TEXT: ADVENTURE PATH  PART 5 OF 6
  by Jason Nelson
  War of the
  River Kings
  War of the
  River Kings
  
  Source: Hillstomper the awakened mammoth.
  Task: Hillstomper has a shameful problem: he has 
  been forced to flee from the mammoth graveyard 
  he was entrusted to guard by a young but violent 
  crag linnorm. He needs help reclaiming his honor.
  Completion: Kill the young crag linnorm that has moved 
  into Hillstomper’s graveyard.
  Reward: Hillstomper allows the PCs to salvage 15 
  Build Points worth of ivory from older skeletons 
  in the graveyard. 
  Source: Bixen Libixyten.
  Task: Mr. Libixyten is a talented brewer, and 
  he hopes to make it big with his latest brew 
  of blackberry mead. If the PCs will agree to 
  take part in the Midnight Joust at the Rushlight 
  Tournament while drunk on this mead, the 
  sponsorship could do great things for the economy.
  Completion: Win the Midnight Joust while drunk.
  Reward: A win gives Bixen what he needs to secure 
  a large order of mead. Increase the kingdom’s 
  Economy by +2.
  Source: Wanted Poster.
  Task: Chieftain Kob Moleg has ruled the hill giant 
  tribe known as the Tuskers for many years. 
  Strangely handsome for a hill giant, Kob is 
  indirectly responsible for the majority of his tribe’s 
  destructive acts in the Stolen Lands. Killing him or 
  defeating his tribe will make the region safer. 
  Completion: Kill Kob Moleg or defeat his tribe in war.
  Reward: The removal of a strong leader among the 
  region’s hill giants increases the kingdom’s Stability 
  by +2.
  Source: Local legends.
  Task: The legend of Minognos-Ushad, the “Eater 
  of Kings,” has figured prominently in local barbarian 
  lore for ages. If someone were to slay this 
  ancient wyvern matriarch, the legend would do much 
  for that ruler’s kingdom.
  Completion: Slay Minognos-Ushad and display her 
  head in the capital city.
  Reward: Pride in the slayer’s legend causes the 
  kingdom’s Loyalty to increase by +2. 
  The MaMMoTh’s shaMe
  Drunken JousT
  WanTeD: kob Moleg
  eaTer of kings
  
  War 
  of 
  the 
  River Kings
  ADVENTURE PATH PART 5 of 6
  ®
  
  ®
  credits
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Judy Bauer, Christopher Carey, Rob McCreary, and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Erik Mona, 
  Sean K Reynolds, and Vic Wertz
  Editorial Intern • Patrick Renie
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Vincent Dutrait
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Branko Bistrovic, Alberto Dal Lago, Gonzalo Flores, Mariusz Gandzel, Pavel Guzenko,  
  Jon Hodgson, MuYoung Kim, Peter Lazarski, Sara Otterstätter, and Kyushik Shin
  Contributing Authors
  Mike Ferguson, Ed Greenwood, Julian Neale, Jason Nelson, Sean K Reynolds, and Steven E. Schend
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Financial Analyst • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  Ed Greenwood and 
  the Paizo Customer Service, Website, and Warehouse Teams
  “War of the River Kings” is a Pathfinder Adventure Path scenario designed for four 13th-level characters. By the end of this adventure, characters should reach 15th level.  
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found on page 92 of this product.
  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, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open 
  Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
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  Paizo Publishing, LLC, the golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;  
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  table of contents
   
  Foreword 
  4
  War of the River Kings 
  6
  by Jason Nelson
  Pitax   
  60
  by Mike Ferguson
  Gorum 
  68
  by Sean K Reynolds
  Pathfinder’s Journal: Prodigal Sons 5 of 6 
  74
  by Steven E. Schend
  Bestiary 
  80 
  by Julian Neale and Sean K Reynolds
  Pregenerated Characters 
  90
  Preview 
  92 
  
  4
  Part 5 
  of 6
  Part 5 
  of 6
  An Onslaught of Options
  An Onslaught of Options
  W
  henever it’s busy around here—like “We’re 
  trying to get a truck load of projects out the door 
  for convention season” busy, not just normal 
  every day busy—and we find ourselves with an outlet, be it 
  the messageboards, the editorial blog, or the spread of pages 
  you’re looking at right now, the reactionary topic trends 
  toward boo-hooing about how hectic things are. Well, it’s 
  that time of year and it’s crazy around here, but I’ll leave you 
  to imagine the storm of clacking keyboards, fluttering paper, 
  torn hair, and all the other lovely extras that come with an 
  office full of stressed gamers putting in long hours. 
  There’s a side effect to this mess, though, one that’s been 
  going on for a few months already. In the rush of releases, 
  deadlines, and what products come out when, we start 
  tripping over ourselves a bit. It’s not really a bad thing or 
  even unintentional, but with the flurry of activity and some 
  really cool ideas from so many different projects whipping 
  by at triple the normal speed, it’s often difficult not to 
  snag a few and try them out. For example, just like James 
  explained in last month’s foreword, we’ve adopted a new 
  format for city stat blocks, reflecting new details for urban 
  settings elaborated on in the recently released Pathfinder 
  RPG GameMastery Guide. It’s something extra we think is 
  pretty neat, and if you have the GMG and want to put these 
  elements to work, fantastic—I think you’ll get a big kick 
  out of them—and if you don’t, all the details you’re already 
  familiar with are there and what you don’t recognize can 
  be sidelined without slowing down your game.
  But a few stat blocks aren’t the only places you get a peak 
  at what’s on the horizon. Every year we’ve been publishing 
  the Pathfinder RPG (all one of them) and every year we dare 
  to look forward to, we plan to put out a big new Bestiary 
  volume. After all, what GM doesn’t love more monsters? 
  The trick with such books is that they tend to be huge 
  draws on our pool of artists, not to mention being really 
  expensive what with having cool monster illustrations on 
  every page. So to track that out a bit, several of the books 
  you’ve been seeing from us for the past few months likely 
  have a few extra creepy crawlies or at least some additional 
  beastly illustrations, which we’ll be picking up down 
  
  Fore ord
  5
  m
  Fore ord
  m
  the line for Pathfinder RPG Bestiary II. I’ve got the page 
  breakdown for that book sitting right here as I write this, 
  actually, and like the Bestiary before it, mark II is going 
  to be a giant. So never fear that you’re going to be spoiled 
  on the art for your next favorite tome of terrors, or even 
  a significant minority of it. There’s a ton of old favorites 
  and new discoveries in there and if we can throw a few 
  quickwoods and stray daemons into the mix sooner rather 
  than later to whet your taste for October, well then so be it. 
  And rest assured that the best beasties are yet to come.
  While we’ve got the GameMastery Guide rolling out right 
  now and the Bestiary II on deck, the big book I haven’t 
  mentioned and that we’re not showing off too much yet is the 
  big excitement of our year, the Pathfinder RPG Advanced Player’s 
  Guide. Now, it’d be real easy to start slipping alchemists and 
  oracles into these last few volumes of Kingmaker, but really, 
  you can get all the previews you want of these new classes on 
  paizo.com. That’s not to say that we don’t have some really 
  cool tidbits we’re just itching to show you, but it’s one thing 
  to show off an expanded format or tease you with a few new 
  illustrations and totally another to only give you half the 
  rules you need to run your game. The APG includes a lot of 
  big new rules systems and options, and while we could totally 
  drop an oracle into an adventure, we don’t want to assume 
  you’re running out and buying up every word that rolls off 
  our printer. So for any element we might draw on from the 
  Advanced Player’s Guide, we’re going to make sure you can use 
  it in your adventures just as seamlessly as content from the 
  Core Rulebook. While we can assume we’re all on the same 
  page talking about clerics and sorcerers, the Dodge feat and 
  fireball, we’re not going to start bandying around details of the 
  summoner, antipaladin, or master chymist without filling 
  you in on everything you need to use these options.
  So is that to say that you won’t be seeing much of 
  the Advanced Player’s Guide’s new options in upcoming 
  Pathfinder Adventure Paths? Well, yes and no. Like I said, 
  we don’t want to force you to drag around yet another giant 
  rulebook to every game session, and don’t plan on assuming 
  you’ve memorized or even own the Advanced Player’s Guide, 
  so we never plan on referencing rules from it like everyone 
  in the world keeps a copy on his or her nightstand. That 
  being said, if we do an adventure about witches down the 
  road, and the witch class from the APG is the perfect fit for 
  characters in it, you can expect to see witches, but always 
  accompanied by details explaining how to use the powers 
  and options included. It’s pretty much the same deal as with 
  monsters we use from books like Necromancer Games’ Tome 
  of Horrors Revised: there’s a lot of awesome in there that we 
  like to use quite frequently, but every time such things are 
  vital to an adventure, we present all the relevant stats for the 
  monster, not just a page number. 
  That doesn’t mean those classes and options in the 
  Advanced Player’s Guide are instantly put into a weird 
  separate tier, though. The “P” in APG stands for “player,” 
  after all. Just because we expect you’ll always see way more 
  fighters and sorcerers in our adventures than cavaliers and 
  summoners, that doesn’t mean we don’t expect players to be 
  making lots of use of these new classes. As a case in point, 
  I just got in the first draft of the Serpent Skull Adventure Path 
  Player’s Guide today, and there among the details on how 
  you might tackle a rogue character or what early choices 
  you might consider for your ranger were sections on good 
  options for oracles and which familiars a witch might find 
  most advantageous. Details on these six new classes work 
  there perfectly, and fit like they’d been around for the past 
  half-dozen APs. That’s exactly how we want to be handling 
  new content like this going forward: unless we’re giving 
  it away for free, we’ll always give you the details you need 
  to use such optional rules rather than forcing you to buy 
  more, more, more just to keep up. Of course, if you happen 
  to like what you see in those options, no one can really hold 
  a love of cool new Pathfinder RPG options against you.
  I’m not going on this tirade as a thinly veiled suggestion 
  that you go on an RPG shopping spree. I don’t feel like this 
  is the place for that, and honestly, I feel like our books speak 
  for themselves and our readers have the ability to choose 
  what they do and don’t want in their games. Rather, I know 
  someone can look at our schedule and even within this 
  very volume, see we have a lot of new stuff coming out—a 
  daunting amount even—and be rightly concerned that 
  keeping up could turn into a pricey proposition. That’s why 
  I wanted to get our philosophy on new books out there, not 
  so you know what you need to get, but so you know that the 
  foremost goal of Pathfinder Adventure Paths is to give you 
  all the tools you need to run the games you want to play. 
  And if you didn’t feel that way already, now you’ve got 
  that commitment in writing.
  F. Wesley Schneider
  Managing Editor
  wes@paizo.com
  Author's Dedication
  Dedicated to Brian Nelson, my big brother, the first person 
  I ever played RPGs with. Near the end, one of the things 
  he most wanted to do was play some RPGs again with 
  his little brother and with my kids, and to think back on 
  happier times... and we did.
  —Jason Nelson
  
  6
  Part 5 
  of 6
  Part 5 
  of 6
  G
  reetings from His Supreme and Inimitable Magnificence, Castruccio 
  Irovetti, by the grace of the gods the rightful King of Pitax, Marvel of 
  Numeria, Master of Mormouth, and Prince-Regent of the Sellen.
  It is with great delectation and delight that I greet you, my fellow River 
  Kings. I would be honored if you would accept my invitation to attend the fifth 
  annual Rushlight Tournament as my guests. I know you to be discerning 
  rulers, and trust you would not dare miss such an extravagance, for I plan 
  for this to be the finest Rushlight yet! And to sweeten the pot, as it were, I 
  have secured a mighty magical item, a gold and gemstone rod of lordly might, 
  which I am willing to bestow upon the Kingdom that proves itself by fielding 
  the true Rushlight Champion! Could this champion be one of your own?
  Please confirm your attendance via this invitation’s courier. I look forward 
  to your attendance!
  —King Castruccio Irovetti of Pitax
  War of the River Kings
  War of the River Kings
  
  7
  War of the River Kings
  War of the River Kings
  Adventure BAckground
  The River Kingdoms are fluid by nature, mirroring 
  the flow of the waterways from which their name is 
  taken. Kings and queens rise and fall like the changing 
  of seasons in this tumultuous region, but some of the 
  kingdoms found here have endured and prospered for 
  generations, cementing their place in the pecking order 
  of this confederacy of outlaws. Every new upstart dreams 
  not just of conquest but of legacy, and the wise know full 
  well that the greatest threat to security and legacy typically 
  comes not from established kingdoms but from upstarts 
  fighting for the last seat at the table.
  Pitax is a River Kingdom of some pedigree, able to 
  trace its history back over three centuries. During those  
  centuries, it has been overrun on more than one occasion, 
  first by the Steel Phalanx of Numeria, then a generation 
  later by invaders from Mivon, and it was even split for half a 
  century by civil war between its leading families. Yet through 
  this all, Pitax has remained a hub for trade and a haven for 
  smugglers. But now it faces its most dangerous enemy yet, 
  an enemy from within—its own leader, Castruccio Irovetti, 
  who may be able to do through corruption and pride what 
  3 centuries of war and upheaval could not—who could well 
  bring Pitax to an end.
  The man known today as Castruccio Irovetti was not 
  born unto that name. The bastard son of a crusading 
  Taldan knight and a Numerian noblewoman named 
  Cimany Bellander, Castruccio’s birth name was the even 
  more flamboyant Mandalarucio. His father sent regular 
  deliveries of gold from the field of battle, so he and his 
  mother never wanted for wealth. Mandalarucio’s mother 
  doted on him, paying for dance, music, and language 
  lessons and parading him among the other nobles of 
  Hajoth Hakados as often as possible. Mother and son knew 
  little of hardship until the payments from Mandalarucio’s 
  father (a man he never met) ceased with his death at the 
  hands of the Worldwound’s demonic host.
  His mother did her best to make ends meet, but they had 
  both grown used to extravagances, and within 2 months their 
  funds had given out. The cutthroat aristocracy of Hajoth 
  Hakados swiftly took action to reclaim the family estate, 
  and just like that the Bellanders were out on the street. After 
  suffering another 2 months of indignities, Mandalarucio 
  turned to crime, using magic to gain the confidence of rich 
  visitors and then robbing them, leaving behind victims too 
  embarrassed or shamed at being duped to pursue justice. 
  Eventually, though, Mandalarucio made a critical error by 
  attempting to con and rob a visiting member of the Technic 
  League. When the con went sour and the Technic League 
  sorcerer lost his hand to Mandalarucio’s blade, the young 
  man went into hiding to escape punishment. But the 
  Technic League didn’t need him to repay the blood debt. 
  Operating under the aegis of the Black Sovereign and the 
  slanderous whispers of local aristocrats, they quickly found 
  that the missing Bellander had a mother—they arrested 
  Cimany, and by the time Irovetti heard of her arrest, she’d 
  already been executed.
  When he learned of this development, Mandalarucio 
  wasted no time. He stole into the inn the Technic League 
  agents were staying at and extracted his revenge in a single 
  night of red ruin. When the sun rose, the five Technic 
  League agents were dead and the delivery of rare Numerian 
  artifacts they had been entrusted with delivering to Starfall 
  had vanished. Hajoth Hakados’s government had its 
  suspicions, but the case was never solved, for Mandalarucio 
  had fled Numeria entirely, never to return.
  The next 2 years of his life were spent lying low in the 
  River Kingdoms. He changed his name to Castruccio 
  Irovetti, combining the first and last names of his mother’s 
  favorite artists, and periodically sold off some of the 
  Numerian artifacts he’d stolen for funds, but overall kept a 
  low profile. It wasn’t until his wanderings took him to Pitax 
  that his fortunes finally changed. After hearing rumors 
  of strange treasures hidden in the forest called Thousand 
  Voices, Irovetti entered the mysterious woodland in search 
  of riches. It may have been his good looks and strong singing 
  voice that attracted the attention of the cruel mistress of 
  Thousand Voices, but more likely it was the intrusive stink 
  of the technological items he carried that caused the nymph 
  Nyrissa to take special note of this latest intruder. She sent 
  several of her minions against Irovetti to test him, but he 
  defeated them all with a combination of his magic, his wits, 
  and his Numerian devices.
  Intrigued, Nyrissa realized that here was a perfect tool 
  to use to increase her influence over the encroaching tide 
  of civilization. She appeared before Irovetti, who in the 
  face of such power had little choice but to fall to his knees 
  in adoration. Nyrissa took Irovetti away for a month to her 
  strange and wondrous realm in the First World. There 
  she showed him great marvels and fearsome sights, and 
  on the eve she returned him to Pitax, she granted him her 
  Advancement Track
  “War of the River Kings” assumes four player characters using the medium advancement track for XP. Characters should 
  be 13th level when they begin this adventure—if they’re still a bit shy of 13th level, consider giving them a few more years of 
  kingdom expansion and exploration before you begin this adventure. By the time the PCs are ready to invade Irovetti’s Palace, 
  they should be well into 14th level, and they should end the adventure at 15th level.
  
