TEXT: W2
  W2
  A 3.5/OGL ADVENTURE FOR LEVEL 4
  
  N
  Bloodcove
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  Locations
  1. Dockmaster’s Office
  2. The Witchlight (inn)
  3. The Pirate’s Hook (tavern)
  4. Free Trade Square
  5. Shaduk’s Ninepins (gambling den)
  6. Admiralty Militiahouse and Jail
  7. The Tickling Keelhaul (tavern)
  8. The Bloodroot (tavern)
  9. Umbertine Arms & Armor
  10. Benbow’s Wheelhouse (tavern)
  11. Paulus’ Herpetorium
  12. Pathfinder Society Chapter House
  13. Mupkin Lighthouse
  14. Kahveh Exports (Barzoni trading house)
  Street Names
  A. Wodewalk
  B. Shyster Street
  C. Widow’s Walk
  D. Corsairs’ Way
  E. Light Tower Point
  F. The Drop Off
  G. Rotten Plank Row
  H. The Rigging
  I. Warehouse Row
  15. Aspis Consortium
  16. Ten Shrouds (inn)
  17. Salt Reaver (inn)
  18. House Barzoni
  19. House Cartahegn
  20. Cartahegn Sugarpress
  21. The Castellany of the Fever Sea
  22. House Umbertine
  23. House Luxlor
  24. Chellish Embassy
  25. Land Gate
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  Bloodcove
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  80
  feet
  A
  B
  C
  D
  E
  F
  G
  H
  I
  23
  Locations
  1. Dockmaster’s Office
  2. The Witchlight (inn)
  3. The Pirate’s Hook (tavern)
  4. Free Trade Square
  5. Shaduk’s Ninepins (gambling den)
  6. Admiralty Militiahouse and Jail
  7. The Tickling Keelhaul (tavern)
  8. The Bloodroot (tavern)
  9. Umbertine Arms & Armor
  10. Benbow’s Wheelhouse (tavern)
  11. Paulus’ Herpetorium
  12. Pathfinder Society Chapter House
  13. Mupkin Lighthouse
  14. Kahveh Exports (Barzoni trading house)
  Street Names
  A. Wodewalk
  B. Shyster Street
  C. Widow’s Walk
  D. Corsairs’ Way
  E. Light Tower Point
  F. The Drop Off
  G. Rotten Plank Row
  H. The Rigging
  I. Warehouse Row
  15. Aspis Consortium
  16. Ten Shrouds (inn)
  17. Salt Reaver (inn)
  18. House Barzoni
  19. House Cartahegn
  20. Cartahegn Sugarpress
  21. The Castellany of the Fever Sea
  22. House Umbertine
  23. House Luxlor
  24. Chellish Embassy
  25. Land Gate
  
  RiveR into DaRkness
  Gamemastery module W2
  Wilderness adventure
  CREDITS
  Design: Greg A. Vaughan
  Development and Editing: Jason Bulmahn, Mike McArtor, Jeremy Walker
  Additional Editing: Chris Self
  Art Director: Drew Pocza
  Cover Artist: Ben Wootten
  Interior Artists: Imaginary Freinds, Wayne Reynolds
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Brand Manager: Jason Bulmahn
  Director of Sales & Marketing: Joshua J. Frost
  Sales & Marketing Assistant: Carolyn Mull
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  W2: River Into Darkness is a GameMastery Module designed for four 4th-level characters. By the end of this module, characters should reach 6th 
  level. This module is designed for play in the Pathfinder Chroniclestm campaign setting, but can easily be adapted for use with any world. This 
  module is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game. 
  The OGL can be found on page 31 of this product. 
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  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 are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, 
  storylines, language, concepts, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open 
  Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the 
  d20 System License, please visit wizards.com/d20.
  GameMastery Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, 
  Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Printed in China.
  
  2
  River into Darkness
  m o d u l e  W 2
  it. A powerful warband composed of Ekujae 
  from across the jungle gathered and began 
  attacking the Nightfall Station mine. The 
  initial assaults caught the defenders off 
  guard and killed many. Now, however, the 
  consortium mercenaries are well entrenched 
  and have successfully fended off several 
  further attacks. Nevertheless, the assaults have 
  taken their toll, and the Aspis Consortium is 
  in desperate need of more mercenaries to 
  help defend its mining operation from the 
  Ekujae depredations. This need drives it to 
  seek help outside its normal channels—help 
  in the form of freelance adventurers.
  Adventure Summary
  The adventure begins with the PCs marooned 
  in the free port of Bloodcove. After defeating 
  a rampaging dragonnel, they are approached 
  by Kelim Esteban, captain of a riverboat and 
  an agent of the Aspis Consortium. Captain 
  Esteban offers them an opportunity to make 
  some fast gold by filling in as temporary 
  guards at distant Nightfall Station. Upon 
  accepting the job, the party finds itself aboard 
  the sternwheeler River Queen as it crosses 
  the estuary of the Vanji in the teeth of an 
  approaching storm and in the path of some 
  hunting aquatic gargoyles.
   
  It doesn’t take the PCs long to become 
  well acquainted with both the drudgery and 
  the dangers of a trip up the perilous Vanji as 
  they push through the dense tropical heat. 
  Midway to Whitebridge Station, the first 
  stop and a refueling point for the riverboat’s 
  protean engine, pygmy keches of the Kaava tribe 
  attack the expedition. Fighting through this 
  attack, the River Queen soon discovers signs 
  of trouble at Whitebridge Station. Arriving 
  at Whitebridge Station, the PCs discover 
  the inhabitants were slaughtered by elves of 
  the Ekujae tribe—some of whom remained 
  behind with a trained girallon. 
   
  With the destruction of the station, it 
  becomes impossible for the PCs to obtain 
  a fresh power source for the protean engine. 
  In order to avoid becoming stranded in the 
  depths of the jungle without fuel, Captain 
  Esteban takes a detour through the nearby 
  Kurka Swamp to reach Brimstone Falls. There, 
  the PCs must locate a new arcophage, the rare 
  creature native to the Mwangi Expanse that 
  serves as the power source for the protean 
  engine. This side trek is fraught with perils 
  from both the swamp and a lizardfolk tribe 
  that holds the Brimstone Falls sacred. 
  appreciate the company’s tactics. The Aspis 
  Consortium works to hide its practices from its 
  customers, as they might be unhappy to learn 
  of the company’s unscrupulous methods. It 
  is the victims themselves, though, who create 
  the strife the Aspis Consortium faces and that 
  ultimately draws the player characters into 
  this adventure.
   
  One of the consortium’s most profitable 
  posts in the Mwangi Expanse is Nightfall 
  Station, standing in the dark depths of the 
  jungle just off the Vanji River. Presented 
  as a particularly profitable trading outpost 
  far from what little civilization ekes out an 
  existence on the coast, its distance from 
  easy scrutiny serves to mask its true source 
  of wealth. Nightfall Station is actually the 
  site of a gold mine operated by the Aspis 
  Consortium. To preserve the secret of this 
  rich vein and prevent the arrival of others 
  who would seek to exploit it, the Aspis 
  Consortium does not go through the trouble 
  and expense of transporting miners to the 
  site. It instead imports only the necessary 
  supplies and weaponry needed to enslave part 
  of a local elven tribe called the Ekujae. These 
  elves are forced to dig under cruel overseers 
  and are housed in the depths of the mine to 
  minimize any chance of escape. 
   
  Conditions are brutal and mortality is 
  high among the miners. As a result, Aspis 
  agents have raided isolated Ekujae villages 
  to increase the labor pool. News of these 
  depredations gradually spread among the 
  scattered Ekujae settlements, and the tribal 
  elders decided it was time to put a stop to 
  Adventure Background
  Long have the mysterious depths of the 
  Mwangi Expanse held riches greedily sought 
  after by the northern realms of Golarion. 
  Unfortunately for prospective plunderers, 
  these riches are hidden beneath a veneer of 
  disease, deprivation, and death. Despite these 
  dangers, the profiteers are not to be thwarted, 
  and in recent decades many successful 
  expeditions have made fortunes for their 
  financiers. Numerous nations and companies 
  have established trading posts precariously 
  clinging to existence in the deadly depths 
  of this cornucopia of riches. Despite the 
  constant attrition of these posts and those 
  who operate them, there is no shortage of 
  intrepid individuals willing to test their 
  mettle against the dire jungle.
   
  One such group of entrepreneurs is the 
  massive Aspis Consortium. The ruthless 
  profiteers in Aspis operate one of the few 
  organizations that is not a nation-state but 
  that has the capital and manpower to invest 
  in regular trade from the Mwangi. Lacking 
  the resources of a realm such as Cheliax, 
  however, the consortium relies on its profit 
  margin, requiring it to maximize the returns 
  on its investment in these ventures. To this 
  end, the consortium turned to less-palatable 
  practices, such as brutal intimidation, 
  extortion of the jungle’s native inhabitants, 
  and the enslavement of some tribes to serve as 
  forced labor. While the freebooting pirates and 
  merchants of the region don’t really care how 
  the Aspis Consortium operates, the inhabitants 
  of the jungle tribes Aspis preys upon do not 
  T
  he Vanji River meets the Fever Sea like an open wound, the iron-rich clay dyeing the 
  waters a rusty red. Legends hold that the blood-tinted waters issue from the wounds 
  of the Gorilla King who lives in the heart of the dark jungle. The ramshackle town 
  of Bloodcove clings precariously to the enormous roots and scaffold-wrapped trunks of one of 
  the gigantic mangrove trees that grow at the edge of the river mouth. This port ekes out its 
  existence between the laden trade ships with their cargoes of kahveh, ivory, precious metals, and 
  exotic woods from the interior and the custom paid by the visiting pirates from the Shackles 
  offloading stolen goods and booty.
   
  Expeditions up the river for the rare commodities the jungle holds end in disaster as often as 
  success, but the lure of a quick fortune ensures a steady flow of traders and speculators despite 
  the danger. Whatever their goals, all who head upriver leave port with one final admonition 
  from the locals ringing in their ears.
   
  “Anything can happen on the Blood.”
  
  3
   
  Leaving the Kurka Swamp behind, the River 
  Queen is beset by another hazard as a yellow 
  musk creeper secreted onto the boat by the 
  Ekujae at Whitebridge Station transforms a 
  crewmember. After dealing with the ill-fated 
  crewman, the PCs must fend off one final 
  assault before reaching Nightfall Station, 
  which they find to be an armed camp on the 
  defense against elven incursions.
   
  The PCs are immediately tasked with 
  the defense of the station by its manager, 
  Mynafee Gorse, an influential agent of the 
  Aspis Consortium. During their time at the 
  station, the PCs discover it is more than just a 
  trading post—it also has a working gold mine 
  manned by enslaved Ekujae elves working 
  in deplorable conditions. The PCs find 
  themselves caught between loyalty to their 
  employer and compassion for the unfortunate 
  but “barbaric” elves being brutally oppressed 
  by the consortium.
  Introduction
  Bloodcove: the last port of call on the Fever 
  Sea. This strange town is part pirate haven and 
  part merchant bazaar. Its ramshackle buildings 
  rest on the twisting, interwoven roots of a 
  colossal mangrove tree, a fitting metaphor for 
  the complex web of promise, deceit, treachery, 
  and broken alliances that defines the remote 
  trading colony. The hard-won bounty of the 
  Mwangi Expanse flows through Bloodcove to 
  ports around the world, and obtaining these 
  exotic riches from the deadly wilderness is the 
  easy part—the real difficulty is hanging on 
  to the treasure long enough to see it safely 
  delivered to a distant port.
   
  The adventure begins when the PCs find 
  themselves in Bloodcove without a job, lacking 
  prospects and with no immediate way home. 
  There are several possible ways for them to 
  arrive in such a predicament. They could have 
  been hired to guard a shipment from Bloodcove 
  back to the northern kingdoms, only to watch 
  their ship burn to the waterline as it sat in the 
  harbor. Alternatively, they might have been 
  sent to meet with someone in the pirate town, 
  only to find out when they arrived that their 
  contact is missing, and no one seems to know 
  anything about him. Finally, they can be agents 
  of the Aspis Consortium ordered to report to 
  Kelim Esteban. In that case, you should have 
  them encounter the dragonnel as they explore 
  Bloodcove searching for their contact. 
  PArt One: AdrIft In 
  BlOOdcOve
  The following encounters occur shortly after 
  the PCs become stranded in Bloodcove.
  rampaging dragonnel (el 6)
  This encounter occurs in Bloodcove while the 
  PCs are on the boardwalk near the inn where 
  they are staying, possibly the Salt Reaver.
  The bustle of the oppressively hot afternoon is 
  broken by a piercing shriek. There is a pause 
  in the sounds of commerce as all eyes turn 
  upward to see a massive beast soaring below 
  the lower limbs of the giant mangrove upon 
  which Bloodcove is constructed. The huge rep-
  tilian creature looks like a vestige from some 
  long-forgotten era as it swoops down toward 
  the wooden shanties and catwalks of the city. 
  Its wickedly hooked beak snatches a passerby 
  off of one catwalk and flings him into the scaf-
  folds and rooftops far below before it alights on 
  the end of the very boardwalk upon which you 
  stand. It again utters its piercing shriek, and 
  this time the sound of its scream is echoed by 
  those of several frightened people trapped on 
  the other end of the boardwalk.
   
  When the dragonnel lands on the walkway, 
  it interrupts an informal gathering of Aspis 
  Consortum agents taking place outside. While 
  none of these agents is of any significant con-
  sequence within the organization, they can 
  nevertheless provide the PCs with an oppor-
  tunity to improve their situation. One of these 
  agents is now trapped on the other end of 
  the boardwalk, with the dragonnel blocking 
  his escape. Meanwhile, the other two agents 
  look on at a loss from a safe distance. They 
  can’t tackle the dragonnel themselves, but 
  they don’t want to just leave their friend to 
  its clutches. If these agents spot the PCs, they 
  rush over and beg the PCs to help them save 
  their friend. If the PCs seem reluctant, the 
  agents hint that they have powerful friends 
  who will no doubt be very grateful for any 
  assistance the PCs render.
   
  Creature: The creature attacking the citizens 
  of Bloodcove is a dragonnel. This creature is 
  thought to either be a type of dragon or a foul 
  cross between a dragon and a pteranodon. It is 
  25 feet long with leathery, claw-tipped wings, 
  serpentine neck, long beak, and head like a 
  pteranodon. They are exceedingly rare on 
  Golarion, typically existing only in the wild-
  est fringes where things still walk the planet 
  that have long since disappeared from more 
  civilized regions. This dragonnel nests in the 
  Terrua Crags but often hunts in the lowlands 
  below. On this particular morning, while 
  devouring a monkey, it consumed a patch of 
  scarlet vetch, a plant that causes a madden-
  ing disease called the red ague. As the disease 
  attacked its mind, the dragonnel flew toward 
  the inhabited lands it normally avoids and is 
  now attacking anything it sees in a blind rage.
  Enraged Dragonnel 
  CR 6
  Tome of Horrors 114
  N Huge dragon
  Init +0; Senses darkvision 60 ft., low-light 
  vision; Listen +11, Spot +11
  DefeNSe
  AC 15, touch 6, flat-footed 15
  (+9 natural, –2 rage, –2 size)
  hp 100 (8d12+48)
  Fort +12, Ref +6, Will +8
  Immune paralysis, sleep
  OffeNSe
  Spd 40 ft., fly 100 ft. (poor)
  Melee 2 claws +14 (2d4+8) and
  bite +12 (2d6+4)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  TacTicS
  During Combat The dragonnel fights from the 
  boardwalk initially, but if reduced below 40 
  hp it takes off and makes flyby attacks in 
  order to Snatch foes and drop them to the 
  city below (6d6, fall).
  ThE RED AguE
  Scarlet vetch is a plant found in the 
  lowlands and rocky crags of the 
  Mwangi expanse. it is an extremely 
  virulent strain related to locoweed, 
  and when consumed has a psycho-
  tropic effect on the individual. The 
  imbiber must make a Dc 16 fortitude 
  save or fall victim to the red ague for 
  1d4 hours—a fever that makes the 
  individual extremely irritable and 
  combative. even normally docile crea-
  tures are susceptible to this effect. if 
  the fortitude save is failed by more 
  than 5 (or on a roll of a natural 1), 
  the scarlet vetch causes the red ague 
  to enter a rage, as a barbarian. The 
  victim is completely mindless while 
  affected by red ague and attacks any-
  one it sees until incapacitated or the 
  effect wears off.
  
  4
  River into Darkness
  m o d u l e  W 2
  Morale The dragonnel fights to the death in its 
  maddened state.
  STaTiSTicS
  Str 26, Dex 11, Con 22, Int 4, Wis 11, Cha 8
  Base Atk +8; grp +24
  Feats flyby attack, Multiattack, Snatch
  Skills Hide +3, Listen +11, Spot +11
  Trapped citizens (7) 
  CR 4
  hp 4 each; MM 102 (half-elf warrior)
  TacTicS
  During Combat The trapped citizens draw their 
  swords (everyone goes armed in Bloodcove) 
  and back away from the monster, hoping it 
  chooses someone else for its meal.
  Morale The citizens flee as soon as they can get 
  past the beast attacking them.
   
  Development: If the PCs confront the 
  dragonnel, regardless of how the fight goes, 
  the distraction allows the trapped citizens 
  (including the Aspis Consortium agent) to 
  escape. The other agents are extremely grateful 
  for the PCs’ assistance and promise that a 
  member of their organization will contact the 
  PCs soon about suitable compensation.
   
  If the PCs walk away from this encounter, 
  the consortium still takes notice of them, 
  although in a somewhat less friendly light. 
  You can still run the encounter with Estaban 
  below, but in this case, rather than offer the 
  PCs a job as a sign of gratitude, he attempts 
  to coerce them into accepting his mission by 
  threatening to use his pull with the town’s 
  authorities (such as they are) to have them 
  tossed out into the jungle.
  A timely Offer
  This encounter occurs following the battle 
  with the dragonnel. One way or the other, 
  Aspis Consortium agents in Bloodcove learn 
  about the PCs. At some point the following 
  day, the PCs receive a message asking them 
  to meet with a consortium agent outside the 
  Ten Shrouds Inn at sunset. When the PCs 
  arrive, read or paraphrase the following.
  What passes for the cool of evening in 
  Bloodcove, with a welcome sea breeze off 
  of the Fever Sea, has descended upon the 
  port. Lamps are lit and passed-out drunks 
  are beginning to accumulate on the board-
  walk outside the town’s seedy grog shops.  
   As you make your way along the crowded 
  walk, a massive man who looks to have orc 
  blood in his veins blocks your path with arms 
  crossed over his barrel chest. He glares at you 
  over a mouthful of tusklike teeth. Next to him 
  stands a man in black cloak and leathers. The 
  image of a snake upon a shield is embossed 
  on a brooch attached to his cloak. He wears 
  a rapier at his hip and bears a fine, oiled 
  mustache. In a soft voice laden with the faint 
  accent of the Shackle Isles, he says, “Greet-
  ings. I am Kelim Esteban, captain of the River 
  Queen, and I have a business proposition to 
  make you… if you care to let me buy you a 
  drink.” He gestures to the entrance of a busy 
  tavern nearby.
  
  5
   
  If the PCs take up Captain Esteban on 
  his offer, he ushers them inside and buys 
  them a round of the house’s watery ale. He 
  introduces himself as an agent of the Aspis 
  Consortium, a northern mercantile group 
  with interests in this area. He explains that 
  his employers need able bodies to help guard 
  a valuable trading depot against incursions 
  by cannibal savages who recently moved into 
  the area. The depot is well-defended and has 
  successfully fended off many attacks, but the 
  defenders are on the verge of exhaustion and 
  need some temporary relief from competent 
  sword-arms until company reinforcements 
  arrive from Absalom. The incident with the 
  dragonnel demonstrated that the PCs are a cut 
  above the average Bloodcove resident, and the 
  consortium is willing to offer them 20 gp per 
  day for the duration of the assignment.
   
