it appeals to you. 
  With this many adventures there’s bound to be both ‘hits and misses’ in that not all adventures will appeal to all GMs 
  and players. Unfortunately as diverse as gamers are (which is a wonderful thing) it simply isn’t possible to please 
  all the people all of the time. In truth I’m not even going to try. What I am going to do is try to offer something for 
  everyone, as much as the themes allow.    
  One of the bigger issues is adventure style. Some players like very open adventures with lots of choices in lots of 
  directions (often referred to as Sandbox) while others prefer that adventures are channeled through a series of scenes 
  that take a direct path to the climax without any room for deviation (often referred to as Gauntlet or Railroad). These 
  are the two extremes, and most adventures fall somewhere in the middle, displaying elements of both.
  Some of the most antagonistic wrangling I’ve ever experienced as a gamer revolves around which of these is good 
  or bad, right or wrong. I tend to be of the philosophy that neither is ‘better’ so much as each has its strengths and 
  weaknesses. Sometimes unlimited choice is freeing and empowering, but in other circumstances it is just confusing 
  and directionless. Sometimes a lack of choice is constrictive, but in others is convenient or efficient. In my experience 
  Sandbox style adventures work best when the players have a strong concept of what their goals are, while Railroad 
  style adventures work best when trying to establish concrete campaign elements.
  From the outset I can tell you that What Lies Beyond Reason will feature both extremes and almost everything in 
  between. The prologue was a railroad, if a little disguised. A Simple Job is boldly and unashamedly a railroad, which 
  is ironic because that is just about the only form of transport not offered in the module. It may grate with some, but if 
  they are patient I can assure you that soon enough the players are presented with all sorts of hideous freedoms with 
  which to doom the world, or possibly save it. 
  I hope that as you take this journey you keep an open mind when it comes to the adventure styles that are less to your 
  liking and consider each as a necessary part of establishing the overarching themes and story.
  Besides, free will is an illusion. It is the will of Cthulhu you really need to be worried about.
  I hope you enjoy the ride, both on and off the rails. 
  Micah Watt
  Pyromaniac Press 
  
  5
  Adventure Path Introduction 
  As the first adventure in the Adventure Path, this module has an extra section - an introduction to the entire story 
  presented in the campaign. Further information can be found in the Campaign Guide, but this will be sufficient to 
  understand the entire story unfolding throughout the Adventure Path.
  And here we go...
  A thousand years ago, Aether - a young and ambitious demigod - journeyed to the edge of universe, to the extent of 
  reality itself. In a realm called R’lyeh, deep within a tomb hidden under an ancient ruined city, Aether came face to 
  face with the sleeping form of the Great Old One Cthulhu. For just a moment the behemoth, also known as The Great 
  Dreamer, opened his eyes and stared right through the young deity. 
  In that moment Aether saw something. Something unknowable, unfathomable, uncaring, and overwhelming. To stare 
  into the mind of madness was too much, for even Gods have their limits. Pushed past the point of sanity, Aether 
  snapped, and fled screaming through the universe hopelessly seeking sanctuary from the torments in his consciousness. 
  He disappeared to dark places, to hide, to endure, and - perhaps - to recover.
  Three hundred years ago he emerged, and was profoundly changed. Driven by a psychotic obsession to unravel the 
  Sleeper of R’lyeh’s dangerous secrets, Aether sought to find his way back. But madness and time had eroded his 
  memory, and he could not remember the path back from his frenzied flight. Frustrated he searched for means to return.
  His quest eventually took him to the one of the oldest beings in the universe – a legendary keeper of secrets even among 
  gods. Asmodeus, the unrivalled King of Hell, was more than happy to assist the young god on his own terms. Despite 
  his reputation the Archdevil claimed he did not know the location of R’lyeh, however he did know of the means by 
  which to open a path there. He freely gave this information to Aether, who foolishly accepted it without question. 
  On a relatively unremarkable prime world there was a unique city – called Anduria in this age. Built by unknown hands 
  long before even the gods strode the heavens, the city was designed as a reality engine – a machine capable of altering 
  reality when activated. It was ingeniously designed, situated perfectly on arcane ley lines and planar conjunctions, 
  and drew power from these sources slowly, carefully, so much so that only once every thousand years was it ready for 
  activation. 
  Perhaps it was a grand experiment? 
  One with the time limitation set to allow the changes to be gradual…or that the society that was to use it was given the 
  centuries to be sufficiently advanced to do so responsibly. 
  Aether cared not. 
  Here was his chance. He could use the machine to open the way back to the source of his obsession. However, upon 
  arrival he discovered to his chagrin that the machine was not even half charged in this cycle, and could not be activated 
  for over half a millennia. Angrily he returned to Asmodeus, demanding further assistance.
  The Archdevil weathered the demigod’s rage calmly, then offered a solution. He would commit the resources of Hell 
  to outfit the machine to draw on an alternate power source, but the cost would be high. He would provide this in 
  exchange for Aether’s soul upon his death, whenever that might be. The demigod privately scoffed at the notion, for 
  gods do not die, and signed the contract, thinking himself both clever and fortunate. 
  
  6
  As the ink dried Asmodeus smiled a secret smile, for he was also immortal…and his patience knew no bounds.
  The King of Hell set his devilish artisans to work, and retrofitted the machine with diabolic components. When the work 
  was complete the machine could draw power from the one constant universal source – mortal souls. It would take the 
  souls of millions, but it would charge the machine. Getting the souls was Aether’s concern.
  The city’s population was large, but needed to be larger for the sacrifice. Fortunately mortals are foolish and easily 
  swayed by power and prestige. Aether was a god after all. He’d seen the wonders of the universe in his travels, and 
  with that he could draw men like moths to a flame. He established his own church and religion, selecting disciples 
  and investing them with astonishing powers. He shared dark and dangerous secrets, and sent emissaries throughout 
  the world to ensure word of his magnificence spread. Within a decade the city became the destination of choice for 
  mankind, a place of miracles and magic, where the common man could touch the Divine. The city swelled to bursting, 
  and Aether’s hold became absolute. His message reached the masses, and the time for the ‘ritual of enlightenment’ had 
  come, wherein he promised that the secrets of the universe would be revealed to all. Powered by their faith, the citizens 
  were told, one of the City’s gates would become a planar portal to ‘heaven’.  
  Not everyone were believers, however. A small faction had formed that questioned Aether’s supposed altruism 
  and motives. They became convinced that his purpose was darker. Asmodeus cultivated this, secretly feeding them 
  information about the diabolic nature of the machine, fostering their suspicions and misgivings. His agents infiltrated 
  Aether’s church, sowing discord among the faithful. Even Aether’s High Priestess, Liviana, began to doubt.
  When the ‘ritual of enlightenment’ began, the population began to suffer and die as the Machine drew upon their souls, 
  and the gate to R’lyeh opened releasing madness and chaos. The heroes of the age mounted a last ditch assault to stop 
  the ceremony. Ultimately they were no match for Aether, but provided the needed distraction for Liviana, who - driven 
  by fear - struck him down. All in accordance with Asmodeus’ machinations, whose ultimate goal was to engineer 
  Aether’s death and claim his divine soul. 
  As Aether fell, the gathered energy went wild, lashing the temple, the machine and the city itself. The gate blew apart, 
  as did the temple, and thousands died in arcane wrought conflagration and cataclysm. Thousands more went mad, 
  or fell through reality as the chaotic energies warped the city. For a dozen days and nights all was in disorder and 
  confusion, fire and death. Then finally all was quiet.
  In the aftermath Aether was gone, all trace of him vanished and only the smoking foundations of his temple marking 
  where his empire once stood. Gone too was his soul, raising the ire of Asmodeus, who felt cheated of his due.
  Humanity is nothing if not resilient. Over the next three centuries the city and its people slowly recovered and 
  generations rebuilt and moved on. The events passed into history, then story, then legend.
  In the present few details remain of that era, beyond deeply ingrained prejudices and faded scars. But the wheels of time 
  turn and destiny cannot be stopped. Pacts were made, contracts were signed, and – inevitably - the consequences of 
  Aether’s choices now come to a culmination. Once again, civilization is threatened as shadowy forces seek to complete 
  his works for their own ends… 
  As the campaign commences, there are a number of factions at work to the detriment of the Eternal City and its 
  population; 
  Aether’s high priestess Liviana did not die, at least not completely. She survived as a malevolent spirit, tormented by 
  her betrayal. Identifying herself now as the Echo of Faith, she has come to believe her state is a result of her sins, and 
  
  7
  that it can be ended by atoning for them. To her mind, atonement requires completion of Aether’s vision – that which 
  she thwarted in life. She intends to rebuild the machine an open the portal to R’lyeh. Three hundred years is a long time 
  to plan and gather resources, and these plans are now coming to fruition.
  The contract between Asmodeus and Aether remains unfulfilled. In the wake of the events the archdevil created a 
  splinter arm of his faithful – the Seekers. Tasked with discovering the whereabouts of Aether’s missing soul, the Seekers 
  have spent generations in the unending search. Over time they have become zealous repossession and enforcement 
  agents for their infernal lord. While the Echo’s servants uncover more of the machine parts the Seekers have begun to 
  pick up clues to Aether’s fate. As they single-mindedly delve further they are unwittingly aiding the Echo’s cause.
  The third faction is one man. Damaged but determined, Damien Anthilas embarks on a crusade to save his beloved city 
  from the dark times ahead, failing to realize in his obsession his actions do as much harm as good. He holds the key to 
  salvation, if he can be brought back from the brink of ruin. 
  Lastly, unknown to all, the gate to R’lyeh was never fully closed. Over the years creatures from the chaos realms have 
  slipped through. Some serve Cthulhu, some spy for his adversaries, and some seek other, unknowable ends. As the 
  machine becomes more active, these dark creatures begin to surface once more.       
  Adventure Introduction
  A Simple Job is designed to kick off the adventure path What Lies Beyond Reason by showcasing some of the elements of 
  the Eternal City and its inhabitants, and lay the foundation for events to come.
  A Simple Job is designed to be a lower intensity adventure than the prologue Difficult Circumstances. While there are time 
  frames on it to prevent dawdling, the consequences are less significant. This is the ‘calm before the storm’ so to speak, a 
  chance for the players to become accustomed to the city, some of its more interesting sites and denizens, and a feel for 
  how the political groups interact and manage city affairs. 
  Adventure Background
  The lead up to A Simple Job assumes the events of Difficult Circumstances have occurred, and that they took place a few 
  weeks ago. In the interim characters have had a chance to rest and recover, and the NPCs have drifted off to their own 
  concerns.
  If Difficult Circumstances (Prologue) was not used to launch the campaign, then the characters have simply chosen to 
  patronize this inn out of chance. Paraphrase the first descriptive paragraph, and continue onto the second. In this case 
  the adventure has no specific background. It is likely the GM already has the group together from another method. The 
  characters should have heard rumours of the events at the Pilgrimage Gate (from the prologue) or at least the key details 
  that there was a near riot caused by some adventurers carrying some evil artefact, and that the ‘Seekers of Asmodeus’ 
  were involved to quell it.
  
  8
  Adventure Summary
  The characters are approached by a strange merchant offering them a simple job – retrieve his cargo from a nearby 
  location and deliver it within two days.
  What follows is a cascading series of errands whereby each individual able to furnish them with their needs requires 
  something in return, and a simple job becomes a convoluted journey across the city, and each errand is stranger than 
  the last.
  The simple job sees the PCs approach the fortress-like compound of the Peregrine Trade Consortium, a powerful 
  corporation bent on controlling trade in the Eternal City. In order to release the cargo, they are tasked with tracking 
  down a wayward clerk, who has left to pursue unrequited love. 
  The object of his affection works at an unusual library, gathering stories and folklore. She believes the clerk is trying to 
  prove his love by embarking on a dangerous quest to prove a local legend.
  Following his path, the PCs must brave a collapsed tower covered in deadly plants, and then on into the lair of a 
  cunning creature that has him in thrall. 
  The creature will release the clerk, but only if the PCs rid it of a scavenging pest encroaching on its territory. Slaying 
  the invader, the party discovers they have been carrying the key to their success the entire trek, and will be able to 
  backtrack along their path to complete the task successfully.      
  Advancement Track
  A Simple Job is an adventure for 2nd level characters. The module uses the Medium advancement track. Actual XP 
  gained might vary based on the number of encounters the GM uses, but on average the player characters should receive 
  enough experience to advance into 3rd level by the end of the adventure.
  If the GM has chosen to run a campaign side-trek or other adventure in the interim, the adventure can be run with 
  3rd level characters with only a little effort to adjust. The challenges represented in this adventure are for 2nd level 
  characters, at a moderate to hard difficulty. It can be easily altered to for a higher level party. The Adventure Path is 
  intended to be somewhat flexible, with side trek options available for both players and the game master to add colour 
  and depth to the setting, and explore ‘off the main path’.
  If the adventure is being run for a 3rd level party simply make the following adjustments;
  - All skill challenges should have their DCs raised by 1
  - All creatures and adversaries should have their Hit Points raised from average to maximum
  - The treasure found in the final encounter should have an additional +1 alchemical silver mace, a potion of cure moderate 
  wounds (CL3, 2d8+3 hp), 200gp in loose coinage and 250gp in misc gems. 
  
  9
  A Note on Technology Levels
  The adventure text assumes that the city has a level of magical and steam technology – enough at least to produce 
  ‘limited’ or prototype airships. If this does not suit the campaign you are running, take some time to read the adventure 
  before play, and remove the airships as a method of transport, and amend any descriptions that reference them 
  (particularly the PTC compound). 
  Airships are intended to be part of the campaign flavour, but are in no way required for the adventure (or the campaign) 
  to come to a successful completion.
  Similarly (though not technology) if flying creature transport is an unwanted element in the campaign, it too can be 
  easily removed without particularly adversely affecting the adventures.     
  For more information, the Campaign Guide has a section dealing with technology and its impacts on the campaign.
  A Note on Themes
  The entire Adventure Path (including the Prologue) deals with some fairly heavy themes of horror and mental illness, 
  but (hopefully) rarely pushes the boundaries into uncomfortable places. Managing this is discussed in the Campaign 
  Guide.
  A Simple Job adds an additional theme – Sex. One of the major locations in this adventure is a unique brothel, and one of 
  the encounters deals with an awakened construct questioning human reproduction with childlike innocence. 
  None of this is graphic, and is intended to be handled in both mature and humorous ways (if such a blend is possible). 
  Nevertheless, the GM should carefully consider his audience before running the module, and making appropriate 
  adjustments where necessary. If preferred, the Celestial Scriptorium can be presented as a true library, focusing on the 
  scholastic elements and removing the festhall elements.       
  
  10
  Chapter 1 - Transport and Travel
  A Simple Job is a time limited trek across the city. What 
  might originally seem to be an easy task will become 
  more time consuming and complicated as it deepens, 
  and the time remaining will become a factor. 
  This is an excellent opportunity to introduce the PCs to 
  the various modes of transport the city has to offer. It 
  is up to the GM to determine the availability of these 
  transport options at any given time, and to ‘promote’ 
  them as options to the players who may not be fully 
  aware of their options.
  Covered in more detail in the Campaign Guide, the 
  City, by virtue of its architecture and technology, has a 
  number of ways for getting around in a hurry.
  Remember when calculating travel speeds/times, the 
  rate is determined by the slowest party member unless 
  the party is splitting up, then calculate individually.
  The GM is encouraged to thoroughly familiarise 
  themselves with the travel rules, and the penalties for 
  extended travel and/or lack of rest. Of course if the GM 
  does not wish to concern themselves with the detailed 
  time/distance calculations, they can simply remove the 
  delivery deadline and allow the PCs the freedom to set 
  their own pace. 
  The city within the walls is exactly 8 miles in diameter, 
  and the outer areas extend this as per the scale shown on 
  the city map (in the Campaign Guide and reproduced 
  here). However, the city is very crowded, and can affect 
  travel based on the method used
  By foot, hoof or wheel
  The traditional methods are always available, but it 
  can be difficult to make good time in the crowded city. 
  The choked, narrow streets count are difficult and time 
  consuming to navigate, meaning that movement rate is 
  halved. 
  Travel by foot is effective, if tiring, limiting the party to 
  a standard 8 hour travel day before fatigue may begin to 
  set in (see Forced March in the Pathfinder Roleplaying 
  Game rules, summarized in the sidebar on the next 
  page). Travel by animal mount is the same. 
  Travel by carriage (not including cart or wagon) or sedan 
  chair/palanquin is similarly hampered in most Wards by 
  the narrow, cluttered streets and press of human traffic. 
  While less taxing (allowing the characters to rest and not 
  counting toward their personal 8 hour limit), movement 
  rate is also at one half if travelling in the city by these 
  methods. 
  Ground travel also has the disadvantage of being slightly 
  indirect, as creatures are forced to take minor detours 
  for available streets and bridges. It is possible to cross 
  the entire city (within the walls) this way in one full day 
  of travel for the average speed party (30ft), but only if 
  conditions are perfect. 
  Travel Speed
  Included in this chapter is some general 
  information on speed of travel, and a 
  ‘Distances Plot Path’ to assist the GM with the 
  calculations of travel for the adventure. 
  There is of course no way to account for all 
  possibilities, so the GM may have to improvise 
  or recalculate if the players come up with a 
  novel means of getting around
  These rules also deal with only general 
  overland travel rather than tactical movement, 
  and do not delve into Walk/Hustle/Run 
  modifiers.
  Our advice is to ignore these in favour of an 
  ‘averaged’ travel capacity, assuming that in 
  some instances characters may hustle, but 
  in others they are slowed beyond base rate, 
  so that ‘average’ rate is used rather than get 
  bogged down in calculating specifics.
  
  11
  Table 1: Character speed / land mount speed converted 
  to miles1
  Speed  
  15ft 
  20ft 
  30ft 
  40ft 
  50ft
  Per hour 
  0.75 mi 1 mi 
  1.5 mi 2 mi 
  2.5 mi
  Per day (8hrs) 6 mi 
  8 mi 
  12 mi 
  16 mi 
  20 mi
  Table 2: Mount/land vehicle movement1
  Mount/vehicle    Speed     Miles/hr 
  Miles/day
  Cart / wagon 
     20ft 
      1 mile 
  8 miles
  Carriage 
     30ft         1.5 miles 
  12 miles
  Palanquin 
     30ft 
      1.5 miles 
  12 miles
  (or sedan chair )
  1 Already halved for difficulty in navigating the streets.
  By Water
  The city canals provide an excellent means of getting 
  around avoiding the clutter of the streets, at a reasonable 
  price. Gondolas and small boats ply their trade ferrying 
  people and cargo up and down the wide waterways 
  that bisect the city in a strange spoke-like pattern. The 
  water transport is convenient and passengers do not 
  tire (extending the 8 hour limit), but is limited to the 
  available waterways, and these do not necessarily access 
  every area.
  Table 3: water vehicle movement
  Vehicle  
  Speed   Miles/hour 
  Miles/day
  Barge  
  10ft 
    ½ mile  
  5 miles/day
  Gondola 
  30ft 
    1 ½ miles 
  15 miles/day
  Rowboat 
  30ft 
    1 ½ miles 
  15 miles/day
  Sail boat 
  80ft 
    8 miles 
  192 miles/day2
  2 It is theoretically possible for a sailing ship to sail 24 
  hours per day if there is sufficient crew. No crew member 
  can ‘work’ more than 8 hours without experiencing 
  fatigue (see Forced March in the Pathfinder Roleplaying 
  Game rules, or on sidebar).
  By Air
  Certainly the most efficient form of travel, aerial transport 
  is very limited availability, and often very expensive. 
  Aerial transport services include trained flying creatures 
  (trained hippogriff couriers) or by the somewhat 
  ‘experimental’ airships that have begun to sail the skies. 
  The entire city can be crossed in less than an hour.
  Airships rarely cater to casual travel within the city 
  however, so special charters are likely to be ruinously 
  expensive. They are also difficult to access, with private 
  docks being generally restricted and the public docks 
  residing only within the PTC compound. A better 
  prospect is a short jaunt on a team of hippogriff, which 
  can make a lengthy journey rapid for a price.
  Table 4: Air vehicle/creature movement
  Vehicle/creature     Speed      Miles/hour     Miles/day
  Airship  
        100ft        10 miles 
       240 miles3
  Hippogriff team     100ft        10 miles  
       80 miles
  3 It is theoretically possible for an airship to ‘sail’ 24 hours 
  Forced March
  In a day of normal walking, a character walks 
  for 8 hours. The rest of the daylight time is 
  spent making and breaking camp, resting, and 
  eating.
  A character can walk for more than 8 hours in 
  a day by making a forced march. For each hour 
  of marching beyond 8 hours, a Constitution 
  check (DC 10, +2 per extra hour) is required. 
  If the check fails, the character takes 1d6 
  points of nonlethal damage. A character who 
  takes any nonlethal damage from a forced 
  march becomes fatigued. 
  Eliminating the nonlethal damage also 
  eliminates the fatigue. It’s possible for a 
  character to march into unconsciousness by 
  pushing himself too hard.
  A mount can be ridden in forced march, 
  but automatically fails Con checks, and the 
  damage taken is lethal.
  
