TEXT: by Crystal Frasier and 
  Richard Pett
  Songbird, Scion, 
  Saboteur
  
  SUCCESSION LOYALTIES
  STARBORNE
  EUTROPIA
  PYTHAREUS
  MERKANDER
  NAZEZI
  HESKILLAR
  PHINI
  PYTHAREUS
  VORT
  EUTROPIA
  LAWSUS
  EUTROPIA
  BRIARSMITH
  PYTHAREUS
  TARQ
  SOLARI
  PHAEBEN
  CYRIS
  KIU
  EUTROPIA
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  ON THE COVER
  Foreword 
  2
  by Crystal Frasier
  Songbird, Scion, Saboteur 
  4
  by Crystal Frasier and Richard Pett
  NPC Gallery 
  58
  by Crystal Frasier and Richard Pett
  County of Meratt 
  64
  by Amanda Hamon Kunz
  Agents of Change 
  70 
  by Linda Zayas-Palmer
  Relics of Old Taldor 
  76 
  by Logan Bonner
  Bestiary 
  82
  by Tim Akers, Brian Duckwitz, Troy Lavallee, and Patchen Mortimer
  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  The Inner Sea World Guide 
  ISWG
  Ultimate Combat 
  UC
   
  Ultimate Equipment 
  UE
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
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  Pathfinder Adventure Path #128: Songbird, Scion, Saboteur © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
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  Printed in China. 
  More than just farms rots in the flooded fields of 
  Meratt, and the ghouls who call this squalor home 
  have no intention of letting the adventurers fix it, 
  in this epic cover art by Hugh Pindur. 
  Development Leads • Crystal Frasier and Joe Pasini
  Authors • Crystal Frasier and Richard Pett, with 
  Tim Akers, Logan Bonner, Brian Duckwitz, 
  Amanda Hamon Kunz, Troy Lavallee, 
  Patchen Mortimer, and Linda Zayas-Palmer
  Cover Artist • Hugh Pindur
  Interior Artists • Alberto Dal Lago, David Franco Campos, 
  Michele Giorgi, Miguel Regodón Harkness, 
  Oksana Kerro, Katerina Kirillova, and Valeria Lutfullina
  Page Border Design • Taylor Fischer
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
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  Kevin Underwood
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  Lissa Guillet, and Erik Keith
  SONGBIRD, SCION, SABOTEUR
  ADVENTURE PATH 2 OF 6
  
  2
  One of the big challenges with deciding to write an entire 
  Adventure Path set in Taldor is that Paizo hasn’t done a 
  whole lot with Taldor to really flesh it out beyond the 
  land of stereotypical of out-of-touch, tea-drinking jerks 
  we describe in Pathfinder Campaign Setting: The Inner Sea 
  World Guide. Taldor was always a place to be from, not a 
  place to adventure, and fighting that image of all Taldans 
  being out-of-touch nobles who drink sherry with their 
  pinkies out has always been a personal goal of mine.
  TEN THINGS TO KNOW 
  ABOUT TALDANS
  As citizens of one of the oldest nations in Avistan, whose 
  bravery and martial prowess forged an empire and 
  whose canny wit helped them establish trade networks 
  around the globe, Taldans are complex and multifaceted. 
  While the amusing illusion of stuffed-shirted wealthy 
  elites harrumphing as they look down their noses at 
  downtrodden peasants makes for an easy laugh, a campaign 
  in Taldor means much more frequent contact with a vast 
  array of citizens. To diversify your view of Taldor, here are 
  10 interesting aspects of the Taldan people.
  10. Taldans Love Wordplay. As originators of the 
  Taldane language, Taldans understand a considerable 
  breadth and depth of the Common tongue that even 
  their former colonies don’t share, and fast-paced banter 
  and clever linguistic choices are proud parts of their 
  heritage. Even the flintiest of farmers love insightful 
  plays on words, and a cleverly timed, crass pun can 
  delight even the stodgiest of nobles.
  9. Taldans Love Board Games. Every Taldan fancies 
  herself a general, and so board games, strategy games, and 
  war games are popular pastimes for everyone from gong 
  farmers to emperors. While gambling can be fun, it leaves 
  victory in the hands of fate—something few Taldans can 
  stomach—and they prefer diversions that offer at least 
  TIGERS & TEACUPS
  
  3
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  the illusion of control. While many board games—the 
  equivalents on Golarion of agon, backgammon, chess, 
  Parcheesi, and rithmomachy—were either invented or 
  adopted by Taldor, just as popular are war games played 
  out with wooden miniatures using elaborate rules.
  8. First Emperor Taldaris Is the Man. Taldans are a 
  people suffused in patriotism and a love of history, but 
  until we published Pathfinder Campaign Setting: Taldor, 
  The First Empire, they lacked the sort of founding myth 
  typical of large (and especially old) nations. When we 
  updated their history, we fleshed out their origins as a 
  series of city-states united by a great leader: First Emperor 
  Taldaris, Taldor’s own Romulus or George Washington. 
  Like similar figures, he’s often invoked and exploited by 
  residents: politicians insist they know what his vision for 
  Taldor really was; tutors place him in all sorts of parables 
  for bravery, honesty, and other virtues; and inns and 
  estates advertise that “Taldaris slept here” to impress 
  travelers—even though few, if any, structures in modern 
  Taldor have survived since the First Emperor’s day.
  7. Taldan Hair Is a Big Deal. Even poor households 
  invest in quality brushes, sheers, and oils from the tea 
  tree and argan tree to keep themselves looking and 
  smelling good, and every family has its own secret recipe 
  for shiny, healthy hair. Many outsiders consider this yet 
  another example of Taldan vanity, but the truth is more 
  complex. Taldans’ world travels have brought a wide 
  array of parasites home over the centuries; clean hair is a 
  simple comfort that also promotes health.
  6. Taldans Will Eat Anything. You can’t be a refugee or 
  a soldier on the march and still be a picky eater. Since 
  the founding of their nation, Taldans have embraced 
  a philosophy of “whatever doesn’t kill me makes me 
  stronger,” and that very much extends to their embracing 
  of unusual and exotic foods. For nobles, this translates to 
  eating almost anything that walks, crawls, flies, slithers, 
  or swims, while for commoners it more often means 
  making a meal out of whatever parts the rich won’t eat.
  5. Taldans Are Creative. Shelyn began as a Taldan god, 
  and Taldor still reveres the arts in every form. “Anything 
  worth doing is worth doing with a flourish,” the Taldan 
  saying goes, and almost every citizen of the empire 
  pursues an art in her spare time, especially music and 
  dance. Most families have a long tradition associated 
  with a particular skill they may turn into a business—
  such as painting, weaving, or woodcarving—but just 
  as many are farmers who pluck away at their lyres 
  after work or sing reprises from their favorite operas 
  to make the harvest pass more quickly. Illustrated or 
  illuminated books are especially popular, and many 
  families record their history in books passed down and 
  doodled in over generations.
  4. Taldans Love Dogs. Taldor claims it domesticated 
  the first dog, but then again, Taldans claim to be the first 
  to do a lot of things. Realistically, while dogs were rare in 
  Azlanti society, they were common among the Kellid and 
  Garundi societies that early Taldans filtered themselves 
  through, and dogs became companions and workers in 
  a culture hard up for extra hands. In those first unstable 
  centuries, Taldor bred a hundred specialty dog breeds to 
  assist with herding, pest control, physical labor, warfare, 
  and even kitchen work, and as the Taldans’ fortunes rose, 
  they also bred dogs to serve purely as companions.
  3. Taldans Love Pie. Since before the first Army of 
  Exploration, Taldans have been sealing their tastiest 
  treasures—and especially leftovers—inside pie shells to 
  help preserve them, and that trend continues to this day. 
  Sweet pies are the traditional breakfast, while farmers 
  and laborers carry a savory hand pie or two with them 
  for a midday snack. Taldans particularly love blending 
  the sweet and the savory into pies, creating treats such 
  as jubilee pie, a rich mix of currants, cherries, and fowl 
  served at almost every major event.
  2. Taldans Are Very Polite—Until They’re Not. 
  Taldans live by their politics and succeed through 
  cooperation. Sometimes that means smiling politely 
  and shaking the hand of the man who tried to kill you 
  last week. Rudeness isn’t just unseemly... It’s un-Taldan! 
  They instead couch insults in careful language, usually 
  as unhelpful critiques and backhanded compliments, 
  most notably the cold Taldan “Well, aren’t you a 
  treasure.” Once Taldans decide to stop being polite, 
  they take their outrage and insults up to 11, insulting, 
  scolding, threatening, and yelling in tirades that usually 
  end in duels.
  1. Taldans Never Quit. While most of Azlant sank, the 
  ancestors of modern Taldor dragged themselves onto a 
  foreign shore and pulled their lives back together. Orcs 
  attacked and they rebuilt. Kellids plundered them and 
  they rebuilt. They founded a kingdom and ran into one 
  natural barrier after another—from rivers to forests 
  to deserts to more orcs—and every time they pushed 
  forward again. Taldor’s glories stem from bravery and 
  skill, to be sure, but more than anything they come from 
  the fact that Taldans never look at a challenge and say 
  “maybe not this time.”
  Crystal Frasier
  Adventure Path Developer
  crystal.frasier@paizo.com
  
  4
  4
  5
  6
  PART 1: SONGBIRD ................................................5
  The heroes pose as members of Taldan nobility and attend the Tanager Jubilee, 
  which host to a jousting tournament, a grand hunt, and a masked ball, hoping 
  to win over local aristocrats as they seek to bring the revolution to the county 
  of Meratt. 
  PART 3: SABOTEUR ........................................... 46
  The heroes besiege the Palace of Birdsong in the attempt to remove Lady 
  Lotheed’s squatting kin from the imperial estate and perhaps, by their 
  courageous actions, win over the populace of the county of Meratt to the cause 
  of Princess Eutropia.
  ADVANCEMENT 
  TRACK
  “Songbird, Scion, Saboteur” is 
  designed for four characters using 
  the medium XP track.
  The characters begin this 
  adventure at 4th level. 
  The heroes should reach 
  5th level soon after the 
  Tanager Jubilee.
  The PCs should be 
  6th level by the time 
  they attack the Palace 
  of Birdsong.
  The PCs should be 7th level by the 
  end of the adventure.
  PART 2: SCION ......................................................19
  The heroes move in to the Betony estate overlooking the nearby hamlet of 
  Stachys. Here they employ their skills to undo the harm caused by apathetic 
  nobility and show what the nation of Taldor could be like, attempting to earn 
  the loyalty of the region’s residents.
  SONGBIRD, SCION, SABOTEUR
  
  5
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  ADVENTURE BACKGROUND
  Since long before the War for the Crown—very nearly 
  since its founding—Taldor has been a hotbed of 
  political intrigue and infighting. Boredom, greed, and 
  power spin academics, the emperor, nobles, reformers, 
  and revolutionaries into a complex web referred to by 
  many Taldans as the Grand Dance. Secret societies 
  and fraternities are especially popular among the 
  nobility, wherein members quietly pool intelligence 
  and resources to accomplish mutually beneficial goals. 
  While every secret society of nobles imagines itself the 
  true power behind the throne, few of them accomplish 
  much beyond their preexisting spheres of influence. 
  The Immaculate Circle is just one of many, but it 
  has the advantage of favoring arcane spellcasters for 
  membership. Founded in 4492 ar, the society holds 
  the core belief that nobility—true nobility—places one 
  above all morality and judgment, even that of the gods. 
  While it admitted all manner of useful spellcasters and 
  politicians, the society was founded on the ideal that 
  death is a price paid only by lesser folk, and to wield any 
  power within the Immaculate Circle, members must 
  find their own, unique path to escape death.
  In practice, this has left the Immaculate Circle with the 
  same leadership—and all accompanying stagnancy—for 
  200 years. Its members scheme and collect politicians, but 
  to little end: action would jeopardize their comfortable 
  status quo. While the circle imagines itself one of the true 
  powers in Taldan politics, in practice it is little more than 
  a secret clubhouse for a few dozen wealthy aristocrats 
  who sometimes trade in secrets and favors. Among 
  its immortal Inner Circle sits Duke Panivar Lotheed I, 
  who has maintained power for 200 years by posing as a 
  rotating series of his own descendants.
  Now the wizard is known as Duke Panivar Lotheed 
  VI, and his greatest achievement has been securing 
  stewardship of the county of Meratt—the imperial estate 
  in Tandak prefecture—for his family. While the Lotheeds 
  don’t own the lands they administer on behalf of the 
  crown, in all practical ways they are the ruling nobility over 
  a large swath of the prefecture. The lands have rendered 
  them far wealthier and more prestigious than their family 
  lands in Ligos prefecture, though the Lotheeds are still 
  a far cry from control of the crown. Duke Lotheed is 
  notoriously reclusive and leaves most noble duties (and 
  pleasures) to family, who ask few questions about their 
  absentee patriarch. But the lands have suffered under the 
  increasingly negligent Lotheed counts, with the county 
  beyond the fabled Palace of Birdsong and its gardens 
  falling into disrepair and its people overtaxed.
  With Grand Prince Stavian’s death, Princess Eutropia 
  has asked the Lotheed clan to return her family estate. 
  Thus far the current administrator, Martella Lotheed’s 
  half brother Bartelby, has refused to even grant her an 
  audience, and has begun wooing Maxillar Pythareus at 
  his great-uncle Panivar’s request. While the county is 
  impoverished and dilapidated, Eutropia needs a base 
  of operations away from Oppara’s intrigue and a source 
  of income now that her fortunes are sealed within 
  the imperial palace. Her only option is to discredit the 
  standing Count Lotheed and rally the region’s support 
  behind her, ideally while improving the county as well. 
  Her own presence is too polarizing, however, and would 
  quickly draw Pythareus’s attention and interference, while 
  Martella—her usual choice for delicate spy work—is too 
  well known in her family lands. Eutropia instead pins her 
  hopes on the agents who recently rescued Martella.
  PART 1: SONGBIRD
  After the events of Crownfall, the PCs have established 
  themselves as resourceful agents willing to support 
  Princess Eutropia in the War for the Crown. Despite 
  the chaos and violence that rocked the senate and the 
  factionalizing of the nation’s aristocracy, remarkably 
  little violence has broken out across Taldor. Over a dozen 
  nobles—mostly 
  Eutropia’s 
  distant 
  relations—have 
  declared themselves the true inheritors, but for now 
  the empire runs on momentum. Most of the populace 
  waits nervously, unsure of what to do without a senate 
  to declare an official heir or an emperor to appoint 
  new senators. The open conflicts are small probes into 
  opposing claimants’ territories and dedication; Krearis, 
  always a hub of conflict, has seen swift battles between 
  opposing dukes, while in the south, Maxillar Pythareus 
  has directed the Taldan Phalanx to crush any stirrings of 
  competition from his neighbors.
  CULTS OF PERSONALITY
  The full rules for these growing cults of personality are 
  detailed starting on page 71, but at this early stage, the 
  PCs’ reputations are still immature. They each begin 
  with 2 Ranks: 1 Rank in Genius, Sagacity, or Charm, 
  depending on the character’s highest mental ability 
  score (Intelligence, Wisdom, and Charisma, respectively); 
  and 1 Rank in a facet based on their deeds during the 
  Crownfall adventure. PCs can apply this second increase 
  to whichever facet they like, but players should justify it 
  based on the actions their characters undertook during 
  their ordeal. This may be sufficient for the characters to 
  begin assigning agents to assist them.
  
  6
  The week following the PCs’ meeting with Princess 
  Eutropia encompasses their first two persona phases, 
  in which they can socialize, spread rumors, or uncover 
  truths in the background to grow their own power base, 
  or dispatch these new agents to assist them. Either the 
  PCs’ agents are assumed to follow them to the county of 
  Meratt or the PCs have contacts in the area they can put 
  to use. Benefits of the second persona phase (and any 
  effects from operations the PCs assign their agents) last 
  until after the end of the Tanager Jubilee.
  DEPARTURE
  After the PCs have had a week to rest and attend to their own 
  matters, Martella sends word to meet her at the Porthmos 
  Club—an exclusive teahouse in Oppara’s Aroden’s View 
  district. She instructs them to pack for a long trip through 
  the country, and to bring at least one fine outfit, a suitable 
  hunting outfit, and at least one respectable mask or 
  costume. After a light lunch and small talk, their coach 
  departs north. Only after the city begins to vanish beneath 
  the horizon does she speak about business, handing the 
  PCs a sealed scroll case before speaking.
  “I appreciate you agreeing to this trip on such short notice. 
  Please, have an estate.
  “I wish I could say this little gift didn’t come with strings 
  attached, but these are tangled times. As you may have 
  heard, the Ulfen Guard—the emperor’s personal bodyguards—
  have locked down the imperial palace, and they won’t allow 
  access to anyone until Taldor has an official Grand Prince once 
  again. Keeps unreasonable sorts from looting the palace, 
  I suppose, but it has also sealed away Eutropia’s personal 
  wealth. The Stavian family has another estate, though—the 
  Palace of Birdsong—but the Stavians entrusted its care and 
  maintenance to stewards two centuries ago. These stewards 
  now refuse to leave and, I’m told, are courting Maxillar 
  Pythareus’s favor. It doesn’t help matters that these squatters 
  are my family, or that my half brother Bartelby has been 
  squandering the estate’s fortunes.
  “While we technically have the authority to demand 
  the estate’s return, we lack the power. If we could weaken 
  Bartelby’s power base and woo some of his subordinates to 
  support us, we could reclaim the Palace of Birdsong. That’s 
  where you and your lovely new homes come in.
  “The Lady Allis Betony died nearly a decade ago, leaving 
  no heirs. We purchased her estate at auction last week, and I 
  have taken the liberty of drawing up a few documents listing 
  you as Betony family scions. You’ll be arriving just in time to 
  make your debut at the annual Tanager Jubilee. The carriage 
  and horses are yours to keep, as you can’t very well be seen 
  walking to the jubilee; I’ll be riding on to Cassomir once we 
  near the county border. Make friends, learn the lay of the 
  land, and afterward do what you can to win the nobles’ and 
  citizens’ loyalty. Undermine Bartelby, and wherever you can, 
  try to improve peoples’ lives and engender loyalty. For any 
  overt actions you take, you’ll likely want to hide your identity 
  to keep Bartelby from cracking down on you.
  “I feel I must stress the importance of your task. The princess 
  has sold her townhouse to fund this plan, and at this point her 
  resources are perilously thin. If we’re to stand any chance in 
  this bid for the throne, we need a suitable base of operations 
  and steady income.”
  The ride to the county of Meratt takes 5 days, 
  giving PCs plenty of opportunity to further question 
  Martella. Successful DC 15 Knowledge (geography), 
  Knowledge (local) or Knowledge (nobility) checks reveal 
  the same information, as appropriate.
  What is the Palace of Birdsong? “It’s one of the Stavian 
  estates, but the Stavians haven’t visited it in centuries. 
  Fairly humble, as palaces go. A century ago, they appointed 
  the Lotheeds as regents to oversee it and the county.”
  What is the Tanager Jubilee? “It’s an annual sort of 
  founders’ day celebration. Local tradition claims that 
  when Count Markolian Stavian broke ground for the 
  palace some eight centuries ago, a scarlet tanager landed 
  on his shovel and sang his praises. It’s a day off for the 
  lower classes, but the aristocracy celebrates with two days 
  of feasting, games, dancing, tournaments, and a hunt. 
  Making a good showing at the jubilee is an excellent way 
  to win influence.”
  What is the county of Meratt like? “I’ve not seen it 
  in over a decade, but it’s quite the pastoral wonderland: 
  olive orchards and vineyards, and hills and ample woods 
  to hunt game. The largest town you’ll find is Lotheedar, 
  near the Palace of Birdsong, but there’s a village the 
  Betony estate is expected to oversee as well: Stachys. 
  Overall, the county is perhaps not as well maintained 
  as the locals would prefer, but Father was a competent 
  administrator if nothing else.”
  What is Bartelby/the Lotheed family like? “We’re an 
  old-blood noble family, with genealogies tracing back to 
  Azlanti settlers, and my siblings will rarely let you forget 
  it. Bartelby himself is charming, graceful, intelligent, 
  but arrogant and casually cruel. He excelled in his 
  arcane studies as a child, and I have no doubt he’s only 
  improved since then.”
  They’re your family. Can’t you talk to them?/Why aren’t 
  you joining us? “I am... unwelcome among my family; the 
  result of Father’s indiscretions with a Qadiran woman. 
  More scandalously, I lack the family affinity for magic. 
  After Father’s death, Bartelby explained in no uncertain 
  terms what fates he would visit upon me if I ever returned 
  to the estate. You are far safer without my presence.”
  Will we know anyone there? “Baron Nicolaus 
  Okerra’s lands stand at the edge of the county. I believe 
  you met him during the senate festivities before the... 
  unpleasantness. He’s generally a fair-minded and 
  compassionate man and would be a good ally. Hopefully 
  you made a good impression on him.”
  
  7
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Is there any news from the county of Meratt?/Do 
  we have any potential allies? “My news is spotty, but 
  I understand some shadowy figure calling themself 
  ‘Night Swan’ has been stirring up trouble—robbery 
  and vandalism, but also some violence against Lotheed 
  soldiers. They could be a valuable ally if they have some 
  feud with my brother.”
  Is there anyone we should watch out for? “Besides 
  my half brother? My sister Cateline is quite shrewd, 
  if she still lives there, and cousin Titus is little more 
  than a bully. Beyond the family, Sir Gul Gusairne is a 
  suspicious sort—he was father’s seneschal and I imagine 
  Bartelby has kept him on in some fashion or another. 
  And I suppose Sepsinia’s mother, Dame Crabbe, is a 
  touch overbearing.” 
  What do we do with your half 
  brother? “I am not certain. There’s 
  little love lost between Bartelby and 
  myself, but he is still my brother. If you can 
  talk sense into him—and I very much doubt 
  you can—or capture him alive, please do so. 
  But if it becomes a question of his life or your own, do 
  not hesitate to protect yourselves.”
  Where will Princess Eutropia be? “Princess Eutropia is 
  currently making a show of rallying support in Golsifar. 
  Given the city’s military leanings, it is almost certain to 
  support Strategos Pythareus in his bid for the crown, but 
  more importantly, it keeps curious eyes far from you.”
  Martella adds that as part of their rewards, the PCs 
  can take what portable valuables the Lotheeds have at 
  the palace—coins, jewelry, magical trinkets, and so 
  forth—but that the furniture, libraries, portraits, and 
  other family items should remain where they are (and 
  relatively intact) for future generations.
  Once the PCs are satisfied, Martella also offers 
  them a boon; she has been experimenting with a 
  memory-erasing poison she calls Styx oil, which should 
  provide PCs a second chance to correct a social faux pas 
  or escape notice. However, the drug is expensive and 
  time-consuming to produce, and she can offer them 
  only 3 doses for now.
  Barring further questions, Martella brought paperwork 
  to review, as well as several novels and sets of cards to share.
  THE BETONY HEIRS
  The 
  paperwork 
  Martella 
  provides 
  establishes 
  at 
  least one of the PCs (who must be human or at least 
  human-descended, such as a half-elf or aasimar) as 
  the second cousin, once removed, of the late Lady Allis 
  Betony (implying their great-grandfather was grandfather 
  to Allis). The documents are excellent reproductions, 
  requiring a successful DC 30 Linguistics check to identify 
  as forgeries. The PCs need not assume false names, given 
  the distant relationship to “dear departed cousin Allis,” nor 
  will they be expected to know many details of the family, 
  and therefore they can slip readily into local society. If 
  there are no humans in the party, Martella instead falsifies 
  documents appointing the PCs as stewards of the estate 
  until an heir is located, but such “lowborn” caretakers 
  take a –2 penalty on all Charisma-based skill checks when 
  interacting with members of the Lotheed family. 
  The Tanager Jubilee is ostensibly an anniversary festival 
  to celebrate the palace’s—and by extension, the county’s—
  founding, but it also serves to strengthen local alliances 
  and bring together all the county’s subordinate nobles. 
  Lady Martella wants the PCs to go to the event, use their 
  charms to ensure an easy fit into local society, and then 
  use their skills and alliances to subtly change the county 
  for the better. Only then, once they are sure to have won 
  over the hearts of the locals, are they to take the Palace 
  of Birdsong back from the Lotheed family on behalf of 
  Princess Eutropia. With secure alliances, they can then 
  openly show their allegiances and invite their neighbors 
  to join them, using Meratt as a template for what positive 
  changes may await Taldor under Princess Eutropia.
  The PCs’ new “title” also makes them tribunes of the 
  neighboring town of Stachys—essentially investing them 
  with the power and responsibility to act as the community’s 
  mayor and judge. Martella briefly details the Betony family 
  POISON
  Styx oil is a carefully distilled combination of antitoxin, 
  bloodroot, id moss, and various mushrooms. Styx oil 
  renders its target unconscious and floods every sense 
  with erratic hallucinations, overwhelming the mind 
  and essentially wiping away memories. This chaotic 
  mélange wipes away memories of the 5 minutes prior 
  to the poison’s injection; occasionally, though, the 
  drug fails to paralyze its victim, leaving the creature 
  to flail violently and unpredictably in response to the 
  hallucinations. If Styx oil is delivered by a weapon 
  rather than injection or other subtle method, the 
  victim gains a +5 circumstance bonus to 
  resist the memory-erasing properties 
  of the poison.
  Note that Styx oil is a unique blend 
  made available only to agents serving 
  Martella Lotheed and is not available 
  in most markets. A price is provided 
  for crafting purposes.
  STYX OIL
  PRICE 
  600 GP
  Type poison, injury; Save Fortitude DC 16
  Frequency 1/minute for 2 minutes
  Initial Effect unconscious for 1d4 minutes; 
  Secondary Effect confusion for 2d6 rounds;  
  Cure 2 saves
  
  8
  COUNT BARTELBY LOTHEED
  history dating back to the Shining Crusade, and reminds 
  the PCs that they have rights as stewards to the Lotheeds, 
  most notably the right to request audiences with 
  Bartelby, but that their rule extends solely to 
  their lands; openly taking any action outside 
  their own demesne is dangerous and 
  foolish unless done covertly.
  Subterfuge 
  is 
  of 
  the 
  utmost 
  importance—the 
  Lotheeds 
  might 
  not be beloved, but old alliances can 
  easily prove stronger than deeds. Lady 
  Lotheed encourages the PCs to carry 
  out any covert actions in some sort of 
  disguise, perhaps using alter egos or 
  masks—the sort of symbols 
  common citizens rally to—
  while publicly playing the role 
  of aristocrats. Finally, she adds, 
  the PCs should not try to use 
  magic to try to influence their new 
  neighbors; the Lotheeds are a particularly magically 
  aware family, and likely to spot such tampering (even if 
  it weren’t already considered grotesque).
  Shortly after crossing into the county of Meratt, 
  the PCs’ carriage is waylaid by desperate beggars and 
  traders offering them a variety of wares and asking for 
  spare coins. This makeshift roadblock and market are 
  opportunists from the nearby Beggarwood (area D), who 
  provide some hint of how dire things are becoming for 
  the common folk of the county, but they also provide the 
  PCs with a final chance to sell or purchase goods before 
  the Tanager Jubilee. The hodgepodge traders offer most 
  common goods at a 10% increase over market value but 
  will lower their prices to 10% below market value if the 
  PCs can pay in common clothing, food, tools, and other 
  daily necessities. In addition to mundane goods, the 
  beggars offer a potion of keen sensesAPG, a scroll of chill metal, 
  a scroll of entropic shield, a scroll of inflict moderate wounds, 
  a wand of mage armor (37 charges), and a pyxes of redirected 
  focus, though they’ll mention the magic items only 
  if they believe the PCs won’t punish them for selling 
  luxury goods (having had many similar items seized by 
  Sir Gul Gusairne).
  THE TANAGER JUBILEE
  The Tanager Jubilee takes place over 2 days, revolving 
  around a jousting tournament on the first day and 
  a grand hunt on the second, and finally ending with 
  a masked ball. Forty-two guests attend the jubilee, 
  including the PCs, but only a few are of any importance. 
  Many are minor functionaries or visiting relatives. The 
  PCs need to quickly establish who is local (and therefore 
  useful) and who is not. 
  In running an event like this, it is crucial that each 
  character is given a chance to shine, not just bards and 
  great communicators. This section presents many 
  opportunities for PCs to impress the guests above and 
  beyond Charisma-based skill checks. In addition, be 
  generous with what PCs can do to leave a good 
  impression, especially if they expend resources 
  like equipment, spell slots, or wealth to do so; 
  displays of magic and martial prowess are 
  always appreciated among Taldan elites, as 
  is gossip. 
  Some events allow the PCs to improve 
  their standing across the whole group, while 
  others allow individual influence. Some events 
  may worsen onlookers’ attitudes if the PCs react 
  badly, let their agenda show, or fail skill checks. 
  These checks are important not only for this 
  part of the adventure—potentially making 
  new friends and influences—but also 
  into Parts 2 and 3, where the same 
  aristocrats become the PCs’ neighbors 
  and potential allies (or enemies).
  See Part 3 of this adventure for a map 
  and full details on the Palace of Birdsong; for now, 
  the palace serves primarily as a backdrop for intrigue, 
  politicking, and sports. Unlike in Pathfinder Adventure 
  Path #127: Crownfall, the PCs are not able to influence the 
  general crowd of a room, due to the relatively small size 
  of the gathering and the tendency of visitors to wander.
  DRAMATIS PERSONAE
  Several major NPCs have roles to play in this adventure 
  and are presented here with social stat blocks. Both 
  Baron Nicolaus Okerra and Count Bartelby Lotheed also 
  have more traditional stat blocks presented in the NPC 
  Gallery. Given the PCs’ overall goal of making friends 
  and winning support, the jubilee makes an excellent 
  opportunity to meet their noble neighbors and make a 
  good first impression. 
  The Tanager Jubilee, much like the Exaltation Gala 
  from Pathfinder Adventure Path #127: Crownfall, uses a 
  simplified version of the influence rules originally 
  presented in Pathfinder RPG Ultimate Intrigue. The event 
  is divided into social rounds, during which the PCs 
  can attempt to scrutinize or win favor from their new 
  neighbors. Unlike the gala, where the PCs simply hoped 
  to win NPCs’ favor and leave a good impression, the PCs 
  now hope to win friends and allies. To that end, each 
  NPC’s starting attitude toward the PCs is listed in the 
  Influence section of the stat block, and each time the PCs 
  accumulate the listed number of successes, the NPC’s 
  attitude shifts one step closer to helpful. The amount 
  of time each social round consumes is much longer for 
  this encounter than in the gala, but the PCs will have 
  future opportunities to influence these NPCs—now 
  their neighbors—as well. This extended time frame can 
  also work against the PCs; for every week that passes 
  
  9
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  without interacting with an NPC whose attitude the PCs 
  are trying to change, they lose one accumulated success 
  toward influencing the NPC. This passage of time can’t 
  worsen an NPC’s attitude; once an NPC is made friendly, 
  for example, he won’t revert to indifferent just because 
  he hasn’t seen the PCs in several weeks—though special 
  events might impact these attitudes.
  The social stat blocks here also include the various 
  NPCs’ biases and strengths in addition to their 
  weaknesses. Biases represent a character’s inclinations 
  toward or distrust of others, and a PC who meets 
  one of these conditions applies the modifier listed 
  in parentheses to her checks to influence that NPC. 
  Strengths represent topics or approaches they are 
  particularly resistant to, imposing a –4 penalty on a PC’s 
  influence check when using this tactic. A PC can uncover 
  a bias with a successful DC 20 Sense Motive check, 
  and she can learn an NPC’s strength with a successful 
  discovery check, just as she would learn a weakness. 
  These stat blocks also list each NPC’s skill bonuses for 
  common social skills, to account for any unusual actions 
  the PCs might take.
  COUNT BARTELBY LOTHEED
  LE male human magusAPG 7
  Background Steward of the Palace of Birdsong. See page 60 
  for additional details.
  DESCRIPTION
  Appearance Bartelby is tall, thin, and handsome, with thick 
  hair and expressive eyes.
  Personality Bartelby is aloof, obsessive, and loyal to those 
  he cares about. He is arrogant and charismatic in equal 
  measure. He’s exactly as courteous to others and the help 
  as etiquette demands.
  Goal Bartelby wants to maintain a tight grip on Meratt. 
  Secretly, he hopes to build a stronger alliance with Baron 
  Okerra to provide the extra soldiers and military expertise.
  Skills Bluff +10, Diplomacy +6, Knowledge (arcana, 
  planes) +11, Knowledge (history, nobility) +6, 
  Perception +4, Sense Motive +9
  DISCOVERY
  Biases Bartelby despises fools, and has no time for anyone 
  without an Intelligence score of at least 12 or ranks in at 
  least three different Knowledge skills (–2). He admires 
  fellow practitioners of the arcane arts (+2).
  Strengths (Knowledge [nobility], Sense Motive DC 14) 
  Bartelby has only contempt for the common peasant and 
  feels they should know their place and remain quiet. 
  Invoking any sense of compassion for the downtrodden 
  or sense of collective identity with peasants raises 
  his hackles. 
  Weaknesses (Knowledge [arcana], Sense Motive DC 14) 
  Bartelby is greatly swayed by intellectual gifts. Anyone 
  presenting him with an antique or spellbook worth at 
  least 250 gp gains a +1 bonus on checks to influence him.
  INFLUENCE
  Starting Attitude Indifferent. Count Bartelby rarely takes 
  notice of nobles less important than himself or his family.
  Influence Checks (Knowledge [nobility] or Sense Motive 
  DC 14) Appraise or Knowledge (arcana or planes) DC 16; 
  Bluff or Diplomacy DC 21
  Successes Needed Shifting Bartelby’s attitude requires 10 
  successful influence checks.
  Benefit If the PCs shift Count Bartelby’s attitude to friendly, 
  he welcomes them to visit the Palace of Birdsong at any 
  time to discuss the arcane arts and collaborate on arcane 
  or historical studies. This allows PCs the chance to scout 
  out the rest of the palace (except the royal apartments; 
  areas H31–H37), and also allows them to use the 
  Lotheed arcane laboratory, granting a +2 bonus on Craft 
  (alchemy) checks and Spellcraft checks to learn a spell 
  from a spellbook or scroll. If the PCs shift Bartelby’s 
  attitude to helpful, he “remembers” the taxes he’s 
  collected on their behalf—mostly timber and supplies—
  worth either 2,000 gp if sold, or 8,000 gp if put toward 
  town improvements.
  Story Award If the PCs successfully shift Count Lotheed’s 
  attitude to helpful, award them 1,600 XP.
  BARON NICOLAUS OKERRA 
  LN male human fighter 6
  Background Popular local noble and soldier, with a strict 
  sense of honor. See page 58 for additional details.
  DESCRIPTION
  Appearance Tall, handsome, and still very fit despite his 
  advancing age, Nicolaus stands a head taller than most.
  Personality Popular, brave, and practical, the baron speaks 
  his mind and believes in straightforward action rather than 
  political solutions. He’s a hard-working man who often 
  rolls up his sleeves to help his subjects.
  Goal Baron Okerra has better things to do than hobnob with 
  his neighbors, but he always holds out some hope that he 
  can inspire other nobles in the area to behave responsibly.
  Skills Diplomacy +4, Intimidate +5, Knowledge (engineering) 
  +4, Knowledge (nobility) +1, Sense Motive +4
  DISCOVERY
  Biases Nicolaus respects integrity, and has a predilection for 
  other lawful characters (+2).
  Strengths (Perception or Sense Motive DC 15) Nicolaus 
  is especially resistant to any discussions that suggest 
  subterfuge or all-out revolution.
  Weaknesses (Heal or Sense Motive DC 15) Baron Okerra 
  has always associated goodness with obedience and 
  service, but he’s increasingly questioning the morality of 
  his life since the Exaltation Massacre). Any expression of 
  sympathy touches Nicolaus’s heart.
  INFLUENCE
  Starting Attitude Indifferent. If the PCs won Nicolaus’s favor 
  at the Exaltation Gala (see Pathfinder Adventure Path #127), 
  his starting attitude is instead friendly. If the PCs made 
  
  10
  DAME PARTHENA AND SEPSINIA CRABBE
  a poor impression or attempted to intimidate him at the 
  gala, his starting attitude is instead unfriendly. If the PCs 
  openly support or befriend the Night Swan (see page 62), 
  the baron’s attitude toward them immediately worsens by 
  three steps.
  Influence Checks (Profession [soldier] or Sense Motive 
  DC 17) Handle Animal, Profession (architect, driver, 
  farmer, fisherman, midwife, porter, or soldier), or Ride 
  DC 13; Diplomacy DC 18
  Successes Needed Shifting Nicolaus’s attitude requires 6 
  successful influence checks.
  Benefit Baron Okerra is happy to help his friends improve 
  their land and the lives of the peasants they oversee. If 
  the PCs successfully shift his attitude to friendly, he sends 
  them building supplies, loaned artisans, and timber to 
  improve their land in Part 2 of this adventure. 
  Special Baron Okerra believes in the rule of law, and if he 
  learns that the PCs are trying to subvert Count Lotheed’s 
  rule, he will report as much, subtracting 2d4 Loyalty Points. 
  If made friendly, he accepts Princess Eutropia’s claim to the 
  land as legitimate, but he can’t bring himself to assist in 
  such underhanded tactics and remains neutral in the conflict. 
  If made helpful, he accepts the occasional need for the weak 
  to embrace unsavory tactics to triumph over oppression and 
  becomes a willing ally, adding 2 Loyalty Points.
  Story Award If the PCs shift Baron Okerra’s attitude to 
  friendly, award them 800 XP. If they shift his attitude to 
  helpful, award them an additional 800 XP.
  DAME PARTHENA CRABBE (AND HER DAUGHTER, SEPSINIA)
  N female human aristocrat 4
  Background The opinionated Dame Mistress Crabbe deals 
  with her unresolved grief of her late husband’s passing by 
  investing herself in everyone else’s lives. Her latest obsession 
  is finding a suitor for her daughter Sepsinia. Sepsinia (use 
  the statistics for a princess on page 250 of the Pathfinder 
  RPG NPC Codex) is quiet and pale. She stares silently or 
  mumbles if approached without her mother present.
  DESCRIPTION
  Appearance Parthena is a broad, middle-aged woman 
  with a wide smile and expressive eyes. She smells 
  overwhelmingly of camphor and sugar. By contrast, her 
  daughter is rail-thin and pale, looking vaguely surprised or 
  frightened by everything.
  Personality Parthena isn’t one for introspection, preferring 
  to know everyone else’s mind. She is the embodiment 
  of Taldan aristocratic hypocrisy—she eats, moves, 
  and even sleeps correctly, but without any 
  consideration for why. Beyond her interest in 
  local and national gossip, she loves discussing 
  art, antiques, and fashion.
  Goal Parthena’s current obsession is finding 
  a suitor for Sepsinia, and she makes no 
  secret of it, but her daughter’s depression, 
  shyness, and apparent ill health have 
  complicated her search.
  Skills Appraise +6, Bluff +7, Diplomacy 
  +10, Knowledge (local) +11, Knowledge 
  (nobility) +6, Perception +8, Perform 
  (dance) +9, Sense Motive +8 
  DISCOVERY
  Biases Parthena’s shallow 
  judgment of others means 
  appearances are what really 
  matter; she’s predisposed 
  toward anyone sporting at least 
  500 gp worth of jewelry (+2). 
  While she has a thick skin regarding her 
  own physique, she is extremely protective of her 
  
  11
  BARONESS ADELLA VOINUM
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  daughter and holds a grudge against anyone who insults 
  the girl (–2).
  Strengths (Knowledge [local] or Perception DC 18) Dame 
  Crabbe is bored by anyone taking their noble 
  responsibilities too seriously—one of the few 
  reasons she hasn’t tried to pursue Baron 
  Okerra for herself.
  Weaknesses (Sense Motive DC 12) Anyone 
  who seems romantically inclined toward 
  Sepsinia—or better yet, attempts to woo 
  her—will find Dame Crabbe very friendly. 
  Parthena hasn’t noticed her own lack of love 
  life and is easily flustered by anyone 
  flirting with her.
  INFLUENCE
  Starting Attitude Indifferent. 
  While she takes an interest in 
  everyone, Dame Crabbe commits 
  herself to few.
  Influence Checks (Sense Motive 
  DC 16) Bluff, Knowledge (local), 
  or Perform (any) DC 14; Appraise 
  or Knowledge (nobility) DC 19; 
  Diplomacy DC 22. A PC failing an 
  influence check by 10 or more has made some grievous 
  etiquette error, eliminating one accumulated success.
  Successes Needed Shifting Dame Crabbe’s attitude requires 
  5 successful influence checks. Sepsinia’s attitude cannot be 
  changed until later (see page 38).
  Benefit So long as Dame Crabbe remains at least indifferent 
  to the PCs, she later invites them to her estate for tea 
  (see Event 1 on page 20) to continue trying to arrange 
  a marriage. If the PCs shift Parthena’s attitude to helpful, 
  she welcomes them with a housewarming gift: a 
  gilded black marble bust of Parthena in her youth. The 
  decorative necklace on the bust incorporates an amulet 
  of natural armor +2 to protect the bust from wear and 
  tear. Removing the amulet without damaging the statue 
  requires a successful DC 15 Craft (jewelry or sculpture) 
  check, or a DC 20 Disable Device check. Every failed skill 
  check reduces the statue’s value by 150 gp.
  Special Dame Crabbe loves to tease any information she 
  learns, even if she likes the PCs. If she learns of the PCs’ 
  true goal of undermining Count Bartelby, she readily 
  shares this knowledge, subtracting 1d4 Loyalty Points. If 
  shifted to friendly, she merely hints at what she knows, 
  instead subtracting 1 Loyalty Point. Parthena will only 
  keep such knowledge to herself if made helpful.
  Story Award If the PCs shift Dame Crabbe’s attitude to 
  friendly, award them 200 XP. If they shift her attitude to 
  helpful, award them an additional 200 XP.
  HER GRACE BARONESS LEGATE ADELLA VOINUM
  LN old female human aristocrat 4/cavalierAPG 2
  Background A woman of wealth and discipline, Baroness 
  Voinum is a retired commander of the Taldan Phalanx. 
  She is best known as the local grump—condescending, 
  detached, and judgmental—but is also a font of 
  knowledge regarding the region’s history. 
  DESCRIPTION
  Appearance A woman of legendary stature in 
  her youth, age has finally begun to bend the 
  baroness, and she now stands merely 6 feet 
  tall. She still proudly displays the scar left when 
  an Andoren spear pierced her face years ago.
  Personality Clever and scathing, Baroness Voinum 
  wields considerable influence. The Voinum family has 
  been part of the county for a thousand years and 
  proudly upholds Taldan ideals—harsh but fair by 
  most standards. Unlike her fellow nobles, 
  she recognizes the PCs as impostors—
  they lack any of the Betony family 
  attributes—but decides to keep that 
  knowledge to herself and see how 
  things play out. 
  Goal Adella can see the social decay 
  in Taldor, but she attributes it to a lack 
  of discipline and respect for tradition. 
  She wants to be an example of how 
  the social system is supposed to work, and cajoles or 
  browbeats her neighbors into following her lead.
  Skills Bluff +7, Diplomacy +9, Intimidate +9, Knowledge 
  (history, local, nobility) +8, Profession (soldier) +7, Sense 
  Motive +12 
  DISCOVERY
  Biases Baroness Voinum dislikes the wanton ways of youth 
  and has a bias against any character younger than 25 
  years old unless they are lawful (–2). She has a soft spot 
  for wine and is far more amicable when drinking (+2).
  Strengths (Diplomacy or Sense Motive DC 21) Adella sees 
  flattery as shallow pandering.
  Weaknesses (Sense Motive DC 20) Baroness Voinum 
  respects those with regard for tradition and an interest in 
  history of the county and the nation.
  INFLUENCE
  Starting Attitude Unfriendly. The baroness is distant and 
  cold, having met far too many useless people.
  Influence Checks (Sense Motive DC 18) Knowledge 
  (geography, history), Profession (brewer), or Ride DC 18; 
  Diplomacy or Intimidate DC 27
  Successes Needed Shifting Baroness Voinum’s attitude 
  requires 7 successful influence checks.
  Special Baroness Adella quietly despises the Lotheeds, and if 
  she learns of the PCs’ agenda, she won’t tell the count.
  Benefit If the PCs shift Baroness Voinum’s attitude to 
  friendly, she admits to a certain fondness for the grapes 
  the Betony vineyards once produced before the fields 
  flooded and states that if they can restore the estate farms, 
  she’ll happily agree to a trade deal that provides them 
  with extensive infrastructure repairs, granting 3,000 gp 
  
  12
  that can be spent only on town improvements. If PCs 
  manage to shift Baroness Voinum’s attitude to helpful, 
  they immediately gain 1d3 influence successes each with 
  Dame Crabbe and Baron Okerra.
  Story Award If the PCs shift Baroness Voinum’s attitude to 
  friendly, award them 600 XP. If they shift her attitude to 
  helpful, award them an additional 600 XP.
  HONORARY TRIBUNE ONORA PISCUM
  NG female half-elf expert 4/warrior 1
  Background A commoner both uncomfortable and 
  unwelcome in the noble halls of the palace, Onora fell 
  into the job of tribune of Stachys after the death of the 
  hereditary tribune, Allis Betony, 10 years ago and her 
  husband, the acting tribune, 5 years later.
  DESCRIPTION
  Appearance Onora is plain, muscular, and heavily freckled. A 
  half-elf, she looks far younger than her actual 55 years.
  Personality Onora is a no-nonsense country girl and rarely 
  thinks about the world beyond her small town. The 
  half-elf maintains her position with a keen attention 
  to detail and appreciates thoroughness in others. She 
  wants to do right by her community, but usually feels 
  too overwhelmed and underequipped to manage 
  most problems. As a result, she believes all nobles are 
  opportunistic, thieving, and out of touch.
  Goal Onora attends the count’s events because she knows 
  that the aristocracy will forget about her little town 
  entirely if she doesn’t, and they’ll lose what minimal 
  support they have. While she wouldn’t mind staying on as 
  sheriff, she would love to find someone else to handle the 
  political aspects of her job.
  Skills Bluff +8, Intimidate +5, Knowledge (local) +9, 
  Perception +12, Sense Motive +10 
  DISCOVERY
  Biases Tribune Piscum despises anyone who flaunts their 
  wealth and power (–2), but she warms up to anyone who 
  clearly understands a practical skill or two, such as Craft, 
  Handle Animal, Profession, or Survival (+2).
  Strengths (Diplomacy or Sense Motive DC 17) Onora has 
  a quiet hatred for Count Bartelby and is especially cold 
  to anyone who tries to use his name or influence to 
  persuade her.
  Weaknesses (Sense Motive DC 17) Onora has a deep love 
  for homespun metaphors and colloquialisms.
  INFLUENCE
  Starting Attitude Unfriendly. Onora assumes most nobles 
  are useless.
  Influence Checks (Knowledge [local] or Sense Motive 
  DC 17) Knowledge (local, nature) or Profession (farmer) 
  DC 13; Perception, Perform (oratory), or Survival DC 18; 
  Bluff or Diplomacy DC 22
  Successes Needed Shifting Onora’s attitude requires 4 
  successful influence checks.
  Special Tribune Piscum wants nothing to do with noble 
  infighting, and if she learns of the PC’s plot to undermine 
  Bartelby, she keeps that knowledge to herself unless 
  made hostile.
  Benefit If Onora’s attitude is shifted to friendly, the PCs’ 
  reputation in Stachys grows, improving the town’s attitude 
  toward them by one step. If her attitude is shifted to 
  helpful, Onora helps provide alibis for the PCs’ actions 
  or absences, granting a +2 circumstance bonus on Bluff 
  and Disguise checks to conceal their involvement in 
  revolutionary activities.
  Story Award If the PCs shift Onora’s attitude to friendly, 
  award them 200 XP. If they shift her attitude to helpful, 
  award them an additional 200 XP.
  Minor Attendees
  The following are additional attendees the PCs can 
  interact with and play some role in the story, but they do 
  not need to (or cannot) be influenced.
  EARL YANDER MERKONDUS
  Earl Merkondus is a wealthy merchant from Moda who fancies 
  himself a politico and presses everyone around him for 
  information on their loyalties in the “recent unpleasantness.” 
  He can stay only for the first day of the Jubilee, departing on 
  the second morning before breakfast.
  Earl Yander Merkondus plays a larger role in the next 
  adventure, The Twilight Child, and his statistics can be found 
  there. This appearance serves as a brief introduction to the 
  agitator and rival spy.
  LADY LUCRETZIA MARTHANE
  This polite young woman announces herself as a cousin 
  visiting from Cassomir, though she remains unspecific as 
  to whose cousin. Dame Crabbe is eager to suggest tawdry 
  affairs between the visiting young woman and any of the 
  local nobles, but throughout the jubilee, Lucretzia keeps 
  to herself, making the bare minimum of small talk. Unless 
  the PCs deliberately mingle with additional guests, they are 
  unlikely to even notice the plain young woman.
  In truth, Lucretzia is the infamous Night Swan, a vigilante 
  using the ball as an excuse to quietly case the Palace of 
  Birdsong for future attacks. Additional details on the Night 
  Swan can be found on page 62.
  LORD TITUS LOTHEED-CASAVA 
  Titus Lotheed-Casava is a cousin to the family, currently availing 
  himself of Bartelby’s good fortunes. Titus is a braggart, a bully, 
  and a slacker; moreover, he was a senate aide and present at 
  the Exaltation Massacre. Luckily for the PCs, Titus is also a lush; 
  he spent the night drunk, and while he knows he’s seen the 
  PCs before, he can’t remember where. He takes an immediate 
  dislike to the new “Betony heirs,” and while he can’t prove it 
  yet, he immediately sees through their ruse. Thankfully, with 
  nothing but his reputation as a parasite, Titus has little sway. 
  While he’s happy to assist others like Sir Gul Gusairne, most 
  
  13
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  of his efforts are spent harassing, insulting, and sabotaging 
  the PCs whenever possible, hoping to goad them into a duel.
  Titus is never without his hangers-on—Dame Carodd 
  Hellebore and Syras Cockleburr, Esquire—who obey him 
  without question. Additional details on all three NPCs can be 
  found on pages 50–51. 
  SIR GUL GUSAIRNE
  The half-elf Gul served the previous Count Lotheed with 
  distinction as seneschal, both keeping the estate in order 
  and also serving as head of the count’s unofficial “secret 
  police,” ferreting out dissent against his power. Bartelby has 
  retained Gul’s services and offers him even greater leeway 
  in investigating and suppressing the populace, leading to 
  several brutal attacks on peasant gatherings. Sir Gusairne is 
  a handsome and confident man, but quiet. He spends most 
  of the jubilee managing the staff and keeping a careful eye 
  on the guests—especially these unknown newcomers.
  More details on Sir Gul Gusairne can be found on page 24.
  Other Guests
  Other guest are not detailed here, as they do not affect 
  this adventure. Additional resident knights, tribunes, 
  and/or landgraves round out the rest of the county’s 
  aristocracy, and additional nobles, merchants, and family 
  friends visit for the festive occasion as well, possibly 
  providing more personal intrigue or stakes appropriate 
  to your PCs’ backgrounds.
  TANAGER JUBILEE: DAY 1
  The following section details the major events that occur 
  during the first day of Tanager Jubilee. Each event listed 
  for this day (and for the second day in the next section) 
  mentions how many social rounds the PCs have to continue 
  influencing important NPCs before the next event.
  Event 1: Arrival
  As the PCs approach the palace in the morning, they 
  meet with an astonishing array of guests, nearly 40 
  altogether, all being fussed over by an army of servants 
  sporting bird masks. Bartelby has hired additional staff, 
  and the normally quiet palace throngs with chatter 
  and laughter. Numerous entertainers—ferret-jugglers, 
  fire-breathers, stilt-walkers, and other amusements—
  keep guests occupied as they arrive.
  Upon seeing new guests, Count Bartelby Lotheed 
  approaches the PCs and introduces himself warmly 
  while a servant unloads the PCs’ baggage. Read or 
  paraphrase the following.
  “Well met, newcomers. I am Count Bartelby Lotheed, steward 
  of the county of Meratt, landgrave of the Hyden Marches, 
  and tribune of Lotheedar. We understand you are the new 
  heirs to the Betony lands. It is quite the honor to be our new 
  neighbors, we’re sure.”
   The PCs have the chance to make a strong impression 
  here. A PC who succeeds at a DC 22 Bluff or Diplomacy 
  check can convince Bartelby that the PCs are nobles of 
  good breeding and wealth; PCs dressed well (a courtier’s 
  outfit or better), with expensive luggage or presenting a 
  gift (an antique or spellbook worth at least 250 gp) gain 
  a +2 circumstance bonus on this check, while shabby or 
  informal-looking PCs take a –2 penalty. If the PCs seem 
  well bred, Count Lotheed insists they stay in the palace 
  apartments (area GR) rather than the outlying guest 
  cottages; otherwise, he makes a polite, formal introduction 
  before passing them collectively to Dame Crabbe.
  The PCs are free to wander and chat while sampling 
  fine local white wines, cheeses, and jellied calves’ feet. 
  Much of the early discussion is speculation about when 
  or if the reclusive Duke Lotheed, Bartelby’s uncle, will 
  arrive. Unless they manage to attract Count Bartelby’s 
  attention long enough to chat, they are immediately set 
  upon by Dame Crabbe, who proceeds to question them 
  about everything she can imagine, from their own likes 
  and dislikes to gossip from Oppara.
  Shortly after the PCs arrive, the gong in the Grand 
  Ballroom (area H7) sounds to gather attendees for an 
  event. This first event is the Meratt tradition of assigning 
  a personal assistant to each visiting group: a jester to act 
  as the guests’ guides and announcers, lead the guests to 
  events, and attend to their personal needs. The PCs are 
  assigned Purple Finch—Alista Cragus (N female human 
  bard 1; use the statistics for a tavern singer on page 26 of 
  the NPC Codex)—a flautist from Lotheedar trying her best 
  to be funny—who leads them to their rooms where fresh 
  linens are laid out. She explains the jubilee’s schedule and 
  informs the PCs that they have several hours to prepare 
  for the afternoon’s tournament. Purple Finch remains a 
  companion throughout the jubilee to provide context, 
  directions, and answers to simple questions.
  Social Rounds: The PCs have 3 social rounds before 
  the start of the next event. Consumed with his duties 
  greeting guests, Count Lotheed is not normally available 
  to socialize with during this time. However, if the PCs 
  convinced him of their good standing upon arrival, they 
  have a single opportunity to attempt to influence the 
  count if they wish.
  Event 2: The Tournament
  The count’s servants have erected a list, a tilt, and stands 
  for a joust, complete with colorful flags and banners, and 
  happily supply heavy horse mounts, jousting armor (a 
  breastplate, helm, and padding), and a small metal shield 
  for guests who wish to participate but neglected to bring 
  appropriate equipment. They also provide blunted 
  jousting lances fitted with metal sheaths (which inflict 
  nonlethal damage) to all competitors. The stands slowly 
  fill with spectators, many bribed with food to come from 
  nearby Lotheedar.
  