  If the PCs are interested, Estaban explains 
  that the depot is called Nightfall Station and 
  lies some 400 miles upriver—a two-week trip 
  aboard his wheelboat. He expects the job to 
  last about a month before the nomadic jungle 
  tribe gives up and moves on, with the option 
  for the PCs to stay on long-term if they 
  so choose. At the end, he will provide free 
  passage back downriver to Bloodcove after 
  they receive their salary from the paymaster 
  at the station.
   
  Captain Esteban can provide the following 
  information to the PCs:
  	
  •	The	Aspis	Consortium	is	a	trade	group	
  primarily based out of Cheliax but with a 
  strong presence in Absalom, where much 
  of its trade is conducted. It is loyal to no 
  single government but carries a trade charter 
  with—and is recognized by—most of the 
  northern nations. It is involved in all sorts 
  of legal trade and its business in the Mwangi 
  Expanse is just one branch of its operations.
  	
  •	The	Aspis	Consortium,	like	many	nations	
  and trading companies, has a strong presence 
  in Bloodcove in order to tap the resources of 
  the nearby jungles for great profit. It is one 
  of the the most important players in the river 
  trade and controls two important trading 
  stations that serve as hubs and supply depots 
  not only for its own boats and caravans but 
  for those of other trade groups as well. These 
  two depots are Whitebridge Station, where 
  the Vanji River is bridged about 200 miles 
  upriver, and Nightfall Station, which lies 
  much deeper in the jungle and is closer to 
  the consortium’s trading interests with the 
  more reclusive jungle tribes.
  	
  •	 The	 Aspis	 Consortium	 can	 afford	 to	
  pay such exorbitant rates for mercenaries 
  because the gold, ivory, spices, and kahveh 
  it brings out of the jungle turn huge profits 
  in the northern markets. In fact, the Aspis 
  Consortium is one of the leading trading 
  concerns operating out of Bloodcove.
   
  If the PCs accept the job offer, Esteban 
  gives them 280 gp each as an advance. He 
  asks them to meet him at his wheelboat at 
  the Bloodcove piers at noon in 2 days, when 
  the River Queen casts off.
   
  Statistics are given for Captain Esteban and 
  the rest of his crew in the River Queen section.
  PArt twO: the rIver 
  queen
  This section describes the vessel upon which 
  most of this adventure takes place and the 
  NPC crew accompanying the party to Night-
  fall Station.
   
  The River Queen is a sternwheeler 
  paddleboat known as a wheelboat. A magical 
  device known as a protean engine powers the 
  craft. The protean engine is the brainchild of a 
  Chelish inventor named Arthox Sandlespit, 
  and it remains a closely guarded secret 
  of the Aspis Consortium. Sandlespit was 
  something of a pariah in old Cheliax, having 
  been kicked out of the prestigious Egorian 
  Academy in his first year when one of his 
  inventions was responsible for burning 
  down an entire wing of housing. After that, 
  a long series of questionable decisions 
  and shady financial backers landed him 
  in hot water with just about every legal 
  authority in the empire. Nevertheless, his 
  undeniable ingenuity guaranteed there was 
  always someone interested in his services. 
  When he joined the Aspis Consortium the 
  company relocated the eccentric inventor to 
  Bloodcove, where he would ideally be out of 
  sight of his Chelish enemies. The invention 
  of the wheelboat (and its accompanying 
  protean engine) was undeniably Sandlespit’s 
  biggest coup, but unfortunately for his 
  employers, he managed to construct only 
  a few prototypes before his old enemies 
  finally caught up with him. The fire 
  that destroyed his workshop 
  not only killed the inventor, 
  it destroyed all the notes 
  concerning the creation 
  and maintenance of 
  the wheelboats, and to 
  this point, no one has 
  been able to recreate the unique blend of 
  magic, metallurgy, and ingenuity necessary 
  to duplicate his discovery. Meanwhile, the 
  Aspis Consortium has kept the discovery a 
  closely guarded secret, fearful of what its 
  competitors could do if they got their hands 
  on one of the prototypes.
   
  Arthox discovered a way to use the trans-
  mutation energy of an indigenous fungal 
  parasite knows as an arcophage to power his 
  protean engine. The engine leeches magical 
  energy directly from the arcophage. A mature 
  arcophage has enough magical energy to 
  power each craft for about a month before it 
  must be replaced. For this reason the Aspis 
  Consortium has taken to breeding arcophages 
  at its resupply depot of Whitebridge station, 
  so that it can keep the wheelboats that travel 
  up and down the river moving.
    The River Queen has a draft of only 3 feet, 
  a 77-foot keel, and a 20-foot beam. The River 
  Queen can make 6 mph in slack water. Since 
  it is a river craft, it can only be operated for 
  about 10 hours a day due to visibility restric-
  tions, so in no current it can make 60 miles 
  in a day. The hull of the craft is sturdy but 
  light, and the upper structures on the deck 
  are composed of wood to keep the craft as 
  light as possible for maneuverability and 
  Kelim esteban
  
  6
  River into Darkness
  m o d u l e  W 2
  buoyancy on the sometimes tricky and shal-
  low channels of the Vanji.
  A. cabin
  This teakwood cabin is lightly built with 
  stanchions supporting its roof. A single door 
  provides entry and nine shuttered windows 
  look out over the sides of the ship (treat as 
  simple doors without locks). The teak walls 
  have several wide cracks, and a gap of 2 feet 
  exists between the tops of the walls and the 
  topdeck to allow maximum air circulation 
  in this sweltering enclosure. Cargo crates 
  are often brought in to serve as table and 
  chairs. Crew members place their belongings 
  in bundles of netting that hang overhead, 
  and hammocks can be strung between the 
  stanchions to accommodate 12 in reasonable 
  comfort or 28 if everyone is crammed on top 
  of each other.
  B. Gangways
  These narrow walks run along the side of 
  the cabin from bow to stern. They are 2 feet 
  wide and require a DC 10 Balance check for 
  a Medium creature to traverse them in rough 
  water or while moving faster than half speed. 
  The mosquito netting that protects area I 
  does not extend to the gangways.
  c. cargo deck
  This open decking is where the crew stacks 
  and ties down the bales, crates, and barrels 
  of both cargo and supplies for transport. The 
  gangplank and aft anchor are stored here.
  d. wheelbox
  This closed wooden housing covers the upper 
  access to the machinery of the sternwheeler. 
  It is waterproof and bears a padlock (DC 20 
  Open Lock) to prevent tampering.
  e. Paddlewheel
  This wood and iron wheel propels the boat. 
  Anyone that falls into it while it is running 
  takes 3d6 points of bludgeoning damage per 
  round and must make a DC 15 Reflex save each 
  round to avoid becoming stuck. Creatures that 
  become stuck are subject to drowning.
  f. covered cargo
  This shaded area’s sides are open but it lies 
  below the pilothouse, so it has some protection 
  from the elements. It also lies within the 
  boat’s mosquito netting. A weighted coil of 
  rope with bits of leather tied to it at regular 
  intervals rests here so a crewmember cantake 
  soundings.
  G. Magazine
  A short stair descends to the strong wooden 
  door that bars entry to this area. The door has 
  a good lock (DC 30 Open Lock). This small 
  cabin is used to store the boat’s weaponry and 
  any especially valuable cargo it might carry. A 
  short ladder accesses a shelf at the bow end. 
  Faruq typically sleeps in the space below 
  this shelf. At the time of this adventure, the 
  magazine holds only a supply of cheap rum 
  and an arsenal of six light crossbows, 200 
  crossbow bolts, four light wooden shields, 
  and three spears.
  h. foredeck
  The boat’s forward anchor is suspended from 
  the railing here. The forward end of the bow 
  is covered by a mass of moldering netting to 
  serve as a cushion against any front impacts. 
  There is a rail that provides cover to those 
  on this deck.
  I. topdeck
  This deck is accessed by a rickety ladder and 
  sits atop the main cabin. The funnels from 
  the furnace rise through here and bracket 
  the doorway into the pilothouse. There is no 
  rail on this deck, but several stanchions sup-
  port a mosquito net draped over this deck, 
  as well as areas A, F, and J. The net is quite 
  old and has been mended several times. It 
  does not provide cover, as it is easily torn, but 
  does prevent Diminutive or larger creatures 
  (including swarms) from passing through 
  and greatly reduces the number of insects 
  that plague those within its confines.
  J. Pilothouse
  This enclosure sits atop area F and has walls, 
  floor, and ceiling of well-fitted teak, rendering 
  it largely weatherproof when the shutters are 
  closed. A heavy twill curtain guards the only 
  access to area I. Large windows provide good 
  visibility to the front and side and can be 
  closed from within. The wheel dominates the 
  cabin, which is also occupied by a hanging 
  ship’s bell, a table of charts, a wooden couch 
  upon which Captain Esteban takes his rest, 
  and a chest of personal belongings below 
  the couch. Piloting the ship requires a DC 
  10 Profession (boater) check or a DC 15 
  Profession (sailor) check in addition to any 
  conditional modifiers.
  gAThER InFoRMATIon
  While the Pcs equip themselves for 
  their trek, they can ask around on 
  their own about their new employers. 
  a Knowledge (local) or Gather infor-
  mation check reveals the following 
  information at the listed Dcs.
  DC Result
  15 
  The aspis consortium is one of the 
    
  most profitable traders in 
   
  Bloodcove.it is also one of the  
   
   
  most ruthless against its rivals. 
   
  even the various 
    
  pirate factions in this area are loath 
   
  to attack an aspis consortium 
   
  shipment on account of the skilled 
   
  mercenaries the company employs 
   
  as guards.
  20 
  Whitebridge Station is a boon to 
   
  everyone who trades in Bloodcove. it 
   
  protects the only crossing over the 
   
  lower Vanji River and serves as a 
   
   jumping-off point for caravans into 
   
  the interior. The aspis consortium 
   
  runs it but lets anyone use it, 
   
  charging only a small toll.
  25 
  Nightfall Station is the most 
   
  profitable trading depot in the 
   
  entire Lower Vanji basin. The 
   
  station manager, Mynafee Gorse, 
   
  a chelish nobleman, is said to have 
   
  contacts with dozens of tribes in 
   
  the interior that procure the gold 
   
  and ivory he trades in prodigious 
   
  amounts.
  30 
  Many consider it strange how 
   
  successful the aspis consortium is 
   
  with its trade goods. Gold, ivory, and
   
  spices by the boatload come down  
   
  the river, but the only things that 
   
  ever go up are swords and armor. 
   
  (if esteban is asked in regards to 
   
  this he merely shrugs and restates  
   
  that the station is under attack.)
  
  7
  The River  
  Queen 
  Main Deck 
  Fore Deck 
  Pilot Deck 
  Lower Deck 
  One square = 5 feet 
  F 
  A 
  C 
  D 
  E 
  J 
  H 
  L 
  M 
  G 
  A Cabin 
  B Gangway 
  C Cargo Deck 
  D Wheel Box 
  E Stern Wheel 
  F Covered Cargo 
   
  G Magazine
  H Foredeck
  I Topdeck
  J PilotHouse
  K Protean Engine
  L Flywheel
  M Locker
  B 
  B 
  I 
  K 
  down 
  up 
  up 
  The River  
  Queen 
  Main Deck 
  Fore Deck 
  Pilot Deck 
  Lower Deck 
  One square = 5 feet 
  F 
  A 
  C 
  D 
  E 
  J 
  H 
  L 
  M 
  G 
  A Cabin 
  B Gangway 
  C Cargo Deck 
  D Wheel Box 
  E Stern Wheel 
  F Covered Cargo 
   
  G Magazine
  H Foredeck
  I Topdeck
  J PilotHouse
  K Protean Engine
  L Flywheel
  M Locker
  B 
  I 
  B 
  K 
  down 
  up 
  up 
  K. Protean engine
  This magical device provides the ship’s 
  propulsion. The engine is contained within 
  a large iron box, with two vats forward, and 
  several large gears connected to the spinning 
  drive shaft aft. The arcophage is contained 
  in a small metal box toward the stern. This 
  box is kept locked (Open Lock DC 30) and 
  Hurg (see below) has the only key. If the 
  arcophage is removed, the engine loses 
  power immediately. Once the engine loses 
  power, it takes a full hour for the engine to 
  build up enough magical charge to drive 
  the boat. While the engine is operating, 
  bolts of magical energy continually arc 
  across its metal surface, dealing 4d6 points 
  of electricity damage to any creature that 
  touches the metal directly.
  l. flywheel
  This is the main shaft that transfers power 
  from the protean engine to the paddlewheel 
  in the stern. General maintenance on this 
  device requires a DC 10 Knowledge (archi-
  tecture and engineering) check each day or 
  there is a cumulative 20% chance per day of 
  a breakdown (see page 12).
  M. locker
  This represents all of the furnace deck that is 
  not occupied by the protean engine, the maga-
  zine, or machinery. The deck has a low over-
  head with only 4 feet of clearance, so Medium 
  creatures must squeeze. Hurg the dwarven 
  fireman resides in the heat and noise down 
  here (he is mostly deaf so it doesn’t bother him 
  much) and any perishable or semi-valuable 
  goods best not left on deck but not important 
  enough to warrant storage in the magazine are 
  kept here (tools and spare parts for example).
  the crew
  Provided the protean engine is functioning 
  properly (a big proviso), the River Queen can 
  be operated by a skeleton crew as small as two: 
  a pilot and someone to take soundings of the 
  river bottom. Currently, the wheelboat has a 
  crew of six, consisting of Captain Esteban, 
  Faruq, Hurg, and three crewmembers. The 
  PCs are hired as guards for Nightfall Station 
  but are also expected to do their share of the 
  work while aboard the River Queen.
  Captain Kelim Esteban (Pilot)
  Captain Esteban is a human hailing from the 
  Shackles who joined the Aspis Consortium as 
  a sellsword 12 years ago. He was eventually 
  promoted to agent and finally riverboat 
  captain. He is an utter profiteer, loyal to the 
  consortium only while it is to his economic 
  advantage. The sheer amount of profit he 
  has made while piloting the River Queen has 
  set him up to be a wealthy man whenever he 
  retires to the northern lands. In the meantime, 
  the promise of greater wealth does inspire 
  a considerable amount of loyalty in him, 
  especially in regards to his wheelboat. That 
  loyalty, however, does not extend beyond 
  the company’s profit margin and his boat, 
  rendering everyone else expendable in his 
  eyes. He does not generally give suicidal orders 
  to his crew (at least not overtly), but on more 
  than one occasion only a few survivors have 
  returned from his voyages, and somehow he 
  always manages to be one of them.
  
  8
  River into Darkness
  m o d u l e  W 2
  Captain Kelim Esteban 
  CR 6
  Male human rogue 3/fighter 3
  Le Medium humanoid
  Init +7; Senses Listen +6, Spot +7
  DefeNSe
  AC 18, touch 13, flat-footed 15
  (+5 armor, +3 Dex)
  hp 29 (6 HD; 3d6+3d10)
  Fort +6, Ref +7, Will +3
  Defensive Abilities evasion
  OffeNSe
  Spd 30 ft.
  Melee +1 rapier +10 (1d6+2/18–20) or
  Melee mwk dagger +9 (1d4+1/19–20 plus poison)
  Ranged mwk dagger +9 (1d4+1/19–20 plus poison)
  Special Attacks sneak attack +2d6
  TacTicS
  Before Combat esteban coats one of his daggers 
  with poison if he anticipates combat.
  During Combat if coming under ranged 
  attacks, esteban takes cover and drinks 
  his potion of protection from arrows. He 
  remains on board the boat, preferably in the 
  pilothouse, to coordinate the defense. if the 
  pilothouse is overrun, he uses his Tumble 
  skill to move quickly through opponents to 
  try and clear the decks.
  Morale esteban leaves the River Queen only as a 
  last resort, figuring his chances of survival in 
  the jungle on foot are slim. His preference 
  is always to keep the boat moving away from 
  danger. He leaves crewmembers behind if 
  necessary to save the boat.
  STaTiSTicS
  Str 13, Dex 17, Con 11, Int 10, Wis 12, Cha 14
  Base Atk +5; grp +6
  Feats endurance, Great fortitude, improved 
  initiative, Skill focus (Profession [boater]), 
  Weapon finesse, Weapon focus (rapier)
  Skills Balance +6, Bluff +7, escape artist +7, 
  Hide +7, Knowledge (local) +6, Listen +6, 
  Profession (river pilot) +10, Search +5, Spot 
  +7, Swim +7, Tumble +7
  Languages common
  SQ trap sense +1, trapfinding
  Combat gear 2 doses of giant wasp poison 
  (injury Dc 18; initial 1d6 Dex, secondary 
  1d6 Dex), potion of endure elements, potion 
  of protection from arrows; other gear +1 
  chain shirt, +1 rapier, 4 masterwork daggers, 
  porcelain asp and shield brooch worth 25 
  gp, belt pouch with 14 gp, 17 sp, 4 cp, a moss 
  agate worth 10 gp, and a key to the magazine
  Faruq (Mate)
  Faruq is Esteban’s mate and enforcer. He 
  keeps the crew in line and is instrumental 
  in dealing with threats to the boat, though 
  like Esteban, he relegates the most dangerous 
  combat roles to expendable underlings. 
  Faruq’s human side is of Vudran descent, and 
  he shares the ethnicity’s swarthy skin tone, 
  sallowed somewhat by his orcish complexion. 
  He dresses in the traditional Vudrani garb, 
  consisting of a brightly colored turban, vest, 
  pantaloons, and sash. Faruq plays the role of 
  the sophisticated swashbuckler as well as he 
  can, at least until a combat situation arises 
  and brings his barbarian traits to the fore. 
  Faruq has only recently been admitted as an 
  agent of the Aspis Consortium and is anxious 
  to prove himself. Strive to keep Faruq alive 
  until Encounter G, where a nasty end has 
  been prepared for him.
  Faruq 
  CR 4
  Male half-orc barbarian 4
  cN Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +4
  DefeNSe
  AC 14, touch 10, flat-footed 14
  (+2 armor, +2 natural)
  hp 47 (4d12+16)
  Fort +8, Ref +1, Will +1
  Defensive Abilities uncanny dodge
  OffeNSe
  Spd 40 ft.
  Melee mwk falchion +7 (2d4+13/18–20)
  Ranged mwk composite longbow +4 (1d8+4/x3)
  Special Attacks rage 2/day
  TacTicS
  During Combat faruq puts 3 points into Power 
  attack and tries to position himself to take 
  advantage of his cleave feat. He stays on the 
  boat to defend it and if reduced below 25 hp 
  or the boat is overrun, he rages and attacks 
  the nearest foe. 
  Morale faruq fights to the death to prove 
  himself to his employer, ironically even if 
  esteban falls.
  STaTiSTicS
  Str 20, Dex 10, Con 18, Int 9, Wis 10, Cha 8
  Base Atk +4; grp +9
  Feats cleave, Power attack
  Skills climb +6, Listen +4, Spot +4, Survival +7, 
  Swim +8
  Languages common, Polyglot
  SQ fast movement, illiteracy, trap sense +1
  Combat gear potion of neutralize poison; other 
  gear +1 leather armor, masterwork falchion, 
  masterwork composite longbow (+4 Str 
  bonus), 40 arrows, belt pouch with 8 sp, 6 
  pieces of coral worth 15 gp each, and a key to 
  the magazine
  Hurg (Engineer)
  This decrepit, old, near-sighted dwarf is the 
  engineer of the River Queen. Aged beyond his 
  years from a long, hard life on the Fever Sea, 
  Hurg suffers from severe rheumatoid arthritis 
  in his back that bends him over nearly double. 
  Hurg alone keeps the complex and antiquated 
  machinery of the River Queen functioning. 
  He is normally found on the lower deck 
  monitoring the protean engine or tinkering with 
  the mechanisms and wears only a loincloth 
  and leather apron. His bald head is scarred 
  from many electrical discharges, and he keeps 
  ARCophAgE
  The energy that powers the protean 
  engine comes from a rare magical 
  creature indigenous to the Mwangi 
  expanse and only recently discovered. 
  This creature, known as an acrophage, 
  is a form of fungal parasite that 
  attaches itself to mobile plant crea-
  tures, such as treants and shambling 
  mounds. Once embedded in the host 
  creature, the arcophage begins to mag-
  ically transmute the plant’s body into 
  copies of itself, slowly consuming the 
  host. in the meantime, the newly cre-
  ated arcophages are deposited into the 
  environment, where they lie dormant 
  until they come in contact with another 
  plant creature. When a plant creature 
  touches an arcophage spore, it must 
  make a Dc 18 fortitude save. a suc-
  cessful save destroys the spore. Other-
  wise, the spore becomes implanted in 
  the host. Once a creature has a spore 
  implanted, it must make another Dc 
  18 fortitude save each day or take 1d4 
  points of constitution damage. The 
  arcophage creates one new spore for 
  each point of constitution damage it 
  deals. a remove disease spell destroys 
  an implanted arcophage.
   arcophage spores are somewhat 
  fragile outside their native environ-
  ment. They are killed by direct expo-
  sure to sunlight, as well as freezing 
  temperatures and extremely dry 
  climates. This sensitivity has largely 
  prevented their spread beyond the 
  borders of the Mwangi.
  