  12
  per day if there is sufficient crew. No crew member can 
  ‘work’ more than 8 hours without experiencing fatigue 
  (see Forced March in the Pathfinder Roleplaying Game 
  rules, or sidebar above).
  Summary of Service  
   
   
  Costs
  Cart or Wagon service hire 
  (holds up to 4 medium creatures) 
  1gp/hour
  Palanquin / sedan chair service hire 
  (holds up to 2 medium creatures) 
  2gp/hour
  Carriage hire 
  (holds up to 4 medium creatures) 
  5gp/hour
  Gondola / row boat service hire 
  (holds up to 6 medium creatures) 
  5gp/hour
  Small sailboat hire 
  (holds up to 6 medium creatures) 
  10gp/hour
  Hippogriff team hire 
  (holds up to 6 medium creatures) 
  10gp/person
    
   
   
   
   
  (point to point)
  Summary of Service  
   
   
  Costs
  Airship passage 
  (assuming appropriate flight plan) 
  10gp+ /person
  Airship charter  
   
   
  200gp+ per day
  The following Travel Map indicates the key locations and 
  demonstrates the approximate distances between them. 
  There is also an accounting of the travel rate of various 
  transport methods. Parties choosing to use multiple 
  methods might generate some calculations for the GM.
  When calculating travel time, don’t forget to include 
  any rest/sleep periods the party takes, and/or any 
  encounters or ‘side treks’ the party engages in when 
  factoring time remaining in their deadline. 
  The Grinding 
  Gear
  PTC Compound
  Celestial Scriptorium
  Tempus Fugit
  Tower of the Rose
  Cistern of the 
  Creature
  ▪
  ▪
  ▪
  ▪▪
  ▪
  
  13
  Distances Plot Path
  Grinding Gear to PTC;
  Overland - 4.5 miles (4 hours 30 mins at 20ft of foot or 
  land vehicle / 3 hours at 30ft on foot)
  Flight - 4 miles (24 minutes by airship / sky chariot) 
  Canals - 6 miles (+2 miles overland) (4 hours by gondola, 
  rowboat / 45 minutes by sailboat) + (2 hours 20ft or land 
  vehicle / 1 hour 20 mins at 30ft)
  PTC to Celestial Scriptorium;
  Overland 6.5 miles (6 hours 30 mins at 20ft or land vehicle 
  / 4 hours 20 mins at 30ft)
  Flight 5.5 miles (33 minutes by airship / sky chariot)
  Canals 6.5 (+2 overland) (4 hours 20 mins by gondola, 
  rowboat / 49 minutes by sailboat) + (2 hours 20ft or land 
  vehicle / 1 hour 20 mins at 30ft)
  Celestial Scriptorium to Tower of the Rose;
  Overland 6.5 miles (6 hours 30 mins at 20ft or land vehicle 
  / 4 hours 20 mins at 30ft)
  Flight 5.5 miles (33 minutes by airship / sky chariot)
  Canals 7 miles (+1 overland) (4 hours 40 mins by gondola, 
  rowboat / 53 minutes by sailboat) + (1 hour 20ft or land 
  vehicle / 40 mins at 30ft)
  Tower of the Rose to ‘the Entity’
  200 feet (underground4) - negligible
  The Entity to Cistern of the Beast
  0.5 miles (underground4) (30 mins at 20ft / 20 mins at 
  30ft)
  4 Despite no longer having to contend with the city 
  street press, the sewers are twisting and garbage filled, 
  effectively halving movement.
   
  Retrace - Tower of the Rose (near) to PTC via Celestial 
  Scriptorium;
  Overland 13.5 miles (13 hours 30 mins at 20ft or land 
  vehicle / 9 hours at 30ft)
  Flight 11 miles (1 hour 6 minutes by airship / sky chariot)
  Canals 13.5 miles (+3 overland) (9 hours by gondola, 
  rowboat5 / 1 hour 42 minutes by sailboat) + (3 hours 20ft 
  or land vehicle / 2 hours at 30ft)
  5 remembering that 8 hours is the longest a single person 
  can ‘travel’ before fatigue sets in, so the task would have 
  to be shared if this time was to be maintained.
  PTC to Tempus Fugit (Clockmaker);
  Overland 7.56 (7 hours 30 minutes by land vehicle)
  Flight 7 miles (42 minutes)
  Canals 6.5 (+5 overland6) (4 hours 20 mins by gondola, 
  rowboat / 49 minutes by sailboat) + (5 hours by land 
  vehicle)
  6 The party will have 3 crates of clock parts (weighing in 
  at 200lbs each), so it is highly unlikely they will have the 
  option to walk this leg of the journey.
  The party can achieve the journey (not including location 
  delays) in as little as around 4 hours (full flight) or as 
  much as 39.3 hours (either 20ft walking party / full land 
  vehicle travel or gondola/rowboat and 20ft/land vehicle 
  travel). Of course any vehicle use extends the travel ‘day’ 
  so the absolute slowest form of travel is 20ft speed party 
  at almost 5 days (at 8 hour days), whereas using land 
  vehicles can almost allow the party to run at 39.3 hours 
  straight (or even one night’s sleep to keep it under 2 
  days).
  Ultimately you get what you pay for. Spending money 
  on transport options will significantly reduce the time 
  in days (if not total hours) of the journey to ensure the 
  deadline can be completed.
  The slowest to fastest rate of adventure completion 
  (without ‘pushing’ into fatigue) is;
  20ft ground speed walking / Ground vehicle
  30ft ground speed walking / Ground vehicle
  Ground vehicle and walking combination to extend past 
  ‘8 hour day’
  Gondola/rowboat and walking combination
  Sailing boat and walking combination
  Airship / sky chariot
    
  Location delays may include; 
  PTC compound - 2 hours to get into the PTC compound 
  gates, 3 hours to leave via the gates. This can be avoided 
  by being members of the Trade Guild (unlikely), or 
  finding alternate methods in/out.
  Celestial Scriptorium – 2 hours to wait for Lysenese. 
  This can be avoided by contracting her services.
  Other – any rest stops (inns etc) and any adventuring 
  time or arrest detainment time.
  
  14
  Chapter 2 - Transport Encounters
  What’s a little travel without an exciting encounter 
  or two? The GM can use these encounters based upon 
  the method of transport chosen (or several, if multiple 
  methods are used throughout the adventure), placed 
  at any point within the adventure to spice up the travel 
  legs.
  If the GM does not use all of the encounters presented in 
  this adventure for this adventure (particularly the Special 
  encounter) it is highly recommended that they consider 
  adapting them for later use in future adventures in the 
  series. The encounters serve to deepen the immersion 
  and connection with the setting, and will ultimately 
  create a more rewarding experience for players as the 
  adventure series continues. Adaptation may require a 
  raising of CRs (skill check DCs and/or using more or 
  tougher opponents) to maintain the level of challenge for 
  higher level PCs.
  Land based encounters (any travel method)
  Robbery (CR 3)
  You are traversing a fairly cluttered lane, thick with pedestrians 
  milling around roadside stalls, when a commotion up ahead 
  catches your attention. Two wagons have become wedged 
  together trying to pass each other in opposite directions, and 
  the resulting tangle has completely blocked the street. Looking 
  backwards you see several large wagons contributing to the 
  now growing press, unlikely to be able to back up or turn 
  around under these conditions. As well as yourselves, there 
  are around a dozen citizens caught between the two blockages.
  Looking around for an exit, you realise that the alleys between 
  buildings are barricaded with crates and boxes, and on closer 
  inspection the wagoners and stall vendors all seem to be armed. 
  Shop doors are slammed shut, and people start panicking. This 
  isn’t an accident, it’s an ambush!
  This can be set up as a standard robbery, perpetrated 
  by one of the gangs of the Lower Ward, or it can be at 
  the behest of an enemy of the PCs (if they have any). If 
  the former the PCs are simply in the wrong place at the 
  wrong time, caught up in the net of ‘marks’. If the latter 
  the PCs are the targets and the locals are just unfortunate 
  collateral damage.  
  The ambush consists of 6 rogues set up as indicated on 
  the map.
  Gang Ambusher 
   
    
   
  CR 1/2
  XP 200
  Human, Rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 armour, +3 Dex)
  Hp 6 (1d8+2)
  Fort +1, Ref +5, Will 0
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20) or +3 dagger 
  (1d4+2/19-20)
  Ranged light crossbow +3 (1d8/19-20) 
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +0, CMB +2, CMD 15
  Feats Improved initiative, weapon finesse
  Skills Acrobatics +7, Climb +6, Disable Device+7, Escape 
  Artist +7, Knowledge (local) +4, Perception +3, Sleight of 
  Hand +7, Stealth +7, Swim +6
  Language Common
  SQ trapfinding +1
  Combat gear alchemists fire, acid (x2), smokestick (x2), 
  tanglefoot bag 
  Other Gear leather armour, shortsword, dagger, light 
  crossbow, 20 bolts, thieves tools, 45 gp
  TACTICS
  During Combat: at range; ambushers seek to get the 
  drop on victims from concealment, but within 30ft to use 
  sneak attack. They will use alchemist’s fire and acid to 
  cause confusion and chaos in the crowd.
  In melee; they will use tanglefoot bags to slow mobile 
  victims and flank.
  Morale The ambushers will individually fight until 
  reaching 1/4 hp, and then they will seek to flee, using 
  smokesticks to cover themselves if they need. Collectively 
  if more than 4 fall, the remaining ambushers will flee. 
  The ambushers all have cover from their relative positions 
  (window, roof angle, wagons) while they maintain range. 
  PCs can also benefit from cover if they have a wagon of 
  their own (ie Thaddeus’ wagon) or use the terrain to 
  their advantage. There are innumerable options in the 
  ambush location (stalls, buildings etc). 
  
  15
  Eventually the watch turn up to investigate (3d6 rounds), 
  at which point any remaining assailants try to flee. If 
  the party is still there they are questioned, but with 
  the assistance of local witnesses the Watch determine 
  that the party acted in self-defence, and allow them to 
  go unless they demonstrated a reckless attitude toward 
  endangering civilians (such as Area of Effect spells, 
  bombs or alchemical items), in which case they are 
  detained 1d4 hours (minimum) and further penalties 
  determined based on actions (GM to determine).
  The Lady’s Carriage (EL 2) 
  Select the largest or most handsome male in the party as 
  the target of this encounter
  You are traversing the city, and making reasonable time 
  through a fairly open boulevard. At a crossroads you see a large 
  ornate carriage making haste down the side road toward you, 
  the driver urging the horses to some speed. 
  You wait patiently for it to pass, but on the approach you hear 
  a feminine voice call to stop, and the carriage pulls up neatly, 
  leaving you level with the passenger window. A beautiful, 
  immaculately dressed lady leans out, the ringlets in her auburn 
  hair bouncing and her cheeks flushed a rosy pink. She seems 
  slightly breathless. “Oh good sirs’, please assist me. I am 
  being pursued by such vulgar brutes!” As she finishes a half 
  a dozen horses come galloping into view behind the carriage, 
  being ridden by well-groomed gentlemen. The lady gasps and 
  disappears into the carriage, as the riders approach. 
  The lead rider has the bearing of aristocracy, and his fashionable 
  clothing is ostentatious in its opulence, pearl buttons and gold 
  thread throughout. His companions are garbed similarly. His 
  face is set in an expression of indignation, his oiled moustache 
  twitching. “Harriet! Harriet, how dare you defy me”, he 
  declares in a whining tone. “Is this him? Is this the cad you’ve 
  been stepping out with?!!” He dismounts, drawing a gilded 
  PC
  A
  A
  A  Ambusher
  PC Player Characters
  5'
  A
  A
  A
  A
  
  16
  rapier with a flourish. “Come now scoundrel, face me if you’ve 
  the fortitude!” he challenges.”          
  The PCs have fallen into one of the more vicious games 
  bored nobles play, and may very well be out of their 
  depth in terms of the social (and legal) ramifications of 
  what might come next. 
  Lady Harriet, the picture of aristocratic innocence, is in 
  fact a selfish, indulgent, spiteful young lady who has 
  been leading on and teasing Sir François Mercer (of the 
  Mercer noble house), a naive courtier of towering pride 
  and little experience. She is in no danger, having goaded 
  the dandy and his friends with her social games, then 
  entreated them to pursue her as she ‘goes to meet a true 
  man’. The Party is in the wrong place at the wrong time, 
  and the capricious viper has decided to have some fun at 
  their expense.
  A Sense Motive versus her Bluff (+9) will be enough 
  to determine that her initial plea for help is less than 
  genuine. The character, or party, could try to talk their 
  way out of the confrontation, but Lady Harriet is not 
  idle, goading the young dandy into rash action. Any 
  attempt at Diplomacy to defuse the situation would have 
  to exceed her opposed Diplomacy roll (+9), and any use 
  of Bluff or Intimidation raises the required DC by +2 due 
  to his easily wounded pride (circumstance).
  Accepting the challenge (willingly or not) means the 
  combatants square off with a single melee weapon 
  and duel until three ‘touches’ are scored (hits dealing 
  damage), a significant wound is sustained (less than 
  50% Hp remaining) or one combatant surrenders. A 
  surrender must always be accepted. These are the 
  rules by which nobles are permitted to duel in the city 
  (See the Campaign Guide). Actions outside these formal 
  challenge rules are considered criminally liable, and the 
  perpetrator may be arrested and charged. Knowledge 
  (Nobility) or Profession (Lawyer) with a DC of 12 will 
  impart this information. Otherwise the character may 
  simply have to ‘wing it’.
  Sir François will accept surrender, or the outcome of a 
  fairly fought duel. Any hint of cheating or unchivalrous 
  behaviour and it will dissolve into an ‘all in’ brawl as 
  the self-righteous courtiers try to teach ‘the peasants’ a 
  lesson. They will seek to disarm female characters rather 
  than injure, but will respond in kind if female party 
  members use lethal force (or magic etc.). Note that they 
  do have Improved Disarm and will not provoke attacks 
  of opportunity attempting this. If required, the statistics 
  for Sir François‘ cronies are the same as his (below).    
  A brawl brings a local watch patrol in 3d6 rounds. 
  Everyone will be arrested and taken to a local watch 
  house, detained for 1d4 hours as the watch canvass the 
  area for witness statements. If no-one died, the watch 
  determine the nobles at fault (instigating & then failing 
  to clearly control a ‘lawful’ duel), and then summarily 
  issued fines for the action for all involved (See Crime and 
  Punishment in Campaign Guide, or GM to determine). 
  F
  C
  5'
  C
  C
  C
  C
  PC
  H  Lady Harriet
  F  Sir Francois
  C Noble Cronie 
  PC Player Characters
  H
  
  17
  If any fatalities result from the encounter, the involved 
  individual is released on Bail (5gp) but will later face 
  charges of ‘causing death by misadventure’ (Essentially 
  the PC did not start the fight, but used greater than 
  appropriate force so self-defence does not completely 
  mitigate liability) resulting in further fines (10-50gp). If 
  the PCs brutally murder the nobles in front of witnesses 
  they will be charged with Murder-High (new PCs will 
  be in order).  
  Regardless of the outcome, Lady Harriet blows the 
  winner of the duel (or anyone left standing) a kiss, and 
  orders the driver to move on, laughing wickedly as she 
  departs.
  Sir François Mercer 
   
    
   
  CR 1
  XP 400
  Human, Aristocrat 3
  LN Medium humanoid (human)
  Init +3; Senses Perception +5
  DEFENSE
  AC 15, touch 14, flat-footed 10 (+1 shield, +3 Dex, +1 
  dodge)
  Hp 19 (3d8+6)
  Fort +1, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +6 (1d6+2/19–20) or 
  Ranged +6 mwk dagger (1d4+2/19-20) 
  STATISTICS
  Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 12
  Base Atk +2, CMB +4, CMD 17
  Feats Improved Disarm, Weapon Finesse, Dodge
  Skills Bluff +6, Diplomacy +6, Knowledge (local) +5, 
  Knowledge (nobility) +5, Perception +5, Ride +8
  Language Common
  Combat gear potion of cure light wounds (CL 4th 1d8+4), 
  potion of neutralise poison (CL 4th) 
  Other 
  Gear 
  noble 
  clothing, 
  masterwork 
  rapier, 
  masterwork dagger, masterwork buckler, light horse 
  (combat trained), riding saddle, 50 gp
  TACTICS
  During Combat: Sir François (and his cronies) duel with 
  ‘honour’, but resort to any tactics necessary if a brawl 
  erupts
  Morale The aristocrats will fight until reaching 1/4 hp, 
  and then they will seek to surrender or flee 
  François is young, and still has the opportunity to 
  mature. If the party handle this encounter with respect, 
  the aristocrat will take some lessons from it. If the party 
  manages this in such a way as the young man is not 
  embarrassed, or is brought to see the shallow nature 
  of his prospective paramour, they may gain a useful 
  connection or ally in the future. If on the other hand 
  they ‘cheat’ in the duel, or humiliate the young man they 
  create a potentially powerful adversary for the future, as 
  François will nurse his grudge. 
  Lady Harriet 
   
    
   
   
  CR 1/2
  XP 200
  Human, Aristocrat 2
  LE Medium humanoid (human)
  Init +1; Senses Perception +0
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  Hp 9 (2d8)
  Fort 0, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee +1 mwk dagger (1d4/19-20) 
  Ranged +2 mwk dagger (1d4/19-20) 
  STATISTICS
  Str 8, Dex 13, Con 10, Int 11, Wis 10, Cha 14
  Base Atk +1, CMB +0, CMD 12
  Feats Skill Focus (Bluff), Skill Focus (Diplomacy)
  Skills Bluff +9, Diplomacy +9, Knowledge (local) +4, 
  Knowledge (nobility) +4, Perform (dance) +6, Perform 
  (sing) +6, Ride +5, Sense Motive +4
  Language Common
  Combat gear potion of cure light wounds (CL 4th 1d8+4), 
  potion of neutralise poison (CL 4th) 
  Other Gear noble clothing, signet ring, masterwork 
  dagger, jewellery (400gp), 20 gp
  TACTICS
  During Combat: Harriet will avoid combat at all costs. 
  If forced into combat she will stab at her foes, screaming 
  for help the entire time.
  Morale Harriet will plead for surrender from the outset of 
  any combat she is forced into, appealing to any witnesses 
  or passersby if the assailant appears unlikely to desist. 
  Harriet cares nothing for the PCs, and merely seeks 
  entertainment. Regardless of the outcome of the 
  encounter (save below) she will drive off and forget the 
  PCs instantly. However, if she is attacked or humiliated, 
  the PCS have made a lifelong, implacable enemy who is 
  not above using her wealth and position to plague them. 
  