  14
  Running the Joust
  The joust is open to any guest willing to participate. 
  Competitors all go up against each other in pairs 
  determined by Count Lotheed, accumulating points 
  over the course of 5 rounds, at which point the top two 
  challengers face off against one another in a final pass. 
  The use of magical augmentation in a joust—except to 
  compensate for a disability—is considered a gauche 
  violation of the rules.
  Scoring: Each round, contestants ride to opposite 
  ends of the tilt, turn, salute, and then charge on 
  horseback at one another with lances, hoping to strike 
  their opponent and, ideally, knock them from their 
  horses. Each participant attempts an opposed Ride 
  check and an attack roll. The character with the higher 
  Ride check result gains a +2 circumstance bonus on her 
  attack and damage rolls for that pass. A character struck 
  must succeed at a Ride check (DC equal to the amount 
  of damage dealt) or be unseated from his mount. 
  Characters with the Unseat feat can apply this feat if the 
  initial charge doesn’t unseat an opponent. In the interest 
  of safety and thanks to the blunted lances, the attacks 
  deal nonlethal damage.
  Connecting with a lance scores 1 point, while 
  unseating an opponent instead scores 2 points. A wielder 
  who shatters her lance (which happens automatically if 
  a single blow deals 20 or more points of damage) adds 1 
  additional point for the spectacle and the skill required.
  If you do not wish to play out the various NPCs 
  charging against one another, assume that Baron Okerra 
  scores a total of 11 points over 5 rounds, and Titus 
  Lotheed-Casava scores 8 points, making them the top 
  two competitors who face off in the final round unless 
  one or more PCs exceed these scores.
  Treasure: The second-place competitor is awarded 
  a silver chalice emblazoned with the Lotheed family’s 
  rampant owl heraldry (worth 100 gp). The winner of the 
  joust is awarded a silver ferret (worth 1,000 gp), as well as 
  a bouquet of hyacinths to give to a “spiritual companion” 
  who inspired her in the trials. Giving the hyacinth 
  bouquet to any NPC (except Bartelby, Gul Gusairne, 
  or Titus) automatically improves that NPC’s attitude 
  toward the PCs by one step.
  Social Rounds: As the joust takes the whole 
  afternoon, entrants do not have a chance to interact 
  with or influence any NPCs (but PCs who choose not to 
  participate can do so; see Event 2a: Trucco). However, the 
  general prestige and assumed bravery that accompanies 
  the joust grants participating PCs a +2 circumstance 
  bonus on skill checks to influence NPCs during the rest 
  of the day and evening.
  Event 2a: Trucco
  For those of a more genteel persuasion, a field is set 
  aside for trucco a short distance from the jousting 
  list, complete with sandwiches and tea. The game—
  essentially a combination of billiards and golf—involves 
  skill and control, using long-handled spoons to knock 
  hardwood balls around a field, through various rings, 
  and into opponents’ balls. 
  Players take turns attempting Dexterity checks. 
  Characters proficient with light hammers gain a +2 
  bonus on this check, and characters with Weapon Focus 
  (light hammers) gain an additional +1 bonus. A character 
  scores 1 point with a successful DC 15 Dexterity check, 
  and 1 additional point for every 5 by which her Dexterity 
  check result exceeds 15. The first player to reach 7 points 
  wins the round. Dame Crabbe is a particularly skilled 
  trucco player and typically wins in the fourth turn of 
  each round unless another player wins sooner.
  There is enough time to play 5 rounds. Any PC who can 
  beat Dame Crabbe in at least 1 round gains a +2 bonus 
  on checks to influence her for the rest of the evening, 
  provided Parthena wins at least 1 round of trucco. If 
  the PCs beat her every round, she spends the rest of the 
  night sulking, and all PCs take a –2 penalty on checks to 
  influence her.
  Social Rounds: The PCs have 4 social rounds in which 
  to influence NPCs if they choose to play trucco. Baron 
  Okerra is participating in the joust, and Tribune Onora 
  is too consumed watching the event; neither can be 
  influenced during these rounds.
  Event 3: The Night Swan Strikes! (CR 4)
  Prior to dinner, Count Bartelby summons his guests back 
  to the palace gardens for a short musical performance, 
  accompanied by drinks and a short speech about the 
  palace’s history and the meaning of the Tanager Jubilee. 
  The harpers play at the bottom of the veranda stairs, 
  while Count Bartelby traditionally delivers his speech 
  from the top of the stairs—a tradition being exploited 
  by a would-be assassin!
  Trap: Night Swan, a newly arrived freedom fighter 
  dedicated to wiping out tyranny, has opted to use 
  Bartelby’s predictability and ego to launch a simple 
  assassination attempt. When she snuck into the palace 
  several days ago disguised as one of the countless 
  servants hired to prepare for the jubilee, she installed 
  a simple crossbow rigged to fire a poisoned bolt. Once 
  installed, she merely needed to wait for everyone to be 
  distracted with the joust to set the tripwire where Count 
  Lotheed would stand—an errand taking only a few 
  moments during a trip to relieve herself.
  As Bartelby ascends the stairs, the PCs can notice the 
  tripwire and concealed crossbow with a successful DC 18 
  Perception check. Any PC who succeeds at her skill check 
  can act just as the crossbow fires, shoving the count out 
  of harm’s way (if the PC chooses) with a successful DC 
  18 Reflex saving throw. If a PC’s Reflex saving throw is 
  at least 13 but less than 18, she instead interposes herself 
  
  15
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  and is struck by the bolt. The bolt has been poisoned 
  with a triple dose of black adder venom. If a PC wants to 
  defend Count Lotheed with a more complex tactic, such 
  as casting a spell, apply a –5 penalty on that character’s 
  Reflex save.
  POISONED CROSSBOW TRAP 
  CR 4
  Type mechanical; Perception DC 18; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +15 ranged (1d8+1/19–20/×3) plus enhanced 
  bladder adder venom (DC 15, frequency 1/round for 
  12 rounds, 1d2 Con, cure 1 save)
  Development: If Bartelby is struck and poisoned, Sir 
  Gusairne and several guards rush to his side, carrying 
  him inside for medical attention. Not wanting to appear 
  weak, the count returns to the festivities afterward, 
  looking ill but insisting “the damnable Night Swan can’t 
  long delay a Lotheed.” The delay reduces the number 
  of social rounds the PCs have to influence other NPCs 
  during the feast (Event 4) and during the dance (Event 6) 
  by 1 each.
  If a PC saves Count Lotheed, whether she takes the 
  shot intended for him or not, Bartelby’s attitude toward 
  the PCs immediately improves by one step. He orders 
  Sir Gusairne to apply the antitoxin to an injured PC 
  immediately, and offers to pay for a lesser restoration spell 
  at the temple in town.
  The crossbow is rigged beneath a window ledge from 
  the observatory (area H27), but Count Bartelby insists 
  only his own people investigate. If the PCs somehow 
  circumvent his security or persuade the count to allow 
  them to investigate, the only clue accompanying the 
  crossbow is a single black feather.
  Social Rounds: There are no social rounds in the wake 
  of this attack.
  Event 4: Feast of the Victor
  The evening of the first night, the ballroom is laid out 
  for feasting, the formal dining room being too small to 
  accommodate 40 guests. The meat for the feast is first 
  paraded live before the hungry guests by servants dressed 
  as sheep, and any PC who succeeds at a DC 20 Sense 
  Motive check notices Baroness Voinum’s well-disguised 
  revulsion at the spectacle. Those who subtly support her 
  revulsion while interacting with her gain a +2 bonus on 
  checks to influence her for the rest of the evening.
  During seating, Titus Lotheed-Casava loudly chastises 
  the PC’s jester, Purple Finch, for obviously not providing 
  them a room with washing facilities or clean clothes. If 
  the PCs ignore the obvious jibe, they gain 1 automatic 
  success as if they had successfully influenced Count 
  Lotheed. If they instead return a sharp barb of their own 
  with a successful DC 15 Perform (comedy or oratory) 
  or DC 20 Bluff or Intimidate check, they lose 1 success 
  (if any) with Count Lotheed, but they gain 1 automatic 
  success with Baroness Voinum and Tribune Onora.
  Social Rounds: The PCs have 3 social rounds over 
  dinner in which to influence NPCs.
  Event 5: Great Halfling Dog Charioteers
  After the feast, servants clear away the tables and chairs 
  and—to a fanfare of trumpets—six halflings dressed as 
  Taldan heroes of lore enter, riding in gaudily painted 
  miniature chariots each pulled by dogs. Servants rush 
  to lay out a race course as the drivers perform japes and 
  buffoonery for the wildly laughing aristocrats.
  The rules for the chariot race are very simple: the 
  halflings race about the ballroom three times, dodging 
  a series of obstacles on the way, while the guests look 
  on and cheer their champions. To spice things up, each 
  guest is given three silken sachets filled with brightly 
  colored powder to hurl at racers in an attempt to blind 
  them. Anyone who throws a sachet at a passing racer 
  must make a ranged attack against AC 14 to hit the driver, 
  or AC 18 to temporarily blind the driver; the sachets 
  count as improvised weapons. Assume that each round 
  other partygoers strike two random racers (roll 1d6 to 
  determine which), while Titus and his two associates 
  deliberately aim for any PC-backed racer each round. 
  Characters can hurl only one sachet each round.
  Roll 1d10 for each halfling chariot at the end of each 
  lap to determine the order. Each time a chariot driver is 
  hit with a sachet, reduce his lead by 1. Each time a driver 
  is blinded, reduce his lead by 1d3. The charioteer who 
  finishes with the highest lead wins.
  Development: A PC who succeeds at a DC 22 
  Perception check during the race notes Sir Gusairne’s 
  disdain of the event. If the PCs refrain from abusing his 
  servants as they drive, he takes note of their kindness 
  and is more inclined to think better of them, taking a –2 
  JOUST COMPETITORS
  NPC Name 
  Ride Bonus 
  AC 
  Attack Bonus Damage Source
  Baron Nicolaus Okerra 
  +8 
  18 
  +10 
  2d8+8 
  See page 58
  Baronet Fi Paben 
  +6 
  15 
  +1 
  2d8+2 
  Squire, GameMastery Guide 268 
  Lady Mona Sittas 
  +6 
  17 
  +5 
  2d8+2 
  Noble scion, GameMastery Guide 288 
  Lieutenant Marina Gortius 
  +2 
  20 
  +7 
  2d8+6 
  Guard officer,  
   
   
   
   
   
  Pathfinder RPG GameMastery Guide 261
  Lord Titus Lotheed-Casava 
  +9 
  18 
  +7 
  2d8+2 
  See page 60
  
  16
  DOG CHARIOTEER
  penalty on Perception and Sense Motive checks against 
  the PCs for the remainder of the adventure.
  Social Rounds: The PCs have 1 social round during 
  the race in which to influence NPCs.
  Event 6: Dancing and Cards
  The evening concludes with dancing and several rounds 
  of a card game known as last Azlant. You can find the 
  rules for last Azlant on page 13 of Pathfinder Player 
  Companion: Harrower’s Handbook, should your players 
  want to play a few hands.
  As the dancing begins and dizzying music commences, 
  partners are selected. 
  Creature: After the first dance, an attractive woman 
  in her late forties arrives at the party. With a successful 
  DC 20 Knowledge (nobility) or Perception check, a PC 
  overhears the gossip identifying the newcomer as the 
  Duchess Veleto Lotheed, Count Bartelby’s aunt and the 
  absentee Duke Lotheed’s wife. After a few moments of 
  genuine surprise among those at the gathering, she 
  formally introduces herself.
  The true Duchess Lotheed died over a century ago; 
  this current incarnation is a trompe l’oeil—a portrait 
  brought to life by Duke Panivar Lotheed’s experiments. 
  She is only vaguely aware of her nature, and even 
  with a close inspection (Perception DC 35) she is nearly 
  impossible to recognize as anything but a human woman. 
  She has no murderous intentions this evening, wanting 
  only to make new friends and hopefully sate her carnal 
  appetites. If a PC asks her to dance, she becomes 
  immediately infatuated with this new “admirer”; 
  otherwise, she sets her attentions upon a particularly 
  attractive or charming PC.
  Bartelby is clearly furious at his “aunt’s” sudden 
  appearance; he normally keeps her sealed in the 
  royal apartments (see areas H31–H37), but every bit as 
  resourceful as the original Veleto, she escapes regularly, 
  especially to investigate new happenings around the 
  palace. He quietly seethes if the trompe l’oeil dances 
  with anyone, and he immediately shoos her back 
  upstairs after her first dance, insisting his aunt is “aging 
  and easily confused, and shouldn’t be taken advantage 
  of.” He quietly snubs whichever PC danced with her for 
  the remainder of the jubilee, preventing him from being 
  influenced by that individual (though that PC can still 
  attempt discovery checks regarding the count).
  At the GM’s discretion, Duchess Lotheed can be 
  wooed and cajoled into revealing useful information 
  during her dance—perhaps pointing confused or lost 
  PCs in the right direction—with a successful DC 20 
  Bluff or Perform (dance) skill check.
  DUCHESS VELETO LOTHEED 
  CR 8
  XP 4,800
  hp 91 (see page 55)
  Development: Make a note of whichever PC attracts the 
  duchess’s attentions, as she will visit that PC again later. 
  Social Rounds: The PCs have 4 social rounds 
  during the dancing and parlor games in which to 
  influence NPCs.
  INTERLUDE: NIGHTMARES
  Guests retire to their rooms 
  and cottages after dancing 
  and games. During the 
  night, one or more of 
  the PCs (at the GM’s 
  discretion) is disturbed by 
  horrible dreams in which some 
  talent or traits the PC takes pride 
  in (such as his talent, appearance, or intellect) 
  fails him in front of a mercilessly abusive crowd. 
  This is a side effect of the ichkoh sahkil Ehlers (see 
  area H35), wandering the palace ethereally and 
  invisibly, watching guests sleep with its look of 
  fear. The PC that Ehlers observes must succeed 
  at a DC 21 Will saving throw or be fatigued the 
  next day due to the haunting nightmares.
  If the PC mentions his dreams 
  to Bartelby, he tries to hide his 
  discomfort at hearing the report. 
  
  17
  SPITCHCOCK EEL
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  TANAGER JUBILEE: DAY 2
  The following section details the major events that occur 
  during the second day of the Tanager Jubilee.
  Event 7: Breakfast
  Breakfast is spitchcock served 
  in the garden; a large bowl of 
  water filled with live eels is 
  set before each guest, along 
  with a miniature harpoon 
  for them to spear their choice 
  of fish. Once an eel is harpooned, 
  servants split its belly and grill it 
  beside the table. The head is left 
  intact, mouth still gaping when the meal is placed 
  before the diners, ready to be eaten.
  During breakfast, the assembled nobles brag of 
  their hunting or tracking prowess, 
  and money changes hands as they bet 
  who among those assembled will be 
  the first to bring in an eel. 
  Social Rounds: The PCs have 2 social rounds over 
  breakfast in which to influence NPCs.
  Event 8: The Hunt (CR 6)
  The main event for the second day is a mock hunt: peasants 
  are dressed as animals and released from the estate to hide 
  within nearby territories to which they have been assigned, 
  and then the assembled hunters are allowed to track their 
  quarries and bring them back to the palace. The use of fake 
  quarries helps prevent accidental injuries (at least to the 
  nobles) that might otherwise mar the grand event.
  Titus—aware of the trouble his kin has been having 
  with a manticore the locals call the Iron Lash—has 
  ensured that when Bartelby drew lots to decide which 
  hunting parties go where, the PCs were assigned the Lash’s 
  hunting grounds: the Brashen Deeps. Bartelby, to his 
  credit, has heard little of the beast lately and had assumed 
  it moved on; in reality, peasants have been sacrificing their 
  sheep to keep the cruel beast sated after begging the count 
  to do something about it for months with no response. 
  After hunt areas are assigned, Titus and his cronies gibe 
  the PCs to “beware the vicious beast” they must hunt.
  After assignments, the quarry is brought out—four 
  local “volunteers” who are gashed across the cheek to 
  give the hounds their scent before being sent on their 
  way. Bartelby promises the captives that if they can evade 
  capture until nightfall, they will be absolved and granted 
  a handsome reward of 50 gp. In actuality, the peasants 
  have been pressured to take part after various minor 
  crimes. The PCs’ assigned quarry, Moffis, was a dairy 
  farmer arrested and placed in the stocks for selling the 
  count sour butter, and is now dressed as a wild ox.
  For the next hour or so, the hunters sit around drinking 
  warmed brandy, eating, and talking, while their quarry is 
  given “a sporting chance.” During this time, each team 
  of hunters is assigned a local guide—generally the same 
  jester they received the day before—as well as a pair 
  of Taldan bloodhounds (use the statistics for a riding 
  dogs on page 87 of the Pathfinder RPG Bestiary) 
  trained with the come, down, fetch, heel, 
  stay, and track tricks. Hunters are not 
  only allowed but encouraged to bring 
  whatever 
  armor, 
  equipment, 
  and 
  weapons amuse them. The PCs are free 
  to refuse to take part in the hunt.
  The Brashen Deeps are about an 
  hour from the palace on foot, 
  or 45 minutes by horseback. 
  It’s a hilly pine forest run 
  through with rocky creeks 
  and shallow caves, and covered 
  in low-lying ferns, chicory, and 
  wild 
  asparagus—a 
  challenging 
  environment in which to ride, 
  let alone hunt. A PC who succeeds at a DC 14 Survival 
  check—with each attempt taking 30 minutes—uncovers 
  a single set of fresh human footprints, while the dogs can 
  pick up the scent automatically after 2 hours of wandering 
  the terrain. Shortly after the PCs find the tracks, riding 
  becomes impossible as they enter an area where trees 
  have blown down and the undergrowth thickens.
  Creatures: Some 30 minutes after the PCs enter 
  this thicker undergrowth, they hear a deafening roar, 
  followed immediately by a scream for help. Some 150 feet 
  ahead, they can see a man dressed as an ox bleeding and 
  desperately dodging the swipes of a massive manticore. 
  Moffis can dodge for 3 rounds using the trees, but on the 
  fourth round, a claw attack knocks him to the ground 
  with a mangled arm.
  The Iron Lash of Meratt is a manticore of great size 
  and uncommon brutality that has preyed upon the area 
  every season for years before retreating to its mating 
  grounds in the Verduran Forest.
  IRON LASH OF MERATT 
  CR 6
  XP 2,400
  Unique advanced manticore (Pathfinder RPG Bestiary 294, 199)
  LE Large magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
  hp 69 (6d10+36)
  Fort +11, Ref +9, Will +5
  Defensive Abilities light fortification (25%)
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +12 (1d8+7), 2 claws +12 (2d4+7), 2 wings +7 
  (1d6+3)
  
  18
  Ranged 4 spikes +10 (1d6+7 plus 1d4 bleed)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce
  TACTICS
  During Combat While it would rather focus on the easy meal 
  Moffis represents, the beast turns to engage the PCs upon 
  taking any damage.
  Morale The Iron Lash fights until slain.
  STATISTICS
  Str 24, Dex 19, Con 22, Int 11, Wis 16, Cha 13
  Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
  Feats Flyby Attack, Hover, Weapon Focus (spikes)
  Skills Fly +3, Perception +13, Survival +6; Racial Modifiers 
  +4 Perception, +4 survival when tracking
  Languages Common
  SPECIAL ABILITIES
  Deadly Prowess (Ex) The Iron Lash of Meratt is a formidable 
  beast. In addition to having the advanced simple 
  template, the manticore has spikes that carry a metallic 
  sheen and cause bleed damage when they strike a foe. 
  In addition, the creature can make two secondary attacks 
  with its wings, has the pounce special attack, and has 
  light fortification. All of these features increase its CR by 2.
  MOFFIS OF CASCINA 
  CR 1/2
  XP 200
  Pig farmer (Pathfinder RPG NPC Codex 256)
  hp 9 (currently 4)
  Development: Even if saved, Moffis is petrified, 
  fearing that the PCs’ arrival means he’ll end up back in 
  the stocks to serve the rest of his 30-day sentence. If the 
  PCs can calm him with a successful DC 14 Diplomacy 
  check, he thanks them for saving him and offers free 
  butter and cream when next they visit. 
  If the PCs return with proof of killing the Iron 
  Lash, they cause a great commotion—if only because 
  the results of their “harmless and fun” hunt was a 
  truly impressive trophy. One PC can attempt a single 
  Diplomacy check and compare the result to each NPC’s 
  influence skill DCs at once.
  If the PCs privately tell Baroness Voinum that they 
  captured Moffis —one of her citizens—and freed the 
  man, they gain an automatic success toward improving 
  her attitude, as if they had succeeded at an influence 
  check. If they bound the farmer’s wounds or offered 
  any magical healing or other assistance, they gain an 
  additional automatic success.
  Titus wins the hunt by capturing his own quarry and 
  a neighbor’s as well, each hobbled by an arrow to the 
  thigh. He receives a jade bear for his victory.
  Special: The Iron lash of Meratt has killed countless 
  citizens of the county. If the PCs display the beast’s 
  remains as a trophy in either their new estate or the 
  town of Stachys, they earn 1 Loyalty point.
  Event 9: The Feast of the Hunter
  The evening’s repast is a heartier fare suitable for mighty 
  hunters. As before, all food is paraded before the guests 
  before preparation. A small orchestra plays during 
  dinner, performing a variety of popular symphonies 
  from great Taldan composers like Richilo Sampolo, 
  Gwenavive of Mut, and Nalappho. The meal concludes 
  with large slices of jubilee pie.
  Social Rounds: The PCs have 3 social rounds during 
  dinner in which to influence NPCs.
  Event 10: The Masquerade
  After dinner, guests are dismissed for an hour to retire to 
  their rooms so they can rest and change. The remainder of 
  the jubilee is a masquerade, consisting of dancing, drinking, 
  shows, and the count’s favorite party game: coppers from 
  heaven. If PCs didn’t bring their own costumes for the 
  event, the count has several he can loan them, though the 
  locals have seen these outfits repeatedly for many seasons 
  and grown bored with them, imposing a –1 penalty on the 
  PCs’ influence checks for the evening. At your discretion, 
  especially expensive or innovative costumes for the 
  masquerade can grant a +1 bonus on influence checks. 
  You can include as many or as few of the following 
  events as you wish.
  Social Rounds: The PCs have 5 social rounds during 
  the masquerade in which to influence NPCs.
  Entertainment
  Much of the entertainment is simple fare, consisting of 
  talented local musicians hired to play background music. 
  Count Lotheed opens the evening’s festivities with a 
  fireworks display, created himself with a combination 
  of the prestidigitation and pyrotechnics spells. A production 
  of the popular Taldor by Right follows the opening 
  ceremonies, a dramatic retelling of Taldor’s founding 
  by the legendary First Emperor Taldaris, performed 
  entirely by halflings. After a few drinks, Dame Crabbe 
  works up the nerve to contribute a surprisingly graceful 
  Qadiran khaleegi dance popular in her youth. If the PCs 
  have any relevant skills they wish to contribute, allow 
  them to attempt a Perform check. A successful DC  15 
  check earns a polite round of applause, while a result of 
  20 or more genuinely impresses the guests, granting a 
  +1 morale bonus on all influence checks the performing 
  PCs attempt for the rest of the night. Failing this 
  Perform check leaves the PC as a bit of a joke, imposing 
  a –1 penalty on his influence checks for the night.
  The Dance of the Phalanx
  Midway through the evening, Count Lotheed announces 
  that the ballroom has been invaded, and all guests must 
  rush to its defense—the classic opening to a popular 
  dance called the Dance of the Phalanx. Equal parts 
  strategy game and formal waltz, the dance is performed 
  
  19
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  on a gridded floor, and partners are allowed to select the 
  next dance steps from a predefined list related to the 
  music played. Each pair of dancers cannot move into a 
  square occupied by other dancers, and the object of the 
  game is to force every other pair of dancers off the grid, 
  leaving your “phalanx” in control of the “battlefield.”
  Winning the Dance of the Phalanx requires both 
  grace and strategy. To play, one partner adds their 
  Intelligence bonus, while the other partner contributes 
  their Dexterity bonus to determine the couple’s Dance 
  Maneuver Bonus (or DMB; if a PC selects an NPC as 
  a dance partner, assume each relevant bonus is equal 
  to 1d6 – 2). If one or both partners have skill ranks in 
  Knowledge (nobility), they know enough of the rules and 
  strategy to add 1 to their DMB per partner trained. If 
  one or both partners have skill ranks in Perform (dance), 
  they move with enough instinct and fluidity to add an 
  additional 1 to their DMB per partner trained.
  Once the music begins, partners attempt DMB 
  checks against increasing DCs, beginning at DC 10 and 
  increasing by 2 every turn. Partners who fail their check 
  are forced off the dance floor and out of the game. The 
  music continues until only one pair of dancers remains.
  Treasure: The winners of the dance are awarded a pair 
  of magnificent silver-and-rosewood masks depicting 
  smiling faces (each worth 1,250 gp).
  THE JUBILEE’S CONCLUSION
  Breakfast the next morning—soft-boiled eggs, toast, and 
  white wine—is delivered the guests’ rooms, and they 
  are expected not to linger. If the PCs have improved 
  the count’s attitude toward them by at least one step, 
  he personally sees them off, inviting them to return any 
  time. The remainder of the guests say their goodbyes 
  politely, entreating the PCs to visit their estates in the 
  future for more personal chats. The exception is Dame 
  Crabbe, who insists the PCs visit her for tea 1 week hence 
  and won’t take no for an answer, and even dispatches a 
  messenger in 4 days to remind them.
  PART 2: SCION
  With their reputations as rising aristocrats hopefully 
  secure, the PCs are free to move to their temporary 
  home in Meratt, the Betony Estate (area A), and continue 
  to covertly undo the harm the apathetic nobility have 
  wrought. This part of the adventure is extremely 
  open-ended, allowing PCs to tackle challenges in 
  whatever order they like, or ignore some altogether, and 
  come up with new or creative solutions that may not 
  be listed in this adventure. Be flexible and work with 
  your players’ approach where reasonable, and consider 
  allowing unconventional solutions (with caveats or extra 
  challenges) rather than a flat “no.”
  Throughout this part of the adventure, it is assumed 
  the PCs will continue posing as nobles while secretly 
  combating noble excess and abuse where they find 
  it. Depending on how they approach solving certain 
  dilemmas (such as battling Lotheed’s corrupt “tax” 
  collectors), they may wish to don disguises like those 
  the Night Swan uses, while other problems (such as 
  the haunting of the Crabbe family) can be addressed 
  in either their noble guises or as secretive heroes. This 
  element is mostly a nod to inspirational material such 
  as Zorro and The Scarlet Pimpernel, and not intended to 
  be a “gotcha” to punish players if they choose the wrong 
  guise for the wrong mission.
  The ultimate objective in “Songbird, Scion, Saboteur” 
  is to win the loyalty of the locals—both the nobility 
  and the peasants—by performing heroic acts and by 
  renovating their long-ignored infrastructure. The PCs 
  will fight monsters, as well as repair roads and utilities. 
  The general good will the PCs accumulate is tracked 
  collectively as Loyalty Points and helps determine the 
  support everyone in Meratt throws behind the PCs when 
  they finally turn to confront Count Lotheed in Part 3.
  Most of the actions the PCs take in this part of the 
  adventure, from battling ghouls to befriending neighbors, 
  generate Loyalty Points. At your discretion, completing 
  an action with particular skill, minimal damage, or in a 
  way that benefits the community, as well as additional 
  acts of heroism, kindness, or pragmatism not listed here, 
  can generate additional Loyalty Points. Track this total 
  throughout the adventure and consult the table on page 
  47 to determine the final effects of the PCs’ hard work. 
  This section of the adventure is divided into events 
  and locations, but it can generally play out in whatever 
  order feels most appropriate. 
  FRIENDS AND NEIGHBORS
  In this adventure, the PCs’ neighbors live only a short 
  journey away, and PCs can visit them with only a few days’ 
  travel. This allows PCs to continue working to influence 
  their aristocratic neighbors or investigate strange 
  happenings in Meratt. As mentioned earlier, the PCs 
  need to visit their noble contacts regularly or risk losing 
  progress in befriending them (see Dramatis Personae on 
  page 8). Nobles generally visit and expect to stay overnight 
  for a single night before heading out the next morning, 
  and while dropping by unannounced is not unheard of, it’s 
  usually considered rude, imposing a –1 penalty on checks 
  to influence the neighbor. Each visit provides PCs with 2 
  social rounds in which to influence the NPC present.
  Travel “as the crow flies” is difficult, given the 
  hilly terrain, rocky escarpments, and waterways that 
  crisscross the county. As a result, PCs will usually need to 
  
  20
  travel via the established roads and highways; distances 
  between Stachys and various Meratt locations are listed 
  here for your convenience; shorter distances listed in 
  parentheses on the table below are available once the 
  Gold Canyon bridge is repaired (see area P).
  Location 
  Distance (Miles)
  Jambis (area M) 
  63 (37)
  Lotheedar (area I) 
  22
  Moost (area L) 
  55 (45)
  New Towne (area O) 
  75 (25)
  Pensaris (area E) 
  15
  Voinaris (area K) 
  38
  Messengers can be hired in any town and are accustomed 
  to making quick deliveries; a messenger with a horse travels 
  faster, but charges 2 sp per mile instead of the usual 2 cp. 
  Gossip flies freely around Meratt, and PCs can learn 
  new rumors with a successful DC 15 Diplomacy check 
  to gather information whenever they visit one of their 
  neighbors, Lotheedar, or the public house in Stachys 
  once they improve it (see page 28). Each rumor on the 
  table on page 23 is a partially true bit of local news that 
  points the PCs toward a specific encounter or location.
  SUSPICIOUS MINDS
  Unless faced with a confession or overwhelming evidence, 
  NPCs are unlikely to think that the PCs are behind the 
  recent troubles when they happen, being more inclined to 
  believe the Night Swan or bandits are causing problems. 
  The only NPC actively investigating the PCs is Sir Gul 
  Gusairne, the count’s seneschal, who pays the PCs a visit 
  at their estate to ask probing questions every time they 
  accumulate 10 Loyalty Points (see page 19). If the PCs have 
  befriended Count Bartelby Lotheed, he dissuades his 
  seneschal from bothering his new friends; if Bartelby’s 
  attitude is friendly, Sir Gul Gusairne comes by only once 
  the PCs accumulate 15 Loyalty Points and each multiple 
  thereof; if the count is instead helpful, Gusairne comes 
  by only every 20 Loyalty Points accumulated.
  If Bartelby grows suspicious of PCs, he sends Gusairne 
  more frequently. If Bartelby’s attitude is unfriendly, 
  Gusairne visits once every 5 Loyalty Points they accumulate. 
  If Bartelby is made hostile, he dispatches soldiers to seize 
  the Betony estate and arrest the PCs, preventing them 
  from making any further improvements to the estate or 
  the town of Stachys and likely forcing them into hiding 
  until they begin Part 3 of this adventure.
  MERATT EVENTS
  These events occur at various points in the adventure.
  EVENT 1: TEA
  As described in Part 1, Dame Crabbe doesn’t allow the 
  PCs to leave the Tanager Jubilee without arranging a visit 
  for afternoon tea a week after the party (whether the PCs 
  agree to it or not), and she dispatches a messenger to 
  remind them shortly afterward. 
  Tea itself is a quiet affair. Parthena is less overbearing 
  and more informal away from major social events, and the 
  visit grants PCs 2 social rounds to attempt to influence 
  Dame Crabbe. Sepsinia remains her usual withdrawn, 
  quiet self for the visit, though in her own home she’s 
  more willing to open up to strangers and can be coaxed 
  into short conversations with a successful DC 25 Bluff 
  or Diplomacy check—at least for a few minutes before 
  her thoughts wander again. A PC engaging Sepsinia in 
  conversation can recognize that she is under the influence 
  of some kind of supernatural enchantment with a 
  successful DC 25 Sense Motive or Spellcraft check—the 
  cynic’s bite of Opilio (see area L)—but since a lovelorn’s 
  bite doesn’t radiate any magical aura, it is difficult to 
  identify as anything but a vague, unnatural influence.
  Whether PCs notice the unusual influence over Sepsinia 
  or not, staying overnight at the Crabbe estate means they 
  may witness Sepsinia’s nighttime wanderings. With a 
  successful DC 15 Perception check around midnight, a PC 
  hears her wandering around the manor’s creaky old floors 
  and can see her stumble out into the garden and into the 
  overgrown hedge maze behind the estate. See area L for 
  more information on Moost and the Crabbe estate.
  EVENT 2: JUDGING CRIMES
  Once the PCs move into the Betony estate, they formally 
  establish themselves as the tribunes of Stachys and must 
  take over certain duties, the most notable of which is 
  judging criminal cases. Onora Piscum brings criminals 
  to the PCs’ attention as she apprehends them, though 
  she can hold them in the town “jail” (actually just the 
  back room of her pub) for a few days while the PCs 
  decide what to do. You can space out the trials however 
  you like, but one every 1 to 3 weeks is appropriate.
  Holding trial takes a day and takes place in Onora’s 
  pub, and most of Stachys comes out to watch. Each case is 
  presented below and includes notes for the prosecution, 
  the defense, and anything that may be revealed with 
  investigation, along with a section of resolutions for specific 
  verdicts. The listed XP reward is awarded only if the PCs 
  resolve the case to the town’s satisfaction; otherwise they 
  earn half the listed amount. The acceptable punishments 
  are generally a time in the pillory, a fine, dismemberment 
  (especially for theft), or death; Stachys isn’t equipped to 
  imprison anyone, and with only one sheriff, the town 
  can’t oversee anyone performing community service 
  unless the PCs deputize (and pay) someone for the task. 
  Magical means of changing criminal behavior are beyond 
  the PCs’ reach for now, though clever solutions should be 
  rewarded. Pathfinder RPG Ultimate Campaign also includes 
  suggestions for redeeming characters, should PCs want to 
  take a compassionate approach.
  
  21
  LUCINIA MAG
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  LUCINIA MAG—ASSAULT, PUBLIC DRUNKENESS, THEFT
  XP 400
  CN female human commoner 3
  Prosecution Local drunk and troublemaker 
  Lucinia Mag has been causing problems 
  for years. Most recently she started a 
  brawl in Piscum’s pub, punched the 
  sheriff, and ran off with the night’s 
  take—22 sp—and a bottle of oldlaw 
  whiskey worth 20 gp. Sheriff Piscum 
  found her passed out drunk in Jo 
  Sini’s barn the next morning.
  Defense Lucinia has little to 
  say in her own defense, 
  aside from her opinion on the 
  PCs parentage.
  Investigation A successful DC 15 
  Knowledge (local) or Diplomacy 
  check to gather information 
  reveals a long history of 
  harassment, minor violence, and 
  petty theft from Mag extending 
  back to her childhood. She’s been run out of town twice 
  in the last 10 years, but both times she came back after a 
  few months.
  RESOLUTIONS
  Banishment Locals are satisfied if Mag is banished.
  Dismissal If Mag is released without punishment, the public 
  attitude of Stachys worsens by one step.
  Fine/Dismemberment There’s no perfect solution here; 
  Mag skirts a fine line of criminality—not violent enough 
  for severe punishment, but never willing to reform—
  and most of the locals are sick of her. The traditional 
  penalties for her crimes are a fine or removal of a hand; 
  either way, she leaves town for a few months and locals 
  are satisfied.
  Pillory Locals are satisfied if Mag spends at least a day in 
  the pillory, though Mag is furious at the humiliation and 
  returns to make trouble after taking a few days to recover.
  Public Service If the PCs hire a deputy to watch Mag, locals 
  are satisfied so long as she works at least 2 weeks.
  PORTIMER OF STACHYS—POACHING
  XP 600
  N male human expert 2
  Prosecution Portimer was caught by several guards 
  poaching the count’s deer in the Abbeywood just north 
  of the Stachys Spur, and after a severe beating has been 
  returned to Stachys for trial. Local law demands execution 
  for such a crime.
  Defense Portimer insists he wounded a deer while hunting 
  south of the canal and followed it to finish off the 
  suffering creature, not realizing he’d trespassed on the 
  count’s land.
  Investigation A successful DC 12 Knowledge (local) or 
  Diplomacy check to gather information reveals that 
  Portimer was trained as a miller. He has struggled 
  to get by as a farmer since the mill shut 
  down in his youth, and he, his wife, and 
  their child are all struggling to feed 
  themselves. Investigating the area 
  he claims he was hunting in requires 
  a successful DC 18 Survival check and 
  reveals no sign of Portimer hunting—
  nor even any signs of deer—south of 
  the canal; he clearly shot one of the 
  count’s deer on the count’s land. With a 
  successful DC 18 Knowledge (local) check, a 
  PC determines that the local population 
  generally feels that Portimer was 
  justified and that any punishments 
  will likely anger the town.
  RESOLUTIONS
  Death If the PCs follow the letter of 
  the law, the public attitude of Stachys 
  worsens by one step.
  Dismissal If Portimer is released 
  without punishment, the public attitude of Stachys 
  improves by one step and the locals are satisfied, but 
  Count Lotheed’s attitude toward the PCs worsens by one 
  step, and the PCs lose 1 success they’ve accumulated to 
  influence Baron Okerra.
  Fine Portimer has no way to pay a fine.
  Dismemberment/Pillory Using either of these punishments 
  on Portimer angers both the town (for being overly 
  severe) and Count Lotheed (for being too lenient), 
  worsening both parties’ attitudes toward the PCs by 
  one step. The PCs can assuage Count Lotheed’s wrath 
  with a successful DC 20 Diplomacy, Linguistics, or 
  Profession (barrister) check.
  Public Service Perhaps the best solution is to give Portimer 
  a job of some sort under the guise of public service, 
  allowing him to support himself and his family. Doing so 
  satisfies the town, but worsens Count Lotheed’s attitude 
  by one step unless the PCs also succeed at a DC 20 
  Diplomacy, Linguistics, or Profession (barrister) check. 
  Supporting Portimer as estate staff costs 1 gp a week, 
  or it’s free if the PCs repair the mill or pump house, or 
  upgrade the public house.
  ANLLEL OAKLEAF—BEWITCHMENT, TRESPASSING
  XP 1,200
  N female human druid 3
  Prosecution Several local farmers report illness among their 
  livestock causing frail animals and souring their milk. It 
  began around the time locals started seeing a stranger 
  moving among the fields at night. Sheriff Piscum caught 
  this unknown woman poisoning the flock of the Gagrus 
  family, who have now fallen ill with the same blight, and 
  locals accuse the stranger of witchcraft.
  
  22
  Defense Anllel refuses to speak to the superstitious 
  locals, but a successful DC 15 Knowledge (nature) check 
  identifies her as a Wildwood Lodge druid from the 
  Verduran Forest to the north. She immediately opens up to 
  anyone who speaks Druidic; otherwise, a successful DC 25 
  Bluff, Diplomacy, or Intimidate check is required. If the PCs 
  succeed, she reveals that a member of her lodge bought 
  a strangely diseased goat from a Meratt merchant a few 
  weeks ago, and the circle dispatched her to investigate, 
  examine the animals, and try to formulate a cure in case 
  the blight spreads.
  Investigation Finding Anllel’s campsite requires a 
  successful DC 20 Survival check, and her notes reveal 
  the same information she can share if coaxed (see 
  Defense). If PCs investigate the Gagrus farm, they find 
  the sheep have indeed contracted a strange disease; 
  a DC 22 Heal or Knowledge (religion) check while 
  examining an infected creature reveals small nodules 
  usually associated with ghoul fever, though none of the 
  sick animals have risen as undead. Simply asking around 
  is sufficient to learn that all the sick animals have come 
  from lands bordering the swampy terrain surrounding 
  the broken pump house (area C). While the animals 
  won’t transform into ghouls, their growth is permanently 
  affected by drinking tainted water.
  RESOLUTIONS
  Banishment Simply banishing Anllel angers the townsfolk, 
  worsening their attitude by one step, unless the PCs also 
  uncover the true cause of the illness. If the true cause is 
  uncovered, the townspeople are instead satisfied.
  Death Stachys initially calls for a witch-burning, certain 
  Anllel’s death will cure their sick livestock. If the PCs put 
  the druid to death, the town is satisfied.
  Dismissal Simply uncovering the connection between the 
  tainted water and the illness doesn’t end the bad blood 
  and suspicion. The townsfolk are only satisfied with 
  the PCs dismissing the case if the PCs uncover the true 
  cause of the illness and succeed at a DC 22 Diplomacy or 
  Perform (oratory) skill check.
  Public Service Anllel can be put to public service improving 
  the local farmland as “payment” for the sickened 
  animals. The town is satisfied with this so long as the PCs 
  uncovered the real cause of the illness, but convincing 
  Anllel to go along with it requires a DC 15 Diplomacy or 
  Intimidate check. Anllel’s magic reduces the cost of one 
  farm or market improvement by half.
  PARTULLES MAYNE—MURDER
  XP 1,200
  LN male half-orc warrior 4
  Prosecution Partulles Mayne owns an outlying goose 
  farm west of town and has never liked the locals, who 
  likewise keep the area’s only half-orc at arm’s length. 
  He’s known to skimp on deals and keep livestock that 
  wander onto his land, and one of his recent arguments 
  with a local appears to have turned violent. A family 
  driving their goats by earlier report seeing Mayne and 
  Ershal Sutor arguing over a mule that had wandered on 
  Mayne’s land, and later Sheriff Piscum ran across Mayne 
  trying to bury the body of Sutor. Sutor was killed by a 
  powerful blow to the head.
  Defense Mayne growls that Sutor’s mule wandered into his 
  garden and ate a fair supply of his turnips, so he intended 
  to keep the beast to eat over the winter in the turnips’ 
  place unless Sutor paid him 6 gp for the animal (“Well 
  below market price”). He has no idea how Sutor ended up 
  dead on his property, but he knew he’d be blamed for it, 
  so he decided to hide the body.
  Investigation A successful DC 15 Heal check reveals that 
  Sutor died from a blow to the head with something round, 
  like a club or mace, while a result exceeding this DC by 
  5 or more reveals the wound is more hoof-shaped than 
  weapon-shaped. A successful DC 15 Handle Animal check 
  is enough for a PC to evaluate the mule—Chauncey—as 
  ill-tempered and skittish. These facts combined suggest 
  that Chauncey, not Mayne, killed Sutor with a kick to the 
  head. If questioned magically, Chauncey confirms killing 
  his former master. 
  RESOLUTIONS
  Banishment Regardless of his guilt or innocence, the 
  townsfolk are happy to see Mayne go.
  Death The town—and Sutor’s family—want blood for blood. If 
  Mayne is put to death, they are satisfied.
  Dismissal Unless the PCs can present some kind of ironclad 
  evidence of Mayne’s innocence—such as questioning 
  Mayne in a zone of truth or testimony from Sutor using 
  speak with dead—they are irate over the “miscarriage 
  of justice” and “special treatment” the half-orc receives, 
  costing the PCs 1d4 Loyalty Points. To satisfy the 
  townsfolk, they must not only demonstrate Mayne’s 
  innocence, but also succeed at a DC 20 Diplomacy or 
  Perform (oratory) check.
  Pillory If pilloried, Mayne is killed in the night by Sutor’s 
  vengeful sister, but the townsfolk are not satisfied that 
  they had to take “justice” into their own hands.
  Development: For every case the PCs resolve to the 
  locals’ satisfaction, they earn 1 Loyalty Point.
  EVENT 3: THE HARVEST (CR 6)
  At some point after the PCs have settled in, the harvest 
  will need to begin (with the exact crop depending on the 
  season, but likely beans, grapes, plums, or rye). During 
  harvest times, the whole town comes together, working 
  one farm at a time as a group until everyone’s harvest 
  has been brought in. If the PCs assist with the harvest, 
  they lose 3 days to backbreaking labor but generate 1 
  Loyalty Point, or 2 with a successful DC 21 Knowledge 
  (nature) or Profession (farmer) check. They finish each 
  day fatigued.
  