  9
  his coarse gray beard shaved to a rough stubble 
  to prevent its entanglement in the machinery. 
  Hurg’s stooped posture allows him to move 
  and fight without penalty in the confined 
  spaces of the furnace deck. Not a member of 
  the Aspis Consortium, Hurg’s true loyalty lies 
  to the River Queen herself, which he sees as 
  his personal charge and responsibility. Hurg 
  is unaware of the Aspis Consortium’s true 
  activities mainly because he hasn’t bothered 
  to pay any attention.
  hurg 
  CR 3
  Male dwarf expert 4
  N Medium humanoid
  Init –1; Senses darkvision 60 ft.; Listen +8, Spot +1
  DefeNSe
  AC 12, touch 10, flat-footed 12
  (+2 armor)
  hp 22 (4d6+8)
  Fort +3 (+5 vs. poison), Ref +0, Will +5; +2 vs. spells
  OffeNSe
  Spd 15 ft.
  Melee heavy wrench +3 (1d8)
  TacTicS
  During Combat Hurg tries to avoid combat 
  as much as possible, retreating to the 
  lower deck of the River Queen to hide in the 
  cramped spaces and prevent anyone from 
  damaging the machinery.
  Morale Hurg fights to the death to protect 
  the protean engine and machinery of the 
  River Queen.
  STaTiSTicS
  Str 10, Dex 8, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +3; grp +3
  Feats Nimble fingers, Skill focus (Knowledge 
  [architecture and engineering])
  Skills appraise +10, craft (blacksmithing) +12, 
  Disable Device +12, Knowledge (architecture 
  and engineering) +13, Listen +8, Open Lock 
  +9, Search +10, Survival +8, Swim +7
  Languages common, Dwarven, Giant, Polyglot, 
  Undercommon
  SQ dwarf traits, rheumatoid arthritis, 
  stonecunning
  Combat gear 3 flasks of acid, 2 vials of 
  antitoxin, 5 sunrods, 3 tindertwigs; other 
  gear leather apron, heavy wrench (as 
  heavy mace), ring of endure elements (see 
  sidebar), masterwork tools, magnifying 
  glass, belt pouch with 12 gp, a piece of 
  lapis lazuli worth 50 gp, and the key to the 
  wheelbox padlock
  SPeciaL aBiLiTieS
  Rheumatoid Arthritis (Ex) This painful 
  condition makes Hurg bend over double. 
  While it limits his speed, it also allows him 
  to move through the lower deck of the 
  River Queen without squeezing.
  Crewmen
  In addition to Esteban, Faruq, and Hurg, 
  there are three other crewmen aboard 
  the River Queen—Danner, Houghman, 
  and Speraggo. These are typical Aspis 
  Consortium mercenaries hired from various 
  northern lands to serve as laborers and 
  muscle. They have big dreams of becoming 
  prosperous agents in the Mwangi Expanse, 
  but they have little real knowledge of the 
  organization beyond their immediate duties. 
  
  10
  River into Darkness
  m o d u l e  W 2
  Lower Vanji River System 
  N 
            
   
  M
  w
  a
  n
  gi
   E
  xpanse
   
  Lake 
            Kroton 
  T
  e
  r
  r
  v
  a
   R
  i
  v
  e
  r
   
  T
  e
  r
  r
  va 
  U
  p
  l
  a
  n
  d
  s
   
  V
  a
  n
  j
  i
   
  R
  i
  ve
  r
   
  B
  u
  u
  n
  t
  a
   
  F
  l
  ow
   
  Bloodcove 
  Nightfall  
  Station 
  Nantamou 
  A 
  B 
  C 
  D 
  E F 
  G 
  0 
  80 
  miles 
   
  Whitebridge 
  Station 
  K
  u
  r
  k
  a 
  R
  i
  v
  e
  r
   
  Le
  ss
  er
   V
  a
  nj
  i 
  Riv
  er
   
  I 
  Terrva 
           Crags 
  Kurka 
  Swamp 
  H 
  Lower Vanji River System 
  N 
            
   
  M
  w
  a
  n
  gi
   E
  xpanse
   
  Lake 
            Kroton 
  T
  e
  r
  r
  v
  a
   R
  i
  v
  e
  r
   
  T
  e
  r
  r
  va 
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  p
  l
  a
  n
  d
  s
   
  V
  a
  n
  j
  i
   
  R
  i
  ve
  r
   
  B
  u
  u
  n
  t
  a
   
  F
  l
  ow
   
  Bloodcove 
  Nightfall  
  Station 
  Nantamou 
  A 
  B 
  C 
  D 
  E F 
  G 
  H 
  0 
  80 
  miles 
   
  Whitebridge 
  Station 
  K
  u
  r
  k
  a 
  R
  i
  v
  e
  r
   
  Le
  ss
  er
   V
  a
  nj
  i 
  Riv
  er
   
  I 
  Terrva 
           Crags 
  Kurka 
  Swamp 
  They remain tight-lipped and surly around 
  the PCs, seeing the newcomers as potential 
  threats to their positions.
  Aspis Consortium Mercenaries (3) CR 1
  Male human warrior 2
  Ne Medium humanoid
  Init +0; Senses Listen +0, Spot +0
  DefeNSe
  AC 15, touch 10, flat-footed 15
  (+4 armor, +1 shield)
  hp 13 (2d8)
  Fort +5, Ref +0, Will +0
  OffeNSe
  Spd 30 ft.
  Melee mwk short sword +3 (1d6/19–20) or
  Melee spear +2 (1d8/x3)
  Ranged mwk light crossbow +2 (1d8/19–20)
  TacTicS
  During Combat aspis mercenaries prefer to 
  engage foes at a distance and with greater 
  force whenever possible, whittling down 
  enemies with volleys of crossbow fire 
  concentrated on a single target at a time. 
  They prefer to use sword and shield for 
  melee but use spears to set against a charge 
  when necessary.
  Morale aspis mercenaries are essentially bullies 
  who panic and flee if their leader falls or 
  they are clearly beaten. Their harsh masters 
  and the promise of gold, however, means 
  that they do not retreat as long as there is 
  still hope of victory.
  STaTiSTicS
  Str 11, Dex 10, Con 11, Int 11, Wis 10, Cha 10
  Base Atk +2; grp +2
  Feats endurance, Great fortitude
  Skills Handle animal +5, intimidate +5, Swim +4
  Combat gear 2 potions of cure light wounds, 
  potion of hide from animals, flask of 
  alchemist’s fire; other gear +1 studded 
  leather, light wooden shield, spear, 
  masterwork short sword, masterwork light 
  crossbow, 10 crossbow bolts, belt pouch with 
  3 gp
  PArt three: IntO 
  dArKneSS
  This section of the adventure details the 
  party’s journey up the Vanji River aboard the 
  River Queen.
  departure (el 7)
  The party is scheduled to meet Captain Este-
  ban at the River Queen on the docks at noon 
  on the appointed day. They find him and the 
  crew there preparing for departure. At this 
  time, the party can meet their fellow crew-
  members as they prepare their berths on 
  board and learn the layout of the ship. 
  Due to delays in the arrival of provisioning 
  orders and getting them loaded aboard, the 
  River Queen is several hours behind sched-
  ule as she chugs away from the docks of 
  Bloodcove. The sun is near setting as Captain 
  Esteban guides her across the great estuary 
  that marks the mouth of the Vanji, where the 
  red-tinted water of the river mixes with the 
  sea. The vast expanse of the Mwangi interior 
  rolls into the distance in the final fire-tinged 
  light of day, overcast by the dark clouds of a 
  thunderstorm that approaches from the east. 
   The massive mate, Faruq, makes his way 
  about the boat lighting hurricane lamps, and 
  the captain shouts down from the pilothouse 
  to secure the loads and make ready for rough 
  weather. The plan is to reach a sheltered bend 
  in the river by nightfall and make anchor 
  there for the night, but it looks like with the 
  approaching storm, darkness is going to come 
  much sooner than expected.
   
  The River Queen is loaded with large 
  amounts of food and mundane items to 
  resupply Nightfall Station. Fortunately, it is 
  well secured, occupying the central spaces 
  of areas C and F with some in area N. The 
  water barrels for the journey are stored at 
  area F. The PCs can choose where they wish 
  to weather the coming storm. Hurg retreats 
  to the furnace deck, the crewmembers to the 
  
  11
  cabin, and Faruq joins Esteban in the pilot-
  house. If the PCs choose to head inside, they 
  have no risk of going overboard when the 
  storm hits but are automatically surprised 
  by the attack described below. If they remain 
  on deck they must either tie themselves off 
  or make a DC 7 Balance check each round to 
  avoid being washed 5 feet toward the nearest 
  edge by the heaving swells, lashing rainfall, 
  and surging waves, but they gain Spot checks 
  prior to the attack.
   
  Creatures: A pair of hungry kapoacinths 
  (aquatic gargoyles) dwelling on the bottom 
  of the estuary are stirred up by the storm and 
  spot the lone boat passing above. The kapoa-
  cinths are able to ride a cresting wave to the 
  deck of the boat and use their Hide skill to 
  attack with surprise. If no one is on deck, they 
  have no chance to be spotted before boarding 
  the ship.
  Kapoacinth Rogues (2) 
  CR 5
  Male and female kapoacinth rogue 2
  MM 113
  ce Medium monstrous humanoid (aquatic, earth)
  Init +4; Senses darkvision 60 ft.; Listen +8, Spot +8
  DefeNSe
  AC 18, touch 14, flat-footed 14
  (+4 Dex, +4 natural)
  hp 58 (6HD; 4d8+2d6+30)
  Fort +6, Ref +11, Will +5
  Defensive Abilities evasion; DR 10/magic
  OffeNSe
  Spd 40 ft., swim 60 ft.
  Melee 2 claws +10 (1d4+4) and
  bite +7 (1d6+2) and
  gore +7 (1d6+2)
  Special Attacks sneak attack +1d6
  TacTicS
  During Combat The two kapoacinths attack 
  anyone on deck before trying to force their 
  way into the cabin. They attempt to flank the 
  first opponent they find, hoping to sneak 
  attack him into unconsciousness, and then 
  drag him down to the bottom of the ocean 
  for their next meal.
  Morale if one of the creatures falls, the other 
  grabs the body and disappears back into 
  the depths.
  STaTiSTicS
  Str 18, Dex 19, Con 21, Int 6, Wis 12, Cha 4
  Base Atk +5; grp +8
  Feats Multiattack, Stealthy, Weapon focus (claw)
  Skills Hide +12 (+18 underwater), Listen +8, 
  Move Silently +11, Spot +8, Swim +12
  Language common
  SQ freeze, trapfinding
   
  Development: Although the River Queen 
  takes a pounding from the storm, as long as 
  the gargoles are killed or driven off before 
  they do too much damage, the boat holds up 
  very well and sustains no significant damage 
  from the wind and waves.
  On the river
  The Vanji River is a wild and dangerous 
  waterway. It averages about half a mile wide 
  with steeply sloping, muddy banks that 
  quickly descend to a depth of 20 feet or so. 
  The river bed is far from uniform, being often 
  broken by mudbanks and sandbars, making 
  the waters treacherous in daylight and 
  impossible to traverse in the dark. The first 
  200 miles of the river flow through the rolling 
  terrain below the Terrva Uplands—a broken 
  land of ravines and scrub grasses inhabited 
  by fleet herbivores and the predators that 
  hunt them. A few nomadic tribes graze their 
  herds through these lands in a constant 
  migration to better water. The wall of the 
  jungle to the south is sometimes a few miles 
  distant and sometimes grows right up to the 
  bank. After 200 miles, the river enters the 
  jungle proper just past Whitebridge Station. 
  Here, close on the banks of the river, are walls 
  of thickly matted vegetation rising higher 
  than a building, broken only occasionally by 
  small clearings and side streams. This thick 
  growth of trees and vegetation often reaches 
  across the river approximately 50 feet above 
  the water, creating a dim tunnel of green 
  shadow. The overall impression is that of an 
  endless primeval forest with the ever-present 
  odor of rotting vegitation.
   
  While traveling against the 3 mph current 
  on the Vanji, the River Queen only goes 3 mph, 
  making 30 miles per day, but when traveling 
  downstream it cruises at a respectable 9 
  mph, making 90 miles per day. Aboard the 
  River Queen, the trip to Nightfall Station is 
  typically 13 days (with the pilot pushing on 
  past nightfall on the final day, thus giving the 
  depot its name) and only about 5 days on the 
  return trip.
   
  The climate on the river is universally 
  hot and muggy. Rain falls for at least a short 
  time every day, though usually in showers 
  that quickly clear up, leaving behind only 
  greater humidity. Daytime temperatures 
  average between 90 and 95 degrees with 
  high humidity, and night brings an only 
  slightly more comfortable average of 80 to 85 
  degrees. The very hot conditions during the 
  daytime are described under Heat Dangers 
  on page 303 of the DMG. Characters must 
  make Fortitude saves each hour (DC 15 +1 
  for each previous check) between 10 am and 
  8 pm (10 hours total) or take 1d4 points of 
  nonlethal damage. During the second half 
  of the journey, the almost-constant shade on 
  the river provides a +8 bonus on the saves. 
  Those wearing armor or heavy clothing take 
  a –4 penalty on their saves. A character who 
  takes nonlethal damage is fatigued until the 
  nonlethal damage is removed.
   
  A character with the Survival skill can make a 
  DC 15 check to gain a +4 bonus on the Fortitude 
  River Encounters
  d% 
  River Encounters 
  Source 
  Average EL
  01–04 
  1d4+1 water spider swarms 
  MM 239 (see below) 
  3
  05–07 
  Hippopotamus* 
  Tome of Horrors 287 
  4 or 3
   
  or 2 leopards in the trees 
  MM 274
  08–12 
  1d4 mosquito swarms 
  See page 29 
  5
  13–15 
  anaconda (giant constrictor) 
  MM 280 
  5
  16–18 
  1d3 giant crocodiles* 
  MM 271 
  5
  19–20 
  1d6+5 piranha swarms* 
  Tome of Horrors II 154 
  8 or 7
   
  or 1d4+4 crocodiles* 
  MM 271
  21–24 
  Breakdown 
  Page 12 
  —
  25–26 
  fog 
  Page 12 
  —
  27–28 
  Portage/Sandbank 
  Page 12 
  —
  29 
  Sleeping sickness 
  Page 12 
  —
  30–31 
  Snag 
  Page 12 
  —
  32–34 
  Sound 
  Page 12 
  —
  35–100 No encounter
  * These encounters do not leave the water.
  
  12
  River into Darkness
  m o d u l e  W 2
  saves. For every point by which the Survival 
  check exceeds 15, the character can grant 
  the same bonus to one other person. Faruq 
  attempts this daily, granting any additional 
  bonuses to Captain Esteban, the crewmen, 
  and then the PCs (in that order). Hurg requires 
  no Fortitude save due to the ring he wears, 
  enchanted long ago to protect smiths from 
  the intense heat of dwarven forges.
   
  The Mwangi Expanse and Vanji River 
  are teeming with life. Travelers often catch 
  sight of splashing schools of fish, screaming 
  monkeys in the interlaced branches 
  overhead, or the occasional hippopotamus 
  or crocodile sunning itself on the bank. 
  In addition, swarms of black, biting flies 
  constantly hover around the boat, especially 
  at night, when some even manage to infiltrate 
  the mosquito netting, bouncing off of lamps, 
  clothes, and faces in their flight. Most of 
  the local denizens ignore the boat, but there 
  are dangers represented by both the fauna 
  and the other hazards of the river. Roll 
  for an encounter on the River Encounters 
  table twice each day and once each night. 
  Those marked with an asterisk don’t leave 
  the water, and individuals remaining aboard 
  the boat and beyond the creature’s reach are 
  safe from attack.
   
  Breakdown: When this is rolled, the 
  River Queen’s engine suffers a mechanical 
  breakdown. A DC 25 Knowledge (architecture 
  and engineering) check can be made each 
  hour (cannot take 20) to repair the damage 
  and restart the protean engine, which then 
  requires 1 more hour to charge up before 
  travel can resume.
   
  Fog: A thick soupy fog rolls in and remains 
  for 2d8 hours, reducing visibility to 5 feet 
  with total concealment beyond that. Esteban 
  brings the boat to a halt, refusing to continue 
  forward in the fog. Roll for an additional 
  encounter once during this time.
   
  Portage/Sandbank (50% chance of each): 
  At a portage, the river has become shallow 
  enough that the sternwheeler must be 
  stopped and the River Queen hauled over it 
  by crewmen wading in the water pulling on 
  ropes. This requires a DC 24 Strength check, 
  though as many individuals can aid another 
  as they wish. This operation requires 1 hour 
  to complete. If the obstacle is a sandbank, 
  the pilot and any forward spotters can make 
  a DC 20 Spot check to notice and avoid it. 
  Otherwise, the boat runs aground and should 
  be treated as a portage.
   
  Sleeping Sickness: A random crew member 
  or PC is exposed to sleeping sickness from an 
  insect bite (Injury DC 15; incubation 1d2 days; 
  1d4 Con, 1d4 Wis, fatigue; see sidebar).
   
  Snag: Like a sandbank, a DC 20 Spot check 
  by the pilot or a forward spotter allows this 
  submerged log to be avoided. Otherwise the 
  boat strikes it and is stopped. Anyone within 
  5 feet of an edge must make a DC 15 Balance 
  check or fall overboard. It requires 1d2 hours 
  to repair the damage and bail out any water. 
  Roll for an additional encounter, ignoring 
  any that are not water based.
   
  Sound: A strange sound carries out of the 
  impenetrable jungle or across the rolling 
  plain, such as a terrifying roar, mournful 
  humanlike wail, the rushing of mighty waters, 
  the crashing of trees as something gargantuan 
  passes nearby, or distant drumming. It 
  continues for as little as a few seconds to as 
  long as several hours. Exploration discovers 
  no source for the sound but does call for 
  another encounter roll.
   
  Water Spider Swarms: These are identical 
  to spider swarms as found in the MM except 
  they are able to move at their full speed over 
  the surface of water as well as land.
  A. wreck of the Lady Fortune
  Chugging along the red-tinted river, Captain 
  Esteban points to the overgrown south bank 
  at a reminder of the constant dangers that you 
  face on these waters. Resting half-submerged 
  on that shore is another wheelboat, possibly 
  the twin of your own. The center of the wrecked 
  boat’s hull gapes with a huge hole and the 
  entire superstructure is missing, where some 
  massive explosion ripped through the vessel. 
  Faintly visible on its moss-slick bow are the 
  words Lady fortune.
   
  This is indeed the sister ship of the River 
  Queen, another Aspis Consortium wheelboat 
  due back in Bloodcove a week ago. It is read-
  ily apparent that it suffered an explosion of 
  its protean engine due to some malfunction. 
  There is no sign of survivors and the jun-
  gle’s inhabitants have long since claimed any 
  remains or valuables. Esteban stops only if 
  the PCs insist, but there is nothing of note 
  to be found in the wreckage.
  B. from the darkness Above 
  (el 8)
  The river narrows and curves near the fringe 
  of the jungle that paces you to the south, until 
  it has actually grown out and over the river 
  for a short distance. Temporarily, you push 
  through a twilight-green tunnel as the trees 
  enclose both banks and meet overhead with 
  intertwined branches. Captain Esteban tells 
  you that this is how the entire second half of 
  your journey will be after you reach the heart 
  of the Mwangi Expanse.
   