  18
  Water based encounter (any travel method)
  The Inept Crane Operator (CR 2)
  You are making good time on the canal, your choice to avoid 
  the crowded streets for part of your journey paying dividends 
  in efficiency. The canal is wide and though there is considerable 
  traffic, the wide waterway is more than capable of handling it. 
  From the bank ahead and to your right, you hear the twanging 
  snap of ropes and shouts of alarm. A loading crane on a nearby 
  dock swings wildly out over the canal, its guide ropes torn free, 
  hauling with it an unfortunate that seems to have been caught 
  up in flailing lines. The unravelling suspended net rains 
  massive crates into the canal, one striking a passing sail ship, 
  shearing through its rigging and throwing passengers into the 
  canal. The shouts turn to screams of pain and terror  
  The locale has several simultaneous elements to deal 
  with, including drowning/suffocating elements. This 
  uses the standard rules, but rather than requiring the 
  GM to make various Constitution checks for the NPCs, 
  a Time table has been added, assuming the checks fail 
  at certain points. The GM is welcome to handle these as 
  explicit rolls if they desire.
  A number of passengers in the water, and are both 
  surprised and being dragged down by their heavy 
  clothing. They begin to drown as indicated in the time 
  table below. Rescuing a swimmer requires a DC 15 swim 
  check, and Perception or Heal checks at DC 20 should 
  indicate who is in the most dire circumstances (ie who 
  will drown first).
  The crane operator has become hooked up in guide 
  ropes, and is now suspended over canal – he has one 
  wrapped around his neck and is suffocating. Getting to 
  the suspended operator requires climbing the trailing 
  cargo net from in the water directly below him (Climb 
  DC 10) or traverse the crane itself from the docks (Climb 
  or Acrobatics DC 15), or another novel method (levitate 
  etc). Once reached, he can be cut free easily with any 
  bladed weapon, or untangled with a DC 8 Dex check. 
  On the sail boat, the sailor is caught under spar on 
  deck, and the sailboat is sinking (see time table below). 
  Freeing the sailor requires a  Strength check DC 14 to lift, 
  with each additional person after the first adding a +2 
  circumstance bonus to the roll.
  Lastly, one crate holds live animals – 3 bear cubs - and is 
  sinking (see time table). a Disable device DC 15 to pick 
  lock or smash crate (Hardness 5, 10 hp, Break DC 15) can 
  free the animals, which can swim once clear. Characters 
  close to the animals may suffer a possible attack from 
  panicked cubs.
  Bear, Black (Young) 
   
                              CR 2
  XP 600
  N small animal
  Init +3; Senses low light vision, scent; Perception +6
  DEFENSE
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
  Hp 22 (5d8)
  Fort +4, Ref +9, Will +2
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +4 (1d3+1 plus grab), bite +4 (1d3+1)
  STATISTICS
  Str 13, Dex 21, Con 11, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim+10; Racial 
  Modifiers +4 Swim
  Time Table
  Round 1 – Lady swimming (A), man swimming (B), boy 
  holding breath (struggling) (C), Crane operator holding 
  breath (struggling) (D), Ship sinking (E), Bears afloat (F)
  Round 2 - Lady swimming, man swimming, boy goes 
  unconscious, Crane operator holding breath (struggling), 
  Ship sinking, Bears afloat
  Round 3 - Lady holding breath (struggling), man 
  swimming, boy dying, Crane operator holding breath 
  (struggling), Ship sinking, Bears afloat
  Round 4 - Lady holding breath (struggling), man 
  swimming, boy dead, Crane operator goes unconscious, 
  Ship sinking to point where sailor holding breath 
  (struggling), Bears sinking
  Round 5 - Lady goes unconscious, man swims to dock 
  (rescues self), Crane operator dying, Ship sinking to 
  point where sailor holding breath (struggling), Bears 
  sinking (struggling)
  Round 6 - Lady dying, Crane operator dead, Ship 
  sinking to point where sailor goes unconscious, Bears 
  sinking (struggling)
  Round 7 - Lady dead, Ship sinking to point where sailor 
  dying, Bears go unconscious
  Round 8 - Ship sinking to point where sailor dead, Bears 
  dying
  Round 9 - Bears dead
  
  19
  Air based encounters 
  “They don’t build them like the used to…” (airship 
  only - CR 2)
  The airship you are on is definitely more efficient than walking, 
  the buildings of the city passing below you at a sedate pace. 
  The ship itself seems very much like its seaborne counterpart, 
  apart from the massive ovoid balloon suspended above it, and 
  the sails being fitted to the sides. That and of course the fact 
  that a fall from this ship will result in a potential drop to your 
  death. Still, they view is undeniably spectacular. The crew 
  scramble around the rigging as you’d expect, occasionally 
  stopping to adjust various wheels or valves in that large boiler 
  on deck. 
  All seems well, if a little unnerving, until the boiler appears to 
  lose several components as steam blows out of it in numerous 
  directions. The red hot metal pieces bounce across the deck, 
  some flying off and falling out of sight, while other bounce into 
  the sails, starting several fires that threaten to burn through 
  the heavy canvas. Worst of all, a sharp screw-like object shoots 
  directly upward, tearing a hole in the balloon above, which 
  immediately starts venting air rapidly.
  The airship only has 6 crewmen – the captain, the 
  engineer and four sailors. The captain is at the wheel 
  and the engineer is trying to repair the boiler. Of the 4 
  sailors, one has gone over the rails (dead), one is caught 
  in the rigging and dangles precariously, and the other 
  two are furiously trying to contain a boiler explosion 
  (one is venting steam on deck, and the other is in the 
  hold trying to vent pressure in the water piping system 
  below). A boiler explosion is the worst possible result 
  here (see Fix that boiler! below) and the crew know it, so 
  they must rely on the PCs for the other tasks. 
  If the party needs any prompting, the Captain screams 
  at them to ‘get their lazy, landlubber backsides in gear’ 
  and barks basic instructions for the following;
  PC Player Characters
  PC
  5'
  A
  B
  C
  D
  E
  F
  
  20
  “Patch that hole!” – the balloon puncture has 5 rounds 
  before so much air is lost the airship can no longer stay 
  afloat. The patches are below decks  in the sail locker 
  – which requires a Profession (sailor) check DC 10 or 
  Perception DC 14 to locate the locker and the patch kit 
  (with 5 patches) within the locker within 1 round (failure 
  indicates locate in 2 rounds). The patch is a heavy cloth 
  with one side heavily tarred (covered in paper). The 
  character with the patch needs to climb the rigging with 
  patch in hand, with a Climb DC 8 to do so in one round 
  (failure indicates a failed climb, can try again each round), 
  and then apply the patch with a Profession (Sailor) or 
  Dexterity check at DC 10 (failure indicates the patch is 
  whipped away in the wind, can try to apply again each 
  round).     
  “Get those fires out” – the sail fires threaten to render 
  the ship unable to steer. Within 6 rounds the ship will be 
  at the mercy of the winds. The characters need a water 
  source (either their own or the barrels in the hold below 
  decks – which takes 1 round to get a bucket worth (1 
  use) or 2 rounds to fill a waterskin (1 use) and get back 
  on deck.  The characters can throw water from the deck 
  with buckets for haphazard results, or climb out onto 
  the rigging for much more targeted results. Thrown 
  water from the deck requires a Dexterity check vs DC 
  16 to be effective in dousing, while climbing out to the 
  rigging (climb DC 15, failure indicates falling from the 
  ship – see below) takes 1 round, but then the dousing is 
  automatically successful. Three successful dousings and 
  the sail fires are out. Characters can toss waterskins to 
  others in the rigging, but the Climbers must make Climb 
  Checks (DC 15) to stay on the ship while catching. 
  At the end of 6 rounds if the fires aren’t out the ship is at 
  the mercy of the winds and must make a controlled crash 
  to land (see Crashing the Airship). 
  “Save that man!” – one of the crew was in the balloon 
  rigging, and has fallen free, dangling precariously 
  upside down over space with a line wrapped around 
  his ankle. He can’t save himself. The characters can 
  climb to the source of the rope in the rigging in 1 round 
  (Climb DC 8, failure indicating a failed Climb, can try 
  again each round) and try to haul in (Str check DC 10) 
  C
  D
  B
  A
  A  Leaking Boiler
  B  Burning Sail
  C  Balloon Patch
  D  Water Barrels
  5'
  
  21
  or maneuver the sailor onto the deck (Dex check DC 10) 
  with no consequences for failure and can try again until 
  successful (or the ship crashes).    
  “Fix that boiler!” – A boiler explosion would tear the 
  ship apart, and rain debris and body parts (character 
  and crew) all over the city below. Luckily the engineer 
  is a genius and that won’t happen – but it’ll take time. It 
  will take 5 rounds to fix it (in which time the ship might 
  crash or become uncontrollable) but the PCs can assist 
  to speed the process. Any Character with Knowledge 
  (Engineering) can make a check at DC 10, or a Profession 
  (Blacksmith) DC 15 to assist. Other skills might be 
  relevant at GM discretion. Each success (and each 5 
  points surpassing the DC) reduces that timeframe by 1 
  round, and multiple characters (if they have the requisite 
  skill) can assist at once. The minimum time to fix the 
  boiler is 1 round. 
  Free Crewmen – If the boiler is repaired and/or the 
  dangling sailor is rescued there will be free crewmen 
  to assist in the other tasks. For each crewman available 
  on a given task (assigned as the PCs see fit) add a +2 
  circumstance bonus to all rolls the PCs make for that task. 
  Falling from Airship – In order to reduce lethality, the 
  GM could use the flowing devices;
  1. The ship is passing over a tall structure (3+ story) 
  and the character falls only 20 feet (2d6 damage) 
  onto its roof.
  2. The ship is passing over a canal (only if the planned 
  flight path realistically crosses the canal), and while 
  to fall height is 50 feet, the fall is into water (deep 
  enough to dive safely). The falling damage is 2d3 
  non-lethal and 1d6 lethal, and can be avoided with a 
  DC 20 Swim or Acrobatics check.
  3. The character falls from height varying from 20-
  50 feet (2d6-5d6) but lands in/on something that  
  circumstantially reduces the fall damage (perhaps in 
  humorous ways) by 1-2d6. Suggestions include;
  • 
  Haystack, manure pile or livestock ‘dip’ pool in a 
  stable yard.
  • 
  Crates of pillows (being prepped for transport).
  • 
  Into the ‘dunk tank’ of a travelling circus troupe mid 
  performance.
  • 
  Through a 3rd floor skylight and into the large, soft 
  bed in a noble’s apartment (occupied or not at GM 
  discretion).
  • 
  Into a fish pond or bathing pool on the grounds of a 
  private residence.    
  Crashing the Airship
  This is certainly a possibility if the balloon cannot be 
  repaired in time. It will continue to vent hot air and the 
  airship will sink toward the ground. Dependant on the 
  sail damage (see above), there may be some ability to 
  steer it to a less hazardous landing (say into the canals) 
  but it is likely to crash fairly uncontrolled into the streets 
  of the city. Despite being slowed from full speed, the ship 
  will crash hard and cause significant damage to itself and 
  anything in its path. Dozens of citizens will be injured 
  (maybe killed) from the flying debris and collapse of any 
  struck buildings. Anyone on the ship will be pitched 
  forward (and may be pitched off the ship if on deck, or 
  into walls if below deck) taking 3d6 impact damage from 
  the crash. Those seeing the impact coming (ie those on 
  deck) can make an Acrobatics check DC 15 to reduce it 
  to 2d6 damage. The crash will cause major confusion in 
  the area. 
  Anyone at the crash site within 2d6 rounds of the crash 
  will be detained by the Watch for questioning. While 
  eventually the situation will be resolved (and blame 
  essentially apportioned to the ship captain for failure 
  to safely maintain his vessel) this process will take 1d4 
  hours. Of course PCs could just quietly disperse into the 
  crowd before the Watch arrives.  
  If the balloon is intact, but the sails are gone the captain 
  needs to execute a Controlled Crash. This is essentially 
  where enough air is let out of the balloon to keep it just 
  above the rooftops, them when a suitable area is below, 
  a large amount is let out quickly to cause the crash. This 
  allows the landing area to be more appropriate (open 
  park, canal or the like) to limit damage and/or causalities, 
  but takes much longer. A controlled crash deals only half 
  the damage listed for a crash (above) but takes time. After 
  a controlled crash the PCs lose 1d4 hours in backtracking 
  to get on course to their destination again.
  
  22
  Not for the weak of heart (hippogriff team only – CR 2)
  The wind whips past as the sky chariot flies through the air 
  above the city, and you grip the rails for dear life. The courier 
  is a madman, laughing delightedly as he steers his hippogriff 
  team through and over the building tops, seemingly determined 
  to get as close as possible to disaster. Your protestations have 
  fallen on deaf ears as the wind whips his cloak out like wings. 
  Suddenly a swarm of psychic motes rises from below, like a 
  disturbed flock of birds. Despite the madman’s quick reflexes, 
  hauling on the reins to veer sharply away, the lead hippogriff 
  passes through the swarm. It screams in agony, and then 
  collapses in the traces to become dead weight for the rest of 
  the team. The evasive manoeuvre causes the chariot to scrape 
  past a building minaret, and you watch in absolute shock as 
  the driver’s billowing cloak is snagged, and he is violently 
  wrenched from the vehicle and left hanging forlornly three 
  stories above the ground in your wake. The whole scene would 
  be farcical were it not for the fact you were all now trapped on 
  a runaway skychariot with a panicking hippogriff team being 
  dragged down by a dead lead creature, and no driver to regain 
  control.          
  For each round the team is not under control, each person 
  aboard the chariot must make a DC 8 Dexterity check or 
  be thrown free and fall. Characters add +2 to the check 
  if they do nothing but hold on (no other actions), and no 
  longer have to make checks if they lash themselves to the 
  chariot (standard action). However, if they do, they may 
  suffer greater consequences under ‘Crashing’ below.
  The party can cut loose the ‘dead weight’ hippogriff 
  corpse to assist in controlling the team – a Climb or 
  Acrobatics DC 15 is required to traverse the team to get to 
  the traces to cut it free, and both the links to the side and 
  rear of it must be severed. A failed check indicates the 
  character cannot advance up the team that round (failure 
  by 5 or more indicates a fall). Once in position a standard 
  action with an edged weapon will automatically succeed 
  in cutting free.
  Regaining control of the rest of the team requires a 
  Profession (skychariot pilot) DC 12 or a Handle Animal 
  DC 14 (or failing that a Charisma check). 2 successes 
  (total, not cumulative) equal full team control. While 
  the dead hippogriff is still attached each roll incurs a -5 
  circumstance penalty.
  Falling from the skychariot should be handled as per 
  Airship above.
  Crashing – eventually the panicked hippogriffs will 
  crash in their reckless flight. This is somewhat based 
  on luck. The party has 2d4 rounds to gain control of 
  the team before there is a crash. The chariot will have 
  slowed somewhat and be close to the ground when 
  the crash occurs. A crash results in all hippogriffs and 
  occupants - and any unlucky bystanders in the way (as 
  determined by the GM) - taking 3d6 damage. Occupants 
  may try to jump free, and suffer only 2d6 damage with 
  an Acrobatics DC 15 check. Occupants tethered to the 
  chariot do not get this option, and take full damage. 
  Anyone at the crash site within 2d6 rounds of the crash 
  will be detained by the watch for questioning. While 
  eventually the situation will be resolved (and blame 
  apportioned to the driver) this process will take 1d4 
  hours.  
  Hippogriff (7) - Hp 22 
   
   
   
   
  A
  A  Dead Hippogryph
  5'
  
  23
  Special Encounter          
  No matter how the Party get around the city, the 
  GM should choose an appropriate time/place and 
  run this encounter. While not ‘required’ to complete 
  the adventure, it gives insight into the nature of the 
  Seekers as adversaries, and will assist in immersion and 
  development of the story.
  The Seekers of Asmodeus (CR 2)
  A retrieval team have been sent to ‘process’ a contract. 
  10 years ago (to the day) a shop owner signed a contract 
  for a small cash infusion, with a return of 10 times the 
  value at the contract end. As always, Asmodean contract 
  clauses state that default on the contract render’s the 
  body and soul of the undersigned to Asmodeus.
  The time has come and the owner does not have the assets 
  to pay. He is being ‘removed’ by the Seekers, but his wife 
  and child are protesting, and have drawn a crowd.
  The seekers have a legally binding contract (despite 
  slavery not being permitted in Anduria, freely-chosen, 
  non-transferrable indentured servitude is allowed). The 
  PCs can try to intervene (if they wish), but have little 
  legal grounds. The only option they have is to pay out 
  the man’s contract (100gp), and they cannot pay it, but 
  can ‘gift’ (or bargain – their choice) it to the wife to pay.
  If proceedings are delayed long enough, the Watch 
  arrives, but will rule in the favour of the Seekers (pending 
  court assessment of the contract).
  Ahead of you a crowd of people are gathered outside a shopfront. 
  Beyond them you can see the squad of black armour clad 
  figures wearing black and red pentagram tabards – Seekers of 
  Azmodeus. A man is being dragged from the shop by a pair of 
  seekers, while others restrain a crying woman and child who 
  are struggling to reach the detained man.  
  There are 7 seekers (6 enforcers and the Captain). The 
  party is not obligated to intervene, and if they do not 
  they can view the following. It they seek to intervene, the 
  crowd slowly parts, allowing them to hear the following 
  pronouncement as they approach; 
  The detained man is dragged to his knees in front of a Seeker 
  waving a parchment.
  “Cannus the shopkeeper. In accordance with the contract you 
  entered into 10 years ago, you are being detained for breach of 
  contract, for failure to return the agreed upon sum – 100 gold 
  pieces - at the agreed upon time and date – which passes this 
  day, 5 minutes from now. You will be placed into indentured 
  servitude until such time as you repay the debt, or perish and 
  your soul is claimed by Asmodeus as is his right. Do you have 
  anything to say?”
    
  The party may act as they will, but the detainment is 
  legal (technically in five minutes anyway, but they are 
  preemptively ‘holding’ him in in case he tries to flee) and 
  the contract is legitimate (and signed by Cannus 10 years 
  ago). The contract indicates a 10 year loan, 10gp for a 
  return of 100gp within a period of ten years to the time/
  date. The contract indicates that the return must be in 
  legal and portable currency.
  Cannus’ business and stock is worth considerably more 
  than that (he owns and runs a boutique picture framing 
  shop) but he has no more than about 15 gold pieces in 
  equivalent currency (leaving a deficit of around 75gp). 
  He and his wife are begging for more time, or to be able 
  to pay in assets, but as this is not covered in the contract 
  the Seeker captain is having none of it.
  The party have limited options. The Seekers cannot be 
  talked around, bluffed or intimidated into ceasing (those 
  skills can still be used to demoralise etc). They have the 
  law on their side, so if combat is forced they will try to 
  subdue the party and have them arrested. If one or more 
  seekers go down to lethal force they will resort to lethal 
  force themselves. 
  The loophole here is that the contract has 5 minutes 
  left on its grace period. Characters that have Profession 
  (Lawyer) can make a check at DC 10 to recognise that 
  opportunity. Particularly astute characters may also 
  figure it out – Intelligence check at DC 15. The party can 
  also demand to see the contract – and they have to be 
  allowed.
  The contract states that Cannus or his next of kin must 
  honour the debt. The Captain will hold to that, smugly if 
  the PCs offer to pay out the debt, claiming it to be ‘non-
  transferrable’. What the PCs can do is gift Cannus or 
  his wife the money to pay the debt. If they do within 
  the 5 minute period, and then the Captain is required to 
  
  24
  accept, and the contract will be fulfilled.
  If the PCs assist in clearing Cannus he and his family will 
  be eternally grateful (75gp is an astronomical amount of 
  money for a stranger to hand over). The PCs are welcome 
  to use his picture framing service free of charge whenever 
  they choose (frames range in sizes, styles and quality 
  from 1cp through to 1gp).
  More valuable is the public reaction. If the PCs help 
  Cannus for no reward, and treat him and his family 
  with respect, their reputation is enhanced from this one 
  great act of charity (see optional Reputation Rules in the 
  Campaign Guide). Word will spread, and aside from a 
  generally positive reaction from the general commoner 
  populous that recognise them (and the occasional free 
  drink at taverns) the PCs will never be short of a ‘citizen 
  of good standing’ to vouch for them when officially 
  required (such as legal proceedings). If the PCs are ever 
  detained by the Watch in front of witnesses there is an 
  80% chance that one (or more) will immediately step 
  forward to vouch for them (assuming the PCs committed 
  no significant crime). If the PCs are ever arrested and 
  removed to a watch house a number of citizens (1d10) 
  will arrive in 1d4 hours to vouch for them. 
  This ‘boon’ takes a little time to ‘spread’ across the 
  city, but not long because the citizens are particularly 
  talkative and gossipy. Within 1 day, the Ward in which 
  the encounter occurred will demonstrate this boon, and 
  each day after it will spread to another (adjacent) Ward. 
  Within a week or so the party can expect this reaction 
  in all wards. Normally acts such as this would fade in 
  time, but in these difficult times (and worse to come) this 
  story becomes cemented in the popular folklore of the 
  city. Even if not recognized in the future (or in disguise 
  etc), the party will hear it retold in taverns for years to 
  come. Of course this reputation is subject to damage or 
  enhancement on subsequent party or character actions.  
  The stats below are for the standard enforcer. The Captain 
  has an INT of 12, and the skill Profession (Lawyer) +2, 
  but is otherwise the same.
  5'
  E
  E  Seeker Enforcer
  PC
  PC Player Characters
  E
  E
  E
  E
  S
  C
  W
  S  Seeker Captain
  C  Cannus Framemaker
  W  Wife (& Child)
  E
  
  25
  Seekers, Enforcer 
   
   
            CR 1/3
  XP 135
  Human, Male, Warrior 2
  Init +0; Senses Perception +2
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armour)
  Hp 14 (2d10+3)
  Fort +3, Ref +0, Will +1
  OFFENSE
  Speed 20 ft.
  Melee heavy mace +4 (1d8+1 /x2) or Sap +3 (1d6+1 
  nonlethal)
  Ranged light crossbow +2 (1d8* 19-20/x2) *Bluntbolts - 
  half lethal, half nonlethal
  STATISTICS
  Str 13, Dex 11, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +2, CMB +3, CMD 13
  Feats Toughness, Weapon Focus (Heavy mace)
  Skills Intimidate +4, Perception +2
  Language Common
  Combat gear none
  Other Gear heavy mace, sap, light crossbow, 20 
  bluntbolts,  chainmail armour
  TACTICS
  During Combat Seekers will try to subdue opponents 
  with nonlethal force first, resorting to lethal only if 
  necessary.
  Morale The Seekers will fight until reaching 1/4 hp, and 
  then they will seek to flee or surrender.
  