  23
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Creatures: On the afternoon of the third day, Giado 
  Eta arrives with his wagon and guards. One of Count 
  Lotheed’s “licensed tax collectors,” Eta is little more 
  than a privateer, buying a license in advance from Count 
  Lotheed each year, then carrying off with whatever he 
  likes from local farms. He demands half of Sachys’s 
  harvest—equivalent to 50% of whatever gp budget the 
  PCs currently have saved for town improvements!
  The PCs can confront Eta, or allow him to take what 
  he wants (and possibly ambush him later in disguise). 
  If they confront him, he begins threatening the 
  “upstart refugees” with his extraordinary magic, casting 
  prestidigitation to scare the locals, but if the PCs don’t 
  back down, he turns to violence, confident the threat of 
  Lotheed’s wrath will protect him.
  GIADO ETA 
  CR 3
  XP 800
  Charlatan rogue (Pathfinder RPG NPC Codex 145)
  hp 21 
  SUPERSTITIOUS MERCENARIES (4) 
  CR 1/2
  XP 200 each
  hp 14 each (Pathfinder RPG NPC Codex 80)
  Development: If the PCs attack Eta openly, rumors of 
  the attack quickly get back to Count Lotheed, worsening 
  his attitude toward the party by one step. If they instead 
  attack in disguise or under cover of night, the attack is 
  attributed to the Night Swan. If Eta is defeated, the PCs 
  earn 1 additional Loyalty Point.
  EVENT 4: INVESTIGATIONS (CR 8)
  The PCs’ clandestine activities do not go completely 
  unnoticed: Count Bartelby Lotheed’s seneschal and 
  enforcer, Sir Gul Gusairne, can’t help but notice the 
  uptick in strange activity since the arrival of the new 
  Betony heirs and takes some time to snoop on their 
  affairs as part of his normal duties keeping the peace. 
  At certain intervals during the PCs’ stay (see Suspicious 
  Minds on page 20), Sir Gusairne drops in on the Betony 
  estate to “check in with them.”
  Sir Gusairne’s visits are usually a series of three 
  opposed skill checks as the PCs attempt to conceal 
  evidence of any wrongdoing or deflect his suspicions. 
  Take note of how the PCs claim to be deflecting proof of 
  their crimes or activities (if they do at all), and determine 
  appropriate skill checks in response. Forging invitations 
  to imply they were visiting another noble during an 
  attack on a tax collector, for example, may require an 
  opposed Linguistics check, while distracting Gusairne 
  with the latest gossip may require a Knowledge (local) or 
  Perform (oratory) check. PCs take a cumulative –2 penalty 
  on each subsequent use of the same skill, as repeating 
  the same lie thins it considerably. Sir Gusairne resists 
  most deceptions using Linguistics, Perception, Sense 
  COUNTY OF MERATT RUMORS
  d10 
  Rumor
  1 
  “Dame Crabbe’s girl hasn’t been the same since her beloved Opilio passed last year. Poor girl just won’t let herself 
  move on, and her overbearing mother isn’t helping.” (See area L.)
  2 
  “The Night Swan struck a trade convoy from Cassomir! They say he robs from the rich and gives to the poor, but that 
  sounds more like Galtan propaganda than reality. Can you imagine anyone giving away money?” (See Event 5.)
  3 
  “The pump house feeding the Stachys Spur has been blocked for years—abandoned and haunted, they say. Blocked 
  deliberately, is what I say.” (See area C.)
  4 
  “You kids today are too young to remember, but the Night Swan is clearly the spirit of Lauchlein Lake! Count Lotheed 
  stopped sacrificing virgins to appease it like his father did, and now it’s hunting in the county again.” (see area G.)
  5 
  “Baron Telus has stopped tending to his duties and lets his townsfolk loot as they please; it’s disgraceful! Count Lotheed 
  should’ve stepped in to put a stop to this years ago, but I guess he doesn’t care so long as Telus’s little bandit army 
  leaves his lands alone.” (see area M.)
  6 
  “Sotto hasn’t paid their taxes in over a year, from what I hear, and they always seem to have some new excuse. 
  Baroness Voinum’s been stepping in to cover them, as I hear it, but the old girl can’t keep Lotheed’s soldiers from 
  collecting their due forever.” (see area J.)
  7 
  “I hear tell an angler over in Pensaris had the General on her hook for a good 8 hours last month, and almost landed 
  him. Shame no one’s heard from her since.” (see area F.)
  8 
  “The riffraff out in the Beggarwood are getting pretty aggressive in accosting travelers. Last spring they carried off 
  everything but the wheels in a visiting viscount’s caravan! Hopefully now that someone has claimed the Betony lands, 
  they’ll do something about these parasites before we lose all our visitors.” (see area D.)
  9 
  “Apparently Baronet Vort’s gone native with a band of peasants southeast of Baron Telus’s land; even destroyed the 
  Gold Canyon bridge to keep outsiders away. I hear a witch got into his brain and stirred things up a bit. Positively 
  scandalous!” (See area O.)
  10 
  “Okerra is quite a lovable sort, but clearly it’s all a front. His mother had quite the affection for stable boys, you see, and 
  his claim to the family lands is only as strong as the bribes and gifts he keeps handing out to his peasants.” (See area E.)
  
  24
  SIR GUL GUSAIRNE
  Motive, or the appropriate Knowledge skill, at your 
  discretion. Attempting to use Bluff against Sir Gusairne 
  is generally a poor choice, thanks to his inquisitor ability 
  to detect lies; locals comment that the cunning half-elf 
  seems capable of “smelling untruths.”
  Sir Gusairne isn’t a fool and trusts no one implicitly, 
  but so long as the PC succeed at two out of three opposed 
  skill checks, he is satisfied that they’re either too inept 
  or too distracted by local affairs to be actively scheming 
  against his liege. If the PCs succeed at only one opposed 
  check, Gul assigns a spy to watch them, costing the 
  PCs 1d3 Loyalty Points. If the PCs fail all three opposed 
  skill checks (or didn’t attempt to defend their activities) 
  during one of Sir Gul Gusairne’s visits, he arrests them 
  on suspicion of treason (though at your discretion, the 
  PCs may convince Count Lotheed 
  of their innocence later if they did 
  not resist, or they may escape 
  imprisonment later), costing 
  them 1d6 Loyalty Points.
  Gul Gusairne makes 
  his patrols and visits 
  with three soldiers.
  Creatures: Sir Gul 
  Gusairne was the low-born bastard 
  of a minor Lotheed cousin and 
  a 
  charismatic, 
  traveling 
  elven 
  merchant. 
  While 
  financially supported—
  barely—he 
  was 
  far 
  from tolerated and not 
  permitted to take the family 
  name, instead finding himself shipped 
  off to Lotheedar for a religious 
  education once he could read. He took 
  the lessons of his family and those of 
  his faith and formed a philosophy 
  of harsh discipline; he was never 
  allowed an inch to experiment 
  or fail and still managed to 
  make something respectable of 
  himself, and so he permits no 
  one but his direct superiors the 
  luxury, either.
  Despite years of abuse, Gusairne 
  is unflaggingly loyal to the Lotheed 
  family. The former Count Lotheed reminded 
  the lad daily how fortunate he was to receive the 
  family’s 
  generosity, 
  rather 
  than being dumped at some 
  orphanage or into the canal, 
  and some part of Gul still 
  believes that. He is now a dry, humorless 
  man with little joy and an exacting 
  attention to detail.
  SIR GUL GUSAIRNE 
  CR 5
  XP 1,600
  Male half-elf inquisitor of Abadar 6 (Pathfinder RPG 
  Advanced Player’s Guide 38)
  LE Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
  hp 42 (6d8+12)
  Fort +7, Ref +6, Will +9; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee light mace +5 (1d6+1)
  Ranged +1 light crossbow +8 (1d8+1/19–20)
  Special Attacks bane (6 rounds/day), judgment 2/day
  Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
  At will—detect alignment
  6 rounds/day—discern lies 
  Inquisitor Spells Known (CL 6th; 
  concentration +9)
  2nd (4/day)—castigateAPG (DC 15), cure 
  moderate wounds, hold person (DC 15), 
  weapon of aweAPG (DC 15)
  1st (5/day)—command (DC 14), shield of 
  faith, true strike, wrathAPG
  0 (at will)—brandAPG (DC 13), detect 
  magic, guidance, light, read magic, 
  stabilize
  Domain Travel
  TACTICS
  Before Combat Sir Gusairne 
  casts shield of faith on himself if 
  he expects trouble.
  During Combat Gul orders his 
  soldiers to attack while activating 
  his judgment of protection and 
  casting castigate on the nearest 
  target. Afterward, he activates 
  bane on his crossbow, casts 
  weapon of awe, and begins firing 
  at anyone giving his troops trouble.
  Morale Sir Gusairne attempts to 
  flee if all his soldiers are killed or he 
  is reduced below 10 hit points. If 
  defending the Palace of Birdsong, 
  he fights to the death.
  STATISTICS
  Str 13, Dex 16, Con 12, Int 10, 
  Wis 16, Cha 8
  Base Atk +4; CMB +5; CMD 18
  Feats CosmopolitanAPG, Enfilading 
  FireUC, LookoutAPG, Point-Blank 
  Shot, Precise Shot, Skill 
  Focus (Linguistics)
  
  25
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Skills Bluff +5, Diplomacy +5, Heal +9, Intimidate +10, 
  Knowledge (local) +5, Knowledge (nature) +5, Knowledge 
  (nobility) +2, Knowledge (religion) +5, Linguistics +10, 
  Perception +10, Sense Motive +11, Spellcraft +6, Stealth +6; 
  Racial Modifiers +2 Perception
  Languages Celestial, Common, Dwarven, Elven, Halfling, 
  Hallit, Infernal, Osiriani
  SQ agile feet (6/day), elf blood, monster lore +3, solo tactics, 
  stern gaze +3, track +3
  Combat Gear wand of cure light wounds (34 charges), 
  antitoxins (2); Other Gear +1 breastplate, +1 light 
  crossbow with 25 bolts, mwk light mace, cloak of 
  resistance +1, golden holy symbol of AbadarUE, mwk 
  manacles, seneschal’s badge, signet ring, 193 gp
  LOTHEED SOLDIERS (3) 
  CR 3
  XP 800 each
  Human warrior 5
  LN Medium humanoid (human)
  Init +1; Senses Perception +6
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 37 each (5d10+10)
  Fort +5, Ref +2, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk halberd +7 (1d10+1/×3)
  Ranged mwk heavy crossbow +7 (1d10/19–20)
  STATISTICS
  Str 12, Dex 12, Con 13, Int 9, Wis 12, Cha 8
  Base Atk +5; CMB +6; CMD 17
  Feats Endurance, Rapid Reload, Skill Focus (Intimidate), Skill 
  Focus (Perception)
  Skills Handle Animal +5, Intimidate +6, Perception +6, 
  Profession (soldier) +8
  Languages Common
  Combat Gear oil of magic weapon (2), potion of barkskin, 
  potions of cure moderate wounds (2), antiplagueAPG, oil (3); 
  Other Gear mwk chain shirt, mwk halberd, mwk heavy 
  crossbow, backpack, bullseye lantern, flint and steel, 
  manacles, signal whistle, trail rations (10)
  Development: If the PCs attack or kill Sir Gul 
  Gusairne, even to avoid arrest, Count Lotheed’s attitude 
  immediately becomes hostile and he declares the PCs 
  traitors. The PCs can no longer attempt to influence 
  any nobles in the county of Meratt, and Part 3 of the 
  adventure begins. If the PCs kill Sir Gusairne but 
  manage to deflect suspicion away from themselves, 
  they don’t directly draw the count’s ire, but Lotheed’s 
  immediate and mounting paranoia worsens his attitude 
  toward them by one step. At your discretion, if the 
  PCs take extraordinary measures to deflect blame for 
  Gusairne’s death (perhaps effectively framing the Night 
  Swan, Baron Telus, or another dangerous resident of the 
  county), they may report the seneschal’s death without 
  suffering any loss of prestige in Count Lotheed’s eyes.
  EVENT 5: THE NIGHT SWAN CALLS
  As the PCs gain a reputation among the local nobility, 
  the Night Swan takes notice and assumes they are like 
  the other fat, corrupt nobles that plague the county 
  (doubly so if she had poor interactions with them 
  during the Tanager Jubilee). One evening, shortly after 
  midnight, she sneaks into the Betony estate when she 
  expects them to be at home. She selects a few valuables 
  to sell in Lotheedar, but her primary goal is to leave a 
  note pinned to the wall with a dagger (see the handout 
  on page 26).
  Creature: Lucretzia isn’t looking for a fight just yet, 
  and she doesn’t actively seek out a confrontation. She’s 
  happy to take a few cheap shots if one of more PCs 
  notice her sneaking about in the dead of night, but 
  this encounter mostly serves to introduce the PCs to 
  the vigilante confounding the local nobility. After this 
  event, you can use the Night Swan either as a stock villain 
  trying to thwart the PCs’ efforts—under the assumption 
  that they have some sinister agenda—or make her a 
  more sympathetic figure they can seek out as an ally.
  THE NIGHT SWAN 
  CR 6
  XP 2,400
  hp 56 (see page 62)
  Development: If the PCs shift the Night Swan’s attitude 
  to helpful, they gain 4 Loyalty Points, but Baron Okerra’s 
  attitude toward them immediately worsens by three 
  steps when he hears of the nobles working alongside a 
  dangerous anarchist. Alternatively, if the PCs shift Baron 
  Okerra’s attitude to helpful, the Night Swan’s attitude 
  toward them immediately worsens by three steps as she 
  watches them kowtow to a man more concerned with the 
  letter of the law than human decency and freedom.
  EVENT 6: DUCAL VISITATIONS (CR 8)
  The trompe l’oeil of Duchess Veleto Lotheed, whom the 
  PCs awkwardly encountered during the Tanager Jubilee, 
  forms an attachment to whichever PC she interacted with 
  during the dance, and though confined to the imperial 
  apartments for the rest of the jubilee, she escapes during 
  the PCs’ adventures in Meratt to visit them again.
  Creature: The duchess isn’t malicious, but she is 
  selfish and obsessed. She misses her absentee husband 
  and wants to be wooed by an attractive, vivacious youth 
  and feel alive once again... a task complicated by the fact 
  that she isn’t actually alive. Even if politely rejected, the 
  duchess remains discreetly hidden at the Betony Estate, 
  entering the faded frescos to remain close and watch her 
  new paramour; this allows her to attempt Stealth checks 
  while effectively remaining in plain sight.
  
  26
  Veleto isn’t a complete human being, being only a copy 
  of the original duchess. As such, while she’s quite sure 
  of her feelings and emotions, they are superficial and 
  fail upon closer examination. She knows she loves her 
  husband Panivar, for example, but she can’t remember 
  how they met or even the names of their children. 
  Likewise, she knows she is enamored of her chosen PC, 
  but she can’t describe why or what the passion means, 
  growing increasingly hostile if pressed about it.
  The duchess isn’t hostile—at least not unless treated 
  rudely—but still presents a threat thanks to her inquisitive 
  nature and past as a spy. She is likely to see and hear things, 
  and while she won’t immediately turn the PCs over to 
  her dullard nephew, she’s all too happy to use that as a 
  threat to get what she wants: attention, comfort, political 
  influence, and the PCs’ protection from her nephew when 
  he invariably seeks her out once again. Duchess Lotheed 
  will not return to the Palace of Birdsong willingly.
  Note that even if the PCs destroy Veleto during this 
  part of the adventure, they will still encounter her 
  in the tower (area H32) thanks to the trompe l’oeil’s 
  rejuvenation ability.
  DUCHESS VELETO LOTHEED 
  CR 8
  XP 4,800
  hp 91 (see page 55)
  Development: To defeat Duchess Lotheed’s advances, 
  the PCs must destroy her or find a discreet way to return 
  her to the Palace of Birdsong and Count Lotheed’s care. 
  Returning her unharmed, or tricking her into returning, 
  earns the count’s respect and 1 Loyalty Point.
  Story Award: If the PCs manage to deal with Duchess 
  Lotheed nonviolently, award them XP as if they had 
  defeated her in combat.
  EVENT 7: A DATE WITH THE BARON
  Once the PCs have accumulated 40 Loyalty Points, 
  Baron Okerra invites them to his estate, but he is 
  uncharacteristically vague about why. Once they arrive, he 
  politely but firmly demands they explain rumors he has 
  heard of seditious activity. So long as the baron’s attitude 
  is at least indifferent, he doesn’t alert Count Lotheed, but 
  he does insist the PCs remain at his estate for 3 days—
  giving them each 3 social rounds to influence him. If 
  the PCs can’t manage to shift Baron Okerra’s attitude to 
  helpful, he is bound by honor to report their subterfuge.
  The PCs may instead try to deflect the attention, 
  convincing Baron Okerra the rumors are nothing 
  but scandalous gossip. Doing so requires a series of 
  three successful Bluff checks opposed by the baron’s 
  Sense Motive check results. If the PCs select this tactic 
  and later win the baron’s loyalty by shifting his attitude 
  to helpful, they receive only 1 Loyalty Point instead of the 
  normal 4, thanks to the seed of mistrust they’ve planted.
  MERATT LOCATIONS
  The locations in this section correspond to specific 
  lettered locations on the county of Meratt map on page 66.
  A. BETONY ESTATE (CR 5)
  The Betony Estate stands atop a low hill overlooking 
  the nearby hamlet of Stachys. A cobblestone road that 
  switchbacks down the hill connects the estate to the 
  settlement. As the PCs approach their new home, read or 
  paraphrase the following.
  Atop this low hill stands a fine, if faded, estate. Brambles 
  and thick undergrowth crowd the gardens, while ivy creeps 
  up the two-story marble facade. The building’s windows are 
  shuttered, and its main doorway barred and gripped by a 
  great iron padlock. A tower—clearly far older than the main 
  house—rises from the structure.
  The palace is mapped, but its chambers are only 
  named as the rooms are all generally empty. Fine 
  features such as frescoes and statues in remarkably 
  good shape adorn each room. Even after a decade 
  sitting empty, the manor’s roof doesn’t leak, the 
  interior paint hasn’t peeled, and even the remaining 
  furniture is fairly dust-free thanks to being draped in 
  canvas. A single table of roses continues to prosper in 
  the conservatory (area A15). PCs examining the house 
  with any scrutiny and succeeding at a DC 18 Appraise or 
  Knowledge (engineering) check can conclude that the 
  house is clearly being maintained, though it is unclear 
  by whom.
  Parasites, BEGONE!
  This land has run out of 
  teats from which your 
  piggish lot may suckle! I bear 
  this warning before I bear 
  arms, for I am generous—
  LEAVE the county of 
  Meratt, and take as many 
  of your noble swine with you 
  as you would see saved from 
  slaughter. My next message 
  comes on a spear’s point.
  HANDOUT
  
  27
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  The iron padlock is average quality. The documents 
  Martella provided include a key, and Onora Piscum 
  carries a spare so she can inspect the house once every 
  month or so to watch for looters or squatters—not that 
  these have been a problem, as everyone in the area knows 
  that the restless spirit of Lady Allis Betony still haunts 
  her former home. The locals are happy to tell anyone 
  who will listen about the ghost, and the haunting is a 
  favorite topic of discussion in the tavern. As a child, 
  young Allis was never entirely reliable. While she was 
  sweet, she often spoke to people who weren’t there, and 
  this pattern continued as she aged. She never married, 
  and in her last decade she became a recluse, living alone 
  in the house. Locals still hear noises and see lights in 
  the windows some nights, and the few people who tried 
  to loot the house have been battered and beaten by 
  unseen hands.
  Creatures: Strange figures still lurk in the estate, but 
  it’s not Allis’s ghost. Three domovoi—Blunk, Nodd, and 
  Wink—have dwelled in the building since the original 
  watchtower was constructed over a thousand years ago. 
  Allis befriended the notably reclusive, cantankerous 
  creatures while just a child, and they remained her 
  lifelong friends, insulating her from the worst influences 
  of Taldan high society. After Allis passed and no one 
  inherited the house, they felt it their duty to protect their 
  departed friend’s home and even maintain it (as best 
  they can with no raw materials). They dwell in a secret 
  room under the tower, accessible by a hidden door in the 
  cellar (Perception DC 22 to locate).
  The trio wander the estate looking like three mangy 
  old cats and assume any newcomers are looters. At 
  first, they try to scare them away with eerie sounds and 
  moving furniture, or making trespassers fall asleep and 
  then dragging them outside. If these tactics fail, they 
  turn more violent after a few days.
  The domovoi aren’t evil, just territorial. A PC can 
  identify the handiwork of fey with a successful DC 23 
  Knowledge (nature) check; locating their lair under 
  the tower provides a +10 circumstance bonus on this 
  check. Befriending the fey requires a successful DC 
  22 Diplomacy check, or DC 27 if either the PCs or the 
  domovoi have resorted to violence; offers of bread, 
  clothes, or whiskey provide a +5 circumstance bonus on 
  this check.
  BLUNK, NODD, AND WINK (3) 
  CR 3
  XP 800 each
  Domovoi (Pathfinder RPG Bestiary 5 142)
  hp 27 each
  Treasure: The domovoi have concealed a legendary 
  treasure for eons, since first stealing it from a courier a 
  millennium ago: Koriana’s blade (see page 79). They offer 
  the sword as a gift if the PCs befriend them; otherwise, the 
  PCs may find it if they locate the domovoi’s secret room.
  
  28
  Development: If befriended, the domovoi maintain 
  their role as caretakers, and they are happy to have 
  a new family to work with, especially if left regular 
  offerings like cream, porridge, or sweet rolls. They don’t 
  gossip or interact with strangers at all, but they can 
  help the PCs get the manor back in shape in a month, 
  requiring only 500 gp worth of supplies. Without 
  the domovoi, restoring the estate to its former glory 
  requires 3 months and costs 1,000 gp. As long as the 
  estate remains unrestored, the PCs take a –2 penalty 
  on Bluff and Diplomacy checks when interacting with 
  their aristocrat neighbors.
  Story Award: If the PCs befriend the domovoi, award 
  them XP as if they had defeated them in combat.
  B. STACHYS
  Stachys is a quiet little village on the edge of vanishing 
  altogether. Locals haven’t had any official leadership or 
  infrastructure since the Lady Betony passed 10 years ago. 
  Their official tribune, Roren Piscum, passed away 5 years 
  later, and ever since Onora Piscum has shouldered most 
  of the burden of protecting her neighbors and keeping 
  people organized while still running her small tavern.
  Stachys begins with an attitude of unfriendly toward 
  the PCs; having been effectively abandoned by the nobles 
  of the county for years, they aren’t eager to be told what to 
  do or offer up yet more taxes they can’t afford. The PCs can’t 
  adjust the community’s attitude through Diplomacy 
  checks; instead they need to apply hard work, good 
  deeds, and local improvements to win the locals’ trust 
  and support.
  Rebuilding Stachys
  After a decade of neglect and heavy taxation, Stachys is 
  a shell of what it could be. The town needs extensive 
  (and expensive) improvements at this point to restore 
  its economy. Listed below are the improvements needed 
  around town, the cost of each, and the number of Loyalty 
  Points the PCs gain by setting an example of competent 
  leadership, as well as any other related benefits. At your 
  discretion, relevant spells with long-term effects (such 
  as make whole, plant growth, stone shape, wood shape, etc.) 
  can defray some of the cost of improvements, up to an 
  amount of gp equal to 50 × the spell level per casting; 
  this can’t replace more than half the cost of any given 
  improvement. The PCs can pay for these repairs 
  themselves, but many encounters over the course of this 
  adventure provide rewards that can go toward repairing 
  their town. Improvements listed as “advanced” cannot be 
  purchased unless the basic version has been purchased 
  first; Loyalty Point awards for the basic and advanced 
  versions of an improvement are cumulative.
  A. THE BETONY ESTATE
  1 SQUARE = 5 FEET
  A1
  A13
  A15
  A16
  A14
  A2
  A9
  A8
  A10
  A6
  A7
  A11
  A12
  A5
  A4
  A3
  A19
  A18
  A19
  A19
  A19
  A17
  A23
  A20
  A21
  A22
  A27
  A25
  A24
  A26
  Down
  Up
  First Floor
  Basement
  Second Floor
  A19
  
  29
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Once the PCs have invested at least 10,000 gp in 
  improving the town, locals actually start to believe the 
  PCs are working for the collective benefit, and the town’s 
  attitude toward them improves by one step. Once the 
  PCs enact at least 15,000 gp in town improvements, 
  Stachys grows into a village as wayward farmers trickle 
  back in (increasing its modifiers by 1 each).
  Civic Improvements, Basic (1,000 gp): Repairing 
  potholes, leveling the streets, repainting buildings, and 
  patching roofs all help improve the quality of life and 
  attract new visitors. The PCs gain 1 Loyalty Point.
  Civic Improvements, Advanced (4,000 gp): Investing 
  more money allows Stachys to renovate its waste systems, 
  build new walkways, and construct new buildings. The 
  PCs gain 3 Loyalty Points.
  Farms, Basic (1,000 gp): Basic improvements include 
  repairing irrigation, pulling stumps, and marking 
  outlying roads. The PCs gain 1 Loyalty Point.
  Farms, Advanced (4,000 gp): With more cash, the 
  community can acquire hardier seed, fertilizer, and even 
  magical renewal for the soil. The PCs gain 3 Loyalty Points.
  Festivals (2,000 gp each): Festivals to mark special 
  occasions and holidays are an easy way to win support 
  and impress the neighbors, but PCs can’t hold more 
  than one festival every 2 weeks. A festival raises the 
  town’s opinion of the PCs to indifferent if it has fallen 
  to unfriendly. Inviting a noble to visit during a festival 
  grants the PCs a +2 circumstance bonus on checks to 
  influence that noble during the visit. If the PCs hold at 
  least three festivals, they gain 1 Loyalty Point.
  Gold Canyon Bridge (3,000 gp): Rebuilding the bridge 
  over Gold Canyon (see area P) allows PCs to travel more 
  quickly to Jabris, Moost, and New Towne, and encourages 
  new trade. The PCs gain 1 Loyalty Point.
  Market, Basic (2,000 gp): By paving the village square, 
  coordinating with local artisans and neighboring farms, 
  and hiring a few messengers, the PCs can establish a 
  weekly market to attract more wealth. This improvement 
  helps Stachys become more self-sufficient, reducing the 
  base cost of all future improvements by 10%.
  Market, Advanced (2,000 gp): Lending some money 
  to establish a new, permanent store in town helps 
  bring new products and luxuries into the community. 
  Completing this improvement grants Stachys the 
  prosperous settlement quality.
  Mill (1,000 gp): The windmill just outside of town 
  broke down in a storm 20 years ago, and no local has 
  the knowledge or money to fix it. With some small 
  investments in repairing the mill, farmers will no longer 
  need to cart their wheat to Pensaris and back. The PCs 
  gain 1 Loyalty Point.
  Public House (5,000 gp): Onora’s original tavern 
  is little more than an oversized home with a dirt floor. 
  Constructing a true public house provides Stachys with 
  a public gathering space as well as room for brewing. 
  This investment automatically improves Onora Piscum’s 
  attitude toward the PCs by one step. At your discretion, 
  this new pub may attract adventurers. The PCs gain 
  2 Loyalty Points.
  Pump House, Basic (1,000 gp): Repairing the pump 
  with a simple, animal-drawn mechanism is enough to 
  start draining the adjoining marsh, solving Stachys’s 
  insect and mildew problems. This improvement cannot be 
  purchased until the PCs eliminate the ghouls inhabiting 
  the area (see area C). The PCs gain 1 Loyalty Point.
  Pump House, Advanced (5,000 gp): Repairing 
  the pump’s full functionality with a magical or 
  engineering solution and establishing a regular ferry 
  service helps connect Stachys to the rest of the county 
  via the canal system. The PCs can now travel along 
  the canals to reach their destinations more quickly. 
  The cost of this improvement can be reduced by 
  2,000 gp with a successful DC Knowledge (arcana) or 
  Knowledge (engineering) check, representing 3 days of 
  dedicated work. The PCs gain 3 Loyalty Points.
  Statue (1,000 gp): Once the PCs have invested at least 
  10,000 gp into town improvements, they can erect a 
  statue in town square, honoring the local culture, the local 
  nobility, or themselves. If they choose to honor the local 
  culture, they gain 1 Loyalty Point. If they choose to honor 
  the local nobility, they gain a +1 equipment bonus on 
  Diplomacy checks to influence nobles of the county. If they 
  choose to honor themselves, the statue becomes a minor 
  tourist attraction, increasing the town’s base value by 10%.
  Temple, Basic (4,000 gp): Stachys has a small 
  shrine to Abadar, Erastil, Iomedae, and Shelyn, and 
  with expensive construction this can be transformed 
  into a small temple to any one of these gods. This 
  improvement grants the PCs access to the healing 
  BETONY ESTATE KEY
  The following are the listing of rooms within the 
  Betony Estate, though the PCs are free to rearrange or 
  repurpose each space as they see fit.
  A1. Foyer
  A2. Garden porch
  A3. Drawing room
  A4. Game room
  A5. Music room
  A6. Kitchen
  A7. Pantry
  A8. Parlor
  A9. Dining room
  A10. Lower tower
  A11. Servants’ quarters
  A12. Lavatory
  A13. Guest room
  A14. Bath
  A15. Conservatory
  A16. Guest room
  A17. Landing
  A18. Library
  A19. Bedroom
  A20. Upstairs bath
  A21. Master suite
  A22. Upper tower
  A23. Lavatory
  A24. Cellar
  A25. Basement storage
  A26. Wine cellar
  A27. Secret tower 
  foundation
  
  30
  services of a 1st-level cleric while in town, free of 
  charge. The PCs gain 2 Loyalty Points.
  Temple, Advanced (10,000 gp): With a sanctified 
  altar, expanded library, and charitable infrastructure, 
  Stachys develops one of the nicest temples in the 
  region, providing free education, food, and shelter for 
  locals. This provides the PCs with free access to the 
  spellcasting abilities of a 3rd-level cleric while in town 
  and increases the community spellcasting level by 1 
  as more experienced clerics visit from neighboring 
  communities. The PCs gain 2 Loyalty Points.
  Development: If the PCs manage to shift the town’s 
  attitude to friendly, they gain 1 Loyalty Point and locals 
  are happy to pitch in and help out, allowing the PCs to 
  attempt Craft (bows, carpentry, cloth, clothing, leather, 
  pottery, shoes, stonemasonry, or weapons), Knowledge 
  (engineering, geography, history, local, nature, or 
  religion), and Profession (baker, butcher, cook, driver, 
  farmer, fisherman, gardener, herbalist, midwife, miller, 
  porter, scribe, shepherd, stablemaster, tanner, trapper, or 
  woodcutter) checks with a total +8 bonus, even if they don’t 
  have any ranks in the relevant skill. PCs cannot use these 
  borrowed Profession skills to generate money for a week 
  of dedicated work. If the PCs shift the town’s attitude to 
  helpful, they gain an additional 2 Loyalty Points.
  C. STACHYS PUMP HOUSE
  The original Stachys spur of the canal was constructed 
  1,200 years ago and outfitted with a groundwater pump 
  to help transform the local marshes into useful farmland. 
  The design helped maintain local fortunes for over a 
  millennium. The original magically driven engine broke 
  over a century ago, and the locals replaced it with a simpler 
  mechanism pulled by oxen. Eventually the pump itself 
  broke down, and by that time, the county lacked anyone 
  with the know-how to repair it. Over the last 20 years, 
  the marsh has returned, driving locals off their land and 
  reclaiming a cemetery that had once occupied a nearby 
  knoll. The cemetery hosted the Sandaris family crypt—
  predecessors to the Betonys who earned their noble title 
  in the Shining Crusade—and dissolved the wards that 
  once held the restless Marjorine Sandaris in her grave.
  Thanks to Marjorine’s hunger, the marshes now host 
  a small population of ghouls who claim the old pump 
  house as their “estate.” Each infested with Marjorine’s 
  self-loathing and need to hide from the world, the ghouls 
  spend months at a time sunken into the mud in torpor, 
  springing into motion only to devour trespassers. The 
  people of Stachys know some monster claims their old 
  pump house and prevents them from attempting even 
  rudimentary repairs, but thanks to the ghouls’ reclusive 
  nature, no one is exactly sure what.
  Marshland and shallow, stagnant ponds surround the 
  pump house for 2 miles in every direction, ringed with 
  festering carcasses of livestock that wandered off only to 
  become stuck and drown. Reaching the pump house from 
  Stachys by foot takes 7 hours, and the land is unsuitable for 
  horses and other mounts. Locals have a few flat-bottomed, 
  10-foot-by-15-foot barges they use to travel or fish and are 
  willing to loan them to PCs so long as the town has an 
  attitude of indifferent or better toward the PCs; reaching 
  the pump house by barge takes 2 hours.
  Use the Stachys Pumphouse map on page 34 for area C.
  C1. Pump House Exterior (CR 4 or 6)
  As the PCs approach the pump house, read or paraphrase 
  the following.
  A sturdy stone building straddles the berm separating an 
  algae-cloaked marsh from the stagnant canal waters. A long 
  sluice looks as though it might have once accommodated a mill, 
  while a stone walkway wraps around the southern portion of 
  the building. Moss almost completely obscures the slate roof.
  The marsh waters surrounding the pump house’s 
  southern half are only about 4 feet deep, with a strip of 
  wetland (indicated on the map). The wetland is considered 
  difficult terrain, while the deck of a barge is considered 
  normal terrain and does not impede a PC’s movement. 
  The canal waters north of the berm are 10 feet deep.
  The pump house doors rotted away years ago.
  Creatures: The stench of rot sometimes attracts larval 
  otyughs from the sewers under Lotheedar, most of which 
  perish, but a single specimen has proven adaptable 
  enough to survive. The ghouls tolerate the presence of 
  the creature as a sort of watchdog, feeding it scraps of 
  trespassers or fish from the canal. The residents of Stachys 
  know only that some creature they call “the Lurker” lives 
  in the stagnant waters around town, but they have no idea 
  what it is, or that there are ghouls feeding it.
  Three ghouls join the Lurker during the night, either 
  dredging the canal or wading mindlessly in the marsh. 
  Both the Lurker and the ghouls spend most of their time 
  underwater and remain hiding in the murky waters if 
  they detect anyone approaching. The ghouls slip back 
  inside at sunrise, emerging during the day only if the PCs 
  make an extraordinary amount of noise in their approach. 
  THE LURKER 
  CR 4
  XP 1,200
  Variant otyugh (Pathfinder RPG Bestiary 223)
  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.
  
  31
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 
  plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks corpse spew
  TACTICS
  During Combat The Lurker is fairly thoughtless and spoiled. 
  It attacks any intruders, and uses its corpse spew ability 
  only if reduced below 20 hit points.
  Morale The Lurker fights to the death.
  STATISTICS
  Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
  Base Atk +4; CMB +9 (+13 grapple); CMD 19
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Acrobatics +0 (–4 when jumping), Perception +9, 
  Sense Motive +3, Stealth +2 (+10 in underwater); Racial 
  Modifiers +8 Stealth underwater
  Languages Common
  SPECIAL ABILITIES
  Corpse Spew (Ex) The Lurker can vomit a shower of rotting 
  meat and bones in a 20-foot cone. Each creature caught 
  in this cone must succeed at a DC 14 Fortitude save or be 
  nauseated for 1d4 rounds. A creature caught in this cone 
  must also attempt a save against the Lurker’s ghoul fever 
  (Pathfinder RPG Bestiary 146), as if the otyugh had bitten it.
  Disease (Su) The Lurker’s bite attack exposes creatures to 
  ghoul fever, as if the target had been bitten by a ghoul. 
  GHOULS (0 OR 3) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 146)
  Treasure: The Lurker picks through the nearby 
  flooded cemetery for food and baubles, and occasionally 
  dredges the length of the canal, finding a variety of 
  strange treasures it keeps in a nook near the pump house 
  stairs (Perception DC 16 to find). Its hoard includes 
  17 pp, 33 gp, an engraved silver compact (worth 250 gp), 
  a platinum-and-diamond necklace (worth 850 gp), a 
  masterwork trident, a +1 arrow-catching buckler, a ring of 
  jumping, two oils of obscure object, and a wand of protection 
  from evil (5 charges).
  C2. Well Room (CR 4 or 6)
  This large room once contained supplies and machinery 
  for repairing the pump and cleaning the well, but these 
  have long since rotted into mulch. 
  The well in the northeast corner of the room goes 
  down 60 feet into the local water table, but the water 
  within is stagnant and fetid. The pump mechanism 
  has clearly been modified to accommodate a rope that 
  once passed through a small slot carved into the wall; 
  a PC who succeeds at a DC 15 Knowledge (engineering) 
  or Profession (driver) check recognizes that the pump 
  was modified to accommodate an animal-drawn 
  power source.
  Creatures: The bulk of the pump house ghouls rest in 
  this dank chamber during the day in a quiet, self-loathing 
  fugue. Sounds of combat here rouse the Queen Without 
  a Face (see area C3) from her own slumber, and she joins 
  the combat after 5 rounds.
  GHOULS (3 OR 6) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 146)
  Treasure: When Marjorine Sandaris first roused from 
  her warded crypt, she carried her blessed spear, Godspike, 
  with her for months even though its touch charred her 
  flesh. In a fit of misery and pain, she finally cast the spear 
  into the well here, where it remains to this day, 60 feet below 
  the water’s surface and half-buried in muck. Reaching the 
  bottom of the well requires Swim checks, while locating the 
  spear by searching the muddy, lightless bottom requires a 
  STACHYS
  The community of Stachys is in the PCs’ hands once they 
  move into the Betony estate. The neglected little farming 
  community has scraped by without any official leadership 
  or infrastructure for over a decade, slowly bleeding off 
  the population. The statistics listed below represent 
  Stachys as the PCs inherit it; their improvements can 
  improve various aspects, add special qualities, change 
  its government type, or grow its population. 
  STACHYS 
  N hamlet
  Corruption –2; Crime –2; Economy –6; Law –2; Lore +0; 
  Society –2
  Qualities gone to seed
  Danger –5
  DEMOGRAPHICS
  Government autocracy (Tribune Piscum)
  Population 66 (48 humans, 6 halflings, 7 half-elves, 
  1 half-orc, 4 other)
  NOTABLE NPCS
  Honorary Tribune Onora Piscum (NG female half-elf 
  expert 4/warrior 1)
  MARKETPLACE
  Base Value 100 gp; Purchase Limit 500 gp; 
  Spellcasting — 
  Minor Items 1d6 items
  SPECIAL QUALITIES
  Gone to Seed: The neglect of the settlement has 
  made locals apathetic and the place is run down. 
  (Economy –4; halve Base Value and Purchase Limit; 
  no available spellcasting) Once the PCs implement 
  one civic improvement, one farm improvement, and 
  the mill repairs, they can remove this disadvantage.
  
  32
  successful DC 25 Perception check. Anyone swimming in 
  the well water before the pump house is repaired must 
  succeed at a DC 12 Fortitude save each round or contract 
  filth fever. Godspike is a +1 holy spear.
  C3. Pump Room
  A large, arcane mechanism fills much of this chamber: 
  the remains of an ancient magical engine the likes of 
  which were often built in Taldor’s heyday for mundane 
  tasks like canal maintenance. The device hasn’t run in a 
  century, and many of its valuable components have been 
  scavenged, requiring extensive resources and specialized 
  knowledge to ever repair (or alternatively, to replace with 
  a mechanical equivalent).
  The small office to the north was once used by the 
  local canal maintenance official, whose responsibilities 
  included logging the passage of ships, performing 
  minor maintenance, and requesting larger-scale repairs. 
  It now serves as the den for the Queen Without a Face, 
  and she has lined most of it with rotting vegetation and 
  the waterlogged remnants of her coffin. Holy symbols of 
  the long-dead goddess Arazni are painted on the walls.
  Creature: Cursed with ghoul fever in the Shining 
  Crusades and succumbing to the disease before returning 
  home, Marjorine Sandaris arose as a ravenous undead at 
  her funeral and attempted to devour her family before a 
  cousin and cleric of Aroden laid her to rest with a burst of 
  divine light that burned the face from the dead woman’s 
  skull. The cursed strain of ghoul fever that afflicted Lady 
  Sandaris would not let her rest for long, however, and 
  she rose again under the next new moon. Eventually 
  her family bound her coffin with wards and blessings 
  from several good-aligned gods to keep the war hero in 
  a blessed oblivion. This peace lasted for a thousand years 
  until flooding washed and rotted away those protections, 
  and Marjorine, now calling herself the Queen Without a 
  Face, rose again to prowl the moors.
  Enough of her former faith remains that Marjorine 
  chooses to live in exile rather than hunt the good people 
  of Stachys, but she cannot control her ravenous hunger 
  when flesh presents itself to her. She longs for true death, 
  but so far the touch of the Whispering Tyrant has proven 
  far stronger than the comforting pull of the River of Souls.
  Sounds of combat in this room quickly rouse any 
  slumbering ghouls in area C2, who rush in to join the 
  fight after 5 rounds.
  QUEEN WITHOUT A FACE 
  CR 5
  XP 1,600
  Female ghast ex-paladin 4 (Pathfinder RPG Bestiary 146)
  LE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +13
  Aura stench (10 ft., DC 16, 1d6+4 minutes)
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
  hp 65 (6 HD; 2d8+4d10+34)
  Fort +9, Ref +7, Will +13
  Defensive Abilities channel resistance +2; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d6+4 plus paralysis and disease), 2 claws 
  +11 (1d6+4 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 16)
  TACTICS
  During Combat Most of Marjorine’s paladin abilities no 
  longer function, and she fights more like a wounded 
  animal, lashing out with claw and fang.
  Morale Marjorine fights until destroyed.
  STATISTICS
  Str 19, Dex 23, Con —, Int 15, Wis 22, Cha 21
  Base Atk +5; CMB +9; CMD 25
  Feats Alignment Channel, Weapon Finesse, Weapon 
  Focus (spear)
  Skills Acrobatics +8, Climb +9, Diplomacy +9, Knowledge 
  (nobility) +8, Knowledge (religion) +8, Perception +13, 
  Profession (librarian) +12, Stealth +13, Swim +10
  Languages Celestial, Common, Halfling
  Gear silver-and-agate holy symbol of Arazni (worth 250 gp)
  Development: Even if slain, the Queen Without a 
  Face will rise again under the next new moon unless 
  cremated, completely dismembered, or laid to rest in 
  consecrated ground. If the PCs return to Stachys with 
  Marjorie Sandaris’s holy symbol and tell of laying her 
  permanently to rest, they gain 2 Loyalty Points.
  C4. Sluice
  This shallow trough directed pumped water out into the 
  canal and was used at various points to power different 
  mills for the nearby town.
  D. THE BEGGARWOOD (CR 7)
  Officially know as “Bugbear Wood” for the creatures that 
  used to infest it, most locals refer to this old oak forest 
  as Beggarwood, as it offers reasonable shelter and food 
  for the poor, as well as easy access to the nearby Oppara 
  highway so the desperate can ply trade goods to whoever 
  passes by. Local nobility consider the forest and its 
  occupants a blight, but not a big enough embarrassment 
  to waste the resources trying to wipe it out (especially 
  since the inhabitants are adept at hiding and have few 
  permanent possessions or homes to destroy). Sir Gul 
  Gusairne sends a few soldiers out to accost the roadside 
  market the beggars establish from time to time, taking 
  whatever goods or coin they like, but anything more 
  thorough would require committed support from 
  Barons Telus and Okerra, and neither cares to aid.
  As mentioned when the PCs first encountered the 
  Beggarwood residents, this community effectively 
  
  33
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  operates as a village marketplace. They sell most common 
  goods—but not luxury goods—at a 10% increase over 
  market value, but lower their prices to 10% below market 
  value if the PCs can pay in common clothing, food, tools, 
  and other daily necessities. Most of their supplies come 
  from scavenged goods, trading directions and repairs 
  to travelers, and retrieving cargo abandoned due to 
  bad weather, breakdowns, or low profit margins. They 
  rarely resort to open banditry, knowing that it draws the 
  attention of the normally neutral Baron Okerra.
  Creatures: The Beggarwood has about 25 permanent 
  residents living in caves, tents, and tree houses mostly 
  gathered around Bear Pond at its north end, with 
  another 25 transients present at any given time. Most 
  of these residents are commoners and experts who 
  flee at the first sign of trouble. The community’s 
  defenders are the Four Hoods, exiles from Andoran 
  who have banded together to live simply in the Taldan 
  wilderness. Gurta Thresh was an apothecary in Triela 
  whose secretive faith in Norgorber eventually came 
  to light amid accusations of murder. She fled with 
  her adopted sister, the troublemaking Ginnit, and as 
  they crossed the border, they made fast friends with 
  the sibling archers Malifort and Nani Truebow, border 
  guards who had grown weary of their assignment. None 
  of the Four intended to become leaders, but neither 
  are they willing to let hungry refugees die on the road. 
  They’re standoffish and suspicious of well-dressed 
  strangers (especially Gurta), watching traders from a 
  distance rather than approaching.
  The Four Hoods are firmly antiauthoritarian and 
  unwilling to aid the PCs even if they reveal themselves as 
  enemies of Count Lotheed; a princess is a bad as a count, 
  by their estimation. The outlaws agree to help only if the 
  PCs bring them the head of Sir Gul Gusairne, Lotheed’s 
  chief enforcer, and promise them amnesty for crossing 
  the border and any crimes they committed up to this 
  point. The latter requires either a successful DC  25 
  Diplomacy check against Princess Eutropia to grant the 
  request, or a successful DC 25 Bluff check against each of 
  the Four Hoods to assure them she has.
  GURTA THRESH 
  CR 5
  XP 1,600 rebel friar (Pathfinder RPG Villain Codex 135)
  hp 49
  GINNIT 
  CR 3
  XP 800
  Halfling filcher (Pathfinder RPG Villain Codex 133)
  hp 29
  MALIFORT AND NANI TRUEBOW (2) 
  CR 2
  XP 600 each
  Outlaw archers (Pathfinder RPG Villain Codex 132)
  hp 27 each
  Treasure: Most of the supplies the wood-dwellers 
  keep are basic trade goods rather than valuable luxuries 
  or magic items. What they do have is secreted away in 
  caves or buried in oilcloth stashes. A PC who succeeds at 
  a DC 15 Survival check finds 500 gp worth of trade goods, 
  while a PC whose result exceeds this DC by 10 instead 
  uncovers 1,500 gp worth. These stashes are worth twice 
  as much if used for town improvements.
  Each of the Four Hoods has a 1,500 gp bounty on his 
  or her head.
  Development: The PCs have several options regarding 
  the Beggarwood. They can ignore it with no consequence. 
  If they purchase from the residents with any regularity 
  (especially if they purchase common goods from Stachys or 
  Lotheedar to pay for specialty goods from the Beggarwood 
  merchants), they draw the ire of Count Lotheed, worsening 
  his attitude by one step and prompting a visit from Sir Gul 
  Gusairne. If the PCs instead frequent the wood in some 
  sort of disguise, they attract a raid by Sir Gusairne and a 
  handful of soldiers, who take note of the sudden uptick 
  in activity in the woods. The PCs may instead attack the 
  wood, facing its defenders to earn Count Lotheed’s favor. 
  A simple raid disrupts the roadside market for a week, but 
  appears amateurish, is ultimately ineffective, and grants 
  no bonuses. Killing the Four Hoods is the only way to fully 
  PERSONA PHASES
  Over the course of Part 2, the PCs should have a total of 
  eight persona phases to build up their reputations and 
  recruit their own agents. This time can be divided up as you 
  see fit, though this adventure’s timeline assumes roughly 
  one persona phase per week, as the PCs are expected to 
  spend at least some downtime healing, studying, traveling, 
  and crafting items rather than adventuring without pause.
  PCs can also assign agents to the following new 
  operations while in Meratt.
  Ask Around (Genius, Heroism): Your agents subtly 
  ply your reputation to learn what needs fixing and win 
  resources. With a successful DC 15 operation check, you 
  gain either gain a lead on a possible mission or reroll 
  one randomly available magic item in a town before 
  the start of the next persona phase (your choice).
  Community Organization (Charm, Sacrifice): Your 
  agents stir up hometown pride, encouraging citizens 
  of Stachys to chip in. You attempt an operation check 
  and generate a number of gold pieces equal to 10 × 
  your check result in capital that can be spent only on 
  town improvements.
  Infiltration (Sagacity, Subterfuge): Agents inserted 
  into a noble’s staff report back on that aristocrat’s 
  attitude and habits. You can attempt an operation 
  check in place of a skill check as part of a discovery 
  check against the targeted noble.
  