  For a few miles’ distance, the jungle engulfs 
  the course of the Vanji. Normally, this is a 
  fairly quiet stretch of the river, but recently, 
  a hostile tribe of pygmy creatures called the 
  SLEEpIng SICKnESS
  from malarial swamps to the effects 
  of malnutrition to insect-borne para-
  sites, disease has always played a 
  prominent role in the explorations 
  of the past. it should also play a 
  role in a module for low-level char-
  acters, where failed fortitude saves 
  and a dearth of curative magic can 
  become a real challenge. One of the 
  random encounters presented in this 
  adventure is sleeping sickness, more 
  accurately known as African trypano-
  somiasis. This scourge is a parasitic 
  disease spread in tropical regions 
  by the bite of the tsetse fly, and the 
  Mwangi expanse is no stranger to its 
  taint. The prevalence of biting flies 
  and insects on the Vanji River is such 
  that recognizing the tsetse’s particular 
  needlelike jab is virtually impossible 
  prior to the appearance of the dis-
  ease’s symptoms.
   Sleeping sickness causes fatigue in 
  addition to the ability damage and is 
  often fatal if left untreated. Remove dis-
  ease is effective in treating the afflic-
  tion, but in the wilds of the Mwangi 
  where healing magic is hard to come 
  by, other mundane treatments have 
  been developed. The most effective of 
  these is dosing the patient with arsenic 
  (ingest Dc 13; initial 1 con, secondary 
  1d8 con). if the patient survives this 
  “treatment” there is a cumulative 30% 
  chance that the disease is cured with 
  each dose given.
   for more in-depth information on 
  diseases of Golarion, see also Plague 
  and Pestilence, by ed Healy and Rick 
  Miller, in Pathfinder #8.
  
  13
  Kaava migrated into the area south of the 
  river here and claimed this stretch as part of 
  its territory.
   
  Creatures: As the River Queen travels 
  through this jungle tunnel, it comes under 
  attack by the Kaava tribe. In the tree branches 
  above the river hide seven pygmy keches. 
  These keches are apelike creatures standing 
  3 feet tall, with grayish-green fur and long 
  clawed arms made for climbing. The Kaava 
  tribe trains black mamba vipers to accompany 
  its warriors into battle. Each kech has a Small 
  black mamba coiled about its body. While 
  in the trees, the keches have a +12 bonus 
  on their Hide checks. When the wheelboat 
  passes beneath them, the keches leap from 
  the limbs down onto the mosquito net 
  covering the topdeck. The net cushions their 
  fall but shunts them off the sides and back to 
  the main deck below. Two of the keches fall 
  over the sides, are lost in the swirling waters, 
  and drown. The other five can make DC 15 
  Jump checks as they land on the main deck 
  to avoid taking 1d6 points of damage from 
  the fall. Upon landing, the snakes separate 
  from the keches to join in the attack. As the 
  keches attack, Esteban and Faruq defend the 
  pilothouse and topdeck while the PCs and 
  crewmen battle the keches below.
  pygmy Keches (5) 
  CR 3
  Tome of Horrors 175
  Ne Small monstrous humanoid
  Init +3; Senses darkvision 60 ft., low-light 
  vision; Listen +3, Spot +3
  DefeNSe
  AC 16, touch 14, flat-footed 13
  (+3 Dex, +2 natural, +1 size)
  hp 27 each (5d8+5)
  Fort +2, Ref +7, Will +5
  Defensive Abilities Dodge, Mobility
  OffeNSe
  Spd 40 ft., climb 40 ft.
  Melee 2 claws +9 (1d3) and
  bite +4 (1d4)
  Special Attacks rend 1d6
  TacTicS
  During Combat The keches attempt to gang 
  up on lone individuals with the assistance 
  of their mambas. if other opponents try to 
  assist their target, their mambas attack those 
  individuals to fend them off.
  Morale The keches defend their territory 
  fanatically and only retreat if four of their 
  number are killed. The snakes do not retreat.
  STaTiSTicS
  Str 11, Dex 17, Con 12, Int 9, Wis 13, Cha 12
  Base Atk +5; grp +2
  Feats Dodge, Weapon finesse
  Skills climb +11, Hide +8 (+20 in forest), Jump 
  +6, Listen +3, Move Silently +4, Spot +3
  Languages common, Polygot
  SQ pass without trace
  SPeciaL aBiLiTieS
  pass Without Trace (Ex) a kech can move 
  across any ground, including mud, ice, or 
  snow, without leaving any signs of passage. 
  Tracking by nonmagical means is impossible.
  Rend (Ex) if a kech hits with both claw attacks, it 
  latches onto the opponent’s body and tears 
  the flesh. This automatically deals 1d6+1 
  points of damage.
  
  14
  River into Darkness
  m o d u l e  W 2
  Whitebridge Station 
  One square = 5 feet 
  Toll Booth
  Guardhouse 
  Guardhouse 
  Smith’s 
  Quarter 
  Ballista 
  Platform 
  Ballista 
  Platform 
  Smithy 
  Food Stores 
  and  
  Supplies 
  Armory 
  Merchant  
  Stalls 
  Officers’ 
  Quarters 
  Manager’s 
  Office 
  Clerk 
  Station 
  House 
  Garrison 
  Main Pier 
  Toll Booth 
  Warehouse 
  Guest House 
  Well 
  Paddock 
  Water
  Tower
  N 
  Direction 
  of 
  Current 
  Whitebridge Station 
  One square = 5 feet 
  Toll Booth
  Guardhouse 
  Guardhouse 
  Smith’s 
  Quarter 
  Ballista 
  Platform 
  Ballista 
  Platform 
  Smithy 
  Food Stores 
  and  
  Supplies 
  Armory 
  Merchant  
  Stalls 
  Officers’ 
  Quarters 
  Manager’s 
  Office 
  Clerk 
  Station 
  House 
  Garrison 
  Main Pier 
  Toll Booth 
  Warehouse 
  Guest House 
  Well 
  Paddock 
  Water
  Tower
  N 
  Direction 
  of 
  Current 
  Black Mambas (5) 
  CR 1/2
  hp 4 each; MM 280 (Small Viper)
  c. Ill Omens for whitebridge
  The placement of this encounter is not pre-
  cise. It occurs at the end of the last day before 
  the River Queen reaches Whitebridge Station.
  Daylight is waning on the Vanji, and you should 
  reach Whitebridge Station on the morrow. The 
  shout of the forward lookout brings your atten-
  tion to the front of the boat. Coming toward 
  you out of the gloom, a large white form 
  floats upon the water down the center of the 
  river. Captain Esteban slows the sternwheeler 
  to await the strange apparition. As it draws 
  closer it is identifiable as a flat-bottomed boat, 
  apparently unoccupied.
   
  Captain Esteban orders grappling hooks 
  to be thrown and the boat secured, which 
  the crewmen immediately jump to do. Once 
  drawn alongside the River Queen, Esteban 
  identifies the boat as one of the punts from 
  Whitebridge Station. It is unoccupied but 
  holds a single fly-covered backpack soaked in 
  tacky blood (at least several hours old). The 
  backpack holds a few hastily gathered rations 
  and supplies. Two thistle-tipped arrows that 
  pierced it are still embedded in its folds. A 
  DC 15 Knowledge (local) check identifies the 
  arrows as those used by the Ekujae tribe.
   
  The punt provides no additional clues and 
  Esteban cuts it loose. He refuses to proceed 
  any further due to the growing darkness, and 
  anchors the River Queen in the center of the river 
  for the night and orders double watch shifts.
  d. calamity at whitebridge 
  Station (el 9)
  Whitebridge Station suddenly rises out of the 
  haze that has stood on the river all day. As 
  if in anticipation of your arrival, the wind 
  rises and clears the air, giving you a perfect 
  view of the famous station that sits upon the 
  trade route cutting through the heart of the 
  Mwangi Expanse. The river flows through a 
  narrow gorge, where two massive columns 
  formed from dozens of tree trunks, bound 
  into clusters around stone pilings, and sunk 
  into the riverbed support this giant span. The 
  bridge rises forty feet over the Vanji, from the 
  top of one tall bank to the other. A large pier 
  and tower of some sort rise from the near 
  bank, and a multi-level caravanserai can be 
  seen up the bank beyond. It is the bridge itself 
  that commands immediate attention, arching 
  above the river and bearing buildings and for-
  tifications all along its length. The shield and 
  snake standard of the Aspis Consortium flaps 
  gently from a stanchion atop the bridge’s cen-
  tral supports, but that is the only movement 
  to be seen at what should be a bustling trade 
  station. The only sound is the gurgling of the 
  muddy river.
   
  Whitebridge Station is a giant fortified 
  wooden bridge spanning the Vanji River, 
  almost 200 feet in length. The station is 
  built upon the bridge itself, with its buildings 
  crowding both sides of the road and hanging 
  out over the lip of the bridge, supported by a 
  web-work of wooden supports. Each end of 
  the bridge is blocked by a gate constructed of 
  wooden poles lashed together, leaving gaps 
  through which guards can fire at attackers 
  but providing security for the inhabitants of 
  
  15
  the bridge station. Furnishings are sparse 
  and functional with little of any true value.
   
  Captain Esteban or any of the crew can 
  provide the following general information 
  about Whitebridge Station.
  	
  •	Whitebridge	Station	is	an	Aspis	Consor-
  tium outpost that provides access across the 
  dangerous Vanji River to travelers—and even 
  rival merchant companies—for a small toll.
  	
  •	The	station	manager,	named	Alec	Blough,	
  is an experienced agent of the Aspis Con-
  sortium well versed in the Mwangi interior. 
  The station’s contingent includes a garrison 
  of two-dozen Aspis mercenaries, a few offi-
  cers, and a handful of Aspis-affiliated mer-
  chants and vendors including a competent 
  blacksmith. A few dozen locals are kept on as 
  laborers as well.
  	
  •	Caravans	or	riverboats	come	though	Whi-
  tebridge Station every few days, so there is 
  always a good chance of travelers staying at 
  the guest house at any given time. There is 
  never a time when the station should be this 
  quiet and abandoned.
   
  Upon approach to the station, Esteban 
  proceeds slowly with all hands on alert and 
  docks at the main pier. If the PCs suggest 
  another approach, such as dropping them 
  off downriver to perform reconnaissance, he 
  does so. Esteban remains on the River Queen 
  but allows Faruq and two of the crewmen to 
  accompany the PCs ashore if they suggest it.
   
  Wide cargo stairs lead up from the pier 
  to the caravanserai, where a guest house 
  built atop a warehouse and a paddock stand 
  outside the boundaries of the fortified 
  bridge, provided for travelers who do not 
  enjoy the protection of membership in the 
  Aspis Consortium. Across the paddock are 
  several small shanties for the laborers. All of 
  these buildings are empty, and no animals 
  are present, though a DC 15 Search check 
  at any location turns up signs of battle and 
  bloodstains, where fat black flies congregate. 
  The gates to the bridge stand unsecured and 
  open, and a search of the station’s buildings 
  turn up similar evidence and signs of 
  looting, though no actual bodies. Even the 
  ballistae are damaged and useless. All of 
  these signs are fairly fresh—made within 
  the last 24 hours.
   
  This slaughter came when a large war party 
  from the Ekujae attacked the station the 
  previous evening and caught the defenders 
  completely off guard. Every single person was 
  slain, the station looted (including all records 
  and account books), the animals stolen, and 
  all of the bodies carried away, leaving very 
  little evidence. One Aspis officer attempted to 
  escape in the station’s punt but was shot down 
  as he cast off and fell into the river, leaving the 
  unmanned punt to drift with the current. A 
  DC 10 Survival check can locate the tracks of 
  dozens of barefoot humanoids heading east 
  back into the shelter of the nearby jungle. 
  Once the tracks enter the jungle, they split 
  up into several different parties and become 
  much harder to track (DC 25 or more) as the 
  elves then covered their trails.
   
  Creatures: Although the attackers moved 
  on, the Ekujae left behind a small scouting 
  party of five rangers to watch over the station 
  and ambush anyone else who comes along. 
  With them is a trained girallon raised by the 
  tribe. Unless the PCs are particularly stealthy 
  the elves notice their approach and prepare an 
  ambush. When the PCs finish exploring the 
  caravanserai or approach the east end of the 
  bridge, three elves begin firing at them 
  through the open gate from positions 
  of cover behind the east guardhouse and 
  garrison building. At the party’s approach, the 
  elves retreat to take up positions behind the 
  smithy and smith’s quarters. If the PCs follow, 
  the girallon bursts out to attack them from 
  its hiding place in the storehouse, and the 
  remaining two elves fire down upon the PCs 
  from windows located on the northwestern 
  wall of the station house’s second floor. They 
  ThISTLE ARRoWS
  These arrows are a specialty of the 
  ekujae shamans, who craft the arrow-
  heads out of the thistles of a toxic plant 
  that most creatures find highly caustic. 
  They deal normal damage but have a 
  25% chance of becoming embedded 
  in the wound and causing an addi-
  tional 1 point of damage each round 
  from their irritating sap. creatures 
  immune to critical hits or sneak attacks 
  are immune to this extra damage. a 
  creature can remove an embedded 
  thistle arrow as a move action without 
  provoking attacks of opportunity, but 
  doing so deals an additional 1d3 points 
  of damage as the thorny barbs are 
  pulled free. a Dc 12 Heal check (made 
  as a standard action) can pull free a 
  thistle arrow’s head without dealing 
  any additional damage.
  Fetish of natural Armor
  Aura faint transmutation; CL 5th
  Slot amulet; price 1,500 gp (+1), 7,000 gp 
  (+2), 16,500 gp (+3)
  DeScRiPTiON
  This fetish is a small charm made of 
  bound sticks and ornamental stones worn 
  around the neck on a thong. Wearing it 
  toughens your body and flesh, giving you 
  an enhancement bonus to your natural 
  armor bonus from +1 to +3, depending on 
  the kind of fetish, similar to an amulet of 
  natural armor. in the creation of one of these 
  amulets, a portion of your spirit is bound 
  up in it so that once worn, if removed, you 
  gain a negative level until this fetish or 
  another ekujae fetish is worn again. This 
  negative level can be permanently removed 
  and your connection with the fetish broken 
  with a restoration spell or a remove curse spell 
  immediately followed by a successful Dc 15 
  fortitude save. if you fail the save, you must 
  receive another remove curse before you can 
  attempt another save.
  cONSTRUcTiON
  Requirements craft Wondrous item, 
  barkskin, creator’s caster level must be at 
  least 3 times the fetish’s bonus; Cost 750 
  gp, 60 XP (+1), 3,500 gp, 280 XP (+2), 8,250 
  gp, 660 XP (+3)
  
  16
  River into Darkness
  m o d u l e  W 2
  adjust their strategy if the PCs approach from 
  a different direction.
  Ekujae Rangers (5) 
  CR 3
  Male or female wild elf ranger 3
  N Medium humanoid
  Init +3; Senses low-light vision; Listen +4, Spot +4
  DefeNSe
  AC 14, touch 13, flat-footed 11
  (+3 Dex, +1 natural)
  hp 20 (3d8+3)
  Fort +4, Ref +6, Will +0 (+2 vs. enchantment)
  Immune sleep
  OffeNSe
  Spd 30 ft.
  Melee mwk shortspear +6 (1d6+2)
  Ranged mwk longbow +8 (1d8/x3 plus thistle 
  arrows) or
  Ranged mwk longbow +6/+6 (1d8/x3 plus 
  thistle arrows)
  Special Attacks favored enemy +2 (humanoid 
  [human])
  TacTicS
  During Combat The elves try to attack with 
  bows for as long as possible. They move into 
  melee when it seems opportunistic to do so, 
  always trying to flank opponents.
  Morale The ekujae fight to the death until three 
  of their number are killed. The others then 
  retreat and head for the jungles if reduced 
  below 7 hp. They attempt to kill themselves 
  rather than be captured, leaping from the 
  bridge into the dangerous waters below (a 
  40-foot fall) if necessary.
  STaTiSTicS
  Str 15, Dex 16, Con 12, Int 10, Wis 9, Cha 8
  Base Atk +3; grp +5
  Feats endurance, Point Blank Shot, Rapid Shot, 
  Track, Weapon focus (longbow)
  Skills climb +4, Hide +9 (+11 in natural 
  surroundings), Jump +4, Knowledge (nature) 
  +8, Listen +4, Move Silently +9, Search +2, 
  Spot +4, Survival +5, Swim +4
  Languages elven, Polygot
  SQ camouflage, elf traits, wild empathy +1
  gear ekujae longbow, 20 thistle arrows, 
  masterwork shortspear, fetish of natural 
  armor +1
  SPeciaL aBiLiTieS
  Camouflage (Ex) The ekujae are able to use the 
  plantlife of their surroundings with such 
  skill as to be able to bind branches and 
  leaves to their clothing and limbs to create 
  camouflaging coverings of greenery. They 
  must renew these constantly throughout the 
  day, but this covering provides them a +2 
  circumstance bonus on Hide checks while in 
  natural surroundings.
  girallon 
  CR 6
  hp 58; MM 127
  TacTicS
  During Combat The girallon focuses on the 
  first foe it sees and tries to tear him to bits 
  before moving on to another.
  Morale The girallon is intensely loyal to the 
  ekujae and dies fighting for them.
   
  Treasure: Although the Ekujae thor-
  oughly looted the station, they were unable 
  to break through the reinforced door of the 
  armory (the manager threw the key into the 
  river before dying). The door can be bashed 
  open (hardness 5, hp 21 remaining) or the 
  lock picked (DC 25 Open Locks). Within is 
  a store of mundane weaponry (include any 
  you see fit) as well as a masterwork halberd, 
  three chain shirts, and a chest holding 200 
  crossbow bolts. In addition, there are three 
  smokesticks, a crowbar, and a healer’s kit. 
  Strangely, included in the healer’s kit are five 
  carefully labeled bottles that each hold a dose 
  of arsenic—used as a rather drastic treatment 
  for sleeping sickness (see the Sleeping Sick-
  ness sidebar).
   
  Development: During the fighting, another 
  elven ranger slips out from under the bridge 
  and attempts to sabotage the River Queen. He 
  is stealthy enough to remain unnoticed by 
  the captain and crew, but if any of the PCs 
  remain behind on the boat you should give 
  them Spot checks opposed by the ranger’s 
  Hide check (with a +8 circumstance bonus for 
  remaining beneath the surface of the river). 
  If the saboteur succeeds, see area G.
   
  After the PCs secure the bridge, Captain 
  Estaban sends Hurg ashore to look for a fresh 
  arcophage to replace the one currently in the 
  protean engine, as its reserve of magical power 
  is almost gone. Prior to the raid, the Aspis 
  Consortium harvested arcophages from an 
  infected shambling mound housed in the 
  storehouse that they kept alive with repeated 
  applications of lesser restoration. When the 
  elves attacked, they killed the shambling 
  mound and dumped its body in the river. 
  Although there are several arcophage spores 
  still remaining in the storehouse, none of 
  them have the magical power necessary to 
  run the protean engine. When he learns this, 
  Captain Esteban elects to forge on upriver 
  rather than making futile attempts to dive 
  into the murky waters to try and recover 
  any of the arcophages. Even with the energy 
  supply aboard the River Queen dwindling, he 
  knows of a place where they can likely find a 
  replacement arcophage with a short detour. 
  Once the PCs have satisfied their curiosity at 
  the station, the River Queen pushes upriver 
  once again.
  e. Midnight in Kurka Swamp 
  (el 8)
  Shortly after leaving Whitebridge Station, the 
  River Queen enters the jungle proper, rising 
  a like the wall of a green fortress, the Vanji 
  River issuing from its dark gatehouse.
   