  26
  Chapter 3 - A Simple Job
  Scene 1 - Employment Opportunities
  You are sitting at a table in a crowded taproom in the City’s 
  lower ward. The Grinding Gear is a fairly average tavern – 
  poorly lit by torches, thick with smoke, filled with wooden 
  tables and benches and populated by a range of patrons – 
  foundry workers, travellers, traders and the odd shifty-looking 
  customer. The word around the ward is that the Gear is a good 
  place for an ale and a laugh – so it’s no wonder <Campaign 
  NPC> suggested it for your reunion after the events of the last 
  few weeks. 
  However, this is clearly not the best time of day for that, as 
  a quiet corner is impossible to find. Patrons fill the entire 
  taproom to bursting, with scant elbow room to spare. Hemmed 
  in on all sides you strain to make out the few snippets of 
  conversation you’ve managed to exchange over the general 
  noise of the throng.  
  Who is in attendance really relies on the relationships 
  formed in the prologue adventure. Thorgrim is the 
  obvious choice for this kind of environment, but Melissa 
  the barmaid and Lucious the bard are no strangers to 
  raucous taverns. The Merchants (James and Duran) 
  and the Brothers (if they survived, and parted on good 
  terms) are less likely candidates, but not completely out 
  of the question.  
   
  The tavern is also a great place to pick up rumours and 
  information being circulated at the populous level. If the 
  PCs choose to listen or mingle in the crowded tavern, 
  they can pick up some of the information from the 
  Campaign Guide (Current Affairs, Rumours and Whispers) 
  at the discretion of the GM.
  At the very least, this should be an opportunity to 
  foreshadow the events of Adventure 2 Ignorance is Bliss 
  with rumours 18 and 19 (reproduced here) but you 
  should ‘hide’ these among several others so as to not 
  draw too much attention to them too early.
  “The porters are the docks told me a tale. They said they 
  found a man who was alive but like gone...mentally...
  you know. They say it isn’t the first they’ve found” (True, 
  this has been going on for months, and is explained in 
  Adventure 2 Ignorance is Bliss).
  “Strange creatures have been seen lurking in the city. 
  Shadowy figures in cloaks watching people, like they 
  are looking for something” (True, though it is only one 
  creature, and is explained in Adventure 2 Ignorance is 
  Bliss)
  When prepared to push on to the adventure proper, read 
  the following;
  You meet in a Tavern…
  Why do adventurers always meet or start 
  adventures in a tavern? It’s a little cliché, but 
  there’s actually a fairly sound reason for the 
  use of this device. 
  What do adventurers do when they are not 
  kicking in doors and slaying monsters for gold 
  and glory? The same thing as the rest of us I 
  expect. 
  Relaxation and downtime between life 
  threatening perils is a must, and while I’m 
  sure there’s a range of activities available 
  to recharge the batteries, a collective social 
  gathering in a public place logically allows for 
  the entire group to be present when approached 
  by a ‘stranger with a job opportunity’. 
  So it may be a bit overdone, hackneyed, cheesy 
  or trite, but sometimes that’s a comfortable 
  place to start. 
  This is the only adventure of the Adventure 
  Path that starts in a tavern, I promise. Unless 
  of course you count the prologue, but in my 
  defence I maintain that was really more under 
  a tavern.
  Micah 
  
  27
  An odd commotion at the next table catches your attention. 
  The occupants are all clearly foundry workers with scorched 
  overalls and faces streaked black with soot. A lanky fellow has 
  invited himself to their table, perched precariously on a folding 
  stool while gesturing animatedly to the group. Bedecked in 
  leathers with a harness sporting all sorts of odd knick knacks, 
  he waves a sheet of parchment and is clearly oblivious to their 
  incredulous stares. Eventually he looks from face to face at the 
  table, and shakes his head. “By Asmodeus’ bristly chin hairs!”, 
  he exclaims loudly “I’m at the wrong table!”. Like magic space 
  opens up around him in all directions, and a deafening silence 
  falls over the crowd. The workers grimace and rapidly depart, 
  while other patrons look on in disbelief. Only a fool would 
  publicly invoke Asmodeus’ name in a disrespectful way. These 
  days that’s a fast track to the morgue, or at least a hospice. 
  Again oblivious to the crowd’s reaction, he slides his stool over 
  to you with a big smile plastered on his features. “That’s more 
  like it”, he says, slapping the parchment onto the table, “I’m 
  not sure how I could possibly have mistaken them for you lot”. 
  The parchment is a very detailed painting of this exact table 
  and its current occupants, all staring at a parchment with 
  stunned expressions on their faces. Looking very closely, the 
  painting within the painting seems to be of this exact scene, 
  and so on into infinity. The fellow’s grin gets even wider at 
  your reaction. “So, will you take the Job?” 
  The strange man is Thaddeus Billargo, a merchant of 
  some renown (to hear him tell it). The party is unlikely 
  to have heard of him – Knowledge (Local) DC 20 -  but if 
  James or Duran are present, or consulted later, they can 
  confirm he is ‘famous’ in mercantile circles as a brilliant 
  but unpredictable trader who has achieved fabulous 
  wealth and crushing bankruptcy several times in his 
  career. Thaddeus’ stats can be found in the NPC suite on 
  page 50.
  Obviously there is some confusion about this ‘job’ and 
  the party will have questions.
  Thaddeus appears to be a human male in his forties, 
  with short, spiky black hair that sticks out wildly in all 
  directions. He is garbed in studded leather armour and 
  carries an odd weapon that appears to be two lengths 
  of metal bar connected by a chain. He is bedecked in a 
  harness that holds all manner of objects – feathers, beads, 
  a glass knife, several bones of varying animal species, 
  rolls of parchment, pouches, brightly coloured scraps 
  of cloth, a paint brush and innumerable other mundane 
  curiosities (He plucks a flower to give to an attractive PC, 
  or to Melissa if the PCs are inappropriate – the flower 
  is blue, but of an unrecognizable species, even to those 
  with Knowledge (Nature). It’s quite pretty, and seems to 
  sparkle when moved. It is definitely NOT a rose).
  If asked about the flower, he says he bought it from a 
  collector recently. “Lovely isn’t it”. What he actually 
  means is he bought it from a “garbage collector” (a slang 
  term for an employee from the Guild of Public Works) 
  but this is unlikely to resonate with the PCs until later.
  Thaddeus painted the picture (“I’m very talented”) 
  from a vision he received from his god (“Rhion Barakar, 
  patron of lost causes – no doubt you’ve heard of him” 
  – which they probably haven’t, Thaddeus being one of 
  only a handful of faithful – Knowledge (Religion) DC 
  25 to have even heard the name). This vision showed 
  him a group of adventurers that would bail him out 
  of his current predicament (He says ‘current’ like it’s a 
  common occurrence). The picture depicts just the PCs, 
  
  28
  not any NPCs with them, and the offer is not extended 
  further to include them.
  When asked to explain the problem he says that he used 
  to work for the Peregrine Trade Consortium (a huge 
  corporation with ambitions to control all of the City’s 
  trade, and makes up almost 50% of the membership of the 
  Trade Guild) but after a recent falling out they ‘mutually’ 
  agreed to go their separate ways (“I’d rather not discuss 
  the details, but it involves a mix up with shipments of 
  Ethermoth silk and Andurian Redbee honey – let’s just 
  say certain cargos shouldn’t be transported through a 
  storm in the same airship hold – lesson learned!”). 
  There is a shipment of three crates of cogs and sprockets 
  (and other clock parts) that he is contracted to deliver 
  to a clock maker in the ward of Northgate, but he no 
  longer has access to the PTC compound. He will cut the 
  party in for 40% of the profits (around 200gp) if they 
  act as his proxies to acquire the goods and assist him 
  in delivery. He has a legal bill of ownership, but since 
  he cost the PTC significant profits (and they take money 
  very seriously) he feels he may not be admitted the 
  compound if he approaches it, or he may never leave it 
  if admitted (which is true). There is a wagon capable of 
  carting the cargo outside (complete with 2 ponies), and 
  the PC’s can return it to his ‘offices’ in the Trade Ward 
  (actually a tavern where he has a local fence act as a go-
  between) after they deliver the cargo to the clock maker 
  in Northgate. 
  Assuming the party takes the job he has them sign a 
  contract of partnership (which he gets a drunken Arbiter 
  patron to notarize on the spot), gives them the bill of 
  ownership and directs them to the PTC compound 
  in the Docks Ward. If the PCs press, he estimates the 
  worth of the goods to be around 600gp, and less costs 
  for transport, paperwork and the odd bribe he expects to 
  turn a profit of around 500gp, give or take fluctuations 
  in the demand for clock parts (“pretty decent profit for 
  a simple job”).
  His contract indicates delivery is required within 5 days 
  (2 have passed, 3 days remain). “While there is likely to 
  be some delays in contractual red tape we should have 
  plenty of time”.
  The GM needs to be very aware of the travel times/rates 
  covered above. At the time of the job Thaddeus (and the 
  party) expect the journey to be Grinding Gear to PTC 
  to Tempus Fugit (which is 14 miles). Overland even at 
  a 20ft movement rate or slow land vehicle – ie wagon) 
  this is only 14 hours, so the party is unlikely to be in any 
  hurry (at least at first). 
  Troubleshooting
  The players don’t want to act as factors for a trader
  Thaddeus would be willing to negotiate as high as 50% 
  of the profits (250gp) to the PCs (he is pretty desperate) 
  if it will sway the PCs. 
  If they refuse he will try for the goods himself, and 
  return to track down the PCs later that day, bruised and 
  bloody (thought still in inexplicably cheery spirits) to 
  offer a 60% (300gp) share of the profits if they sign on.
  The Blue Flower
  This flower is the MacGuffin for the adventure, 
  though it should not be immediately apparent.
  The blue flower will never wilt, and with the 
  right care will actually produce a plant that 
  ‘may’ sprout a new bud every season (33% 
  chance). This plant is essentially everlasting 
  unless it sustains significant damage (hardness 
  1, hp 10). Given enough time it could 
  propagate across the land.
  Pay close attention to what the player does 
  with the flower. If nothing explicit is stated, 
  it will be assumed it is kept. If they try to sell 
  it they might get up to 50gp from a herbalist, 
  botanist or sage.
  If they refuse it, or get rid of it, see 
  Troubleshooting below.
  
  29
  Further refusal will see him offer to sell the bill of 
  ownership to the PCs for 200gp to try to cut his losses, 
  suggesting the PCs could make up to 400gp with shrewd 
  bargaining for the goods. 
  If after all of this the players aren’t willing to get on board, 
  break out a ‘filler’ adventure and move on. Several weeks 
  later they hear from James and Duran, of just talk in the 
  taverns, that Thaddeus’ body was found washed up on 
  the docks one morning. The clues and contacts offered in 
  this adventure may be salvaged by interjecting them into 
  the subsequent adventures, but this is not ideal.   
  The Player refuses the rose, throws it away or the DM deems 
  there are no appropriate PCs or NPCs present to give it to.
  This isn’t a huge problem, and is discussed in the final 
  encounter. Essentially just keep a logical track of what 
  happens to it. Once the PCs realize it’s the final piece of 
  the puzzle they can backtrack and regain it.   
  Thaddeus getting directly involved 
  The PCs are the focus of the adventure, and Thaddeus is 
  supposed to remain in the background. At any point after 
  the PTC compound if the PCs try to involve Thaddeus 
  directly, or if time begins to run short, he will become 
  preoccupied with the contract.
  Sensing potential contract breach (and loss of profit), he 
  will give the party directions to the buyer. He is going 
  to see the buyer personally to renegotiate the delivery 
  time (and try to avoid remuneration penalties). This 
  should effectively take him out of contact of the PCs. He 
  implores them to do anything within their power to get 
  the goods, even if they are sent on wild side tracks.  
  Scene 2 - The Peregrine Trade Consortium      
  As you traverse the Docks Ward, the PTC compound is clearly 
  visible from several blocks away, looming larger with every step 
  taken toward the coast. It resembles cross between a fortress 
  and a ship dock, built both out onto the harbour, and vertically 
  as well, catering to several airships. The compound has a high 
  wall surrounding what appears to be a large marshalling yard, 
  with a constant stream of wagons going in and out. Behind 
  the wall there appear to be several warehouses and a central 
  structure that resembles a tree with branch-like docks jutting 
  out at all angles and various heights of the three hundred foot 
  tall structure. You can see cranes moving cargo to and from 
  numerous airships. Approaching the gates you see that there 
  is a squad of heavily armed guards rigorously searching each 
  incoming and outgoing wagon, questioning the drivers and 
  checking documents.
  Getting in is relatively easy, assuming the PCs don’t 
  mind waiting 2 hours to get into the compound. If they 
  are members of the Merchant’s Guild they can skip the 
  line by presenting their credentials at the gate. The bill of 
  ownership indicates the location of the goods in the PTC 
  storage (down to warehouse number and bay). Showing 
  the bill gains the party an armed escort (2 guards) to the 
  Quartermaster’s office in the ground floor of the dock 
  tower. The office is fairly straight forward arrangement, 
  with a large desk covered in random piles of paper, 
  bookshelves full of ledgers, and a couple of client chairs. 
  The quartermaster (Belzar) is a middle aged, portly man 
  dressed in light robes. He appears harried, and constantly 
  consults runners and messengers, and swears profusely 
  under his breath. 
  He is polite, and scans both the bill of ownership and the 
  contract of partnership before addressing them. 
  “I’m very sorry but I’m afraid I cannot release the consignment 
  to you. While both your documents are in order, the contract 
  of partnership is quite clearly dated after the bill of ownership, 
  and as such you are not authorised to access goods cited in 
  it under the trade policies of the PTC. Thaddeus will have to 
  present himself in person if he wishes to claim the goods. I am 
  sympathetic, however I am bound by…” 
  He trails off as another messenger appears at the door. “Excuse  
  me a moment” he says, and leans in to have a furious whispered 
  conversation with the runner. “What do you mean a mix up?!” 
  he exclaims suddenly. “Where is the original manifest?!” The 
  runner helplessly shrugs and gestures to the piles of paper on 
  the desk. “To the Abyss with it all! Get out, just get out!” he 
  yells as the runner flees the office. Belzar massages his temples 
  before turning to you again. 
  “Look, I’ll make you a deal. I used to have an assistant who 
  actually understood all of this chaos”. He gestures to the piles 
  of paper. “A foolish young man with overly romantic notions, 
  but a valuable resource nonetheless. He recently quit and ran 
  
  30
  off to impress some girl. If you can convince him to come back to 
  work for me, then perhaps I can overlook the date discrepancies 
  and release your cargo”. He glances around to ensure no one 
  witnesses the conversation. “This is all hypothetical of course”, 
  he states, giving you a wink and slight grin.
  Belzar doesn’t know where his assistant (Trevel Antivar) 
  has gone, but the girl is named Lysenese (lie-sen-ess-ah), 
  and she works at the Celestial Scriptorium in the Trade 
  Ward (near the wall Guard bastion).          
  Development: Belzar has no intention of honouring 
  their bargain unless the PCs force him to put something 
  in writing. If they get a contract his temperament sours, 
  but he will honour it in Scene 8 - The Prodigal Clerk. A 
  successful Sense Motive (vs his Bluff of +8) suggests to 
  the PCs that he might not be good to his word. Of course 
  a bribe would certainly assist in this endeavour. If the 
  PCs offer 50gp or more, he will honour the agreement. 
  Getting out of the compound is worse than getting in, 
  as laden carts and wagons are thoroughly searched and 
  contents matched to the manifests with painstaking 
  diligence. It will takes the PCs 3 hours to get out of the 
  compound, even without any goods. Again, if they are 
  members of the Merchant’s Guild they can skip the 
  queue as per entering.
  This is a perfect time to introduce the alternate transport 
  methods if the GM is inclined to use them. There are 
  several airships in the docks, and Jotun’s courier teams 
  are constantly landing and taking off from the compound. 
  The PCs can find the following options;
  1. A large merchantman airship – ‘Winds of Fortune’ 
  under Captain Redden - leaving the city is willing 
  to make a ‘drop off’ at a private dock in the Trade 
  Ward for a fee before heading out. The captain will 
  charge a flat 10gp per person rate, and there will be 
  a 10gp (total) fee to disembark on the private dock 
  (belonging to a Trade Guild merchant).
  2. A small private airship sits idle between activities. 
  The airship available for the PCs is called the ‘Sly 
  Gambit’, under Captain Billings, a roguish trader 
  type. The captain will happily charter out his vessel 
  for 200gp per day (total, which will cover ship and 
  private ‘docking fees’ around the city). The ship will 
  be available for 1 day before their next commitment.
  