  8
  Part 5 
  of 6
  Part 5 
  of 6
  favor and became his muse, giving him a lock of her hair. 
  In return, she asked only that he perform one favor for 
  her in the world of mortals—recovering a sword called 
  Briar, lost long ago somewhere in the region. (For more 
  information on how Nyrissa lost Briar, what the sword 
  actually means to her, and why she can’t simply retrieve 
  it on her own, see “Sound of a Thousand Screams” in 
  Pathfinder Adventure Path #36.)
  With Nyrissa’s favor granting Irovetti even greater skill, 
  he made his way to the city of Pitax. He reasoned that with a 
  kingdom at his command, the search for the missing sword 
  would be a trivial thing. Armed with his two remaining 
  Numerian artifacts, he had an idea how to become Pitax’s 
  newest ruler. One of these artifacts is a strange device 
  called a mindrender baton—a device that functions like a 
  rod of rulership. Irovetti began building his reputation in 
  the city by using the mindrender baton to aid in purchasing 
  several warehouses for scandalously low prices and 
  securing relationships and deals with several important 
  merchants and smugglers. Eventually, he invited two of 
  Pitax’s leaders, the brothers Lothaire and Berengar, to a 
  card game at one of his warehouses. Through the use of his 
  mindrender baton and magic (particularly modify memory), 
  Irovetti swindled the brothers out of their rule—the next 
  morning, neither had any memories of being duped, but 
  Irovetti owned a signed document legally handing over all 
  the possessions of the ruling family to him, including the 
  crown of Pitax.
  At first, Irovetti used many of his new resources as king 
  of Pitax to search for Briar. But as the years wore on, his 
  memories of his time with Nyrissa began to pale against 
  the reality of the decadence and power that ruling a River 
  Kingdom brought. While her influence continued to 
  subtly influence Irovetti’s personality (and is in large part 
  responsible for his founding of Pitax’s Academy of Grand 
  Arts), her hold over his heart and lusts faded. So when 
  several of Irovetti’s agents came to him 6 years later with 
  the good news that Briar had been found, Irovetti did 
  something his fey patron could have never foreseen. He 
  had his agents murdered before they could spread the news, 
  then hid Briar away in a chamber deep under his palace. 
  Irovetti feared that upon returning the sword to Nyrissa, 
  she would cast him aside—he was not yet ready to lose the 
  power her favor granted him, and reasoned that he could 
  simply rule Pitax for another decade or so and keep Briar’s 
  recovery secret. Then, when he grew tired of life as a king, 
  he could announce to Nyrissa his “recent recovery” of Briar 
  and enjoy the reward for his service to the fey queen.
  Yet Nyrissa has had little time to wonder why it has taken 
  Irovetti so long to find the sword, for as “War of the River 
  Kings” begins, the time for her to gather up the Stolen Lands 
  as a gift for her strange patrons in the First World draws 
  near. Through her manipulation of Irovetti, she hopes to 
  spur the headstrong King into attacking the PCs’ kingdom. 
  If the PCs don’t react in kind, she’s prepared to send one 
  of her agents to provoke them, but she hopes that Irovetti’s 
  unprovoked attack does the trick. She then has but to wait 
  for the human kingdoms that control the lands she wishes 
  to take to weaken each other—she hopes that after the war is 
  over, there’ll be little resistance remaining when she begins 
  her eldritch assault on the land.
  Adventure SummAry
  Eager to appear friendly, King Irovetti invites the PCs 
  to take part in a grand tournament as a way to make the 
  first steps toward an alliance. Yet as the PCs enjoy the 
  tournament, Irovetti sends his troops around to strike 
  at the PCs’ kingdom from behind. When the treachery 
  becomes apparent, the PCs must escape back home and 
  organize their own army. Pitax attacks again and again—
  war has come to the Stolen Lands, and the PCs must go on 
  the offensive if they hope to protect what they’ve built. How 
  the PCs attempt to win the war is up to them. They can 
  march their armies directly against Pitax, or they might 
  attempt to scout out the Glenebon Uplands to try to find 
  weaknesses they can exploit. In the end, Irovetti retreats 
  into his palace and the war develops into a siege—one the 
  PCs need to break by infiltrating the palace and tracking 
  down the dangerous overlord in his own home.
  QueStS
  The PCs will have numerous quest opportunities as 
  this adventure unfolds. Eight of these appear on the 
  inside covers of this book, and several more are seeded 
  throughout the rest of the adventure.
  Each of the Glenebon Upland Quests presented in this 
  book is worth 51,200 XP when completed—this amount is 
  in addition to any experience points the PCs might earn 
  while attempting to complete the quest.
  Kingdom in the Background
  If you aren’t using the kingdom-building rules and letting 
  the PCs develop the Stolen Lands on their own, you 
  can assume that the nation of Narland has stabilized in 
  growth, and now reaches from Varnhold to the east all the 
  way to Fort Drelev in the west. Loyalty checks are a large 
  part of this adventure and of the mass combat rules—if 
  you’re not using the kingdom-building rules, though, your 
  players won’t have a Loyalty check to make. In this case, 
  you can substitute DC 22 Will saves in place of Loyalty 
  checks—just have whatever PC is most closely associated 
  with the effect that calls for a Loyalty check (such as the 
  PC commanding an army in mass combat) make a Will 
  save instead.
  
  9
  War of the River Kings
  War of the River Kings
  A note ABout timing
  All of the adventures in the Kingmaker Adventure Path are 
  sandbox-style adventures—the PCs are free to accomplish 
  the goals in each adventure in any order they wish. But 
  in “War of the River Kings,” things are a bit more open 
  than that. Just because this adventure starts with the 
  assumption that the PCs accept the invitation to take part 
  in the Crimson Celebration doesn’t mean that the PCs 
  have to follow this route. It’s quite likely that some parties 
  will simply not trust Irovetti’s invitation and won’t accept 
  his invitation—likewise, PCs who use divination magic 
  could well learn of Irovetti’s nefarious plans and refuse 
  his invitation for that reason. That’s fine!
  Use the material presented in this adventure to react 
  to the PCs’ choices—not to anticipate their choices. If 
  the PCs decide not to go to the Crimson Celebration 
  but instead decide to start exploring the Glenebon 
  Uplands, Irovetti could simply attack their kingdom 
  while the PCs are up in the Branthlend Mountains 
  looking for giant wyverns or something. If the PCs are 
  more interested in staying at home and managing their 
  kingdom, they may be home when Irovetti attacks and can 
  take part in the defense of Fort Drelev or whatever location 
  is attacked. In such a case, they may well completely skip 
  the content presented in Part One—this doesn’t mean 
  you can’t use it, though. Once the PCs defeat Lord Irovetti, 
  you can have the PCs’ advisors suggest they hold their 
  own celebration to help build up morale. In this event, 
  Part One actually takes place at the end of the adventure, 
  and gives the PCs a chance to relax and take part in some 
  fun diversions and contests.
  PArt one:  
  the ruShlight treAchery
   
  “War of the River Kings” can begin whenever you want, 
  although you should start the adventure before the PCs 
  begin to seriously explore into the Glenebon Uplands. 
  King Irovetti can watch and wait for months or even years 
  if the PCs seem content to leave him alone, but eventually 
  he’ll grow impatient and set his plans in motion.
  When you’re ready to begin, the PCs receive a beautiful 
  invitation from none other than King Irovetti to 
  something called the “Rushlight Tournament.” The text 
  of this invitation is presented on page 6 of this adventure. 
  The invitation arrives via messenger—a fleet-footed 
  man named Velemandr (use the stats for a Pitax herald if 
  necessary) who is willing to wait up to a day for the PCs 
  to make their decision before returning to Pitax to report 
  their response to Irovetti.
  A DC 20 Knowledge (local) check is enough to know that 
  the Rushlight Tournament is one of King Irovetti’s most 
  popular traditions. A Rushlight Tournament has been 
  held every year since King Irovetti claimed the crown; 
  it’s a popular event that draws the majority of its 
  contestants from Pitax but also sees participants from 
  throughout the River Kingdoms. The tournament 
  traditionally takes place on a small area of cleared 
  land on the southern shore of the Rushlight near the 
  northern border of Pitax.
  If the PCs don’t seem interested in attending the 
  Rushlight Tournament, advice from one of their fellow 
  NPC government leaders, or perhaps the result of a DC 
  15 Knowledge (nobility) check, could give some good 
  reasons for taking part in the competition. Even if the 
  PCs don’t compete in the numerous events, attending 
  the Tournament is a great opportunity to meet 
  other notables of the River Kingdoms and to present 
  themselves as the rulers of the newest River Kingdom—
  failure to appear at this well-known and much anticipated 
  event could be misinterpreted by other River Kings as a 
  sign of weakness or even a deliberate insult or veiled act 
  of aggression. Actually competing in the tournament 
  and winning (or even placing) in the events would bring 
  fame and prestige not only to the PCs, but to their entire 
  kingdom. And finally, there’s the lure of the promised rod 
  of lordly might—this year’s grand prize for the kingdom that 
  scores the most points during the Tournament. 
  the ruShlight tournAment
  The Rushlight Tournament is held at a massive festival 
  ground erected by King Irovetti a dozen miles northeast 
  of the city of Pitax, about a half-mile from the southern 
  shore of the Rushlight River itself on the banks of a minor 
  waterway called Cutter’s Creek. Once the tournament gets 
  NPCs Gain Levels Too!
  Readers of Guide to the River Kingdoms have doubtlessly 
  noticed that King Irovetti is listed as a 9th-level bard in 
  that book, but a quick check of his stats in this adventure 
  reveals that he’s quite a bit higher level. Obviously, since 
  this adventure is for 13th and higher level characters and 
  we wanted Irovetti to be a significant challenge, we had to 
  increase his level. If you’re looking for an in-game reason 
  to account for the discrepancy, you need look no further 
  than the fact that Guide to the River Kingdoms gives a 
  snapshot of the region at the start of the Kingmaker 
  Adventure Path. If enough time has passed for your 
  PCs to grow from 1st-level characters to 13th-level 
  characters, certainly Irovetti’s had time to gain a 
  few levels as well! In addition, his continued pride 
  and greed and the influence of his advisors have 
  had an inexorable result—the man is no longer 
  neutral, but evil.
  
  10
  Festival  
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  Pavilion
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  Staging
  Pavilion
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  Pavilion
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  Rotunda 
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  underway, the festival grounds become thronged with 
  people, essentially transforming the area into a town 
  overnight. Merchants from numerous River Kingdoms 
  come to hawk their wares at this event—traditionally, even 
  Brevoy sends some representatives, although this year 
  marks the first with no official Brevic presence as internal 
  tensions in that nation are nearing a breaking point. 
  Wandering merchants jockey for space, crying their wares, 
  whether hot from a basket or cool from a cask. Stages 
  with jugglers, minstrels, mummers’ troupes, and trained 
  animals dancing and leaping all vie for the attention (and 
  the coin) of the throngs reveling in King Irovetti’s bounty.
  The festival begins on the first Fireday of Sarenith 
  (although you should feel free to adjust this date to anything 
  that you wish to fit the realities of your Kingmaker 
  campaign). The first day of the tournament is given over 
  to trading, feasting, a preview of the beasts of the traveling 
  menagerie, entertainment (of varying quality), and (after 
  sunset) a grand display of fireworks. The next 3 days are 
  highlighted by contests at the Coliseum, then followed 
  by a day of rest. Finally, on the 6th day, the tournament 
  culminates in a nightlong celebration of wine in honor of 
  Pitax’s many vintners—all culminating in the traditional 
  Midnight Joust, after which the final winner of the 
  Tournament is announced. 
  the FeStivAl groundS
  The festival grounds are laid out along Cutter’s Creek, a 
  minor tributary of the Rushlight River. The major features 
  of the festival grounds are described below—all of these 
  locations can be visited at any time by curious PCs.
  Coliseum: All of the official tournament events take 
  place in this large field of hard-packed dirt. The northern 
  side of this large open field has rows of bench seats for 
  spectators. A noble’s box stands at the east end of the 
  field—but seating there is limited.
  Menagerie: This enormous purple pavilion is a 
  showplace of tamed horrors and monstrosities from 
  across Golarion. The mysterious Madame Duclarion (N 
  female human sorcerer 10) and her hulking handlers, the 
  Brothers Ohka (CE male ogres), keep a charmed menagerie 
  of dinosaurs, exotic animals, and magical beasts culled 
  from every land for the viewing pleasure of festival-goers. 
  Madame Duclarion keeps her creatures (and her handlers) 
  calm and controlled through judicious use of charm person, 
  charm monster, and other enchantment effects.
  
  11
  War of the River Kings
  War of the River Kings
  Pitax Warden
  Rotunda: The Rotunda is where passes to tourney events 
  can be purchased; each day’s events cost as little as 1 gp 
  for a single ticket to as much as 1,000 gp for a noble “box” 
  suitable for seating up to 10.
  The Royal Blue: The buildings that surround this small 
  lake are grand silken pavilions facing the water. These are 
  reserved for the private use of visiting dignitaries from 
  the other River Kingdoms, the flags flying above them 
  marking the lands of their inhabitants. If the PCs accept 
  their invitation to the event from Lord Irovetti, they are 
  granted the use of the easternmost bathhouse for the 
  duration of the event.
  Royal Pavilion: This pavilion is used by the king, his 
  bodyguards and minions. The pavilion is protected by a 
  permanent mage’s private sanctum so that anyone who peers 
  into the tent sees only a dark, foggy mass.
  Staging Pavilion: This pavilion is used 
  for competitors preparing for games in 
  the Coliseum. The pavilion consists 
  of several smaller areas formed by 
  canvas walls surrounding a larger 
  central area for competitors to 
  gather in before they emerge 
  when they are announced for a 
  competition.
  Security
  Many of Pitax’s most capable 
  guards 
  serve 
  long 
  hours 
  as 
  security. The standard Pitax soldier 
  is merely a 2nd-level warrior, but 
  they are overseen by the much 
  more dangerous Pitax wardens and 
  Pitax heralds. These guards are 
  encountered often throughout this 
  adventure—their stats are presented 
  below and referenced as needed in 
  the text.
  Pitax Herald                            CR 5
  XP 1,600
  Human bard 6
  N Medium humanoid (human)
  Init +2; Senses Perception +9
  DefenSe
  AC 17, touch 12, flat-footed 15 
  (+5 armor, +2 Dex)
  hp 45 (6d8+18)
  fort +3, Ref +7, Will 
  +5; +4 vs. bardic 
  performance, 
  language-
  dependent, and sonic
  OffenSe
  Speed 30 ft.
  Melee mwk rapier +7 (1d6/18–20)
  Ranged +1 shortbow +7 (1d6+1/×3)
  Special Attacks bardic performance (7 rounds/day, standard 
  action, countersong, distraction, fascinate, inspire 
  competence +2, inspire courage +2, suggestion)
  Spells Known (CL 6th; concentration +9)
  2nd (4/day)—animal messenger, detect thoughts (DC 15), 
  enthrall (DC 15), sound burst (DC 15)
  1st (5/day)—charm person (DC 14), cure light wounds, silent 
  image (DC 14), ventriloquism
  0 (at will)—daze (DC 13), light, mage hand, mending, 
  message, summon instrument
  StAtIStICS
  Str 10, Dex 14, Con 13, Int 12, Wis 10, 
  Cha 16
  Base Atk +4; CMB +4; CMD 16
  feats Point-Blank Shot, Precise 
  Shot, Toughness, Weapon 
  Finesse
  Skills Acrobatics +10, 
  Bluff +12, Intimidate +12, 
  Knowledge (local) +13, 
  Perception +9, Perform 
  (Oratory) +12, Perform 
  (Wind) +12, Stealth +10
  Languages Common, Halit
  SQ bardic knowledge +3, 
  lore master 1/day, versatile 
  performance (oratory, wind), 
  well-versed
  Combat Gear potion of invisibility, 
  potion of fly; Other Gear +1 chain 
  shirt, +1 shortbow with 20 arrows, 
  masterwork rapier
   Pitax Warden 
  CR 5
  XP 1,600
  Human fighter 6 
  N Medium humanoid (human)
  Init +0; Senses Perception +7
  DefenSe
  AC 20, touch 10, flat-footed 20  
  (+10 armor)
  hp 51 (6d10+18)
  fort +9, Ref +2, Will +3; 
  +2 vs. fear
  OffenSe
  Speed 20 ft.
  Melee +1 
  greatsword +13/+8 
  (2d6+8/19–20)
  