  A little more than 10 miles into the jungle, 
  Captain Esteban steers the wheelboat into 
  a tributary he calls the Kurka River rather 
  than following the main artery of the Vanji. 
  He explains that this stagnant rill flows from 
  Kurka Swamp, in turn fed by the Brimstone 
  Falls on the opposite side. The Kurka Swamp 
  is rife with plantlife of all kinds, including 
  the mobile plant creatures that serve as hosts 
  for the badly needed arcophages. He states 
  it should only take the boat a few days off 
  of its schedule, and the only alternatives are 
  to swim or walk once the current arcophage 
  gives out. At these words, he gets a strange 
  look in his eyes but won’t speak further of it 
  until the swamp is reached 3 miles later. Read 
  or paraphrase the following upon reaching 
  the swamp.
  The swamp stretches out as far as the eye 
  can see. Hummocks of tangled trees and 
  plant life grow among hundreds of water 
  channels overgrown with reeds and showing 
  only the slightest trace of a current in their 
  stagnant surfaces. The ever-present rumbling 
  of the River Queen’s engine suddenly ceases, 
  leaving an unnatural silence over the scene, 
  
  17
  Brimstone Falls 
  One square = 10 feet 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  60 ft. 
  60 ft. 
  40 ft. 
  40 ft. 
  20 ft. 
  20 ft. 
  N 
  0 
  80 
  feet 
  Brimstone Falls 
  One square = 10 feet 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  60 ft. 
  60 ft. 
  40 ft. 
  40 ft. 
  20 ft. 
  20 ft. 
  N 
  0 
  80 
  feet 
  with only the sounds of the creaking vessel, 
  the faint whisper of a breeze through the tree 
  tops, and the occasional cry of some strange 
  marsh animal. The boat slowly drifts to a halt 
  at the very edge of this marshy labyrinth.
   
  Captain Esteban explains that, due to the 
  tangled plants and drifting debris of the 
  swamp, it is not safe to use the sternwheeler, 
  lest it becomes snarled and damaged. 
  Therefore, the only way for the River Queen 
  to traverse the swamp is to be pulled with 
  ropes by crewmen walking ahead of the boat. 
  Fortunately, the water is only about 4 feet deep 
  in the swamp—deep enough to accommodate 
  the wheelboat’s shallow draft but not too deep 
  for a Medium creature to walk and keep his 
  head above water. Two heavy ropes, each 20 
  feet long, are attached to the boat’s bow and 
  then two pullers walk ahead in the swamp to 
  pull the craft. Everyone aboard of sufficient 
  health and at least size Medium, other than 
  Captain Esteban and Hurg, take turns pulling 
  the vessel. The shifts are 2 hours long and 
  move the boat at 1 mile per hour. It requires 
  2 days to reach Brimstone Falls.
   
  While the boat is pulled, roll for random 
  encounters normally but replace any result 
  of Breakdown or Hippopotamus with 1d2 
  Leech Swarms (use the stats for bat swarm 
  but change its speed to swim 10 feet—MM 
  237). All random encounters are directed 
  against individuals in the water. Most of the 
  rest of the crew remains on lookout with 
  whatever ranged weapons are available for 
  this very reason.
   
  At dusk, Esteban calls a halt to the day’s 
  pulling and has the River Queen pulled up onto 
  a fairly dry nearby beach. One of the crew gets 
  off a lucky shot and brings down a boar shortly 
  afterward. There is a minor celebration, and a 
  cooking pit is dug on the beach and the boar 
  roasted on a spit while Esteban breaks out a 
  cask of grog from the hold.
   
  Creatures: As the celebration continues, a 
  will-o’-wisp notices the crew’s fire and moves 
  in to attack. Its attack attracts the attention 
  of one of the swamp’s fouler denizens, a fell 
  flotsam that arrives 2 rounds after the will-o’-
  wisp, gliding silently along the surface of the 
  dark water.
  Will-o’-Wisp 
  CR 6
  hp 40; MM 255
  TacTicS
  Before Combat The will-o’-wisp appears as a 
  dim light bobbing in the distance out over 
  the swamp like a lantern being carried. it 
  uses its vibrations to make a sound that 
  resembles a hacking, choking cough, and it 
  occasionally dips suddenly as if stumbling. it 
  hopes to lure someone out into the water. 
  During Combat if no one comes, the will-o’-
  wisp moves in closer and attacks, suddenly 
  retreating out over the water each time 
  to try and lure someone into the water. it 
  knows that the fell flotsam usually hunts by 
  following its light.
  Morale if the fell flotsam is defeated or the 
  will-o’-wisp is reduced to 20 hp, it becomes 
  invisible and retreats back into the swamp to 
  seek easier prey.
  Fell Flotsam 
  CR 6
  hp 39; see appendix 1
  TacTicS
  During Combat The fell flotsam does not work 
  with the will-o’-wisp but knows that prey is 
  near wherever the will-o’-wisp goes. The fell 
  flotsam silently glides up to try to hypnotize 
  anyone in or near the water in order to 
  engulf him. it only reluctantly pursues prey 
  onto dry land.
  Morale The fell flotsam fights until destroyed 
  unless confronted by fire it cannot 
  circumvent, in which case it retreats. Once 
  it ascertains that it can no longer get at its 
  prey, it retreats back into the darkness.
  
  18
  River into Darkness
  m o d u l e  W 2
   
  Development: Much to the disappointment 
  of the entire crew, the search for an arcophage 
  in the Kurka Swamp proves to be in vain. 
  Estaban has one more spot to search. He has 
  heard tell of a ferocious shambling mound that 
  lives in a cave near the spectacular Brimstone 
  Falls. With the current arcophage nearly dead, 
  it might be the expedition’s last hope.
  f. Brimstone falls (el 7)
  Ahead lies the goal of your side jaunt: Brim-
  stone Falls, a cataract that falls over a 60-foot 
  cliff into a wide lagoon at the edge of Kurka 
  Swamp. The falls are magnificent, composed of 
  dozens of tiny streams and rivulets painting a 
  mosaic of water over the jungle-grown slope. 
  The spray from these myriad cascades keeps a 
  constant rainbow hanging above the waters 
  within the bowl of the cliff basin. The slope 
  of the cliff is not overly steep, and you can see 
  that a few trails run in switchbacks up its face 
  among the falls.
   
  Where the Kurka River meets the Kurka 
  Swamp is a 60-foot drop off that creates these 
  falls. The river here is broad and shallow, 
  broken in many places by upthrust rocks, 
  creating this array of waterfalls. The western 
  portion is steeper and more violent, but 
  the eastern portion has a milder slope and 
  spreads the water into a number of smaller 
  rivulets, allowing a series of trails to exist in 
  and among them. The falls are sacred among 
  the denizens of the swamp because they serve 
  as a focus of the loa spirits of the jungle. 
  Though largely abandoned in recent times, 
  some humanoid tribes still remember this 
  older purpose and occasionally visit the falls. 
  At several places along the trail are ancient loa 
  idols, which are little more than rock lumps 
  about 5 feet tall, with most of their features 
  worn away. At one time, they depicted loa 
  spirits—humanoids with animalistic heads. 
   
  The slope of the rock is generally less 
  than 45 degrees, but is damp with spray and 
  growths of moss and lichen and requires a 
  DC 15 Climb check. A failed check that results 
  in a fall only causes the individual to slide 
  down 1d6+10 feet, dealing 1d6 points of 
  damage. Attempting to climb in a waterfall, 
  however, requires a DC 25 Climb check, due 
  to the force of the water. The trails are narrow 
  and steep but require no Climb checks to 
  traverse, except where they cross a waterfall. 
  Here the individual must make a DC 5 Climb 
  check or DC 10 Balance check each round he 
  remains within the flow of the falls. Failure 
  results in a fall of 1d3x10 feet.
   
  Captain Esteban pulls the River Queen up 
  short of the falls and sends the PCs and any 
  surviving crewmen (except Faruq and Hurg) 
  to confront the shambling mound and 
  (ideally) secure an arcophage.
  1. Landing
  A low shelf of rock just above water level 
  provides easy access to the trails. It is here the 
  River Queen moors while the PCs head up to 
  find the shambling mound. A loa statue that 
  is still in relatively good shape stands here. 
  Its head is clearly that of a hippopotamus.
  
  19
  2. First Switchback
  A loa idol with barely discernable features 
  resembling a monkey or ape stands here. It 
  blocks a second trail to area 4 that is only 
  noticed with a DC 17 Spot check or a DC 7 
  Search check.
  3. Second Switchback
  Another loa idol stands here. Its head has bro-
  ken off, hiding its former animalistic identity.
  4. Lower Shelf
  The trail ends here below the mouth of the 
  cave at area 5. Crudely chiseled handholds 
  have been cut into the rock face up to the 
  opening. These reduce the ordinary Climb 
  check DC to 5.
  5. Tunnel Mouth
  This tunnel opens onto the shambling 
  mound’s lair. At its entrance is another loa 
  statue—this one’s features clearly depict a 
  crocodilian head.
  6. Plant Lair
  The tunnel is damp with water constantly 
  dripping through the crumbling ceiling, and 
  numerous root tendrils and vines have grown 
  down into it from above. A shambling mound 
  lurks within this tunnel, as described below.
   
  Creatures: The River Queen arrives at the 
  falls at the same time as a party of lizardfolk 
  from a local tribe, come to pay homage to the 
  loa spirits. There are a total of three lizardfolk 
  warriors led by a shaman. These creatures 
  have just reached the entrance to area 5 when 
  the wheelboat arrives and immediately move 
  back down the path to investagate the new 
  arrivals. The lizardfolk are none too pleased 
  to find strangers (especially  “softskins”) 
  at this sacred place, and don’t hesitate to 
  attack. This tribe is slightly different than 
  the standard lizardfolk, in that its members 
  have crestless, crocodilian heads with large, 
  toothy jaws. The sounds of battle awaken the 
  shambling mound after 1d4 rounds, at which 
  time it emerges and makes its way toward the 
  closest combatants in order to drive them all 
  away from its home.
  Lizardfolk (3) 
  CR 1
  hp 11 each; MM 169
  TacTicS
  During Combat The lizardfolk move to areas 
  2 and 3 to hurl javelins at the intruders. 
  They retreat to the areas of waterfalls if 
  approached for melee, using their superior 
  Balance checks to fight while forcing their 
  opponents to risk slipping from the trails.
  Morale These lizardfolk flee if the shaman is killed.
  Lizardfolk Shaman 
  CR 3
  Male lizardfolk adept 3
  MM 169
  N Medium humanoid (reptilian)
  Init +1; Senses Listen +1, Spot +1
  DefeNSe
  AC 18, touch 11, flat-footed 17
  (+1 Dex, +5 natural, +2 shield)
  hp 23 (5 HD; 2d8+3d6+5)
  Fort +2, Ref +5, Will +4
  OffeNSe
  Spd 30 ft.
  Melee +1 morningstar +5 (1d6+3) and
  bite +2 (1d4+1) or
  Melee 2 claws +4 (1d4+2) and
  bite +2 (1d4+1)
  Ranged javelin +3 (1d6+2)
  Spells prepared (cL 3rd):
  1st—bless, burning hands (Dc 12), sleep (Dc 13)
  0—guidance, light, touch of fatigue (+4 melee 
  touch)
  TacTicS
  Before Combat Before battle, the shaman casts 
  bless on the lizardfolk, giving them a +1 
  morale bonus on attacks and saves against 
  fear effects, and casts guidance on himself.
  During Combat The shaman tries to capture 
  foes at a distance with his sleep spell and 
  uses burning hands on those who get closer. 
  He takes up a position behind his followers 
  on the trail above them and fights using his 
  morningstar and bite.
  Morale The shaman fights until slain.
  STaTiSTicS
  Str 14, Dex 12, Con 13, Int 9, Wis 12, Cha 10
  Base Atk +2; grp +4
  Feats Multiattack, Spell focus (enchantment)
  Skills Balance +5, climb +5, Jump +6, Survival 
  +4, Swim +3
  Languages Draconic 
  SQ hold breath, summon familiar (lizard 
  named eyelick)
  Combat gear potion of cure moderate wounds; 
  other gear +1 morningstar, 3 javelins, heavy 
  wooden shield
  Shambling Mound 
  CR 6
  hp 60 (currently 52); MM 222
  TacTicS
  During Combat The shambler moves down the 
  trail, attacking whomever is closest. it is able 
  to move easily on the narrow trails and gains 
  a +4 bonus on Balance and climb checks 
  due to the plethora of fauna growing among 
  the falls that it can grasp.
  Morale The shambling mound fights to the 
  death.
  notes This shambling mound is infected with 
  an arcophage that already dealt 3 points of 
  constitution damage)
   
  Treasure: Each lizardfolk carries 1d10 gp 
  worth of small fetishes and ornaments. In 
  addition to the arcophage, the shambling 
  mound hid a small amount of treasure in 
  the back of its cave it gathered from the few 
  passersby it happened upon. This consists 
  of a masterwork longbow, three small gold 
  nuggets worth 20 gp each, and a jade lip disk 
  worth 50 gp.
   
  Development: Once the shambling mound 
  is dead, the arcophage is easy to remove, as it 
  resembles a massive, pale, semi-translucent 
  tumor growing on the back of the plant 
  creature. If the PCs return it to Hurg, he has 
  no problem installing it in the protean engine. 
  It takes an hour for the engine to recharge, 
  but the PCs have plenty of time, as they have 
  to pull the riverboat back through the swamp 
  to the river proper.
  G. deadly Stowaway (el 4)
  After leaving the swamp and passing the 
  now-abandoned village of Nantambu, the 
  River Queen appears to be finally having a 
  smooth run. The locals deserted the area, 
  taking anything of value due to the hostile 
  Ekujae nearby. Esteban does not stop, for fear 
  of an ambush. This event occurs about 2 days 
  after passing Nantambu.
   
  During the fight at Whitebridge Station, 
  another Ekujae, unknown to the PCs or crew, 
  swam the river to the bow of the wheelboat. 
  There, under the netting of the bow, he 
  placed a botanical weapon—a small cutting 
  from a yellow musk creeper. Before joining 
  in the battle, though, the Ekujae ran afoul 
  of a poisonous water snake and floated 
  dead down the river. Since that time, the 
  tiny cutting sprouted and grew, eventually 
  finding a narrow seam in the planks of the 
  bow and growing its way through using the 
  debris caught in the rotten netting as fertile 
  soil. Unless the PCs thoroughly inspect the 
  boat or enter area G and search it (DC 20 
  Search), the creeper grows to maturity in the 
  small area below Faruq’s berth in area G and 
  
  20
  River into Darkness
  m o d u l e  W 2
  is only discovered when Faruq shifts around 
  a few items in search of a cask of rum.
   
  Ideally, Faruq remains alive and relatively 
  healthy until this point, because he is the 
  intended victim of the the creeper. If he is 
  dead, substitute another crewman for him, 
  changing his type to Plant, giving him +2 
  natural armor, a speed of 20 feet, a slam 
  attack that deals 1d6 points of damage, 
  removing all feats and skills, and making the 
  following ability score adjustments: Dex –4, 
  Wis changes to 10, and Charisma decreases 
  to 1. Whoever the victem is, he enters the 
  cabin at area G and is not seen for a couple 
  hours before emerging as described below. 
  The description assumes the creeper’s victim 
  is Faruq.
  The door to the magazine bangs open as if 
  someone had forgotten his own strength. Faruq 
  lumbers up out of the cabin, and something is 
  obviously not right. His normally sheathed fal-
  chion is gripped firmly in his hand. His sallow 
  skin has taken on a pale yellow cast, and stark 
  white eyes stare out from his bestial face.
   
  Creatures: Faruq has been transformed 
  into a yellow musk zombie and is now bent 
  on destroying every living thing on the boat. 
  A DC 20 Spot check detects a tiny bit of green 
  vine growing out of his ear. Be sure to adjust 
  Faruq’s equipment to reflect any items he 
  has gained or lost. The yellow musk creeper 
  is in area G below the berth. It has not yet 
  reached full size but is deadly nonetheless. 
  It is a green clinging vine with ivylike leaves. 
  Small dark green bulbs adorn the vine, as 
  do yellow flowers mottled with purple. Its 
  large bulbous root is in the space below the 
  berth as well. The plant has cover due to its 
  secluded position.
  Faruq 
  CR 3
  Male half-orc yellow musk zombie barbarian 4
  Tome of Horrors 316
  Ne Medium plant
  Init –2; Senses low-light vision; Listen +0, Spot +0
  DefeNSe
  AC 13, touch 8, flat-footed 12
  (–2 Dex, +3 armor, +2 natural)
  hp 55 (4d12+16)
  Fort +8, Ref –1, Will +1
  Immune plant traits
  OffeNSe
  Spd 20 ft.
  Melee mwk falchion +9 (2d4+7/18–20) or
  Melee slam +8 (1d6+5)
  Ranged mwk composite longbow +2 (1d8+4/x3)
  TacTicS
  During Combat faruq viciously attacks the first 
  individual he sees.
  Morale He keeps fighting until slain.
  STaTiSTicS
  Str 20, Dex 6, Con 18, Int 1, Wis 10, Cha 1
  Base Atk +3; grp +8
  SQ link to creator, plant traits
  Combat gear potion of neutralize poison; other 
  gear +1 leather armor, masterwork falchion, 
  masterwork composite longbow (+4 Str 
  bonus), 40 arrows, belt pouch with 8 sp and 
  6 pieces of coral worth 15 gp each 
  SPeciaL aBiLiTieS
  Link to Creator (Ex) faruq is linked to the 
  yellow musk creeper and can never move 
  more than 200 feet from it.
  Yellow Musk Creeper 
  CR 2
  Tome of Horrors 282
  N Medium plant
  Init +0; Senses blindsight 30 ft., low-light 
  vision; Listen +0, Spot +0
  DefeNSe
  AC 14, touch 10, flat-footed 14
  (+4 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +1, Will +1
  Immune plant traits
  OffeNSe
  Spd 0 ft.
  Melee slam +7 (no damage)
  Ranged pollen spray +2 ranged touch (see below)
  Special Attacks improved grab, intelligence 
  drain, pollen spray (Dc 13)
  TacTicS
  During Combat The creeper sprays its pollen at 
  the first person to enter the magazine and 
  attempts to grapple him.
  Morale The creeper fights until destroyed. if 
  its root is not found (Dc 12 Search check) 
  and destroyed, it regrows at a rate of 3 hp 
  per day.
  STaTiSTicS
  Str 16, Dex 10, Con 15, Int —, Wis 10, Cha 9
  Base Atk +2; grp +5
  SQ create yellow musk zombie, main root
  SPeciaL aBiLiTieS
  Create Yellow Musk Zombie (Su) a victim 
  reduced to intelligence 0 by a yellow 
  musk creeper’s intelligence drain ability 
  instantly dies from the root in its brain. 
  a victim reduced to intelligence 1 or 2 
  goes comatose and becomes a yellow 
  musk zombie under the creeper’s control 
  in 1d2 hours, as the root in its brain 
  settles without causing further damage. 
  if the yellow musk creeper is destroyed 
  before the yellow musk zombie rises, 
  the transformation can be prevented by 
  a neutralize poison followed by a heal or 
  restoration spell.
  Improved grab (Ex) To use this ability, the 
  yellow musk creeper must hit with its slam 
  attack. it can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. if it wins the grapple check, 
  it establishes a hold and attaches a root to 
  its opponent’s head and drains intelligence.
  Intelligence Drain (Ex) On a successful grapple 
  check, a yellow musk creeper attaches a root 
  to its opponent’s head and deals 1d4 points 
  of intelligence drain each round it maintains 
  the hold.
  Main Root (Ex) The actual roots of a yellow 
  musk creeper resemble a large, bulbous 
  brown sac that typically lies below the 
  surface of the soil and dirt where it grows. 
  On the River Queen, the main root can be 
  found in the netting hanging over the bow. 
  even if its vines and flowers are destroyed, 
  the creeper completely heals itself over a 
  period of days, as long as the main root 
  exists. Destroying the vines and flowers 
  (represented by the creature’s hit points), 
  then the root, kills the plant.
  pollen Spray (Ex) The flowers of the yellow 
  musk creeper can puff a musky, fine powder 
  at a target up to 10 feet away. if this ranged 
  touch attack is successful, the victim must 
  make a Dc 13 fortitude save or act as if 
  affected by a charm monster spell. charmed 
  creatures move at their normal speed into 
  the waiting vines of the yellow musk creeper, 
  allowing it to make an automatic grapple 
  check. The save Dc is constitution-based.
  