  31
  3. Jotun’s hippogriff teams are available roughly every 
  half hour. For a flat 10gp per person they will carry 
  passengers to anywhere in the city (landing space 
  permitting, but there are many such places set aside 
  for the courier service).      
  If the PCs have Thaddeus’ wagon, they can stable it here 
  for 2sp/day, and retrieve it later.
  Scene 3 - The Celestial Scriptorium
  Situated in the Trade ward, with sweeping coastal views, 
  this graceful structure is made of (or at least faced in) in 
  pink and white marble, with open galleries held up by 
  angelically sculpted colonnades. It is a square, 2 story 
  structure, with the centre being an open air garden. Its 
  upper level is private chambers and secret hideaways 
  threaded around a library of impressive size and depth, 
  if a little convoluted in layout.
  The Celestial Scriptorium is part library, part school and 
  sage service, and part festhall and brothel. Why? Well it 
  stems from a number of factors – Only Scholar’s Guild 
  members can ‘officially’ run library, sage or scribing 
  services. The proprietor (an enigmatic aasimar named 
  Radiant Soul) is not a guild member, nor does she want to 
  be (or have her staff be) or pay guild taxes. Secondly, it’s 
  an excellent business model – it adds a certain legitimacy 
  to the brothel business (it doesn’t appear so unseemly) 
  attracts the right ‘kind’ of clientele (wealthy and with 
  knowledge worth having) and it generates a huge profit. 
  Despite the snide condemnation of the Scholar’s Guild, 
  it’s an excellent place to get information, and have a good 
  time. Finally, it generates an atmosphere conducive with 
  the secret purpose of the establishment (not many people 
  spill secrets at an actual library).       
  The Celestial Scriptorium has a secret known to only 
  a few. It is a hugely profitable front to an even more 
  successful spy ring and information brokerage. Radiant 
  Soul is an extremely influential figure in the city, but 
  wields that influence from the shadows, behind factors 
  and representatives that cannot be connected to her. 
  All of the areas within the Scriptorium (common areas, 
  private rooms and libraries) have cunningly wrought 
  acoustics, and sound carries through concealed tubes to a 
  basement level, where dozens of scribes diligently record 
  
  32
  everything said above. A huge amount of information 
  is stored down here, and Radiant Soul has slowly and 
  quietly become one of the most powerful people in all of 
  Anduria.     
  The Celestial Scriptorium is the centre piece of a closed loop 
  street just off the Great Market. Surrounded on all sides by 
  festive looking taverns and boutique stores, the Scriptorium 
  is a massive structure set on a raised foundation overlooking 
  it's neighbours, and the ocean beyond. Wide steps lead up to 
  the impressive pink and white marble structure, it’s frontage 
  a series of angelically sculpted colonnades. You can and hear 
  delicate music spill from a set of large, open bronze doors. 
  As you step inside you take in an opulent foyer of carved wood 
  and hanging curtains. There is a cloak room to your left, where 
  a nubile young woman takes coats and dispenses winsome 
  smiles. Beyond the entry lies a spacious waiting area where 
  clients comfortably converse in plush couches, listening to soft 
  but stirring harp music. Scantily clad young men and women 
  move about, serving drinks from a bar set in the far corner. 
  Deeper into the building still, you can just make out an indoor 
  garden through another set of translucent curtains. 
  A stunningly beautiful woman approaches you with such 
  grace that she seems to almost float. She is garbed in a form 
  fitting blue gown and her long blonde hair falls loosely about 
  her shoulders. A pair of white feathered wings extend from her 
  back, folded in an almost demure fashion.
  “Greetings. I am Radiant Soul, mistress of the Scriptorium. 
  How may I be of service?”           
  Assuming the party addresses the issue of Lysenese 
  and Trevel, Radiant Soul says she remembers the young 
  man but has not seen him in some time. The party (or an 
  individual) is welcome to discuss it with Lysenese, but 
  they will either have to engage her services or wait until 
  her shift is over. Lysenese is not scheduled for clients 
  today, and is currently available should an individual 
  N
  5'
  
  33
  wish to contract her services (her shift does not end for 
  another 2 hours). The party is welcome to remain in the 
  premises (foyer or garden) until she becomes available, 
  avail themselves of Scriptorium services, or return in two 
  hours.
  If queried about the establishment’s services, Radiant 
  Soul gives the PCs an accounting of what the Scriptorium 
  provides. All the staff are intelligent and educated, 
  versed in many topics of conversation. Expert staff have 
  specialised fields, and some (not all) also offer physical 
  services as well as conversation, and have full discretion 
  as to if they will perform these for any given client (left to 
  the GM to determine details). 
  Drinks – a varied menu of wines and spirits (no ale) 
  ranging from 1gp to 10gp per glass, or up to 100gp per 
  bottle of the finest beverages (wine/spirit)
  General conversation – 1gp per 30 minutes with palace 
  staff in general area
  Specialised conversation – 1gp per 10 minutes with 
  expert staff in private
  Additional services (physical) – 20gp per hour (in hour 
  increments) in private with select staff
  Radiant Soul has been known to occasionally conduct 
  private conversations for 100gp (time variable) but never 
  engages in other activity. 
  All general palace staff have the equivalent of 5-10 
  (1d6+4) ranks in any knowledge or profession, so it is 
  possible to get useful information on any given subject.
  Each specialist has the equivalent of +14 in their specialty
  Lysenese (Female human, brown hair, willowy, excitable 
  girl-next-door) 
  – 
  Knowledge 
  (Local), 
  Knowledge 
  (History) (particularly interested in Folklore and Stories) 
  (& physical services) 
  Annabelle (Female half elf, dark haired, voluptuous, fiery 
  disposition, challenging) – Knowledge (Engineering), 
  Profession (philosopher) (& physical services)  
  Sahryath (Female asimaar, dark skin, dark hair, friendly) 
  – Knowledge (Religion), Knowledge (Nobility) (& 
  physical services)
  Ethrial (Female elf, red hair, mercurial and enthusiastic) 
  – Knowledge (Planes), Knowledge (Nature) (& physical 
  services)
  Morrigan (Female human, blonde, sleek, acerbic but 
  insightful) – Knowledge (Arcana) and Spellcraft (& 
  physical services).
  Altus (Male human, blonde, muscular, confident 
  and charming) – Knowledge (Dungeoneering) and 
  Knowledge (Geography) (& physical services)
  Due to her unique methods of gathering information 
  Radiant Soul is considered to have access to any given 
  information (any Skill) with a +4 circumstance bonus, 
  if given time to consult her records (between 1-2 hours 
  minimum), which in most cases would be a total of +19 
  (see her statblock for specifics). She is an excellent source 
  of information if one can afford her prices.
  Statblocks for Lysenese and Radiant Soul can be found 
  in the NPC suite on pages 51 & 52. If the statistics for 
  the other specialists are required, use Lysenese as a basis, 
  modified by the information above.
  
  34
  An Unusual Encounter (EL 0)
  If the PCs wait for Lysenese (or wait while one member 
  talks to her privately) they see an odd patron enter the 
  palace.
  As you are enjoying the hospitality of the Celestial Scriptorium, 
  you see an unusual being enter and approach Radiant Soul. 
  He is constructed of gleaming black metal, and shaped in the 
  likeness of an aesthetically pleasing male figure. The perfect 
  statue. This ‘statue’ is wearing finely tailored, though garishly 
  coloured clothing, and moves with fluid motion. After a brief 
  conversation with the proprietor, he turns and scans the room. 
  Sighting your group, his face shifts into a grin, and he wanders 
  over and waves amiably 
  “Greetings flesh creatures! Are you here for ineffective 
  reproduction processes?” he says in a cheerful metallic voice.
  Adam (‘short’ for Adamantine Golem) is a smooth, 
  black, male looking bipedal golem, essentially shaped 
  to mimic a bald, handsome male figure. He is garbed in 
  fine clothing (with horribly clashing yellows, greens and 
  reds), but is unmistakably a construct. When he speaks 
  he appears hollow, and his voice echoes metallically. 
  Adam is an intelligent, self-aware adamantine golem 
  that is seeking an understanding of its existence, and the 
  meaning of life. Having only just become ‘aware’ in the 
  last couple of years, and broken free of his ‘servitude’ 
  to his creator, Adam petitioned the courts to grant his 
  freedom, claiming that being treated as ‘property’ was 
  tantamount to ‘slavery’. The argument was accepted, and 
  he was emancipated, his ‘father’ (as he calls the wizard 
  who created him), being forced to grant his freedom. 
  Ungraciously, he turned Adam out, and moved on from 
  the city. Adam - needing nothing - makes his way as a 
  scholar and labourer, trading his limited (but basically 
  indestructible) manual skills for knowledge. Adam is 
  currently residing in the Celestial Scriptorium, indulging 
  in a current fascination of biological reproduction. Adam 
  is enthusiastic and child-like in his nature. 
  He will muse about human biology and alcohol
  “Why do you choose to ingest a liquid that is incompatible 
  with your systems?” and then rattles off the poisonous 
  qualities of alcohol 
  “Where does the liquid go?” (if asked what happens 
  when he drinks he indicates that he has an internal 
  magical engine that destroys all matter he ingests) 
  “Why are your reproductive and waste processes 
  linked?”
  “The male gender reproductive system seems inefficient. 
  It appears to require significant and repeated effort to 
  correctly connect with the female. I have observed that 
  often the female is displeased with the result”
  Finally, if the opportunity presents itself Adam will 
  make the following comment (Best used if the PCs avail 
  themselves of some of the services here, or return with 
  Lysenese from a private conversation)
  “Your female companion appears distressed. Were 
  you insufficiently equipped to render the endeavour 
  successful?” 
  Adam is almost impossible to offend, and seems 
  fascinated with almost any answer the PCs give. He will 
  also discuss the fact he is self-aware though he doesn’t 
  understand the process by which it happened. His 
  research is partly to bring him a greater understanding 
  of “life” so that he might better understand his own 
  existence. 
  If needed, Adam’s statistics can be found in the NPC 
  suite on page 53.
   
  
  35
  Meeting Lysenese
  When the party does meet Lysenese (‘Nessa’ to her 
  friends) they find her to be a slender and pleasant girl 
  who likes stories. She is open and friendly, with an 
  infectious smile and girl-next-door good looks. If the 
  characters have contracted her time, she can tell them 
  about the city and surrounds (see Campaign Guide as a 
  source of information), entertains them with one or more 
  tales, and asks if they have heard anything of interest in 
  their travels. If the character has a Charisma over 12, a 
  positive appearance description, and (most importantly) 
  is friendly, open and honest she will consider physical 
  services. If they can offer her a unique story or folktale 
  (Knowledge or Profession (relevant) DC 15) she will up 
  to halve her rates for a period up to the 'value' of the 
  story (10gp per 2 points past the required DC 15).
  If asked about Trevel Antivar she will say that he was a 
  client whom she consented to physical services for a time, 
  but then withdrew them after he appeared to be becoming 
  infatuated with her. While he was very pleasant, she did 
  not want to develop a personal relationship with him. He 
  has contracted her story services twice since then, and 
  she’s concerned that he may have sought to impress her 
  by trying to retrieve the subject of one of her tales; 
  Here in the City, in the Artisan’s Ward, is an abandoned tower 
  known as the Tower of the Rose. Legend has it that a wizard 
  once dwelled in the tower, and tried to cultivate the perfect 
  rose for his love. However, with each plant he cultivated, all he 
  saw was the flaws, and grew obsessed with creating the perfect 
  flower. He locked himself away and was never seen again. His 
  love waited outside the tower every day for months, until finally 
  she stopped coming.  The tower eventually became overgrown 
  with a dangerous plant known as bladeleaf. Generally the 
  Guild of Public Works will tear down or reclaim abandoned 
  buildings, but for some reason they have not with this tower. It 
  has become something of a local landmark. Every so often brave 
  adventurers try to gain access, but those that do never return.
  Lysenese wondered out loud if the story was true, and 
  Trevel vowed to enter the tower and bring her back the 
  Perfect Rose as proof of his love. She begged him not to 
  go, but he left determined. This was a week or so ago, 
  and she hasn’t seen him since.  She is honestly worried 
  about him. She can direct the PCs to the Tower. In truth, 
  just about anyone in the Artisan’s Ward can.
  Scene 4 - The Tower of the Rose
  The Tower of the Rose still stands, and its history is much 
  as described by Lysenese. 
  The tower itself had three stories, accessed by wrought 
  iron stairs central on each floor reaching from the tower’s 
  base to its roof. The Tower itself had no door. The wizard 
  used a passwall effect as a door, mostly because he 
  thought it would impress visitors. 
  When the wizard became obsessed with plant 
  propagation he turned his tower into a magical 
  greenhouse to conduct his experiments. While asleep 
  he fell afoul of a carnivorous plant that he had obtained. 
  This plant in turn died out due to lack of prey, but the 
  tower’s magical conditions nurtured the rest of the 
  flora within. Ironically, he did succeed in creating a 
  unique and hardy flower, but this did not meet his lofty 
  standards. Eventually bladeleaf took hold, flourishing 
  in the conditions and strangling out the other plant life 
  (Except the flower, which was magically durable). The 
  bladeleaf growth damaged the wooden supports of the 
  tower, and the floors collapsed one by one, retaining 
  only the areas closest to the walls that were supported by 
  stone. The wrought iron stairs that once allowed access 
  crashed through to the bottom level (basement), making 
  the tower little more than a hollow cylinder. As the tower 
  collapsed, most of the enchantments disappeared (save 
  the air conduit) and the excessive plant growth ceased. 
  Recently, some new explorers discovered access to the 
  tower and made off with the rose – see The Basement.  
  The Tower of the Rose is easy enough to spot, as it occupies 
  an overgrown courtyard at the end of a blind alley, known as 
  Rose alley. The tower appears to be approximately three stories 
  tall, though it is hard to tell as every inch is covered in ivy-like 
  growth. The ivy seems to be expanding out to the neighbouring 
  properties, but you can see a number of Public Works skeletons 
  working to trim it back. As you approach you can see that the 
  trimming efforts stop at the property lines, leaving the entire 
  tower and grounds behind an impassable briar
  In the wild, a knowledgeable person would be needed 
  to differentiate bladeleaf from ivy, but Lysenese has 
  already indicated the tower is known to be covered in 
  the dangerous plant. If the party talks to the skeletons 
  
  36
  
  37
  they will get nothing (unsurprisingly), but with a basic 
  scout of the edge of the property, they can find out where 
  Trevel (and others) have entered. The tower sits toward 
  the back of the grounds, and the intrepid adventurers 
  over the years have taken the path of least resistance. At 
  about ¾ of the way around the block, planks have been 
  laid over the plant growth. These are old and thick, but 
  balance on the uneven and unpredictable growth of the 
  bladeleaf. This is where Trevel crossed. See Getting into 
  the tower.    
  Observing the Skeletons
  There are 4 Skeletons working near the tower. They are 
  wearing thick gloves and padded leathers, and carry 
  heavy shears. They work in pairs. One holding back 
  several intertwined vines while another cuts. With every 
  single cut, several vines lash out in all directions. The 
  skeletons do not evade them, the heavy protection they 
  wear mitigating most of the damage. In some places the 
  skeletons have deep scratches on their bones, a clear 
  indication of the damage the plant can do to flesh. The 
  cut vines are being bundled into bales and tied with 
  twine. If the PC’s wait more than 10 minutes, another 
  2 skeletons walk down the alley pushing a handcart, 
  load up a number of bundles and walk away. The work 
  appears to be painstakingly slow, clearing about a foot of 
  vine every 10 minutes. This should discourage PCs from 
  trying to cut their way through.
  Skeleton, Worker 
   
   
   
  CR 1/3
  XP 135
  N Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 12, flat-footed 12 (+5 armor, +0 Dex, +2 
  natural)
  Hp 4 (1d8)
  Fort +0, Ref +0, Will +2
  DR 5/bludgeoning Immune cold, undead traits
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee shears +0 (1d4+2), 2 claws +2 (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB +2; CMD 14 
  Feats improved initiative
  Gear shears, vine trimmer's gear.
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  The skeletons belong to the Guild of Public Works and 
  are not hostile unless attacked. If the PCs do attack or 
  destroy them (though some moral justification, or to 
  acquire the vine trimmer’s gear), this is considered 
  property damage and they may be arrested and charged 
  with that crime if caught (usually resulting in a fine of 
  50gp per skeleton - GM discretion). 
  Getting into the tower (EL 2)
  Trying to access the tower is a dangerous prospect. The 
  PC’s won’t be aware of this, but there is no door into the 
  lower floor (as described in the start of the scene). There 
  Bladeleaf
  Bladeleaf is a hardy vine creeper that looks and 
  acts very much like ivy. However, its leaves 
  are razor sharp, and even the slightest contact 
  can inflict terrible wounds (1hp damage per 
  contact). It can be identified with a DC 15 
  Knowledge: Nature skill check. 
  Trying to push through densely packed vines 
  results in more significant contact, dealing 5 
  hp damage per contact or round of contact
  Bladleaf damage can be reduced by hardness 
  or physical armour, which acts as DR. A 
  chain shirt, for example, provides +4 AC, 
  and so would be essentially DR 4 protection. 
  Dexterity and dodge bonuses have no effect, 
  but deflection bonuses stack.
  Ecologically 
  speaking, 
  bladeleaf 
  gains 
  nutrients not only from photosynthesis, but 
  from the blood and decomposing remains of 
  animal life as well. Bladeleaf is not sentient or 
  malicious, but is a significant threat to unwary 
  living creatures.
  
  38
  are windows on the upper two levels, but they are little 
  more than arrow slits (even small sized creatures won’t 
  fit) and these are plugged with bladeleaf. The only way 
  in is through the tower roof.
  If the PC’s try to cut through or climb the bladed vines 
  they are subject to lashings for every foot cut or 5 foot 
  crossed. Each lashing deals 5 points of damage minus 
  a character’s armoured AC above 10 (not including 
  Dex or other reaction type AC benefits – essentially flat 
  footed AC). For example, a character with an AC of 15 
  due to a Chain shirt (+4) and Dex (+1) will suffer 1 point 
  of damage per contact. Heavy armoured characters 
  are essentially immune to the damage. On top of this, 
  for every 5 feet travelled (if crossing, not cutting), the 
  character is affected as if entangled (as per the 1st level 
  druid spell – DC 11).
  Bridging is a far better method of reaching the tower, and 
  if the party travels to the rear of the compound, they will 
  see just that. Thick planks do well, but anything sturdy 
  enough to withstand the bladeleaf (hardness greater than 
  5) will do. However, laying anything across the bladeleaf 
  and then crossing it puts the character at the mercy of 
  sudden shifts and pitching as the plant slips and settles 
  under the ‘bridge’. Each 5 foot crossed the character must 
  make a Reflex save (DC 10, 5 if crawling) or be pitched 
  into the vines, suffering damage and entangling.
  The walls are covered in climbing vines, but it’s much 
  thinner than the ground covering. The Vines will not 
  support weight, and any attempt to climb will pitch 
  the character into the bladeleaf below. At the rear of 
  the tower, iron spikes have been hammered into the 
  masonry (no climb roll required). They shift and groan 
  on use, but are stable (ostentatiously roll some dice – no 
  reason, just to increase the tension). However, using the 
  spikes brings a PC into ‘incidental’ contact with the vines 
  for 1 point of damage every 5 vertical feet (total of 25 feet 
  climb, 30 feet if actually going from the ground since the 
  ‘bridge’ rests on 5 feet of vine). 
  Ropes won’t last long against the vines (see above), but 
  lengths of chain might work well. Otherwise the PCs 
  might come up with novel methods of ascending, or go 
  and find thick protective coverings. 
  Vine trimmer’s gear can be purchased from the Great 
  Market, or a number of other places (Knowledge (Local) 
  DC 7). It costs 15gp, and is essentially bulky padded 
  leathers head to toe and a metal mesh face mask. The garb 
  grants +5 AC, but reduces Dex by 4 (affecting AC, reflex 
  saves and Dex skills) and halves movement. It makes 
  terrible combat armour but great bladeleaf protection. 
  It isn’t great for climbing though or for getting out of 
  entanglement, and is best used as a last ditch crutch 
  to haul low AC/low HP characters up the wall (with 
  chains or some such). PCs could try taking it from the 
  skeletons below, but this is a crime amounting to theft 
  and destruction of property if they damage or destroy 
  the undead. 
    