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  StAtIStICS
  Str 18, Dex 10, Con 14, Int 8, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 20
  feats Cleave, Great Fortitude, Power Attack, Skill Focus 
  (Ride), Toughness, Vital Strike, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword)
  Skills Intimidate +10, Perception +7, Ride +8
  Languages Common
  SQ armor training +1, bravery +2, weapon training (heavy 
  blades +1), 
  Combat Gear potions of cure moderate wounds (2); Other Gear 
  +1 full plate, +1 greatsword
  An Audience with the king
  When the PCs arrive, King Irovetti expects them to pay a 
  visit to his Royal Pavilion—if the PCs don’t visit the king 
  within a few hours of arriving at the festival grounds, a 
  Pitax herald arrives to request their presence and escort 
  them to the Royal Pavilion to greet the king. 
  The interior of the royal pavilion stands in sharp contrast 
  to its relatively plain exterior. Lush red carpets cover the 
  ground and a dais supporting a carved and gilded chair 
  evoke the feel of a throne room, while a haphazard collection 
  of pedestals bearing sculptures and mounted paintings of 
  wildly varying quality and realism suggests a strange sort of 
  art gallery. A small raised stage supporting numerous large 
  musical instruments sits to one side of the pavilion.
  King Irovetti is a handsome, muscular, dark-haired 
  man in deep red velvets. A crown sits comfortably on his 
  brow and an elegant cloak drapes his shoulders. His belt 
  is thick with tools, weapons, and pouches, bespeaking an 
  adventuring lifestyle not completely left behind. He also 
  carries two strange pieces of equipment. The first and most 
  impressive is a long staff of unusual metal, one end of which 
  is fitted with thin blades and a spike that periodically shift 
  and move with a soft whirring noise. The second is a thin, 
  short rod of strange metal with a single spike at the end. 
  Small, circular lights periodically flash along the length of 
  this rod. Both of these curious items are in fact Numerian 
  devices—see page 46 for details.
  If he’s expecting the PCs, King Irovetti waits for 
  them on his throne, attended by a pair of beautiful 
  women—otherwise, he’ll be tinkering with the various 
  instruments with the same pair of women tutoring him 
  on how to play the instruments. In either case, he greets 
  the PCs enthusiastically.
  “My most illustrious guests! I am so eternally and unendingly 
  happy to see that you have safely arrived. Come, my pretties, 
  bring refreshment for these weary travelers—whether by 
  magic or by mare’s shank, traveling is thirsty work! Drink with 
  me to our continued success and the bonds of brotherhood 
  and friendship that shall be ours.”
  Irovetti may seem friendly and calm, but in fact 
  he’s already sizing up the PCs for what he believes is 
  an inevitable conflict—whether in person or on the 
  battlefield remains to be seen. For now, though, he wants 
  the PCs to feel as comfortable as possible, and has no 
  intention of treachery. The food and wine he offers are 
  safe and delicious, and the idle questions about how they 
  and their kingdom fare are relatively meaningless. If the 
  PCs ask him point blank about Drelev, he seems to be 
  somewhat embarrassed and admits that “Lord Drelev 
  was, shall we say, a bit too eager for his own good. He 
  got what he deserved, and I’m only thankful that you put 
  him down before he caused both of our kingdoms more 
  damage. I trust his attack on your town of Tatzlford left 
  no lasting problems?” Irovetti does his best to steer talk 
  away from politics, though, reminding the PCs that they 
  are here for a festival, not a summit.
  This chat should be relatively short—before long, Irovetti 
  indicates he has much to do to prepare for the games, and 
  invites the PCs to retire to their assigned bathhouse on the 
  Royal Blue. He wishes them well in the games to come, and 
  with that the PCs are expected to leave the tent and return 
  to the festival grounds. Until the games begin, how they 
  entertain themselves is left to them.
  meet the comPetition
  This year, the participants consist of six kingdoms in 
  all, including the PCs. You can feel free to develop the 
  competitors as you wish in your game if the PCs are 
  curious about them.
  Daggermark: Daggermark, as one of the most successful 
  River Kingdoms, attends the competition out of a sense 
  of duty, although their competitors are generally more 
  interested in the entertainment than they are at actually 
  competing for the prize.
  Gralton: The kingdom of Gralton has suffered long and 
  hard to survive, and their reasons for competing this year 
  are the same as every year—if they can win, the fame and 
  glory and monetary awards will help their nation greatly.
  Quest: The Rushlight Tournament
  The PCs must enter and win the Rushlight Tournament.
  Source: King Irovetti.
  task: The PCs must compete in the Rushlight 
  Tournament against several other River Kingdoms, either 
  on their own or by selecting champions to represent their 
  kingdom in the various games.
  Completion: Earn the most points overall and win the 
  tournament (see page 19).
  Reward: A rod of lordly might.
  
  13
  War of the River Kings
  War of the River Kings
  Nunzio Arpaia
  Mivon: Although Mivon’s relations with Pitax are shaky, 
  with skirmishes common along their borders, the two 
  nations are currently in something of a peace.
  Pitax: Although Pitax hosts the competition, its 
  champions feel no shame or awkwardness over 
  competing themselves.
  Tymon: The kingdom of Tymon is 
  famous for its own competitions and 
  gladiatorial battles. King Ungin sends 
  representatives to all of the competitions 
  and tournaments that occur in the River 
  Kingdoms if he can, large or small.
  A tASte oF glory
  The Rushlight Tournament has all manner of 
  common entertainments, minstrels, mummers, 
  singers, jugglers, tumblers, trained 
  animals, and on and on, but much 
  of its allure lies in the glory of 
  competition. All competitive events 
  take place in the Coliseum and, with 
  the exception of the Midnight Joust, 
  begin an hour before noon. Typically, the competitions last 
  for a few hours, with the day’s winners announced at the 
  rotunda in the Commons in the early evening.
  The schedule of games is posted throughout the 
  festival grounds. Each competition has its own rules, but 
  there are three rules that govern all of the events: harm 
  no spectators, kill no competitors, and don’t get caught 
  cheating. Breaking any of these rules is grounds for 
  disqualification from that event.
  Each contest has a first-place winner and a second-place 
  winner—those who don’t place first or second win no 
  accolades at all and in fact are often mocked by the crowd 
  during the competition. Contestants can always yield in a 
  contest if they wish. Most of the contests are timed—time 
  is tracked by the use of a large and extravagant water clock 
  kept in the noble’s palisade to the east of the coliseum.
  If the PCs win a contest, award them 25,600 XP. If they 
  place second, award them 6,400 XP. (Note: These awards 
  are tailored for the PCs—NPCs who win don’t gain XP 
  and thus shouldn’t suddenly rocket up in level during 
  the tournament.)
  Although King Irovetti serves as the arbiter and final 
  judge for all of the events, his master of ceremonies, 
  Nunzio Arpaia (N male human bard 6; use stats for a Pitax 
  herald if necessary), handles all of the announcements, 
  introductions, and commentary during the games. At 
  some point on the first day of the ceremony, Nunzio 
  approaches the PCs and briefly outlines the nature of 
  the four events for them, describing them as “an archery 
  contest using longbows, a test of strength using handaxes 
  or greataxes, a boasting contest, and a drunken jousting 
  competition.” He assumes the PCs’ kingdom will be 
  participating in the tournament and needs to know who 
  their competitors will be for each event, along with how 
  each competitor wants to be announced at the 
  start of each game.
  event 1: Aiming At 
  the tArget
  The first tournament event is 
  an archery competition, and 
  occurs on the second day of the 
  Rushlight 
  Tournament. 
  Since this competition is 
  meant to test skill and not 
  magic, each contestant must 
  use one of the masterwork 
  longbows provided by Irovetti. 
  Contestants stand at the eastern 
  end of the Coliseum and fire at one 
  of three targets set up at varying 
  distances to the west (particularly 
  foolish or daring observers enjoy 
  sitting on the benches on the west side of the shooting 
  range).
  Contest Rules: In this stage, each contestant is given six 
  arrows to fire at three different targets—a blue target at 
  a range of 30 feet, a green target at a range of 220 feet (–4 
  penalty due to range), and a red target at a range of 550 feet 
  (–10 penalty due to range). To score points, the contestant’s 
  arrow must not only hit the target but must stick into it as 
  well (a shot that fails to do enough damage to overcome the 
  target’s hardness bounces off and does not stick). A successful 
  critical hit on a target counts as a bull’s-eye. All shots must 
  be taken in 6 rounds or the shooter is disqualified. Likewise, 
  if no shots hit, the shooter is disqualified. If the shooter 
  fires all six arrows in fewer than 6 rounds, he earns 2 bonus 
  points for each remaining round. 
  Blue Target (range 30 ft.; AC 5; hardness 0): This Tiny 
  target has a picture of a kobold painted on it. The target 
  itself is made of canvas stretched over straw. A solid hit 
  earns 1 point, and a critical hit 3 points.
  Green Target (range 220 ft.; AC 7; hardness 2): This 
  Diminutive target has a picture of an owlbear painted on 
  it. The target itself is made of several layers of thick hide. A 
  solid hit earns 3 points, and a critical hit 9 points.
  Red Target (range 550 ft.; AC 11; hardness 4): This Fine 
  target has a picture of a dragon painted on it. The target is 
  made of soft wood. A solid hit earns 5 points, and a critical 
  hit 15 points.
  Contestants: The five other contestants are listed below, 
  along with their strategies for accumulating as many points 
  as possible. As more contestants shoot, the target number 
  of points becomes a quantifiable goal, which might spur 
  
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  a contestant to abandon his or her strategy to take riskier 
  shots or easier shots, depending on what the established 
  point total to beat is. 
  Determine the order in which the contestants shoot 
  randomly.
  Archers
  DAGGeRMARK
  Ilraith Valadhkani
  Male human rogue 12
  Ranged mwk longbow +16/+11 (1d8/×3)
  Strategy Ilraith takes his shots at the red target for most of 
  his shots, switching to the green target when he attacks 
  with his second attack in a round. He has Far Shot (so his 
  range penalties are halved). He also uses his major magic 
  rogue talent to cast true strike just before the contest begins, 
  and then again on the 2nd round of the contest so that he 
  can enjoy the bonus to hit on his 3rd round. He then takes 
  full-attack actions to fire his remaining arrows as quickly as 
  possible in his remaining rounds. Although these strategies 
  are pushing the boundary, only the fact that he’s stealthily 
  using adamantine arrows counts as cheating. When he picks 
  up his arrows at the start of the competition, he uses Sleight 
  of Hand +22 to substitute the six adamantine arrows (the 
  arrowheads of which have been painted the color of steel 
  to help with the deception) from his handy haversack. It’s a 
  DC 20 check for him to pull this stunt off, so he can do so 
  automatically. No one else notices, but a PC who exceeds the 
  result of his Sleight of Hand check with a Perception check 
  notices the swap. If the PC calls Ilraith on this and accuses 
  him of cheating, she must make a DC 15 Diplomacy check 
  in order to convince Irovetti to call for an inspection of the 
  arrows. If Ilraith is exposed as a cheat, he’s disqualified, much 
  to the shame of Daggermark. If no one notices him swap out 
  the arrows, someone eventually realizes that a contestant was 
  cheating after the contest ends and the arrows are gathered 
  up, but by that point it’s too late to call Ilraith on it.
  GRALtOn
  florante Mayank
  Female half-elf fighter 9
  Ranged mwk longbow +18 (1d8+8/19–20/×3)
  Strategy Florante makes all of her shots as full-round actions, 
  using careful aim to line up her shot. She makes her first 
  three attacks against the green target, hoping to score at 
  least one critical hit. If she does, she makes her second 
  three attacks against the red target. She uses Deadly Aim 
  on all attacks.
  MIVOn
  navarathna
  Female elf ranger 9
  Ranged mwk longbow +16/+16/+11 (1d8+1/×3)
  Strategy Navarathna is something of a show-off, and she takes 
  full-attack actions with Rapid Shot to score as many hits as 
  she can as quickly as she can on the green target, hoping to 
  pick up the extra 8 points for finishing off all six of her arrows 
  in 2 rounds. She wears a set of greater bracers of archery.
  PItAX
  Villamor Koth
  Male human barbarian 15
  Ranged mwk longbow +17 (2d8/×3)
  Strategy Villamor uses his Vital Strike feat to increase the amount 
  of damage his arrows do and takes all of his first shots at the 
  red target. If he misses the first five shots entirely, he chickens 
  out and takes his last shot at the blue target, abandoning Vital 
  Strike to make a single full-round attack after lining up his shot 
  to gain a +5 bonus on the attack.
  tyMOn
  Damanjot
  Male half-orc ranger 11
  Ranged mwk longbow +17 (1d8+6/×3)
  Strategy Damanjot takes the time to line up his shots and 
  attacks the red target using full-round actions. He has the 
  Far Shot feat, and thus takes only half the range penalty, but 
  also uses Deadly Aim to increase the damage inflicted by 
  each shot.
  Winning: The contestant with the high score wins first 
  place, and the contestant with the second highest score wins 
  second place. In the unlikely event of a tie, the contest moves 
  on to as many tiebreaker stages as are necessary, with each 
  contestant in a tiebreaker stage only using 1 arrow per stage.
  event 2: teSt oF the Axe
  The second tournament event is a test of strength, and 
  occurs on the third day of the Rushlight Tournament. In 
  the test of the axe, six logs are brought into the Coliseum 
  and lined up in a row. The contest is to determine how 
  many logs each contestant can hew through in 1 minute.
  Contest Rules: At the start of the contest, each 
  contestant is supplied with a masterwork greataxe or a 
  pair of masterwork handaxes (contestant’s choice), and 
  each contestant has 1 minute (10 rounds) to chop through 
  as many logs as she can. Each log is placed 10 feet apart, 
  so upon destroying one log, the contestant must move 
  this distance before beginning on the next log. Attack 
  rolls are, of course, necessary, since even though the logs 
  have an AC of 3, a natural 1 is considered a miss. If the 
  contestant damages a log with something other than one 
  of the provided axes, she is disqualified from this event. 
  Spellcasting is allowed, but only once the timer starts.
  1-Foot-Thick Log (AC 3; hardness 5; hp 120): Each log that 
  is fully destroyed grants the contestant 5 points. Each log 
  that is merely damaged grants only 2 points.
  Contestants: The order in which the contestants make 
  their attempts to chop through the logs doesn’t matter—
  determine the order randomly. If you don’t want to roll 
  