  21
  h. ekujae Ambush (el varies)
  This event occurs as the River Queen continues 
  north up the Vanji or after it has turned aside 
  onto the Buunta Flow for the final stretch 
  to Nightfall Station. During this time, DC 
  16 Spot checks catch signs that Ekujae are 
  in the area—a glimpsed scout in a tree top, 
  a distinctive thistle arrow floating in the 
  river, the occasional call of a bird or animal 
  that somehow isn’t quite right—yet no overt 
  actions are made against the wheelboat. 
  Stage this encounter to occur when the party 
  is prepared and capable of handling it (i.e., 
  when rested) and when you can maximize the 
  anxiety and mounting fear of attack.
  The river is somewhat boggy here, with 
  sandbars rising above the surface at various 
  places. One such sandbar has forced the River 
  Queen into a narrow channel hugging the 
  starboard bank, which is little more than a 
  nearly impenetrable wall of greenery. Suddenly, 
  a grinding rasp vibrates through the hull, and 
  the boat lurches to a halt. The captain cuts 
  the engines to prevent further damage while 
  the crew runs forward for a look at the struck 
  obstacle. It is during this turn of events that a 
  susurrus of hissing rises from the surrounding 
  jungle, like the exclamations of dozens of 
  snakes. Flights of arrows slice out through the 
  nearby foliage and clatter onto the boat and in 
  and among her crew.
   
  An Ekujae war party placed an obstacle in the 
  river below the water line, which caught the River 
  Queen. Invisible while the craft was moving, now 
  that she is still anyone peering over the bow can 
  see large sharpened logs rising below the water 
  and snagged into the boat’s hull, preventing her 
  from moving forward. In addition, the channel 
  is too narrow for the wheelboat to attempt to 
  travel back downstream. Fortunately, the logs 
  have not damaged the hull, but they must be 
  removed before the boat can proceed.
   
  The Ekujae buried these logs in the river 
  bottom. The logs are 8 feet long, and the river 
  is only 10 feet deep here. It is impossible to 
  fish the logs out of the river, but if someone 
  were to dive in, he could dig out the base of 
  the logs from the sandy bottom in 4 rounds. 
  The river is clear enough here that this can be 
  correctly gauged from the boat. The channel 
  is only 30 feet wide.
   
  Creatures: The attacking war party consists 
  of more than 30 Ekujae warriors, but must 
  of them remain in the concealing foliage 
  and never reveal themselves to the party or 
  expose themselves to attack, preventing any 
  mass attacks from hitting more than a few 
  of them at a time. Every member of the crew 
  visible on the boat is fired at by 1d4 arrows 
  per round (ranged attack +4) as long as the 
  River Queen remains stalled and for 2 rounds 
  thereafter. During the time the wheelboat is 
  halted, 1d6 Ekujae warriors attempt to leap 
  onto the deck from the foliage-covered bank 
  in the first round, with 1d3 more trying it 
  every round thereafter until the boat starts 
  moving. The leap from bank to boat or vice 
  versa requires a DC 10 Jump check to avoid 
  a tumble into the water. Two Ekujae warriors 
  from the bank follow anyone who goes into 
  the water to dislodge the logs (use the rules 
  for underwater combat, DMG page 92). 
  Finally, anyone who goes over to the bank is 
  
  22
  River into Darkness
  m o d u l e  W 2
  Nightfall Station 
  One square = 30 feet
  1 
  2 
  3 
  5 
  4 
  6 
  7 
  4 
  N 
  Nightfall Station 
  One square = 30 feet
  1 
  2 
  3 
  5 
  4 
  6 
  7 
  4 
  N 
  attacked by two Ekujae warriors each round, 
  but is not subject to ranged attacks by the 
  other warriors.
  Ekujae Warrior 
  CR 1
  Male and female wild elf warrior 2
  N Medium humanoid
  Init +1; Senses low-light vision; Listen –1, Spot –1
  DefeNSe
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 12 (2d8)
  Fort +3, Ref +1, Will –1 (+1 vs. enchantment)
  Immune sleep
  OffeNSe
  Spd 30 ft.
  Melee shortspear +4 (1d6+2)
  Ranged longbow +4 (1d8/x3)
  TacTicS
  During Combat The elves work in concert as 
  described above.
  Morale The ekujae do not retreat from this 
  battle, relying on their superior numbers.
  STaTiSTicS
  Str 15, Dex 13, Con 10, Int 8, Wis 9, Cha 8
  Base Atk +2; grp +4
  Feats Weapon focus (longbow)
  Skills climb +3, Jump +5, Swim +3
  Languages elven
  SQ camouflage, elf traits
  gear longbow, 20 arrows, shortspear
  SPeciaL aBiLiTieS
  Camouflage (Ex) The ekujae are able to use the 
  plantlife of their surroundings with such 
  skill as to be able to bind branches and 
  leaves to their clothing and limbs to create 
  camouflaging coverings of greenery. They 
  must renew these constantly throughout the 
  day, but this covering provides them with +2 
  circumstance bonus on Hide checks while in 
  natural surroundings.
  PArt fOur: dArKneSS 
  Over nIGhtfAll StAtIOn
  Nightfall Station is an Aspis Consortium 
  trade station that lies deep in the heart of 
  the Mwangi jungles, off the Buunta Flow. 
  Ostensibly a trade station that handles 
  large amounts of ivory and raw gold, the 
  station actually hides a secret that would 
  draw unwanted attention from both the 
  consortium’s competitors and its trading 
  network in the civilized lands in the north. 
  For not only is the station a center of 
  trade, it also harbors a hidden gold mine. 
  Furthermore, the Aspis Consortium has 
  exploited this gold mine through the brutal 
  enslavement of several indigenous tribes 
  over the years, a fact likely to sour relations 
  with some of the consortium’s wealthy trade 
  partners if news of it came to light. For this 
  reason, the backwater station serves as a front 
  for the consortium’s true activities here.
   
  Work in the gold mine is brutal, with 
  a high mortality rate, causing a need for 
  frequent slave-gathering raids throughout 
  the surrounding area. When the supply of 
  slaves available from the nearby, isolated 
  villages was exhausted, the consortium began 
  raiding Ekujae settlements to gain fresh 
  laborers. Unfamiliar with the scope of the 
  elven nation, the consortium did not realize 
  what it bit off when it made raids against a 
  part of a large and warlike elven tribal nation 
  with an ancient history of unity and purpose. 
  Now that news has traveled to the Ekujae high 
  chiefs deeper in the jungle, the wild elves have 
  converged on the station in ever-increasing 
  numbers in a war of attrition. While the well-
  defended and garrisoned station has held out 
  so far, the constant attacks take their toll on 
  the guards, requiring the short-term influx of 
  unknown sword-arms until Aspis Consortium 
  reinforcements arrive from northern lands.
   
  Unlike the first half of the adventure, 
  which was tightly scripted, the second 
  half is more freeform. The station and its 
  denizens are described in detail, and it is 
  up to the PCs  to determine how to proceed. 
  They might want to simply keep their heads 
  
  23
  down, fight the elves, and take their pay, or 
  they might be stricken by the plight of the 
  mine’s slaves and betray the station to its 
  elven enemies. They might even attempt to 
  negotiate some sort of agreement between 
  the two sides, although this is unlikely, as the 
  Aspis Consortium needs workers, and the 
  elves detest the human invaders. Regardless 
  of how the conflict plays out, the treacherous 
  Petrune is sure to make life interesting for 
  the station’s inhabitants.
  I. nightfall Station
  True to its name, Nightfall station lies just 
  beyond the daylight reach of the party’s last 
  day of travel on the river, and Captain Este-
  ban pushes on well after dusk in order to 
  reach the station.
  Rounding a bend in the night-shrouded river, 
  you suddenly see a welcoming sight: On the 
  left bank is a break in the monotonous jungle 
  wall, revealing a clearing and low hill. Built up 
  at the edge of the river is a large structure—
  part dock, part fortress. Its many windows are 
  ablaze with lights, and you can see crossbow-
  armed guards walking along the covered pier. 
  A shrill whistle sounds from the top of one of 
  the watchtowers, and soon there is all sorts of 
  activity as people gather at the dock. At last, 
  you have arrived at Nightfall Station.
   
  Nightfall Station is located within a large 
  clearing at the jungle’s edge and consists of 
  the station house and several surrounding 
  outbuildings. A couple trails that were once 
  used for what trade actually went through 
  the station lead off into the jungle, but they 
  are now abandoned due to the Ekujae attacks. 
  Spaced at intervals around the clearing are 
  sharpened stakes, upon which are mounted 
  the heads of slain wild elves in various 
  stages of decomposition—some little more 
  than jawless skulls—posted as warnings to 
  the other elves. A DC 19 Spot check made 
  within 30 feet of the impaled heads behind 
  area 6 notices that they seem to twitch and 
  move, occasionally flinching, scowling, 
  blinking, or working their jaws as if trying 
  to speak. This is nothing more than random 
  necromantic emanations seeping out from 
  area 6 occasionally providing them with 
  slight animation (as can be determined with 
  a DC 25 Knowledge [religion] check). They are 
  harmless, and a successful turn check against 
  1 HD undead makes them grow quiescent for 
  1d4 hours but does not destroy them, unless 
  the PCs have uncovered the secret of area 6 
  and put a stop to Petrune.
   
  A two-man patrol of Aspis Consortium 
  mercenaries constantly walks the grounds. 
  There is a cumulative 15% chance of encoun-
  tering it every 10 minutes spent outside.
  1. Station House
  This is a large fortified structure of wood and 
  rough stone. It is where all of the inhabitants 
  of the station are quartered except the slaves 
  and a small contingent of guards at area 
  7. Furnishings are simple and sparse but 
  comfortable, with the only ones of truly fine 
  quality being in the station manager’s office 
  and quarters. The station is also noticeably 
  undermanned due to attrition from fighting 
  the Ekujae these past few months. It is run by 
  station manager Mynafee Gorse and largely 
  administered by his secretary Petrune. The 
  garrison consists of the 24 surviving Aspis 
  Consortium mercenaries, led by three of the 
  original eight officers. There are eight servants/
  unskilled laborers (all human commoner 1) 
  and six skilled staff members: a boatwright, 
  two carpenters, an engineer, a blacksmith, 
  and an accountant (all human expert 1). All 
  are members of the Aspis Consortium. The 
  station is well-outfitted and provisioned to 
  survive on its own for several more months, 
  as long as it can be defended. At each position 
  marked G, an Aspis Consortium mercenary is 
  stationed on guard duty 24 hours a day.
   
  The station’s occupants spend most of the 
  day at their work stations (offices, workshops, 
  and so on) and most of the night in their own 
  quarters. Off-duty guards either sleep in their 
  quarters or drill on the grounds.
   
  Treasure: Locked in the secure storage area 
  is gold ore and ivory worth 8,500 gp awaiting 
  transport down the river. A locked chest in 
  the accounting office holds the payroll of 
  2,500 gp. In addition, hidden beneath a floor 
  tile (Search DC 22) in the small washroom 
  off the manager’s office is a cache containing 
  four large gold nuggets worth 250 gp each, 
  a diamond necklace worth 2,000 gp, a ruby-
  studded dagger worth 500 gp, a potion of 
  invisibility, and a potion of fly.
   
  Clues: The accounting books in the clerk’s 
  office show normal trade involving ivory, 
  spices, wood, and raw gold. If examined, 
  though, a DC 18 Intelligence check or DC 
  12 Forgery check determines the books hide 
  something in the transactions.
   
  Among the mundane weapons and armor 
  in the station’s armory is a chest holding seven 
  sets of masterwork manacles bearing blood 
  stains, found with a DC 16 Search check.
   
  Hidden in Mynafee’s desk in his office (DC 
  30 Search) are the station’s true books showing 
  quite clearly how unpaid laborers have pro-
  duced material from what he only describes 
  as “the mine.” According to these books, this 
  has continued for the past 4 years.
   
  A search of Petrune’s quarters (DC 28 
  Search) reveals a piece of parchment hidden 
  beneath his mattress. It is written in the 
  Ekujae dialect, requiring someone who 
  reads Elven to make a DC 10 Decipher Script 
  check. It is from his elven accomplices and 
  simply states, “Three more for your use. 
  Bring payment to the usual place.” It refers 
  to additional captives the Ekujae took to sell 
  to him (see Event 4).
   
  Development: If Carlus the engineer’s 
  attitude can be changed from indifferent to 
  friendly, he cryptically warns the PCs that, 
  “All is not as it seems at the old barracks.” 
  Rum can be purchased for 1 gp a draught in 
  the parlor during daylight hours, and each 
  drink purchased for him provides a +1 bonus 
  on a Diplomacy check (although he passes 
  out after five drinks). Questioning him in 
  the presence of others, however, raises the 
  station inhabitants’ suspicions and the PCs 
  are given their first and only warning—just 
  as if they had been caught in an unauthorized 
  area. If the PCs can ensure his safety and 
  change his attitude to helpful Carlus admits 
  that the barracks hides a secret mine where 
  elven slaves are used to dig for gold. He even 
  volunteers that he thinks this is what caused 
  the recent attacks. The next morning, unless 
  he is kept under constant surveillance by the 
  PCs, he is found drowned on the riverbank.
  2. Laundry
  This is a simple wooden roof held up by 
  slender poles. Lines strung between the poles 
  hold the linens and laundered garb of the 
  station’s inhabitants. A large cauldron boils 
  over a fire throughout the day, where two 
  servants scrub the laundry before hanging 
  it to dry.
  3. Barn
  This large wooden building holds the 
  station’s small supply of livestock, consisting 
  primarily of three goats, a dairy cow, a dozen 
  chickens, and two draft horses. Much of 
  
  24
  River into Darkness
  m o d u l e  W 2
  the building is filled with fodder for the 
  animals.
  4. Guardhouses
  These simple wooden structures have a single 
  door and an arrow slit in each wall. Torches 
  are mounted on their exterior to illuminate 
  the area at night. There are always two mer-
  cenaries on guard at each of these.
  5. Workshop
  This building holds the tools and working 
  space for the smith, carpenters, engineer, and 
  boatwright. They effect any repairs the River 
  Queen might need.
  6. Cold Storage (EL 6)
  Something of a misnomer, this building’s 
  name implies its contents, not its purpose. 
  The corpses of those Aspis Consortium 
  members who fall during this war with the 
  Ekujae are kept here, as can be attested to 
  by the horrible reek of decay noticeable 
  within 60 feet of the building (or farther, 
  if downwind). When the wind blows from 
  the northwest, the station’s inhabitants 
  are particularly unhappy. Unable to safely 
  bury their dead in their usual cemetery—a 
  small clearing a quarter mile away through 
  the jungle—the station’s inhabitants have 
  thrown the fallen in here until the siege 
  ends. Any Ekujae slain are decapitated to 
  make new warning stakes, and their corpses 
  are thrown in the river. A padlock secures the 
  door to this building (DC 20 Open Lock), 
  and Petrune holds the only key.
   Opening the door reveals two dozen 
  corpses stacked haphazardly about 
  the floor. Anyone entering is 
  exposed to filth fever (DMG 292). 
  A DC 20 Search check is able to 
  locate a hidden door in the 
  floor concealed beneath a pile 
  of corpses. Below the door is 
  a rough tunnel leading to the 
  mine (area 7).
   
  Creatures: Guarding this 
  chamber are a dozen zombies. They 
  lie among the corpses and only attack if 
  examined too closely or the secret door is 
  discovered. The zombies are the corpses of 
  both Aspis guards and Ekujae elves—with 
  their heads still attached. Petrune creates 
  these undead and is slowly building his 
  forces from the corpses available. They 
  obey only him.
  Zombies (12) 
  CR 1/2
  hp 16 each; MM 266 (human 
  commoner zombie)
  TacTicS
  Morale The zombies fight until 
  destroyed or turned. They do 
  not leave the building unless 
  ordered by Petrune.
  7. Barracks
  This rough building of hewn tim-
  ber has one door and no windows. 
  It abuts and is partially built into the base of 
  a small knoll. Upon their arrival, the PCs are 
  forbidden to enter this building.
   
  Within are a few rude cots and hammocks, 
  as well as large chests and lockers holding 
  digging equipment, chains and manacles, 
  and several whips and scourges. One locker 
  hides a secret door that opens on a mine shaft 
  under the hill. Finding this door requires only 
  a DC 12 Search check since faint, dirty barrow 
  tracks on the floor lead to and from it. Just 
  inside the door is the guardroom, where two 
  of the mercenaries are always on duty, keeping 
  watch over carts and hand barrows filled with 
  raw gold ore. Tailings were formerly carried 
  out and dumped in the jungle but are now 
  stored in a side room until such excursions 
  can again be made safely. A secret door in 
  this side room (DC 20 Search check) opens 
  on a rough tunnel unknown to the guards 
  that leads to area 6. Down the main tunnel 
  are a series of cells holding 11 Ekujae men 
  and women in very poor health (2–5 hp each) 
  who work as slave labor in the mine. The other 
  three mercenaries maintain a vigil over them 
  and escort them to the workfaces of the mine 
  each day to continue the painstaking gold 
  production. The mine shaft itself descends 
  200 feet at a moderate angle with only three 
  different workfaces.
   