  Top of the Tower  
  Once the PC’s reach the top of the tower they have a 
  little breathing space. The tower is around 20 feet across, 
  though the central 10 feet has collapsed into a gaping 
  hole. The bladeleaf is thinner up here, reaching across the 
  roof and down the hole from all sides. The party cannot 
  rest or stretch out here, but they can pick their way 
  carefully to the hole without taking any damage. A closer 
  examination of the hole reveals 2 metal pitons (same as 
  the walls) hammered into the masonry near the edge, a 
  single rope hanging from one, while 2 ropes hang from 
  the other. One rope on the second piton is very recent, 
  while the others are quite old. 
  The tower internals are pretty dark, the hole illuminating 
  only the upper floor to a degree. The PCs can see that the 
  3rd floor has also given way and the ropes drop below 
  that level too, swaying gently as if in a breeze (no breeze 
  is apparent at the roof level). What is not as obvious 
  (without some greater source of light) is that the ropes all 
  end just below the 3rd floor. At that level there is a one way 
  conduit from the Plane of Elemental Air that produces a 
  steady airflow (think magical air conditioning) designed 
  to assist in the pollination and propagation processes 
  the ancient wizard was undertaking. His construct has 
  long outlasted him. Unfortunately, as the bladeleaf has 
  taken over, tendrils now wave in the breeze. This can be 
  a slight hazard to a climber, but the severing of the 
  ropes is what has ended the careers of all the previous 
  adventurers, and what befell Trevel 2 days ago (either 
  they didn’t realise the risk, or in the case of Trevel, 
  decided to push on in the face of it).
  The third level is the most open to the elements, though 
  
  39
  in truth all levels have suffered from the coastal rain falls. 
  At each level only a few feet of floor ring the walls, so 
  little if any possessions remain. A number of paintings 
  and banners still hang, but these are mouldy, damaged 
  and crumble to the touch. Each level has thin windows, 
  which are more noticeable from inside, but these are 
  choked with bladeleaf. Characters can try to reach these 
  remnant ‘edges’ of floor by swinging on their rope 
  toward them. This is a full round action, requiring an 
  Acrobatics DC 12 to ‘land’ safely. Failure simply means 
  the character failed to get a hold, and swings out into the 
  centre of the expanse once more.
  The second level has the light air currents, and the PCs 
  may notice the gently swaying bladeleaf before they 
  reach it (Perception DC 12). There is a chance that their 
  ropes have already suffered damage by this point (25% 
  chance per round of taking damage, and being severed). 
  On the rounds the rope remains undamaged it merely 
  takes superficial scrapes (Perception DC 15 to notice). 
  The party will definitely notice that the initial 3 ropes end 
  here. Characters passing through this area run the risk of 
  being struck by 1d3 vines (50% chance, but these have 
  little force behind them and it is minimal contact (1 point 
  damage, negated by at least 1 point of physical armour). 
  The real risk here is having a rope severed whilst a climber 
  is below. A climber can go up or down ½ their movement 
  per round (usually 15 feet, or 10 if small). A single move 
  action will have them 5 feet below the 3rd floor (1/2 way 
  through the 2nd floor). Full movement (assuming no 
  stopping to examine the floors) will have them at the 1st 
  floor level (also collapsed - 10 feet above the basement 
  floor). The next move will have them reach the Bottom 
  floor (basement). After the first round of climbing they 
  will be below the cut line. Check for cutting at the start of 
  each round. In addition to fall damage (most likely 2d6 
  or 1d6) they must make a reflex save DC 10 or strike the 
  broken remains of the wrought iron stairs for another 
  1d6 damage.
  This is a dangerous trap for 2nd level characters, 
  particularly if they have taken damage from the initial 
  climb outside. Having said that, if they fail to account for 
  it given the above clues, they deserve what they get. 
  The second level has weathered the exposure a little 
  better, and though its floor is also gone, its wall 
  hangings and paintings are in slightly better condition. 
  Several rotten pieces of wooden furniture remain intact, 
  including a writing desk with a locked drawer (DC 15 
  Disable Device, or simply break apart the wood).  The 
  drawer holds moulded parchment, quills and several 
  pots of liquid or paste including; 2 vials of ink, 1 vial of 
  black paint, a pot of silversheen, a vial of nightdrops, a jar 
  of salve of slipperiness and a potion of cure light wounds 
  (CL2, 1d8+2) 
  Of course, taking the time to try to reach the remaining 
  edges of the 2nd floor increases the risk of the rope above 
  them being severed by stray vines.
  The ground floor has seen the least weathering, but is 
  also the most empty, with no wall coverings or items at 
  all against is bare surfaces.   
  The Basement
  The bottom floor is a twenty foot diameter basement filled with 
  soil, masonry and rotting furniture. A section of one wall has 
  collapsed and appears (and smells) like it leads to the sewers. 
  The area is mostly clear of the bladeleaf growth, save for a few 
  tendrils clinging to the walls.
  5'
  
  40
  There are some bladeleaf tendrils down here, but the 
  bulk were buried under the rubble at the time of collapse, 
  and as growth is so substantial externally there has 
  never been a regrowth down here.  There are the rotted 
  remnants of some frayed rope (and one newer coil) all no 
  longer than 20 ft long. There is also a new pack containing 
  a smashed lantern and smashed oil vials. There is some 
  discarded Vine trimmer’s gear that has a little blood on it 
  (Perception DC 10).
  It is easy to see that the area has been picked clean of 
  anything valuable, and a tracking check (Survival DC 5) 
  will show both old and new tracks in the relatively soft, 
  moist soil here. Here is also traces of blood leading off 
  into the sewer system (Perception DC 5) and drag marks 
  consistent with a damaged or broken leg (Perception DC 
  15 or Heal DC 10).
  Trevel managed to get into the tower, and get about 
  halfway down before his rope was severed. He fell to 
  the base, though miraculously missed the wrought iron 
  stairs. Injured (leg broken) he created a makeshift torch, 
  discarded his broken on unwanted gear and tried to find 
  a way out.
  Scene 5 - Interview with the ‘Entity’  
  Assuming the PCs attempt to follow Trevel, they will 
  enter a section of the City sewers. The blood trail and 
  drag marks are not difficult to follow (Survival DC 5, or 
  Perception DC 12) as the scum is clearly scraped along the 
  path. It doesn’t really matter because they have strayed 
  into the realm of the ‘We’, and are likely to encounter it 
  regardless.
  The sewers near the surface are considered ‘dim light’ 
  conditions during the day when (due to the ambient light from 
  the regular street drains and grills) but darkness conditions at 
  night. The deeper tunnels are always in darkness.
  The sewers are dark, dank and malodourous. The tube like 
  tunnels are some 15 feet in diameter and a narrow walkway 
  on either side of the main channel keeps you out of the fetid 
  sewer water. The walls appear to be tiled with a strange green 
  stone, but it is difficult to tell under these conditions. Slime 
  and other scum collect on the walls and walkways, and insects 
  and rodents scatter as you approach.  You pause at a junction 
  to check the trail and notice a single rat peering at you from 
  across the way. Its nose twitches spasmodically, and its beady 
  eyes seem to assess you with a frightening intelligence.
  Pause for player reaction – if they attack the rat, see 
  Attacking the Entity below. If they don’t, read the 
  following.    
  The trail leads to the left path, thankfully away from the strange 
  rat and its unnerving stare. However, 40 feet down you find 
  that the tunnel has collapsed, completely enclosing the sewer 
  in rubble and earth. There appears to be a small hole dug into 
  the blockage, barely 2 feet across. It disappears into darkness 
  beyond. You might be able to squeeze through, but it’d be tight 
  and potentially fraught with danger from attack or collapse. 
  The drag trail appears to go into the hole.
  As you debate you next action you notice a pair of glowing 
  beady eyes appear from the hole. Then, as if on cue, more 
  sets rapidly appear until you are facing down a mismatched 
  swarm of rats, insects, lizards, felines, crabs and the like. A 
  quick glance backward shows you that a dozen or more of the 
  incongruent mix of creatures have followed you down the 
  tunnel, effectively surrounding you. 
  A voice echoes through your minds. Uncomfortably loud, it 
  seems to be a discordant collection of a thousand tiny voices 
  speaking in unison. “We claim this place”, it intones, your 
  brain vibrating with every word. “Why have you trespassed 
  on our domain?”   
  The hive mind creature refers to itself as ‘We’ never ‘I”, 
  and its component parts as ‘this one’, though the mental 
  inflection always indicates a specific creature when 
  referring to its components. If asked its name or what 
  it is it simply replies ‘We are an Entity” or “We exist as 
  an Entity”. Collectively, the Entity is quite intelligent. It 
  wants very little from the party other than for them to go 
  away. While the Entity’s knowledge is vast, it is unlikely 
  to share any of it with the party at this time.
  It knows of Trevel, and in fact freely admits to having 
  him in its collective (i.e. dominated). Trevel wandered into 
  the domain of the Entity, who co-opted him as a servant 
  due to the fact that he has opposable thumbs. The Entity 
  cares nothing for his health, and casually indicates that 
  ‘this one’ is injured and will likely die soon. 
  If asked to relinquish Trevel, it responds.
  “This one is a useful servant, but it is injured and may 
  expire soon. We would consider relinquishing it if you 
  perform a service for us.” 
  
  41
  Assuming the party agree or ask for more information
  “There is an interloper come recently into our domain. 
  This creature is resistant to us and difficult to remove. 
  If you were to slay it, We would give you our servant as 
  payment.”
  If asked to describe it the Entity indicates it is a huge 
  tentacled creature that feeds on refuse. This should give 
  the players some ideas, and the description alone will 
  warrant a Dungeoneering DC 15 check to identify it as 
  an otyugh. Its high Will save has convinced the Entity 
  that it is immune to mental control, and thus beyond its 
  powers to vanquish.
  If the party agrees, the bulk of the swarm vanishes into 
  the sewers, and a single rat leads them to the cistern 
  nearby. 
  Troubleshooting
  The party may expressly avoid the tunnel once the rat 
  is spotted, or attack the rat. If they do so they will be 
  tracked by the Entity and surrounded in another tunnel. 
  The Entity wants the otyugh destroyed and recognizes 
  the adventurers as a means to do so. It will drop hints 
  such as ‘You are forms like the other that entered our 
  domain recently”. If they do not take the bait it will offer 
  him up as a trade, guessing that the party and Trevel are 
  somehow connected. Failing that, it will let the party go 
  unless attacked.
  Attacking the Entity  
  This is a very bad idea, and hopefully the party recognises 
  this. However, if they do so the Entity won’t actually kill 
  them, though that is certainly within its capabilities.  
  If the party attacks the first rat it will try to flee and hide 
  (Stealth +18). If it is killed the Entity won’t be terribly 
  upset. It is made up of thousands of creatures and loses a 
  few scouts periodically. 
  If the Party attacks the Entity it will Stun and Dominate 
  them once per round. A 2nd or 3rd level party is very 
  unlikely to be able to be able to resist. However, after 
  the first domination it uses that party member to 
  parley. Being inside the character’s mind it has instantly 
  recognised the PC’s capabilities and very much wants the 
  party to kill the otyugh. If the party continues to attack it 
  dominates PCs and forces them to fight each other. Once 
  a few are incapacitated it tries again to parley. It only 
  releases dominated characters after an accord has been 
  reached, as it knows they will be forever immune to its 
  domination afterwards. 
  If nothing works it eventually slays the entire party bar 
  one (the one it sees as most useful) and keeps that one 
  close as a permanent slave (until it eventually dies or 
  breaks free).
  5'
  R
  E
  PC
  E The Entity
  R Sentry Rat
  PC Player Characters
  
  42
  The Entity 
   
   
   
   
  CR 9
  XP 6400
  NE Large aberration (swarm)
  Aura Telepathic Field (120 ft)
  Init +8; Senses darkvision 60 ft., tremorsense 60ft; 
  Perception +21
  DEFENSE
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, -1 
  size)
  Hp 105 (14d8+42)
  Fort +6, Ref +8, Will +11
  Defensive Abilities elusive immortality; DR ½ damage 
  from slashing/piercing weapons; Immune swarm traits 
  (immune to critical hits and flanking)  Weaknesses 
  vulnerability (+50%) to area of effect attacks
  OFFENSE
  Speed 30 ft.
  Melee swarm (3d6 plus poison and distraction)
  Special Attacks Distraction (DC 19), Psychic Stun, 
  Mental Domination
  STATISTICS
  Str 3, Dex 19, Con 14, Int 10, Wis 14, Cha 18
  Base Atk +10; CMB +7; CMD 21 (cannot be tripped or 
  grappled)
  Feats Improved Initiative, Toughness
  Skills 
  Climb 
  +21, 
  Intimidate 
  +21, 
  Knowledge 
  (Dungeoneering) +17, Perception +21; Racial Modifiers 
  +4 Perception, uses Dexterity for Climb checks.
  Language Telepathy 120ft
  SQ Ranging
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Elusive Immortality (Ex) The Entity is a hive mind 
  effectively residing equally in all of its component 
  creatures. If reduced to 0 hp the Entity is dispersed 
  rather than slain unless every single component creature 
  (including those Ranging) are slain. If dispersed, it will 
  take the Entity some time before it is able to gather 
  enough creatures to ‘safely’ venture forth again.
  Poison (Ex) Swarm—injury; save Fort DC 13; frequency 
  1/round for 6 rounds; effect 1d2 Str; cure 1 save. The 
  save DC is Constitution-based.
  Psychic Stun (Su) as a standard action, the Entity 
  can deliver a psychic burst centred on itself (or any 
  component creature, including those Ranging), in a 20ft 
  radius causing any creature in that area to be stunned for 
  1 round unless they make a Will save at DC 18. The save 
  DC is charisma based. The Entity can do this at will, but 
  cannot discriminate or select targets. 
  Mental Domination (Ex) the Entity can (as a swift action) 
  attempt to mentally dominate a creature it has stunned 
  with its Psychic Stun ability, so long as that creature 
  is within its Telepathic Field at the time. The creature 
  must make a successful Will Save DC 13, or have its 
  mind suppressed and its body ‘taken over’ by the Entity 
  collective (as the dominate spell). Any creature with an 
  intelligence greater than 3 gets a save each day to break 
  free, and any creature that spends more than 24 hours 
  outside the Telepathic Field gets a save. Once a creature 
  is free of the Entity it is immune to this ability. 
  Ranging (Ex) The Entity can control any of its component 
  creatures for any distance, and continue to experience 
  input from its senses. However, if a creature spends 
  more than 24 hours away from the Entity’s telepathic 
  aura, it gets a new save each day to break free from the 
  collective.  
  Telepathic Field Aura (Su) Any telepathic creature 
  that comes within 120 ft of the Entity (main ‘body’ not 
  Ranging creatures) is automatically connected to it. This 
  allows for communication and the use of mental abilities, 
  even without visual line of sight. Neither creature can 
  shut down the connection by choice. If faced with an 
  overwhelming opponent the Entity will try to flee.
  Despite being a swarm of various creature types, the 
  Entity is actually an aberration – a disembodied alien 
  ‘spark’ consciousness that arrived in Anduria through 
  the portal to R’lyeh when it was opened. It learned to co-
  opt weak minds and became a gestalt entity greater than 
  the sum of its parts. It has remained hidden under the 
  city for 300 years. For the most part The Entity just wants 
  to be left alone to ‘rule’ its territory. It tolerates creatures 
  passing through, but does not accept permanent lairing.
  While it has no immediate needs to fulfil beyond the 
  current request, if the PCs can manage to find common 
  ground for an alliance, the Entity makes for an excellent 
  spy, though any information seen or heard is likely to be 
  interpreted literally as it has little concept of cultural or 
  social interaction.  
  
  43
  Scene 6 - An Interesting Discovery
  As the party is lead toward the cistern, they will move 
  through several dry sewer pipes. These pipes lead 
  steadily downward (under the Canal), levelling out for 
  100 feet or so, then rising upward again. At one point 
  during that stretch, there will be a significant crack in 
  the floor of the pipe, though it will not span the entire 
  pipe (allowing the party and rat guide to continue on). 
  Glancing into the crack the party will see it drops onto 
  another tunnel at a cross path. The tunnel is strange in 
  design. If the Party investigates their rat guide will wait 
  patiently until they return to continue on, but it will be 
  clear that this is not the intended route.
  The new tunnel is about 10 feet in diameter, and 
  completely dark.
  The tunnel is constructed of a black glassy stone not unlike 
  obsidian, though it appears to be at least somewhat transparent. 
  Under the surface you can see wires of various metals in 
  twisting patterns that are impossible to follow. Some of the 
  metals are recognizable – gold, silver and copper, but several 
  seem to be made of metals of green and blue hues. There is an 
  elegance about it, even if its purpose is unclear. 
  Clinging to these clean surfaces are numerous tendrils or tubes. 
  These tubes are rough and fibrous, and look far too organic to 
  be part of the original structure. They run the length of the 
  tunnel in both directions like veins, in clusters or singularly, 
  branching and re-joining at seemingly random places. It 
  reminds you of ivy clinging to a building, separate and yet 
  inextricably intertwined at the same time. These fibrous veins 
  pierce the otherwise pristine walls at intervals, and where they 
  do, jagged holes are torn through the glassy stone. Scratching 
  at the wall with a dagger you cannot make so much as a mark, 
  yet somehow these tendrils have managed to penetrate it.  
  The walls are constructed of an unidentifiable stone 
  completely impervious to anything the PCs have at 
  
  44
  their disposal. The tunnel stretches approximately East/
  West. To the East, about a hundred feet from the opening 
  the tunnel has completely caved in, and is filled with 
  rubble. It would take hundreds of man hours to clear 
  to be passable, and without engineers would remain 
  dangerously unstable. To the West the tunnel goes for 
  about 20 feet, has a dog-leg turn and then continues on, 
  but is blocked by a grillwork made of the same black stone 
  (no circuitry). The grill work has apertures of 6 inches 
  square, but it’s unlikely that the party can bypass it at 
  this time. If they do somehow managed to get through it 
  the tunnel runs roughly straight to one of the Reservoirs 
  (under the wall bastions) of the great Machine (at the city 
  centre). That is beyond the scope of this adventure, but 
  is detailed in a side trek (See the Campaign Guide) and 
  later in the main adventure line.
  This may seem like a wasted exercise (a mystery tunnel 
  with both ends blocked) but it serves to foreshadow the 
  presence of the Machine, and give the party a sense of 
  the age and strangeness of the city. While not detailed in 
  this adventure, the party may explore this at a later date 
  when time and resources allow. 
    