  34
  disband the free community; providing proof of the camp 
  leaders’ deaths earns the PCs 1 automatic success toward 
  improving Count Lotheed’s attitude per head delivered, 
  but it costs them 1 Loyalty Point per death.
  If the PCs instead win an alliance with the Four Hoods 
  by neutralizing Sir Gusairne, they can convince the 
  community to quietly disappear for a time, allowing the 
  PCs to claim the benefits of killing the Hoods without 
  suffering any loss of Loyalty Points. While the Four 
  won’t endanger their followers by dragging them into a 
  fight, they themselves aid the PCs in attacking Lotheed’s 
  estate, granting 3 additional Loyalty Points (though with 
  considerably more looting than the estate would suffer 
  without their help).
  Story Award: If the PCs forge an alliance with the 
  Four Hoods, award them XP as if they had defeated the 
  leaders in combat.
  E. PENSARIS
  The productive little village of Pensaris gets by mostly 
  from processing goats, fishing the adjoining Lake Pensaris, 
  and manufacturing salt from a mineral spring 3 miles 
  southwest, ultimately providing salted fish and meat to 
  the rest of the county and beyond for winter. Their relative 
  wealth has allowed the community to develop a number 
  of specialty artisans as well, especially shipwrights and 
  woodcarvers to support the anglers. It is also the closest 
  neighbor to Stachys and the PCs’ estate, making Baron 
  Okerra the easiest neighbor to visit and influence.
  Baron Nicolaus Okerra’s estate is a small but cozy 
  citadel overlooking the village.
  F. LAKE PENSARIS (CR 5)
  At 12 miles long and almost 2 miles wide, Lake Pensaris 
  is the largest lake in the county; it’s also unusually deep 
  for the area—almost 200 feet at the center. Bass, perch, 
  and trout are all abundant, as well as catfish that have 
  migrated to the lake. Steep stone walls make most of 
  the lake’s eastern shore inaccessible. Like any lake of 
  reasonable size, Lake Pensaris is home to countless “fish 
  stories,” though the most frequent are tall tales of the 
  General, a sizable catfish that locals claim has eluded 
  them for a century; the occasional disappearance of local 
  anglers is usually attributed to the General “conscripting” 
  men. One popular myth even claims it scuttled a visiting 
  duchess’s pleasure barge one summer 50 years back 
  (alternative tales claim the fish was a drunkard, ambling 
  up to steal the wine or was mesmerized by the young 
  duchess’s beauty). Anyone who could actually bring this 
  beast to shore would become a local legend.
  Fishing the lake requires Baron Okerra’s permission, 
  and doing so otherwise is punished as poaching, but the 
  C. STACHYS PUMP HOUSE
  1 SQUARE = 5 FEET
  C4
  N. TELUS ESTATE
  C3
  C2
  N6
  N5
  N5
  N5
  N5
  N5
  N5
  N5
  N4
  N7
  N1
  N8
  N3
  N2
  C1
  T
  
  35
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  baron is generous with his permission to anyone not 
  looking for industrial-scale fishing. He is less willing to 
  give permission to trap or hunt the lake’s otters, which 
  he has a secret fondness for.
  Creature: Reports of the General’s size vary, describing 
  the catfish as anywhere from 6 to 10 feet in length. These 
  local accounts fall considerably short of reality, however: 
  the General is nearly 20 feet in length! The massive beast 
  regularly feeds on deer, otters, and even the occasional 
  angler, but the lazy beast spends weeks at a time buried 
  in the mud of the lake bed.
  Tracking the General requires a total of five 
  successes using any combination of the following 
  skills, though any given skill can be attempted only 
  once each week: Handle Animal (DC 22), Knowledge 
  (local; DC 17), Knowledge (nature; DC 15), Perception 
  (DC 25), Profession (fisherman; DC 13), Survival (DC 
  20), or Swim (DC 20). After the fifth success, the PCs 
  locate one of its favorite feeding spots: a deep, narrow 
  channel between the eastern cliffs. At that point, 
  actually hooking the General requires a successful 
  DC 17 Profession (fisherman) check, which can be 
  attempted untrained; each attempt represents 1 hour 
  of fishing. Hooking the General does not land it, but 
  instead makes the fish aware of its pursuers and piques 
  its curiosity and hunger.
  THE GENERAL 
  CR 5
  XP 1,600
  N Large animal (aquatic)
  Init +6; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 59 (7d8+28)
  Fort +9, Ref +9, Will +5
  OFFENSE
  Speed 10 ft., swim 60 ft.
  Melee bite +12 (1d8+12 plus grab), 2 fins +7 (1d4+6/19–20) 
  Special Attacks swallow whole (2d6+8 bludgeoning 
  damage, AC 14, 5 hp)
  STATISTICS
  Str 26, Dex 14, Con 19, Int 1, Wis 13, Cha 2
  Base Atk +5; CMB +14 (+18 grapple); CMD 26 (can’t be tripped)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack
  Skills Perception +11, Swim +16
  SPECIAL ABILITIES
  Bad Attitude (Ex) The General is an unusually stubborn fish 
  and has been exposed to druidic magic repeatedly in its 
  2 centuries of life. It has a +5 bonus on Will saving throws 
  against divine magic.
  Sting (Ex) If the General confirms a critical hit with one of 
  its fin attacks, it impales its target and injects a painful 
  venom. An affected creatures must succeed at a DC 17 
  Fortitude save or be sickened with pain for 1d6 minutes.
  Treasure: The tale of the General scuttling a noble 
  pleasure barge is surprisingly accurate; 80 feet below 
  the surface of its hunting grounds, PCs can still find the 
  remains of this once-beautiful ship (though the catfish 
  proves incredibly possessive of its treasure unless slain). 
  Searching the muddy remains turns up four bottles of 
  bloodberry gin (worth 100 gp each), a ruby-and-sapphire 
  wedding ring (worth 1,000 gp), and a deck of illusions in a 
  teak box; decades of water damage have rendered the box 
  into twisted garbage, but the cards within are in good 
  condition, if slightly stained.
  Development: If the PCs actually catch the General, 
  they become local legends, gaining 1 Loyalty Point.
  G. LAUCHLEIN LAKE (CR 6 AND CR 6)
  Lauchlein Lake is shallow and choked with frogs and 
  water plants, making it an ideal home to all sorts of aquatic 
  birds. The lakeshore was also once home to an active fey 
  court, long ago when the border of the Verduran Forest 
  stood a hundred miles south; a stone circle still stands 
  by the water’s edge. Over the years, locals have alternately 
  romanticized and feared the circle, using it for proposals 
  and weddings as well as terrible rites. Nowadays, the lake 
  is generally known to be haunted by an unquiet spirit 
  many locals think is the Night Swan.
  Creatures: A local myth, often repeated in taverns, 
  claims a long-dead duke drowned his young wife in 
  Lauchlein Lake after marrying her at the circle of stones. 
  The maiden’s angry spirit returned a year later as a swan 
  who could walk as a woman under the moonlight to take 
  revenge on her husband. The duke kept her sated and 
  bound by pouring 6 vials of holy water into the lake on 
  the anniversary of her death each summer—a tradition 
  that continued until Bartelby Lotheed took control of 
  the county—and now the restless drowned maiden 
  of Lauchlein has begun exacting her vengeance as the 
  fearsome Night Swan.
  The truth is as strange as the myth. Lauchlein Lake 
  is home to a supernatural swan named Atratus, but 
  rather than a vengeful victim, she is a fierce warrior who 
  remained with the lake after her fey court retreated in 
  the wake of Taldan encroachment. She has steadfastly 
  preserved Lauchlein Lake as a wild place, chasing off 
  or destroying any mortal attempts to alter the lake. She 
  considers the nearby Oppara highway an affront, but for 
  years stewards of the county have appeased her wrath 
  through yearly gifts. Bartelby saw the tradition as a waste 
  of resources, and decided to resolve the ancient guardian 
  by releasing an ochre jelly, augmented by his own magic, 
  into the lake to devour the fey woman. Atratus has so 
  far been unable to slay the ooze, and instead directs her 
  wrath at Bartelby and the nearby highway, with many of 
  her attacks being ascribed to the Night Swan.
  PCs may encounter Atratus when she ambushes them 
  on the Oppara highway, or they may seek her out at the 
  
  36
  ATRATUS
  lake, assuming she is the true Night Swan. While the 
  swam maiden is not opposed to talk, her current outrage 
  has very much left her in a “shoot first, talk later” mood. 
  She assumes anyone—especially more local nobles—
  are here to kill her, and she angrily shouts about their 
  many crimes as she casts spells or fires arrows. Atratus 
  begins with an attitude of hostile, but if PCs can shift her 
  attitude to indifferent or better, she explains her anger 
  and that she never journeys into the human towns of 
  the area. Alternatively, if the PCs encounter and slay the 
  ochre jelly first, Atratus approaches them looking to talk.
  The ochre jelly Bartelby released occupies the lake’s 
  northern “hook,” gorging itself on birds and fish while 
  turning that portion of the once-resplendent waterway 
  into a polluted mess. If not destroyed soon, it is likely 
  to render the rest of the lake similarly barren in a year.
  ATRATUS 
  CR 6
  XP 2,400
  Swan maiden (Pathfinder RPG Bestiary 4 257)
  hp 55
  ADVANCED OCHRE JELLY 
  CR 6
  XP 2,400
  hp 75 (Pathfinder RPG Bestiary 294, 218)
  Treasure: If the PCs ally with Atratus, she rewards 
  them with a treasure she seized from poachers several 
  years ago: a curious assortment of gears, mechanisms, 
  oils, and tools. These supplies can be sold in Lotheedar 
  for 1,000 gp or used for various town improvements, in 
  which case they are worth 3,000 gp.
  If they also slay the ochre jelly, the swan maiden 
  rewards them with another treasure she has protected 
  from a lover she took many millennia ago: the Subtle 
  Mask (see page 79). She knows little of the mask’s history, 
  only that it was once worn by “a singer whose voice left 
  kings weeping and mountains low.” 
  Development: If the PCs ally with Atratus, they gain 
  1 Loyalty Point. 
  Story Award: If the PCs deal peacefully with Atratus 
  and defend her lake, award them XP as if they had 
  defeated her in combat.
  H. PALACE OF BIRDSONG
  Count Lotheed’s palace remains open to the PCs 
  throughout their stay. As local tribunes of Stachys and 
  landgraves of the canal spur, they have the right to 
  request audiences with the count each month. If the 
  count is unfriendly or indifferent toward the PCs, they 
  must make a formal request via messenger, which is 
  approved 1d6 days later, but if Bartelby is friendly or 
  helpful, they may drop by at their leisure. The rules for 
  visiting the palace during the rest of this adventure are 
  generally the same as those for the Tanager Jubilee.
  Full details on the Palace of Birdsong can be found 
  beginning on page 46.
  I. LOTHEEDAR
  Situated on the banks of Lake Stavian and named for 
  the Lotheed family, Lotheedar is the largest town in the 
  county of Meratt and supports a variety of industries, 
  from timber and brewing to trade and smithing.
  Lotheedar is home to the largest temple in the county: 
  the Grand Bank of Abadar, overseen by Archbanker Lady 
  Paril (LN female human cleric of Abadar 7). Whether the 
  PCs seek spellcasting or banker services, the lady makes 
  a point of introducing herself to the new local nobles, 
  
  37
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  both as a function of her formal duties but also to inquire 
  after two of her acolytes who seem to have vanished in 
  the south. She dispatched Acolytes Mise and Maladus to 
  investigate the silence in Jambis almost 2 weeks earlier 
  and has heard nothing back, but she knows they took 
  the southern highway to deliver several books to Stachys 
  along the way. Asking about the acolytes in Stachys 
  reveals only that they stopped overnight at Onora’s 
  tavern, delivering their books and paying for two meals 
  before traveling west toward the old bridge at Gold 
  Canyon (see area P). Lady Paril promises a rich reward of 
  Abadar’s favor if the PCs can recover her acolytes.
  Creature: Lucretzia Marthane—the Night Swan—lives 
  in Lotheedar under the guise of a landless noble living off 
  the count’s generosity much like his cousin Titus. Most of 
  her harassment of the local nobles happens in and around 
  Lotheedar, or on the highways to and from the city. Thanks 
  to her training as a vigilante, Marthane is extremely 
  difficult to locate, but if the PCs maintain guises of their 
  own distinct from their apparent heroic identities, the 
  Night Swan eventually reaches out to them in the hopes 
  that she has an ally against the nation’s aristocracy. If they 
  make contact, the PCs have 1 social round each week to 
  influence the Night Swan to aid them, though they must 
  strike a careful balance if they wish to maintain a strong 
  relationship with both the antiauthoritarian Night Swan 
  and the honor-bound traditionalist Baron Okerra—their 
  two most likely allies in their work.
  While the PCs and the Night Swan share several overt 
  goals in bringing the Lotheeds to task for their abuses, 
  the Night Swan takes the philosophy much further. 
  Influenced by Galtan ideals, she hopes to undermine 
  the entire Taldan government and bring all the nation’s 
  aristocracy to its knees, just as Taldor’s northern client 
  state has done. Once the Night Swan learns the PCs 
  serve Princess Eutropia—especially by way of another 
  Lotheed—her attitude immediately worsens by one step.
  The Night Swan’s social stat block is presented below; 
  her full stat block can be found on page 62.
  NIGHT SWAN
  CN female human vigilante 7
  Background Born to wealth and educated by the best tutors, 
  Lucretzia nonetheless gravitated toward a romanticized 
  version of the philosophies of nearby Galt. Convinced 
  she knows what’s best for others, she is hardheaded and 
  action-oriented, whether as an ally or adversary.
  DESCRIPTION
  Appearance In her social identity, Lucretzia is thin and 
  pale—almost sickly—and walks with a bit of a stagger. 
  As the Night Swan, though, she is lithe and agile, moving 
  deliberately and gracefully. Her long, platinum-blond hair 
  remains tightly bound—in a bun by day, and in a whipping 
  braid in her vigilante guise.
  Personality While her social guise is retiring and 
  deferential—almost invisible—the Night Swan is 
  bombastic, confident, and stubborn. She is absolutely 
  convinced of the righteousness of not only her goal, but 
  her tactics as well, and unless coaxed carefully, she sees 
  disagreement as disloyalty.
  Goal An anarchist, the Night Swan wants nothing more than 
  the end of all political structures and to instate total self-
  rule within Taldor, though she’ll settle for a bloody end to 
  any and all nobles.
  Skills Bluff +8 (+12 as Lucreztia), Diplomacy +8, 
  Disguise +11, Intimidate +8, Perception +10, Sense 
  Motive +7 (+1 as Lucretzia)
  DISCOVERY
  Biases The Night Swan hates nobles and those who serve 
  them (–2), but she has an immediate affection for anyone 
  working to root out corruption and abuse (+2).
  Strengths (Sense Motive DC 16) Lucretzia hates anyone 
  implying she doesn’t understand what she’s doing or the 
  needs of others—whether she does or not.
  Weaknesses (Knowledge [geography, history] or Sense 
  Motive DC 16) Lucreztia has a solid appreciation for Galtan 
  history and writing, and couching new ideas in relation to 
  revolutionary writers is sure to make an impression.
  INFLUENCE
  Starting Attitude Indifferent. The Night Swan is curious but 
  guarded about these newcomers.
  Influence Checks (Knowledge [local] or Sense Motive 
  DC 16) Knowledge (history) or Profession (librarian) 
  DC 16; Acrobatics, Disguise, or Knowledge (nobility) DC 21; 
  Bluff or Diplomacy DC 26
  Successes Needed Shifting Lucretzia’s attitude requires 5 
  successful influence checks.
  Special Lucretzia’s attitude toward the PCs immediately worsens 
  by one step if she learns they are working to put Eutropia 
  in power unless the PCs have shifted her attitude to helpful, 
  imparting a cautious optimism that the system might be 
  reformed. If the PCs shift Baron Okerra’s attitude to helpful, 
  Lucretzia’s attitude immediately worsens by three steps.
  Benefit If Lucretzia’s attitude is shifted to friendly, the PCs 
  gain 2 Loyalty Points. If her attitude is shifted to helpful, 
  the PCs gain an additional 2 Loyalty Points.
  Story Award If the PCs shift Lucretzia’s attitude to friendly, 
  award them 1,200 XP. If they shift her attitude to helpful, 
  award them an additional 1,200 XP.
  Treasure: If the PCs rescue at least one of her acolytes, 
  Lady Paril follows through with her promised reward: a 
  fully charged wand of cure moderate wounds.
  J. SOTTO (CR 4 AND CR 5)
  This settlement is little more than a dozen homes and 
  barns built around a common well, with a dirt road 
  winding south to Voinaris. Residents are stubbornly 
  independent, paying their taxes but otherwise not 
  having much to do with the rest of the county. From the 
  
  38
  outside, the hamlet of Sotto seems like a quaint little 
  community on the woods’ edge, its residents surviving 
  through a combination of farming, herding goats, and 
  timber. Under this veneer, however, Sotto is a town 
  under quiet siege. The community has always fought 
  against wolves from the Verduran Forest, and almost 
  every family home features a few wolf trophies and 
  every winter coat a wolf pelt. 
  A PC who succeeds at a DC 15 Sense Motive check 
  while visiting the hamlet notices that the locals are 
  obviously hiding something, while a successful DC 15 
  Handle Animal or Knowledge (nature) check reveals that 
  the goats are unusually skittish.
  Creatures: Sotto’s tradition of wolf-hunting offended 
  Halmash, a worg who moved into the region last spring. 
  Rather than feed on the arrogant villagers, he instead 
  decided to teach them respect. He tore the heart from 
  their greatest hunter and spent 3 days slowly devouring 
  the woman’s flesh and bones by Sotto’s only well. Now, 
  once a month under the full moon, Halmash dispatches 
  three of his wolves to retrieve one goat apiece as “payment” 
  for the valuable lesson he taught them, and for every goat 
  not offered up willingly, the wolves take a child instead.
  The situation was manageable at first, but Sotto’s herds 
  are quickly being depleted. Regardless of this, locals refuse 
  to ask for help—in part from stubbornness, but mostly out 
  of fear that Halmash’s entire pack will retaliate. The elders 
  all agree that if they are obedient, Halmash will simply 
  move on once the goats are gone, though they aren’t sure 
  how they’ll survive the winter without their herds.
  If the PCs investigate, they can watch the elders lead 
  three terrified goats out to the beasts and witness the 
  wolves’ arrival. If they interfere, the wolves attack. A wolf 
  attempts to flee if reduced below 4 hit points, or if two 
  wolves are killed or retreat, the remaining wolf flees.
  WOLVES (3) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  Any violence from the PCs convinces Halmash that 
  the fat times have ended, and it is time to simply wipe 
  out the town. He and two of his wolves attack 1 week 
  later unless tracked to their den (Survival DC 24).
  Any wolves that escaped the first confrontation with 
  the PCs are also present at the den or in Halmash’s raid.
  HALMASH 
  CR 3
  XP 800
  Advanced worg (Pathfinder RPG Bestiary 294, 280)
  hp 34
  WOLVES (2) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  Treasure: Halmash’s den contains the belongings of 
  Amallah, the Sotto wolf-hunter he devoured, including 
  the remains of a broken longbow, a masterwork chain 
  shirt, 13 +1 animal bane arrows, and a weathered silver 
  necklace with a hawk pendant (150 gp). If the PCs slew 
  the wolves with little loss of life to Sotto residents, the 
  elders ask them to return after the next full moon, 
  whereupon they present the PCs with a hunter’s cloakUE 
  fashioned from Halmash’s pelt and teeth.
  Development: If the PCs fight back only against 
  the initial wolf attack and leave Sotto undefended, the 
  community is wiped out, and the party loses 1d4 Loyalty 
  Points as locals whisper that they made the situation 
  worse. If they kill Halmash, though, they win Sotto’s 
  admiration and support, gaining 2 Loyalty Points.
  K. VOINARIS
  The center of Baroness Voinum’s demesne derives from 
  the family name and shares the tradition of military 
  service, and many of the county’s soldiers are drawn 
  from this sleepy town. The pungent scent of wine and 
  vinegar—the town’s two main industries—taints the air 
  for miles in every direction.
  The Voinum estate stands 3 miles outside of town 
  and features one of the most extensive wine cellars in 
  Taldor, with vintage bottles dating back centuries and 
  secret rooms storing various recipes, wines, and strains 
  of yeast from across Avistan and Cassomir. Baroness 
  Voinum is happy to host the PCs whenever they would 
  care to visit—so long as they don’t actively insult 
  her or her proud little community—but she figures 
  out what the PCs’ motives and goals are by the time 
  they accumulate 10 Loyalty Points. She’s an old hand 
  at Taldan politics, and while she’ll occasionally drop 
  misleading lines or arrange awkward circumstances 
  to watch the PCs squirm, she has no intention of 
  reporting them to Lotheed. In her estimation, the 
  county has been too boring, and while she won’t say 
  so openly, she supports Princess Eutropia’s effort to 
  take throne.
  L. MOOST
  The village of Moost grew up around the Crabbe 
  estate, largely to serve the family’s needs and tend 
  their extensive cranberry bogs, but it has matured 
  considerably into a thriving little community only 
  partially dependent on the noble family for support. 
  Like Dame Crabbe, the town lives for gossip, and PCs 
  gain a +2 circumstance bonus on Diplomacy checks 
  in Moost to gather information about the county. 
  The citizens’ favorite topic is the young Miss Crabbe, 
  Sepsinia, and her potential romantic futures. With so 
  much of the town’s fortune’s tied to the nobles, they are 
  keen to see her marry soon and continue the line (and 
  avoid the atrophic fate Stachys suffered).
  
  39
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Crabbe Estate
  Dame Crabbe is elated to host the PCs whenever they 
  care to visit and goes out of her way to make them feel 
  at home, in particular sharing the various desserts, 
  tinctures, and wines the family’s cranberry bogs produce. 
  She shares local news and developments regarding her 
  family in Cassomir and Yanmass (possibly allowing you 
  to seed updates on Martella’s actions or tease upcoming 
  events from “The Twilight Child”), and offers a variety of 
  parlor games. With any amount of forewarning, she also 
  invites students from Moost’s conservatory to perform 
  for the PCs’ enjoyment. Parthena goes above and beyond 
  to welcome her visitors—especially those who could 
  possibly rouse Sepsinia from her gloom.
  While she refused to discuss the matter at the 
  Tanager Jubilee, Dame Crabbe is very worried about her 
  withdrawn daughter. Sepsinia’s suitor, Opilio, took his 
  own life last year, and while the girl seemed to handle the 
  shock well enough at first, the joy and passion eventually 
  drained from the younger Crabbe and has yet to return. 
  Instead, Sepsinia simply wanders the house, staring out 
  windows and occasionally reading random books for 
  hours on end. Once a promising painter, she no longer 
  takes any interest in art or beauty, and if asked about 
  any topic, she simply sighs and asks to be left alone. 
  While Sepsinia is polite enough to join her mother in 
  entertaining guests, she remains withdrawn. She only 
  shows any reaction if PCs ask about the hedge maze, or 
  about her late fiancé, but she refuses to discuss either.
  While her affliction is easy enough to recognize as 
  severe depression, the truth is far darker than a girl 
  heartbroken over lost love. While Opilio—a talented, 
  confident student at the Moost conservatory—loved 
  her deeply, Sepsinia couldn’t stand the arrogant, spoiled 
  young man. His love turned to loathing at the rejection, 
  even as their parents kept pushing them together, and 
  after several weeks, he attacked Sepsinia in the garden. 
  Certain his reputation and future would be tarnished 
  when Sepsinia reported the attack, Opilio took his own 
  life, and the younger Crabbe never quite figured out how 
  to reveal the boy’s crimes to his mourning parents. 
  Opilio’s secrets weren’t the only thing to haunt 
  Sepsinia. His seething, quiet hatred at his rejection tied 
  his spirit to the living world, and his heart eventually 
  animated as a rare, spiderlike undead known as a 
  lovelorn. Opilio returned to the garden where he 
  attacked Sepsinia and slowly transformed the Crabbes’ 
  hedge maze into a gloomy labyrinth to hide within. Now 
  he calls Sepsinia to him every night, drawing her into the 
  garden and using his cursed bite to drain her passion for 
  life, hoping to destroy her future just as he destroyed his 
  own, and perhaps drive her to suicide as well, binding 
  them together forever as hateful, undead abominations.
  The lovelorn’s bite is subtle, and PCs are likely to 
  understand what’s going on only if they wander the 
  estate at night and see Sepsinia stagger out into the 
  garden and the overgrown hedge maze.
  Crabbe Labyrinth (CR 5)
  The hedge maze behind the Crabbe estate was once a 
  local wonder, but it has been left neglected for a year 
  now—the gardeners never seem to have time for it. 
  PERSONAL VICTORIES
  Many of the PCs’ actions in this adventure are large, 
  heroic gestures that change lives, but small things have 
  a way of making a difference, too. The following are 
  four simple encounters the PCs may run into as they 
  travel; you can introduce them as background flavor, 
  but if the PCs respond in a way that demonstrates 
  kindness, chivalry, or generosity, they gain 1 Loyalty 
  Point for each. Any of these can be used to complicate 
  another encounter that seems to be going too easily, 
  especially as local nobles view helping the poor as 
  anything from “quaint” to “disgusting.”
  Brother Against Brother: Two brothers, Tabo and 
  Tumnus, begin loudly arguing over the purchase of a calf 
  and eventually come to blows. Separating the young men 
  requires success at either a DC 15 combat maneuver check 
  or a DC 18 Diplomacy check, while finding a solution to 
  their argument requires a successful DC 18 Appraise, Handle 
  Animal, or Profession (farmer, merchant) skill check.
  Hungry Veteran: The PCs encounter a hungry and 
  unwashed man named Borget, who lost his leg in the 
  Taldan Phalanx only to return home and find his family 
  farm seized for back taxes. He asks for spare coin or a hot 
  meal; feeding him helps for now. PCs can also give him 
  a new farm (costing 2,000 gp), or ask around and find 
  him good work with a successful DC 20 Diplomacy check.
  Lost Child: The sobs and whimpers of a young girl 
  named Trinnia attract the PCs’ attention. Calming the 
  panicked child requires a successful DC 18 Diplomacy 
  or Perform check, but she only knows her parents’ 
  names are “Mom” and “Momma.” A successful DC 17 
  Knowledge (local) Diplomacy check is sufficient to track 
  down her equally hysterical parents: a pair of bakers 
  from Voinaris who travel frequently and had thought 
  their beloved daughter was finally old enough to join 
  them without wandering off.
  Mother-to-Be: The PCs encounter a young couple—
  Calia and Dratus—on the side of the road. They had 
  hoped to reach the temple in Lotheedar before Calia 
  began labor, but instead they now find themselves 
  stranded in the middle of nowhere with a baby on the 
  way. Assisting with the delivery requires a successful 
  DC 12 Profession (midwife) or DC 17 Heal check, while 
  keeping Dratus calm enough to not make things worse 
  requires a successful DC 17 Diplomacy check. 
  
  40
  The center contains a picturesque gazebo, overgrown with 
  roses, from when Dame Crabbe used to love entertaining. 
  Today, however, the maze is riddled with brambles, 
  weeds, and a cold mist that never seems to lift. Sepsinia 
  can navigate it easily to find the picnic of rotting food 
  and dead bodies Opilio maintains for her at its center, 
  but anyone following her must face animated vines and 
  shifting illusions if they hope to reach the center.
  Finding the labyrinth’s center requires five successful 
  checks using any combination of the following: combat 
  maneuver (DC 15), Climb (DC 20), Knowledge (engineering; 
  DC 18), Knowledge (nature; DC 20), Perception (DC 18), 
  Spellcraft (DC 22), Survival (DC 18), or a Will saving throw 
  (DC 15); a flying animal companion, familiar, or other 
  guide grants PCs a +2 circumstance bonus on their 
  checks to navigate. The same type of check cannot be 
  attempted twice, and a failed check means the PCs have 
  accidentally exited the maze and must start over. PCs can 
  try to navigate the maze up to three times before Sepsinia 
  returns to bed—unharmed and unaware of her night’s 
  activities—and Opilio scuttles back to his hidden den in 
  an old rabbit warren.
  Creatures: If the PCs reach the center, they see a ghastly 
  parody of a romantic picnic, as the scuttling remnant of 
  Opilio offers Sepsinia cold tea and moldering biscuits, 
  surrounded by the bodies of gardeners who tried to 
  clean out the lovelorn’s gloomy lair. Heavily affected 
  by illusions and enchantment spells, Sepsinia never 
  remembers the gruesome nightly scene as anything but 
  a nightmare. If disturbed, Opilio animates the three 
  fallen bodies around him, then scuttles in to alternately 
  attack and cast spells at the intruders.
  OPILIO 
  CR 4
  XP 1,200
  Lovelorn (Pathfinder RPG Bestiary 6 182)
  hp 37
  ZOMBIES (3) 
  CR 1/2
  XP 200 each
  hp 12 each (Pathfinder RPG Bestiary 288)
  Treasure: Opilio has gathered trinkets to show his 
  “love” for Sepsinia, arranged around the gazebo: a pearl 
  ring (worth 100 gp), a masterwork purple heartwood harp 
  (worth 350 gp), a set of bracers of armor +2, and a bottle 
  containing an elixir of love. The lovelorn stole the bottle 
  intending to use it to compel Sepsinia’s feelings, only to 
  discover himself unable to navigate the ornate clasp on 
  the bottle’s top. Ironically, the elixir of love is one of the 
  few things that can cure a lovelorn’s apathy-inducing bite.
  Development: If Opilio is destroyed, his abuse and 
  control over Sepsinia fades, but the apathy his bite 
  instilled remains until the curse can be lifted magically. 
  If the PCs also manage to reverse the cynic’s bite, Sepsinia 
  begins regaining the flush of life. Deep mental scars will 
  remain for years, but she starts regaining her personality 
  again within days—albeit more sarcastic and sardonic.
  Dame Crabbe is appalled to learn the whole story of 
  what transpired right under her nose and is infinitely 
  grateful to the PCs for saving her daughter. She offers 
  to adopt any interested PCs into the Crabbe family—
  though she very specifically stops offering her daughter’s 
  hand in marriage in light of recent events. Her attitude 
  toward the PCs improves by one step, and after a week, 
  she dispatches a small team of her gardeners, servants, 
  and woodworkers to Stachys to help the PCs fix up their 
  town, providing 5,000 gp worth of town improvements.
  Story Award: If the PCs cure Sepsinia of the lovelorn’s 
  curse, award them an additional 1,200 XP.
  M. RUINS OF JAMBIS (CR 5)
  Once a prosperous trading town, Jambis has been 
  all but abandoned since Baron Telus’s curse claimed 
  their leader and destroyed their economy. Some of 
  the population traveled north to Moost or Voinum, 
  while others resettled to the south to form New Towne. 
  What remains now are leaning wooden buildings and 
  bleached bones—some animal, some not—gathered in 
  corners like autumn leaves.
  Creatures: While Baron Telus’s bandits sometimes 
  use the town ruins to camp, they usually avoid the aging 
  buildings to evade the giant spiders that now dwell 
  within. Dozens of hand-sized jumping spiders skitter 
  through the shadows like rats, scavenging flesh from 
  discarded bones, but giving any humanoids a wide berth. 
  The true danger is a pair of giant black widow spiders 
  that prowl the ruins, leaving mats of sticky webbing 
  on the ground to capture animals—and unfortunate 
  travelers—who pass through.
  GIANT BLACK WIDOWS (2) 
  CR 3
  XP 800 each
  hp 37 each (Pathfinder RPG Bestiary 2 256)
  N. TELUS ESTATE
  As the PC approach the Telus estate, read or paraphrase 
  the following.
  A fortress of sturdy stone, crumbling white plaster, and ragged 
  banners overlooks the valley and town below. The once-sturdy 
  wooden doors now lie on the overgrown lawn, half-rotted, 
  while a tree has collapsed into the eastern bastion, partially 
  caving in the wall.
  Once a border fort, the Telus estate is a historical artifact 
  unto itself, having stood almost as long as Taldor itself. 
  Endless renovations have left the stonework underneath 
  untouched, but over time the walls were covered in 
  expensive paneling, gilding, and silk, rendering it an 
  
  41
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  opulent home ideal for extravagant parties... at least, 
  until Baron Araig Telus’s recent unpleasantness.
  Three old women knocked on the estate’s grand doors 
  one stormy night a decade ago and asked for shelter 
  from the driving rain. Araig ordered them to find an inn 
  before slamming the door, unaware that the trio was the 
  Sisters of Indulgent Dreams—a coven of night hags in 
  service to Duke Lotheed and the Immaculate Circle—
  on their way to the Palace of Birdsong. The coven 
  burst through the doors and declared that Baron Telus 
  should have a form to match his verminous, lowly soul 
  before disappearing back into the night. Araig thought 
  little of the incident, unaware that the old women 
  were anything but what they appeared, but over the 
  coming weeks he grew increasingly disturbed: hiding 
  in corners, chewing at insects, and becoming obsessed 
  with weaving. Those servants who could left, and those 
  who could not did everything they could to appease 
  their increasingly eccentric master. After a year, Araig’s 
  skin began to slough off, revealing, bruised, stubbly 
  flesh and claws beneath, beginning his transformation 
  from handsome human baron into a prince of spiders.
  With the largely modular, independent nature of 
  local rules and the death of Allis Betony—Araig’s only 
  attending lord—no one in the county beyond his servants 
  realize what Baron Telus has become. Even the citizens 
  of Jambis know only that their lord became some sort of 
  monster after crossing a witch—and having heard the 
  tale second- or thirdhand, most of them believe it to be 
  but an allegory describing a man losing his sanity.
  The remainder of Baron Telus’s servants 
  have become bandits, robbing traffic 
  on the nearby Cassomir and Ridonport 
  highways to find enough gold and flesh 
  to sate their lord’s dual hungers. Despite 
  his transformation—or perhaps more so 
  because of it—they remain loyal to the 
  monstrous baron. They see themselves as 
  the keepers of a terrible secret and throw 
  captives to Araig with a mingled sense of 
  dread and obligation.
  Use the Telus Estate map on page 34 for 
  area N.
  N1. Parlor (CR 3)
  When the PCs enter this chamber, 
  read or paraphrase the following.
  A scattering of dead leaves covers most of 
  the floor here, though much of the furniture 
  has held up well, if a little faded and mildewed. 
  The open hallway south leads outside, while wooden 
  doors stand in the east and west walls. To the north, a massive 
  oaken double door has been locked, chained, and barred form 
  this side.
  This main entryway once hosted guests and served as a 
  simple guardroom. The eastern door is unlocked and 
  slightly ajar, but the western door is locked (Disable 
  Device DC 20). The northern door is locked with two 
  different padlocks (Disable Device DC 25 and DC 30) 
  and the door lock itself is locked (Disable Device DC 25). 
  Master Mosle (area N6) carries all the appropriate keys.
  Trap: Araig’s bandits used to keep a few guard dogs 
  here, but their master frequently slipped out of his 
  enclosure to feed upon the poor animals. Now the parlor 
  is protected with a simple pit trap instead. 
  CAMOUFLAGED PIT TRAP  
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); Reflex DC 20 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  N2. Servants’ Quarters
  The former servants’ area is open to the elements now 
  after a terrible windstorm drove a massive oak through the 
  southeastern corner of the building, providing easy access 
  for various small scavengers. A door to the north once led 
  to the library (area N8), but a collapse (and some deliberate 
  OPILIO
  
  42
  burying to help keep Baron Telus contained) has sealed it, 
  requiring several days’ dedicated work to uncover.
  N3. Kitchen (CR 4)
  The former palace kitchen sees little use now, being 
  overkill to feed a half-dozen bandits, and is largely 
  untouched except as a place to store excess meat to 
  throw to Araig later. The most recent—a draft horse 
  named Verlin—has been ripening in the kitchen for over 
  a month.
  Creature: An infestation of centipedes, attracted to the 
  scent of rotting horse meat—has overrun the kitchen. 
  They immediately launch themselves at any fresh meat 
  that presents itself.
  CENTIPEDE SWARM 
  CR 4
  XP 1,200
  hp 31 (Pathfinder RPG Bestiary 43)
  Treasure: The bandits overlooked Verlin’s saddlebag 
  after dumping him in the kitchen. The bag still contains 
  the payroll for a Verduran lumber camp: 2,300 sp, 320 
  gp, seven bottles of ink, and a new leather logbook. 
  With a successful DC 20 Perception check, a PC also 
  discovers a ring of protection +2 in a greasy pile of bones 
  in the corner.
  N4. Lounge (CR 5)
  The bandits spend most of their time here, reading, 
  playing cards, and cooking over a simple hearth. 
  Sounds of combat here draw Master Mosle (area N6) to 
  investigate in 1d4 rounds.
  Creatures: Four bandits camp out here at any given 
  time. They hope to simply chase intruders off, but they 
  aren’t opposed to capturing trespassers to throw to 
  Araig. They beg for mercy if reduced below 4 hit points.
  TELUS BANDITS (4) 
  CR 1
  XP 400 each
  Street thug (Pathfinder RPG GameMastery Guide 265)
  hp 16 each
  Treasure: While most of their coin goes to Baron Telus, 
  the bandits keep a few useful baubles for themselves, 
  including an elixir of tumbling, a fire elemental gem, an iron 
  ropeUE, and two potions of cure serious wounds.
  Development: If the PCs present Baronet Vort’s 
  amulet (see New Towne on page 44) and ask to speak 
  with Mosle, the bandits argue for a few minutes before 
  finally asking the PCs to wait outside while they  
  fetch him.
  N5. Bedrooms
  These were once well-appointed bedrooms, and though 
  a little worn, they remain serviceable.
  N6. Master Suite (CR 5)
  Only threadbare bedclothes suggest any age in Baron 
  Telus’s former room. Books on genealogy, history, and 
  magic line the walls, as well as maps of the county.
  Creature: Baron Telus’s former game warden is 
  now his reluctant jailer. Master Frater Mosle grew up 
  with Araig, and while he knew the young baron could 
  be arrogant and thoughtless, he got to see the noble’s 
  curiosity, generosity, and ingenuity as well. Watching his 
  friend lose himself and become a monster was painful, 
  and Frater hates that he can’t reverse the curse’s effects—
  all he can do is keep his friend from wandering too far.
  Frater is protective of his underlings and of Araig in 
  roughly equal measure. He won’t let the PCs into Araig’s 
  chamber to simply slay his friend, but it’s unlikely the 
  PCs have the magic necessary to cure him. Convincing 
  Frater they can help the baron requires a successful Bluff 
  check (and the PCs will face an enraged Frater afterward), 
  while convincing the self-appointed guardian to let them 
  kill his charge requires a successful DC 29 Diplomacy 
  check; if the PCs present Vort’s amulet, they gain a +5 
  circumstance bonus on this check.
  MASTER FRATER MOSLE 
  CR 5
  XP 1,600
  Monster hunter (Pathfinder RPG GameMastery Guide 257)
  hp 45
  Treasure: In addition to his listed equipment, Frater 
  carries all the keys necessary to open the door to area N7. 
  Frater also keeps a small stash hidden under a loose stone 
  in the bedroom (Perception DC 22 to find), containing 
  344 gp and a figurine of wondrous power (serpentine owl). If 
  the PCs put Baron Telus out of his misery (or somehow 
  manage to cure him), Frater offers them the figurine of 
  wondrous power in thanks, but he keeps the gold to help 
  his bandits start honest lives elsewhere.
  Story Award: If the PCs somehow manage to deal with 
  Master Mosle and his bandits peacefully, award them XP 
  as if they had defeated them in combat.
  N7. The Great Hall of the Spider Prince (CR 6)
  This massive feasting hall was once an elegant 
  entertaining space, but now the silk banners are frayed 
  and the plaster crumbles from the walls. All the doors 
  leading into this room, save for the southern double 
  door, have been sealed with masonry to prevent Baron 
  Telus from escaping and devouring his guardians.
  Several couches and chairs have been dragged onto 
  the dais at the north end of the hall and stitched together 
  with webbing and bones, forming a warm nest. Araig 
  hides inside this den from time to time, but often enjoys 
  skittering about the ceiling, 30 feet overhead. 
  Creature: Baron Araig Telus has spent almost a decade 
  sealed within this room, escaping on occasion only to 
  
  43
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  be tracked down by his former servants and sealed away 
  once more. Once a decent —if out of touch—man, he now 
  hungers constantly for flesh and finds human thoughts 
  harder and harder to form. While he once felt guilt for 
  the lives he took and the people he devoured, he now feels 
  only hunger and a need to hunt and outwit his prey.
  Already a powerful sorcerer, Araig has effectively 
  been transformed into an ettercap by a hag ritual 
  that functions as a major curse spell, requiring a break 
  enchantment spell to overcome. Like most hag curses, 
  Araig’s fate can also be undone by fulfilling a specific 
  action; in this case, true love’s kiss will reverse the 
  affliction, but this criteria is rendered almost impossible 
  thanks to Araig’s cannibalistic hunger.
  Araig spends most of his time in a large web on the 
  ceiling between the four pillars. If disturbed, he uses 
  ventriloquism to throw his voice into his nest, demanding 
  to know who dares disturb “the spider prince.” There 
  is no right answer here; he plans to eat these intruders 
  no matter what, but he rarely gets to talk to anyone and 
  wants to know what’s become of his delicious citizens.
  BARON ARAIG TELUS 
  CR 6
  XP 2,400
  Unique male ettercap sorcerer 5 (Pathfinder RPG Bestiary 129)
  NE Medium aberration
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1 dodge, 
  +2 natural)
  hp 67 (9 HD; 5d6+4d8+32)
  Fort +8, Ref +8, Will +10
  Defensive Abilities fated (+1)
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6+3 plus poison), 2 claws +8 (1d4+3)
  Special Attacks traps, web (+10 ranged, DC 15, 9 hp)
  Bloodline Spell-Like Abilities (CL 5th; concentration +8)
  6/day—touch of destiny (+2)
  Sorcerer Spells Known (CL 5th; concentration +8)
  2nd (5/day)—blur, summon swarm, web (DC 15)
  1st (7/day)—alarm, color spray (DC 14), mage armor, 
  shocking grasp, ventriloquism (DC 14)
  0 (at will)—arcane mark, detect magic, ghost sound 
  (DC 13), mage hand, ray of frost, touch of fatigue (DC 13)
  Bloodline destined
  TACTICS
  Before Combat Araig uses a pause in conversation to cast 
  mage armor on himself with his Silent Spell feat.
  During Combat Once combat begins, Araig casts summon 
  swarm to conjure a spider swarm, then casts web. 
  Once his opponents are scattered, he casts blur before 
  skittering to the floor to attack with claws and shocking 
  grasp. After a few rounds, he remembers he’s still 
  wearing his crown of blasting and targets the largest 
  opponent he can see.
  Morale Araig fights to the death.
  Base Statistics Without mage armor, Baron Telus’s statistics 
  are AC 18, flat-footed 12.
  STATISTICS
  Str 16, Dex 20, Con 17, Int 8, Wis 12, Cha 16
  Base Atk +5; CMB +8; CMD 24
  Feats Combat Casting, Dodge, Eschew Materials, Great 
  Fortitude, Improved Initiative, Silent Spell
  Skills Climb +15, Craft (traps) +12, Perception +10, Spellcraft +6, 
  Stealth +10, Survival +6; Racial Modifiers +8 Craft (traps)
  Languages Common
  SQ bloodline arcana (gains luck bonus on saves when casting 
  personal-range spells), spider empathy +11
  Combat Gear minor crown of blasting; Other Gear cloak of 
  resistance +1, Telus signet ring
  Development: If the PCs defeat or cure Baron Telus, 
  they gain 1 Loyalty Point. If they do so while sparing 
  Master Mosle and his bandits, the bandits gladly support 
  them and quietly sing their praises, granting another 
  2 Loyalty Points.
  N8. Library
  The Telus family’s former library is now mostly a 
  treasury. Baron Telus hoped to keep his mind together 
  for a time by reading, but eventually he began just 
  tearing at pages for fun. Frater saved what few books he 
  could, which he now keeps in the master bedroom.
  Treasure: All the wealth Master Mosle’s bandits acquire 
  they bring to Araig as “taxes.” The sparkle of coins seems 
  to keep his twisted, spiderlike mind complacent for long 
  periods. The spider prince’s treasure now includes 8,052 
  cp, 1,514 sp, 542 gp, 17 pp, a suit of +1 full plate, a scroll 
  of restoration, a (slightly chewed) wand of color spray (42 
  charges), two amethysts (worth 50 gp each), a glass eye 
  carved from moonstone (worth 65 gp), and a set of cold 
  cutlery bearing stylized griffon talons (worth 500 gp as 
  a set).
  TRIUMPHS IN THIS ADVENTURE
  If you are using the “Relics of Old Taldor” article from 
  this volume to add a sense of historical weight to your 
  campaign, “Songbird, Scion, Saboteur” introduces 
  two new relics: Koriana’s Blade, held in trust by the 
  domovoi of the Betony Estate, and Subtle Mask, held in 
  trust by the swan maiden Atratus.
  This adventure includes two major triumphs for the 
  PCs to accomplish: restoring the common peoples’ faith 
  in Taldor by shifting Stachys’s attitude to helpful, and 
  delivering justice to nobles who exploit their power by 
  ousting Count Lotheed.
  
  44
  BARON ARAIG TELUS
  O. NEW TOWNE
  A desperate, hardscrabble little village situated in a 
  gentle valley, New Towne is less than a decade old and 
  struggling to continue on. When most of the residents of 
  Jambis abandoned their town and their baron (see area 
  N), 60 or so fled to the southeast, eventually settling in 
  what seemed like a good area for farming. Like most of 
  the Tandak prefecture, however, the soil in this region 
  is overworked and poor quality, and with the limited 
  supply of seed, tools, and livestock they brought with 
  them, the town has yet to produce enough on its own 
  to eat. Resources grow increasingly lean every season as 
  the locals overhunt the surrounding area just to survive. 
  Most residents still live in the same ramshackle timber-
  and-canvas homes they erected their first year.
  New Towne’s “tribune” is Baronet Caphridius Vort (NG 
  male human aristocrat 4), formerly an assistant to Baron 
  Telus and a man far more interested in acting and opera 
  than frontier living. Though miserable, he continues to 
  work hard to lead his community, while quietly nursing 
  a self-loathing for leading them to this miserable valley 
  to begin with. He’s a gregarious man, and happy to meet 
  visitors, but he can’t help but mention the community’s 
  struggles, lack of resources, and poor infrastructure. 
  He’s also happy to tell the sad tale of their origin, of how 
  his dear friend Baron Araig Telus was cursed by a witch 
  and transformed into a violent and paranoid man who 
  preyed upon his own people, and how the population 
  of Jambis fled in all directions, with his particular 
  band following him south in hopes of settling better 
  farmland. If the PCs express any interest in helping, 
  Baronet Vort hands them his family amulet and explains 
  that if anyone is left in Jambis or the Telus Estate, they’ll 
  recognize his family crest.
  Stachys in its starting state is too desperate to absorb 
  refugees, but PCs can convince other towns to help 
  absorb the population; doing so requires successful DC 
  20 Diplomacy checks in Lotheedar, Moost, Pensaris, and 
  Voinum, as well as a successful DC 20 Diplomacy check 
  to convince the proud residents of New Towne to break 
  up and relocate. PCs can instead help the town stay afloat 
  until Stachys can absorb their numbers or until Jambis 
  is safe to return to with at least five successful DC 22 skill 
  checks using any combination of the following: Craft 
  (carpentry), Handle Animal, Knowledge (geography, 
  nature), Profession (farmer, trapper), or Survival; if PCs 
  have shifted the attitude of Stachys to friendly, they 
  can instead assign townsfolk to assist New Towne with 
  these skill checks.
  Once Stachys grows into a village, PCs can persuade 
  the residents of New Towne to join them with 
  successful DC 20 Diplomacy checks. Alternatively, 
  once both Jambis and the Telus estate have been 
  pacified, the residents of New Towne are happy to 
  return to their old home (and its better soil) and 
  begin rebuilding. 
  Treasure: The residents of New Towne have 
  nothing to offer by default, but they are happy to share 
  their meager meals with visitors. A happy side effect 
  of the PCs freeing Jambis is that the residents 
  discover in their cleanup that the webbing 
  from the remaining cat-sized spiders is easily 
  harvested and woven into all sorts of goods. 
  After a month, they present the PCs with 500 
  feet of spider silk ropeUE in thanks and as a 
  demonstration of the town’s growing new 
  industry. After another month, they make 
  masterwork lassos, nets, scorpion whips, 
  slings, whips, padded armor, and 
  hide 
  armor—all 
  fashioned 
  from spider silk—available 
  for 50% of market cost.
  