  Treasure: The raw gold ore stored in the 
  room behind the secret door is worth a total of 
  650 gp but is very bulky. It weighs 500 pounds.
  Inhabitants of nightfall Station
  The station manager, his secretary, six experts 
  (noncombatant), eight servants (noncomba-
  tant), three Aspis Consortium officers, and a 
  total of 29 mercenaries make up the current 
  complement of Nightfall Station. Relevant 
  statistics are provided here.
  Aspis Consortium Mercenaries (29) CR 1
  Male human warrior 2
  hp 13 each; see page 10
  TacTicS
  During Combat The mercenaries work well 
  together, always trying to fight in pairs in 
  order to flank and aid another if necessary. 
  They prefer to make ranged attacks and seek 
  defensive positions to do so if possible.
  Morale These mercenaries are brave and 
  extremely loyal to the consortium but retreat 
  if the odds seem stacked against them and 
  none of their leaders are nearby to spur 
  them onward. 
  Mynafee
  Gorse
  
  25
  Aspis Consortium officers (3) 
  CR 4
  Male human fighter 4
  Ne Medium humanoid
  Init +5; Senses Listen –1, Spot –1
  DefeNSe
  AC 18, touch 11, flat-footed 17
  (+1 Dex, +5 armor, +2 shield)
  hp 34 each (4d10+8)
  Fort +8, Ref +2, Will +0
  OffeNSe
  Spd 30 ft.
  Melee mwk rapier +9 (1d6+5/18–20)
  Ranged mwk light crossbow +5 (1d8/19–20)
  TacTicS
  During Combat The officers rely on their 
  soldiers to do most of the fighting, 
  preferring to make ranged attacks from the 
  back, unless an enemy looks on the verge of 
  defeat. in that case, they step in to claim the 
  victory and first share of spoils.
  Morale Well paid by the aspis consortium, 
  the officers remain loyal, retreating only if 
  certain defeat appears imminent.
  STaTiSTicS
  Str 16, Dex 13, Con 14, Int 12, Wis 8, Cha 10
  Base Atk +4; grp +7
  Feats endurance, Great fortitude, improved 
  initiative, Rapid Reload, Weapon focus 
  (rapier), Weapon Specialization (rapier) 
  Skills climb +7, Handle animal +3, intimidate 
  +5, Survival +2, Swim +4
  Combat gear 2 potions of cure moderate 
  wounds, potion of darkvision, 3 potions of 
  endure elements, 2 flasks of alchemist’s 
  fire, vial of antitoxin; other gear +1 chain 
  shirt, heavy steel shield, masterwork rapier, 
  masterwork light crossbow, 10 crossbow 
  bolts, everburning torch, belt pouch with 20 
  gp and assorted gems worth 180 gp
  Mynafee Gorse (Station Manager)
  Mynafee Gorse is the youngest son of a Chelish 
  noble family. Excluded from inheritance 
  by his oldest brother, he joined the Aspis 
  Consortium and rose quickly through its 
  ranks. It was he who almost single-handedly 
  crafted the success of Aspis in the Mwangi 
  Expanse and was rewarded with control of 
  Nightfall Station. It is his combination of 
  conscienceless business acumen and daring 
  that vaulted the fortunes of the station to 
  its present level. Through a combination of 
  threats and bribery among the local tribes, 
  Gorse plays them off against each other 
  for his gain. His success is legendary on 
  the Vanji, and many an entrepreneur on 
  its waters speaks of the “luck of a Gorse.” 
  It is Mynafee who enacted the practice of 
  enslaving local tribesmen to work his gold 
  mine and he is determined to ensure its 
  success without compromise.
  Mynafee gorse 
  CR 4
  Male human fighter 4 (aspis consortium Officer)
  hp 41
  Petrune (Secretary)
  Petrune joined the Aspis Consortium 5 years 
  ago and was recently assigned to Nightfall 
  Station both to learn from Mynafee Gorse 
  and to test his mettle in its harsh conditions. 
  Unbeknownst to Gorse and the rest of the 
  consortium, Petrune is actually a spy planted 
  in the consortium by a trading competitor. 
  His assignment was to find out all he could 
  about Nightfall Station and the secret of 
  Gorse’s success, but in the depths of the wilds 
  he has hit upon a new plan to double-cross 
  both Gorse and his true employer. Allying 
  with certain unscrupulous individuals 
  in the Ekujae tribe, he has turned to the 
  necromantic arts to build his own power 
  base and ultimately take over the Nightfall 
  operation himself. These co-conspirators, a 
  pair of Ekujae rangers, have led awry elven 
  raids against the station and, in exchange 
  for gold and gems, even captured and 
  brought him additional members of 
  their tribe to serve as zombie fodder. 
  petrune 
  CR 7
  Male human wizard 7
  ce Medium humanoid
  Init +2; Senses Listen +6, Spot +4
  DefeNSe
  AC 14, touch 13, flat-footed 12
  (+1 armor, +1 deflection, +2 Dex)
  hp 26 (38 with false life; 7d4+7)
  Fort +4, Ref +5, Will +7
  OffeNSe
  Spd 30 ft.
  Melee masterwork sickle +6 (1d6)
  Ranged dart +5 (1d4)
  Spells prepared (cL 7th, +3 melee touch, +5 
  ranged touch):
  4th—animate dead
  3rd—empowered burning hands (Dc 14) , 
  fireball (Dc 16), empowered magic missile
  2nd—false life, protection from arrows, scare 
  (Dc 16), summon swarm
  1st—chill touch, expeditious retreat, hold portal, 
  protection from good, shield
  0—acid splash, detect poison, flare (Dc 13), light
  TacTicS
  Before Combat Petrune casts false life and 
  protection from arrows before combat.
  During Combat Petrune casts shield as soon as 
  he realizes combat is imminent, and then 
  uses his empowered spells and wand against 
  foes. He uses scare, summon swarm, and 
  fireball on groups of attackers. if cornered 
  near area 6, he unlocks the door and calls 
  forth his zombies.
  Petrune
  
  26
  River into Darkness
  m o d u l e  W 2
  specifics of this ancient legend, but remain a 
  very warlike people in preparation for the day 
  they are once again called forth to fight. Some 
  of the intricacies of their traditions create 
  strong taboos within their tribe, which they do 
  not violate. Their dead must be prepared for 
  burial in a special ritual or become unclean 
  tools of the Darkness. As a result, any Ekujae 
  corpse that does not receive its consecrated 
  burial within 1 day becomes anathema, and 
  no member of the tribe approaches within 
  30 feet of it. In addition, the Ekujae never 
  enter a cave, as they believe that is where the 
  Darkness currently dwells.
   The Ekujae are wild elves identical in 
  all respects to the wood elves described 
  in the MM, but they have the ability to 
  camouflage themselves to take advantage 
  of their jungle home. The Ekujae are able to 
  use the plantlife of their surroundings with 
  such skill as to be able to bind branches and 
  leaves to their clothing and limbs to create 
  camouflaging coverings of greenery. They 
  must renew these constantly throughout the 
  day, but this covering provides them a +2 
  circumstance bonus on Hide checks while 
  in natural surroundings.
   
  There are hundreds of Ekujae camped in the 
  jungles around the station. Anyone entering 
  the tree line is attacked by 1d8+4 Ekujae 
  warriors within 1 minute, with 1d10+5 more 
  arriving every 1d3 rounds thereafter. Each time 
  reinforcements arrive, there is a 20% chance 
  1d2 rangers are with them. They do not pursue 
  back into the clearing. The leader of the Ekujae 
  is a powerful warlord known as Chief Arinal. 
  He is not cruel by nature, but he is incensed 
  at the actions of the Aspis Consortium and is 
  absolutely determined to rescue his captured 
  brethren and drive the consortium from the 
  Expanse. He is a cunning and formidable 
  adversary, content to wait for the right moment 
  to strike, doing everything he possibly can in 
  the meantime to hamper his foes. So far, he 
  has taken no prisoners (the mercenaries of 
  the consortium believe the elves are cannibals 
  who butcher anyone taken alive) but if he 
  does, he treats them relatively well in hopes 
  that he can trade them to Gorse in exchange 
  for elven slaves. He considers his eventual 
  victory inevitable and can only be persuaded 
  to negotiate if the PCs (or the consortium) 
  can first convince him that his position is not 
  as secure as it appears. See Concluding the 
  Adventure for one possibility. 
  events at nightfall Station
  Upon arriving at Nightfall Station, the PCs 
  are cordially welcomed by Mynafee Gorse 
  and shown around. He has the station’s 
  accountant make payment on any wages 
  they are owed. They are put up in the guest 
  quarters while Esteban is given one of the 
  empty officers’ quarters. Any surviving 
  crewmembers remain on the wheelboat. The 
  PCs are given the run of the station’s first 
  floor other than the locked storage areas and 
  the accounting office. The PCs spend 12 hours 
  of every day on assignment at the various 
  guard posts within the station house, at one 
  of the guardhouses, or on patrol around the 
  grounds. They are never assigned to guard 
  duty at area 7 and any questions about that 
  posting go unanswered, with a terse order 
  to mind their own business. They are not 
  expected upstairs in the station house or 
  near area 7 and, if caught in an unauthorized 
  area, they are reprimanded the first time and 
  thrown into area 7 as spies the second time. 
   
  The time frame of this portion of the 
  adventure is up to you. What follows are a 
  number of events that can occur while the PCs 
  are stationed here. For the most part, these 
  events can happen in any order, although 
  Event 4 should happen before Event 6, and 
  Event 7 should not be run until the climax 
  of the adventure. The River Queen remains at 
  Nightfall Station while undergoing minor 
  repairs. It is still riverworthy, but Esteban 
  does not wish to push his luck on the 
  dangerous river.
  Event 1. Snipers (EL varies)
  This event can occur as many times as you 
  see fit, day or night. In it, 1d3 Ekujae rangers 
  position themselves in trees 60 feet outside 
  Morale if he thinks he is losing, Petrune casts 
  expeditious retreat to flee back to the station 
  house. He is aware of the cache of potions 
  hidden in Gorse’s washroom and attempts 
  to recover it in order to fly away invisibly.
  STaTiSTicS
  Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 8
  Base Atk +3; grp +3
  Feats alertness (when familiar within arm’s 
  reach), empower Spell, eschew Materials, 
  Scribe Scroll, Skill focus (concentration), 
  Spell focus (necromancy), Weapon finesse
  Skills concentration +14, Diplomacy +3, 
  forgery +6, Heal +8, Knowledge (arcana) +13, 
  Knowledge (nature) +7, Listen +6, Spellcraft 
  +15, Spot +4
  Languages common, Draconic, elven, Polygot
  SQ summon familiar (bat named cetacarp)
  Combat gear potion of remove disease, wand 
  of color spray (12 charges), wand of detect 
  magic (37 charges), 3 vials of arsenic; other 
  gear bracers of armor +1, cloak of resistance 
  +1, 4 darts, healer’s kit (7 uses remaining), 
  masterwork sickle, ring of endure elements, 
  ring of protection +1, key to area 6, and a 
  pouch with three tiger eye agates worth 100 
  gp each, 12 black onyx gems worth 25 gp 
  each, and 22 gp.
  Spellbook all spells above plus 0—all; 
  1st—cause fear, comprehend languages, 
  endure elements, identify, magic weapon, 
  shocking grasp; 2nd—command undead, 
  fog cloud, fox’s cunning, resist energy, rope 
  trick; 3rd—daylight, dispel magic, fireball; 
  4th—contagion
  the ekujae
  The Ekujae is a large tribe of wild elves 
  who live primarily in the northern reaches 
  of the Mwangi Expanse, though they do 
  settle farther south sporadically. The tribe is 
  comprised of dozens of inter-related clans 
  that number several thousand members 
  altogether, though these clans typically live 
  in small isolated villages with only infrequent 
  contact. Only a crisis of some sort can rally 
  the clans together for a time. The Ekujae hold 
  to their own personal codes of honor, but it is 
  foreign to many other peoples. They are often 
  labeled as savages by the unknowing, who 
  interpret necessities of survival in the jungle 
  as “barbaric” practices.
   
  The Ekujae have a strong oral tradition that 
  they are the remnants of a great civilization 
  left behind to face some great Darkness that 
  threatened the world. They do not know any 
  
  27
  the station’s perimeter and take shots at 
  any targets who present themselves. They 
  continue until they run out of arrows, all 
  targets get under cover, or they come under 
  attack in return, at which point they melt 
  back into the trees.
  Event 2. Probing Assault (EL 8)
  This event can occur multiple times, but only 
  at night, when the elves’ low-light vision gives 
  them the advantage. A group of eight warriors 
  led by a ranger rushes into the perimeter to 
  wreak as much havoc as possible. They retreat 
  when half are killed. Their tribal taboos 
  prevent them from coming within 30 feet of 
  the impaled severed heads.
  Event 3. Night Swimmers (EL 9)
  This event occurs at night and only once. A 
  group of eight rangers swims the river and 
  boards the River Queen. Hurg hides himself 
  below decks and is safe, but anyone else the 
  rangers can reach and quietly kill is fair 
  game, including guards on the boat and dock 
  and anyone in the halls of the station house. 
  They fight fanatically to the death.
  Event 4. Phantom Brawl
  One of the mercenaries assigned to area 7 
  is brought into the station house dead, part 
  of his skull caved in by some heavy blow. 
  The officers claim it was a brawl between the 
  mercenaries, but PCs outside heard no sounds 
  of fighting and no further investigation or 
  punishment is made. In truth, one of the 
  slaves killed him in the mine. Remove one 
  mercenary from the station’s total and one 
  slave from area 7. Add a zombie to area 6.
  Event 5. Fire Attack (EL 5)
  This event occurs only once. The Ekujae 
  fire a volley of burning arrows into the barn 
  (area 3) and ignite the fodder. The station 
  must form a bucket brigade from the river 
  to extinguish it and save the livestock. To 
  complicate matters, the elves release two 
  lions they have captured into the compound 
  to cause chaos while the fire burns. It takes 
  the bucket brigade 10 rounds without being 
  attacked by the lions to extinguish the fire. 
  Each round after the 5th, there is a 20% 
  chance of losing 1d2 animals trapped in the 
  barn by the fire.
  Lions (2) 
  CR 3
  hp 32 each; MM 274
  Event 6. Petrune Unmasked (EL 8)
  This occurs only once, at night, when the PCs 
  are on guard duty outside. A DC 15 Spot check 
  notices a dark shape moving from the station 
  house to the jungle west of the clearing. This 
  is Petrune meeting with his Ekujae contacts 
  100 feet out into the jungle. At the meeting 
  are Petrune, the two rangers, and three 
  more elves hobbled, bound, and gagged. 
  Petrune gives the rangers one of his agates 
  and cautiously leads the prisoners back to 
  area 6. Once inside, he cuts their throats and 
  animates them as zombies. If caught in the 
  act, he fights his way back to area 6 to make a 
  stand with his zombies.
  Event 7. Mass Assault (EL varies)
  This event only occurs once and should be 
  timed to coincide with the conclusion of 
  the PCs’ investigations and the climax of the 
  adventure. The elves send 75 warriors and 12 
  rangers into the clearing (avoiding the staked 
  heads) and attack en masse. Any NPCs who do 
  not retreat back to the station house are cut 
  down in short order, and the guardhouses 
  are besieged and burned down. The station 
  house itself does not burn easily, due to the 
  stone used in its construction. The Ekujae 
  assault the station house, trying to break 
  in the strong wooden doors and window 
  shutters (equal to good wooden doors) to 
  get inside. The assault continues until 60 of 
  them are killed or captured. You should not 
  roll every attack by every individual and only 
  focus on the areas where the PCs are involved. 
  Alternatively, if your players wish to, let them 
  take charge of small groups of defenders and 
  play out more of the battle in that way.
  Chief Arinal 
  CR 5
  Male wild elf ranger 3/barbarian 2
  N Medium humanoid
  Init +1; Senses low-light vision; Listen +4, Spot +4
  DefeNSe
  AC 11, touch 9, flat-footed 11
  (+1 Dex, +2 natural, –2 rage)
  hp 32 (3d8+2d12+10)
  Fort +8, Ref +4, Will +3 (+5 vs. enchantment)
  Defensive Abilities uncanny dodge Immune sleep
  OffeNSe
  Spd 40 ft.
  Melee +1 frost spear +9 (1d8+12 plus 1d6 cold)
  Ranged mwk longbow +7 (1d8/x3 plus thistle 
  arrows) or
  Ranged mwk longbow +5/+5 (1d8/x3 plus thistle 
  arrows)
  Special Attacks favored enemy +2 (humanoid 
  [human])
  TacTicS
  During Combat chief arinal rages on the first 
  round of combat and charges into the thick 
  of the fighting. He uses Power attack for 
  2 points. for the ekujae, leading men into 
  battle means exactly that, and a chief not at 
  the forefront of a charge is not chief for long.
  Morale chief arinal retreats if more than 60 of 
  his men fall or if he is reduced to fewer than 
  5 hp.
  STaTiSTicS
  Str 20, Dex 12, Con 14, Int 10, Wis 12, Cha 13
  Base Atk +5; grp +10
  Feats endurance, Point Blank Shot, Power 
  attack, Rapid Shot, Track
  Skills climb +10, Hide +9, Jump +10, 
  Knowledge (nature) +3, Listen +7, Move 
  Silently +7, Spot +7, Survival +6, Swim +7
  Languages elven, Polygot
  SQ camouflage, elf traits, wild empathy +4
  gear +1 frost spear, ekujae longbow, 20 thistle 
  arrows, fetish of natural armor +2
  SPeciaL aBiLiTieS
  Camouflage (Ex) The ekujae are able to use the 
  plantlife of their surroundings with such 
  skill as to be able to bind branches and 
  leaves to their clothing and limbs to create 
  camouflaging coverings of greenery. They 
  must renew these constantly throughout the 
  day, but this covering provides them a +2 
  circumstance bonus on Hide checks while in 
  natural surroundings.
  Ekujae Warriors 
  CR 1
  Male and female wild elf warrior 2
  hp 12 each; see page 21.
  Ekujae Rangers 
  CR 3
  Male and female wild elf ranger 3
  hp 20 each; see page 15.
  cOncludInG the 
  Adventure
  There are many possible outcomes to the 
  adventure, but the most likely ones are 
  included here.
   If the PCs defeat the final Ekujae assault, 
  the elves give up and move on, completely 
  vacating the region—the siege is finally 
  broken. The PCs can remain at the station 
  for the rest of their contract and receive 
  their payments plus the goodwill of the 
  Aspis Consortium. 
  
  28
  River into Darkness
  m o d u l e  W 2
   
  The PCs could give up on the whole situa-
  tion and decide to abandon the station, brib-
  ing Hurg to help them steal the River Queen 
  and make down river. Since Hurg’s loyalty 
  lies to the boat rather than the consortium, 
  he can be persuaded to do this if convinced 
  of danger to the vessel. 
   
  The PCs could discover the secret of the 
  slave mines and switch sides, allying with the 
  Ekujae in an effort to bring down the corrupt 
  traders. The Ekujae do not cooperate with 
  the PCs, but if they get involved in a large 
  melee at the station, the elves launch their 
  mass assault (Event 7) to take advantage of the 
  confusion. The PCs can stay and help them 
  or take the opportunity to escape aboard the 
  River Queen as described above. 
   
  Finally, if the plot between Petrune and 
  the rangers is unmasked, both sides are so 
  shocked by the betrayal that a parlay could be 
  organized. In this case, if the PCs make a DC 17 
  Diplomacy check, Gorse agrees to release the 
  slaves and give the Ekujae 10% of the mine’s 
  output in return for them helping him to 
  obtain slaves from other tribes of humanoids 
  throughout the jungle. While possibly not an 
  ideal solution, it does resolve the immediate 
  crisis at the station and garners the goodwill 
  of both the consortium and the elves.
   
  Once the PCs finish with Nightfall Station, 
  they still face a 5-day journey back down 
  the Vanji ahead of them. And when the 
  adventure is resolved, the PCs might have 
  to deal with the ramifications of an 
  angry Aspis Consortium 
  upon 
  returning to Bloodcove if the station and its 
  mine were not saved. As they have seen, the 
  consortium’s methods are brutal and its reach 
  is long indeed.
  APPendIx 1: new 
  MOnSterS
  fell flotsam
  Bobbing along the surface of the water is a 
  patch of oily blackness, like a piece of the night 
  sky afloat on the waves. Vaguely discernable are 
  lumps and protrusions, as if it were a tangle of 
  bracken and flotsam. It has a slight sheen and, 
  most disturbingly of all, seems to be floating along 
  against the current.
  Fell Flotsam 
  CR 6
  Ne Large undead
  Init –1; Senses blind, blindsight 60 ft.; Listen 
  +0, Spot –5
  DefeNSe
  AC 4, touch 4, flat-footed 4
  (–5 Dex, –1 size)
  hp 91 (14d12)
  Fort +4, Ref –1, Will +6
  DR 10/bludgeoning and magic; Immune 
  acid, cold, ooze traits, undead traits; Resist 
  electricity 10, sonic 10; Weakness fire 
  vulnerability
  OffeNSe
  Spd 10 ft., climb 10 ft., swim 40 ft.
  Melee 2 slams +13 (2d4+6 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks acid, constrict (dd4+6 plus 1d6 
  acid), hypnotic pattern, improved grab
  TacTicS
  During Combat a fell flotsam attempts to 
  approach its prey undetected until close 
  enough to affect the prey with its hypnotic 
  pattern and lure its victim into its clutches.
  Morale a fell flotsam does not retreat unless 
  prevented from reaching potential prey by 
  an intervening barrier of fire.
  STaTiSTicS
  Str 22, Dex 1, Con —, Int 2, Wis 1, Cha 16
  Base Atk +7; grp +17
  Feats ability focus (hypnotic pattern), 
  improved initiative, iron Will, Stealthy, 
  Weapon focus (slam)
  Skills climb +14, Hide +7 (+15 in water), Listen 
  +0, Move Silently +9, Swim +14
  SPeciaL aBiLiTieS
  Acid (Ex) a fell flotsam secretes a powerful acid 
  that dissolves only flesh. any melee hit or 
  successful grapple check deals acid damage.
  Constrict (Ex) a fell flotsam deals automatic 
  slam and acid damage with a successful 
  grapple check. 
  hypnotic pattern (Su) as a standard action, a 
  fell flotsam can cause the oily sheen of its 
  surface to swirl and undulate in a strangely 
  compelling manner. This affects anyone 
  who views this display as with a hypnotic 
  pattern spell (caster level 6th). Those who 
  fell flotsam
  
  29
  fail a Dc 18 Will save have an overwhelming 
  urge to approach and touch the swirling 
  lights unless prevented by others. Those 
  who approach enter the fell flotsam’s area 
  and allow it to make automatic constrict 
  attacks until the victim is freed or dies. 
  This constrict attack does not allow a new 
  saving throw, as the fascinated individual 
  willingly enters its embrace. The save Dc is 
  charisma-based.
  Improved grab (Ex) To use this ability, a fell 
  flotsam must hit with its slam attack. it can 
  then start a grapple as a free action without 
  provoking an attack of opportunity. if it wins 
  the grapple check, it establishes a hold and 
  can constrict.
  Skills a fell flotsam has a +8 racial bonus on 
  Hide checks. This bonus increases to +16 
  while in water. it has a +8 racial bonus on 
  Move Silently checks. a fell flotsam has a +8 
  racial bonus on climb and Swim checks and 
  can always take 10 on these checks, even if 
  rushed or threatened.
  ecOLOGy
  Environment tropical marshes
  organization solitary
  Treasure none
  Alignment always neutral evil
  Advancement 15–8 HD (Large), 19–24 HD 
  (Huge), 25–34 HD (Gargantuan)
  Level Adjustment —
  A fell flotsam is a hideous undead creature 
  that takes the form of a floating ooze. As such, 
  it shares many ooze characteristics and traits. 
  A fell flotsam is formed from the combined 
  psyches of the deaths of many sentient 
  creatures in some swampy area. These souls 
  merge with the primordial muck and fecund 
  undergrowth of the marsh to create an undead 
  predator of limited intelligence, capable of 
  little more than hunting living creatures in 
  order to consume them and deposit their 
  bleached bones on the floor of swamp pools. 
  The creatures gain no true sustenance from 
  such predations, but each such creature slain 
  allows a little bit of growth in the flotsam, so 
  after many years a fell flotsam might advance 
  to truly prodigious size. Fell flotsam’s prefer 
  sentient prey and often ignore the natural 
  fauna of their swamps unless they have not 
  fed in some time.
   