  Scene 7 - Cistern of the Creature (CR 4) 
  The rat leads the party to a cylindrical cistern, the floor 
  apparently around 5 feet below the characters (actually 
  10 feet) and the ceiling some 30 feet above. The cistern 
  has eight pipes leading to it at cardinal points, but the 
  south/east ones on the bottom level are filled with refuse 
  (party approaches from the West). The cistern is 30 feet 
  in diameter.
  Originally designed to help redirect overflow on the way 
  to sea discharge, this cistern has slowly become bogged 
  with refuse in the lower 10 feet. The otyugh has cleared 
  5 feet of the northern portion of the cistern floor to allow 
  for more flow in, and used this material to block the 
  lower pipes to the south and east for defensive purposes. 
  This has left the south half of the room as sort of a spongy 
  landmass while the north half is a drop of 5 feet and 
  covered in 2 feet of liquid (see encounter map). 
  The otyugh is hidden within the refuse pile (+10 stealth), 
  and until it emerges the refuse offers Total Cover (cannot 
  be attacked).
  If the party is taking care to be stealthy the otyugh might 
  be surprised (+9 perception) but this is unlikely with 
  a light source in hand (-10 circumstantial penalty to 
  stealth) or if in metal armour (appropriate penalties as 
  per armour).   
  The Otyugh attack all intruders to their lair, which is 
  what befell the Collectors, see below.
  Otyugh   
   
   
   
   
  CR 4
  XP 1200
  N Large aberration
  Init +0; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  Hp 39 (6d8+12)
  Fort +3, Ref +2, Will +6
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+2)
  STATISTICS
  Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
  Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +9, Stealth +2 (+10 in lair); Racial 
  Modifiers +8 Stealth in lair
  Languages Common
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or cluster (3–4)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fortitude 
  DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Con damage; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  In combat - The Otyugh is content to go toe to toe with 
  any creatures entering its lair. If it finds itself in a situation 
  where it cannot reach its opponents (attacked by range) 
  it burrows under the refuse for total cover, moving its 
  ‘eye’ tentacle around at various points just under the 
  surface to observe its adversaries
  Morale – The otyugh will not give up its lair, but if 
  reduced to less than 1/5 hp it will burrow deep under the 
  refuse to hide and heal up over time. It will only emerge 
  
  45
  again once fully healed or if it is clear the predators will 
  not give up.   
  In the lair there are the severely decayed (and chewed on) 
  remains of 2 humanoids wearing leathers and Guild of 
  Public Works symbols. Within the belt pouch of one is a 
  heavy shroud cloth that smells of incense. A Knowledge 
  (Local) check at DC 10 will indicate these are guildsmen 
  known as ‘collectors’ who collect corpses for disposal. 
  The shroud is alchemically treated to provide a +2 to 
  resisting inhaled diseases and poisons, but is limited 
  to only 7 days of protection per treatment. This cloth is 
  well past it’s ‘use-by’ date, but still serves to identify the 
  bodies.
  The items of interest include a belt pouch containing 
  23cp, 14sp, 25gp and a bronze signet ring inlayed with 
  malachite chips (50gp). Another pouch contains 12cp, 
  21sp, 34gp, a handful (4) of small agates (25gp each), a 
  smashed glass vial and a metal vial containing a potion 
  of invisibility (3rd level). A +1 caster shield (blank scroll – 
  displaying a lion rampant in red on its surface) lies near 
  one corpse, while the other grasps a sword made from a 
  shining silvery metal (+1 mithril longsword).  A couple of 
  normal daggers round out the weapons found. A sodden 
  and mouldy sack contains a number of ruined garments 
  that might have once been fine quality, and two journals. 
  One journal is plain leather bound, while the other is a 
  strange white leather with a golden rose symbol on the 
  front. Both journals can offer some valuable information;
  The Rose journal is as expected – it is the journal of the 
  mad mage determined to create the perfect rose. The 
  entries are dated many years ago. There are several 
  months of up and down entries, culminating in the final 
  pages indicating the successful hybridisation of the fast 
  growing bladeleaf and a heavily altered (magically) rose, 
  but the result was a ‘disappointing’ blue flower that 
  seems to be everlasting. Frustration is clearly evident in 
  the writing, and a few notes on the next specimen trail off. 
  On the opposite page is a diagram of the flower. Offer the 
  PCs a perception DC 10 (5 to the owner) to recognise the 
  flower as that given to a female character by Thaddeus in 
  the beginning of the adventure. Assuming she still has it, 
  a visual comparison proves this to be true. 
  The other journal is that of the head ‘collector’, and 
  essentially tells the party how the flower was found and 
  an inkling of how it might have gotten to them. It’s 
  pretty much a day to day account of the collector group’s 
  whereabouts and activities. It notes the intent to check 
  the base of the rose tower through the sewer as it is semi-
  regularly restocked with adventurer corpses, and that 
  the newly acquired journal indicated that ‘funny flower’ 
  they’ve seen the last two trips might actually be valuable 
  (previously ignored by the collectors as worthless). The 
  journal recounts how the flower was given to ‘Rolt’ to 
  carry and that they would move on to the midden heap 
  in the morning…
  Essentially, Rolt the collector survived the encounter 
  with the Otyugh, fled to the surface with sad news and 
  sold the flower (along with other gathered items) to 
  Thaddeus a few days before the party was contacted for 
  a simple job.
  O
  5'
  O Otyugh (concealed)
  PC Player Characters
  PC
  PC
  O
  N
  
  46
  In addition to the stated items above, the otyugh has 
  amassed a number of useful or valuable items along with 
  the standard miscellaneous junk that has collected in the 
  cistern.
  For every hour the PCs want to spend sifting through the 
  muck (remember they are time limited, but if they have 
  saved themselves some travel time and have their return 
  journey plotted, they may have some time to kill) roll 
  on the following table. There are around 20 hours worth 
  of valuables to be found, and the unique items (16-20) 
  no more than once (ie roll again if they turn up twice or 
  more).
  1d20 roll 
  Item/s found
  1 
   
  Nothing!
  2-5 
   
  1d20 copper pieces
  6-10 
   
  1d20 silver pieces
  11-15 
   
  1d10 gold pieces
  16 
   
  a garnet necklace (50gp)
  17 
   
  a masterwork dagger
  18 
   
  a wand of reduce person (CL 2nd, 5 
   
   
  charges)
  19 
   
  a ring of protection +1
  20 
   
  a unique cloak crafted of moss (see 
   
   
  sidebar)
  Full Circle
  All things being equal, the last piece of the puzzle should 
  allow a chain of events to unfold.
  1. Killing the Otyugh precipitates the release of Trevel 
  from the Entity
  2. Solving the mystery of the Rose allows Trevel to 
  return to Lysinesse, who (while overjoyed at the 
  prospect of the Rose story) does not return the 
  affections of the young man.
  3. Heartbroken, Trevel agrees to return to his old life as 
  a clerk for the PTC
  4. The PC’s can theoretically get Thaddeus’ cargo from 
  the PTC (see The Prodigal Clerk)
  5. The PC’s can honour their contract and assist 
  Thaddeus in meeting his obligations.
  Troubleshooting
  The PC got rid of the rose
  Sold it - In this case, if the PC sold the rose it will be 
  with whomever they sold it to. A successful diplomacy 
  check (DC 12) will allow the pc’s to buy it back at cost. A 
  failed check and they can have it for 150% of what they 
  received.   
  Gave it away – Again it will be with whomever they 
  gave it to. A successful diplomacy (DC 12) allows them 
  to reclaim it. Failure and the person will sell it back to 
  Moss Cloak
  This strange cloak may once have been fabric, 
  but now seems to have a layer of vibrant 
  moss coating the outer surface, and bonded 
  inextricably to the material. The cloak is warm 
  to touch, and gives off a pleasant ‘earthy’ 
  aroma.
  Donning the ‘living’ cloak, the moss draws 
  heat from the wearer in a semi-symbiotic 
  relationship.
  The cloak is also sensitive to changes in 
  temperature, changing colour through the 
  visible spectrum as ambient temperatures rise 
  and fall, appearing red at above 100°F (38°C), 
  shifting down through the rainbow spectrum at 
  every 10°F (~5.5°C) drop, to violet at below 
  40°F (4°C).  
  The cloak adds a +1 natural armour bonus 
  while worn, and offers a +2 bonus to saves vs 
  fire based attacks as it absorbs a portion of the 
  heat.
  Aura faint transmutation; CL 5th Slot 
  shoulders; Price 3500gp
  Construction: Craft Wondrous Item, barkskin, 
  resistance; Cost 1750gp
  
  47
  
  48
  them for 25gp. Alternatively there may be a role playing 
  solution offered up by past interactions.
  Threw it away – Scouring the area, the PCs can ask a 
  few questions and find the flower in the hands of a little 
  street urchin girl. They will need to offer her something 
  of value to trade for her to give it up willingly. Anything 
  useful for a street urchin, or of a value greater than 1gp 
  will do it.  
  Thaddeus still has it - If there were no female PCs or 
  NPCs or if they strenuously refused the gift Thaddeus 
  still has the flower. The Perception checks are to recall 
  Thaddeus had a similar flower to that depicted in 
  the journal. He is more than happy to give it up as a 
  (convoluted) way of retrieving his cargo. He’s actually 
  quite tickled by the prospect that he has had the key to 
  the problem with him the entire time.
  The PC’s somehow don’t recognise the rose for what it is
  Trevel might make the connection if he is allowed to see 
  the journal and the flower is in plain sight. If he does not, 
  he will adamantly refuse to give up his quest to find out 
  about the rose. The Collector journal should be enough 
  to track down “Roth’ through the Guild of Public Works. 
  He can give a full account of the travels of the flower, and 
  describe the itinerant merchant he sold it to (Thaddeus). 
  If they still don’t make the connection Thaddeus can do 
  so for them if they discuss it with him.
  The PCs fail to recognise the rose, and are fed up with the ‘wild 
  goose chase’
   
  The PCs can force Trevel to return to Lysenese empty 
  handed with a successful Intimidate check (DC 15 – “do 
  it or we’ll hurt you”), Diplomacy check (DC 13 – “she’d 
  rather you were alive and empty handed than died 
  on this quest”), a magical charm or compulsion or by 
  physically forcing him.
  While this nets the result they need (her rejection of him 
  causing his return to work) he will be incredibly resentful 
  and blame the PCs for his romantic failure. While this 
  has no immediate effects, the now driven Trevel will 
  eventually become a political power in the PTC and can 
  make all sorts of difficulties for the PCs later on down 
  the track.
  Similarly, while Lysenese is grateful for not having the 
  death of Trevel on her conscience, the method of return 
  does not garner any favour from her, and may in fact 
  cause friction (if threats, compulsion or force were used) 
  in any future dealings. 
  Ripples in the Pond
  Choices have consequences, for good or ill, and actions 
  the characters take may have lasting effects in the 
  campaign. 
  Befriending Lysenese
  If the party (or a PC) were to give Lysenese the journal 
  and the flower she would be very much appreciative. 
  Learning the veracity of the story would already make 
  her well-disposed to the PCs, but having hard evidence 
  will cement the foundations for a possible future 
  friendship, and the PCs can certainly count her among 
  their contacts. Any future information would be at ½ cost 
  (other services still full price!).
  If there is a compatible party member of interest, and 
  initial and return interactions are positive she may be a 
  potential love interest. However, she will not ‘change’ for 
  her partner, which means her line of work will remain. 
  Secondly, any hint of a relationship will immediately 
  sour any possible contact in Trevel, who will react as 
  indicated in Troubleshooting above.
  Befriending Trevel
  Assuming the PCs rescue Trevel and give him every 
  opportunity to woo Lysenese (ie give him the flower 
  and journal) he will warmly regard them, even if his 
  endeavours are doomed to fail. Returning to his job, he 
  won’t forget the PCs assistance, and can be treated as a 
  contact within the PTC. He will assist in releasing the 
  PCs cargo, and may be very useful in the future.
  
  49
  Scene 8 - The Prodigal Clerk 
  Returning to the PTC compound with Trevel allows 
  almost instant access through a staff entrance. If the PCs 
  follow after him (ie not with him) they are subject to the 
  same checks as their first visit.
  Belzar is much relieved at the lad’s return, and after a 
  few mumbled condolences, immediately puts him back 
  to work, stating that keeping occupied will lighten his 
  spirits, he then thanks the PCs and tries to return to work. 
  When the PCs attempt to get their cargo, he repeats the 
  issue from the first meeting (date inconsistencies in the 
  paperwork). If the PCs mention their verbal agreement, 
  Belzar merely states that the PTC does not conduct 
  business in such a manner and that the PCs must have 
  got the wrong impression (he says the last with a nasty 
  glint in his eye).
  The resolve for this very much depends on events of the 
  adventure.
  If the PCs befriended Trevel he steps in and asks for a 
  quiet word before the discussion gets out of hand. The 
  two have a quick heated whisper exchange that ends 
  with a short, sharp ultimatum from Trevel (ie threat to 
  quit). With a snarl Belzar stamps the release and throws 
  the PCs and Trevel out of his office. His last glance at the 
  PCs could ignite stone.
  Intimidation will not work (see below), but other 
  methods include Diplomacy or Bluff (DC 15) to convince 
  him that there is value in making a deal (and actually 
  offering something he might value – for example services 
  or connections – GM discretion), Charm/Compulsion 
  or bribery (50gp at least). Threats or violence brings the 
  guards and - despite any personal prowess – the sheer 
  number of guards available means the PCs must flee or 
  are likely to end up in the morgue (no one crosses the 
  PTC!). The GM could stage a thrilling escape scene, but 
  this is beyond the scope of this adventure. If they can’t (or 
  don’t) flee, but haven’t harmed Belzar, their unconscious, 
  looted bodies are deposited outside the compound. If 
  they actually inflict harm their bodies will be found a few 
  days later floating around the docks.
  The Party still needs to get the cargo, and get it to 
  Thaddeus (and the client) within the time frame allotted. 
  If time is running short (assuming they don’t get thrown 
  out of the PTC) either hippogriff couriers (2 will be 
  needed to carry the PCs and the cargo) or an airship will 
  be available for hire for the final leg of the journey.
  Conclusion
  Once the party has successfully obtained the cargo and 
  delivered it to Thaddeus (or directly to the client if 
  matters have played out that way) they will receive their 
  payment and effectively end the adventure. 
  More importantly than the gold, they have had the 
  opportunity to interact with several of the city’s denizens 
  that may have greater roles to play in the unfolding events. 
  The Entity and the staff at the Celestial Scriptorium 
  (Lysenese and Radiant Soul) are two potential sources of 
  valuable information in the future, and the golem Adam 
  is essentially incorruptible by the tainted machine parts, 
  or the mysterious forces behind them. Finally, it never 
  hurts to have allies inside the Guilds, and the newly 
  focussed Trevel is soon to be rising star. The GM should 
  carefully consider how the PCs have interacted with 
  these NPCs and the foundations of the relationships they 
  have built when using them in the upcoming adventures.
  If the party is not able to get the cargo to Thaddeus and/
  or the client by the deadline, the client refuses to accept 
  (or pay for) it, indicating he will be taking his business 
  to a more reliable source. There will be no monetary 
  reward, but Thaddeus will be pretty philosophical about 
  it, giving a grin and asking if the PCs know anyone who 
  wants clock parts. He’ll still be grateful that the cargo has 
  been released into his custody, and promises to track the 
  PCs down with their share once he finds a new buyer. 
  When and how much revenue the PCs receive from this 
  future sale is up to the GM, but it should be a while, and 
  less than the original sum, as they did not successfully 
  complete the adventure goal. 
  Completing the adventure within the timeframe should 
  result in a story XP award of 1000 XP per character.
   
  At the conclusion of A Simple Job the PCs should be well 
  into 3rd level, and ready to move on to the next challenge.
  
  50
  NPC Gallery
  Thaddeus Billargo      
   
   
   
  CR 6
  XP 2,400
  Chaotic Good, Half-elf, Male, Cleric 5/Rogue 2
  Init +5; Senses low-light vision ; Perception +10
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+3 armour, +1 
  deflection, +1 dex) 
  Hp 31 (7d8)
  Fort +4, Ref +4, Will +4; +2 vs enchantments
  Defensive Abilities Evasion Immune magic sleep
  OFFENSE
  Speed 30 ft.
  Melee nunchaku +6 (1d6+1/20)
  Ranged dagger +6 (1d4/19-20)
  Special Attacks Channel positive energy 5/day (DC 14, 
  3d6), Sneak Attack (+1d6)
  Domain Spell–Like Abilities Bit of Luck 5/day (touch, 
  reroll d20 roll and take best for 1rd), silver tongued 
  haggler 5/day (add +1/2 lvl to Bluff, Diplomacy or 
  Sense motive as free action)
  Cleric Spells Prepared (CL 5th; concentration +7, 
  spontaneous casting; Cure)
  3rd (2) – flyD, remove disease
  2nd (4) - aidD, enthrall (DC 14), grace, locate objectD
  1st (5) – command (DC 13), fairness (DC 13), floating diskD, 
  sanctuary, true strikeD
  0th (at will) – detect magic, light, read magic, stabilize      
  D Domain spell; Domains Luck & Travel (Trade)
  STATISTICS
  Str 10, Dex 13, Con 11, Int 13, Wis 15, Cha 15
  Base Atk +4, CMB +4 (+8 to Disarm), CMD 15 (17 vs 
  Disarm)
  Feats Combat Expertise, Exotic weapon proficiency 
  (nunchaku), Improved Initiative, Weapon finesse, 
  Improved Disarm 
  Skills Acrobatics +7, Appraise +10, Bluff +10, Climb +6, 
  Diplomacy +10, Disable Device +5, Heal +9, Knowledge 
  (Local) +10, Knowledge (religion) +5, Linguistics +5, 
  Perception +10, Profession (merchant) +7, Sense motive 
  +10, Sleight of Hand +5, Swim +4. 
  Language Common, Elven, Dwarven,
  SQ favoured class option (1 skill point/level), Aura, 
  Trapfinding (+1)
  Combat gear None
  Other Gear +1 nunchaku, masterwork dagger, +1  leather 
  armour, ring of protection +1, 250 gp
  TACTICS
  During Combat Thaddeus will try to talk his way out 
  of combat, but can fight if he must, trying to Disarm 
  opponents, and/or flank for sneak attack if he has allies.
  Morale Thaddeus will fight until reaching 1/4 hp, and 
  then they will seek to flee or surrender.
  Despite the fact that he looks human, Thaddeus is 
  actually a half elf that favours his human heritage. His 
  aged appearance has more to do with a hard lived life 
  than age.
   
  Orphaned or abandoned at an early age, he grew up in 
  and around the various care facilities run by the Healing 
  Hands.
  Perpetually outcast he developed an independent 
  streak and a “live life to the fullest” attitude. He’s also 
  pretty philisophical about success and failure in equal 
  measure. 
  Thaddeus is never short of an idea or inspiration, but 
  in spite of his wit and wisdom, these schemes often go 
  awry by the fickle fortunes of fate. Such is the nature of 
  his devotion to Rhion Barakar, Patron of Lost Causes.
  
  51
  Radiant Soul      
   
   
   
  CR 121
  XP 12,800
  Neutral, Aasimar (outsider, native), Female, Bard 12th
  Init +8; Senses Darkvision 60; Perception +6
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+1 armour, +2 
  deflection, +3 dex) 
  Hp 66 (12d8+12)
  Fort +10, Ref +14, Will +14; +4 vs bardic performance, 
  language-dependent, and sonic
  Defensive abilities 50% chance to negate crits Immune 
  Magic missiles (89 hp worth), detect thoughts, discern 
  lies and attempts to magically discern alignment Resist 
  5 acid, cold & electricity
  OFFENSE
  Speed 30 ft; Fly 30 ft (Average)
  Melee dagger +9/+4 (1d4 /19-20)
  Ranged dagger +12 (1d4 /19-20)
  Special Attacks bardic performance 33 rounds/day 
  as move action (countersong, distraction, fascinate 
  (at 14th level, Will DC 24), inspire competence +4, 
  inspire courage +3, suggestion (to fascinated creatures, 
  Will DC 23), dirge of doom (enemies within 30’ 
  become shaken), Inspire greatness (2 allies), Soothing 
  performance.
  Bard Spells Known (CL 12th; concentration +19)
  4th (4/day)— dimension door, dominate person (DC 21), 
  modify memory (DC 21), song of healing
  3rd (6/day)— charm monster (DC 20), dispel magic, seek 
  thoughts (DC 20) scrying (DC 20)
  2nd (7/day)— anonymous interaction (DC 19), calm 
  emotions (DC 19), detect thoughts (DC 19), distressing tone 
  (DC 15), invisibility
  1st (7/day)— adjuring step, charm person (DC 18), 
  comprehend languages, confusion, lesser (DC 18), identify, 
  unnatural lust (DC 18)
  0th (at will)— daze, detect magic, light, mage hand, open/
  close, read magic 
  Spell-like ability (Sp): daylight 1/day (CL 12th)
  STATISTICS
  Str 10, Dex 12 (16), Con 13, Int 13 (17), Wis 12, Cha 20 
  (24)
  Base Atk +9/+4, CMB +9, CMD 22
  Feats Angelic Blood, Angel Wings, Craft Wand, 
  Improved Initiative, Iron Will, Great Fortitude
  Skills Acrobatics +7 (+22)*,  Appraise +6, Bluff 
  +11 (+22)*, Diplomacy +11 (+22)*, Fly +7 (+22)*, 
  Intimidate +11, Knowledge (Arcana) +15, Knowledge 
  (Dungeoneering) +15, Knowledge (Engineering) +15, 
  Knowledge (Geography) +15, Knowledge (History) 
  +15, Knowledge (Local) +15, Knowledge (Nature) +15, 
  Knowledge (Nobility) +15, Knowledge (Planes) +15, 
  Knowledge (Religion) +15, Linguistics +5, Perception 
  +6, Perform (Oratory, Sing and Dance) +22, Profession 
  (Courtesan) +6, Sense Motive +5 (+22)*, Spellcraft +10, 
  Use Magic Device +11. 
  Language Common, Celestial, Elven, Dwarven, 
  Halfling, Abyssal, Draconic  
  SQ Angelic Blood (+2 bonus saves vs ‘evil’ spells, +2 
  Con to stabilize, bleed or blood drain causes 1 damage 
  to adjacent evil or undead creatures), Favoured Class 
  option (+2 level to Fascinate Bardic Performance), 
  bardic knowledge +6, lore master 2/day, versatile 
  performance; oratory (Diplomacy, Sense motive), sing 
  (Bluff, Sense Motive) and dance (Acrobatics, Fly), Jack 
  of All trades (can use any skill untrained)
  Combat gear wand of distressing tone (CL 12th 50ch), 
  wand of calm emotions (CL 12th 50ch)
  Other Gear1 masterwork dagger, bracers of armour 
  +1 (moderate fortification), cloak of resistance +3, ring of 
  protection +2 , ring of mind shielding, headband of mental 
  prowess +4 (Int/Cha), belt of incredible dexterity +4, brooch 
  of shielding (89hp remain), spectacles of understanding,  200 
  gp
  TACTICS
  During Combat Radiant Soul will try to avoid combat 
  (invisibility) or disable attackers (cast or use wand 
  of distressing tone, wand of calm emotions). If the 
  opponent/s prove to be formidable she will seek to 
  charm or dominate the most powerful. She can call on 
  the staff and patrons (particularly Adam) for assistance 
  as required.
  Morale Radiant Soul will fight until reaching 1/4 hp, 
  and then they will seek to flee using dimension door.
  1 Radiant Soul has equipment to the value of a PC of 
  12th level, thus has her CR raised by 1 
  * skill modified by versatile performance.
  