  45
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Development: If the PCs help the residents of New 
  Towne settle somewhere more sustainable, they earn 
  1 Loyalty Point.
  Story Award: If the PCs safely resettle the residents of 
  New Towne, award them 1,600 XP.
  P. GOLD CANYON (CR 5)
  Gold Canyon not a natural canyon but rather the 
  remains of a strip mine that followed a winding vein of 
  gold and quartz for miles through rugged, rocky terrain 
  some 4,000 years ago. For a few centuries after the veins 
  played out, the canyon still served as a quarry, providing 
  much of the granite used in local fortifications. All that 
  remains today is a staircase-style ditch some 30 feet deep, 
  80 feet wide, and nearly 10 miles long. A stone bridge, 
  left over from the quarry days, once crossed the canyon, 
  providing the only easy travel between east and west 
  portions of southern Meratt, but a small earthquake 
  collapsed the long-neglected bridge decades ago, leaving 
  only the watchtowers on either escarpment.
  Locals can cross the canyon fairly easily on foot. Since 
  steep stairs are carved into the rock next to the old bridge, 
  all one has to do is descend; wade through the shallow, 
  stagnant water in the canyon’s bottom; and climb the 
  opposite side. The path is completely inaccessible to 
  livestock and wagons, however, and this isolation has 
  only contributed to nearby Stachys’s economic woes.
  Because most of the gold mined here was used to mint 
  Taldan coin, the site is a minor, unofficial pilgrimage 
  destination for local worshipers of Abadar, who read their 
  god’s approval in finding flakes or even nuggets of gold in 
  the water. A dead body dressed in gold and silver robes—
  lying facedown in the water and half-buried in the mud 
  on the western shore—can be spotted with a successful 
  DC 15 Perception check (modified for distance).
  Creature: 
  In 
  addition 
  to 
  attracting Abadaran 
  worshipers, the mineral-rich waters of the canyon breed 
  a rare serpent called a goldpebble, which uses its golden 
  scales to lure in curious animals and greedy humanoids. 
  This particular specimen has discovered that human 
  prey often crosses near the site of the old bridge and 
  regularly feeds on lone travelers.
  GOLDPEBBLE 
  CR 5
  XP 1,600
  hp 51 (see page 88)
  Treasure: The facedown body is that of Dradi Maladus, 
  one of the missing Abadaran acolytes from Lotheedar. 
  Her remains are half-devoured but identifiable. A shiny 
  circle on her belt is in fact a +1 returning chakram, and 
  the scabbard it is tied into is a fine example of Taldan 
  leatherwork set with a grinning wolf face worth 100 gp.
  Development: The other missing acolyte, Festo Mise 
  (LN male cleric of Abadar 2), is huddled shivering in a 
  cave along the eastern wall, too weak from exposure and 
  goldpebble venom to climb out of the canyon. He cries 
  for help if he hears anyone nearby and tries to warn 
  them about the serpent, though the rocks muffle his 
  exact words. If the PCs rescue Festo and either return 
  Dradi’s body or give it a proper burial, Lady Paril grants 
  her promised reward, and Festo asks to be reassigned 
  to help modernize Stachys as a favor to the PCs. Festo’s 
  hard work and spellcasting contribute 5,000 gp worth 
  of town improvements, which can only be spent on a 
  temple. Rescuing Festo also earns 1 Loyalty Point.
  WORD FROM CASSOMIR
  As the PCs have worked to improve the county, their 
  contact Martella has continued to seek out legal aid and 
  allies in nearby Cassomir to help legitimize Eutropia’s 
  claim to the land and validate the agents’ hard work. 
  At any point during Part 2, but ideally after several 
  weeks, they receive the following message, sealed with a 
  modified Lotheed signet.
  Well met, loyal friends. Word even in Cassomir is that your 
  actions in Meratt have left a memorable impression on that 
  stodgy old county; I can’t wait to see what else you may 
  yet accomplish.
  I 
  have 
  met 
  with 
  various 
  contacts 
  and 
  settled 
  misunderstandings here in Cassomir, and I believe we have 
  come to an agreement with Grand Duchess Tiberan. She is 
  prepared to validate our seizure of the county but needs 
  certain conditions to be fulfilled. First, you must obtain the 
  original charter granting the Lotheed family stewardship 
  of the land. It will be kept in the library, near my brother’s 
  office on the second floor, and I believe Gul Gusairne would 
  carry the only key (or more likely, hide it near his room, 
  the weasel). Grand Duchess Tiberan also requires both Count 
  Lotheed and his acting seneschal to abandon the property. 
  She was nonspecific as to how.
  Unrelated to Duchess Tiberan’s needs, I have also learned 
  my Great Uncle Panivar has established a teleportation 
  circle to come and go at will from the royal apartments in 
  the tower. Panivar is an extraordinarily gifted wizard and 
  a man utterly without remorse, and I cannot stress how 
  vital it is to destroy his access to the estate before word 
  of this seizure reaches him in the south. Once you begin 
  your attack, I doubt you will have more than a week before  
  he returns.
  Good luck, agents. May Taldor endure!
  Martella Lotheed
  Martella’s missive gives the PCs four simple objectives 
  for the final leg of this adventure: secure the Lotheeds’ 
  charter from the archive (area H24), kill or remove Sir Gul 
  Gusairne (area H27), kill or capture Count Lotheed (area 
  H21), and finally destroy Panivar Lotheed’s teleportation 
  circle in the royal apartments (area H36).
  
  46
  PART 3: SABOTEUR
  In the final part of the adventure, the PCs attack and 
  reclaim the Palace of Birdsong on behalf of Princess 
  Eutropia. The description for the main bulk of the 
  palace is generally bereft of occupants save for a few 
  magical guardians. This is because the palace appears in 
  at least two, and in all probability all three, parts of the 
  adventure, and the location of those occupants change. 
  The count’s tactics also vary depending on his state of 
  alarm during the adventure. 
  No matter how much support the PCs have won from 
  various NPCs in this adventure, they must besiege the 
  palace alone; active combat from other nobles could 
  easily trigger a response from neighboring lands still 
  loyal to the Lotheeds and High Strategos Pythareus, 
  leading to an all-out war. So long as the fight remains 
  an internal squabble between two rightful inheritors—
  the Lotheeds and the Stavians—even those nobles who 
  would normally rush to the Lotheeds’ aid are reluctant 
  to cross the border. 
  What the PCs’ allies can offer, however, is a safe 
  haven. Baron Okerra and Baroness Voinum both reside 
  closer to the Palace of Birdsong than the PCs’ own 
  estate and can offer shelter, healing, and supplies if 
  the PCs shifted either’s attitude to helpful. Other allies 
  (such as Atratus or the Four Hoods) assist mostly by 
  harrying troops and otherwise preventing the Lotheeds 
  from reinforcing or resupplying.
  REWARDS OF LOYALTY
  All the PCs’ efforts at improving the county of Meratt 
  have not gone unnoticed, and slowly win even die-hard 
  Lotheed supporters among the populace to their cause. 
  As the PCs grow in popularity, servants and guards 
  begin to abandon the Lotheeds; whether they believe in 
  the reigning family or not, they refuse to fight against 
  these local legends changing the world for the better. See 
  the Loyalty Point Effects table on page 47. Accumulated 
  Loyalty Points also provide a one-time bonus XP award 
  at the start of this part of the adventure; this reflects the 
  increased resources, insights, and training offered to the 
  PCs by local experts, informants, and supporters.
  PALACE OF BIRDSONG FEATURES
  The entire palace is vast, rambling, and magnificent; 
  one of the few places in Meratt preserved in its original 
  splendor. The walls once featured elaborate frescos, 
  though many of these have been whitewashed to prevent 
  escape by the Duchess Veleto Lotheed. Paintings stare 
  from every wall, depicting previous Grand Princes and 
  Lotheed family members, while chandeliers enchanted 
  with continual light illuminate most rooms. Objects are 
  garish and decorative. The place is designed to show, 
  not defend. 
  The two-story palace is built around a central 
  gallery containing entertaining space and offices, 
  with the eastern wing outfitted for servants (along 
  with the grand ballroom) and the west wing for noble 
  apartments and visitors. In addition, a tower rising 
  behind the west wing contains royal apartments 
  exclusively for the use of the emperor and his 
  family—in theory, at least. Unless otherwise stated, 
  ceilings are 20 feet high, walls are magically treated 
  superior masonry, and the good wooden doors are 
  left unlocked. The windows are kept locked (Disable 
  Device DC 30) and are made from magically reinforced 
  glass (hardness 8, 1 hp).
  The lush palace gardens extend for over a mile in every 
  direction, consisting of flower gardens, low hedges, fruit 
  and nut orchards, and vineyards. A number of swans and 
  peacocks roam the grounds freely. These birds rarely 
  attack visitors, but they tend to follow alongside people, 
  honking and calling to demand handouts. This noise 
  imposes a –5 penalty on Stealth checks. A dozen outlying 
  cottages for guests line the western edge of the property, 
  each a well-appointed, cozy affair with three rooms; 
  these structures lack locks but are checked twice a day 
  by guards.
  RECURRING LOCATIONS
  Some rooms fill recurring roles in the large palace, and 
  while each has unique charms or decorations, the rooms 
  are similar enough in function that they do not need 
  detailed descriptions.
  Entertaining Space (ES): These areas consist of a 
  variety of drawing rooms, parlors, recital rooms, and 
  solariums where guests gather to chat or for small events.
  Guest Rooms (GR): These areas are well-appointed 
  private rooms for visitors or extended family. Each guest 
  room has a good quality lock, and the visitor is entrusted 
  with the key, though Gul Gusairne’s skeleton key opens 
  every room’s lock.
  Servant Rooms (SR): These areas are more humble 
  spaces, ranging from shared bunk rooms to relatively 
  plush, private rooms for the head housekeeper and 
  guard captains.
  H1. Front Drive CR 8/7/5
  Fine laburnum trees blossoming with yellow flowers 
  flank the drive leading up to the palace, with a large 
  fountain and several statues providing ostentation.
  Creatures: Six guards normally stand at attention at 
  the palace’s front stairs. They rush inside if they hear a 
  commotion but won’t join the caryatid columns in area 
  H4 for fear of being attacked.
  
  47
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  LOTHEED SOLDIERS (6/4/2) 
  CR 3
  XP 800 each
  hp 37 each (see page 25)
  H2. Carriage House
  The garage stores Count Lotheed’s rarely used carriage 
  and includes a small apartment for his driver.
  Treasure: In addition to the luxury carriage stored 
  within (worth 500 gp, but difficult to sell), a small cabinet 
  contains a set of horseshoes of speed.
  H3. Veranda (CR 6)
  A marble porch overlooks a garden of bushes, green grass, and 
  hedges cut into rampant lions and owls, all arranged around 
  a fountain. The tweeting, twittering, and hooting of songbirds 
  arranged in gold cages around the porch is nearly deafening.
  The Lotheeds pay a small fortune to maintain both 
  the gardens as the myriad singing birds here. The cages 
  are latched, rather than locked, and can be easily opened, 
  though many of the captive species are not indigenous 
  and will die in the wild.
  Creatures: The Lotheeds acquired two living topiary 
  lions from contacts in the Verduran Forest. The plants 
  are docile, but they move to investigate newcomers unless 
  chained to their pots, which the guards do for parties.
  LIVING TOPIARIES (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 4 181)
  Treasure: There are a dozen of the birds’ large cages 
  lining the porch, made from gold wire and decorated 
  with gold and silver embellishments (100 gp each).
  H4. Gallery (CR 7)
  Unsettlingly white walls flank this otherwise opulent grand 
  hall. The walls are decorated with portraits and four carved 
  columns support the ceiling. A soft, plush carpet provides 
  traction on the shiny marble floors.
  This grand gallery welcomes most visitors to the 
  estate. Four marble columns carved in the likenesses 
  of Abadar, Aroden, Cayden Cailean, and Shelyn 
  hold up the ceiling, painted with a fresco map of 
  Taldor, representing the pillars of faith that support  
  the nation.
  Creatures: The four marble columns here are actually 
  caryatid columns enchanted to protect the palace (and 
  presumably the emperor) long ago. They remain active 
  and aggressive, but the command phrase “Taldaris, glory 
  in his name” shuts down the defenders for 24 hours for 
  social events and parties.
  CARYATID COLUMNS (4) 
  CR 3
  XP 800 each
  hp 36 each (Pathfinder RPG Bestiary 3 46)
  H5. Game Room
  This well-lit room features a billiards table and walls lined with 
  dart targets, scoreboards, and cabinets full of gaming supplies.
  The Lotheeds do much of their personal entertaining 
  in this cozy room, whiling away cold or rainy days 
  playing billiards or cards. A small office in back serves 
  as an art studio, with a half-finished family portrait 
  featuring a much younger Bartelby and Martella with 
  their then-living father.
  LOYALTY POINT EFFECTS
  Loyalty Points 
  Result
  0–10 
  Local Villains: The PCs are glory hounds or incompetent nobles in the eyes of the locals, and word of 
  their attack quickly makes its way to Count Lotheed, who augments his defenses by hiring a pair of 
  doppelgangers (Pathfinder RPG Bestiary 89) to guard the servants’ area (patrolling H9 and H30) and hiring 
  a local fiend named Verda (advanced green hag; Pathfinder RPG Bestiary 294, 167) to pose as himself and 
  confront intruders on the ground floor. Halfway through their assault of the estate, Baron Okerra arrives 
  with four soldiers to assist in the palace’s defense against the PCs unless the PCs have changed Okerra’s 
  attitude to helpful.
  11–35 
  Squabbling Nobles: The PCs have enough local support to claim the palace without direct interference. 
  Run Part 3 as written. 5,000 XP
  36–43 
  A Spark of Hope: Some locals believe the PCs represent a better future for the county. Remove two guards 
  from each encounter that includes them. 13,000 XP
  44–50 
  Local Champions: The county of Meratt stands firmly behind the PCs in their revolt, with only a few 
  stubborn souls remaining loyal to the Lotheed tyrants. Remove four guards from each encounter that 
  includes them, and a helpful servant deactivates the trap in area H8. 19,000 XP
  51+ 
  Heroes of the People: All palace guards abandon the Lotheed estate, firmly believing the PCs and their 
  masters are the rightful heirs, and the PCs can persuade Count Lotheed to surrender peacefully by means 
  of a verbal duel (see page 52). 22,000 XP
  
  48
  H. THE PALACE OF BIRDSONG
  1 SQUARE = 5 FEET
  H15
  H32
  H33
  H31
  H4
  H5
  ES
  ES
  GR
  H13 H14
  GR
  GR
  H12
  H2
  GR
  GR
  GR
  H1
  ES
  H3
  ES
  ES
  H6
  GR
  H7
  SR
  H9
  H11
  H10
  H8
  H37
  H36
  H35
  H34
  H18
  GR
  H16
  GR
  GR
  H17
  H17
  H20
  H25
  H24 H23 H22
  ES
  H21
  H26
  SR
  SR
  H27
  H29H28
  H30
  SR
  SR SR
  SR
  H19
  T
  GR
  
  49
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Treasure: A set of four ivory carambole balls (worth 
  50 gp each) sit on the table. A minor extend metamagic rod 
  has been casually racked alongside the pool cues.
  H6. Library
  This rectangular room is a well-stocked library, 
  containing detailed works on a wide variety of 
  fascinating subjects, including many unique journals 
  and dissertations from various historical figures from 
  Taldor and elsewhere. Researching in the library for 
  1 hour provides a +2 circumstance bonus on a single 
  Knowledge check and allows a character to retry a failed 
  Knowledge check once even without improving her skill.
  Treasure: The library features a number of antiques 
  on display, including a functioning Jistkan timepiece 
  (worth 1,200 gp), a teak-and-ivory globe (worth 400 gp), 
  and the quill used to sign the Treaty of the Wildwood 
  (worth 250 gp), all sealed in glass cases with permanent 
  alarm spells. A locked drawer in the desk (Disable Device 
  DC 35) contains a pair of spectacles of understanding and a 
  headband of vast intelligence +2.
  H7. Grand Ballroom (CR 7/5/0)
  This massive, open space is tiled with marble and painted in 
  rich, warm colors. Ten-foot-tall windowed doorways stand in 
  the north, and plush benches line the east and west walls. The 
  ceiling here is 40 feet overhead.
  The ballroom is generally used only for large events 
  like the Tanager Jubilee, though the Lotheed children 
  often played sports in here over the years, much to the 
  servants’ chagrin. Secret doors along the eastern wall 
  (Perception DC 20) lead to the service hallway (H8) and 
  allow servants to come and go discreetly.
  Creatures: Four guards normally watch this room, 
  both to patrol the floor and also because its large 
  windows allow them to watch the gardens as well. If 
  trouble occurs in the back gardens, the soldiers wait 1d4 
  rounds to see if the topiaries can chase off trespassers 
  before charging out to help.
  LOTHEED SOLDIERS (4/2) 
  CR 3
  XP 800 each
  hp 37 each (see page 25)
  H8. Service Hallway (CR 6) 
  This long, rather plain hallway allows guards and 
  servants to move about the entertaining spaces of the 
  palace without disturbing guests. Though the doors 
  accessing this space are concealed from the exterior, 
  they are unadorned and obvious from this side. The 
  southernmost door leading to the carriage house (area 
  H2) is kept locked at all times and requires a successful 
  DC 30 Disable Device check to open.
  Trap: A magical trap wards the servants’ area, using 
  a fabricate spell effect to fashion iron bars below 
  the flagstone into finished manacles restraining 
  trespassers. Pressing an acorn in the carved 
  decorations in the southern windowsill deactivates 
  the trap, but servants are instructed to leave it active 
  unless using the space. If shackled, a PC can escape 
  with a successful DC 30 Disable Device or Escape 
  Artist check, or with a successful DC 26 Strength 
  check. Guards from area H7 patrol the hallway once 
  every hour.
  SHACKLING TRAP 
  CR 6
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity; Reset automatic (once the iron bars 
  are replaced)
  Effect spell effect (fabricate; all creatures within a 10-foot 
  cube are shackled to the floor; Reflex DC 18 avoids)
  H9. Kitchen
  This large palace kitchen can provide enough cooking 
  and baking to entertain up to 80 people at a time, but it 
  is rarely staffed to handle more than 10.
  H10. Pantry
  The well-stocked closet includes enough beans, flour, 
  rice, and water to feed the entire palace for 6 months, in 
  addition to a huge collection of spices and pickled and 
  preserved produce from all across Taldor and beyond. 
  A small cabinet has been permanently enchanted to 
  remain as cool as a late autumn morning, allowing 
  the kitchen staff to store eggs, milk, and produce far 
  longer than normal. A set of stairs descends down to 
  the palace’s considerable wine cellar (not shown on 
  the map).
  Treasure: A PC who attempts an Appraise check in 
  the cellar discovers a number of rare and expensive 
  bottles of wine (worth 100 gp each) equal to the check 
  result. The true treasure remains in the pantry, however, 
  and is easily overlooked thanks to its appearance and 
  stench (Appraise DC 18 to notice): 5 pounds of imported 
  cockatrice coffee in a tin in one corner is worth 1,500 gp 
  to the right buyer.
  H11. Vault
  This secured room is sealed with a 4-inch-thick iron 
  door (hardness 10, hp 120) and a superior lock (Disable 
  Device DC 40). The interior walls are lined with lead to 
  prevent snooping. 
  Treasure: Here lies much of the Lotheed fortune, 
  including countless property deeds and stocks in 
  different companies (mostly useful only for Martella in 
  untangling her family’s past associations). Three chests 
  contain a total of 10,060 cp, 12,711 sp, 4,618 gp, 26 pp, 
  
  50
  LORD TITUS LOTHEED-CASAVA
  an oil of shrink item, a jar of restorative ointment, a scroll of 
  raise dead, and the star of Cassomir, a fist-size amber cut 
  into a four-pointed star and containing a coiled snake 
  (worth 750 gp).
  H12. Waiting Room (CR 8)
  This plush space is another place for visitors to mill 
  about, especially those hoping for an audience with 
  the grand prince when his highness is in residence. 
  Now it serves as a hangout for the palace’s lower class 
  of visitor.
  Creatures: Lord Titus Lotheed-Casava is a distant 
  family cousin by marriage. After the Exaltation 
  Massacre and a subsequent argument with his father, 
  Titus was booted from his home in Oppara 
  and decided to avail himself of his cousin, 
  the wealthy Count Lotheed. A spoiled, lazy 
  bully, Titus has found little to do in Meratt 
  and alternates between kicking around 
  the palace complaining of the lack of 
  excitement and doing the same 
  while drunk in the streets of 
  Lotheedar. Bartelby considers 
  the boy an annoying parasite 
  but 
  useful 
  enough 
  for 
  intimidating others, given 
  Titus’s reputation as a 
  duelist back in Oppara.
  The PCs first met 
  Titus during their time 
  at the Tanager Jubilee 
  and may have dueled with 
  him then, but once they invade 
  the palace, Titus considers it both 
  and honor and an exciting change of pace to lift his 
  blade in defense of “his” family lands.
  As always, Titus’s hangers-on, Carodd and Syras, 
  remain on hand to assist their friend (and meal ticket), 
  but they flee if Titus is killed.
  LORD TITUS LOTHEED-CASAVA 
  CR 5
  XP 1,600
  Human fighter 6
  LE Medium humanoid (human)
  Init +7; Senses Perception +2
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 55 (6d10+18)
  Fort +8, Ref +6, Will +4 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 Aldori dueling sword +12/+7 (1d8+5/19–
  20)
  Ranged dagger +9 (1d4+1/19–20)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  During Combat Titus Lotheed-Casava is an excellent 
  duelist but a terrible tactician and a reckless 
  combatant. He simply charges forward into the fray, 
  using Combat Expertise and Improved Disarm to 
  frustrate opponents. If given a good opportunity 
  (such as when an opponent moves to retrieve their 
  weapon) Titus drinks his potion to heal any wounds 
  he may have.
  Morale Extremely overconfident, Titus fights to 
  the death.
  STATISTICS
  Str 13, Dex 17, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +6; CMB +7 (+9 disarm); CMD 20 
  (22 vs. disarm)
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (Aldori dueling sword), Improved Disarm, 
  Improved Initiative, Iron Will, Weapon Finesse, 
  Weapon Focus (Aldori dueling sword), Weapon 
  Specialization (Aldori dueling sword)
  Skills Acrobatics +9, Climb +7, Intimidate +9, 
  Perception +2, Ride +9, Stealth +6
  Languages Common, Kelish
  SQ armor training 1
  Combat Gear potion of cure moderate 
  wounds; Other Gear +1 chain shirt, +1 Aldori 
  dueling swordISWG, daggers (2), cloak of 
  resistance +1, Casava signet ring, 71 gp
  DAME CARODD HELLEBORE 
  CR 5
  XP 1,600
  Battle mage (Pathfinder RPG 
  GameMastery Guide 256)
  hp 33
  
  51
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  SYRAS COCKLEBURR, ESQ 
  CR 5
  XP 1,600
  Tomb raider (Pathfinder RPG GameMastery Guide 257)
  hp 45
  H13. Sauna
  This sauna uses a bound elemental to maintain a 
  sweltering temperature. If the brazier in the room’s 
  center is destroyed (hardness 8, hp 60, break DC 28), the 
  Small fire elemental is released and, at your discretion, 
  can cause a variety of distractions.
  H14. Public Bath
  A large bath for visitors utilizes the bound elemental 
  from the sauna to maintain a comfortable water 
  temperature amid marble and gold fixtures. The walls 
  are carved with scandalous mermaid motifs.
  H15. Guardroom (CR 7/5/0)
  Brass fixtures and red walls line this austere chamber, 
  emphasizing the size and importance of the darkwood double 
  doors embossed with scenes of rampant lions.
  This guardroom is the only entrance to the royal 
  apartments beyond. The northern double door is nigh 
  impregnable (hardness 15, hp 60, Disable Device DC 40). 
  Count Bartelby Lotheed carries the only key.
  Creatures: This guardroom normally contains an 
  honor guard for the emperor when the royal family is 
  in residence, but during the Lotheeds’ dominion it is 
  simply guarded by four family soldiers.
  LOTHEED SOLDIERS (4/2) 
  CR 3
  XP 800 each
  hp 37 each (see page 25)
  H16. Family Suites (CR 7/5/0)
  An ornate, furnished hallway and small library create 
  a simple space for residents of the palace to gather 
  informally. Portraits of the various Lotheeds of the 
  current generation line the walls, including a scowling 
  Duke Panivar Lotheed VI.
  Creatures: Four soldiers remain on guard in 
  this area as personal protection for the count and 
  his family.
  LOTHEED SOLDIERS (4/2) 
  CR 3
  XP 800 each
  hp 37 each (see page 25)
  H17. Regent’s Apartment
  Large and well-appointed suites are set aside for the 
  county administrator—in this case, Bartelby Lotheed—
  and any especially prominent family or visitors. 
  Each  includes a private bath and office in addition to 
  lavish sleeping quarters.
  Treasure: Bartelby keeps most of his important 
  valuables in the vault (area H11) or on his person, but 
  he keeps a handy haversack in his wardrobe for traveling. 
  The haversack currently holds five noble outfits, two 
  pairs of silk pajamas, a wolf mask, a bottle of absinthe, 
  three bottles of wismuth salix, and a pocketed scarfUE 
  containing 34 gp and a used handkerchief.
  H18. Seneschal’s Office
  The door to this office is locked when not in use (Disable 
  Device DC 30). This is Sir Gul Gusairne’s private office for 
  administering the palace’s finances, private meetings with 
  various county nobles, and disciplining staff. Several whips 
  and restraints decorate the wall, looking intimidating but 
  covered in a thin layer of dust. Sir Gul Gusairne is most 
  frequently encountered closer to his quarters (area H28).
  Treasure: A lockbox in the desk (Disable Device DC 30) 
  contains the palace’s petty cash: 342 cp, 812 sp, 44 gp, and 
  18 pp, as well as a mummified pinky finger. Gusairne 
  carries the only key.
  H19. Accounting Office
  The door to this office is locked when not in use 
  (Disable Device DC 30). This is the office of Count 
  Lotheed’s accountant and moneychanger, Zenobius 
  Caal (LN male human cleric of Abadar 2), who keeps 
  the palace’s books and arranges loans to local nobles 
  and institutions. While the office is a treasure trove to 
  detail-oriented administrators, there is little of value 
  here for adventurers.
  A secret door in the eastern wall (Perception DC 20) 
  leads to a dusty, 10-foot-long hallway that ends in a 
  second secret door (Perception DC 25).
  H20. Panic Room
  This isolated chamber, hidden behind two secret doors 
  and decorated and painted in soothing colors, serves 
  as a bolt-hole for the family in residence during times 
  of trouble.
  Treasure: A small wooden box labeled “emergency 
  supplies” contains a bottle of gin, five potions of cure 
  moderate wounds, two scrolls of sending, and a sustaining 
  spoon. The spoon’s enchantments are unique, producing 
  not flavorless mush but a rotating assortment of rich 
  soups; this unique adaptation increases its value 
  by 1,000 gp.
  Development: If Bartelby Lotheed flees his encounter 
  with the PCs, he hides here until the palace quiets and he 
  feels like he can safely escape.
  H21. Upstairs Parlor (CR 8/6)
  The bay windows here overlook not only the Palace 
  of Birdsong’s exquisite gardens, but also much of the 
  
  52
  county’s most beautiful scenery beyond. Those seeking 
  an audience with Count Lotheed are normally asked to 
  wait here while servants provide coffee, tea, wine, and 
  simple snacks.
  Creatures: If the PCs invade the palace, they 
  encounter the enraged Count Lotheed here, flanked 
  by two soldiers and ready to kill. If the PCs managed 
  to shift Bartelby’s attitude to friendly or helpful and 
  accumulated enough Loyalty Points, their reputation 
  has reached and inspired even his cynical heart, 
  and there is a chance they can talk the count into 
  surrendering peacefully with a verbal duel (Pathfinder 
  RPG Ultimate Intrigue 176).
  In a verbal duel, Bartelby Lotheed is both the audience 
  and the opponent. He has a determination of 19, a bias 
  against allegory, a strong bias against emotional appeal, 
  a bias in favor of presence, and a strong bias in favor of 
  logic. Bartelby prefers to open with baiting, red herring, 
  and rhetoric, but always falls back on logic once the 
  stakes are raised.
  If his determination is reduced to 0, Bartelby begins 
  to question a great many decisions he’s made in life and 
  quietly surrenders, asking only that the PCs be merciful. 
  He can order the rest of the palace to stand down, 
  but he has no control over the forces inside the royal 
  apartments in the tower.
  COUNT BARTELBY LOTHEED 
  CR 6
  XP 2,400
  hp 56 (see page 60)
  LOTHEED SOLDIERS (2/0) 
  CR 3
  XP 800 each
  hp 37 each (see page 24)
  Development: 
  Count 
  Lotheed’s 
  defeat 
  doesn’t 
  necessarily force the rest of the palace defenders to 
  stand down, but it leaves them shaken, granting the PCs 
  a +2 bonus on Intimidate checks against the remaining 
  defenders. The unnatural forces in the royal apartments 
  couldn’t care less about Bartelby, however, and are 
  unaffected by his death or surrender.
  H22. Count Lotheed’s Office
  Darkwood paneling reaches high up to a frescoed ceiling 
  depicting First Emperor Taldaris’s noble conquest of Cassomir. 
  A desk, carved from dark purple wood to look like owls with 
  their spread wings supporting the work surface, occupies the 
  center of the room, while plush, burgundy chairs surround 
  the remaining space. A family portrait on the western wall 
  depicts a dozen scowling nobles—a teenaged Bartelby 
  among them—and a single hound, though the dog is clearly 
  a later and more amateurish addition to the otherwise high-
  quality artistry. 
  This opulent office overlooks one of the grandest 
  gardens in Taldor and has served as the seat for the 
  Lotheed patriarchs for 2 centuries. The family portrait 
  was commissioned by Mercater, Bartelby’s father, 
  and once included Martella as well, but Bartelby had 
  her replaced with a favorite hunting dog upon their 
  father’s death. A hidden compartment under one of the 
  floorboards requires a successful DC 30 Perception check 
  to locate, and the safe within requires a successful DC 35 
  Disable Device check to navigate its twin combinations. 
  Watching the ghost of Mercater Lotheed (see Creature 
  below) grants a +10 circumstance bonus on both of 
  these checks.
  Creature: Mercater Lotheed, father of Bartelby and 
  Martella, was the former Count Lotheed and steward of 
  Meratt. While arrogant and greedy, he was also a dutiful 
  aristocrat of Taldor and competent administrator who 
  resented his family’s long history of abusing the county 
  and their power. His many years spent correcting long-
  standing issues with county infrastructure eventually led 
  him to uncovering records regarding his “uncle,” Panivar 
  Lotheed VI. In time, he came to suspect that Uncle 
  Panivar was not the sixth man to bear that name, but 
  rather the first, still alive after centuries and posing as a 
  succession of descendants. His research soon attracted 
  Panivar’s attention, and the elder Lotheed dispatched 
  his loyal sahkil, Ehlers, to literally scare the aging man 
  to death.
  As Mercater was slain in a pique of emotion, on the 
  cusp of discovery, his soul refused to rest soundly, and 
  he now remains tied to his office. His shame at his own 
  undead state has prevented Mercater from appearing 
  before his children, but he has attempted several times 
  to point servants and visitors to the secret compartment 
  in the floor, only to frighten them off.
  The ghost of Mercater Lotheed desperately wants 
  someone to carry on his work, but he can speak only in 
  terrified shrieks. He appears each night, wailing as he 
  floats over the secret compartment and mimes the dial-
  turning gestures required to open the safe. He is fiercely 
  protective of his family, and if he has any reason to suspect 
  the PCs may threaten (or have threatened) Bartelby, he 
  attacks. Alternatively, if he realizes they are friends of 
  Martella—likely by PCs trying to uncover her face on the 
  family portrait, he resumes his frightful moaning.
  MERCATER LOTHEED’S GHOST 
  CR 7
  XP 3,200
  hp 73 (Pathfinder RPG Bestiary 144)
  Treasure: Bartelby keeps a few valuables in a locked 
  desk drawer (Disable Device DC 20), including 127 gp, 
  a circlet of persuasion, and a wand of lesser restoration 
  (12 charges) used to eliminate fatigue after late 
  nights working.
  
  53
  MERCATER LOTHEED’S GHOST
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Development: If the concealed safe is opened, 
  Mercater’s ghost is finally free to move on. Inside are 
  a variety of birth certificates, death certificates, 
  newspapers, royal announcements, and 
  travel documents dating back 300 years. 
  A successful DC 20 Linguistics check 
  identifies the birth certificates (for 
  men named Panivar Lotheed II–VI) 
  as forgeries, while the other papers 
  all 
  feature 
  announcements 
  and 
  sketches 
  related 
  to 
  six 
  men 
  bearing  the same name and very 
  similar description.
  H23. Waiting Rooms (CR 6)
  The chairs in this room are 
  unusually sturdy and feature a 
  motif of bear paws. This space 
  serves as a waiting room for both 
  Bartelby’s office and the adjacent 
  chapel, as well as a reading room 
  for anyone visiting the archives. 
  The archive door is magically 
  reinforced (hardness 8, hp 60) and locked (Disable 
  Device DC 40). Sir Gul Gusairne hides the archive key 
  in his room (area H28).
  Creature: A simple wood golem is hidden in plain 
  sight here to protect the palace’s archives, chapel, and 
  office. If the golem is disturbed, one of the oversized 
  chairs twists and rears up to reveal itself as a flat, 
  wooden bear. The chair golem guardian is activated 
  each night with a simple command phrase (“by my 
  father’s cane”) and deactivated again in the morning, 
  though Lotheed or Gusairne activate it immediately if 
  the palace is attacked.
  CHAIR GOLEM 
  CR 6
  XP 2,400
  Wood golem (Pathfinder RPG Bestiary 164)
  hp 64
  H24. County Archive
  The shelves and files of the archive room contain 
  a record of every major birth, death, contract, and 
  financial transaction dating back centuries, with 
  spillover shipped to Cassomir’s provincial library for 
  long-term storage. Finding any specific document in 
  this mess requires a successful DC 18 Linguistics or 
  Profession (librarian) check.
  Story Award: The archives that are found in this 
  room contain a copy of the original charter granting 
  stewardship of the county of Meratt to the Lotheed family, 
  which the PCs must provide to allow Princess Eutropia to 
  reclaim the land without civil unrest. If the PCs recover 
  this document themselves, award them 2,400 XP.
  H25. Chapel
  The palace’s private chapel is dedicated to Abadar but 
  also includes many distinctly Shelynite motifs, such 
  as blooming roses and songbirds. This harks 
  back to the days of the palace’s construction 
  when the two architects—worshipers of 
  opposing gods—squabbled endlessly about 
  the estate’s practicality versus its beauty. The 
  chapel functions effectively as a holy site 
  to both deities and has been permanently 
  consecrated, making it one of the few 
  spaces in the palace the sahkil Ehlers 
  cannot enter.
  H26. Arcane Laboratory
  The Lotheeds have a well-
  earned 
  reputation 
  for 
  producing powerful arcane 
  spellcasters, and generations 
  of arcanists, magi, and wizards 
  have studied their art here in the 
  palace’s arcane laboratory. Steel 
  and lead panels cover most of 
  the walls to prevent accidental damage to the rest of the 
  palace. Spellbooks within hold every 1st- and 2nd-level 
  arcane spell, as well as a number of higher-level spells to 
  be studied by advanced students. The space also includes 
  an alchemist’s lab.
  Treasure: The spellbooks that can be found in this 
  laboratory can contain spells of up to 5th level (at your 
  discretion) for PC spellcasters to copy, though the 
  spellbooks technically belong to the crown and should 
  remain here. A glass case set in the wall contains a well-
  used wand of dispel magic (13 charges).
  H27. Observatory (CR 6 or 8)
  This large, window-lined room rises to a domed, glass 
  ceiling, exposing the entire room to a spectacular 
  view every night. It was originally constructed as an 
  observatory for stargazing and astrological predictions, 
  but with the power of divination gone from the world, 
  the Lotheeds rarely visit. It has become primarily a 
  training room for the palace guard.
  Creatures: An ancient clockwork soldier has been kept 
  here as a training tool for soldiers, and its is activated to 
  defend the servants’ areas during an attack. If Sir Gul 
  Gusairne still lives, he is found here as well.
  SIR GUL GUSAIRNE 
  CR 5
  XP 1,600
  hp 42 (see page 24)
  CLOCKWORK SOLDIER 
  CR 6
  XP 2,400
  hp 64 (Pathfinder RPG Bestiary 3 57)
  
  54
  H28. Captain’s Quarters
  This spacious but sparse room is set aside for the 
  palace’s guard commander, Gul Gusairne. The room 
  contains several books on elven history, organization, 
  and psychology. A hollowed-out bedpost (Perception 
  DC 18) contains spare keys for the palace, including 
  the archive (area H24) and the royal apartments (areas 
  H31 –H37).
  H29. Armory
  The palace armory contains extra equipment for 
  soldiers, as well as weapons various family members 
  have trained with.
  Treasure: The armory contains masterwork versions 
  of the following weapons: an Aldori dueling sword, five 
  halberds, five heavy crossbows, two rapiers, five short 
  swords, and two shortbows. It also holds 240 crossbow 
  bolts, 144 arrows, a masterwork large steel shield, and a 
  book of crude, salacious drawings.
  H30. Artisan’s Loft
  This warm balcony overlooks the kitchens below and 
  is used for a variety of chores, particularly in the chilly 
  winter months. Most of the palace’s cobbling, sewing, 
  and weaving happens here, where the head housekeeper 
  can watch both the crafting tasks and the kitchen 
  work below.
  A ladder leads directly to the kitchen.
  H31. Royal Office (CR 4)
  This overstuffed, roughly triangular-shaped office is fit for a 
  king, with every surface an example of expert artistry and 
  all but dripping with gold leaf. A large desk of dark, fragrant 
  wood decorated with golden candelabras fills most of the 
  office, while carved cherubs dance among storm clouds all 
  through the molding above.
  This sumptuous office serves the grand prince while 
  he is in residence—an event that has not transpired in 
  many years.
  Trap: The cavorting cherubs are part of a magical trap 
  designed to protect the emperor, raining lightning bolts 
  down around the southern half of the room on anyone 
  entering without the permission of the emperor or the 
  present steward of the palace.
  ROYAL STORM TRAP  
  CR 4
  XP 1,200
  Type magical; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger location; Reset manual
  Effect electricity arc (4d6 electricity damage, Reflex 
  DC 14 half); multiple targets (all targets in a 10-ft.-
  by-25-ft. room)
  Treasure: The trap is powered by a wand of lightning 
  bolt (21 charges) held in one cherub’s hand (Perception 
  DC 13) in the northern arch. If it is removed, the trap 
  is deactivated. The two golden candelabras are worth 
  125 gp each.
  H32. Royal Sitting Room (CR 8)
  Alternating bookshelves and paintings line the walls in 
  this large, warm space. Warm colors, plush carpeting, and 
  overstuffed furniture all combine to give the illusion of 
  warmth, while the scent of tobacco hangs faintly in the 
  air. A large portrait of Veleto Lotheed stares down from 
  one wall.
  This private library and sitting room provides a quiet 
  space for the grand prince to rest and study with his 
  family. Pipe ash in an ashtray on one of the tables suggests 
  the room has been used in the last several months.
  Several oil paintings of past grand princes hang from 
  the wall, alongside a large painting of the Duchess Veleto 
  Lotheed. A small plaque on the Duchess’s frame reads, 
  “My Veleto, in loving memory. P.”
  Creature: The Duchess Veleto Lotheed was a 
  woman of wit, guile, and uncanny insight in life, and a 
  legendary infiltrator in her youth. As she married and 
  became a mother, her role shifted from adventurous 
  spy to manipulative grand dame of the Opparan social 
  scene, making her one of the few women Panivar 
  Lotheed considered his equal. She did not share the 
  immortality of her husband, however, and though 
  the old patriarch thought himself above the petty 
  temptations of emotion, watching his wife age and 
  die tore at his heart. Unwilling to accept her loss, he 
  first attempted several techniques to resurrect her, 
  despite the futility of such magic on those who perish 
  of old age. 
  When his first attempts failed, Panivar turned to 
  newer and more extreme methods of restoring life, 
  and his experiments in crafting a soul from planar 
  dust and memories left in loved ones’ hearts created 
  a reasonable, if alien, facsimile of his wife within a 
  portrait she had commissioned years earlier. The 
  resulting creation is a trompe l’oeil: a realistic, if 
  hollow-hearted, duplicate.
  The reforged Veleto lacks her original’s passion, but 
  retains her charm, cunning, and deadly skill with a 
  blade. She likely formed an affection for one of more 
  PCs during the course of the adventure; after all, she 
  was designed to comfort and love the grieving Panivar, 
  and companionship remains her purpose—but the 
  violation of her sanctum and the discovery of her 
  horrible secret drives her to a murderous rage (if the 
  PCs haven’t already “betrayed” her by attacking her on 
  one of her earlier visits).
  
  55
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  DUCHESS VELETO LOTHEED 
  CR 8
  XP 4,800
  Trompe l’oeil human rogue 8 (Pathfinder RPG Horror 
  Adventures 242)
  LE Medium construct (humanoid, human)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
  hp 91 (8d8+52)
  Fort +5, Ref +11, Will +2
  Defensive Abilities evasion, improved uncanny dodge, 
  rejuvenation, trap sense +2; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +11/+6 (1d6+3/18–20)
  Special Attacks sneak attack +4d6
  TACTICS
  During Combat This version of Veleto retains all the skill 
  with a blade she built up as a young assassin, and she 
  moves freely in and out of combat, trying to keep her 
  opponents separated and off-guard.
  Morale Veleto fights until destroyed.
  STATISTICS
  Str 14, Dex 16, Con —, Int 12, Wis 10, Cha 16
  Base Atk +6; CMB +8; CMD 22
  Feats Dodge, Lightning Reflexes, Mobility, Spring Attack, 
  Weapon Finesse, Weapon Focus (rapier)
  Skills Acrobatics +13, Bluff +3 (+8 to pretend to be Veleto), 
  Climb +12, Disable Device +19, Disguise +3 (+13 to appear 
  as Veleto), Escape Artist +13, Intimidate +10, Knowledge 
  (local) +8, Knowledge (nobility) +5, Perception +11, 
  Sense Motive +7, Sleight of Hand +13, Stealth +13 (+18 to 
  appear as part of a painting), Use Magic Device +14
  Languages Common, Kelish
  SQ autotelic, enter painting, rogue talents (fast stealth, 
  finesse rogue, powerful sneakAPG, surprise attacks), 
  trapfinding +4
  Gear +2 chain shirt, +1 rapier, masterwork thieves’ tools, 
  platinum-and-diamond wedding ring (1,000 gp)
  H33. Nursery (CR 4)
  Two small beds look over a soft blanket laid out on the 
  floor here along with soft toys, wooden blocks, and 
  various small musical instruments. Painted lions cavort 
  along the walls, moving through simple patterns.
  This smaller bedroom was intended as a 
  nursery for princes and princesses. The moving 
  wall decorations are a simple illusion, while the 
  toys belong to the room’s confused resident.
  The stairs in the southwest lead up to area H34.
  Creature: When Panivar Lotheed first learned 
  of Grand Prince Stavian’s death, he resolved to create 
  his own heir to the throne by resurrecting the dead 
  Prince Carrius employing similar techniques to those 
  he used to recreate his wife Veleto. New techniques 
  in magic rarely function as planned, however, and his 
  first attempt—assembled from Carrius’s childhood 
  memories and shreds of children’s souls—resulted in an 
  incomplete and confused abomination known as an attic 
  whisperer, an undead child starved for love.
  Panivar kept this misbegotten creation for future 
  study, giving it the name Carr. He entrusted it to his 
  wife’s care, but the painted Veleto has no memories or 
  understanding of child-rearing, and Carr is miserable 
  and starved for affection. He sobs quietly under the 
  bed in his nursery, trying not to disturb “auntie” in her 
  frame, but he rushes to greet any newcomers. He begs 
  DUCHESS VELETO LOTHEED
  
  56
  them to take him with them even as he drains the breath 
  from their lungs.
  CARR 
  CR 4
  XP 1,200
  Attic whisperer (Pathfinder RPG Bestiary 2 34)
  hp 45
  H34. Royal Bedchambers
  A towering, domed ceiling that curves overhead in this 
  room depicts the shimmering summer stars, with major 
  constellations outlined in gold leaf. A massive bed trimmed 
  with silk sheets and a darkwood vanity fill much of the 
  space, while expensive bric-a-brac covers the waist-high shelf 
  circling the room.
  These chambers were intended only for the grand 
  prince and his wife or concubine, but over the last 2 
  centuries it has been the infrequent home of Duke 
  Panivar Lotheed whenever he feels the need to visit 
  his family.
  Treasure: The glitter of the stars overhead isn’t magic, 
  but wealth. Each of the 35 stars is a large, white pearl 
  (worth 75 gp each), though this treasure notably belongs 
  to the royal family.
  H35. Arcane Lab (CR 7)
  Plush, red carpeting has been cut away from the center of 
  the floor here, and what remains is badly stained. Desks line 
  the walls, covered in bones, brass instruments, glassware, and 
  jars filled with bizarre collections. The stink of old peat and 
  insect activity is rampant.
  This was formerly a study intended for the visiting 
  grand prince, but Panivar Lotheed has used it as his 
  private magical laboratory for nearly 200 years. Here 
  he has refined his techniques for pulling unwilling 
  souls from the Great Beyond, and while his most 
  important notes and equipment have long since been 
  moved to his new sanctum (see Pathfinder Adventure 
  Path #132: The Six-Legend Soul), enough remains here 
  to damn his reputation.
  A secret door in the west wall (Perception DC 20) leads to 
  Panivar’s conjuration chamber and teleportation circle.
  Creature: Panivar’s most trusted servant for many 
  years was a despicable sahkil named Ehlers. An ichkoh, 
  Ehlers embodies and feeds off the dread mortals feel 
  as their bodies rot and fail, and so it made an excellent 
  tutor in the ways of aging and death. Ehlers was 
  brought to the Material Plane via a gate spell rather 
  than a summoning, and it has remained bound to the 
  Palace of Birdsong for centuries as a dirty secret kept 
  by each subsequent count. The creature is forbidden 
  from harming a Lotheed (by blood or marriage), but it 
  delights in picking at the self-doubt and insecurities 
  of visitors, driving over a dozen people to suicide in its 
  long tenure.
  Ehlers may have tormented the PCs during their 
  earlier visits to the palace, inflicting horrible nightmares 
  as they sleep. It is a creature of subtlety and patience, 
  however, and is happy to let prey escape and return 
  later, with subtle fears already implanted. A PC who was 
  targeted for nightmares by Ehlers takes a –2 penalty to 
  her first Will saving throw against one of its spell-like 
  abilities thanks to these quiet manipulations.
  Ehlers hides quietly on the Ethereal Plane, but once 
  its sanctum is attacked, the ichkoh drops all pretense 
  of subtlety and unleashes its most powerful spells to 
  obliterate intruders, all too aware that the destruction 
  of the conjuring circle in the next room will destroy it 
  as well.
  EHLERS 
  CR 7
  XP 3,200
  Ichkoh (Pathfinder RPG Bestiary 6 243)
  hp 85
  Treasure: Several magical implements from Panivar’s 
  earlier experiments remain, including a set of marvelous 
  pigments, a scroll of alter self, a scroll of animate object, a scroll 
  of deep slumber, a scroll of gentle repose, a scroll of speak with 
  dead, and a scroll of summon monster IV.
  H36. Conjuring Chamber
  This hidden chamber is decorated with the holy symbols 
  of two dozen religions, as well as strange herbs and dried 
  animals. Jars of colored powders are organized neatly 
  along the northern wall. A large circle, etched in silver 
  and decorated with intricate loops and swirls, fills most of 
  the floor.
  Panivar created this conjuring chamber long 
  ago to further his communication with night hags, 
  sahkils, and other foul creatures from beyond. As 
  the Immaculate Circle gained some prominence, 
  he moved most of his work to a secret facility and 
  PERSONA PHASE
  Once the PCs conclude this adventure, they have two 
  persona phases in which to build their reputations and 
  scheming before the beginning of the next adventure. 
  If they succeed at a DC 21 Diplomacy or Knowledge 
  (nobility) check, they can get a sense that a new front 
  in the escalating conflict is emerging to the north, near 
  Yanmass, and that area will likely be their next destination.
  
  57
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  invested a considerable sum into transforming his 
  conjuring space into a teleportation circle capable of 
  transporting him to and from this hidden location 
  for family business. The circle is keyed to a code 
  phrase—a short, rambling speech in Infernal—which 
  the duke keeps to himself, and the circle will not 
  activate without it.
  Destroying the circle requires a successful DC 34 
  Disable Device or Spellcraft check, destroying the 
  stone floor it physically rests upon, or frying the silver 
  inscriptions with a lightning bolt or chain lightning spell.
  Treasure: The various bottles and jars here 
  contain 1,500 gp worth of miscellaneous expensive 
  spell components.
  Development: Destroying the teleportation circle 
  here is one of the conditions required for successfully 
  seizing the Palace of Birdsong.
  H37. Closet
  This walk-in closet features dozens of suits and dresses a 
  few centuries out of fashion.
  Treasure: While the clothing here is useless, the 
  closet also contains a shabby belt and stylish red boots 
  that both radiate magical auras. The belt is a belt of 
  mighty constitution +2, while the boots are mundane 
  footwear left over from an era when it was fashionable 
  to enchant clothing with a magic aura spell to make it 
  seem more extraordinary.
  CONCLUDING  
  THE ADVENTURE
  Once the Palace of Birdsong is secure, Prince Eutropia 
  and Martella Lotheed begin their journey to the county 
  of Meratt from Cassomir. Their arrival a week later gives 
  the PCs time to rest (or make special preparations, should 
  they wish). The princess’s exact reception depends on 
  how many of the local nobility the PCs won the support 
  of during their stay; arrangements could be awkward and 
  tense, or they might be a warm homecoming with a hope 
  for positive change in the future. Whatever the political 
  situation, Princess Eutropia thanks the PCs personally 
  for their bravery and resourcefulness. She offers payment 
  of 1,000 gp apiece, in addition to letting them keep the 
  Betony estate, if they like. If the PCs resisted the urge to 
  loot royal property (such as the antiques in area H6, the 
  candelabras in area H31, or pearls in area H34), Martella 
  thanks them privately for their discretion and rewards 
  them each with a cloak of protection +2.
  For now, the PCs have time to relax and enjoy the 
  fruits of their labor—a tidy estate, a thriving village, 
  and the comforts of a nearby palace—for at least a few 
  weeks before they are called upon once again to serve the 
  crown in “The Twilight Child.”
  