  Environment: Fell flotsams are typically 
  only found in jungle swamps, where both the 
  ever-present danger that creates the requisite 
  number of deaths and the truly prodigious 
  amounts of plant growth can combine in the 
  deep, fermenting muck to spawn such an 
  abomination of undeath.
   
  Typical physical Characteristics: A fell 
  flotsam resembles nothing so much as a 
  10-foot-diameter oil slick floating on the 
  surface of the water. It is only a few inches 
  thick but weighs around 3,000 pounds due to 
  its compact mass. Though typically smooth 
  in appearance, occasional protuberances 
  resembling broken flotsam and debris press 
  outward through its outer membrane, as if 
  some primordial memory of the jungle wrack 
  from which it is composed occasionally tries 
  to emerge, only to be quickly reabsorbed.
  Mosquito Swarm
  A high-pitched drone precedes the cloud of tiny insects 
  that approaches like a malevolent thunderhead.
  Mosquito Swarm 
  CR 3
  N fine vermin (swarm)
  Init +4; Senses darkvision 60 ft.; Listen +4, Spot 
  +8
  DefeNSe
  AC 22, touch 22, flat-footed 18
  (+4 Dex, +8 size)
  hp 14 (4d8–4)
  Fort +3, Ref +5, Will +1
  Immune swarm traits, vermin traits, weapon 
  damage
  OffeNSe
  Spd 5 ft., fly 20 ft. (average)
  Melee swarm (1d6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks attach, blood drain, distraction
  TacTicS
  During Combat a mosquito swarm surrounds 
  and attacks, attaching itself to any living 
  prey it encounters. it can unerringly find and 
  follow living prey.
  Morale a mosquito swarm does not retreat.
  STaTiSTicS
  Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
  Base Atk +3; grp —
  Skills Listen +4, Spot +8
  SQ swarm traits, vermin traits
  SPeciaL aBiLiTieS
  Attach (Ex) if a living creature takes damage 
  by being in a space occupied by the swarm 
  at the end of the creature’s turn, hundreds 
  of the mosquitoes from the swarm attach 
  themselves and continue to deal blood 
  drain damage. To remove the attached 
  mosquitoes, the creature must deal at least 
  2 points of damage through an area effect 
  (that affects the attacked creature normally 
  as well) or submerge himself in water. 
  Damage dealt to mosquitoes attached to a 
  creature does not count against the swarm’s 
  hit points, unless the swarm is in the area 
  of effect as well. attached mosquitoes drain 
  blood for 3 rounds before they become sated 
  and fall off.
  Blood Drain (Ex) a mosquito swarm deals 1 
  point of constitution damage per round 
  from blood drain on any living creature 
  that ends its turn in a space occupied by 
  the swarm or any creature subjected to the 
  swarm’s attach special attack, whether still 
  within the swarm or not.
  Distraction (Ex) any living creature that begins 
  its turn with a mosquito swarm in its space 
  or while having mosquitoes from the swarm 
  attached to it must succeed on a Dc 11 
  fortitude save or be nauseated for 1 round. 
  The save Dc is constitution-based.
  Skills: a mosquito swarm has a +4 racial bonus 
  on Listen checks and a +8 racial bonus on 
  Spot checks.
  ecOLOGy
  Environment any temperate or tropical
  organization solitary, cloud (2–7 swarms), or 
  plague (11–20 swarms)
  Treasure none
  Alignment always neutral
  Advancement none
  Level Adjustment —
  A mosquito swarm is a cloud of thousands 
  of blood-sucking vermin that seek 
  living prey to feast upon. A variant of the 
  traditional mosquito, this particular species 
  is significantly larger. Each specimen is 
  roughly an inch long, which dramatically 
  increases both the amount of blood each 
  insect can drain from a potential victim, as 
  well as the number of offspring each pair can 
  produce. The males of this particular species 
  die soon after mating, leaving the females to 
  search for succulent blood to nourish the 
  next generation. An attacking swarm is thus 
  composed entirely of females. They prefer to 
  feed on warm-blooded creatures.
   
  Environment: 
  Unlike 
  traditional 
  mosquitoes, this particular breed is extremely 
  sensitive to cold temperatures and low 
  humidity, meaning that they are largely 
  confined to the jungles of the Mwangi 
  Expanse. However, recently they have begun 
  turning up in some of the more tropical 
  ports along the Inner Sea, causing some to 
  
  30
  River into Darkness
  m o d u l e  W 2
  speculate that perhaps the increased trade 
  to and from the Mwangi has lead to some 
  unwelcome stowaways, 
   
  Typical physical Characteristics: Spindly 
  insects with long proboscises for draining 
  blood from their prey, perhaps the most 
  terrifying thing about these swarms is that 
  they rely on numbers rather than stealth to 
  steal blood, and thus they are large enough that 
  it’s easy to tell exactly what they are doing.
  APPendIx 2: BlOOdcOve
  Bloodcove is a unique settlement perched on 
  the very boundary of civilization and a great 
  vastness of unknown wilderness. Most maps 
  that depict Bloodcove typically show only 
  a blank area to the east marked simply with 
  the words Mwangi Expanse. The town itself is 
  unusual in that it is constructed in ever-rising 
  scaffolds and boardwalks in and among the 
  intricate root complex of one of the gargantuan 
  mangroves unique to the coast of the Mwangi. 
  This defensible position protects it not only 
  from raids by the savages of the interior but 
  also from raids by the “civilized” savages of 
  the Shackles to the north. The name of the 
  settlement derived from the blood-red color of 
  the water at the mouth of Vanji River.
   
  Bloodcove is a combination of pirate haven 
  and free trade port. Founded by some of the 
  great captains of the Shackles who grew too 
  old to pirate and saw legitimate trade as their 
  best route to wealth and easy living in their 
  twilight years, Bloodcove has since become 
  a neutral ground. The elevated boardwalk 
  streets are crowded with both pirate crews 
  and the rough-and-tumble sailors of 
  merchant vessels. Brawls and knifings are a 
  nightly event, but no full-scale warfare exists 
  on the streets, and ships and their cargoes 
  are generally safe from the pirates as long 
  as they are in port. Once out in the trading 
  Mosquito Swarm
  
  31
  lanes, though, merchants lose the protection 
  they had at Bloodcove.
   
  The town is loosely ruled by the Grand 
  Admiralty of the Fever Sea—as he styles 
  himself—an official elected for life among 
  the scions of the original pirate founders. 
  The wealthy trading consortiums that uti-
  lize Bloodcove, however, have considerable 
  say in who is chosen and how he conducts 
  his reign. In truth, the grand admiral does 
  little more than maintain a small standing 
  force of poorly trained militia to protect the 
  town from any jungle denizens that come 
  too close, keep violence in the streets to an 
  acceptable level, and keep Free Trade Square 
  open for business at all costs. In return, a 
  modest monthly fee is paid to the admiralty 
  by all businesses and permanent residents of 
  the cove.
   
  About half of the population of Bloodcove is 
  comprised of the dusky Mwangi peoples—cor-
  sairs and traders who have made the western 
  coast of the jungle their home for centuries. 
  The rest of the population is a mix of races 
  and human ethnicities from northern realms 
  that have come in as traders and speculators 
  to grab a share of the riches that the jungles 
  have to offer. Tensions run high between the 
  various races and enthic groups, but for the 
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  ing, LLc. author: Greg a. Vaughan.
  Tome of horrors II copyright 2004, Necromancer Games, inc.; author Scott 
  Greene; additional authors: erica Balsley, Kevin Baase, casey christofferson, Jim 
  collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, 
  Patrick Lawinger, Nathan Paul, clark Peterson, Bill Webb and Monte cook.
  Dragonnel from the Tome of horrors, copyright 2002, Necromancer Games, 
  inc.; author Scott Greene, based on original material by Gary Gygax.
  Hippopotamus from the Tome of horrors, copyright 2002, Necromancer 
  Games, inc.; author Scott Greene.
  Kech from the Tome of horrors, copyright 2002, Necromancer Games, inc.; 
  author Scott Greene, based on original material by Gary Gygax.
  yellow Musk creeper from the Tome of horrors, copyright 2002, Necromancer 
  Games, inc.; author Scott Greene, based on original material by albie fiore.
  yellow Musk Zombie from the Tome of horrors, copyright 2002, Necromancer 
  Games, inc.; author Scott Greene, based on original material by albie fiore.
  most part the people of Bloodcove don’t allow 
  blood to come between them and profit.
  Bloodcove
  Small City nonstandard (trading houses); AL Ne
  gp Limit 15,000 gp; Assets 3,960,000 gp
  DeMOGRaPHicS
  population 5,281
  Type mixed (human [Mwangi] 46%, human 
  [other] 33%, dwarf 9%, elf 5%, halfling 3%, 
  gnome 2%, half-elf 1%, half-orc 1%)
  aUTHORiTy fiGUReS
  harthwik Barzoni, cN male human aristocrat 
  4/rogue 11 (Grand admiralty of the fever 
  Sea), Tybalt Crow, N male human fighter 
  15 (Militiamaster of Bloodcove), Tesha 
  umbertine, LN female dwarf fighter 
  5 (Dockmaster), Dibwurd Mupkin Le 
  male human ghost expert 3/sorcerer 6 
  (Lighthouse Keeper)
  SuBScrIBe tO 
  GAMeMAStery™ 
  MOduleS
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  32
  str
  defense
  hp 34
  AC 20
  touch 10, flat-footed 20
  Fort +7, Ref +2, Will +3
  SQ aura of courage, 
  divine health
  offense
  Melee +1 longsword +9 (1d8+4/19–20)
  Ranged mwk composite longbow +5 
  (1d8+3/x3)
  Special Attacks lay on hands, smite evil 
  1/day, turn undead 4/day (+3, 2d6+2, 1st)
  Spell-like abilities (cL 4th):
  at Will—detect evil
  Spells prepared (cL 2nd):
  1st—lesser restoration
  skills
  Knowledge (religion)  
  +4
  Ride  
  +4
  Sense Motive 
  +6
  feats
  Mounted combat, Power attack, 
  Weapon focus (longsword)
  Combat gear holy water (2), wand of cure light wounds (50 charges); other gear backpack, dagger, full plate, heavy steel shield, +1 longsword, 
  mwk composite longbow (+3 Str) with 20 arrows, rations (4), silver holy symbol, 33 gp
  Seelah
  FEMalE huMan Paladin 4
  align lG 
  Init +0 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  16
  10
  14
  8
  13
  12
  abilities
  str
  defense
  hp 29
  AC 16
  touch 13, flat-footed 13
  Fort +7, Ref +8, Will +3
  (+2 vs. poison, spells)
  SQ animal companion 
  (badger), wild empathy
  offense
  Melee mwk greataxe +7 (1d12+3/x3)
  Ranged +1 heavy crossbow +8 
  (1d10+1/19–20)
  Special Attacks favored enemy +2 (giants)
  Spells prepared (cL 2nd)
  1st—entangle (Dc 12)
  skills
  Heal 
  +8
  Hide 
  +10
  Listen 
  +8
  Move Silently 
  +10
  Spot 
  +8
  Survival 
  +8
  feats
  endurance, Point Blank Shot, 
  Precise Shot, Rapid Shot, Rapid 
  Reload, Track
  Combat gear antitoxin, potion of cure moderate wounds, potion of pass without trace (2), smokestick, tanglefoot bag; other gear backpack, 
  bedroll, cloak of resistance +1, +1 heavy crossbow with 30 bolts, +1 leather armor, mwk greataxe, ration (5), signal whistle, tea pot, 41 gp.
  harsk
  MalE dwarF ranGEr 4
  align ln 
  Init +3 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  16
  15
  10
  12
  6
  abilities
  str
  defense
  hp 15
  AC 11
  touch 10, flat-footed 11
  Fort +4, Ref +0, Will +6
  offense
  Melee club +2 (1d6)
  Ranged light crossbow +1 (1d8/19–20)
  Spells prepared (cL 4th, +1 ranged touch):
  2nd—bull’s strength, scorching ray, web 
  (Dc 15)
  1st—alarm, magic missile (2), shield
  0—daze (Dc 13), detect magic (2), light
  skills
  appraise 
  +6
  concentration 
  +8
  Knowledge (arcana) 
  +10
  Knowledge (geography) 
  +10
  Knowledge (history) 
  +10
  Knowledge (the planes) 
  +4
  Spellcraft 
  +10
  feats
  combat casting, Great fortitude, 
  improved initiative, Scribe Scroll
  Combat gear alchemist’s fire (2), potion of cure moderate wounds, wand of magic missile (cL 1st, 50 chrgs); other gear backpack, bracers of 
  armor +1, cane, dagger, l. crossbow with 20 bolts, pearl of power 1st level, rations (6), ring of protection +1, spellbook, 100 gp pearls (2), 61 gp
  Ezren
  MalE huMan wizard 4
  align nG 
  Init +3 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  11
  9
  12
  17
  15
  9
  abilities
  str
  defense
  hp 20
  AC 18
  touch 15, flat-footed 15
  Fort +4, Ref +9, Will +5
  (+2 vs fear)
  offense
  Melee short sword +3 (1d4–1/19–20)
  Ranged mwk sling +8 (1d3–1)
  Special Attacks bardic music 4/
  day (countersong, fascinate, inspire 
  competence, inspire courage +1)
  Spells Known (cL 4th)
  2nd (1/day)—cure moderate wounds, 
  mirror image
  1st (3/day)—cure light wounds, hideous 
  laughter, silent image (Dc 15)
  0 (3/day)—d. magic, ghost sound (Dc 14), 
  light, message, prestidigitation, s. instrument
  skills
  Combat gear wand of cure light wounds (cL 1st, 50 chrgs); other gear backpack, cloak of resistance +1, dagger, +1 leather armor, mwk flute, 
  mwk sling w/20 bullets, rations (6), ring of protection +1, short sword, spell component pouch, sunrods (3), 60 gp
  lem
  MalE halFlinG Bard 4
  align CG 
  Init +3 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  8
  16
  13
  12
  8
  16
  abilities
  Bardic Knowledge 
  +5
  Bluff 
  +10
  concentration 
  +8
  Diplomacy 
  +12
  Hide 
  +10
  Move Silently 
  +9
  Perform (wind instruments) +12
  Tumble 
  +10
  Use Magic Device 
  +10
  feats
  Dodge, Spell focus (illusion)
  
  Station House 
  Third Floor 
  Second Floor 
  First Floor 
  One square = 5 feet  
  G 
  G 
  G 
  G 
  G 
  G = Position of Guard 
  N 
  Station House 
  Third Floor 
  Second Floor 
  First Floor 
  One square = 5 feet  
  G 
  G 
  G 
  G 
  G 
  G = Position of Guard 
  N 
  1.Parlor 
  2.Secure Storage 
  3.Dining Hall 
  4.Kitchen 
  5.Accounting Office 
  6.Cargo Storage 
  7.Larder 
  8.Guardroom 
  9.Servants’ Quarters 
  10.Guest Quarters 
  11.Armory 
  1 
  2 
  3 
  4 
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  11 
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  12 
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  20 
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  24 
  25 
  26 
   
  11.Ore Stores 
  12.Officers’ Quarters 
  13.Secretary’s Quarters 
  14.Station Managers Office 
  15.Manager’s Quarters 
  16.Secretary's Office 
  17.Storage 
  18.Washroom 
  19.Engineer’s Quarters 
  20.Smith’s Quarters 
  21.Boatwright's Quarters 
  22.Carpenter's Quarters 
  23.Mess Hall 
  24.Practice Room 
  25.Accountant Quarters 
  26.Guardroom 
  Station House 
  Third Floor 
  Second Floor 
  First Floor 
  One square = 5 feet  
  G 
  G 
  G 
  G 
  G 
  G = Position of Guard 
  N 
  1.Parlor 
  2.Secure Storage 
  3.Dining Hall 
  4.Kitchen 
  5.Accounting Office 
  6.Cargo Storage 
  7.Larder 
  8.Guardroom 
  9.Servants’ Quarters 
  10.Guest Quarters 
  11.Armory 
  11.Ore Stores 
  12.Officers’ Quarters 
  13.Secretary’s Quarters 
  14.Station Managers Office 
  15.Manager’s Quarters 
  16.Secretary's Office 
  17.Storage 
  18.Washroom 
  19.Engineer’s Quarters 
  20.Smith’s Quarters 
  21.Boatwright's Quarters 
  22.Carpenter's Quarters 
  23.Mess Hall 
  24.Practice Room 
  25.Accountant Quarters 
  26.Guardroom 
  1 
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  GameMastery Module 
  W2: River Into Darkness
  A vast merchant consortium has a simple job for 
  you—one that pays extremely well. All it asks is that 
  you stand guard over one of its outposts for a few 
  weeks until reinforcements arrive. The problem, of 
  course, is that the outpost is in the middle of a vast and 
  dangerous jungle and the natives seem intent upon 
  putting an arrow in you at every turn. If the journey 
  there doesn’t kill you, though, you might just learn 
  what is worth risking your lives over.
   River Into Darkness is a wilderness-based adventure 
  for 4th-level characters compatible with the world’s 
  most popular fantasy roleplaying game. This adventure 
  includes all the information you need to send your 
  heroes on a fantastic journey through the heart of the 
  deep and mysterious jungle, including encounters 
  with terrible monsters and hostile natives. 
   This adventure is set in the Mwangi Expanse, the 
  largest jungle in the Pathﬁ nder Chronicles Campaign 
  Setting, but it can be easily adapted for use in any 
  setting. For more information on this environ, check 
  out the Pathﬁ nder Chronicles Gazetteer.
  paizo.com/gamemastery
  you—one that pays extremely well. All it asks is that 
  weeks until reinforcements arrive. The problem, of 
  course, is that the outpost is in the middle of a vast and 
  dangerous jungle and the natives seem intent upon 
  putting an arrow in you at every turn. If the journey 
  there doesn’t kill you, though, you might just learn 
   is a wilderness-based adventure 
  for 4th-level characters compatible with the world’s 
  most popular fantasy roleplaying game. This adventure 
  includes all the information you need to send your 
  heroes on a fantastic journey through the heart of the 
  deep and mysterious jungle, including encounters 
   This adventure is set in the Mwangi Expanse, the 
   Campaign 
  setting. For more information on this environ, check 
  GameMastery Module 
  GameMastery Module 
  W2: River Into Darkness
  A vast merchant consortium has a simple job for 
  you—one that pays extremely well. All it asks is that 
  you—one that pays extremely well. All it asks is that 
  THE JUNGLE HIDES MANY SECRETS
  Printed in China
   PZO9510 
  US$12.99
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/GameMastery/W2 - River into Darkness.pdf