  52
  Lysenese 
        
   
   
   
  CR 4
  XP 1200
  Neutral Good, Human, Female, Bard 5th
  Init +6; Senses Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+1 armour, +1 
  deflection, +2 dex) 
  Hp 33 (5d8+10)
  Fort +2, Ref +6, Will +6; +4 vs.bardic performance, 
  language-dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee dagger +5 (1d4+1/19-20)
  Ranged dagger +6 (1d4+1/19-20)
  Special Attacks bardic performance 16 rounds/day 
  (countersong, distraction, fascinate, inspire competence 
  +2, inspire courage +2)
  Bard Spells Known (CL 5th; concentration +9)
  2nd (3/day)— suggestion (DC 15), distressing tone (DC 
  15), invisibility 
  1st (5/day)— charm person (DC 14), comprehend 
  languages, confusion, lesser (DC 14), identify
  0th (at will)— daze, detect magic, light, mage hand, open/
  close, read magic 
  STATISTICS
  Str 12, Dex 14, Con 12, Int 12, Wis 11, Cha 16
  Base Atk +3, CMB +4, CMD 16
  Feats Skill Focus (Knowledge: Local), Skill Focus 
  (Knowledge: History), Improved Initiative, Iron Will
  Skills Knowledge (Local) +14, Knowledge (History) 
  +14, Acrobatics +7,  Bluff +7,  Diplomacy +7, Linguistics 
  +9, Perception +8, Perform (Oratory) +7, Profession 
  (Courtesan) +8, Sense Motive +8, Spellcraft +9 
  Language Common, Elven, Dwarven, Halfling, 
  Celestial, Abyssal, Draconic  
  SQ bardic knowledge +2, lore master 1/day, versatile 
  performance (Diplomacy, Sense Motive), favoured class 
  option (1 hp/level)
  Combat gear None
  Other Gear masterwork dagger, +1 bracers of armour, 
  ring of protection +1, 250 gp
  TACTICS
  During Combat Lysenese can defend herself if 
  necessary, though she tries to avoid combat at all costs
  Morale Lysenese will fight until reaching 1/4 hp, and 
  then they will seek to flee or surrender
  
  53
  Adam - Adamantine Golem (variant)    
  CR 19
  XP 204,800
  N Medium construct
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE
  AC 37, touch 10, flat-footed 36 (+1 Dex, +26 natural)
  Hp 205 (30d10+40); Fast healing 10
  Fort +10, Ref +9, Will +12
  Defensive Abilities indestructible; DR 15/epic; 
  Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +41 (6d8+13/19-20)
  Special Attack destructive strike
  STATISTICS
  Str 36, Dex 12, Con -, Int 13, Wis 11, Cha 14
  Base Atk +30; CMB +43; CMD 54
  Feats Improved Initiative, Iron Will.
  Skills Climb +14*, Diplomacy +7, Knowledge (Arcana) 
  +11, Knowledge (Local) +5, Knowledge (History) +5, 
  Perception +10, Profession (scholar) +6, 50 skill points 
  remaining
  Combat Gear None
  Other Gear None
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES
  Destructive strike (Ex) An adamantine golem’s slam 
  attacks threaten a critical hit on a 19 or 20. In addition, 
  whenever an adamantine golem scores a critical hit, it 
  deals 6d8+13 points of damage to the target’s armour or 
  shield in addition to the normal damage, as if it had also 
  made a successful 
  sunder combat maneuver.
  Deconstruction engine (Ex) Anything that Adam ‘eats’ 
  (by placing it in his mouth and swallowing) is subject to 
  20d6 disintegration damage per round by the miniature 
  nova held in his chest. Only small objects (anything that 
  could pass through a standard sized human mouth) 
  can be harmed in this way. Creatures or objects that 
  pass through or into his chest are subject to the same 
  damage, but only if they are on the material plane (ie 
  ethereal or astral creatures or objects are not harmed). It 
  is unknown what would happen if the nova were ever 
  somehow released, though Adam speculates that it acts 
  as his ‘heart’, and he would ‘die’ (as would everyone 
  else in close proximity, presumably).
  Indestructible (Ex) An adamantine golem is nearly 
  impossible to destroy. Even if reduced below 0 hit 
  points, its fast healing continues to restore hit points, 
  though the golem is helpless unless above 0 hit points. 
  It can only be permanently destroyed if reduced to 
  negative hit points and then decapitated using an 
  adamantine vorpal weapon—alternatively, miracle or 
  wish can be used to slay it while it is at negative hit 
  points.
  Immunity to magic (Ex) Adam is immune to any spell 
  or spell-like ability that allows spell resistance, except as 
  noted below.
  Transmute metal to wood slows Adam for 1d4 rounds, 
  during which time his damage reduction is reduced to 
  15/adamantine (no save).
  Unlike other constructs, Adam is not immune to mind 
  affecting magic (though he does have a strong will). He 
  does, however, receive a new save each round to resist, 
  even if the spell or ability does not normally allow it. 
  After saving, Adam becomes immune to mind affecting 
  magic from that source, be it a person (spell caster) or 
  object (wand etc.). He will also be immediately (and 
  probably violently) hostile to the source.
  Untapped potential Adam has an almost unlimited 
  capacity for learning, and this is indicated statistically 
  by a surplus of 50 unused skill points. If Adam is used 
  as a recurring NPC, the GM is encouraged to add skills 
  each time he appears, and a willingness to ‘demonstrate’ 
  his new skills. Chosen skills should be something Adam 
  is capable of (ie not Swim or the like) but not necessarily 
  practical or even particularly useful (ie Craft (knitting) 
  or Profession (phrenology) for example). No matter 
  what the skill acquired, Adam is equally proud of them 
  all as achievements.
  Adam is not quite as physically powerful as a standard 
  adamantine golem, but has an intelligence, skill set and 
  additional ability (deconstruction engine) that makes 
  him as formidable an opponent.
  * Adam weighs over 1000 pounds (despite being 
  hollow) and several skills are limited by this. He can 
  Climb only surfaces that can handle the weight, and he 
  cannot Swim at all. Other skills (such as Ride) should be 
  managed appropriately by the GM (ie he cannot ride a 
  standard mount, but might be able to ride a dragon, or a 
  construct mount for example).
  
  54
  Pregenerated Player Character Statblocks
  Alizsah, Tiefling (kyton spawn) Female Bard 2         
  CG medium humanoid (Tiefling) 
  Init +2; Perception +3; Darkvision 60 feet.
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex);
  Hp 14 (2d8+2)
  Fort +1, Ref +5, Will +2; +4 vs bardic performance and sonic 
  Resist cold/electricity/fire 5
  OFFENSE
  Speed 30 ft.
  Melee +3 Sickle 1d6+1 (20/x2)
  Ranged +4 Longbow 1d8+1 (20/x3)
  Special bardic performance 9 rounds/day (countersong, distraction, fascinate, 
  inspire courage +1)
  Spell-like Ability (CL 2nd, Concentration +5)
  2nd (1) - web
  Bard Spells Known (CL 2nd, Concentration +5)
  1st (3) – delusional pride (DC 14), ear-piercing scream (DC 14), innocence 
  0th (at will) – detect magic, ghost sound, mage hand, presdigitation , read magic. 
  STATISTICS
  Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 16
  Base Atk +1; CMB +1; CMD 13
  Feats Martial Weapon Proficiency (longbow)
  Skills Acrobatics +6, Bluff +8, Diplomacy +7, Disable Device +6, Escape Artist +8, Intimidate +10, Knowledge (Arcana) 
  +6, Perception +3, Perform (dance) +8, Sense Motive +3, Sleight of Hand +6, Stealth +6, Use Magic Device +8.
  Languages Common, Abyssal, Infernal
  SQ Tielfling racial (cold/electricity/fire resist 5, +2 Escape Artist/Intimidate, prehensile tail), Favoured class bonus (+1 
  skill point/level), bardic knowledge +1, versatile performance (Acrobatics, Fly).
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st),  
  Other Gear masterwork composite longbow (12 str), 24 arrows , cold iron masterwork sickle, leather armour, mysterious 
  engraved circlet  100gp
  TACTICS
  Alizsah tends to use charm, guile and, if needs be, intimidation to achieve her goals. She prefers subterfuge to open 
  action, though she’s not afraid to get her hands dirty when the time comes. In a party she will support any action with 
  spells, performance and her bow, closing to melee only as a last resort. She specializes in confounding her opponents.  
  Description
  Lithe and agile, Alizsah has short black hair, violet skin and wickedly demonic eyes. When working, she wears dark, 
  form fitting leathers, and carries a bow over her shoulders and sickle at her side. When ‘performing’ she wears little 
  more than a smile.
  Background
  Alizsah grew up in the darker parts of the city, her blood and upbringing making the transition to the seamy side of 
  society. She moves through the criminal element like a master, using her burlesque performances to get close to the 
  right people. She takes jobs where she can get them, but excels in spying, information gathering and ‘recovery’. Despite 
  a truly devilish streak, Alizsah has limits to how far she will delve into the darkness, and she is particularly cagey about 
  her past or the mysterious circlet she carries.
  Character Concept - Vernon Swain-Nisbet
  
  55
  Elzix, Human Female Oracle 2           
  CG medium humanoid (Human) 
  Init+0; Roll Twice; Perception +6
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield);
  Hp 13 (2d8)
  Fort +0, Ref +0, Will +4
  OFFENSE
  Speed 20 ft.
  Melee +4 longsword 1d8+2 (19-20/x2)
  Ranged +1 throwing axe 1d6+2 (20/x2)
  Oracle Spells Known (CL 2nd, Concentration +5, +9 casting defensively)
  1st (5)— cure light wounds, enlarge person, forbid action (DC 14), murderous command 
  (DC 14). 
  0th (at will) – detect magic, light, read magic, spark, stabilize
  STATISTICS
  Str 14, Dex 10, Con 10, Int 13, Wis 12, Cha 16
  Base Atk +1; CMB +3; CMD 13
  Feats Combat Casting, Extra Revelation
  Skills Craft (alchemy) +6, Diplomacy +8, Heal +6, Knowledge (religion) +6, Perception +6, Sense Motive +6, Spellcraft 
  +6
  Languages Common, Halfling
  SQ Favoured class bonus (+1 skill point/level), Skilled (+1 skill point/level), Mystery (Battle), Revelations (War Sight, 
  Skill at Arms), Oracle Curse (Lame)
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword, masterwork scalemail, heavy steel shield, throwing axe (4), 100gp 
  TACTICS
  Elzix revels in a brawl, but she’s got a deep vindictive streak. She opens combat with spells that hamper of confuse 
  her opponents, then wades in with her sword and shield, ruthlessly crushing her opposition while they are weakened.  
  Description
  Thin and waifish, with slightly tangled long brown hair, Elzix looks like exactly what she is – a hardened street kid. 
  She has a noticeable limp, and a masterful ‘innocent’ expression only a 15 year old girl can produce. Garbed in slightly 
  oversized armour and wielding a longsword and shield, she cuts a slightly comical figure until observers realise the 
  deadly precision of her movements and the almost maniacal gleam in her eye.   
  Background
  An orphan in an unforgiving city, Elzix grew up rough and poor, falling into street gangs at an early age. She found she 
  had the fire for a fight, and never took a backward step. Her awakening to mystical power occurred at puberty, and she 
  rose even further, her gang and their “Battle Witch” carving out a nice little territory in the Lower Ward. Until recently, 
  she was content with this, but she’s begun to sense true darkness on the horizon…and she’s always up for a scrap.   
  Character Concept - Zorba “The Dwarf Smasher”
  
  56
  Lenalee Shieldheart, Halfling Female Paladin 2 (Hospitaler)   
  LG small humanoid (halfling) 
  Init +1; Perception +4
  DEFENSE
  AC 19, touch 11, flat-footed 16 (+6 armor, +1 shield, +1 Dex, +1 size);
  Hp 21 (2d10+5)
  Fort +7, Ref +5, Will +7; +2 vs Fear
  OFFENSE
  Speed 20 ft. (15ft in armor)
  Melee +5 longsword 1d6+1 (19-20/x2) 
  Ranged +5 light crossbow 1d6 (19-20/x2)
  Special Smite Evil (one target, +3 to hit, +2 damage, Bypass DR, +3 AC vs target, 
  damage bonus doubled on 1st attack vs evil outsider, dragon or undead)
  STATISTICS
  Str 12, Dex 12, Con 12, Int 11, Wis 12, Cha 16
  Base Atk +2; CMB +2; CMD 13
  Feats Toughness
  Skills Diplomacy +8, Heal +6, Knowledge (religion) +4, Perception +4 
  Languages Halfling, Common.
  SQ Halfling Racial (+1 AC and hit, -1 CMB/CMD, +2 saves vs fear, +1 all Saves, +2 Acrobatics/Climb/Perception, +4 
  Stealth), Favoured class bonus (+1 skill point/level), Aura of Good, Detect evil (move action, single target, 60’ range), 
  Smite evil 1/day, Lay on Hands (touch, 1d6 healing 4/day, can damage undead)
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword (small), chainmail, light steel shield, masterwork light crossbow (small), 24 bolts, 
  100gp 
  TACTICS
  Lenalee will always attempt a diplomatic solution before combat, and will seek to incapacitate rather than kill opponents 
  if possible, always offering quarter if asked. If her comrades are in genuine danger she will switch, however reluctantly, 
  to lethal combat.
  Lenalee uses her spells and abilities to shield and heal her allies, and will always interpose herself between them and 
  harm.   
  Description
  Lenalee always tries to keep a comely appearance (her only true vice) despite wearing her father's weathered suit of 
  armour. Her auburn hair is usually in a ponytail with some sort of flower decoration. Both her shield and her armour 
  display her family crest, a pair of swords crossing in front of a heart. Her eyes (one blue, the other green) seem to have 
  a welcoming twinkle about them. Unlike most halflings, her feet are covered mainly for protection. Her father's long 
  sword rests in a sheath on her right hip (she's left handed).
  Background
  Lenalee was born to a forgotten hero and took up his mantle when he passed. She seeks to do his memory justice and 
  protect the weak from aggressors. To her everyone is deserving of mercy and bloodshed to her means failure.
  Character Concept - Adam Matherly
  
  57
  Luther “Sarge” Flint, Human Male Gunslinger 2         
  LN medium humanoid (human) 
  Init +3; Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge);
  Hp 20 (2d10+4)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee +3 longsword 1d8 (19-20/x2)
  Ranged +6 pistol 1d8 (20/x4, Misfire 1)
  Deeds Deadeye, Gunslinger’s dodge, Quick clear 
  STATISTICS
  Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Gunsmithing, Point Blank Shot (+1 hit/damage within 30’), Rapid Reload (pistol)
  Skills Acrobatics +8, Craft (weaponsmith) +6, Knowledge (engineering) +6, Knowledge 
  (local) +6, Perception +7, Profession (soldier) +6.
  Languages Common, Dwarven.
  SQ Favoured class bonus (1hp/level), Skilled (+1 skill point/level), Grit (2 points/day), Deeds, Nimble (+1)
  Combat Gear potion of cure light wounds (Cl 1st 1d8+1), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword, dagger (2), masterwork pistol, shot & powder for 60 shots, studded leather armour, 
  gunsmith’s kit, 330gp 
  TACTICS
  Luther is soft spoken and is equally at home talking things through or ‘taking them outside’. If combat occurs he prefers 
  to think his way through a situation, calm and considered before taking action – which is inevitably through the sights 
  of his pistol.   
  Description
  Luther is a man in his forties, short cut hair and heavily scarred face. He wears leather armour and a heavy coat, and 
  carries a longsword and a pistol holstered at his side. He has the bearing and calm assured purpose of an ex-military 
  man. 
  Background
  Luther served as a sergeant in the Andurian Guard, stationed in one of the few external outposts in the region. Career 
  military, he was content to serve out his days, but a sudden, unprovoked attack on the outpost by a small horde 
  of shambling undead wiped the Guard contingent there out to a man – only Luther survived. The attack ceased as 
  suddenly as it started, with no apparent reason or trigger. Deeply troubled by this he resigned his commission to seek 
  out the cause of the incursion.       
  Character Concept - Brian Dunnett
  
  58
  Tarathiel Crystalthorn, Elf Male Wizard 2          
  NG medium humanoid (Elf) 
  Init +6; Perception +5; Low Light Vision.
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex);
  Hp 12 (2d6+2)
  Fort +1, Ref +2, Will +4; +2 vs Enchantment; Immune Sleep
  OFFENSE
  Speed 30 ft.
  Melee +2 Longsword 1d8 (19-20/x2)
  Ranged +4 Longbow 1d8 (20/x2)
  Special force missile (1d4+1) 6/day
  Wizard Spells Prepared (CL 2nd, Concentration +5)
  1st (3)— burning hands (DC 14), mage armor, magic missile 
  0th (4) – detect magic, light, ray of frost (DC 13), resistance
  STATISTICS
  Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 10
  Base Atk +1; CMB +1; CMD 13
  Feats Improved Initiative, Scribe Scroll
  Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Perception +5, Spellcraft 
  +8 (+10 for identification).
  Languages Common, Elven, Celestial, Draconic, Sylvan. 
  SQ Elven Racial (Immune to magic sleep, +2 saves vs enchantment, +2 Perception/Spellcraft (identification only), +2 
  Cl to overcome SR, proficiency with ‘elven’ weapons), Favoured class bonus (1 skill point/level), Arcane Bond (amulet, 
  cast any spell known 1/day), Arcane school (Evocation, opposition schools Necromancy and Enchantment), Intense 
  Spells (add +1/2 level to damage of evocation spells) 
  Combat Gear scroll of mage armor (Cl 2nd)x2, scroll of shield (CL 2nd)x2, scroll of burning hands (Cl 2nd)x2, scroll of 
  expeditious retreat (Cl 2nd), scroll of grease (Cl 2nd)   
  Other Gear masterwork longsword, masterwork longbow, 24 arrows, spellbook (all 0th, memorised plus expeditious 
  retreat, grease, identify, protection from evil and shield), 10gp
  TACTICS
  Tarathiel is happy for others to go hand to hand, remaining toward the back where he can rain down destruction on his 
  foes with magic or arrows.  
  Description
  Tarathiel is a young elf, with pale blonde hair blue eyes. He wears finely tailored clothing, and carries a longbow and 
  longsword, the traditional weapons of his people. 
  Background
  Tarathiel is young by the standards of his race, young enough to be impassioned and wish to embark on grand 
  endeavours. ‘Foolish’ other elves deem it. Tarathiel was raised in a distant enclave, to a life of study and privilege. 
  When he uncovered an ancient text predicting a great evil rising in the Eternal City, Tarathiel impulsively journeyed 
  there to uncover and face this menace.   
  Character Concept - T. Minards & Micah Watt
  
  59
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  and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 
  Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K. Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor and Greg A. Vaughan, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, 
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  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
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  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
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  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
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  Stephen Radney-MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
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  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
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  Stephen Radney-MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: 
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  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; 
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  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito 
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  Four Dollar Adventures 1.3, The Key to Marina, by Richard Develyn, copyright Richard 
  Develyn © 2014.
  Difficult Circumstances, Prologue: What Lies Beyond Reason, 2015, Pyromaniac Press; Micah 
  Watt.
  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Campaign Guide: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  
  It was supposed to be a simple job...
  A strange merchant offers you a simple job – pick up and deliver cargo. You 
  have three days to get it a mere fourteen miles through the city. How hard 
  could it be?
  A Simple Job is a journey through the city of Anduria, a cascading 
  series of events that takes the heroes to explore strange locales and 
  bargain with even stranger creatures. What secrets does the city hold, 
  buried away for countless centuries? 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/A Simple Job v2.pdf