  58
  BARON NICOLAUS OKERRA 
  CR 5
  XP 1,600
  Human fighter 6
  LN Medium humanoid (human)
  Init +0; Senses Perception +1
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
  hp 55 (6d10+18)
  Fort +8, Ref +3, Will +4 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 gladius +13/+8 (1d6+8/19–20) or
  mwk boar spear +11/+6 (1d8+6)
  Ranged mwk composite shortbow +7/+2 (1d6+4/×3)
  Special Attacks weapon training (light blades +1)
  TACTICS
  Before Combat Baron Okerra prefers mounted combat 
  whenever possible and generally demands that opponents 
  face him in honorable combat in the field.
  During Combat Whether Baron Okerra is mounted or on 
  foot, his preferred tactic is to charge forward, attempting 
  to bowl his opponents over or back them into corners. He 
  fights with a strict code of chivalry and would never strike 
  at an unarmed or unaware opponent.
  Morale In general combat, Okerra asks for mercy and parley 
  if reduced below 20 hit points, but when defending his 
  people or his lord, he fights to the death.
  STATISTICS
  Str 18, Dex 10, Con 14, Int 8, Wis 13, Cha 12
  Base Atk +6; CMB +10 (+12 bull rush); CMD 20 (22 vs. 
  bull rush)
  Feats Animal Affinity, Cleave, Improved Bull Rush, Mounted 
  Combat, Power Attack, Toughness, Weapon Focus (gladius), 
  Weapon Specialization (gladius)
  Skills Diplomacy +4, Handle Animal +7, Intimidate +5, 
  Knowledge (engineering) +4, Knowledge (nobility) +1, 
  Perception +1, Ride +8, Sense Motive +4, Survival +5
  Languages Common
  SQ armor training 1
  Combat Gear potions of cure moderate wounds (2); 
  Other Gear +2 breastplate, mwk heavy steel shield, 
  +1 gladiusUC, mwk boar spearAPG, mwk composite 
  shortbow with 20 arrows, cloak of resistance +1, combat 
  trained heavy warhorse named Valor, Okerra signet ring, 
  wedding band (worth 100 gp), 220 gp
  Nicolaus Okerra is the baron of a stretch of villages in 
  the eastern portion of the county of Meratt, and he is a 
  local hero of the people. Popular as much for his good 
  looks as for his fair policies, he has slain several terrible 
  beasts and helped organize community improvement 
  projects like irrigation, roadwork, and wells, often 
  rolling up his sleeves and chipping in with the manual 
  labor. His staunch loyalty to order prevents him from 
  standing against or even impugning the Lotheed family 
  for their negligence, and instead he hopes to inspire his 
  lackadaisical neighbors to action by showing the benefits 
  of hard work and organizing charity for their peasants in 
  lean times. Despite his action, he secretly worries he’ll 
  never match the organizational abilities and human 
  insights of his late wife, Nirvenna, who ruled the barony 
  in his stead during his military career.
  Nicolaus is a man of action; he cares little for fine words 
  and prefers fine wines. He is still readjusting to civilian life, 
  having retired from the Taldan Horse to assume control of 
  his barony and raise his daughter, Selli, after Nirvenna died 
  confronting a troll. Nicolaus still prefers riding, sparring, 
  and physical labor to elaborate balls and fine dinners, but 
  he is beginning to learn the quiet joys of good company 
  and a well-placed joke—though his own sense of humor 
  remains appropriately blunt for a man of the people. 
  Nicolaus’s greatest weakness and blind spot is his high-
  spirited daughter, Selli. The child inherited her father’s 
  zeal for adventure and grew up on tales of his heroism 
  from Nicolaus himself as well as villagers and servants. 
  She wants to be a great hero and warrior like her father, 
  but at only 10 years old she still has a lot of learning to do 
  before she can join the military. Before Nirvenna’s death, 
  Nicolaus assured his child she could join the military 
  after coming of age, but having felt the pang of loss, he 
  now regrets that promise and has been quietly trying to 
  kindle an interest in academia in her heart before she dies 
  on a battlefield far from home. Few of her studies have 
  taken root, however, and Selli has become increasingly 
  rebellious, often sneaking out of the estate into Pensaris 
  or to explore the surrounding countryside. Her personal 
  adventures occasionally end in disaster—most recently 
  losing two fingers to a fox—but taking a note from the 
  dramatic, larger-than-life tales her father inspires, Selli is 
  already telling anyone who will listen that the fox won the 
  fingers off her in a crooked game of cards.
  Nicolaus Okerra’s salt-and-pepper hair is the only suggestion that time may 
  be beginning to slow him down. He lives to do right by those who depend on 
  him: as a soldier, as a leader, and as a father.
  BARON NICOLAUS OKERRA 
  
  59
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Okerra has a booming voice more suited to a battlefield 
  than a palace; his servants hear him coming from across 
  Pensaris. Although fair, he is ruled by powerful humors 
  that lend him a temper and occasional deep bouts of 
  depression. Though neatly groomed during the Tanager 
  Jubilee, he often forgets to shave for days at a time and 
  prefers a comfortable tunic to his noble attire. He remains 
  muscular and athletic, even if his figure hides under a little 
  extra padding these days. Perhaps Okerra’s greatest failing, 
  aside from his unwavering devotion to order, is his lack of 
  boating experience for a man leading a fishing community; 
  locals joke that their “fearless commander” is terrified of 
  the water, but Nicolaus insists it’s merely a preference for 
  land that doesn’t buck like an unbroken stallion.
  CAMPAIGN ROLE
  Baron Okerra could be an ally or an enemy of the 
  PCs in their quest to oust Count Lotheed, depending 
  on the tactics they use and how they approach the 
  baron. Individuals who demonstrate honor, integrity, 
  and compassion earn his respect, even if he does not 
  agree with their goals, while those who lie and cheat, 
  resorting to trickery and undermining the fabric of 
  society, earn the baron’s mistrust regardless of how 
  noble their ends. By the adventure’s end, either he will 
  be an ally of the PCs or they will have to overcome him 
  as one of Lotheed’s defenders.
  The exact tactics of an antagonistic Baron Okerra 
  are left vague, so you can use him in whatever way feels 
  appropriate for your group’s tactics. Overtly rabble-
  rousing PCs may draw his ire in the form of a sacking 
  of Stachys, while he might demand more honorable 
  PCs face him in a tournament or gentlemanly 
  combat on horseback. If PCs spring a surprise 
  attack on Count Lotheed’s estate without first 
  winning an alliance with Okerra, he rides to 
  Lotheed’s aid and likely confronts the PCs 
  somewhere within the Palace of Birdsong 
  (and likely bringing guards to reinforce 
  the count’s own forces).
  Okerra makes a great potential 
  romantic diversion during this 
  adventure as well. Though still grieving the loss 
  of his wife, he’s begun to move forward, and he 
  especially feels like his vivacious daughter could 
  use a second parent as she approaches her teen 
  years. Despite his bravery on the battlefield, 
  Nicolaus is shy when it comes to romance and 
  easily flustered by compliments and advances. 
  He frequently puts a foot in his mouth, expressing his 
  interests and affections like one might compliment a 
  fellow soldier. Romance is as much a skill as swordplay—
  and it’s one he has neglected for many long years. Though 
  his first love was a woman, he is receptive to attention 
  from any gender.
  If the PCs retain the Betony estate and Baron Okerra 
  survives, he remains the PCs’ closest neighbor, easily 
  leading to new alliances or new troubles down the road. 
  So long as the PCs succeed in their goals for “Songbird, 
  Scion, Saboteur,” he serves Eutropia loyally once she 
  assumes control of Meratt, but he doesn’t necessarily 
  agree with her tactics and may later be influenced by 
  allies of High Strategos Maxillar Pythareus. Alternatively, 
  a tense early relationship with Baron Okerra can provide 
  PCs with future adventure opportunities to win his 
  favor—rescuing Selli or simply tutoring her is the easiest 
  way to win Nicolaus’s friendship.
  
  60
  COUNT BARTELBY LOTHEED 
  CR 6
  XP 2,400
  Male human magus 7 (Pathfinder RPG Ultimate Magic 9)
  LE Medium humanoid (human)
  Init +2; Senses Perception +4
  DEFENSE
  AC 25, touch 13, flat-footed 22 (+8 armor, +2 Dex, +1 dodge, 
  +4 shield)
  hp 56 (7d8+21)
  Fort +6, Ref +7, Will +4
  OFFENSE
  Speed 60 ft. (50 ft. in armor)
  Melee mwk sword cane +11 (1d6+4)
  Ranged mwk light crossbow +9 (1d8/19–20)
  Special Attacks arcane pool (+2, 7 points), magus arcana 
  (empowered magic, wand wielder), spell combat, spell 
  recall, spellstrike
  Magus Spells Prepared (CL 7th; concentration +11)
  3rd—vampiric touch, haste
  2nd—bull’s strength, frigid touchUM, invisibility, mirror image
  1st—burning hands (DC 16), shield, shocking grasp, true 
  strike, unseen servant
  0 (at will)—acid splash, detect magic, flare (DC 15), ghost 
  sound (DC 14), ray of frost
  TACTICS
  Before Combat Bartelby arranges whatever advantages 
  he can before a fight. He casts haste, shield and bull’s 
  strength on himself if he expects combat.
  During Combat Bartelby is a practical and brutal combatant. 
  He casts mirror image on himself and his guards before 
  attempting to drive a wedge through enemies. He hopes 
  to end a fight quickly, combining his Arcane Strike feat 
  with spellstrike to deliver shocking grasp, frigid touch, and 
  vampiric touch if he’s injured. He saves his arcane pool to 
  recall vampiric touch to heal himself.
  Morale Ever practical, Bartelby casts invisibility and attempts 
  to flee to his panic room (area H31) if reduced below 
  20 hit points.
  Base Statistics Without his spells cast, Bartelby’s statistics 
  are AC 20, touch 12, flat-footed 18; Ref +6; Speed 30 ft. 
  (20 ft. in armor); Melee mwk sword cane +8 (1d6+2); 
  Str 14.
  STATISTICS
  Str 18, Dex 14, Con 13, Int 18, Wis 8, Cha 10
  Base Atk +5; CMB +7; CMD 19
  Feats Arcane Strike, CosmopolitanAPG, Craft Wand, Lightning 
  Reflexes, Spell Focus (evocation), Toughness
  Skills Acrobatics +6, Bluff +10, Diplomacy +6, Knowledge 
  (arcana, planes) +11, Knowledge (history, nobility) +6, 
  Perception +4, Perform (oratory) +9, Sense Motive +9, 
  Spellcraft +12
  Languages Azlanti, Celestial, Common, Dwarven, Elven, 
  Kelish, Osiriani
  SQ knowledge pool, medium armor
  Combat Gear potions of cure moderate wounds (2), wand 
  of corrosive touchUM (12 charges), wand of scorching 
  ray (23 charges); Other Gear +2 glamered breastplate, 
  mwk light crossbow with 20 bolts, mwk sword caneAPG, 
  belt of incredible dexterity +2, circlet of persuasion, keys 
  to the palace and royal tower, Lotheed signet ring, spell 
  component pouch, spellbook
  Bartelby is the eldest son of Count Mercater Lotheed and 
  runs the county of Meratt like a personal kingdom, with 
  little regard for broader politics beyond his borders. Like 
  most Lotheeds, he commands considerable arcane gifts 
  as well as considerable contempt for anyone who does 
  not—including his half-sister Martella. Bartelby is clever 
  and strong, a combination that makes him arrogant. 
  He is sure of his imperviousness, and his family’s long 
  association with arcane power has been bred into his 
  bones along with overconfident self-importance. This 
  is not to say Bartelby is cold; he is witty, incredibly 
  well educated, and charming when he wants to be—all 
  skills he studied as carefully as his spellcasting, because 
  below it all lies an insecure boy trying to live up to an 
  impossible legacy left by his overachieving father and 
  an uncle with a savant-level mastery of wizardry. No 
  matter what Bartelby accomplishes, his star will always 
  be eclipsed by his ancestors, and so a part of him has 
  given up before even trying, and he focuses on self-
  indulgence and ignores any task he is not confident he 
  can excel at from the outset.
  Bartelby is more aware of the Lotheed legacy than even 
  Martella, as he became the custodian of Duke Panivar 
  Lotheed’s horrible secrets, locked away in the royal 
  tower, upon his father’s death. While unaware of the 
  Immaculate Circle, he knows that his great uncle dabbles 
  in the affairs of life and death and created a facsimile 
  of his late wife, Veleto, to spit in the eye of Pharasma. 
  Handsome but vaguely unsettling, Bartelby has the demeanor of a man 
  comfortable in his superiority. His face is expressive of his ever-changing 
  moods—warm one moment, cold and distant the next. 
  COUNT BARTELBY LOTHEED 
  
  61
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  He also suspects, like his father before him, that his 
  uncle Panivar has mastered immortality, but Bartelby 
  is sensible enough to keep such thoughts to himself 
  after his father’s suspicious death. Most horrible of all 
  is Ehlers, Panivar’s “pet” sahkil, who stalks the palace 
  by night and encourages the occasional servant or 
  visitor to take his own life. Bartelby has succeeded in 
  covering up these deaths—arranging “massacres” from 
  bandit attacks or the newly arrived Night Swan—and 
  he finds himself growing increasingly numb to these 
  scenes each time. A part of Bartelby worries that Ehlers 
  has set its eyeless sights on his soul, dragging out the 
  corruption and pain despite his official restriction 
  from harming or targeting a Lotheed (at least, without 
  Panivar’s permission).
  Though Bartelby dearly loves his family, that 
  affection stops abruptly at his half-sister, Martella. 
  He considers the girl’s birth an insult to his long-
  suffering mother and a stain on a great family legacy. 
  He considers Martella’s lack of magical aptitude 
  proof that her spirit is broken and corrupt. Excising 
  the youngest Lotheed from the family was the only 
  thing that brought Bartelby joy in the wake of their 
  father’s passing, and in the many years since, he has 
  completely lost track of her. The years have eased his 
  childhood loathing considerably, but not enough 
  that he regrets his decision or cares to seek her out.
  Bartelby is a handsome man with sharp features and 
  thick, dark hair. He remains athletic, but despite his 
  wealth and good looks, he remains the last unwed Lotheed 
  sibling, for reasons he’s never quite managed to justify. He 
  is pragmatic in most aspects of life, preferring the most 
  efficient solution regardless of the real-world impact. He 
  considers a “fair fight” to be a romantic concept, unrelated 
  to reality. No two people are equal, in his estimation, and 
  handicapping one to help the other is nothing but society 
  punishing the best and brightest. Of course, that same 
  philosophy doesn’t apply to those who might best him; 
  Bartelby is happy to take every advantage he can over 
  others, whether their innate morality, skills, or talents 
  are superior to his own or not.
  CAMPAIGN ROLE
  Bartelby fills the awkward role of potential friend and 
  ultimate villain of “Songbird, Scion, Saboteur,” as the 
  PCs likely grow close to him over the length of the 
  adventure. Depending on how much the PCs focus on 
  influencing Bartelby, they may even convince him to 
  step down willingly.
  For characters interested in tragic romance, Bartelby 
  also makes an interesting lover. His brand of evil stems 
  from selfishness and arrogance, rather than any deep 
  vein of cruelty, and he is not beyond redemption if 
  such a narrative suits a PC’s interests. A relationship 
  with the count requires a considerable investment 
  of time, however, and could easily end in tears without 
  substantial effort made to sway both Bartelby and the 
  county itself.
  Should Bartelby survive this adventure, he becomes 
  the prisoner of Eutropia—and of his estranged sister, 
  Martella. With decades of resentment built up, the 
  younger Lotheed is all too happy in her role at first, but 
  soon finds playing jailer to her own flesh and blood is 
  painful—she craves resolution and support from her 
  family, not vengeance, so the PCs may have a role to play 
  as intermediaries.
  
  62
  NIGHT SWAN 
  CR 6
  XP 2,400
  Human vigilante 7 (Pathfinder RPG Ultimate Intrigue 9)
  CN Medium humanoid (human)
  Init +3; Senses darkvision 90 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 dodge, 
  +1 natural)
  hp 56 (7d8+21)
  Fort +3, Ref +8, Will +5
  Defensive Abilities unshakable (+7)
  OFFENSE
  Speed 30 ft.
  Melee +1 chain spear +9/+4 (1d6+3) and +9 (1d6+2)
  Ranged mwk dart +11 (1d4+2 plus poison)
  Special Attacks startling appearance
  TACTICS
  Before Combat The Night Swan always makes surprise 
  attacks if she can manage it, launching poisoned darts at 
  her targets.
  During Combat The Night Swan prefers to attack foes while 
  under the cover of darkness, hoping enemies don’t share 
  her darkvision. She alternates between tripping opponents 
  and making full attacks with her chain spear.
  Morale The Night Swan knows she is fighting a one-
  woman war and happily retreats using her cape of the 
  mountebank if reduced below 15 hit points.
  STATISTICS
  Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 12
  Base Atk +7; CMB +9 (+11 trip); CMD 23 (25 vs. trip)
  Feats Dodge, Exotic Weapon Proficiency (chain spear), 
  Improved Trip, Toughness, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (chain spear)
  Skills Acrobatics +9, Bluff +8 (+12 as Lucretzia), 
  Diplomacy +8, Disguise +11 (+31 to pose as Lucretzia), 
  Intimidate +8, Knowledge (local) +7, Knowledge 
  (nobility) +7, Perception +10, Sense Motive +7 
  (+11 when as Lucretzia), Stealth +12
  Languages Common
  SQ dual identity, social grace, social talents (case 
  the joint, gossip collector, mockingbird, social 
  grace), vigilante specialization (avenger), vigilante 
  talents (favored maneuver [trip], shadow’s sight, 
  signature weapon)
  Combat Gear oil of darkness (3), black adder venom (4), 
  smokesticks (5), tindertwigs (10); Other Gear +2 chain 
  shirt, +1 chain spearAPG, mwk darts (5), amulet of natural 
  armor +1, cape of the mountebank, disguise kit, noble’s 
  outfit, swan mask, traveler’s outfit, 94 gp
  The Night Swan was born Lady Lucretzia Marthane of 
  Cassomir, and for much of her early life, she fulfilled 
  the proper role expected of an aristocratic young lady. 
  Her extensive education in economics and philosophy 
  came to an abrupt end, however, when her family’s 
  fortunes were wiped out by a political rival, leaving the 
  Marthane family destitute and landless. The few books 
  she held onto as her parents sold her belongings were 
  the most salacious—tales of daring bandits wooing love 
  and fighting injustice, and banned treatises on Galtan 
  philosophy—and eventually young Lucretzia’s worldview 
  and activities were formed around these frameworks. 
  She began by stealing from those who had wronged her 
  parents, but eventually her efforts spread out to targeting 
  anyone with better fortunes than the Marthane family. 
  Law enforcement and bounty hunters dogged her again 
  and again, harassing her for the audacity of retaking 
  the fortunes that rightfully should belong to her. In 
  time, she resolved that all systems of authority were 
  inherently corrupt, unjust not only for her, but for 
  anyone who had to bend a knee to another. Authority 
  was corruption and ownership theft, and the most 
  corrupt thieves in Taldor were its decadent aristocrats, 
  who feasted while others starved.
  Lucretzia eventually donned a mask to protect her 
  mother and father from reprisal and as a symbol for 
  others to rally around. As the Night Swan, she began a 
  one-woman war against Taldor, embodying the most 
  extreme flavor of anarchy that most of Taldor assumes 
  exists only in scary stories. The Night Swan focuses 
  primarily on theft and destruction, investing most of 
  her proceeds into improving her arsenal and living the 
  comfortable life she remembers from her youth. She sees 
  no irony in this use of funds; in her view, anyone could 
  and should steal from the wealthy to achieve the same 
  standard of living. To the Night Swan, it is only blindness 
  to the shackles the aristocracy imposes that keeps the 
  public from shaking free; thus she rarely tries to help 
  others survive under corrupt systems, and instead hopes 
  Garbed in gold, silver, and white, this masked woman holds herself with 
  both grace and strength, looking equally likely to suddenly take flight or 
  leap to the attack.
  NIGHT SWAN
  
  63
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  to make their lot so obviously awful that they rise up 
  themselves and take the better life they deserve.
  Her radical philosophy has alienated many across 
  Tandak Prefecture, but it has endeared the Night Swan to 
  just as many others who consider her a romantic bandit. 
  A small printer in Cassomir has helped her image 
  considerably by distributing penny dreadfuls about 
  the Night Swan’s (wholly fictitious) adventures. She 
  stands up to the strongest and most entrenched powers 
  wherever she travels, bringing freedom in her wake and 
  ushering in surges of rebellion and independence. While 
  she won’t fight systemic abuse on others’ behalf, she’s 
  happy to step in and protect a lone victim or family from 
  attack—after all, a dead citizen can’t learn or grow, or 
  ever find freedom in overthrowing tyranny—and those 
  lives she has saved go on to tell stories of her bravery 
  and prowess. Even with such focus, however, the Night 
  Swan’s ideals are not unwavering, and she can 
  always adapt her philosophies as new information 
  presents itself.
  The divide within Lucretzia’s psyche is so deep, 
  it can be difficult to recognize that she and the Night 
  Swan are the same person. Where Lucretzia is quiet and 
  polite, the Night Swan is deliberately provocative; 
  where one facet plays within the rules of polite 
  society, the other sees rules as a prison 
  imposed by cowards. Despite her rigid 
  and destructive bent, the Night Swan is 
  neither evil nor angel; she simply has a 
  single-minded focus on her mission, and 
  intends to see it through, by whatever means necessary.
  CAMPAIGN ROLE
  Lucretzia is a complex figure, reflecting the dangers 
  of unrestrained freedom as much as Baron Okerra 
  represents the dangers of unquestioning loyalty. She 
  may be a friend or enemy, depending on the PCs’ 
  approach, happily allying with anarchists like herself 
  (or at least with others who employ deceit, subterfuge, 
  and subtle tactics to outmaneuver a more powerful foe), 
  but rejecting adventurers who seem interested only in 
  working within the system because to her they stink 
  of cowardice. Upon learning they serve an authority 
  figure—and a noble at that—she may turn hostile, or she 
  may instead see the PCs as delusional optimists whom 
  she may one day cure.
  The fundamental difference in philosophies between 
  the Night Swan and Baron Okerra means the two took 
  an early and immediate dislike to one another, and both 
  have the side goal of taking down their rival figure. It 
  is unlikely the PCs can woo one without alienating the 
  rival. Just as befriending Nicolaus involves teaching 
  him when to bend the rules in order to do what’s right 
  or preserve the intention of those rules, befriending 
  the Night Swan involves a fair amount of teaching her 
  adaptability, tolerance for others, and willingness to 
  organize for the overall goal of liberty.
  While less inclined toward personal romance than 
  some other characters in this adventure, the Night Swan 
  remains a romantic figure in the public’s eye, and she 
  fills a certain stereotype from pop culture of the dashing 
  lone warrior in the night. She’s somewhat reluctant if 
  pursued romantically, but more because her vision of 
  her future never involved a second party; in the long 
  run, though, sharing her life with another person—
  and all the negotiation that entails—may be one of the 
  healthiest possible outcomes of her clandestine lifestyle.
  
  64
  There’s something about the air here—I wouldn’t call it invigorating, 
  but it’s peaceful and calming. Were I a less-traveled woman, I might 
  think Meratt quite the paradise. The stuffy senators and grand 
  dukes of Oppara are nowhere to be found here, politics seem 
  practically nonexistent, and the sleepy hamlets are filled with kind 
  folk, even if most still try to claim a connection to one of Taldor’s 
  great families. I see through it all, though. This county is lovely 
  and pastoral, but its greatness is long gone. Taxes have reduced its 
  nobles to a threadbare facsimile of extravagance, and if you look 
  closely, its well-manicured estates are plagued with leaky roofs and 
  peeling paint. It’s nice to get out of the city. But if you’re looking for 
  the height of opulence at a slower pace, the county of Meratt isn’t 
  the place for you.
  —Excerpt from the travel journal of  
  Countess Carlotta Plenst of Oppara
  COUNTY OF MERATT
  
  65
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  N
  estled just south of the Verduran Forest, the 
  county of Meratt sprawls across the Tandak 
  Plains, which stretch northeast of Cassomir. 
  The land here is pastoral, with rolling hills and pockets 
  of verdant forest. The World’s Edge Mountains to the 
  east occasionally rise into view, creating breathtaking 
  vistas for travelers cresting the rising plains. Noble 
  estates, hamlets and villages, and farmland of all 
  sorts knit the countryside together like a familiar and 
  comforting quilt. 
  Travel through the county might attract far more 
  sightseeing Taldan nobles were it not for the area’s 
  pervasive pall of economic mediocrity. Meratt was once 
  a shining jewel of peaceful, slow-paced luxury, but that 
  was many centuries ago. Generations of greedy nobles’ 
  mismanagement has slowly bled the locals’ pockets dry 
  through bureaucracy, taxes, and tithes of locally produced 
  resources sent to more voracious urban centers. As a 
  result, when visitors examine the county closely, behind 
  the beautiful scenery they find magnificent manors 
  with drooping roofs, towns with broken cobblestones, 
  canals with rickety pumps, and the farmers and herders 
  wearing little more than darned rags.
  GOVERNMENT
  Many nobles have a legitimate claim to overseeing the 
  county of Meratt, but the lion’s share of its administration 
  falls into the hands of the Lotheed family, even though 
  the family’s stewardship of lands not ancestrally their 
  own is spotty. Regardless, Meratt is broken into four 
  major baronies, each connected to one of the following 
  families: Okerra, Stavian, Telus, or Voinum. 
  Taldor’s ruling family has neither used nor put 
  resources into its lands or estate here in many years. 
  Instead, the Stavians have designated the Lotheeds as 
  their administrators in Meratt. Additionally Baron Telus 
  has been an extreme recluse for nearly a decade, and so 
  the Lotheeds now nominally administer the Telus barony 
  as well, though in practice Lotheed workers never even 
  visit what is now a crumpling estate and the nearby ruins 
  of the tiny settlement of Jambis. Baroness Voinum and 
  Baron Okerra still live on and run their estates in much 
  the same way as their ancestors before them, though the 
  Lotheeds keep the county’s taxes astronomically high to 
  support their own unreasonably extravagant lifestyle. As 
  a result, Baroness Voinum has retreated from the public 
  eye. Baron Okerra maintains his family’s truly successful 
  fishing ventures, though he’s sunk most of his earnings 
  into supporting the local economy and its workers.
  The rulers of Tandak Prefecture and Taldor at large 
  pay little attention to the county of Meratt. A few nobles 
  sometimes find it quaint to travel and visit here, though 
  in truth most of them have relatives or other attachments 
  to compel their trips. Certainly nobles who truly enjoy 
  the county’s atmosphere can pay good gold to stay in the 
  true lap of luxury at one of Meratt’s few opulent, well-
  preserved estates, if they wish. 
  Higher-ranking governmental leaders occasionally 
  impose upon the local fishers, horse breeders, olive 
  growers, winemakers, and timber producers for 
  shipments in support of some official claim or another. 
  In most cases, the amount of supplies requested is small 
  enough that the locals simply hand over the tributes to 
  avoid spats. In others, though, the hard-working folk 
  refuse to comply with demands they find burdensome 
  and illegitimate. When this happens, the demanding 
  nobles sometimes petition the Lotheeds for help 
  collecting their bounty, hire less-than-scrupulous agents 
  to retrieve it, or simply drop their entitled claims to 
  avoid the effort of enforcing their demands.
  CLIMATE
  Geographically speaking, Meratt’s location engenders 
  a mild, inviting climate. The mountains to the east 
  buffer the harsh tempests that roll through the region, 
  and the sea to the far southwest moderates the seasonal 
  temperature swings that affect regions farther inland. 
  This temperate climate is ideal for farming a variety of 
  crops, including grains, grapes, olives, and a variety of 
  fruits. However, because of the overworked soil in many 
  parts of this area of Taldor, such ventures are less fruitful 
  in the county of Meratt than one might think. 
  In generations past, the county’s wealthiest farmers 
  paid druids to magically replenish the soil before 
  each growing season. However, such ventures were 
  costly, and as the county’s economic fortunes waned, 
  they became financially unviable. Now, Meratt’s farms 
  instead focus on livestock such as goats, horses, sheep, 
  and occasionally chickens, all of which find the climate 
  pleasant year-round if not always perfectly comfortable. 
  Summers are warm, if a bit more humid than on the 
  coast, and winters are more rainy than snowy, though 
  a few recent winters have been harsher than the locals 
  would consider normal. These early frosts, especially 
  when the temperature drops to below freezing even for 
  a single night, run the risk of damaging the grapes and 
  olives that grow plentifully in this region.
  GAZETTEER
  Once, the county of Meratt was an elite holiday 
  destination for high-ranking nobles who sought to 
  escape the punishing rhythms of urban Taldan life. 
  Estates were grand and well staffed, and a hum of activity 
  belied prominent families’ eyes toward improving their 
  holdings and adding even more luxurious features. 
  The towns and hamlets that grew around these elite 
  estates had the most exquisite shops and the coziest 
  taverns and restaurants, and farmers and artisans used 
  the finest supplies—and even magic—to ensure that 
  their crops and goods were of a quality to keep visiting 
  
  66
  customers coming back. Even the Stavians, Taldor’s 
  current ruling family, kept a gorgeous estate in the 
  county. Life here was quaint, privileged, and sheltered, 
  with all of the benefits of wealth balancing out the 
  drawbacks of a rural locale. 
  However, hundreds of years ago, as Taldan fortunes 
  in general began to wane, the county’s opulence and 
  economic success began to falter. The area stagnated 
  as fewer and fewer of Taldor’s richest came to visit, 
  and the quality of the crops and goods produced here 
  dropped as a result. Now, the county of Meratt is in an 
  obvious state of decline, though glimpses of its former 
  greatness are still evident in its once-grand estates, the 
  care with which some nobles continue to cultivate their 
  grounds, and the family recipes and techniques used 
  to produce the county’s exports. Some rare Taldans 
  who live in the area haven't seen as hard of times, but 
  they keep their wealth to themselves as to not draw too 
  much attention. Visitors are generally welcomed here, 
  though the locals are either a bit too eager to please 
  or resentful of their presence, depending upon their 
  take on the county’s economic reality. Adventurers who 
  travel in Meratt might find a plethora of rural political 
  intrigue, and they could even discover valuable family 
  treasures if they spend the time and energy to fix up 
  one of the many neglected manors.
  Below are notable places in the county of Meratt. The 
  lettered locations on the map correspond to locations 
  described on pages 26–45 of this volume's adventure.
  1. Betony Estate: As with many Meratt estates, the 
  Betony complex was once the grand home of a proud 
  noble family. However, as the Betonys left their ancestral 
  home for the cities and as Meratt’s own prospects 
  dwindled, fewer family members were willing to take 
  responsibility for the estate. The last administrator of 
  the home, Lady Allis Betony, died nearly a decade ago, 
  leaving no heirs. Since then, the home has languished in 
  a state of receivership, with the Lotheeds showing little 
  interest in finding real administrators for the property. 
  There are rumors that the estate’s once-grand ballroom 
  still contains magnificent oil paintings of the Taldan 
  countryside as well as full sets of splendid flatware and 
  other supplies geared toward the fantastic dinner parties 
  of old. However, the late Allis Betony is rumored to have 
  spoken with spirits even while still alive; no one cares to 
  find out if they—or she—still linger. 
  2. Cascina: This tiny hamlet’s population consists of a 
  few families once in the employ of the Voinum barony. 
  All told, about 30 souls live in the sleepy settlement, most 
  of them simple goat, grain, or sheep farmers. Perhaps 
  most notable is a resident named Yarelle Towsine 
  (NG female old human aristocrat 1/wizard 2), a distant 
  COUNTY OF MERATT
  8 (L)
  0
  10 MILES
  12, 16 (M, N)
  9 (O)
  17 (K)
  1, 15 (A, B)
  6, 10 (H, I)
  11 (E)
  7 LIONSMANE 
  FOREST
  18 THE VOID 
  WOOD
  3 (P)
  5 (G) LAUCHLEIN 
  LAKE
  4 (F) LAKE 
  PENSARIS
  (D) BEGGARWOOD
  Telus Barony
  Okerra Barony
  Voinum Barony
  Stavian Barony
  North Cassom
  i
  r
   H
  i
  g
  h
  w
  ay
  Ri
  d
  on
  p
  o
  r
  t Highw
  a
  y
  S
  o
  u
  t
  h
   
  C
  as
  s
  o
  mir 
  H
  i
  g
  hw
  ay
  Op
  pa
  r
  a
   
  H
  ighway
  Opp
  ar
  a
   
  Hi
  gh
  w
  a
  y
  Dal
  a
  ston
   
  Hig
  hw
  a
  y
  Meratt Canal
  Stachys Spur
  Lake Stavian
  CASSOMIR
  RIDONPORT
  OPPARA
  OLD SEHIR
  TEMPLE 
  CANYON
  ◊ C
  ◊ 2
  ◊ 13 (J)
  ◊ 14
  
  67
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  Voinum cousin several times removed. As a youngster, 
  Yarelle stole off to Oppara to study the arcane, but the 
  city was expensive and she found that she missed the 
  countryside. Now she performs minor helpful 
  magic for the locals for a modest fee—which 
  she often waives for those who appeal to her 
  kindly nature—and helps the townspeople 
  pay the Lotheeds’ exorbitant taxes as 
  she can.
  3. Gold Canyon: Centuries of strip-
  mining, now long in the past, have left a 
  deep ravine filled with stagnant water 
  here. The stone bridge over Gold 
  Canyon is left over from the 
  quarry days; it collapsed in a 
  small earthquake decades ago, 
  and fixing it is at the bottom of 
  Baron Telus’s list of priorities. 
  While the area is impassable 
  to travelers on horseback or 
  wagon, the fact that much of 
  the gold used to mint Taldan 
  coinage came from this land 
  makes it a popular, informal holy 
  site for Abadar worshipers, who throw coins back into 
  the waters below.
  4. Lake Pensaris: Northeast of the town for which it’s 
  named, this lake is natural and deep, with a good stock 
  of edible fish. Many of the poorer locals use the lake as 
  a primary source of food, though the nobles openly look 
  down on them for such pedestrian practices. Still, some 
  of the most downtrodden individuals consider the lake 
  their own slice of paradise. A hermit who goes by Jeke (N 
  male halfling expert 1/barbarian 2) once lived in Pensaris, 
  but he grew tired of village life and has built a makeshift 
  home into an old beaver dam on the northern side of the 
  lake. He calls himself “the General’s butler” and claims 
  to speak directly to the monster rumored to live in Lake 
  Pensaris. Most anglers believe that the General is simply 
  a very large, old catfish and that Jeke is just an eccentric 
  old halfling who tells tall tales. Others, though, believe 
  that the General is some sort of malevolent fey creature 
  and that Jeke might be the only person keeping it from 
  rising out of the lake to attack.
  5. Lauchlein Lake: Even more remote than the 
  sprawling Lake Pensaris, Lauchlein Lake is the target of 
  far more sinister rumors and legends. The entire body 
  of water is shrouded in unsettling mist, and it’s far 
  shallower, with a much murkier, swamp-like quality, 
  leading to poorer fishing prospects than Lake Pensaris. 
  Local rumors claim a variety of stories about the lake, 
  including that the Night Swan, a mysterious vigilante, 
  makes her home here. Other stories alternately claim 
  that a vicious serial killer and a trio of kelpies hide 
  beneath the lake’s mist.
  6. Lotheedar: At the fork of the Dalaston Highway and 
  the North Cassomir Highway is Lotheedar, the county of 
  Meratt’s capital as well as its most prominent trading 
  hub. The Lotheed family adjudicates the 
  town’s affairs, and owing to the nobles’ 
  historically solid stewardship of the 
  Stavian family’s land, they’re generally 
  respected here. Much of this is owed 
  to the leader of the Lotheeds’ day-to-
  day affairs, Sir Gul Gusairne (see page 68), 
  a half-elf who has served as the Lotheed 
  family’s seneschal for two generations. Gul 
  has long ensured that a hefty share of the 
  taxes the family collects has gone into the 
  town’s upkeep, and as a result, Lotheedar is one 
  of the county’s most well-to-do settlements, 
  although it’s not exactly wealthy. There’s a 
  downside to this relative success, however. 
  Gul is a rather strict enforcer for the 
  Lotheeds and also serves as the head 
  of the county’s secret police, ferreting 
  out dissent and conspiracy against 
  the family’s power. Were it not for the 
  steadying hand of Archbanker Lady 
  Paril (see page 68), a respected member of the Abadaran 
  clergy and leader of the town’s largest temple to the 
  Wealthy Father, Gul may have long ago turned into more 
  of a despot than a seneschal. As it is, Gul’s hardfisted 
  nature leads some to whisper that Lady Paril would 
  be a kinder, more egalitarian leader than the half-elf. 
  Nowhere are those rumors spoken of more loudly than 
  in Lotheedar’s most popular tavern, the Count’s Cravat.
  7. Lionsmane Forest: This small forest straddling the 
  county’s northwest border is little more than a collection 
  of copses that, due to its rather remote location, no one 
  in the past several centuries has bothered to exploit 
  for timber resources. As a result, the wood is much 
  healthier than other forests in the county, with ancient 
  trees, unkempt foliage, and no structures to speak of. 
  Wanderers and ne’er-do-wells have always found shelter 
  here. However, more recently, the Lionsmane has 
  housed a few dozen locals whose failure (or refusal) to 
  pay the Lotheeds’ high taxes has led to the confiscation 
  of their property and their reduction to beggars, hence 
  the wood’s name. 
  These outlaws have erected tents and sod shelters in 
  various hollows through the wood, and they are known 
  for accosting and robbing travelers and lone nobles in 
  the area. In the past few years, the outlaws have united 
  under the leadership of Rena Winterall (CN female 
  human ranger 5), daughter of Deryk Winterall, a local 
  man who worked his way from groundskeeper to 
  homestead owner before losing his modest fortune to 
  the Lotheeds’ taxes and fines. Under Rena’s leadership, 
  the outlaws have become more discerning and less 
  ARCHBANKER LADY PARIL
  
  68
  violent in their attacks. Some locals even whisper that 
  Rena might be planning a political uprising against the 
  Lotheeds. Such rumors are hard to confirm, however, 
  especially considering that almost no one has met Rena 
  in person.
  8. Moost and the Crabbe Estate: A hamlet of about 50 
  residents grew up around the adjacent Crabbe Estate, 
  which is the abode of Dame Parthena Crabbe (N female 
  human aristocrat  4). Moost is famous for hosting the 
  largest and nicest coaching house along the Northern 
  Cassomir Highway, while the Crabbes run a successful 
  conservatory tutoring young musicians and dancers. 
  In recent years, however, the number of students 
  they’ve taken has dwindled. The business screeched to 
  a halt when Borragrame Crabbe, Parthena’s husband, 
  died of cancer, and grief limited his widow’s interest 
  in teaching. Now, the dame spends most of her time 
  obsessively searching for a suitor for her recently come-
  of-age daughter, Sepsinia, though the young woman 
  seems withdrawn and uninterested in her overbearing 
  mother’s plans after her last suitor's tragic suicide.
  9. New Towne: Perhaps the most run-down active 
  settlement in the entire county, New Towne houses 
  the remnants of those who fled the ruined Jambis. All 
  told, about 60 tenants live here in shockingly squalid 
  conditions; most of New Towne’s residents live in 
  little more than canvas tents. These residents are still 
  technically under the protectorship of the Telus family, 
  though Baron Telus long ago disappeared from the public 
  eye. Of late, a young upstart named Felsha (CG female 
  half-elf brawlerACG 3) has been advocating on New Towne’s 
  behalf to the Lotheeds, the outlaws in the Beggarwood, 
  and anyone else who will listen. Felsha claims to be an 
  adventurer from Cassomir who was passing through the 
  county and was attacked by unknown assailants, only to be 
  nursed back to health in the hut of a New Towne woman 
  she now calls Grandmother. Felsha remains cagey, 
  however, about whom or what Grandmother might be.
  10. Palace of Birdsong: This sweeping estate is nestled 
  among beautiful vineyards and orchards heavy with 
  apricots, olives, and plums. The estate belongs to the 
  Stavian family, though it’s been under the administration 
  of the Lotheeds for some time. At first glance, the home 
  is breathtaking, with graceful arches and domes made 
  of expensive marble. However, behind this facade lurk 
  hints of neglect: the marble is crumbling and the ivy 
  creeping up its gates is uncontrolled. The Lotheeds have 
  gone to the trouble to ensure that the estate’s overall 
  upkeep is handled, but no loving hands have seen to the 
  estate’s finer details in many years.
  11. Pensaris: Nestled on the southern shore of Lake 
  Pensaris, this fishing village of 200 residents grew 
  up around the nearby Okerra estate. As such, it and 
  the estate are the purview of the Okerra family, whose 
  members hail from a long line of military veterans, 
  including the current baron Nicolaus Okerra (LG male 
  human fighter  6). Pensaris is one of Meratt’s most 
  prosperous and bustling villages, second in wealth and 
  prominence only to Lotheedar. Much of this is due to the 
  fairness with which the barony treats its residents and 
  the no-interest loans Baron Okerra sometimes extends 
  to young entrepreneurs who present a solid business 
  plan and relevant skills. Of late, however, those loans 
  have dried up, owing to Count Lotheed’s harsher tax 
  collection policies. It’s said that Baron Okerra is furious 
  about these policies and their effect on the residents, 
  though his strict military upbringing means he doesn’t 
  criticize them in polite company.
  12. Ruins of Jambis: This hollowed-out shell of a 
  village was once the capital of the Telus barony, but its 
  homes and buildings have been abandoned for nearly a 
  decade. Residents first began trickling away from their 
  holdings once Baron Telus disappeared from public 
  view. However, the thorp truly became a ruin about a half 
  year later, when a massive fire started in an abandoned 
  tavern called the Rat’s Nest and tore through the entire 
  settlement. The fire began and spread under suspicious 
  circumstances—the Rat’s Nest was closed, no one should 
  have been cooking in its kitchens in the first place, and 
  the blaze spread far more quickly than a fire should. 
  However, with few resources and the ruling baron 
  nowhere in sight, the town’s remaining residents opted 
  to flee rather than rebuild. Some settled in Lotheedar, 
  some started the sad camp now known as New Towne, 
  and some left the county of Meratt altogether.
  13. Sotto: With fewer than 20 residents, this tiny thorp 
  is little more than a collection of a few houses occupied 
  by two extended families of goat herders. The locals 
  LOTHEEDAR	
  LN small town
  Corruption	+2; Crime –2; Economy +1;	Law +3; 
  Lore +2; Society –3
  Qualities	rumormongering citizens, strategic location
  Danger +0
  DEMOGRAPHICS
  Government	overlord
  Population	1,600 (1,200 humans, 200 half-elves, 
  150 halflings, 50 other)
  NOTABLE	NPCS
  Archbanker	Lady	Paril (LN female human cleric of 
  Abadar 7) 
  Sir	Gul	Gusairne (N male half-elf aristocrat 2/fighter 5)
  MARKETPLACE
  Base	Value 1,100 gp; Purchase	Limit 5,000 gp; 
  Spellcasting 4th 
  Minor	Items 3d4 items; Medium	Items 1d6; 
  Major	Items —
  
  69
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  claim that the family is cursed, or at least predisposed to 
  bad luck, for every few seasons wolves, mountain lions, 
  and worse carry off a large percentage of the thorp’s 
  herds. Others claim Sotto’s residents have simply 
  created well-crafted fabrications to avoid paying 
  the Lotheeds’ taxes.
  14. Ralthorn Manor: This once-stately 
  manor was the summer home of a minor 
  noble family from Cassomir. The Ralthorns 
  made their money by investing in the 
  shipbuilding industry in the port city, and 
  they built this estate only a little more than 
  a hundred years ago. Construction 
  was swift as the family had 
  plenty of gold to hire a large 
  crew of stonemasons and 
  carpenters, and they used 
  their trade contacts in 
  Cassomir to ship the 
  materials and workforce 
  to the remote estate for a 
  fraction of the usual cost.
  However, just 20 years after the estate's completion, 
  tragedy struck the family while they were vacationing 
  at the estate. An uncharacteristic earthquake shook this 
  portion of the county one warm summer night. Its quick 
  and violent tremor spared all other buildings in the 
  region, but half of Ralthorn Manor collapsed, crushing 
  the sleeping family beneath a pile of stone and timber. 
  The family wasn’t discovered for nearly 6 weeks when 
  a business partner rode out to the estate after Berlan 
  Ralthorn didn’t attend an important meeting with her 
  investors. Although the unfortunate family was removed 
  from the rubble and properly buried in Cassomir, 
  some say that their spirits still haunt the site. Hunters 
  seeking shelter in the still-standing parts of the manor 
  for the night or from a passing storm claim that their 
  horses start and act panicky when they draw near, and 
  others report that ghostly figures play in the overgrown 
  orchards and a stern woman watches them, manifesting 
  partially from a tangle of collapsed stone.
  Those who knew the Ralthorns well claim that few of 
  their personal items were retrieved from the wreckage, 
  and others suspect that a large portion of the family’s 
  wealth might be buried beneath the ruined manor.
  15. Stachys: This hardscrabble town is near the 
  Betony estate and historically enjoyed the protection 
  of that noble family. However, since the estate has 
  languished in receivership for a decade, its population 
  has dwindled and infrastructure quietly collapsed. 
  Its residents are mostly commoners whose families 
  have farmed the surrounding land for centuries, and 
  once it became clear that the nobles had abandoned 
  them, they portioned out the town’s administrative 
  duties to residents. Many such duties have fallen to 
  Onora Piscum (NG female half-elf expert 4/warrior 1), 
  the town’s honorary tribune —its mayor and sheriff. 
  She followed in the footsteps of her husband, Royen, 
  the town’s previous tribune, and Allis 
  Betony, the estate’s last heir. Onora is 
  a competent if taciturn woman and a 
  good administrator, though she wishes 
  she could return to her previous life 
  as the proprietor of her public house, 
  the Wolf’s Whisker. She and most of 
  the commoners in Stachys dislike the 
  Lotheeds and nobles in general, whose 
  decadence and incompetence they blame 
  for the county’s declining fortune.
  16. Telus Estate: The state of this 
  dilapidated home and its grounds is 
  nearly as big of a mystery as exists in 
  the county of Meratt. The popular 
  Baron Telus suddenly turned 
  paranoid and aggressive over the 
  course of a few months, and then 
  he sealed himself away from social 
  engagements entirely; the servants and other workers who 
  lived here either vanished or scattered into the woods, 
  becoming bandits or wanderers. The fate of Baron Telus 
  is one of the most gossiped-about topics in the county. 
  Some claim he simply grew bored of his duties and fled, 
  while others ascribe much more terrible fates to the baron. 
  Superstition, as well as a lack of a formal investigation, has 
  kept most everyone away from the abandoned estate; this 
  became doubly true in the aftermath of the devastating 
  fire that tore through Jambis, the only settlement nearby. 
  In truth, Baron Telus was cursed by night hags and now 
  languishes in his former home as an ettercap.
  17. Voinaris and the Voinum Estate: The small 
  settlement of about 150 folks is connected to the nearby 
  Voinum estate, over which Baroness Adella Voinum (LN 
  female old human aristocrat 4/cavalierAPG 2) reluctantly 
  presides. Like her predecessors, the baroness cares for 
  her lands and the estate’s residents, but she has little 
  love for Taldan politics or the meddlesome nature of 
  the county’s elite. Instead, she leaves adjudication of 
  Voinaris in the hands of its most capable residents. A 
  retired military commander, the baroness still enjoys 
  riding across her lands and visiting with friends of 
  all statures. She’s as knowledgeable about the region’s 
  history as any in the county. In many ways, Baroness 
  Voinum is also the social fulcrum of Meratt, since 
  she knows who’s who and wisely chooses the best 
  opportunities to wield her considerable influence.
  18. The Void Wood: The county's largest remaining 
  forest is especially noteworthy for the light hand 
  that Baroness Voinum takes with poaching, though 
  its depths remain a haven for large beasts that are 
  otherwise extinct in Meratt.
  ONORA PISCUM
  
  70
  You should have BEEN there, Aurelia! Yanmass will be lucky to 
  see a party like that for a long time, much less one thrown by Aric 
  of Halvon himself! He even arranged for a chef from Oppara to 
  serve larks’ tongues in aspic! Oh, but you wouldn’t eat that, would 
  you? Well, even the leafy greens were WONDERFUL.
  And, darling, you should have HEARD Aric speak. You’d see 
  how brilliant he is if you spent five minutes in the same room 
  with him—he really UNDERSTANDS what will make Taldor 
  wonderful again!
  I hope this won’t sound like I’m bragging… but one of Aric’s TOP 
  aides asked a very select group of us to help spread his message 
  in Skathen! Something about a dangerous secret mission we’re 
  not to tell anyone about. It’s all very hush-hush, so as you can 
  imagine, I’m QUITE honored to be chosen! 
  —Last known correspondence of Aubert Jourdain
  AGENTS OF CHANGE
  
  71
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  M
  ost player characters are exceptional people 
  distinguished by extraordinary deeds. When it 
  comes to bringing about lasting social change, 
  however, PCs must rally others to their cause. The rules 
  system presented below provides a framework for PCs to 
  cultivate their public personas, gather loyal agents, and 
  send those agents on missions on their behalf. 
  Beginning with the second adventure in the War 
  for the Crown Adventure Path, the PCs will have many 
  opportunities to build their burgeoning reputations 
  and use that influence to further their goals; these 
  opportunities are called out for GMs in the adventures’ 
  text. However, this system can be used in any campaign, 
  especially ones that focus on intrigue and status; 
  guidance for such use is provided in the following pages.
  FACETS OF PERSONA
  A wide variety of traits can inspire people to follow 
  a budding leader, so instead of representing a PC’s 
  reputation as a single statistic, this system divides her 
  public persona into six different facets: Charm, Genius, 
  Heroism, Sacrifice, Sagacity, and Subterfuge. For each 
  facet, a PC has a number of Facet Ranks ranging from 
  0 to 10, where 0 means the character is generally believed 
  to lack that quality, and 10 means the character is seen 
  as a paragon of it. The term Facet Rank is sometimes 
  shortened to Rank, except in situations where it could be 
  confused with skill rank. The meaning of each facet and 
  its general effects on play are summarized below.
  Charm: Charm represents a character’s personal 
  magnetism and force of personality. A character with a 
  reputation for being charming has an easier time than 
  most gaining access to social events, whether they’re 
  artistic performances or high-society balls. Charming 
  characters have an easier time winning strangers’ trust.
  Genius: Genius represents a character’s reputation for 
  brilliance, whether measured in terms of knowledge or 
  strategic vision. Characters with a reputation for genius 
  have an easier time convincing others to follow their 
  plans and trust them as intellectual authorities.
  Heroism: Heroism represents a character’s reputation 
  for bravery and perseverance. It also captures the 
  effectiveness with which a character earns admiration for 
  her most exceptional deeds. Characters with a reputation 
  for heroism are more likely to be asked to fight monsters 
  or face seemingly insurmountable challenges.
  Sacrifice: Sacrifice represents a character’s reputation 
  as an upstanding member of society who gives of herself 
  to improve the lives of others and who is capable of 
  persevering through great hardships. Characters with a 
  reputation for sacrifice have an easier time convincing 
  others of their righteousness and inspiring others to 
  make sacrifices of their own.
  Sagacity: Sagacity represents a character’s reputation 
  for having good judgment. Characters known for their 
  sagacity are more likely to be sought out for advice in 
  complex matters, ranging from tangled interpersonal 
  disputes to questions of morality, philosophy, or religion.
  Subterfuge: Subterfuge represents a character’s 
  ability to operate effectively in the shadows, whether 
  as a sly politician skilled in backroom dealings or a 
  shrewd investigator who digs up dirt on her enemies. A 
  character’s skill at subterfuge is likely to be less widely 
  known than the other facets of her persona, but it still 
  helps her cultivate contacts in just the right places.
  These six facets do not represent an exhaustive list of 
  metrics that PCs can leverage to rally supporters. With 
  small adjustments, a GM can replace any of these facets 
  with other options to suit a particular campaign.
  STARTING RANK
  Before a character can become a true agent of change, she 
  must build some personal clout. Generally, a character has 
  the individual prowess to begin actively building up her 
  persona upon reaching 4th level. However, a PC’s persona 
  does not necessarily begin as a blank slate at this point 
  in time. Characters can begin using this rules system 
  when they have 1 Rank in various facets based on their 
  existing abilities or prior deeds. Characters whose mental 
  ability scores are 14 or higher begin with 1 Rank in certain 
  facets: a high Intelligence score grants 1 Rank in Genius, 
  a high Wisdom score grants 1 Rank in Sagacity, and a 
  high Charisma score grants 1 Rank in Charm. The GM 
  can also assign a starting Rank of 1 in one or more of the 
  other three facets based on a character’s prior actions. For 
  example, a PC who unflinchingly faced great challenges 
  earns 1 Rank in Heroism. Meanwhile, a PC who engaged 
  in charity or self-denial demonstrates her willingness 
  to sacrifice and begins with 1 Rank in Sacrifice. Finally, 
  a PC who acted outside the rules of law or society with 
  cleverness and subtlety begins with 1 Rank in Subterfuge. 
  PERSONA PHASE
  PCs leverage their influence in periods called persona 
  phases, which are abstract representations of time spent 
  building up their reputations or directing their agents 
  to complete missions on their behalf. These phases 
  take place separately from normal gameplay; a player 
  typically makes all related decisions at the start of each 
  persona phase, and those decisions stay in effect until 
  the start of the next persona phase.
  As a general guideline, PCs should experience about 
  four persona phases per level. If you are running the 
  War for the Crown Adventure Path, each persona phase 
  is called out in the text of the adventure. On the other 
  hand, if you are running a campaign in which leveling 
  up is infrequent, or if you wish to condense persona-
  building into a limited portion of your campaign, 
  consider increasing the number of opportunities the 
  PCs receive. 
  