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  War of the River Kings
  War of the River Kings
  out each contestant’s attacks and damage, you can simply 
  assume every 20th attack misses and that they deal average 
  damage on each hit—after each contestant’s damage 
  value, the number of logs they finish off (and the number 
  of points they receive) is listed if you wish to use this 
  expedient method to resolve NPC results.
  Lumberjacks
  DAGGeRMARK
  yegina Varudu
  Female human sorcerer 12
  Melee +1 greataxe +17/+17/+12/+7 (3d6+7); average result: 2 
  destroyed and 1 damaged for 12 points
  Strategy Yegina looks rather small and frail, and she receives 
  a fair amount of mockery before this contest—mockery she 
  heroically ignores with a smile on her face. She then spends 
  the first round of the contest casting a quickened enlarge 
  person followed by transformation. She also activates her 
  boots of speed to gain haste for the duration of the event. 
  Her melee stats above with the greataxe include these spell 
  effects—she spends the remaining 9 rounds powering 
  through as many logs as she can.
  GRALtOn
  Kilbaskian Ord
  Male human ranger 10
  Melee mwk handaxes +11/+11/+6/+6 (1d6+10); average result: 2 
  destroyed and 3 damaged for 16 points
  Strategy Kilbaskian uses two handaxes in this competition, 
  relying on his strength and feats like Double Slice and Power 
  Attack to inflict greater damage than normal. On the last 
  round, he throws his hatchets at two undamaged logs to 
  weasel out an extra 4 points if he can by damaging additional 
  logs further down the line. This causes something of an 
  uproar, but unless PCs can convince Irovetti to rule that 
  the thrown axes don’t count by making a DC 30 Diplomacy 
  check, he bemusedly lets the result stand.
  MIVOn
  Dizon Marmada
  Female dwarf fighter 12
  Melee mwk greataxe +18/+13/+8 (1d12+21); average result: 4 
  destroyed for 20 points
  Strategy Dizon uses Power Attack on every strike, and Vital 
  Strike in every round she has to move to attack a new log.
  PItAX
  Villlamor Koth
  Male human barbarian 15
  Melee mwk greataxe +20/+20/+15/+10 (1d12+18); average 
  result: 4 destroyed and 1 damaged for 22 points
  Strategy Villamor drinks a potion of haste from a large 
  drinking horn on the first round of the competition. On the 
  second round, he rages; he then uses Power Attack on every 
  strike and uses Vital Strike in every round he has to move to 
  attack a new log.
  tyMOn
  timsina Siraj
  Female human cleric of Gorum 12
  Melee +1 greataxe +17/+17/+12 (3d6+23); average result: 4 
  destroyed for 20 points
  Strategy Timsina takes the first round of combat to cast divine 
  power and quickened magic weapon. On the second round, 
  she casts righteous might and quickened bull’s strength. 
  She begins chopping logs on the third round, using 
  Power Attack on every blow. Since she has the domains 
  of Destruction, she activates her destructive aura for the 
  entire 10 rounds.
  Winning: The winner is the competitor who earns 
  the most points after 1 minute. In the case of a tie, the 
  competitors are each given their own log and race to see who 
  can destroy their’s faster.
  event 3: BoASting
  The third tournament event is a test of boasting and 
  storytelling, and occurs on the third day of the Rushlight 
  Tournament. This is the event that the audience is 
  anticipating the most, as well as being one of the most 
  traditional events—it has occurred in every Rushlight 
  Tournament from the start, beating out the Midnight 
  Joust by 1 year for that honor.
  Contest Rules: For this event, a wooden platform is built 
  in the center of the Coliseum. In turn, each contestant 
  is to take this stage and boast to the audience of one of 
  his greatest accomplishments. The boast must last for 5 
  minutes and must consist of a beginning, a middle, and 
  an end. Each of these stages requires a specific skill check 
  to determine how well received that portion of the boast is 
  by the audience.
  Beginning: The boaster must introduce himself as 
  someone to respect and perhaps even fear by making a DC 
  25 Intimidate check. 
  Middle: The bulk of the boast must be done believably 
  and convincingly by making a DC 25 Bluff check.
  End: The boaster must end his tale by graciously 
  thanking the audience for their time by making a DC 25 
  Diplomacy check.
  Overall Performance: Each boaster must select one style 
  of Performance to augment his boast. Once the three 
  stages are complete, he makes a single Perform check of 
  the appropriate type to determine how loudly the crowd 
  cheers for his tale. The result of this check counts as points 
  toward winning the contest.
  Contestants: Determine the order in which each 
  contestant boasts randomly. Each contestant’s boast is 
  presented in abbreviated form; you can use this summary 
  as presented in game, or you can expound upon the tales 
  as you see fit.
  
  16
  Part 5 
  of 6
  Part 5 
  of 6
  Boasters
  DAGGeRMARK
  Memon esponde
  Male human rogue 12
  Skills Bluff +17, Intimidate +17, Diplomacy +17, Perform (dance) +9
  Strategy Memon spins an implausible tale about how he 
  stole into a temple of Calistria and seduced all seven of 
  its priestesses, including the high priestess, in a single 
  night. When the clergy realized he loved none of them, 
  he escaped on the back of the temple’s sacred giant wasp 
  with the high priestess’s corset as a trophy. A DC 20 Sense 
  Motive made during this boast gives the distinct impression 
  that the high priestess in question that Memon is talking 
  about is none other than Tymon’s contestant, Mialolessa—
  although she seems nonplussed by Memon’s story.
  GRALtOn
  Ankus Depergode
  Male dwarf rogue 10
  Skills Bluff +13, Intimidate +8, Diplomacy +13, Perform 
  (oratory) +7
  Strategy Ankus is a relatively rotund dwarf, but he makes up 
  for his apparent awkwardness with a bombastic voice. He 
  boasts of how he stowed away on the Seawraith, the ship 
  of the goddess of pirates, Besmara, and of his adventures 
  in the outer sphere. In particular, he boasts of how he won 
  a deva’s wings and a devil’s beard in a single gambling 
  game. Despite the audacity of Ankus’s claims, the crowd 
  seems to be particularly excited and delighted by his 
  tale. This is because Ankus has a ringer in the crowd—a 
  bard friend who’s using his various talents and spells to 
  subtly manipulate key members of the audience to make 
  it appear that Ankus is far more popular than he really is. 
  This manipulation effectively grants the dwarf a +5 bonus 
  on all of his skill checks. If the PCs observe the situation 
  closely, they can spot the cheating with a successful DC 20 
  Sense Motive check, or simply by studying the crowd while 
  using detect magic and making a DC 15 Spellcraft check. If 
  the PC calls out the ruse, Ankus panics and King Irovetti 
  bemusedly disqualifies the dwarf for cheating.
  MIVOn
  Ceala Ravenbrow
  Female human fighter 8/bard 3
  Skills Bluff +11, Intimidate +16, Diplomacy +8, Perform (sing) +11
  Strategy Ceala’s boast is a tale of blood and danger—she 
  tells of how she single-handedly saved a small village in 
  northern Galt from the ravages of a demonic chimera who 
  had wings of fire and a scorpion’s tail. If her tale is to be 
  believed, Ceala lopped off the chimera’s dragon head with 
  her sword, crushed the goat head under a falling rock, 
  and tore the chimera’s tail from its body and strangled its 
  remaining lion head in order to kill it—all without spilling 
  the glass of elven absinthe she’d started to drink when the 
  chimera spotted and attacked her.
  PItAX
  Annamede Belavarah
  Female human bard 13
  Skills Bluff +21, Intimidate +21, Diplomacy +21, Perform 
  (comedy) +21
  Strategy Annamede is one of Pitax’s best-known comedians 
  and social commentators. King Irovetti has a strong dislike of 
  the woman, who has rebuffed his advances numerous times 
  and seems to have no fear speaking out against his rule in 
  Pitax, yet the fact that she’s so well loved by the populace 
  and has won the boasting competition every year ensures 
  her role—Irovetti would rather Pitax keep its crown in this 
  contest than silence the bard. This year, Annamede’s boast 
  should interest the PCs in particular, for she claims to have 
  spent the past several months (or years, as appropriate for 
  your campaign) spying upon the PCs’ kingdom and using her 
  influence to cause misfortune to the PCs. Whether or not 
  her boasts are true, her knowledge of various embarrassing 
  failures and problems the PCs have had with their kingdom 
  should feel eerily accurate. 
  tyMOn
  Mialolessa
  Female elf cleric 11 (Calistria)
  Skills Bluff +14, Intimidate +7, Diplomacy +17, Perform 
  (oratory) +11
  Strategy Mialolessa is a beautiful elven woman, well known and 
  well loved in her home kingdom of Tymon. She boasts of her 
  days spent in Kyonin, and of how she seduced a succubus 
  who had been sent from Tanglebriar to enslave her and drag 
  her back to Treerazer to serve as the demon’s consort. After 
  she seduced the succubus, Mialolessa sent her back into 
  Tanglebriar and, to this day, receives gifts of strange fungal 
  potions and wines with which the succubus attempts to win 
  her back. If her tale follows Memon’s, she adds a stinger to 
  her story, mentioning that it took her weeks to recover from 
  a particularly embarrassing condition she “caught” from her 
  succubus lover, and how she hopes none of her other lovers 
  since then have been suffering from a painful rash of late. She 
  casts a sly glance at Memon, who seems to look a bit worried.
  Winning: For each skill check the boaster successfully 
  makes during the three stages, award 1 point. Multiply 
  the result of the boaster’s Perform check by the number of 
  points he earned during the three stages—this final total is 
  the boaster’s final score. Whoever’s total score is the highest 
  wins; in the event of a tie, the tied boasters must face off 
  in subsequent boasts, replaying the entire competition with 
  different boasts each time until there’s a winner.
  event 4: the midnight JouSt
  The final tournament event is one that many look forward to, 
  since it is the Midnight Joust that promises the best chance 
  at seeing competitors really hurt each other. It’s something 
  
  17
  War of the River Kings
  War of the River Kings
  of an unspoken tradition that those who participate in the 
  Midnight Joust are drunk; certainly the majority of the 
  audience is. The Midnight Joust, as implied by its name, 
  takes place at midnight on the last day of the Tournament. 
  The Coliseum is well lit by dozens of everburning torches, 
  many of which are held by drunken observers in the stands. 
  Those who elect to participate in the jousting while drunk 
  are effectively sickened—jousting while drunk amuses the 
  crowd but doesn’t grant any additional points.
  Contest Rules: Each jouster is equipped with a masterwork 
  lance and a heavy wooden shield. Riders may provide their 
  own armor and gear, but they must use the weapon and 
  shield provided. A heavy horse and a military saddle are 
  provided for anyone who doesn’t have her own mount. The 
  joust takes place in three stages, as detailed below.
  Stage One: The goal of the first stage is to weed out 
  contestants until only two remain. In this stage, each 
  contestant jousts against a Pitax warden (the champion of 
  the previous year’s Midnight Joust—Villamor Koth in this 
  case—does not take part in this aspect of the competition). 
  The order in which the contestants joust is determined 
  randomly. If a contestant is unseated by a Pitax warden, 
  the crowd jeers and that contestant is disqualified. Once 
  all five contestants have gone, the jousting continues, but 
  in reverse order, so that the last jouster gets to joust again 
  immediately. Once only two contestants remain, Stage 
  Two begins (this system does give those contestants who 
  go later a slight advantage).
  Stage Two: In this stage, the two jousters who made it 
  through Stage One joust each other until one of them is 
  unseated. The winner advances to stage three.
  Stage Three: In the final stage, the remaining challenger 
  jousts against the reigning champion, Villamor Koth. 
  Unlike the previous stages, though, Koth spends some 
  time toying with his opponent if that opponent is a PC, as 
  detailed under Koth’s tactics in his stat block below.
  Jousting Rules: A joust consists of both competitors 
  beginning at opposite ends of the jousting arena (called 
  the lists), then riding toward each other, lances lowered, in 
  an attempt to unhorse the other. Both jousters make Ride 
  checks to determine the order in which they attempt to 
  unseat the other—the jouster with the higher Ride check 
  goes first. In the result of a tie, both strike simultaneously, 
  possibly unseating each other in a dramatic clash. When 
  attempting to unseat a foe during a joust, resolve the 
  attempt as a bull rush. These bull rushes never provoke 
  attacks of opportunity from the opposing jouster. If the 
  first jouster fails to unseat her foe, then the second jouster 
  gets a bull rush attempt against the first. If neither jouster 
  is unseated, they replace their lances and shields (both are 
  designed to shatter dramatically when they are used) and 
  line up for another go. An attack against a foe’s horse is 
  grounds for immediate disqualification.
  Contestants: The competitors in the Midnight Joust are 
  all drunk, save for Villamor Koth. The –2 penalty on their 
  rolls from being sickened is included in their stats.
  Jousters
  Pitax Warden
  Human fighter 6
  Ride +6; CMB +8; CMD 18
  DAGGeRMARK
  Chantal Urena
  Female human ranger 10/barbarian 2
  Ride +14; CMB +19; CMD 30
  GRALtOn
  Sir Briannel Paulson
  Male human ranger 5/fighter 5
  Ride +14; CMB +12; CMD 25
  MIVOn
  Khristel Cotoio
  Male human fighter 11
  Ride +16; CMB +15; CMD 28
  PItAX
  Villamor Koth
  Male human barbarian 15
  Ride +15; CMB +22; CMD 34
  tyMOn
  Damanjot
  Male half-orc ranger 11
  Ride +17; CMB +14; CMD 27
  Villamor Koth 
  CR 14
  XP 38,400
  Male human barbarian 15 
  CE Medium humanoid (human)
  Init +1; Senses Perception +14
  DefenSe
  AC 26, touch 12, flat-footed 24 (+9 armor, +2 deflection,  
  +1 Dex, +1 dodge, +5 natural, –2 rage)
  hp 217 (15d12+120)
  fort +15, Ref +6, Will +11
  Defensive Abilities indomitable will, improved uncanny 
  dodge, trap sense +5, DR 5/—
  OffenSe
  Speed 40 ft.
  Melee +1 vicious greataxe +24/+19/+14 (1d12+11/19–20/×3 plus 
  2d6) or
  mwk lance +24/+19/+14 (1d8+10/×3)
  Ranged mwk longbow +17/+12/+7 (1d8/×3)
  Special Attacks greater rage (35 rounds/day), rage powers 
  (guarded stance [+3 + Con bonus], knockback, no escape, 
  rolling dodge +3, unexpected strike)
  tACtICS
  Before Combat Before any fight, Villamor drinks a potion of 
  barkskin.
  
  18
  Villamor Koth
  Part 5 
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  Part 5 
  of 6
  During Combat Villamor takes his time jousting and is eager 
  to toy with the PCs in an attempt to humiliate and hurt 
  them—especially if they’re doing well in the competition 
  and look like they have a good chance at winning. He 
  figures that if he can egg their jousting contestant into 
  attacking him, he can kill that PC in self-defense without 
  getting in too much trouble. He does not attempt to unseat 
  a PC contestant, but instead makes actual attacks against 
  his opponent with his lance on each pass. Note that each 
  time a character takes damage while riding, she must make 
  a DC 5 Ride check to remain in the saddle—it’s certainly 
  possible this tactic could unseat a particularly inept rider. To 
  observers, of course, Villamor’s tactics are easily mistaken 
  for overly aggressive attempts to unseat a rider—the crowd 
  certainly loves the violence. If he’s properly unseated by a 
  PC, Villamor swallows his pride for now and nurtures the 
  thought of revenge—he’s one of Irovetti’s closest allies, 
  after all, and knows that the king plans to go to war.
  Morale Villamor does not fight to the death at this time; 
  if the PCs respond to his goading by attacking, he’ll 
  “defend” himself (and attempt to kill the attacking PC), 
  but if all the PCs start to gang up on him, or if he’s 
  reduced to fewer than 150 hit points, he breaks off his 
  attack and Irovetti steps in to try to calm things down. 
  If the PCs continue to attack, Irovetti uses dimension 
  door to escape back to the Royal Pavilion with Villamor 
  and announces that the Rushlight Festival is cancelled 
  due to unwarranted aggression on a visitor’s behalf. He 
  gives the PCs an hour to leave Pitax before he attempts 
  to have them arrested as criminals; in any event, this 
  development gives him a handy, if flimsy, excuse to go 
  to war with the PCs. Certainly the PCs aren’t thought of 
  kindly by the other competitors and attendants at the 
  festival, for they see the PCs as the ones responsible for 
  the tournament’s cancellation in this case. See Part Two 
  for more information on how the war develops.
  StAtIStICS
  Str 24, Dex 13, Con 22, Int 8, Wis 12, Cha 10
  Base Atk +15; CMB +22; CMD 34
  feats Critical Focus, Dodge, Improved Critical (greataxe), Iron 
  Will, Power Attack, Staggering Critical, Toughness, Vital 
  Strike, Weapon Focus (greataxe)
  Skills Intimidate +18, 
  Knowledge (nature) 
  +13, Linguistics +0, 
  Perception +14, Ride 
  +15, Survival +14
  Languages Common, 
  Halit
  SQ fast movement
  Combat Gear potions of barkskin 
  +5 (3); Other Gear +5 hide armor, +1 vicious 
  greataxe, ring of protection +2
  Winning: The last jouster seated on her mount at the 
  end of Stage Three wins the Midnight Joust.
  SPoilS oF victory
  With the end of the Midnight Joust, King Irovetti and 
  his master of ceremonies take the field, inviting all of 
  the contestants to join them as they award the winning 
  River Kingdom the grand prize—a rod of lordly might. To 
  determine which kingdom wins this prize simply total the 
  amount of first and second place wins for each kingdom 
  across the five events. Each first place earns the kingdom 
  3 points, while each second place earns it 1 point. Total all 
  the points—the kingdom with the most points wins the 
  Rushlight Tournament and takes the grand prize, which 
  is given to that kingdom’s ruler by King Irovetti himself 
  