  72
  At the beginning of a persona phase, each PC chooses 
  from one of two actions: developing her persona (see 
  below) or launching an operation (see page 73). The 
  phase ends when the PC has chosen her action and 
  made the associated decisions and actions (such as an 
  Operation check). 
  As the PC increases her Facet Ranks, she unlocks 
  several benefits. Unless 
  otherwise specified, each 
  benefit can be used only 
  once per persona phase. 
  DEVELOPING 
  PERSONA
  A PC might decide to spend 
  her persona phase publicly 
  demonstrating her prowess 
  and character, giving her the 
  chance to increase the Rank of 
  one of her persona’s facets by 1. 
  To do so, the PC first selects one of 
  the tasks from the list below (with the associated facet 
  noted in parentheses), or she can work with the GM to 
  create another appropriate task. Then she attempts a 
  skill check associated with that task, with a DC equal 
  to 15 + twice the Rank she is trying to achieve. If she 
  succeeds at the check, her Rank in that facet increases 
  by 1. Consider allowing PCs to attempt relevant Craft, 
  Perform, or Profession checks in place of the listed 
  skill checks.
  The scope of a PC’s persona is limited by her character 
  level. Her Facet Ranks for a facet can’t exceed her 
  character level, and she can have a total number of Facet 
  Ranks equal to no more than twice her character level.
  Checks to increase a PC’s Facet Ranks represent 
  placing the PC’s skills squarely in the spotlight. As 
  a result, PCs can’t take 10 on these checks or receive 
  direct assistance in the moment, such as aid another 
  from other characters. Effects that boost PCs’ skills and 
  abilities apply only if their duration is at least 24 hours.
  Arrange Secret Meeting (Charm or Subterfuge)
  You arrange a clandestine meeting between individuals 
  who can’t or won’t speak openly.
  Associated Skill: Bluff (Charm); Disguise or Escape 
  Artist (Subterfuge).
  Bask in Glory (Heroism)
  You make sure that everyone knows about your own 
  personal achievements.
  Associated Skill: Perform.
  Demonstrate Might (Heroism)
  You show off your strength to impressed onlookers.
  Associated Skill: Strength-based skill check.
  Drive Legislation (Charm, Genius, or Sagacity)
  You take a prominent role in drafting or promoting 
  legislation or another form of governmental policy.
  Associated Skill: Perform (Charm), Linguistics 
  (Genius), or Sense Motive (Sagacity). 
  Give Lecture (Genius or Sagacity)
  Whether you’re delivering an academic 
  lecture or a religious sermon, you draw a 
  crowd to listen as you share your expertise.
  Associated Skill: Knowledge check 
  relevant to the lecture’s topic.
  Organize Party (Charm)
  You put together a popular social 
  event that is the talk of the town.
  Associated Skill: Diplomacy.
  Organize Protest (Heroism or 
  Sacrifice)
  You gather people to protest loathsome 
  policies, either through rhetoric or doggedness.
  Associated Skill: Fortitude save (DC = 15 + desired 
  Rank), or Diplomacy or Perform check.
  Perform Charitable Acts (Sacrifice)
  You spend your time or money tending to those most 
  in need of aid.
  Associated Skill: Heal.
  Sabotage Opponent (Genius or Subterfuge)
  You cunningly set one of your opponents up for a fall, 
  perhaps causing one of his shameful secrets to go public.
  Associated Skill: Knowledge (local or nobility), as 
  appropriate to the opponent (Genius); Sleight of Hand 
  or Stealth (Subterfuge).
  DIMINISHING PERSONA
  At the GM’s discretion, PCs can lose Facet Ranks for 
  public acts that go strongly against one of the facets. For 
  example, a PC who engages in cowardly behavior could 
  lose a Rank in Heroism. Losing Facet Ranks should not 
  be common, and a PC’s Rank in a facet can’t fall below 0.
  PERSONA BENEFITS
  As the PCs gain more Facet Ranks, they gain the 
  following benefits, summarized in the table below.
  PERSONA BENEFITS BY RANK
  Facet Ranks 
  Benefits
  1	
  Agents
  2	
  Basic	operations
  3	
  Skill	bonus	(+2)
  4	
  Admirers	(indifferent)
  5	
  Bonus	feat
  
  73
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  6	
  Advanced	operations
  7	
  Skill	bonus	(+4)
  8	
  Admirers	(unfriendly)
  9	
  Friend	in	high	places
  10	
  Master	of	operations
  Agents: When she first gains access to the persona rules, 
  a PC gains a number of agents equal to twice her total 
  starting number of Facet Ranks, reflecting her newfound 
  renown. Each time a PC increases her Facet Ranks in a 
  facet, she rallies two additional agents to her cause. These 
  agents represent people who flock to the PC for a variety 
  of reasons, whether they are ardent admirers of the PC’s 
  cause, members of the PC’s staff, or even people the PC 
  has blackmailed into assisting her. Agents are generally 
  much less capable than the PCs and not strong enough 
  to accompany the PCs on adventures. However, as a PC 
  increases her Facet Ranks, she unlocks the ability to 
  direct these agents to perform operations on her behalf 
  (see below). Particularly dangerous operations can cause 
  the PC to lose agents, which she can replace through the 
  recover agents operation (see page 74).
  Basic Operations: A PC who has at least 2 Ranks in 
  a facet can send her agents on basic operations related 
  to that facet. Basic operations are relatively safe and 
  straightforward, requiring few agents to complete. For a 
  list of basic operations, see pages 74–75.
  Skill Bonus: A PC can sometimes leverage her persona 
  to gain a bonus on a skill check. Once per persona phase, a 
  PC can apply a skill bonus to a single check for one of the 
  facets in which she has at least 3 Ranks. She can apply this 
  bonus after rolling her skill check, but before the results 
  are announced. The exact skills to which this bonus can 
  be applied depend upon the facet (see below). The skill 
  bonus begins at +2 and increases to +4 when she has 
  7 Ranks in the appropriate facet. For example, a PC with 
  7 Ranks in Heroism and 3 Ranks in Subterfuge can grant 
  herself either a +4 bonus on an Intimidate or Perform 
  check or a +2 bonus on a Disable Device or Stealth check, 
  but she can still gain only one bonus per phase.
  Charm: Bluff, Diplomacy; Genius: Knowledge (any); 
  Heroism: Intimidate, Perform (any); Sacrifice: Heal, 
  Survival; Sagacity: Perception, Sense Motive; Subterfuge: 
  Disable Device, Stealth.
  Admirers: The PC’s persona has earned her fans and 
  sympathetic souls. Once per persona phase, she can 
  leverage her reputation to improve the starting attitude 
  of one NPC with an attitude of indifferent or friendly. 
  She can increase the NPC’s attitude by one step as long 
  as she has at least 4 Ranks in a facet related to that NPC 
  (see below). When she has 8 Ranks in a facet, she can also 
  use this ability to improve the attitude of NPCs whose 
  starting attitude is unfriendly. The following list is 
  incomplete; other categories of NPCs can be related to 
  various facets at the GM’s discretion.
  Charm: Artists, merchants, nobles; Genius: Academics, 
  arcane spellcasters, instructors; Heroism: Athletes, 
  guards, soldiers; Sacrifice: Clergy of good deities, healers, 
  philanthropists; Sagacity: Clergy, druids, philosophers; 
  Subterfuge: Criminals, politicians.
  Bonus Feat: Once a PC has 5 Ranks in a single facet, 
  she gains the bonus feat associated with that facet in the 
  list below, ignoring the feat’s prerequisites. If a PC has 
  5 Ranks in more than one facet, she can select one feat 
  from among the feats she has unlocked, and can change 
  her choice at the beginning of each persona phase; she 
  can benefit from only one of these bonus feats at a time. 
  Feats from Pathfinder RPG Ultimate Intrigue are noted 
  with a superscript.
  Charm: Persuasive; Genius: Brilliant PlannerUI; Heroism: 
  Dazzling Display; Sagacity: Insightful AdviceUI; Sacrifice: 
  Diehard; Subterfuge: Stealthy.
  Advanced Operations: A PC who has at least 6 Ranks 
  in a facet can send her agents on advanced operations 
  related to that facet. Advanced operations can be far more 
  complex and dangerous than basic operations. For a list 
  of advanced operations, see page 75.
  Friend in High Places: Once a PC has 9 Ranks in 
  one of her facets, her network of contacts has grown to 
  include a highly placed individual. The PC leverages this 
  alliance to gain access to spellcasting services. If the PC 
  succeeds at an Operation check (DC = 15 + spell level), 
  she can arrange for up to 750 gp worth of spellcasting 
  services to be used at any time before the beginning of 
  the next persona phase as long as she would reasonably 
  have access to an NPC spellcaster, even to cast raise dead 
  (in this case, it is assumed the PC’s agents arrange for 
  her resurrection on her behalf). The PC must pay for any 
  focuses or expensive material components used.
  Master of Operations: A PC who has 10 Ranks in at least 
  one facet can perform one additional operation per phase 
  related to one of the facets in which she has 10 Ranks, so 
  long as she has enough agents to do so and even if she has 
  already performed an operation in that phase.
  OPERATIONS
  Instead of using her persona phase to develop her persona, 
  a PC can send her agents to perform an operation on her 
  behalf. A PC gains access to basic operations (see page 74) 
  for a given facet when she has 2 Ranks in that facet, and 
  she gains access to advanced operations (see page 75) 
  when she has 6 Ranks in that facet.
  A PC can initiate only one operation per phase. She 
  must decide which operation she intends to perform 
  at the start of the persona phase. To determine the 
  outcome of the operation, the PC rolls an Operation 
  check. An Operation check is a d20 roll with a bonus 
  equal to the number of agents the PC sends on the 
  mission, and its DC is set by the specific operation. A PC 
  must choose how many agents to send before the roll, up 
  
  74
  to a maximum of the number of Facet Ranks she has in 
  the relevant facet. Operations always fail on a roll of 1 on 
  the die and always succeed on a natural 20.
  Persistent 
  Operations: While 
  most 
  operations 
  conclude at the end of a persona phase, persistent 
  operations begin the first time the PC succeeds at the 
  DC 17 Operation check for that operation and continue 
  until the PC calls back her agents. A PC can maintain only 
  one type of persistent operation at a time, and she must 
  send at least five agents; these agents are not available 
  for other operations until the persistent operation ends. 
  Persistent operations must generally be focused on 
  one location (at the GM’s discretion, though generally 
  limited to one town or a large neighborhood in a city); 
  a PC can maintain the same persistent operation in as 
  many locations as she has enough agents to support.
  Risky Operations: Some operations are dangerous to 
  agents’ safety or morale. If a PC fails a risky operation’s 
  check by 5 or more, or if she rolls a natural 1 on the 
  check, she loses all of the agents she sent on the mission. 
  These losses could represent the agents’ imprisonment, 
  their death, or their abandonment of the PC’s cause.
  Basic Operations 
  PCs gain access to basic operations when they have 
  2 Ranks in a facet.
  Filter Rumors (Sagacity): Under your direction, 
  your agents are skilled at separating fact from fiction. 
  Once before the next persona phase, after you or another 
  PC receives the results of a Diplomacy check to gather 
  information, you can ask the GM to roll a secret Operation 
  check, using the number of agents you sent on this 
  operation for its bonus. If the check results in a success, 
  the GM tells you whether the information gathered is 
  mostly true, has elements of truth, or is mostly false. If 
  the check fails, the GM tells you that the information 
  gathered is mostly true (regardless of its actual veracity). 
  The Operation check DC is generally 15, but if someone is 
  actively spreading false information, the DC increases to 
  10 + the CR of the rumormonger (maximum 20).
  Gather Information (Charm): Your agents listen to 
  the local gossip and ask pointed questions. Once before 
  the next persona phase, you can use the result of your 
  Operation check in place of the normal Diplomacy 
  check when gathering information. You don’t need to 
  spend time to attempt this check, and there is no risk 
  that you will be associated with your agents.
  Last-Ditch Effort (Any Facet, Persistent): When you 
  perform a risky operation while this persistent operation 
  is in effect, you can gain a +2 bonus on the Operation check. 
  If you do, you lose at least half of the agents you sent on 
  the risky operation, even if it is successful. Beginning this 
  operation requires a successful DC 17 Operation check.
  Manufacturing (Any Facet): You can call on your 
  agents’ practical expertise to manufacture items on your 
  behalf, allowing you to use the result of your Operation 
  check in place of a Craft skill check to create mundane 
  items. You do not have to expend the time crafting, but 
  your agents do, and you must still pay the raw materials 
  cost for any items your agents manufacture.
  Provide Distraction (Heroism, Risky): Your agents 
  may not be individually strong, but your example has 
  inspired them, and they’d risk anything to help you, even 
  in dangerous circumstances. At the beginning of combat 
  near a populated area, roll an Operation check against a 
  DC equal to 10 + the CR of the most challenging creature 
  in the fight (maximum DC 25). On a success, each PC 
  gains a +2 bonus on attack rolls or to Armor Class as 
  if benefiting from the aid another action for the first 
  round of combat. 
  Recover Agents (Any Facet): If a risky operation goes 
  awry, a PC may lose the agents she sent on the operation. 
  A PC who has fewer than the maximum number of agents 
  her Facet Ranks would allow—that is, fewer than twice her 
  total number of Facet Ranks—can launch an operation to 
  rescue lost agents (or recruit new ones, if that flavor is 
  preferred). To do so, she must attempt a DC 10 Operation 
  check, using the facet of her choice. On a failed check, she 
  recovers one agent. On a successful check, she recovers 
  two agents, plus one additional agent for every 5 by which 
  the result exceeds the Operation check’s DC. 
  Research (Genius): Under your direction, your agents 
  scour libraries for relevant information. You can use 
  VARIANT LEADERSHIP
  In	 campaigns	 where	 gathering	 social	 clout	 is	 a	 central	
  feature,	 players	 are	 likely	 to	 gravitate	 toward	 the	
  Leadership	feat	(or	toward	archetypes	that	grant	the	feat).	
  Consider	 replacing	 Leadership	 with	 the	 following	 feat,	
  which	is	designed	to	interact	smoothly	with	this	system.
  COALITION	LEADER
  You	have	a	knack	for	attracting	others	to	your	cause.
  Prerequisite:	Character	level	7th.
  Benefits:	 You	 gain	 a	 cohort	 as	 described	 in	 the	
  Leadership	 feat.	 Determine	 your	 leadership	 score	 as	
  described	 in	 the	 feat’s	 text	 but	 with	 the	 following	
  exceptions:	Instead	of	adding	your	Charisma	modifier	to	
  your	character’s	level	to	determine	your	base	leadership	
  score,	you	can	add	the	Rank	of	any	facet	of	your	persona.	
  Additionally,	you	can	direct	your	cohort	to	send	agents	
  on	an	operation,	instead	of	accompanying	you.	If	you	do	
  so,	you	gain	a	+2	bonus	on	your	Operation	check,	but	
  your	cohort	is	unavailable	until	the	beginning	of	the	next	
  persona	phase.	Finally,	you	do	not	gain	followers	as	listed	
  in	 the	 Leadership	 feat.	 Instead,	 you	 can	 perform	 the	
  recover	agent	operation	(see	below	on	this	page)	once	
  per	persona	phase;	this	does	not	count	as	an	operation.
  
  75
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  the result of your Operation check in place of a single 
  Research check. Your agents must spend the required 
  time, but this research takes none of your time.
  Smuggle (Subterfuge, Risky): Your agents smuggle a 
  relatively small or innocuous object (such as a 
  dagger or evidence to be used for blackmail) 
  into a hiding place on someone else’s 
  property. The DC of the Operation check 
  is equal to 10 + the CR of the captain or 
  leader of any guards present.
  Tend 
  Wounds 
  (Sacrifice, 
  Persistent): Your agents help you 
  tend to the injured, including 
  you. If you succeed at a DC 17 
  Operation check, you receive 
  one of the following benefits for 
  the duration of the operation: 
  either everyone in the tended 
  community gains a +2 bonus on 
  Fortitude saves against disease, 
  or you receive the benefits of 
  long-term care whenever you 
  rest for at least 8 hours in the 
  area in which the operation is 
  in effect.
  Advanced Operations
  PCs gain access to a facet’s advanced 
  operations when they have 6 Ranks in 
  that facet.
  Bad Advice (Genius or Sagacity, Risky): You place 
  agents among a target’s advisors or messengers to 
  feed him the information that will lead him to make 
  wrong choices. At some point in this persona phase 
  when your target must decide between two options, he 
  must succeed at a Sense Motive check opposed by your 
  Operation check result or choose the option you favor or 
  that benefits you.
  Bolster Courage (Heroism, Persistent): You send your 
  agents to tell tales of your bravery, bolstering your own 
  courage. If you succeed at a DC 17 Operation check, you 
  receive a +2 morale bonus on saves against fear. 
  Guards (Sacrifice, Risky): You are accompanied by a 
  guard who watches your back, and agents in the field 
  listen carefully for any potential dangers. If an opponent 
  tries to ambush or sneak up on you, that character’s 
  Stealth check result must exceed both your Perception 
  check result and the result of your Operation check to 
  catch you unawares. On a failed Operation check, your 
  enemies eliminate your guards before engaging you.
  Invention (Genius): Your agents help you create magic 
  items and research spells. Select one spell or magic 
  item. If you succeed at an Operation check, your agents 
  find or create the chosen spell or item, and you can 
  then purchase it for the standard cost. The DC of the 
  Operation check is equal to 10 + caster level for a magic 
  item, or 10 + twice the spell level for a spell.
  Poison (Subterfuge, Risky): Your agents slip a dose of 
  poison or a potion (which you must pay for) into 
  an NPC’s food as it is being prepared and 
  delivered. Attempt an Operation 
  check with a DC equal to the CR 
  of the target NPC. On a success, 
  your agents deliver the substance 
  without 
  detection. The 
  NPC 
  attempts Fortitude saves against 
  the poison as normal.
  Rumormonger 
  (Any 
  Facet, 
  Persistent): Your agents improve 
  your cover by spreading false 
  rumors, destroying evidence, 
  and intimidating anyone who 
  asks too many questions. If you 
  succeed at a DC 17 Operation 
  check, anyone trying to see 
  through a disguise or false identity 
  you’ve assumed takes a –2 penalty 
  on Perception and Sense Motive 
  skills checks to do so.
  Safe 
  Haven 
  (Heroism 
  or 
  Sacrifice): Your agents find you a 
  quiet place to rest in safe anonymity, 
  usually somewhere out of the way such as 
  a barn or cavern. Anyone trying to locate you 
  must first succeed at a Diplomacy or Survival 
  check opposed by your Operation check.
  Sermonize (Sagacity, Persistent): Your agents spread 
  your philosophical or religious beliefs. If you succeed 
  at a DC 17 Operation check, you gain a +2 bonus on 
  Diplomacy and Intimidate checks against people who 
  share your religion or philosophy, or who follow closely 
  aligned practices, at the GM’s discretion.
  Spread 
  Propaganda 
  (Charm 
  or 
  Subterfuge, 
  Persistent): Your agents spread propaganda on your 
  behalf. If you succeed at a DC 17 Operation check, you 
  gain a +2 bonus on Bluff and Disguise checks to either 
  reinforce this same disinformation or deceive someone 
  relying on it.
  They’re with Me (Charm or Subterfuge, Risky): You 
  place agents inside an enemy’s forces. Once before your 
  next persona phase, when you encounter a group of 
  low-level, unnamed enemy agents, the total number of 
  which can’t exceed the number of agents you sent on 
  this operation, compare the result of your Operation 
  check against a DC of 15 or a DC of 10 + the Sense 
  Motive modifier of the agents’ commander (whichever 
  is higher). If you succeed, this “enemy” force is instead 
  composed of the agents you placed earlier, allowing you 
  to avoid combat and potentially resupply or rest. You 
  can’t use this operation to replace named NPCs.
  
  76
  “Take pride in every symbol you wear for our grand empire. 
  Cherish your weapons and armor, yes. But also take pride in 
  every band of silk, every careful stitch, every strap of leather. 
  We are an old empire—the greatest that Avistan has ever seen. 
  Our touch on this continent stretches back thousands of years, 
  before most of these other nations were even a hopeful glimmer. 
  Each of these symbols of the empire came from some corner of 
  our great lands, and they came to us! The empire provides for 
  us, and we must provide for the empire in return. New lands! 
  New resources! What we claim on this expedition will supply the 
  next: more fine, ambitious Taldans like yourselves, in a ceaseless 
  wave that will wash upon every shore of the globe, in turn, until 
  every land belongs to Taldor!”
  —General Gerefein, Seventh Army of Exploration
  RELICS OF OLD TALDOR
  
  77
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  F
  orged at the height of the Taldan empire, 
  employed by heroes at the forefront of expansion, 
  and gleaming brighter with every conquest, the 
  relics of old Taldor are imbued with the glory of deeds 
  no mortal now living bore witness to. But just like the 
  empire that created them, these items have become 
  diminished over the ages. They now lie dormant in 
  dusty and forgotten corners, waiting for worthy heroes 
  to retrieve them and take them up once again for the 
  glory of Taldor.
  RELICS
  This article introduces relics: magic items that grow 
  in power the more they are used in the pursuit of a 
  specific cause. Each relic was once a typical magic item 
  that played a central role in a massively important event, 
  increasing dramatically in potency as it drew power from 
  its shaping of fate. Relics occupy a space somewhere 
  between normal magic items and artifacts. Unlike most 
  magic items, relics can’t be crafted. Unlike artifacts, 
  however, they can be destroyed normally. Eventually, 
  these extra-powerful items are misplaced, forgotten, or 
  ignored, and their power wanes as a result—though it is 
  not entirely lost. 
  When PCs find a relic, it has only the first set of base 
  abilities listed in its stat block; to unlock a relic’s full 
  powers, its bearer must reawaken its latent energy.
  PCs playing in the War for the Crown Adventure Path 
  have the opportunity to discover two relics in each of 
  the first four adventures (each of which is detailed in 
  the following pages), and they can gradually increase the 
  power of their relics by using them to perform bold deeds 
  that help return Taldor to the resplendence of its heyday. 
  TRIUMPHS
  As she adventures, the wielder of a relic might 
  achieve great deeds, called triumphs, tied to the item’s 
  associated cause, which she can apply to the relic to 
  increase its power. Each volume of the War for the 
  Crown Adventure Path indicates which deeds qualify as 
  a triumph for the relics of old Taldor. Each PC involved 
  in achieving a triumph can apply that triumph to up 
  to one of her carried relics, unlocking the next set of 
  abilities for that item. 
  An individual relic can attain only the triumphs for 
  which it is present, so if the PCs achieved two triumphs 
  before finding Koriana’s Blade (see page 79), the sword 
  wouldn’t gain the benefits listed under First Triumph 
  until the PCs’ third triumph. To be present for a triumph, 
  a relic needs to be worn, held, or carried (as opposed to 
  being stored in a bag of holding, for instance), and the PC 
  carrying it must have been involved in the triumph in 
  some way. Some triumphs improve on existing abilities, 
  such as granting more uses of an ability per day or 
  increasing a relic’s enhancement bonus from +1 to +2. 
  All other triumph abilities are cumulative with the 
  item’s base abilities and with each other. For example, 
  a relic that has attained two triumphs grants both its 
  first-triumph and second-triumph abilities along with 
  its base abilities.
  Increasing DCs: Some effects have DCs that increase 
  as the relic attains more triumphs; these are indicated 
  by a note such as “DC = 15 + 1 per additional triumph 
  attained.” An effect with such a DC counts neither the 
  triumph that the effect came from nor any previous 
  triumphs. For example, if a relic’s first triumph granted 
  an effect with a DC of 15 + 1 per additional triumph 
  attained, that DC would be 15. When that relic attained a 
  second triumph, the DC would increase to 16.
  Fading Glory: When the PCs discover a relic, the 
  power of the item has faded significantly since it has 
  gone many years without being used for its cause. In 
  most campaigns, it’s unlikely that enough time will pass 
  for the discovered relic’s power to fade again. However, 
  if years pass without a relic being used for its cause, its 
  triumph abilities begin to go dormant, starting at the 
  highest level and descending from there. This can vary 
  by item and is ultimately determined by the GM, but a 
  good benchmark is one triumph entry lost per 1d4 years.
  RELICS IN YOUR OWN 
  CAMPAIGN
  To implement relics in your own game, you can use the 
  Taldan items presented here, adjusting their themes 
  and details as necessary. Alternatively, you can adapt 
  scaling items from Pathfinder RPG Pathfinder Unchained 
  (as described in the sidebar on page 76 in that book) or 
  create your own items to suit your needs.
  You’ll also need to set up potential triumphs the 
  PCs can achieve to unlock the relics’ abilities. These 
  triumphs should happen every 2 to 3 character levels. 
  A triumph should always be linked to the achievement 
  of a major goal within the campaign’s storyline. Include 
  less frequent triumph events if the PCs are highly likely 
  to succeed at all of them. If there’s a high chance the 
  PCs will fail to achieve a particular triumph, you might 
  include another triumph event fairly soon after. You 
  can always alter future triumph events if items are 
  looking like they’ll outpace the rate of one triumph 
  every 2 levels. The theme of the relics you include 
  should match the themes of the campaign. This doesn’t 
  mean their mechanics and powers need to correspond 
  exactly, but the more history and flavor, the better.
  Relics work best in a campaign that has clear goals 
  and major events. These might be goals that you’ve built 
  into the game, but it’s also highly satisfying for players 
  to define their own goals. If you make relics that are 
  designed for a purpose that matches the purposes of one 
  of the characters, you’ll set up a stronger bond and unity 
  of purpose for that character-relic pair.
  
  78
  RELICS OF OLD TALDOR
  Throughout the War for the Crown Adventure Path, 
  PCs can find the following relics, organized below by 
  the volume of the AP in which they appear. To use these 
  relics in other campaigns, consult the information on 
  PC level in parentheses. A relic’s stat block details its 
  base abilities followed by the powers the relic gains 
  when it attains one or more triumphs (see page 77).
  CROWNFALL
  The first adventure in the War for the Crown Adventure 
  Path, “Crownfall,” introduces Dignity’s Barb and Envoy 
  Ring (suitable for PCs of 1st–3rd level).
  DIGNITY’S BARB
  SLOT none
  CL 12th
  WEIGHT 2 lbs. 
  AURA strong divination
  Brass inlay and Taldan military symbols adorn fine 
  wooden stock of this masterwork darkwood light 
  crossbow. The polished stock feels slightly warm 
  to the touch when held. An golden inscription 
  bears the name of General Gerefein of the 
  Seventh Army of Exploration. In his most 
  famous act, the general turned the tide of 
  a prolonged and vicious 
  battle with a canny Kellid 
  warlord. Through the driving 
  snow of a chaotic blizzard, 
  General 
  Gerefein 
  shot 
  practically blind, yet his bolt 
  struck a lethal blow, dashing 
  the warlord from his mount. 
  As the Kellid soldiers watched their leader fall, they 
  broke their charge, leaving General Gerefein the victor on 
  that day.
  The crossbow gives its wielder a touch of the luck that 
  bore the general to great victories. Anyone firing Dignity’s 
  Barb reduces miss chances from concealment by 5%.
  First Triumph: Dignity’s Barb is a +1 darkwood light 
  crossbow and reduces miss chances from concealment by 
  10%. In addition, once per day when the weapon threatens 
  a critical hit, the wielder can roll twice to confirm the critical 
  and take the better result.
  Second Triumph: Dignity’s Barb is a +1 seeking 
  darkwood light crossbow.
  Third Triumph: Dignity’s Barb is a +2 seeking darkwood 
  light crossbow. The wielder can use its ability to roll twice 
  to confirm a critical hit twice per day (though he can use 
  it only once on a given critical threat). In addition, the 
  wielder can attempt a lucky shot to foil a ranged attack. 
  Once per day when a ranged weapon attack targets a 
  creature within 30 feet of the wielder, the wielder can 
  shoot Dignity’s Barb at the projectile as an immediate 
  action. He rolls a ranged attack, and if the result exceeds 
  the attacker’s roll, that attack is negated. This ability can 
  be used only if Dignity’s Barb is loaded or if the wielder 
  can use Rapid Reload or a similar ability.
  Fourth Triumph: Dignity’s Barb is a +3 seeking darkwood 
  light crossbow. Its wielder can use its ability to roll twice to 
  confirm a critical hit at will.
  Fifth Triumph: Dignity’s Barb is a +4 seeking darkwood 
  light crossbow. At the start of each day, the crossbow’s 
  owner rolls a d20, rerolling any results of 1, 19, or 20 and 
  recording the final result. For the rest of that day, when 
  the owner rolls the recorded number on an attack roll with 
  Dignity’s Barb, the attack roll is a critical threat. This has no 
  benefit for anyone other than the owner who rolled at the 
  start of the day.
  ADAPTING SCALING ITEMS
  Relics work much like the scaling items introduced in 
  Pathfinder Unchained, with the exceptions that they don’t 
  cost a share of your treasure and they scale up due to 
  story events rather than at certain levels. This makes it 
  easy to adapt the scaling items from that book to use 
  as relics, either to replace ones listed here that don’t suit 
  your group in War for the Crown or to use in a different 
  campaign. Doing so requires the following adjustments, 
  in addition to adding thematic background elements to 
  the items to tie them to the triumphs of your game.
  Remove Cost, Price, and Scaling Category: 
  Because relics can’t be crafted and aren’t typically 
  bought or sold, they don’t have cost or price entries. 
  Similarly, the scaling progression (bauble, prize, or 
  wonder) is not usually relevant for relics. However, 
  you might want to restrict yourself to only prizes and 
  wonders when converting scaling items, since baubles 
  aren’t as impressive as relics should be.
  Determine Minimum PC Level: Since the abilities 
  of a relic aren’t explicitly tied to character levels, it’s 
  important to limit PCs’ access to relics that would be too 
  powerful for their level. In general, PCs should not gain 
  access to a relic until their character level is at most 2 
  levels lower than the lowest-level ability of the scaling 
  item on which that relic is based. 
  Combine Lower-Level Scaling Abilities: Determine 
  what level the PCs will likely be when they attain the 
  relic. If this is higher than one or more of the item’s 
  scaling levels, combine all those levels’ abilities into the 
  base abilities of the item.
  Turn Unlockable Abilities into Triumph Abilities: 
  Any remaining unlockable abilities can be unlocked by 
  attaining triumphs rather than reaching a certain level. 
  Look at your plans for what events will count as triumphs, 
  because you might need to combine multiple unlockable 
  abilities into one. This can happen if there’s a long level 
  gap between triumphs and you need to make each one 
  stronger to catch up with the PCs’ expected level.
  
  79
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  ENVOY RING
  SLOT ring
  CL 11th
  WEIGHT — 
  AURA moderate enchantment
  This golden ring appears pristine on 
  the outside, but the inside shows 
  centuries of wear, leaving the inner 
  band perpetually polished to a lighter 
  hue than that of the ring’s outer 
  surfaces. A family crest adorns the 
  front, depicting olive branches encircling 
  two crowns, seemingly indicating a house 
  dedicated to ambassadorship and diplomacy.
  The ring grants its wearer a +2 competence bonus on 
  Diplomacy, Linguistics, and Perform checks. Once per 
  day, the wearer can speak a command word to transform 
  her appearance and clothing, as per disguise self. The 
  appearance of her clothing automatically matches the 
  customs of the dominant culture around her, typically that 
  of the local nobility or ruling class. Her physical features 
  don’t match those of the local people, but features that 
  would make her stand out—such as elf ears in a settlement 
  where no elves live—diminish. This lasts up to 24 hours but 
  can be dismissed at any time. The caster level of any spell 
  effect generated by the ring is 1 + 2 per triumph attained.
  First Triumph: The ring can be activated to use charm 
  person (DC = 15 + 1 per additional triumph attained) and 
  comprehend languages, each once per day.
  Second Triumph: The ring’s competence bonus on 
  Diplomacy, Linguistics, and Perform check is +3. When the 
  wearer activates the ring’s disguise, she can read, speak, and 
  understand the most common language in the area that she 
  doesn’t already know for as long as the duration persists.
  Third Triumph: The wearer can activate the ring to use 
  charm person at will, though if a creature succeeds at its 
  save, it can’t be targeted again for 24 hours. The ring can 
  also be activated to use charm monster (DC = 20 + 1 per 
  additional triumph attained) once per day.
  Fourth Triumph: The ring’s competence bonus on 
  Diplomacy, Linguistics, and Perform checks is +5.
  Fifth Triumph: The wearer can use mass suggestion 
  (DC 24) once per day.
  SONGBIRD, SCION, SABOTEUR
  The second adventure in War for the Crown, “Songbird, 
  Scion, Saboteur” (see page 4), introduces Koriana’s Blade 
  and Subtle Mask (suitable for PCs of 4th–6th level).
  KORIANA’S BLADE
  SLOT none
  CL 17th
  WEIGHT 4 lbs. 
  AURA strong abjuration
  When the brave knight-commander Koriana of Zimar fell 
  within the ranks of the Fifth Army of Exploration, her remains 
  were returned home—along with her sundered steel shield. 
  Her brother Tadric, distraught, focused only on 
  creating a fitting legacy for Koriana’s daughter. 
  Devoting himself to the study of metalcraft and 
  magical crafting, he eventually turned a shard 
  of his sister’s shield into a protective longsword. 
  Though records indicate that Tadric’s niece took 
  up the sword and joined the military, her full tale 
  and the blade’s fate were lost to history. Rumors 
  that she went into clandestine service for the royal 
  family still circulate.
  Koriana’s Blade is a +2 defending longsword. 
  It’s strangely curved, betraying its origins, and 
  has five gemstones in its pommel. Four are 
  broken, but the white gem in the center is intact. 
  Once per day, the wielder can trigger this gemstone 
  as an immediate action to absorb and negate all darts 
  targeting her from a magic missile spell.
  When the wielder transfers at least 1 point of the weapon’s 
  enhancement bonus to her AC using the defending special 
  ability, she also chooses one creature other than herself 
  within 10 feet to gain a +1 bonus to AC until the wielder’s 
  next turn. This bonus is always +1, regardless of how much 
  of the weapon’s bonus the wielder transfers to her AC.
  First Triumph: One of the gemstones on the sword’s 
  pommel (determined randomly) repairs itself. Once repaired, 
  a gem can be activated as an immediate action once per day 
  to make the sword’s wielder immune to a single effect of 
  a particular type, as described below, just before she would 
  be affected by it. She must choose to activate the gem 
  before attempting any save or other defense against the 
  effect. The black gem protects against negative energy, the 
  red gem protects against fire effects,the pink gem protects 
  against mind-affecting effects, and the green gem protects 
  against poison effects.
  Second Triumph: Koriana’s Blade is a +3 defending 
  longsword. Another randomly chosen gem repairs itself.
  Third Triumph: Another randomly chosen gem repairs 
  itself. The wielder of the sword gains a +1 insight bonus on 
  all saving throws against effects of any type corresponding 
  to one of the sword’s functioning gems.
  Fourth Triumph: Koriana’s Blade is a +4 defending 
  longsword. The final gem repairs itself.
  SUBTLE MASK
  SLOT head
  CL 11th
  WEIGHT 1 lb.
  AURA moderate divination
  Fashioned 
  to 
  surround 
  the 
  wearer’s eyes and cover the 
  forehead and cheekbones, 
  this 
  mask 
  is 
  made 
  of 
  porcelain inset with blue and 
  green gems and decorated 
  with golden filigree. When 
  donned, the mask seems to disappear, leaving its golden 
  
  80
  patterns as tattoos on the wearer’s face and coloring one 
  of the wearer’s eyes green and the other blue. The wearer 
  can remove the mask normally, causing it to appear as a 
  porcelain mask once again.
  The wearer gains a +2 competence bonus on Sense Motive 
  checks and can use comprehend languages once per day.
  First Triumph: The wearer can mentally activate the 
  mask as a swift action while conversing with someone or 
  observing a conversation to use detect thoughts (DC = 17 
  + 1 per additional triumph attained) on a single participant 
  in the conversation. This requires spending the normal 
  number of rounds to detect surface thoughts and can be 
  used for a total of 9 rounds per day. These rounds don’t 
  need to be consecutive. 
  Second Triumph: The mask grants the wearer a +2 
  enhancement bonus to Charisma. When the wearer mentally 
  activates the mask, she also detects magical effects as if she 
  were using arcane sight and concentrating on the creature. This 
  happens automatically during the first round of concentration.
  Third Triumph: The mask’s enhancement bonus to 
  Charisma is +4.
  Fourth Triumph: The mask’s enhancement bonus to 
  Charisma is +6. When the wearer mentally activates the 
  mask, she also detects whether the target is lying throughout 
  the concentration, as per discern lies (DC 22). Once per day, 
  the wearer can speak a command word to use true seeing.
  THE TWILIGHT CHILD
  The third adventure in War for the Crown, “The Twilight 
  Child,” introduces Scion’s Dagger and Standard of Conquest 
  (suitable for PCs of 7th–9th level).
  SCION’S DAGGER
  SLOT none
  CL 17th
  WEIGHT 1/2 lb. 
  AURA strong necromancy
  This elegant, jeweled blade looks ornamental, but it is 
  just as vicious as any weapon. A large black sapphire 
  glitters in the dagger’s pommel, and the delicate 
  work along the blade’s handle shows amazing 
  artistry. The dagger was forged by Grand Prince 
  Penticus IV to protect his son from a deal he struck 
  with strange outsiders—trading his firstborn in 
  order to win the crown. But Penticus V used 
  the blade to take his own life, denying his 
  father's benefactors their prize and securing 
  the throne for his brother, Tralian V.
  Scion’s Dagger is a +3 ghost touch mithral dagger. 
  As a full-round action, the dagger’s owner can designate up to 
  four willing creatures in her presence as her bodyguards. As 
  a standard action, each of these creatures can determine the 
  owner’s location and condition, as per status, as long as the 
  owner is holding the blade. The dagger’s owner can change 
  the designated bodyguards as a full-round action, with each 
  chosen creature beyond four replacing a prior choice.
  If the owner of Scion’s Dagger dies while carrying or 
  wielding the blade, her body evaporates into smoke and 
  her soul transfers into the black sapphire as per soul bind, 
  except anyone holding the dagger can attempt to raise her 
  as though they has access to her intact body. This effect fails 
  if a soul already occupies the gem. Alternatively, a creature 
  holding the dagger can instead speak a command word to 
  release the trapped soul into the afterlife.
  First Triumph: Once per day, the dagger’s wielder can 
  teleport any number of her bodyguards to her location, as 
  per teleport. They must be willing and within 100 miles, 
  and when they arrive, they appear within 20 feet of the 
  dagger’s wielder in unoccupied spaces chosen by the GM.
  Second Triumph: Scion’s Dagger is a +4 ghost touch 
  mithral dagger. Once per day as a swift action, the wielder 
  can gain DR 1/— and fast healing 3 for 1 minute.
  Third Triumph: Scion’s Dagger is a +5 ghost touch mithral 
  dagger. When the wielder hits a humanoid with the dagger, 
  she can activate the dagger as an immediate action to use 
  dominate person on the creature (DC 23) with a duration of 
  1 round. After the domination ends, the target is immune to 
  this effect for 24 hours.
  STANDARD OF CONQUEST
  SLOT none
  CL 15th
  WEIGHT 1 lb.
  AURA strong transmutation
  This meticulously woven flag depicts a horse and an 
  elephant, both about to charge. The tapestry’s green and 
  blue colors underscore the beasts’ connection to 
  Taldor’s distinguished cavalry, the Taldan 
  Horse, in which they have long 
  been the most commonly used 
  mounts. Though this particular piece 
  of heraldry is rather rare in all reaches 
  of the empire, those who know their 
  Taldan military history know that this 
  banner’s design has been used for 
  hundreds of years.
  The following effects apply only if the 
  standard is wielded or carried, and it must 
  be attached to the shaft of a lance, polearm, 
  spear, staff, or similar. The standard-bearer and 
  all allies within 60 feet who can see the banner 
  gain a +2 morale bonus on saving throws. They 
  also increase their base speed or fly speed and the base 
  speed or fly speed of mounts they ride by 5 feet. This 
  is treated as an enhancement bonus and doesn’t give a 
  creature a base speed or fly speed if it didn’t have one 
  already. A creature determines whether it can see the 
  banner for the purposes of speed increase at the start of 
  its turn, and it keeps the extra speed even if it moves out 
  of sight later in that turn.
  Once per day when the wielder begins a charge action, 
  the standard bearer can use a swift action to call for a battle 
  
  81
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  charge, causing the speed increase from the standard to 
  become 20 feet for 1 round. Any affected creature that 
  charges during this round also ignores the penalty to AC 
  from its charge.
  First Triumph: Once per day, the standard bearer can 
  activate the banner to teleport himself and up to five allies 
  who are within 10 feet of him. This functions as dimension 
  door, and each transported creature must arrive within 
  10 feet of the standard of conquest.
  Second Triumph: When the standard bearer calls for 
  a battle charge, each affected creature gains a fly speed 
  of 30 feet for 1 minute. The standard bearer can call for a 
  battle charge twice per day.
  Third Triumph: The standard bearer and allies within 
  60 feet who can see the standard gain a +1 morale bonus 
  on attack rolls. When the standard bearer calls for a battle 
  charge, each affected creature is also affected by greater 
  heroism with a duration of 1 minute.
  CITY IN THE LION’S EYE
  The fourth adventure in War for the Crown, “City in the 
  Lion’s Eye,” introduces Band of the Crusaders’ Alliance and 
  Ovetrian’s Plate (suitable for PCs of 10th–12th level).
  BAND OF THE CRUSADERS’ ALLIANCE
  SLOT ring
  CL 11th
  WEIGHT —
  AURA strong abjuration
  Stylistic flourishes and a stout design suggest dwarves had a 
  hand in forging this thick ring. The precise 
  engineering of the small moving parts 
  shows the fine artistry that went 
  into creating the item. The ring 
  features two carved symbols 
  that flank a faceted onyx: one 
  resembles the flag of Taldor, and the 
  other depicts the eye of Aroden. 
  Each of these three elements can be 
  activated once per day to use a certain spell: 
  the Taldan flag for hold person (DC = 13 + 1 per additional 
  triumph attained), the eye of Aroden for prayer, and the onyx 
  for stone shape.
  Encircling the ring is a second metal band that rotates in 
  place and is studded with a single diamond. If the diamond 
  is aligned with one of the symbols, the wearer gains 
  a +2 luck bonus on certain saving throws: saves against 
  enchantment spells and spell-like abilities if aligned with 
  the Taldan flag, against evil effects if aligned with the eye 
  of Aroden, or against earth and poison effects if aligned 
  with the onyx. Aligning the ring with a symbol is a full-
  round action.
  First Triumph: Each element can be activated one 
  additional time each day to use a different spell: the Taldan 
  flag for sending, the eye of Aroden for death ward, and the 
  onyx for wall of stone.
  Second Triumph: Each element can be activated one 
  additional time each day to use a different spell: the Taldan 
  flag for mass suggestion, the eye of Aroden for disrupting 
  weapon, and the onyx for transmute rock to mud.
  OVETRIAN’S PLATE
  SLOT armor
  CL 15th
  WEIGHT 50 lbs.
  AURA strong enchantment
  This storied suit of +3 rallyingUE full plate 
  was worn by General Ovetrian over 
  the course of many conquests. It was 
  recorded that General Ovetrian wore 
  this armor when he was a part of 
  the Fifth Army of Exploration, 
  where he led a group into the 
  River Kingdoms and places 
  east. Plated in platinum 
  with a slight wave pattern, 
  the armor’s surface bears 
  a resemblance to white 
  fur. The armor’s visor is 
  fashioned to look like 
  a male lion’s maned 
  head, and it is hinged 
  so it can be either 
  worn up or pulled down to 
  protect the face. Stories of the 
  general’s battles claim that entire 
  lines of soldiers fled from the 
  general when he rode into battle.
  Once every 10 minutes, the armor’s wearer can slam the 
  helm’s visor shut as a standard action, exposing the lion’s-
  head design. When he does, he can attempt to demoralize all 
  enemies within 30 feet, and he gains a competence bonus on 
  his Intimidate check equal to the armor’s enhancement bonus 
  to AC. Once per day, instead of attempting to demoralize 
  enemies, he can take this action to afflict all creatures within 
  30 feet with fear (DC = 20 + 1 per additional triumph attained).
  First Triumph: Ovetrian’s Plate is +4 rallyingUE full plate. 
  A creature demoralized by the armor’s ability is frightened 
  for the first round of the effect’s duration and is then shaken 
  as normal for the rest of the duration (if any). Three times 
  per day, the wearer of the armor can touch an adjacent ally 
  as a standard action to affect that ally with either break 
  enchantment or greater heroism. This ability can’t be used 
  more than once every 10 minutes.
  Second Triumph: Ovetrian’s Plate is +5 rallyingUE full plate. 
  When the wearer uses the armor’s ability to demoralize 
  enemies, he gains a morale bonus on attack rolls and damage 
  rolls equal to the number of creatures that were demoralized. 
  He also gains damage reduction of the same amount, which 
  can’t be overcome. These effects last for 1 round, but if the 
  wearer successfully hits a foe suffering from a fear effect, the 
  duration is extended by 1 round.
  
  82
  “After our expedition through the Mindspin Mountains, we made 
  our way east to Lake Encarthan. There we boarded a ship heading 
  down the Sellen River to our final destination of Oppara to rest 
  for a while before I started planning the next outing. Where the 
  Sellen, cutting through the Verduran Forest, meets up with the 
  Verduran River, I made the decision to disembark and make the 
  rest of the journey on foot, much to the dismay of my crew, who 
  were eager for the comforts of a soft bed. Looking over my notes, 
  I realized that we were just days from a Taldan sage who knew 
  about a lost ruin in Iobaria—a ruin I wanted to explore. Not 
  one day off the boat, as we made our way through the forest to 
  the Tandak Plains, our group was attacked by what looked like a 
  giant snake that frightened and scattered the porters, leaving the 
  remaining members of my crew to put down the strange beast.”
  —Marliss Nalathane, explorer
  BESTIARY
  
  83
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  T
  his volume’s the War for the Crown bestiary 
  features a mysterious hybrid connected to the 
  First World, a dangerous fungal creature, a 
  river-dwelling magical serpent, and a devious fey with a 
  penchant for plucking out eyeballs.
  ANTAGONISTS AND ALLIES
  During the course of “Songbird, Scion, Saboteur,” the 
  PCs spend time moving throughout the county of 
  Meratt. During their exploration, they have the chance 
  to stumble upon a number of threats not elaborated on 
  in the adventure.
  The County of Meratt Encounters table presented 
  here features just some of the challenges the PCs might 
  face. Each hour the PCs spend exploring the countryside, 
  they have a 35% chance of a random encounter; roll d% 
  and run the encounter listed for the result. The PCs 
  should have at most three random encounters in a 
  24-hour period.
  Since this adventure spans a number of character 
  levels, some results might be too trivial or too difficult 
  for the PCs, depending on their current progress. The 
  aurumvorax is a particularly deadly foe; the PCs should 
  be at least 6th level before encountering it unless they 
  are well prepared. In the case of an inappropriate result, 
  roll again or choose a different encounter.
  Malonarin (CR 4): A subtle protector makes her home 
  in the fringes of the Verduran Forest. This half-celestial 
  unicorn (Pathfinder RPG Bestiary 169) claims lineage from 
  an azata and keeps her eye out for travelers in danger. She 
  often keeps her distance from mortals, watching them 
  from the thick foliage of the forest while determining 
  whether they are kind or cruel. If the PCs are in trouble, 
  Malonarin might reveal her presence and offer aid. She 
  has the ability to heal wounds, treat poisoned characters, 
  and protect characters from evil influences. The 
  creature doesn’t particularly enjoy getting embroiled in 
  prolonged conflicts, but in particularly dire situations, 
  she might even help the PCs fight against a powerful foe, 
  though she leaves her forest only if the PCs present a 
  strong case for her involvement.
  Rueleaf (CR 8): While many treants (Bestiary 266) are 
  stoic and slow with their words, Rueleaf is unusually 
  somber. Perpetually dismayed by the encroachment 
  of civilization and the devastating effects of logging, 
  Rueleaf never passes up a chance to sadly complain to 
  humanoids about the effect they have on its home. While 
  not violent or mean, Rueleaf is in a terrible mood and 
  quite despondent. If the PCs take the time to patiently 
  listen to Rueleaf—and succeed at a Diplomacy check 
  to shift his attitude to friendly—the treant warns 
  them about an insidious tree in the forest nearby, the 
  hangman tree called Struggle. The PCs can then actively 
  seek out this menace, but the result should be rerolled if 
  it comes up as a random encounter. If the PCs manage 
  to convince Rueleaf that they mean only the best for the 
  forest and fully understand his sorrowful state—and 
  succeed at a Diplomacy check to shift his attitude to 
  helpful—the treant might be convinced to assist them 
  in a fight. Rueleaf is still reluctant, but he will join them 
  in battle against an enemy that is also a threat to the 
  forest. The treant won’t follow the PCs anywhere near 
  civilization, and when he fights, it’s usually only from a 
  distance using his rock throwing ability.
  Struggle (CR 7): Nestled in a part of the woods near an 
  old game trail stands a deadly enemy blending in with 
  the neighboring trees. This hangman tree (Pathfinder 
  RPG Bestiary 2 152) is over 90 years old and has preyed on 
  travelers and animals throughout the Verduran Forest 
  since it grew to maturity. Struggle, as she calls herself in 
  Sylvan, speaks with a wet, splintering voice that sounds 
  like a waterlogged branch being twisted apart. She 
  stands perfectly still until a desired victim passes by her 
  trunk; the hangman tree used to eat anything she could 
  grab, but now she selects humanoids and magical beasts 
  as her victims, having grown pickier with age. When 
  the PCs encounter Struggle, she has the corpses of two 
  previous victims hanging from her vines, leaving only 
  one vine available to grab a PC. During combat, Struggle 
  releases the deceased victims. If the PCs inspect the 
  bodies, they discover a potion of heroism, a potion of resist 
  energy (fire), a scroll of invisibility, and a pouch containing 
  138 gp on the unfortunate travelers.
  COUNTY OF MERATT 
  ENCOUNTERS
  d%	
  Result	
  Avg.	CR	
  Source
  1–5	
  1	assassin	vine	
  3	
  Bestiary	22
  6–11	
  1	barghest	
  4	
  Bestiary	27
  12–15	
  1	dire	boar	
  4	
  Bestiary	36
  16–19	
  1	giant	stag	beetle		 4	
  Bestiary 6	124	
  	
  exoskeleton
  20–26	
  Malonarin	
  4	
  See	below
  27–31	
  1	owlbear	
  4	
  Bestiary	224
  32–37	
  1	silvercat	
  4	
  Bestiary	5	82	
  38–42	 1d6	galluvixes	
  5	
  See	page	84
  43–47	
  1	winterwolf	
  5	
  Bestiary	280
  48–50	 1	delgeth	
  6	
  Bestiary	5	71
  51–55	
  1d6	giant	skunks	
  6	
  Bestiary	3	247
  56–61	 1	hodag	
  6	
  Bestiary	3	148
  62–66	 1	hungry	fog	
  6	
  Bestiary	3	152
  67–71	
  1d6	witchcrows	
  6	
  Bestiary	5	277
  72–77	
  Struggle	
  7	
  See	below
  78–81	
  1	psychepore	
  7	
  Bestiary	5	198
  82–87	
  1d4	leucrottas	
  8	
  Bestiary	2	178
  88–92	 1	maenad	
  8	
  Bestiary	4	191
  93–99	 Rueleaf	
  8	
  See	below
  100	
  1	aurumvorax	
  9	
  Bestiary	2	35
  
  84
  GALLUVIX
  This curious-looking creature has the body and plumage of a 
  rooster but sports the cunning features of a fox from the neck up. 
  GALLUVIX	
  CR	2
  XP	600
  N	Tiny	magical	beast
  Init	+6;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+5
  DEFENSE
  AC	14,	touch	14,	flat-footed	12	(+2	Dex,	+2	size)
  hp	16	(3d10)
  Fort	+3,	Ref	+5,	Will	+1
  Weaknesses	drift
  OFFENSE
  Speed	30	ft.,	fly	20	ft.	(clumsy)
  Melee	bite	+3	(1d6–2)
  Space	2-1/2	ft.;	Reach	0	ft.
  Spell-Like	Abilities	(CL	3rd;	concentration	+4)
  At	will—ghost sound	(DC	11),	mage hand,	open/close	
  (DC	11)
  3/day—blurred movementACG,	calm animals	(DC	12),	
  sonic screamACG	(DC	13)
  STATISTICS
  Str	7,	Dex	14,	Con	11,	Int	15,	Wis	10,	Cha	12
  Base	Atk	+3;	CMB	+3;	CMD	11
  Feats	Deceitful,	Stealthy
  Skills	Bluff	+6,	Disguise	+6,	Escape	Artist	+4,	Fly	+2,	
  Perception	+5,	Stealth	+18
  Languages	Common,	Sylvan,	Undercommon
  SQ	change	shape	(chicken	or	fox;	beast shape II),	trickster’s	
  egg,	unlikely	form
  ECOLOGY
  Environment	any	land
  Organization	solitary,	pair,	or	skulk	(3–8)
  Treasure	incidental
  SPECIAL	ABILITIES
  Drift	(Ex)	A	galluvix	flies	in	short	bursts	and	can’t	use	its	fly	
  speed	to	hover.	When	it	flies,	it	must	end	its	move	action	
  by	landing	or	perching	on	a	solid	surface.
  Trickster’s	Egg	(Su)	Once	per	week	as	a	full-round	action,	
  a	galluvix	can	vanish	into	the	fey	plane	of	the	First	World	
  in	search	of	a	magical	wooden	egg	that	contains	one	
  of	the	following	spells	(the	galluvix	chooses):	cure light 
  wounds,	delay poison, lesser restoration, or	remove 
  paralysis.	After	1	hour,	the	galluvix	returns	to	the	spot	
  from	which	it	vanished	(or	the	nearest	unoccupied	
  space),	clutching	a	trickster’s egg	in	its	jaws.	The	egg	
  functions	as	a	potion	of	the	contained	spell,	except	it	
  is	cracked	open	rather	than	imbibed,	and	it	functions	
  only	for	the	galluvix	or	a	single	creature	of	the	galluvix’s	
  choice.	A	galluvix	can	have	only	one	trickster’s egg	in	
  existence	at	a	time,	and	if	the	egg	is	not	used	within	a	
  week,	the	contained	spell	is	lost	and	the	egg	spoils	into	
  rotten-smelling	ash.	The	galluvix	can’t	use	this	ability	in	
  an	area	where	extradimensional	travel	is	blocked	(such	
  as	by	dimensional lock),	and	while	it	is	in	the	First	World,	
  it	can’t	be	contacted	or	observed	by	any	means	short	of	
  a	miracle	or	wish	spell.
  Unlikely	Form	(Ex)	Galluvixes	are	treated	as	both	chickens	
  and	foxes	for	the	purposes	of	effects	that	target	creatures	
  based	on	type,	and	they	gain	a	+4	racial	bonus	on	Survival	
  checks	to	follow	tracks	by	scent.
  A galluvix is a puckish magical creature that resembles a 
  cross between a fox and a flamboyant rooster. Cunning, 
  stealthy, and a bit slothful, galluvixes see no reason to 
  hunt wild game when they can simply infiltrate nearby 
  chicken coops and eat their fill. If confronted, a galluvix 
  defends itself with a shrieking magical bark and then 
  flees. When not on the prowl, however, they are social 
  creatures that sometimes bond with humanoids who 
  are willing to lavish them with attention and meals. A 
  galluvix often rewards these individuals with the gift of 
  a magical egg.
  A typical galluvix is about 2 feet tall and weighs about 
  10 pounds. Galluvixes show great variety in both fur color 
  and plumage, with the males displaying particularly 
  showy tail feathers.
  ECOLOGY
  Galluvixes owe their existence to the machinations of 
  some particularly mischievous fey, who looked upon 
  humans’ early efforts to domesticate wild animals as 
  clumsy and comical—not to mention that the notion 
  of keeping birds in coops and pens offended these 
  First World creatures. Deciding to teach the fledgling 
  humans a lesson—or at least play a fantastic joke—
  these fey tricksters introduced galluvixes into their 
  midst: magical crossbreeds of fox and fowl that had 
  an easy time mingling with and then devouring the 
  humans’ flocks. To these First World tricksters, the 
  experiment was a success, and although the fey quickly 
  lost interest in their voracious creations, galluvixes 
  have since spread wherever unwary farmers leave their 
  hens unguarded.
  Galluvixes are predators that use their ability to 
  adopt a fully avian appearance to get close to unwary 
  prey. Their natural stealth and other magical talents 
  aid them in slipping into farmsteads and sneaking past 
  watchdogs. Skittish and somewhat cowardly, galluvixes 
  usually prefer to flee from serious threats, flashing their 
  rooster-like tails as they depart, which makes them 
  hard to target. When alarmed or cornered, galluvixes 
  let loose with screeching barks, laced with sonic force, 
  that deter all but the most determined pursuers.
  The galluvix’s most unusual talent is its ability to 
  vanish into the First World to search for a magical spell, 
  which it retrieves in a vessel known as a trickster’s egg. 
  Sages debate whether this was a happy accident or a trait 
  
  85
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  bred into the fox-fowl by fey who wanted magical aid in 
  their occasional battles against human encroachment. 
  Theories also abound about whether galluvixes fetch 
  these eggs from their own hidden supplies or steal them 
  from one of the First World demigods, the Eldest; no 
  galluvix will speak of the process.
  If not felled by disease or injury, a typical galluvix 
  can live as long as a human. Some galluvixes have 
  been said to live close to 150 years, though whether 
  this increased age is natural or the result of strange 
  magic is unclear. While its fox fur grows more grizzled 
  and its lustrous feathers fade with age, a galluvix 
  retains an excellent memory of all that has transpired 
  in its territory. Galluvixes in a region with plenty of 
  action and intrigue can become a valuable source of 
  information to adventurers who know where to look 
  and don’t dismiss the intelligence of these creatures.
  HABITAT AND SOCIETY
  Galluvixes tend to live on the outskirts of farming 
  communities or in lightly wooded areas with plenty 
  of game. However, they are adaptable creatures 
  that can make do in wild or urban settings 
  on almost any continent. Their ability to 
  take the form of foxes or fowl allows them to 
  blend into a myriad of locations.
  In the Inner Sea region, they are most 
  common near the Verduran Forest in 
  Andoran and Taldor, in and around 
  Qadira’s Tapur Forest, and throughout 
  Sargava and Varisia. Farmers and woodsfolk in 
  these lands generally regard galluvixes as nuisances, 
  though with some degree of tolerance. On the other 
  hand, citizens of more hardscrabble lands, such as 
  Irrisen and Nirmathas, see galluvixes as threats to 
  their livelihood and no better than wicked fey. 
  Despite 
  their 
  deceptive 
  hunting 
  practices, 
  galluvixes are otherwise companionable, loyal 
  creatures. They often mate for life, each pair digging a 
  den to share. Once a year, a female galluvix lays a clutch 
  of three to six eggs, with both parents taking turns to 
  sit on the nest and raise the kits when they hatch. Kits 
  remain with their parents for the first year of life, and it 
  is their curiosity that is responsible for the shiny coins 
  and baubles occasionally found in galluvix dens.
  Humanoids who overcome a galluvix’s instinctive 
  wariness find it fond of conversation and gossip. Often 
  these conversations blossom into true friendships, and 
  it is such favored folk (especially those who have fallen 
  on hard times) who most often receive a trickster’s egg 
  containing a curative boon. 
  Because of their intelligent natures, it is difficult to 
  truly tame galluvixes. Nevertheless, some entrepreneurs 
  have tried. The most successful galluvix breeders 
  employ a combination of flattery, magical compulsion, 
  and regular offerings of extravagant meals. Individual 
  breeders consider these regimens to be trade secrets, 
  which often leads them to treat one another with great 
  animosity and suspicion.
  Galluvixes get along with most fey, particularly 
  playful pixies, jovial grigs, and any liminal sprites 
  within their territories. They find brownies to be stuffy 
  and overprotective of the farms in their care, and 
  particularly watchful over chicken coops. Galluvixes 
  revile gnolls, goblins, and gremlins for their destructive 
  ways—after all, when a farm is despoiled, not only 
  humans go hungry—and they bear a special hatred for 
  pugwampis, insulting them in fluent Undercommon.
  A spellcaster can gain a galluvix as a familiar at 
  7th level by taking the Improved Familiar feat. The 
  resulting arcane bond allows the spellcaster to direct 
  the galluvix in the use of its trickster’s egg ability. Also, 
  when using that ability, a galluvix familiar can return to 
  an unoccupied space next to its master instead of the 
  spot where it vanished.
  
  86
  GIANT DEVIL’S TOOTH 
  This enormous white fungus has sharp spines on its stalk, and 
  its multiple caps are covered in blood-red globules that appear 
  on the brink of rupturing.
  GIANT	DEVIL’S	TOOTH	
  CR	6
  XP	2,400
  NE	Huge	plant
  Init	+2;	Senses	blindsense	30	ft.,	low-light	vision;	
  Perception	+13
  DEFENSE
  AC	19,	touch	6,	flat-footed	19	(–2	Dex,	+13	natural,	–2	size)
  hp	58	(9d8+18)
  Fort	+8,	Ref	+3,	Will	+6
  Defensive	Abilities	acid	rupture;	Immune	plant	traits
  OFFENSE
  Speed	10	ft.
  Melee	2	slams	+12	(1d8+8	plus	paralysis)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	paralysis	(1	round,	DC	16),	spine	spray,	
  spore	cloud	
  STATISTICS
  Str	26,	Dex	6,	Con	15,	Int	7,	Wis	12,	Cha	9
  Base	Atk	+6;	CMB	+16;	CMD	24
  Feats	Improved	Initiative,	Iron	Will,	Lightning	Reflexes,	
  Lunge,	Power	Attack
  Skills	Perception	+13
  Languages	Sylvan	(can’t	speak)
  ECOLOGY
  Environment	any	forest
  Organization	solitary
  Treasure	none
  SPECIAL	ABILITIES
  Acid	Rupture	(Ex)	If	a	creature	damages	a	giant	devil’s	
  tooth	with	a	bludgeoning	or	slashing	weapon,	some	
  of	its	red	globules	burst,	dealing	3d6	points	of	acid	
  damage	to	creatures	adjacent	to	the	giant	devil’s	
  tooth.	An	affected	creature	that	succeeds	at	a	DC	16	
  Reflex	saving	throw	takes	half	damage.	The	save	DC	
  is	Constitution-based.
  Spine	Spray	(Ex)	Once	every	1d3	rounds	as	a	standard	
  action,	a	giant	devil’s	tooth	can	spray	a	barrage	of	
  spines	from	its	stalk,	dealing	6d6	points	of	piercing	
  damage	to	each	creature	in	a	15-foot-cone	burst.	A	
  target	that	succeeds	at	a	DC	16	Reflex	saving	throw	
  takes	half	damage.	The	save	DC	is	Constitution-based.
  Spore	Cloud	(Ex)	Once	per	day	as	a	standard	action,	a	
  giant	devil’s	tooth	can	release	a	cloud	of	noxious	spores	
  in	a	50-foot-radius	spread	centered	on	itself.	This	cloud	
  lasts	for	1	round	before	dispersing.	Each	creature	that	
  enters	or	begins	its	turn	in	the	cloud	must	succeed	at	
  a	DC	16	Fortitude	saving	throw	or	become	nauseated	
  for	1d3	rounds;	a	creature	that	succeeds	at	its	Fortitude	
  save	is	instead	sickened	for	1d3	rounds.	The	save	DC	
  is	Constitution-based.
  While mundane variations of this fungus exist in nature 
  as small, fist-sized clusters that feed from the roots of 
  host trees, the much larger, mobile giant devil’s tooth 
  seems to draw its powers from far darker sources. 
  Some say the trees that give these fungi life contain 
  the souls of ancient evil druids, imprisoned centuries 
  ago for disgracing their circle. Others believe that 
  devils themselves embedded infernal energy into the 
  mushrooms while visiting the Material Plane, bringing 
  these otherwise harmless hydnoids to life.
  A ruthless creature with many ways to incapacitate 
  its prey, a giant devil’s tooth often paralyzes its victims 
  before slowly dissolving them for feeding. It crawls 
  along the ground toward its quarry, and then rises up, 
  revealing a large patch of jagged spines that it can eject in 
  a devastating cone. When faced with multiple enemies, it 
  releases a cloud of noxious spores before slowly moving 
  in for the kill. The acidic globules that cover the surface 
  of its cap provide it a self-defense mechanism against 
  any would-be attackers that fight in close quarters.
  A giant devil’s tooth can grow as tall as 24 feet and 
  weighs 3,300 pounds.
  ECOLOGY
  The giant devil’s tooth is often found in densely 
  forested areas, where it begins as a seemingly 
  normal devil’s tooth fungus engaged in a symbiotic 
  relationship with a tree’s root system. Rarely, however, 
  such a fungus grows many times larger than normal, as 
  it becomes infused with evil, turning into a parasite of 
  its host tree. Once the creature grows to full size and 
  has exhausted its host tree’s resources, it detaches from 
  the root system and crawls about the forest looking for 
  more lively and nutrient-dense sources of food. While 
  few forest animals are a match for the giant devil’s 
  tooth, the fungus seems to prefer to hunt intelligent 
  humanoids, leading many to believe that it derives 
  some of its terrible power from such prey. Whether 
  this taste for humanoids developed over time or was 
  imbued in them at their creation is an issue of debate 
  among scholars.
  Though not known to be a particularly intelligent 
  creature, the giant devil’s tooth is a tactical predator. 
  First paralyzing or nauseating its victims to negate 
  their most dangerous attacks, it then attempts to 
  bludgeon prey into a nutritious paste with devastating 
  slams. Clumps of forest-floor detritus stick to its pale 
  flesh, which contains traces of a paralytic poison that 
  can immobilize living creatures it touches, while the 
  blood-red acidic globules covering its cap readily burst 
  when hit, spraying nearby creatures. 
  Rumors abound of alchemical uses for the giant devil’s 
  tooth “blood”: some say the substance can be mixed 
  with other rare reagents to provide a source of great 
  healing, while others believe its essence can be used as 
  
  87
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  a component for infernal rituals. However, the volatile 
  nature of the liquid, along with the tremendous difficulty 
  of obtaining it, makes rigorous testing all but impossible.
  The origin of these creatures is still a source of great 
  mystery to most, as few who venture into the heart of 
  the territory of a giant devil’s tooth manage to make 
  it out alive. If this were a mere unintelligent fungus 
  roaming about looking for food, similar to other living 
  aberrant plants, there would be less speculation. Over 
  the years, however, clerics, paladins, and other holy 
  warriors who have come into contact with a giant devil’s 
  tooth have reported that the creatures radiate a definite 
  aura of evil, thus lending credence to many of the 
  dark theories surrounding their creation. In addition, 
  numerous druidic and shamanic texts detail rituals in 
  which dishonored members of a circle are put to death 
  and fused with an element of nature, usually a tree, as 
  penance for disgracing their fellow disciples. Such trees 
  often exert an unnatural influence on their environs, 
  including the fungi that feed from their roots, but it is 
  unknown whether this is sufficient to produce a giant 
  devil’s tooth. The idea that devils have a hand in the 
  creature’s creation appears most often in stories 
  told to children to keep them from wandering 
  too far into the forest and eating suspicious 
  mushrooms—few truly subscribe to the 
  notion that the denizens of Hell have a 
  hand in bringing the evil fungi to life. 
  HABITAT AND SOCIETY
  A giant devil’s tooth is almost always 
  a solitary predator, and while seeing a 
  group of mundane devil’s tooth fungi is 
  rarely considered a good omen, it is not 
  necessarily a guarantee that a larger one is 
  nearby. The host tree that gives life to a giant 
  devil’s tooth ultimately becomes an 
  eerie curiosity of nature; when 
  the fungus finally detaches 
  from the tree’s root, the tree 
  shrivels and turns gray, taking 
  on an almost rubbery texture, 
  as if the evil fungus imparted 
  some of its essence to the tree 
  as it grew. Some believe that 
  felling the tree that spawned 
  a giant devil’s tooth will kill the 
  fungus, but in truth, once the giant devil’s 
  tooth has detached itself, there is 
  no remaining connection between 
  the two. 
  In the rare instances that a giant 
  devil’s tooth is killed, any attempts to 
  harvest its potentially alchemically valuable globules 
  invariably fail, as the creature undergoes an unnaturally 
  sped-up process of decomposition. When the fungus 
  dies, its mysterious pools of red liquid lose their surface 
  tension and quickly seep into the cap and stem, all of 
  which dissolves in a matter of minutes, leaving behind a 
  large mass of noxious pink sludge. 
  Giant devil’s tooth sightings are most common in 
  the Inner Sea region, especially in the Fangwood, the 
  Shudderwood, and the Verduran Forest in Avistan, but 
  there have been sightings as far as the Forest of Spirits, 
  far over the Crown of the World in Tian Xia. With its 
  tolerance for a broad range of temperatures and a minimal 
  need for water, a giant devil’s tooth could potentially 
  thrive in any forest where it is left unchecked by more 
  powerful creatures.
  
  88
  GOLDPEBBLE
  The scales on this twelve-foot-long water snake's back appear 
  to be nothing more than smooth river stones, a few of which 
  glint with traces of gold.
  GOLDPEBBLE	
  CR	5
  XP	1,600
  N	Large	magical	beast	(aquatic)
  Init	+7;	Senses	darkvision	60	ft.,	low-light	vision,	
  tremorsense;	Perception	+6
  DEFENSE
  AC	18,	touch	12,	flat-footed	15	(+3	Dex,	+6	natural,	–1	size)
  hp	51	(6d10+18)
  Fort	+8,	Ref	+8,	Will	+3
  Resist	cold	10
  OFFENSE
  Speed	30	ft.,	swim	30	ft.
  Melee	bite	+10	(1d8+5	plus	grab	and	poison),	tail	slap	+5	
  (1d8+2)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	chilling	currents
  STATISTICS
  Str	21,	Dex	16,	Con	17,	Int	9,	Wis	12,	Cha	14
  Base	Atk	+6;	CMB	+12	(+16	grapple);	CMD	25	(can’t	be	tripped)
  Feats	Improved	Initiative,	Skill	Focus	(Stealth),	Stealthy
  Skills	Escape	Artist	+5,	Perception	+6,	Stealth	+9,	Swim	+18
  Languages	Common	(can’t	speak)
  SQ	amphibious
  ECOLOGY
  Environment	temperate	or	cold	rivers
  Organization	solitary	or	nest	(3–5)
  Treasure	incidental	(10d10	gp)
  SPECIAL	ABILITIES
  Chilling	Currents	(Su)	As	a	free	action	after	it	successfully	
  grapples	a	submerged	creature,	a	goldpebble	can	cause	
  the	temperature	of	all	water	within	a	90-foot-sphere	
  spread,	centered	on	itself,	to	drop	several	degrees	for	
  1	minute.	For	the	duration	of	this	effect,	any	creature	
  attempting	to	hold	its	breath	in	the	affected	water	has	the	
  DC	of	its	Constitution	check	to	do	so	increased	by	2.
  Poison	(Su)	As	an	unintentional	side	effect	of	the	alchemical	
  meddling	that	brought	the	creature	about,	a	goldpebble’s	
  fangs	inflict	a	dangerous	venom	that	turns	its	victim’s	
  blood	to	water.	Any	creature	with	blood	or	a	similar	
  fluid	that	is	hit	by	a	goldpebble’s	bite	attack	risks	being	
  affected	by	this	poison.	
  Pebblefang:	Bite—injury;	save	Fort	DC	16;	onset	1d4	
  hours;	frequency	1/day	for	8	days;	effect	1d3	Con	damage,	
  and	when	the	creature	fails	a	save,	all	bleed	damage	
  it	takes	in	the	following	24	hours	is	doubled;	cure	2	
  consecutive	saves.	The	save	DC	is	Constitution-based.
  The goldpebble is a stony-scaled water snake that came 
  into existence thanks to a greedy Taldan alchemist of a 
  forgotten time. This ambitious experimenter attempted 
  to create a fecund creature whose body would turn to 
  gold after it died, ensuring an endless supply of wealth 
  with little effort. She found a water snake that bred in 
  shallow pools and produced dozens of offspring, and its 
  biology responded well to her initial tests. The original 
  snake’s scales contained trace amounts of minerals 
  and served as a clever camouflage in the wild, and the 
  alchemist combined magical techniques with selective 
  breeding to coax the species’ scales into naturally 
  producing nuggets of gold. 
  At first, the experiment seemed to be going well; 
  early generations demonstrated traces of gold in their 
  scales, and as they sloughed away their skin with age, 
  the cast-off scales contained enough gold to justify the 
  alchemist’s efforts. However, the snakes grew in size 
  with each generation, and soon the breeding pools the 
  alchemist had created could not contain them. Worse, 
  the amount of gold each snake produced didn’t increase, 
  but rather seemed to decrease until only glittering 
  flakes remained.
  Frustrated, the alchemist redoubled her efforts 
  and saturated the breeding pools with transmutative 
  alchemical reagents, mercilessly culling any snakes 
  that failed to produce new growth. While this did little 
  to increase the mineral content of the creatures’ scales, 
  it did invest them with a supernatural venom that 
  causes victims’ blood to slowly turn to water. When the 
  overzealous alchemist next came to harvest her treasured 
  pets, the goldpebbles struck, killing her and escaping 
  into a nearby stream; they can now be found all across 
  the Inner Sea region.
  A fully grown goldpebble is about 12 feet long and 
  weighs 250 pounds.
  ECOLOGY
  Goldpebbles are solitary creatures, except for when they 
  gather during the twice-annual breeding frenzy for 
  which the alchemist selected the original species as a test 
  subject. They often lurk in rivers and streams, mimicking 
  the smooth river stones along the bed and waiting for 
  some unlucky wanderer to notice the shimmering traces 
  of gold in their skin. Once the target is near, the creature 
  ambushes the unsuspecting victim, sinking its narrow 
  teeth into the target’s skin and attempting to drag its 
  target below the water. In addition, most goldpebbles 
  have the unusual and instinctive ability to cause the water 
  around them to grow extremely cold, making it harder 
  for a surprised victim to hold its breath. Weaker prey will 
  often succumb to this attack, drowning and settling to the 
  river floor to serve as dinner for the goldpebble. However, 
  even if the victim of the goldpebble’s bite manages to 
  escape, it’s not yet out of danger. Hours after the attack, 
  the victim’s blood begins to transmute into frigid water. 
  Symptoms of this transformation vary, though they often 
  resemble anemia or frostbite, as vital nutrients and oxygen 
  
  89
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  have trouble reaching their destination and the victim’s 
  body temperature plummets from the inside outward. If 
  condition is left untreated, the frigid water bleed into the 
  victim’s lungs, causing it to drown.
  During the breeding season, goldpebbles are even 
  more dangerous than usual. Gathering in shallow pools 
  and lakes, they turn the water into a glimmering froth, 
  laying and fertilizing eggs in the cold mud of the riverbed 
  before returning to their usual streams. When the eggs 
  hatch, hundreds of tiny snakes slither in every direction 
  in search of territory. With little control over their ability 
  to cool surrounding waters, the young goldpebbles 
  sometimes unintentionally flash-freeze their nursery 
  pool in this initial burst of activity. The tiny offspring 
  that survive find their way into streams, wells, and even 
  irrigation systems, sometimes striking at innocent 
  passersby. Despite the juvenile snakes’ diminutive size, 
  the result for their victims is always the same: they end 
  up gasping for breath on dry land, their skin turning chill 
  and blue while their horrified loved ones look on.
  HABITAT AND SOCIETY
  Even though they are solitary ambush hunters, 
  goldpebbles don’t exist in an ecological vacuum. Several 
  different creatures have adapted to the presence of 
  goldpebbles, and the snakes have also learned to take 
  advantage of the creatures that share their habitats.
  In the mineral-rich waters of caves or the runoff 
  from mining operations, a goldpebble sometimes 
  deliberately nests upstream of a basidirond, a plant 
  creature that causes powerful hallucinations that can 
  enhance the goldpebble’s glimmering scales in the eyes 
  of its potential prey. Once the goldpebble has made 
  its kill, the victim’s blood flows into the basidirond’s 
  roots. Of course, if this blood is mingled with the 
  goldpebble’s transmutative venom, it can lead 
  to an unfortunate end for the basidirond.
  Another creature that benefits from 
  proximity to the goldpebble is the giant 
  dragonfly. These carnivorous insects 
  take advantage of the water snake’s 
  ambush tactics, seeking out lurking 
  goldpebbles and laying their eggs in 
  the nearby shallows. When the giant 
  dragonfly nymphs hatch, they swarm 
  around 
  the 
  goldpebble, 
  instinctively 
  attempting to eat it but unable to break 
  through its stony skin. When the goldpebble 
  brings down a victim, though, the nymphs are often 
  able to devour most of the kill before the goldpebble’s 
  transmutative poison can do its work. Goldpebbles in 
  this situation have to be more aggressive in their hunting, 
  since the nymphs consume a majority of their kills, and 
  these goldpebbles tend to develop more brilliantly 
  colored scales that better attract victims.
  GEMPEBBLES
  One of the side effects of its rapid breeding cycle is the 
  goldpebble’s ability to adapt to its environment. The 
  alchemist’s original manipulations of the goldpebble’s 
  mineral-laced scales have changed slowly over time in 
  some subpopulations of the snake, meaning that some 
  goldpebbles have scales that, instead of being struck 
  through with streaks of gold, glitter like gems or other 
  precious stones. There are clans of dwarves who attempt 
  to capitalize on this adaptiveness despite the creature’s 
  dangerous poison. They harvest young goldpebbles and 
  then pour them into crevices in deep caves, in locations 
  where they suspect veins of precious gems exist but are 
  too difficult or dangerous to mine effectively. When 
  the surviving snakes are fully grown, they return to the 
  more spacious caves of the mine as gempebbles, ready 
  to be harvested—and just as likely as their gold-streaked 
  cousins to attack their dwarven stewards.
  
  90
  LAMP BLIGHTER
  This creature looks like a tiny, stooped elf with gray skin, cruel 
  claws, and glossy purple moth wings. Its mirthless grin exposes 
  sharp teeth, and a bloody string of humanoid eyeballs adorns 
  its neck.
  LAMP	BLIGHTER	
  CR	6
  XP	2,400
  CE	Small	fey
  Init	+5;	Senses	blindsight	60	ft.,	darkvision	60	ft.,	low-light	
  vision;	Perception	+15
  DEFENSE
  AC	17,	touch	17,	flat-footed	11	(+5	Dex,	+1	dodge,	+1	size)
  hp	45	(10d6+10)
  Fort	+4,	Ref	+12,	Will	+9
  Defensive	Abilities	invisibility;	DR	10/cold	iron;	SR	17
  OFFENSE
  Speed	30	ft.
  Melee	bite	+11	(1d8–2),	2	claws	+11	(1d10–2/19–20	plus	
  eye	pluck)
  Ranged	+1 shortbow	+13	(1d4–1/×3)
  Special	Attacks	eye	pluck,	special	arrows
  Spell-Like	Abilities	(CL	10th;	concentration	+12)
  Constant—detect chaos,	detect evil,	detect good,	
  detect law
  At	will—darkness
  1/day—dancing lights,	deeper darkness,	detect 
  thoughts	(DC	14),	disguise self,	dispel magic,	
  entangle	(DC	13),	shield
  STATISTICS
  Str	7,	Dex	20,	Con	12,	Int	16,	Wis	15,	Cha	15
  Base	Atk	+5;	CMB	+2;	CMD	18
  Feats	Dodge,	Point-Blank	Shot,	Precise	Shot,	Weapon	
  Finesse,	Weapon	Focus	(shortbow)
  Skills	Acrobatics	+16,	Bluff	+13,	Disguise	+13,	Escape	
  Artist	+16,	Fly	+20,	Knowledge	(local)	+10,	Knowledge	
  (nature)	+14,	Perception	+15,	Sense	Motive	+13,	
  Stealth	+22,	Use	Magic	Device	+13
  Languages	Common,	Sylvan,	Undercommon
  Gear	+1 shortbow
  ECOLOGY
  Environment	temperate	forests	and	urban
  Organization	solitary,	pair,	or	band	(3–5)
  Treasure	standard	(+1 shortbow,	other	treasure)
  SPECIAL	ABILITIES
  Bite	(Ex)	A	lamp	blighter’s	sharp-toothed	bite	is	a	primary	
  natural	attack	that	deals	1d8	points	of	damage.
  Blighted	Arrows	(Su)	When	a	lamp	blighter	fires	an	
  arrow	from	any	bow,	it	can	augment	the	arrow’s	
  properties	by	sprinkling	it	with	dust	from	its	wings	as	
  a	free	action.	It	can	choose	any	one	of	the	following	
  effects	when	dusting	an	arrow.	The	lamp	blighter	can	
  use	this	ability	a	number	of	times	per	day	equal	to	its	
  Charisma	score	(15	for	a	typical	lamp	blighter).	The	save	
  DCs	are	Charisma-based.
  Bleeding Wound:	The	target	must	succeed	at	a	DC	15	
  Fortitude	save,	or	it	takes	1d4	points	of	bleed	damage.	
  Blinding Terror:	The	target	must	succeed	at	a	DC	15	Will	
  save	or	become	blind	and	panicked	for	1d4+2	rounds.	If	
  the	target	succeeds	at	its	Will	save,	it	is	instead	shaken	for	
  1	round.
  Sleep: The	target	must	succeed	at	a	DC	15	Will	save	or	
  fall	asleep	for	5	minutes.
  Claws	(Ex)	A	lamp	blighter’s	pointed	claws	are	primary	
  natural	attacks	that	deal	1d10	points	of	damage	and	
  threaten	a	critical	hit	on	a	roll	of	19–20.
  Eye	Pluck	(Ex)	Once	per	round,	when	a	lamp	blighter	
  confirms	a	critical	hit	with	a	claw	attack,	or	when	it	hits	
  a	helpless	creature	with	a	claw	attack,	it	can	pluck	out	its	
  target’s	eye	as	a	free	action	unless	the	affected	creature	
  succeeds	at	a	DC	13	Fortitude	save.	A	creature	that	loses	
  an	eye	this	way	takes	a	–4	penalty	on	all	sight-based	
  Perception	checks	until	the	damage	is	repaired	(such	as	
  with	a	restoration spell).	The	save	DC	is	Strength-based.
  Invisibility	(Su)	A	lamp	blighter	remains	invisible	when	it	
  attacks.	This	ability	is	constant,	but	the	lamp	blighter	can	
  suppress	or	resume	it	as	a	free	action.
  Twisted in mind and form, lamp blighters have been 
  corrupted by their own hatred for civilization and its 
  encroachment upon lands that were once wild. Named 
  for their practice of darkening lamps to draw victims 
  close and also their love of ripping out eyes with their 
  vicious claws, they take out this hatred upon inhabitants 
  of border villages and towns, amplifying fear of the dark 
  in the places they bedevil. 
  Lamp blighters stand 2 feet tall fully when upright, 
  though they are usually hunched over and flying at eye 
  level of their victims, and they weigh about 20 pounds.
  ECOLOGY
  Lamp blighters were once pixies who chose to remain in 
  their ancestral lands in the face of civilization’s relentless 
  expansion. Embittered and resentful of what they saw 
  as an attack upon their way of life, these fey developed 
  malice and anger that transformed their bodies: their 
  bright colors faded, their teeth and claws elongated 
  and sharpened, and their minds turned to vengeance. 
  To those who study these creatures, such as scholars of 
  the Sincomakti School of Sciences in Rozenport, lamp 
  blighters are evidence of the pliant nature of the fey and 
  how they can be shaped by both their environment and 
  their personalities. Some such researchers go so far as 
  to theorize that lamp blighters have internalized the 
  corruption and change of certain declining civilized 
  societies, a transformation that mirrors the physical and 
  mental shift from pixie to lamp blighter.
  Tales of lamp blighters are rare near well-established 
  communities with a strong military presence, though 
  should a once-prosperous settlement start to allow its 
  
  91
  SONGBIRD, 
  SCION, 
  SABOTEUR
  Foreword
  Part 1:
  Songbird
  Part 2:
  Scion
  Part 3:
  Saboteur
  NPC 
  Gallery
  County of 
  Meratt
  Agents of 
  Change
  Relics of Old 
  Taldor
  Bestiary
  defenses to weaken and nature to reclaim 
  disused districts, lamp blighters have been 
  known to become bolder and bolder as they 
  work to remove the longstanding source 
  of their anger. In particular, lamp blighters 
  frequently haunt the southern edges of the 
  Verduran Forest, where entire towns have 
  been abandoned thanks to their efforts.
   In a lamp blighter’s mind, nothing 
  symbolizes 
  the 
  crushing 
  pressure 
  of 
  civilization like fixed points of light. The stars 
  glittering in the heavens, the glowing pulse of 
  a firefly, and even forest fires brought about by 
  lightning strikes—these are all in motion in 
  accordance with some natural order. Torches 
  fitted to walls, posts with continual flame cast 
  upon them, and hanging lanterns, however, 
  represent to lamp blighters the contrived 
  attempts of civilization to control nature and 
  to bring the assumed safety of light to all places 
  at all times. By their own twisted logic, lamp 
  blighters believe that by terrifying their enemies 
  by extinguishing their lights and plucking out 
  their eyes, they give their victims just what they think 
  they desire: a world of perfect, orderly nothingness.
  While they prefer to spend much of their time 
  invisible, a favorite tactic of a lamp blighter is to become 
  visible, use disguise self to take the form of a pixie, and 
  then shyly introduce itself to a town’s residents. After 
  it manages to build trust with these residents over the 
  course of days or even weeks, the lamp blighter viciously 
  turns on them, attacking when they least expect it, like 
  a friendly dog suddenly turned feral. Brutal attacks 
  like these are often preceded by what appears at first 
  to be simple accidents. Those near one of these subtle 
  infestations notice streetlights snuffed and entire 
  streets thrown into darkness at inopportune times, 
  often leading to accidents such as cart crashes and falls 
  down steps.
  HABITAT AND SOCIETY
  Lamp blighters prefer to live in wild areas just outside 
  of frontier villages and towns, but they spend much 
  of their time within those same villages and towns, 
  working to spread fear. They build nests in hollow 
  trees, decorating them with the eyes of the creatures 
  they have attacked.
  Lamp blighters are usually solitary, driven as they are 
  by immediate desires to harm and terrify rather than 
  establishing any long-term communities of their own. 
  Occasionally a lamp blighter with a particularly strong 
  will takes command of a group of gremlins, but those 
  arrangements usually result in general mayhem rather 
  than focused effort. Bogeymen sometimes partner for 
  short periods with lamp blighters, though the more 
  brazen and direct approach of the lamp blighter means 
  a bogeyman often uses the corrupted creature as cover 
  and distraction for its own activities.
  For their part, pixies look upon lamp blighters with 
  a mixture of nervousness and pity: they worry that 
  what has happened to their former kin could happen 
  to them, but they also have deep compassion for their 
  lost cousins. Although individually less powerful and 
  dangerous than lamp blighters, pixies are rumored 
  to sometimes organize raiding parties and set out 
  to capture lamp blighters, restraining them as they 
  attempt to turn them away from evil. Whether any lamp 
  blighter has ever been redeemed in this way—or any 
  other—is unknown.
  
  92
  Open Game License Version 1.0a
  THE TWILIGHT CHILD
  By Ron Lundeen
  After dealing with the Lotheed family of the county of 
  Meratt, the PCs head to the city of Yanmass to learn that 
  an imperialist merchant has begun a political campaign 
  against Princess Eutropia. While there, the heroes 
  discover that the city is plagued with other troubles, 
  including the rise of a mysterious cult that worships a 
  figure known as the Twilight Child. Can the adventurers 
  solve the city’s problems, or will they fall victim to knives 
  in the dark?
  YANMASS GAZETTEER
  By Ron Lundeen
  Discover the city of Yanmass, one of the most populous 
  trade cities in northern Taldor. Learn about the 
  people who rule the city and some of its most colorful 
  inhabitants in this gazetteer.
  ECOLOGY OF THE PSYCHOPOMP
  By F. Wesley Schneider
  Psychopomps are the multitudinous agents of death 
  itself, serving Pharasma not only in her Boneyard but 
  also everywhere in the Great Beyond touched by the 
  winding River of Souls. Learn how these creatures, who 
  range from lowly bureaucrats to adjudicating demigods, 
  maintain the multiversal cycle of life, death, and rebirth 
  in opposition to those who would disrupt its flow.
  CHEATING DEATH
  By Patchen Mortimer
  Every living creature on Golarion faces death eventually, 
  whether natural or violent, glorious or ignominious. 
  But some are ripped from the afterlife and returned 
  to the Material Plane, their mortal stories merely 
  interrupted. This article explores the myriad methods of 
  resurrection—and its many attendant perils. 
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  BELDAM I
  Born 28 Kuthona 4429 ar;  
  Coronated 28 Gozran 4077 ar; 
  Perished 12 Calistril 4098 ar
  Born Ersazus Beldam, Grand Prince Beldam I 
  came from humble roots as a mere earl and 
  rose to the throne with the assistance of the 
  Ballingar Accord, the same patriotic circle 
  of nobles who exposed the treacherous 
  Qadiran agents who poisoned the troubled 
  Red Prince Cydonus III. In the aftermath 
  of the extreme deficit left by Cydonus’s 
  unorthodox building projects, the Ballingar 
  Accord and the senate selected Beldam I 
  for the throne because of his reputation for 
  fiscal responsibility, and his thriftiness left 
  him much beloved by the people, who were 
  happy to contribute more in support of their 
  new emperor and their suffering empire.
  During his reign, Grand Prince Beldam I 
  contributed 
  greatly 
  toward 
  stabilizing 
  Taldor even as its cherished colonies 
  rebelled, and surely without his oversight, 
  the Even-Tongued Rebellion would have 
  continued until all of Taldor was torn apart. 
  Beldam I’s evenhanded and diplomatic 
  approach eased much of the transition, 
  ensuring that the newborn states of Cheliax 
  and Isger did not fall into anarchy in their 
  early years.
  Grand Prince Beldam I spent most of his life 
  deeply concerned that Qadiran 
  agents would poison him, just 
  as they did his predecessor, 
  and so he employed more food 
  tasters than any other emperor 
  in Taldor’s history. Despite this 
  worry and his reputation as a coin 
  counter, Grand Prince Beldam I is 
  also fondly remembered by some 
  for his delightful if esoteric sense 
  of humor. He appointed a horse, 
  Katalon, as a senator in what most 
  historians agree was a quiet critique, 
  implying the governing body of the time 
  lacked “horse sense.” On other occasions, 
  he would hide in the palace curtains and 
  leap out to surprise guests.
  Grand Prince Beldam I’s sense of humor 
  was not shared by his young wife, Grand 
  Prince 
  Cydonus 
  III’s 
  granddaughter 
  Wynalia, and the emperor died 
  when his startled wife struck him 
  with a marble bust bearing the 
  emperor’s own likeness.
  
  T
  he county of Meratt is Taldor in a microcosm: a once-glorious land left to 
  decay by negligent nobles. But to help secure Princess Eutropia’s bid for the 
  throne, bold adventurers must now infiltrate her ancestral homeland and 
  overthrow the corrupt Count Lotheed from within, gaining allies and solving problems 
  left to fester far too long. Can they play idle noble by day and hero by night well enough to 
  reverse the county’s fortunes, or will the weight of history’s sins be too crushing a burden?
  This volume of Pathfinder Adventure Path continues the War for the Crown Adventure 
  Path and includes:
  • “Songbird, Scion, Saboteur,” a Pathfinder adventure for 4th-level characters, by Crystal
  Frasier and Richard Pett.
  • A gazetteer of the county of Meratt, a once-glorious country landscape rotting from
  within, by Amanda Hamon Kunz.
  • A cult of personality subsystem so PCs can cultivate their public images and put their
  renown to work for their benefit, by Linda Zayas-Palmer.
  • New rules for relics: magic items empowered by powerful historical events and improved 
  by feeding their purpose, by Logan Bonner.
  • A bestiary of monsters ranging from the spell-retrieving galluvix to the eyeball-plucking
  lamp blighter, by Tim Akers, Brian Duckwitz, Troy Lavallee, and Patchen Mortimer.
  WORN WITH WOE I BE
  paizo.com/pathfinder
  Printed in China. PZO90128
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF127-132 - War for the Crown/War for the Crown - 02 - Songbird, Scion, Saboteur.pdf