  19
  War of the River Kings
  War of the River Kings
  during a final grand ceremony at the Coliseum. Once this 
  ceremony is over, the crowd breaks up quickly, eager either 
  to attend one of the many post-tournament celebrations 
  or to get some much-needed rest. Traditionally, visitors 
  to Pitax spend several days unwinding in the city, but the 
  PCs are likely to receive urgent news from home before the 
  dawn (see Part Two).
  PArt two:  
  Behind enemy lineS
  As entertaining as the Rushlight Tournament is, and as 
  friendly as King Irovetti might seem, the entire tournament 
  is little more than a devious distraction. Irovetti has 
  entrusted the general of his armies, an ogre mage named 
  Avinash Jurrg, to lead some of Pitax’s army (including 
  a flight of wyverns) in an initial attack against the PCs’ 
  heartland. When word of this attack reaches the PCs’ ears, 
  they’ll doubtless react in kind, and war will come to the 
  Stolen Lands—just as the nymph Nyrissa had planned.
  the wAr BeginS
  How the War of the River Kings begins will vary, depending 
  on the situation in your game, but the assumption is that 
  the PCs learn about an attack on one of their towns (such 
  as Fort Drelev, Tatzlford, Varnhold, or even their capital 
  city) by a sizable group of Pitaxian soldiers and a flight of 
  wyverns. The war could also begin as a result of Irovetti 
  being insulted by the PCs refusing to attend the Rushlight 
  Tournament, or the PCs themselves could be the initial 
  aggressors if they march into the Glenebon Uplands and 
  start claiming hexes there to add to their kingdom.
  However the war begins, its course should be determined 
  by your players. The most likely chain of events, however, 
  should run something like the following. Irovetti doesn’t 
  have a huge army, but he does have many groups of allied 
  mercenaries and monsters ready to serve Pitax. Many of 
  these mercenary companies or monstrous groups have 
  camped throughout the Glenebon Uplands, and Irovetti 
  plans on using them in numerous strikes against the PCs. 
  Yet after his first defeat, he starts to worry that the PCs 
  might be a tougher foe than he anticipated—once the PCs 
  start to push into the Glenebon Uplands, Irovetti goes on 
  the defensive. Eventually, with his armies scattered and the 
  PCs occupying the town of Pitax, Irovetti and his closest 
  allies retreat to his palace in the city of Pitax, and the PCs 
  must invade the palace to finish the mad king off.
  deFending the heArtlAnd
  If Irovetti makes the first move in the war, which city 
  he attacks depends on where your players have placed 
  their settlements. How the PCs hear about the attack 
  depends upon their capabilities and how their kingdom 
  has developed. This initial attack on the PCs’ kingdom 
  is intended to spur the PCs into action, not to introduce 
  them to the mass combat rules.
  Building An Army
  Appendix 2 provides all the rules for mass combat, but 
  how do the PCs gather armies to fight battles for them in 
  the first place? For “War of the River Kings,” the PCs have 
  several choices for army types—the standard choices are 
  listed in this section, but you can use the rules in Appendix 
  2 to adjust the size or even the makeup of these armies as 
  you or your players wish.
  Maintaining armies is expensive—the PCs must be able 
  to pay their armies in Build Points, as detailed in Appendix 
  2. In addition, you should limit the number of armies the 
  PCs have under their control. A single army is probably 
  the best choice, but it can also be rewarding to let each PC 
  serve as the leader of his own army once they start pushing 
  into the Glenebon Uplands.
  wAr oF the river kingS
  King Irovetti’s attack on the PCs’ kingdom while they 
  are distracted by the Rushlight Tournament is but his 
  opening gambit. As the days and weeks wear on, he moves 
  additional armies into the PCs’ territory, while leaving 
  several armies in reserve. His reserve armies are located 
  at areas I, J, K, O, and P, but if he meets with great success 
  in his war, he’ll begin mobilizing these reserves to attack 
  as well. Hopefully, the PCs are able to fight back before 
  that happens!
  Irovetti’s field army consists of a flight of wyverns, a 
  band of marauding trolls, and a colossal army of soldiers. 
  Statistics for these three individual armies are presented 
  below—you can have the PCs’ army encounter the field 
  army at any time you wish—perhaps the field army is 
  invading their kingdom and they must move to intercept it, 
  or maybe the PCs face it the first time they lead their own 
  army into the Glenebon Uplands. Certainly, the PCs will 
  need to confront this army before they take the majority 
  of their forces and begin their own invasion of Pitax, since 
  the field army continues to ravage through their kingdom 
  until it is defeated.
  If the Pitax regiment is defeated, Avinash Jurrg abandons 
  the field and flees back to the city of Pitax to report to King 
  Irovetti—the ogre mage can be finally defeated in Part 4 of 
  this adventure.
  Pitax Regiment 
  CR 10
  XP 9,600
  CN Colossal army of humans (warrior 4)
  COMBAt
  hp 55
  
  20
  Part 5 
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  Landmark Site: The site is automatically discovered as 
  soon as the PCs enter the hex containing the site.
  Standard Site: Unless the PCs are traveling specifically 
  to that site, they do not encounter the site until they 
  explore the hex, in which case they encounter the site 
  automatically.
  Hidden Site: If the PCs don’t already know about the 
  site’s location, they need to make a skill check (the skill 
  and DC required varies with the type of site) to locate it 
  during exploration.
  wAndering monSterS
  As the PCs explore the Glenebon Uplands, you can liven 
  things up with wandering monsters generated from the 
  tables on page 81 of this book. There’s a 5% chance of an 
  encounter occurring each time the PCs enter an unclaimed 
  hex, and a 15% chance per day or night spent exploring or 
  camping in an unclaimed hex. These chances decrease to 
  1% per hex or 5% per day spent exploring or camping in 
  a claimed hex. Take care not to overwhelm the PCs with 
  random encounters, though; it’s usually good to limit 
  wandering monster encounters to only once per day.
  A. mAmmoth grAveyArd (StAndArd; 
  cr 13)
  Along the northern slopes of the Branthlend Mountains, 
  the grassy hills of Glenebon stretch out to the north and 
  west into Numeria, becoming progressively drier and 
  more rugged and desolate as one travels. All manner of 
  strange creatures dwell in these regions, but here along 
  the northern and northeastern edge of the Glenebon 
  Uplands, the primary denizens are vast, roaming herds 
  of wooly mammoths.
  Creature: At this specific point along the northern 
  Branthlend foothills is a legendary location—a mammoth 
  graveyard. An immense box canyon nestled between 
  two bald foothills creates a strange gathering place for 
  wandering wooly mammoths, which feel a strange pull to 
  this cleft when their time grows near. Several such sites 
  are known throughout Numeria, and all are often sought 
  after for the rich troves of ivory promised by the bones 
  that lie within.
  This particular graveyard, though, is watched over by 
  an incredibly old mammoth that was awakened many 
  decades ago by a now-dead druid—the same druid, in 
  fact, who awakened the horse Windchaser (see “Blood 
  for Blood”). The awakened mammoth calls himself 
  Hillstomper. It bears several partially healed wounds 
  and burns; one of his eyes is completely sightless from 
  the scarring. As the PCs approach the graveyard, the 
  elderly and unusually intelligent elephant approaches 
  them with a pronounced limp, for the creature has 
  been driven out of its guardianship of the graveyard 
  DV 20; OM +11, ranged
  tactics Dirty Fighters, Relentless Brutality, Sniper Support; 
  Resources improved weapons, ranged weapons
  LOGIStICS
  Speed 2; Morale +1
  Leader Avinash Jurrg, male ogre mage bard 10 (Cha +6)
  troll Marauders 
  CR 5
  XP 2,400
  CE Medium army of trolls
  COMBAt
  hp 22
  DV 15; OM +5
  tactics Relentless Brutality
  Special Abilities regeneration 5
  LOGIStICS
  Speed 2; Morale +0
  Leader advanced troll (Cha +0)
  first Wyvern flight 
  CR 6
  XP 2,400
  N Medium army of wyverns
  COMBAt
  hp 39
  DV 16; OM +6
  tactics Relentless Brutality
  Special Abilities mobility advantage (flight), poison
  LOGIStICS
  Speed 4; Morale +0
  Leader advanced wyvern (Cha +1)
  exPloring the gleneBon uPlAndS
  The Glenebon Uplands, while technically still part of the 
  Stolen Lands, are currently controlled by Pitax. As a result of 
  the presence of troops in the region, the Glenebon Uplands 
  have far fewer encounter areas to be discovered than the 
  other three regions of the Stolen Lands. The majority of these 
  locations are relatively out of the way, and the PCs should be 
  able to explore most of them without being confronted by one 
  of Pitax’s armies as long as they keep a relatively low profile. 
  Indeed, the PCs might not even get around to exploring them 
  until the bulk of this adventure is over and the war has been 
  won (or perhaps lost). But, as with every adventure, the route 
  the PCs take toward dealing with their foes is left to them.
  Moving through a hex with an army does not count as 
  exploring a hex. If the PCs wish to explore a hex, their army 
  remains stationary in its previous hex for that duration. 
  Normal encounters generally have little trouble avoiding 
  the march of an army and want little to do with such a 
  dangerous foe.
  All of the fixed encounter locations in “War of the 
  River Kings” fall into one of three categories: landmark, 
  standard, and hidden.
  
  21
  War of the River Kings
  War of the River Kings
  by a young (but still quite dangerous) crag linnorm 
  that claimed the graveyard as its den. Hillstomper 
  desperately wants to destroy the linnorm (or at least 
  drive it out of the graveyard it has been entrusted to 
  guard), but its two previous attempts have left it gravely 
  wounded. If the PCs are interested in helping the 
  awakened mammoth, it agrees to aid them in the fight 
  to reclaim the graveyard. See the inside front cover for 
  the details of the “Mammoth’s Shame” quest.
  Hillstomper 
  CR 10
  XP 9,600
  Awakened wooly mammoth
  hp 152 (currently 75, Pathfinder RPG Bestiary 128)
  young Crag Linnorm 
  CR 13
  XP 25,600
  hp 172 (Pathfinder RPG Bestiary 190, 294)
  Treasure: Although the crag linnorm is relatively young, 
  it has amassed a relatively impressive stash of treasure, 
  consisting of 2,600 gp, 320 pp, a suit of masterwork studded 
  leather armor, a dragonhide breastplate, a masterwork cold 
  iron greatsword, a silver coffer worth 250 gp that contains 
  seven silver rings worth 200 gp each, an onyx and jade 
  necklace worth 800 gp, a gold crown decorated with topazes 
  worth a total of 1,800 gp, a divine scroll of summon monster 
  VI, a wand of mnemonic enhancer (33 charges), a leather pouch 
  containing 3 doses of dust of disappearance, a potion of rage, 
  and a staff of frost.
  B. SteAmgrotto (lAndmArk)
  Several 
  dozen 
  sulphurous-smelling 
  ponds 
  and 
  unwholesome springs dot the hills in this hex, most 
  containing active geysers that spray boiling water and 
  steam. Every hour spent in this hex, there’s a 5% chance 
  a random PC triggers an eruption of steam and boiling 
  water from a hidden vent. If this occurs, that PC must 
  make a DC 20 Reflex save to avoid taking 10d6 points of 
  fire damage from the sudden geyser.
  c. mount BrAnthlend (lAndmArk)
  This mountain, which at 5,400 feet tall is the highest 
  peak in the Branthlend range and in all the Stolen Lands, 
  is a knob-like pinnacle of stark white stone. Many of the 
  surrounding barbarian tribes tell tales of this mountain’s 
  history, claiming the peak was scoured of life and 
  vegetation when a scorned warlord’s queen transformed 
  into a powerful Numerian spine dragon atop its crown.
  d. whiteroSe (lAndmArk)
  This area is detailed in Part Three. If this hex is claimed, 
  the abbey can be rebuilt as a temple.
  e. ilthuliAk’S lAir (lAndmArk)
  Here, where the normally placid Whisper River plummets 
  over a 900-foot cliff side into a 150-foot-deep tarn, 
  Thousand Voices is even more tangled and swampy than 
  anywhere else in the woodlands’ reach. The transition from 
  deep, algae-choked tarn to solid land is gradual, resulting 
  in a 2-mile-wide swath of densely vegetated swamp. Many 
  of the surrounding rocks and trees appear half melted or 
  burnt, and bones of countless creatures both large and 
  small litter the swampland. Yet most impressive of all 
  these features is the glittering skull of a dragon that has 
  been impaled atop the jagged trunk of a dead oak.
  A DC 20 Knowledge (arcana) check is enough to 
  recognize this all as telltale marks surrounding a black 
  dragon’s lair—with a DC 36 Knowledge (arcana) check, 
  the signs can be correctly interpreted as indicating a 
  black dragon wyrm. Alternatively, a DC 25 Knowledge 
  (history) check recalls tales of the black dragon Ilthuliak, 
  who reputedly dwells deep in these woods. With a DC 24 
  Knowledge (arcana) check, the dragon skull in the tree can 
  be identified as that of an adult silver dragon.
  While this region did serve the black dragon Ilthuliak as 
  a lair for many centuries, she has recently allied with the 
  nymph Nyrissa and has relocated her lair to the First World. 
  She (and her treasure) can be found therein, as detailed in 
  Pathfinder Adventure Path #36. Apart from the skull of the 
  silver dragon Amvarean (which Nyrissa ordered Ilthuliak 
  to leave behind), no trace of the dragon’s treasure remains, 
  although a search of the tarn’s bed reveals an underwater 
  nest sized for an ancient black dragon.
  F. hungerdArk (StAndArd; cr 14)
  At the edge of the tangled reach of Thousand Voices, a 
  dark cleft cuts up the face of the mountains, almost as if 
  a titanic axe struck the 500-foot-tall cliff here. The cleft 
  leads 1,500 feet into the mountains, into a deep cavern 
  known locally as Hungerdark. A brackish pool of water 
  collects in the deepest recesses of this cavern, but few 
  animals approach within a mile of this location, for 
  Hungerdark is far from abandoned.
  Creature: An immense wyvern, a matriarch of her kind, 
  has laired in Hungerdark for nearly 2 centuries. Known 
  by the regional barbarians as Minognos-Ushad (“Eater of 
  Kings”), the wyvern has survived countless attempts to slay 
  her and has more than earned her name from the countless 
  warlords she’s consumed. Although quite old, Minognos-
  Ushad is still very dangerous. She spends an increasing 
  amount of time slumbering in her den, emerging once 
  every few months to seek out prey in Glenebon’s hills. She 
  is certainly present when the PCs arrive, but unfortunately 
  for them, she is an extremely light sleeper (no penalty on 
  Perception checks while she sleeps), and is quick to attack 
  any intruders she notices.
  
  22
  B. Steamgrotto
  D. Whiterose
  G. Castle  
  of Knives
  K. Littletown
  E. Ilthuliak’s 
  Lair
  F. Hungerdark
  P. Pitax
  N. Rushlight  
  Festival Grounds
  C. Mount 
  Branthlend
  L. Hemlock 
  Island
  A. Mammoth 
  Graveyard
  M. The Weeping 
  Grove
  H. Ilora’s Camp
  I. Tusker’s 
  Riders
  J. The Pitax 
  Horde
  O. Catspaw 
  Camp
  Gl
  en
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  us
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  The Stolen Lands: Glenebon Uplands
  N
  One hex = 12 miles
  P
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  Part 5 
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  23
  RIP
  Map Icons
  Bridge
  Dead Body
  Hut
  Monster
  Lair
  Landmark
  Camp
  Trap
  Structure
  Plant
  Resource
  Ruin
  Town
  War of the River Kings
  War of the River Kings
  Minognos-Ushad 
  CR 14
  XP 38,400
  Female old wyvern (Pathfinder RPG Bestiary 282)
  NE Huge dragon 
  Init –2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +27
  DefenSe
  AC 22, touch 6, flat-footed 22 (–2 Dex, +16 natural, –2 size)
  hp 225 (18d12+108)
  fort +16, Ref +9, Will +13
  Immune paralysis, sleep
  OffenSe
  Speed 20 ft., fly 60 ft. (poor)
  Melee sting +24 (2d6+8 plus poison), bite +24 (4d6+8/19–20),  
  2 wings +19 (2d6+4)
  Space 5 ft.; Reach 15 ft.
  Special Attacks poison (save DC 24; frequency 1/round for 6 
  rounds; effect 1d4 Con; cure 2 consecutive saves), rake  
  (2 talons +24, 1d8+8)
  tACtICS
  During Combat Minognos-Ushad swoops into an attack using 
  a Vital Strike sting on the first round of combat, then makes 
  full attacks at the strongest-looking foe in following rounds.
  Morale Minognos-Ushad flees combat if brought below 
  50 hit points, abandoning her lair and flying up into the 
  mountains to nurse her wounds upon the peak of Mount 
  Branthlend. Once she heals, she returns to seek out those 
  who drove her from her lair for revenge.
  StAtIStICS
  Str 26, Dex 7, Con 20, Int 9, Wis 14, Cha 11
  Base Atk +18; CMB +28; CMD 36
  feats Critical Focus, Flyby Attack, Improved Critical (bite), 
  Improved Natural Attack (bite, sting, wing), Staggering 
  Critical, Toughness, Vital Strike
  Skills Fly +11, Intimidate +21, Perception +27, Sense Motive 
  +23, Stealth +11
  Languages Draconic
  Treasure: Although Minognos-Ushad has no real 
  interest in treasure, a fair amount of it has accumulated 
  in the depths of her lair amid the mountains of bones 
  discarded after her meals. Most of the gear worn by the 
  hapless explorers, barbarians, bandits, and adventurers 
  she’s slaughtered over the years is rusted and rotted to 
  ruin, but a few hour’s work sifting through the grisly 
  remains reveals 2,900 sp, 3,400 gp, 155 pp, a dozen gems 
  worth 100 gp each, 17 +2 icy burst crossbow bolts, and a 
  winged shield.
  g. cAStle oF kniveS (hidden)
  One of the most notorious ruins in Thousand Voices looms 
  amid the tangled underbrush and twisted trees here—
  the infamous Castle of Knives. This strange structure 
  phases in and out of reality; since it’s detailed in the next 
  adventure, if the PCs arrive at this location before you have 
  access to Pathfinder Adventure Path #36, simply assume the 
  castle is out of phase at that time.
  h. ilorA’S cAmP (hidden; cr 12)
  The Pitax River grows relatively narrow here as it nears 
  its source. Both river banks are thick with brambles, 
  and the predominance of unusually noisy crows, 
  rattlesnakes, and various ticks and mosquitoes makes 
  the region a relatively remote one. This isolation 
  precisely serves the needs of its current inhabitant, a 
  Pitaxian exile named Ilora Nuski. A DC 30 Perception 
  check made while exploring this hex allows a character 
  to stumble upon Ilora’s campsite.
  The brambles in the area count as difficult terrain, and 
  grant soft cover (+4 AC) to creatures within. The brambles 
  grant concealment after 10 feet—this increases to total 
  concealment after 30 feet.
  Creature: Ilora’s campsite, hidden deep in the brambles, 
  consists of little more than a pair of well-used tents 30 feet 
  from the river’s edge; there’s not even a real clearing around 
  the tents, since Ilora uses woodland stride to move through 
  the brambles. These same brambles block the view from the 
  river, but allow Ilora to keep an eye on anyone who might be 
  using the river to reach her hideout.
  Ilora has seen better days, but even those days were 
  fraught with peril. In her previous life, she was the 
  leader of a group of bandits called the River Razors, but 
  after King Irovetti took the crown and banditry became 
  increasingly organized by the Pitax thieves’ guild, Ilora 
  saw her beloved homeland transform into something she 
  hated. Gone were the days when “honest” smugglers and 
  bandits could use Pitax as a safe haven for their work. 
  The rise of drug abuse in the city, the influx of deluded 
  
  24
  Ilora Nuski
  Part 5 
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  Part 5 
  of 6
  “jesters and fools” eager to please a false ruler, and the 
  overwhelming presence of the Pitax wardens turned the 
  city into something she loathed, and her days of banditry 
  turned to rebellion.
  King Irovetti and his agents were quick to squash the 
  River Razors, and today, Ilora is the only surviving member 
  of the band. Forced to live on the outskirts of Pitax and move 
  to new campsites every few months to keep off pursuit, Ilora 
  continues to build her plans for freeing Pitax from King 
  Irovetti and returning its rule to the proper families. She’s 
  learned much of the city and knows quite a bit about its 
  defenses, and her reputation as a wanted criminal is likely 
  to come to the PCs’ attention sooner or later. If the PCs 
  don’t stumble across her camp or seek her out before 
  they start plans for invading Irovetti’s palace, she’ll 
  find out about the war and contact the PCs herself 
  to offer her aid. One thing she can certainly do is 
  inform the PCs that, several days ago, she saw a 
  small group of Pitaxian soldiers led by a weasly 
  looking man make their way upriver—she 
  followed them along the banks for a while 
  and overheard them mentioning the PCs’ 
  kingdom and that they were heading 
  up to Whiterose Abbey, but not what 
  they were planning on doing there. 
  She wisely abandoned the pursuit when 
  she recognized the weasly looking man as 
  Gaetane, one of Irovetti’s most dangerous 
  assassins—she had no interest in tangling 
  with the notorious wererat.
  The exact aid Ilora can offer is 
  presented in Part Four. Although filthy 
  and ragged after years of living in the 
  wilds, she still carries herself with 
  pride, and her beauty is quite apparent 
  even under her self-cut hair, dirt, and 
  coarse language. She knows she’s not 
  a great leader—she commanded the 
  River Razors via intimidation more 
  than anything else—and hopes to 
  find a new leader to follow and help 
  liberate her beloved hometown.
  Ilora nuski                       CR 12
  XP 19,200
  Female human ranger 13 
  CN Medium humanoid 
  (human)
  Init +2; Senses Perception 
  +18
  DefenSe
  AC 25, touch 15, flat-footed 22 (+5 armor, +2 
  deflection, +2 Dex, +1 dodge, +4 natural, +1 shield)
  hp 123 (13d10+52)
  fort +10, Ref +10, Will +6
  Defensive Abilities evasion
  OffenSe
  Speed 30 ft.
  Melee +1 short sword +16/+11/+6 (1d6+4/17–20), +1 short sword 
  +16/+11/+6 (1d6+4/17–20)
  Ranged dagger +15 (1d4+3/19–20)
  Special Attacks favored enemy (human +6, giant +4, fey +2), 
  quarry
  Spells Prepared (CL 10th; concentration +12)
  3rd—summon nature’s ally III
  2nd—barkskin, cure light wounds, summon nature’s ally II
  1st—alarm, endure elements, entangle (DC 13), summon 
  nature’s ally I
  tACtICS
  Before Combat Ilora casts alarm every evening to 
  protect her campsite and endure elements every morning 
  to make her life more bearable. She casts barkskin as 
  soon as she fears combat is imminent. 
  During Combat Ilora takes advantage of 
  woodland stride and uses the thorns to her 
  advantage, gaining soft cover against foes 
  farther than 5 feet away from her. She fights 
  with both swords, using Vital Strike when she 
  has to move up to attack a foe. She relies on 
  her spells to protect her from foes who use 
  ranged attacks against her.
  Morale If faced with a foe she’s obviously 
  outnumbered or outmatched by, Ilora 
  flees; throwing her life away on a pointless 
  battle won’t get Pitax out from under 
  Irovetti’s rule, after all.
  StAtIStICS
  Str 16, Dex 14, Con 15, Int 10, Wis 14, 
  Cha 8
  Base Atk +13; CMB +16; CMD 31
  feats Dodge, Double Slice, 
  Endurance, Greater Two-
  Weapon Fighting, 
  Improved Critical (short sword), Improved 
  Two-Weapon Fighting, Toughness, Two-
  Weapon Defense, Two-Weapon Fighting, 
  Two-Weapon Rend, Vital Strike, Weapon 
  Focus (short sword)
  Skills Climb +19, Handle Animal +15, 
  Intimidate +15, Perception +18, Stealth +18, 
  Survival +18, Swim +19
  
  25
  War of the River Kings
  War of the River Kings
  Languages Common
  SQ camouflage, favored terrain (urban +6, mountains +4, 
  forest +2), hunter's bond (companions), swift tracker, 
  track +13, wild empathy +12, woodland stride
  Combat Gear wand of cure moderate wounds (30 charges); 
  Other Gear +2 studded leather, 2 +1 short swords (2), amulet 
  of natural armor +1, boots of striding and springing, ring of 
  protection +2, 5 gp
  i. tuSker riderS  
  (StAndArd; cr 7 mASS comBAt)
  A large tribe of 50 hill giants known as the Tuskers has dwelt 
  in the southern Glenebon Hills for decades. A constant 
  thorn in both Pitax’s and the regional barbarians’ sides, 
  these giants are notable for their bond with a large herd of 
  mastodons they’ve trained as mounts. They are currently led 
  by a slope-browed cretin named Kob Moleg from whom King 
  Irovetti recently managed to secure the Tuskers’ allegiance 
  with a combination of gold, silver-tongued promises, and 
  magic. He’s ordered the giant cavalry to wait here for his 
  orders to ride southeast into the PCs’ kingdom—but the 
  giants are growing impatient and unruly with the wait, and 
  their morale is deteriorating. While the PCs can certainly 
  attack the Tuskers with their own army, they might be able 
  to convince Kob to take his giants back north into the hills 
  if they can adjust his attitude from Hostile to Friendly. If he 
  can be made Helpful, Kob might even deign to join the PCs’ 
  side, although he’ll demand a tribute of at least 10,000 gp 
  before he agrees to ride against Pitax.
  Battlefield: The battlefield is relatively plain, with low hills 
  and sporadic copses of trees. The Tuskers know the region 
  well and gain battlefield advantage (+2 to OM and DV) in any 
  mass combats they participate in while in this hex.
  tusker Riders 
  CR 7
  XP 3,200
  CE Small army of hill giants mounted on mastodons
  COMBAt
  hp 31
  DV 20; OM +9, ranged
  tactics Cavalry Experts; Resources mounts, improved armor 
  (masterwork)
  Special Abilities rock throwing
  LOGIStICS
  Speed 2; Morale –1; Consumption 15
  Leader Kob Moleg, advanced hill giant (Cha +0)
  J. the PitAx horde  
  (StAndArd; cr 9 mASS comBAt)
  King Irovetti’s alliance with the barbarian tribes of the 
  Glenebon Uplands has served him well over the years, 
  and now the seven tribes remaining after Armag’s defeat 
  serve as one of his most powerful reserve armies. Placed 
  here, on the easternmost edge of what Irovetti likes to 
  think of as Pitax’s border (although in truth it’s a no-
  man’s land), the seven tribes known as the Pitax Horde 
  wait impatiently for the order to attack. Unfortunately, 
  Irovetti’s recent alliance with the Tuskers, a traditional 
  enemy of the barbarian tribes, has put a strain on the 
  morale of the Pitax horde. They’ll still fight if presented 
  with an invading army, but more out of a lust for battle 
  than loyalty to Pitax.
  The Pitax horde was originally led by Armag, and if 
  the PCs didn’t defeat him in the previous adventure, the 
  barbarian leads the horde still. In this case, his reclamation 
  of the magical sword from his ancestor’s tomb has bolstered 
  the horde’s morale, increasing it to +2. More likely, Armag 
  is dead and the horde is led either by Villamor Koth (if the 
  PCs haven’t already slain him) or by Koth’s cousin Tolg (a 
  less savory version of the barbarian).
  If the PCs manage to establish diplomatic contact with 
  the horde and can shift its leader’s attitude from Hostile 
  to Helpful, he agrees to let the PCs’ army pass. If the PCs 
  agree to destroy the Tuskers at area I, the Pitax horde will 
  even join the PCs in the march against Irovetti.
  Battlefield: The Pitax horde knows the open plains of 
  this area well and have battlefield advantage in any mass 
  conflicts that take place here. 
  Pitax Horde 
  CR 9
  XP 6,400
  CN Gargantuan army of humans (barbarian 4)
  COMBAt
  hp 58
  DV 20; OM +10, ranged
  tactics Dirty Fighters; Resources improved armor 
  (masterwork), improved weapons (masterwork),  
  ranged weapons
  LOGIStICS
  Speed 2
  Morale –2; Consumption 14
  Leader Armag (Cha +1), Villamor Koth (Cha +0), or Tolg Koth 
  (Cha –1)
  k. littletown  
  (lAndmArk; cr 6 mASS comBAt)
  King Irovetti recently used this  small village of farmers 
  and vintners as currency to “hire” another army. His 
  agents worked to contact the various wyverns of the 
  Glenebon Uplands and southern Pitax, promising them 
  an entire town of cattle and humans if they would band 
  together to form a pair of flights to aid King Irovetti in 
  the coming war. Rumors of massing wyverns have been 
  rife of late, but the citizens of Pitax are only now starting 
  to suspect their king had something to do with the loss of 
  contact with Littletown. Once word of the atrocities that 
  
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  King Irovetti allowed to happen here come to full light, the 
  citizens of Pitax will be even more receptive to new rule 
  (see Part Four for details).
  The ruined village of Littletown can be incorporated 
  into a new city if the PCs claim this hex. There’s no need 
  to prepare the site for a city grid, and three buildings are 
  in good enough shape to halve costs if they’re repaired: a 
  brewery, a town hall, and a noble villa.
  Battlefield: The ruins of Littletown are not only 
  advantageous to the wyverns, but also grant them 
  battlefield advantage due to their familiarity with the site. 
  In all, this grants +2 OM and +4 DV to the wyverns in any 
  battles that take place here.
  Reserve Wyvern flight 
  CR 6
  XP 2,400
  hp 39 (see page 20)
  l. hemlock iSlAnd (lAndmArk)
  Like the island in Candlemere to the southeast, this island 
  has a reputation for being haunted by “lights.” Yet unlike 
  Candlemere’s island, Hemlock Island bears no strange 
  ruins or notable infestation of monsters such as will-o’-
  wisps. The only denizens of this scenic, beautiful island 
  are brightly colored rainbow egrets that scream like human 
  women when slain. A large pool of water sits at the center of 
  Hemlock Island—a deep spring from which a swift-moving 
  river flows down to fill the surrounding lake of Rushlight 
  and its own river that flows southwest to Pitax.
  m. the weePing grove  
  (StAndArd; cr 14)
  Creature: Although very few of them remain today in 
  Thousand Voices, the legendary Trees That Weep are 
  one of the more frequently whispered rumors about this 
  dense woodland. Said to possess twisted human faces and 
  a proclivity to weep tears of pure fear, these rumors were 
  inspired by ancient, towering quickwoods—carnivorous 
  and intelligent plants—which once grew throughout the 
  region. Today, only a few particularly ancient specimens 
  still live, like this 55-foot-tall creature that slowly wanders 
  throughout the woods searching for prey. This habit of 
  wandering also helps to explain why thrillseekers and 
  adventures have a difficult time finding a so-called 
  “weeping grove,” as the quickwoods do not stay in one 
  place for long.
  tree that Weeps 
  CR 14
  XP 38,400
  Advanced quickwood (Tome of Horrors Revised 302)
  N Huge plant 
  Init +3; Senses darkvision 120 ft., tremorsense 60 ft., oaksight; 
  Perception +35
  DefenSe
  AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
  hp 210 (20d8+120)
  fort +18, Ref +5, Will +8
  Defensive Abilities spell absorption; Immune electricity, fire, 
  plant traits; SR 25
  OffenSe
  Speed 10 ft.
  Melee bite +23 (2d6+10/19–20), 6 roots +21 (1d6+5/19–20 plus pull)
  Space 5 ft.; Reach 15 ft. (60 ft. with root)
  Special Attacks pull (30 feet) 
  tACtICS
  During Combat The Tree That Weeps already has a 5th-level 
  spell stored in its body from a previous fight, and unleashes 
  its energy on the first round of combat to create a fear aura 
  once foes come within 40 feet of it. It then uses its roots to 
  attack foes and pull them close so it can bite them.
  Morale The Tree That Weeps fights to the death.
  StAtIStICS
  Str 31, Dex 8, Con 23, Int 12, Wis 15, Cha 18
  Base Atk +15; CMB +27; CMD 36
  feats Alertness, Awesome Blow, Critical Focus, Improved 
  Bull Rush, Improved Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Skill Focus (Perception), 
  Staggering Critical
  Skills Knowledge (nature) +21, Perception +35, Sense Motive +4, 
  Stealth +14 (+16 in forests)
  Languages Common, Sylvan
  SPeCIAL ABILItIeS
  fear Aura (Su) As long as the quickwood retains energy it has 
  absorbed from a spell (see spell absorption), it can release 
  that energy as a swift action to create a fear aura with 
  a radius of 10 feet per level of the spell it absorbed and 
  released. All creatures in this aura must make a DC 24 Will 
  save or become panicked. The fear aura lasts until the end 
  of the quickwood’s next turn. This is a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Oaksight (Su) A quickwood may observe the area surrounding 
  any oak tree within 360 feet as if using clairaudience/
  clairvoyance. It can use this ability on any number of oak 
  trees in the area. Although the quickwood does not need 
  line of sight to establish this link, if it does have line of sight 
  to even a single oak tree, it cannot be flanked.
  Roots (ex) A quickwood has dozens of long roots, but can 
  only attack with up to six of them in any given round. If the 
  quickwood uses its pull ability to pull a target within reach 
  of its bite attack, it can immediately make a free bite attack 
  with a +4 bonus on its attack roll against that target. 
  Spell Absorption (Su) If a quickwood’s spell resistance 
  protects it from being affected by a spell, the 
  quickwood absorbs that spell’s energy into its body. It 
  can then release this energy to create a fear aura (see 
  above). The quickwood cannot absorb another spell’s 
  
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  War of the River Kings
  War of the River Kings
  Tree That Weeps
  energy while it contains a previously absorbed spell’s 
  energy. As long as a quickwood is storing spell energy, 
  attempts to overcome its spell resistance receive a +5 
  bonus on the roll.
  n. ruShlight FeStivAl groundS 
  (lAndmArk)
  This area is detailed in Part One.
  o. cAtSPAw cAmP (StAndArd; cr 9 
  mASS comBAt)
  The Catspaw Marauders consist of a displaced thieves’ 
  guild, forced out of the city of Hajoth Hakados in Numeria 
  a year ago after a failed coup against the city’s leaders. 
  Many of the Catspaws were slain, but enough survived 
  to remain a significant threat. They became a mercenary 
  company for hire in the River Kingdoms, rebuilding 
  their numbers until they came to Irovetti’s attention. 
  Impressed by their loyalty to each other, he paid them a 
  not-insignificant amount of money from Pitax’s treasury 
  to join his army. Today, the Catspaw Marauders have a 
  semi-permanent camp amid a small copse of trees on the 
  plain here.
  The Catspaw Marauders are uninterested 
  in betraying Pitax as long as their leader, 
  Alasen, lives. This adventure assumes 
  that the PCs won’t confront Alasen until the 
  invasion of Irovetti’s castle, but if the PCs 
  manage to confront her here, they may be 
  able to break the morale of these mercenaries 
  with one stealthy assassination mission.
  Battlefield: The Catspaw Marauders have 
  battlefield advantage in this area. They also 
  post numerous wary guardsmen, and if they 
  notice the approach of an enemy, they take to 
  the trees and the tall grass to attempt to ambush 
  the invaders.
  Catspaw Marauders 
  CR 9
  XP 6,400
  NE Huge army of humans (rogue 4/fighter 2)
  COMBAt
  hp 40
  DV 21; OM +10, ranged
  tactics Sniper Support; Resources improved weapons 
  (masterwork), improved armor (magic), ranged weapons
  LOGIStICS
  Speed 2; Morale +0; Consumption 26
  Leader Lady Alasen (Cha +1)
  P. PitAx (lAndmArk)
  This area is described in Part Four and in the Pitax 
  gazetteer, which begins on page 60.
  PArt three:  
  the ghoSt oF whiteroSe
  Armies aren’t the only weapons that King Irovetti has ready 
  to use against the PCs. Having lived the adventurer’s life 
  for several years himself, he has a good idea what kinds of 
  folks are attracted to the dangerous lifestyle. And as such, 
  he’s prepared a dangerous trap for overly curious PCs—a 
  trap set atop a distant hill in the Branthlend Mountain 
  foothills at an abandoned abbey and winery, now cursed 
  and haunted by a dangerous ghost.
  The way in which you introduce this part of the 
  adventure is left to you. The PCs could simply stumble 
  upon the site as they’re exploring the Glenebon Uplands, 
  
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  but that’s not really a satisfactory setup for an encounter 
  that could be a lot more interesting. As the war begins, 
  King Irovetti knows that the PCs are the heart and soul of 
  their kingdom, and if they can be removed, their kingdom 
  will fall all the easier to his armies.
  Yet Irovetti knows that having deceived the PCs once 
  already, he’ll need to be far more subtle this second time if 
  he hopes to get them to investigate Whiterose and expose 
  themselves to the dangers that wait there. His plan is to 
  use one of several spies that his agents have uncovered to 
  serve as an unknowing double agent, hoping that a report 
  brought to the PCs from someone who honestly believes 
  that he’s bringing word of a new threat will suffice to lure 
  the PCs into the trap. See the Quest sidebar for details on 
  the false threat.
  If the PCs attempt to send spies into Pitax, their spies 
  provide a perfect way for them to learn this misinformation. 
  Alternatively, the spy could be someone working for Mivon 
  or another River Kingdom who hopes to get in the good 
  graces of the PCs’ kingdom and risks his life to bring 
  word of the supposed poison plot to their ears. The PCs 
  might learn this same information from an officer they 
  capture and interrogate—Irovetti has informed several 
  of his key commanders of the ambush for the PCs he’s 
  set up at Whiterose, and by giving his commanders this 
  convenient bit of information to give up under the duress 
  of an interrogation, they might gain mercy from the PCs 
  even as they’re sending them into a trap. Of course, the true 
  beauty of Irovetti’s plan is that even if the PCs learn that 
  there’s some sort of deception going on, their adventurers’ 
  curiosity might well be enough to lure the heroes out to the 
  remote location to investigate it. Even if the PCs come to 
  Whiterose expecting trouble, Irovetti’s agents have a good 
  chance at ending the war if the PCs don’t watch their step!
  The nature of the lure is simple: Irovetti wants the 
  PCs to believe that he’s developed a way to create a mass 
  cloudkill effect, using a modified horn of fog, the talents of 
  a master poisoner from Daggermark, and a magical font 
  said to lie within the abandoned abbey that the monks 
  used to enhance and magnify the effects of the wine they 
  created there. The truly devious part of Irovetti’s plan is, 
  of course, the fact that even if the PCs learn that there is no 
  actual “horn of cloudkilling,” the rumors of his interest in 
  Whiterose, or perhaps merely the rumors of a font that can 
  enhance poisons, drugs, and potions exists in the abbey, 
  will likely be enough to reel the PCs into the trap.
  Whiterose Abbey is located atop a foothill on the 
  southern slopes of the Branthlend Mountains in the 
  shadow of the great Mount Branthlend itself, about 80 
  miles north of Fort Drelev at area D in the Glenebon 
  Uplands. The PCs can learn a bit more about the abbey by 
  making a Diplomacy check to gather information in any 
  settlement or by making a Knowledge (geography, local, or 
  religion) check. Alternatively, divination magic can reveal 
  the following information, or much more if the PCs ask 
  the right questions!
  the Secret hiStory oF  
  whiteroSe ABBey
  The sword known today as Briar is more than a sword to 
  the nymph Nyrissa—it is a fundamental part of her being, 
  and without the sword she is not whole. Yet the nature in 
  which it was taken from her makes it impossible for her to 
  find as long as it remains quiescent in the Material Plane. 
  King Irovetti is but the latest in a long line of champions she 
  has chosen to seek the sword, though he is the first to have 
  found it. Yet Nyrissa chose her champion poorly, for Irovetti 
  now hides the sword from her. The full story of Briar and 
  its fundamental connection to the nymph is not a part of 
  this part of Kingmaker (see the last adventure, “Sound of a 
  Thousand Screams”), but its discovery certainly is.
  Quest: The Poison Plot
  The PCs learn of a plot to generate a devastating poisonous 
  weapon, and must investigate the remote location where 
  the weapon is supposedly being developed.
  Source: Variable; this quest could come from a spy 
  whom Irovetti has fed false information, from rumors that 
  some of Irovetti’s agents are developing a “super weapon” 
  in a remote ruin in the Branthlend Mountain foothills, or 
  from a officer or commander who’s been ordered to allow 
  himself to be captured so he can “reveal” the information 
  about the site under interrogation. The PCs could even 
  hear about Irovetti’s apparent interest in the area from Ilora 
  Nuski, although in this case the PCs might end up exploring 
  Whiterose Abbey, not to find a secret weapon that doesn’t 
  exist, but to investigate why several of Irovetti’s agents have 
  traveled there.
  task: The PCs must travel to Whiterose Abbey without 
  the support of an army. First, a stealth operation has a 
  much greater chance of catching the agents who are on 
  site unprepared, and thus offers a greater chance to secure 
  intelligence. Second (and perhaps more important), if 
  the rumors are true and Irovetti’s men have developed 
  a mass cloudkill device, an army would have little chance 
  against its devastating effects. Their goal at Whiterose is 
  to determine whether such a device exists, and if it does, 
  to capture or destroy it.
  Completion: Discover that no such device exists and 
  survive the assassination attempt by Irovetti’s agents.
  Reward: Apart from the experience points earned for 
  completing this quest, traveling to Whiterose Abbey gives 
  the PCs the chance to gather some information about 
  Irovetti’s past and his link with the nymph Nyrissa and 
  the sword Briar.
  
  29
  War of the River Kings
  War of the River Kings
  The mysterious agents of Nyrissa’s enemies from the 
  First World chose a low, nameless mound in the foothills of 
  the Branthlend Mountains as Briar’s hidden vault, hiding 
  the sword in a subterranean pool under what would come to 
  be known as Whiterose Hill and entrusting its protection 
  to a fey spirit of water named Evindra. For unknown years 
  she did just that, but eventually, civilization came to call 
  in the form of a group of priests of Cayden Cailean. Taken 
  by the beauty of the white roses that grew upon the hill, 
  they chose the hill as the site to build a remote abbey 
  and winery. Over the decades that followed, the need for 
  companionship eventually drove Evindra to contact the 
  priests, and they welcomed her presence, seeing her as a 
  benevolent spirit once she began to teach them the secret 
  of how to enhance the quality of their wine by using purer 
  forms of water and more efficient methods of filtration.
  It all came to an end when the church sent an awkward 
  and embarrassing member to the abbey—a lecherous 
  and somewhat deformed halfling sorcerer whose skill at 
  gardening and cultivating vineyards only just kept him in 
  the good graces of the church. They did not excommunicate 
  him for his borderline acts of heresy, but rather entrusted 
  him to the priests of Whiterose, hoping that the remote 
  location would soften his eccentricities. Yet when the 
  gardener first encountered Evindra, he became obsessed 
  with her, and one night he stole her shawl and in so doing 
  gained a considerable bargaining chip, for Evindra was 
  a nereid, and her shawl contained a portion of her soul. 
  The gardener forced Evindra into a watery form and 
  imprisoned her in a beautiful water clock so he could keep 
  her to himself.
  In imprisoning Evindra, the gardener discovered the 
  treasure she had been guarding—an exquisite bastard 
  sword. And with Evindra imprisoned and no longer able 
  to keep the sword’s emotions in check, the potent weapon 
  began to stir. It began to drive the gardener even more 
  insane with Aklo whispers from the First World, amplifying 
  his jealousy and paranoia, driving him to believe that the 
  other priests at the abbey coveted his bottled bride. Driven 
  beyond reason, he used Briar to slay everyone else in the 
  Abbey, then retreated into hiding in the subterranean pool 
  below. The abbey’s remote location and the half-hearted 
  investigation by the church (who ruled that the priests had 
  been slain by brigands) ensured the gardener’s isolation 
  for many years.
  It wasn’t until relatively recently that Irovetti’s agents 
  discovered Whiterose was the site of Briar’s hidden vault. 
  They found the subterranean chamber and the mad 
  gardener therein. A battle ensued, but they prevailed—
  after slaying the gardener, they returned to Pitax with 
  Briar, leaving Evindra trapped in her water clock simply 
  because they didn’t find where the gardener had stashed 
  the elegant device away.
  Yet the ill times at Whiterose did not end. The gardener’s 
  spirit, now deprived of Briar and crazier than ever, rose as 
  a ghost and now haunts the place, finally bringing a bit of 
  truth to the old stories that the place is haunted.
  This latest development is unknown to Irovetti—he 
  chose Whiterose as a place to spring his trap on the PCs 
  partially because of its remote location and partially 
  because if the PCs succumbed at a supposedly haunted 
  abbey, suspicion would be levied against the supposed 
  ghosts and not himself. To ensure such a fate meets the 
  PCs when they arrive, the King of Pitax sent one of his 
  most dangerous minions—a wererat murderer named 
  Gaetane and a small group of soldiers. Yet the murderers 
  have found, much to their discomfort, that the rumors 
  of Whiterose being haunted and infested by dangerous 
  vermin are disturbingly accurate, and as a result they’ve 
  had some difficulty in preparing their deadly reception 
  for the PCs.
  whiteroSe hill
  Patches of white roses still grow on parts of Whiterose 
  Hill, but in the absence of Briar’s influence and the 
  presence of the gardener’s ghostly powers, the hill has 
  grown wild in recent years. Thick swaths of kudzu-like 
  Whiterose Abbey Lore
  Skill
  Check Information
  DC 10 Whiterose Abbey is abandoned, and has been 
  for decades. It was built by the church of Cayden 
  Cailean, and for many years the priests who dwelt 
  there were renowned for their rich and potent 
  wine. It’s located about a dozen miles southeast 
  of Mount Branthlend.
  DC 20 The monks of Whiterose Abbey were master 
  brewers and vintners, blessed by Cayden Cailean 
  for their vow of silence, and any liquid brewed in 
  their blessed vats gained unusual potency and 
  marvelous flavor.
  DC 25 
  Abbot Ildeben was murdered and the brethren 
  poisoned by the abbey’s gardener, who went 
  mad with jealousy after being repeatedly passed 
  over for advancement.
  DC 30 A beautiful water spirit named Evindra dwelt in a 
  subterranean pool somewhere below the abbey, 
  and it was through her grace and advice that the 
  priests were able to brew such potent alcohol.
  DC 35 
  The murderous gardener practiced dark magics in 
  the vineyards and sometimes was overheard raving 
  about the “voices of the stars.” He was a lunatic 
  whom the church assigned to the remote abbey in 
  an attempt to hide him away from the public.
  
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  vegetation grow on the hill, and the wide path that once 
  led up the hill to the abbey itself is now little more than 
  an overgrown trail. A low stone wall encircles the hilltop, 
  built decades ago by the priests to delineate the land 
  granted them by the church. This same stone wall now 
  marks the extent of the gardener’s undead influence—
  inside the wall, the air feels strangely thick and humid, 
  almost as if the hill were under an immense greenhouse 
  rather than on the slopes of a temperate mountain range. 
  The gardener’s influence manifests in other ways as well, 
  causing vegetation to shift and writhe at times without an 
  apparent breeze and causing weeds and vermin to grow to 
  excessive size and strength. At night, the susurrus of the 
  fields and vegetation rustling is unnerving in the still 
  air, and tiny motes of sickly green and pale yellow light 
  generated by languid fireflies the size of apples bob and 
  dip in the air. A DC 25 Knowledge (nature) check confirms 
  that the wilds seem unnaturally verdant here and suggests 
  that a magical influence is behind the hearty growth. A 
  DC 30 Knowledge (the planes) check suggests that the 
  boundaries between this world and the First World may 
  be thin in this region. Yet for all this eerie atmosphere, 
  the gardener himself does not manifest directly except in 
  a few specific locations detailed in the encounter text.
  Few signs remain of the expansive vineyards that once 
  surrounded the hill, although here and there, overgrown 
  posts and tangles of wild grapes hint at the region’s past. 
  Three partially collapsed buildings slump near the wall 
  to the southeast of the hill’s peak, once guest lodgings, a 
  stable, and a wagonhouse, respectively. To the west of the 
  hill against a steep, vine-covered slope stands the ruins 
  of the winery itself, while at the hill’s peak looms the 
  stone abbey.
  d1. PlAzA
  Atop Whiterose Hill, at the end of the overgrown track, lies 
  a weed-choked cobblestone plaza. To one side stands a vine-
  draped bell tower. Facing the plaza, the weathered doors of the 
  abandoned abbey hang askew.
  The plaza is clear, surrounded by light undergrowth 
  within 20 feet and heavy undergrowth elsewhere. A DC 
  20 Survival or DC 25 Perception check reveals numerous 
  recent footprints in the area—these prints were left by 
  the ambushers to give the impression that troops recently 
  massed in the plaza before entering the abbey, in hope of 
  luring the PCs within.
  d2. Belltower (cr 5)
  A trio of fallen iron bells lies amid a pile of broken beams on the 
  floor within this partially collapsed stone tower. 
  The first time the PCs enter this tower, a DC 15 Perception 
  check reveals a disturbing sound—the soft pealing of what 
  sound like bells ringing from a vast distance. The ringing 
  continues until the fallen bells are touched, at which point 
  the sound ceases—an unnerving but harmless effect of the 
  gardener’s influence over the area.
  Creature: A Pitax herald stands guard atop this tower; if 
  he spots the PCs approaching, he descends and warns his 
  companions in area D6, who ready their ambush. If he’s 
  caught here by surprise, he uses sound burst to attack the PCs 
  and alert his companions inside the Abby, who prepare their 
  ambush without him; he fights to the death in this case.
  Pitax Herald 
  CR 5
  XP 1,600
  hp 45 (see page 11)
  d3. nArthex
  Spiral stairways curve down to the west and up to the east in 
  this entry room. The walls and ceiling are tiled in branching 
  vine patterns, but beyond the entryway corridors branch to 
  either side, while a heavy curtain shrouds the sanctuary. 
  The doors can be opened easily, but the creaking noise 
  that results alerts the ambushers who wait in area D6. The 
  stairs to the east lead up to area D11, while those to the 
  west lead down to D16.
  d4. veStry
  A number of hooks sit on the wall of this abandoned vestry; 
  heaps of ancient cloth are piled on the floor below. 
  The mounds of cloth are nothing more than rotted cloaks 
  and old robes bearing the symbol of Cayden Cailean.
  d5. wAShroom
  Judging by the broken basins, this must have once been a 
  washroom and lavatory. 
  The first PC to look into one of the basins sees that it 
  is filled with crystal-clear water, but upon blinking, the 
  water vanishes (this is another harmless but eerie effect of 
  the building’s strange condition).
  d6. SAnctuAry (cr 14)
  This long, colonnaded hall is marked by rounded bays that run 
  along either side, each containing dusty old barrels. Piles of 
  wood mark where kneeling benches have long since fallen to 
  ruin. Above, wooden rafters form a complex network of supports 
  
  31
  War of the River Kings
  War of the River Kings
  Whiterose  
  Hill 
  0 
  250 
  feet 
  Whiterose
  Abbey
  Guest
  House
  Ruined
  Winery
   
  Whiterose  
  Hill 
  0 
  250 
  feet 
  Whiterose
  Abbey
  Guest
  House
  Ruined
  Winery
   
  for the roof, while below, numerous bedrolls and alchemical 
  supplies of obviously recent manufacture sit on the floor.
  The bedrolls are used by the soldiers, but they’ve 
  arranged them along with several alchemical supplies so 
  that it looks like a group of “poisoners” has set up shop in 
  here to keep the ruse going a few precious moments longer 
  once the PCs arrive.
  Creatures: Gaetane and his soldiers lie in wait in this 
  room if they’re aware of the PCs’ approach, ready to 
  spring their ambush. If caught unaware, the PCs find 
  the soldiers at rest, sparring, talking in hushed tones, or 
  playing cards while they wait—they scramble for weapons 
  and attack as soon as they recover from the surprise of 
  being ambushed themselves. If they have time to prepare, 
  the heralds hide amid the barrels while the wardens each 
  drink a potion of invisibility once they believe the PCs are 
  about to enter the room. Gaetane himself hides in the 
  rafters above.
  All of the heralds and wardens, but not Gaetane, have 
  become quite unnerved by the strange aura of the place 
  and are shaken for the duration of the battle—a DC 20 
  Sense Motive check can reveal that the soldiers are visibly 
  uncomfortable about being in the area for some reason.
  Gaetane 
  CR 12
  XP 19,200
  Male human wererat ranger 12 (Pathfinder RPG Bestiary 197)
  LE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +17
  DefenSe
  AC 28, touch 15, flat-footed 23 (+5 armor, +5 Dex, +6 natural, 
  +2 shield)
  hp 150 (12d10+84)
  fort +16, Ref +15, Will +10
  Defensive Abilities evasion; DR 10/silver
  OffenSe
  Speed 40 ft.
  Melee bite +16 (1d6+5 plus curse of lycanthropy and disease), 
  Ranged +1 humanbane composite longbow +19/+14/+9 
  (1d8+1/19–20/×3)
  Special Attacks favored enemy (human +6, dwarf +4,  
  animal +2), quarry
  Spells Prepared (CL 9th; concentration +8)
  3rd—greater magic fang
  2nd—barkskin, bear's endurance, hold animal (DC 14)
  1st—jump, longstrider, resist energy
  tACtICS
  Before Combat Gaetane casts greater magic fang every day, 
  
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  and casts barkskin, bear’s endurance, jump, and longstrider 
  before entering combat.
  During Combat Gaetane remains in the rafters, where he 
  grants favored enemy bonuses to his soldiers and fires 
  arrows at the PCs, preferably at human targets. If confronted 
  in melee, he uses Vital Strike and bites foes, using Acrobatics 
  to jump from one end of the chamber to the other to prevent 
  foes from making full attacks on him.
  Morale Gaetane fights until reduced to 20 hit points or less, at 
  which point he cowardly surrenders and attempts to bargain 
  with the PCs, offering to exchange information for his life. If 
  any other soldiers remain alive at this time, they drop their 
  weapons and surrender as well. You can use Gaetane to fill 
  the PCs in on the truth about the “poison plot” and even 
  to give them additional information they can use against 
  Irovetti when they attack his palace (see Part Four).
  StAtIStICS
  Str 15, Dex 20, Con 22, Int 8, Wis 14, Cha 8
  Base Atk +12; CMB +14; CMD 29
  feats Deadly Aim, Endurance, Improved Critical (composite 
  longbow), Improved Precise Shot, Improved Vital Strike, 
  Iron Will, Pinpoint Targeting, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Vital Strike
  Skills Acrobatics +16 (+50 jumping), Climb +16, Handle Animal 
  +8, Knowledge (geography) +8, Perception +17, Stealth +19, 
  Survival +17
  Languages Common
  SQ camouflage, favored terrain (urban +4, mountain +2), 
  hunter's bond (companions), swift tracker, track +6, wild 
  empathy +11, woodland stride
  Combat Gear potion of cure serious wounds; Other Gear +1 
  chain shirt, +1 buckler, +1 humanbane composite longbow, 
  bracers of archery, cloak of resistance +2
  Pitax Heralds (4) 
  CR 5
  XP 1,600
  hp 45 (see page 11)
  Pitax Wardens (8) 
  CR 5
  XP 1,600
  hp 45 (see pages 11–12)
  d7. ShAmBling grAveyArd (cr 13)
  Rough stone markers with weathered inscriptions of names 
  and years overlaying an engraved winecup and rose mark this 
  as a place where the faithful lie in repose. 
  The graveyard is covered in heavy undergrowth. An 
  examination of the gravestones reveals that the majority 
  of them contain bodies whose burial dates are on 
  the same day, including the grave of Abbot Ildeben. 
  Although none of their spirits haunt the place, the 
  gardener’s influence causes the weeds in the place 
  to rustle and writhe constantly.
  Creatures: The real danger in this area isn’t 
  the spirits of the dead, but rather two enormous 
  advanced shambling mounds that lie in heaps amid 
  the undergrowth. Inf luenced by the presence of the 
  gardener’s spirit, these carnivorous plants have grown 
  large and powerful. When they rise up to attack, 
  the impression is, if only temporarily, of the entire 
  graveyard uprooting to attack. Headstones and even 
  tangles of buried bones are churned up into the masses 
  of the two shambling mounds as they attack, presenting 
  a horrific sight to their foes. Note that the overgrown 
  conditions allow the shambling mounds to gain 
  the benefit of their Stealth bonus, normally 
  reserved for forests or swamps.
  
  33
  War of the River Kings
  War of the River Kings
  Whiterose Abbey
  One square = 5 feet
  Lower Level
  Upper Floors
  D1
  D2
  D7
  D3
  D4
  D6
  D5
  D8
  D9
  D9a
  D10
  D10a
  D10b
  D13
  D11
  D12
  Whiterose Abbey
  One square = 5 feet
  Lower Level
  Upper Floors
  D1
  D2
  D7
  D3
  D4
  D6
  D5
  D8
  D9
  D9a
  D10
  D10a
  D10b
  D13
  D11
  D12
  Advanced Shambling Mounds (2) 
  CR 11
  XP 12,800 each
  N Huge plant (Pathfinder RPG Bestiary 246)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
  DefenSe
  AC 20, touch 7, flat-footed 20 (–1 Dex, +13 natural, –2 size)
  hp 161 each (14d8+98)
  fort +16, Ref +5, Will +4
  Immune electricity, plant traits; Resist fire 10
  OffenSe
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +17 (4d6+9/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (4d6+13)
  tACtICS
  During Combat The shambling mounds pursue foes 
  throughout the area but not beyond the encircling wall at 
  the hill’s base below.
  Morale These plants fight to the death.
  StAtIStICS
  Str 29, Dex 8, Con 25, Int 7, Wis 10, Cha 9
  Base Atk +10; CMB +21; CMD 30
  feats Cleave, Improved Critical (slams), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, Power 
  Attack, Vital Strike
  Skills Stealth +12 (+20 in forests or swamps)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  d8. contemPlAtion QuArterS
  This long hall is flanked by a row of doors on either side. 
  Every door is ajar, and the rooms are virtually identical in their 
  sparse furnishings.
  These rooms were the study and meditation chambers 
  for the most devoted priests who had completed their 
  training and taken their vows before the abbot and the 
  assembled brethren.
  An overgrown well behind the empty building drops a 
  full 80 feet into the cold water of area D16 below. If the 
  PCs make an excessive amount of noise at this area, the 
  gardener’s ghost may rise up from the well to attack at your 
  option (see area D16 for details).
  d9. liBrAry
  Many moldering books and scrolls sit on the sagging wooden 
  shelves that line the walls of this chamber. Another stairwell 
  curves up to the floor above, while a wooden double-door 
  hangs open to the south to reveal a small bedroom. 
  
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  The few surviving books are mundane tomes on religion, 
  viticulture, and old tales of bravery by religious figures 
  from a variety of faiths. The room to the south (area D9a) 
  was the librarian’s bedroom.
  Treasure: A drawer in a narrow desk against the west 
  wall contains the librarian’s personal journal, a small 
  leather affair with elaborate knotted designs, as well 
  as a thick tome with soggy leather covers. The journal 
  indicates that the librarian had a growing worry about 
  the gardener’s interest in unnatural topics, including a 
  book the librarian obtained for the gardener but did not 
  give him (lying that the bookseller had cheated him). This 
  book is in fact the tome with the sodden covers; it has 
  no title and is written in Aklo. It is difficult to read, but 
  if consulted for 10 minutes, it grants a +2 circumstance 
  bonus on Knowledge (dungeoneering) checks and on 
  Knowledge (arcana) or (nature) checks dealing with 
  astrology, astronomy, or the stars. The book is worth 100 
  gp, but it can also be used to momentarily distract the 
  gardener’s ghost when it is encountered.
  d10. ABBot’S chAmBerS
  This room holds a desk engraved with the icon of a wine cup, 
  perhaps indicating the study of a leader of the order. A large 
  and quite old bloodstain mars the floor to the south.
  This was the room in which the gardener murdered 
  the abbot—the first time the PCs enter this area, they 
  feel a sudden sharp pain in their necks and must make 
  DC 20 Fortitude saves to avoid being stunned by the 
  sudden conviction that some unseen force has just cut 
  through their necks with an incredibly sharp blade. The 
  sensation passes quickly after a single round, leaving 
  those who were stunned with an eerie white scar around 
  their necks. This scar is harmless and can be removed 
  with any healing magic, but it should disconcert those 
  who suffer it.
  Area D10a to the east was the abbot’s personal shrine, 
  while area D10b was his bedroom—neither room contains 
  anything of interest.
  
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  War of the River Kings
  d11. kitchenS
  Large clay and stone ovens fill the far wall, and the open hall has 
  long tables for preparing food and basins for washing. Crocks 
  once filled with knives, long spoons, and other kitchen supplies 
  have spilled their contents onto the countertops, which are 
  covered with a film of dust and debris.
  The stairs here lead up to area D3. This room and the 
  one to the west are where the priests once cooked and 
  prepared meals.
  d12. PrieStS’ cellS (cr 12)
  This long hallway contains nearly two dozen narrow cells, each 
  furnished with an equally narrow bed. Old bloodstains mar the 
  walls and floor in many places here.
  Creatures: While this location is where the gardener 
  slew the majority of the abbey’s priests so long ago, it is not 
  their unquiet spirits that lurk here now. Instead, a string 
  of eight will-o’-wisps lurk in the area. Normally content to 
  bask in the echoes of the terror that still infuse the walls 
  here and feed off of the gardener’s hatred, the monsters 
  move quickly to attack any intruders, fighting to the death 
  and pursuing foes as needed to feed.
  Will-o’-Wisps (8) 
  CR 6
  XP 2,400 each
  hp 40 each (Pathfinder RPG Bestiary 277)
  d13. wine cellArS 
  This wine cellar is filled with enormous wooden racks containing 
  hundreds of wine bottles, their corks sealed with white wax 
  stamped with the rose goblet sigil of the abbey.
  Treasure: Although most of the wine has soured, a 
  dozen bottles of incredibly fine Whiterose chardonnay 
  remain; these bottles have aged quite well and are worth 
  1,000 gp each.
  d14. ruined winery (cr 12)
  Whiterose Abbey built its crushing, filtering, fermenting, 
  and cooperage facility on the northern side of the hill, next 
  to a tunnel entrance in the side of the hill leading to the 
  mystic subterranean pool that long served as the lair of the 
  abbey’s “guardian spirit,” Evindra. Today, the buildings 
  that once sat against the cliffs along the northern face of 
  Whiterose Hill have fallen into ruins, but the entrance 
  to the tunnel, while somewhat overgrown with hanging 
  vines, is still quite obvious to anyone who approaches.
  d15. ciStern tunnel
  This long tunnel bores straight into the hillside. For the 
  first hundred feet or so, the tunnel contains long side 
  tunnels opposite narrow alcoves. These side tunnels are 
  dead ends that were once used as cool storage. Some still 
  contain barrels of supplies, lumber, and tools or large 
  barrels of wine long since soured.
  After the storage tunnels, the main tunnel proceeds 
  south a further 900 or so feet to the south.
  d16. the ciStern (cr 14)
  The tunnel ends at a large, vaulted cavern filled with a 
  crescent-shaped pool of softly rippling, crystal-clear water. 
  The northern arc of the pool cuts across the end of the 
  passage, separating the tunnel from an island covered with 
  softly writhing green mold and pale fungus, although a 
  rickety-looking wooden bridge spans the fifteen-foot gap. On 
  the island itself, numerous large wine casks lie around a large 
  central pool of glowing blue water, while along the cave ceiling 
  thirty feet above, what appear to be a half-dozen pinpoints 
  of light slowly wriggle and move, almost as if forming and 
  reforming strange constellations in a false night sky.
  For many years, the nereid Evindra watched over the 
  sword Briar, which was kept in the cistern of glowing water 
  in the center of this room. Created by ancient First World 
  minions of Nyrissa’s enemies to keep Briar immersed in 
  purifying waters that would dull its emotions and help 
  hide it from its mistress, the liquid in the cistern is a 
  potent magical fluid that enhances any liquid it is mixed 
  with. Evindra showed the monks of Cayden Cailean how 
  to enhance their wine using waters from this pool, but 
  they have additional effects on poison, alchemical liquids, 
  potions, and elixirs as well. The casks around the central 
  pool contain spoiled wine—since the gardener slew the 
  remaining monks, no new wine has been made here.
  A hole in the ceiling near the western wall extends up 
  to the well near area D8. During daytime, the hole allows 
  faint sunlight into the cavern, but at other times it’s a DC 
  20 Perception check to notice the hole from land.
  Creatures: The ghost of the now-nameless gardener who 
  went mad and slew the priests of Whiterose Abbey haunts 
  this chamber, though his presence can be felt throughout 
  the entirety of Whiterose Hill. The ghost spends his time 
  either manipulating the fungus that grows on the central 
  island here or “stargazing” upon the constantly shifting 
  constellations above—at the same time, his spirit suffuses 
  all of Whiterose Hill. He remains infused into the walls, 
  water, and floor of this chamber for 1d6+2 rounds after the 
  first PC enters the place, after which the malevolent ghost 
  makes his presence known with a slowly building howl of 
  
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  raw anguish. As the ghost takes form, he rises like blue 
  mist from the waters of the cistern—and when he does, the 
  six “stars” near the ceiling above begin to spin and spiral 
  quickly, as if caught in a vortex above the ghost.
  The “stars” are in fact six advanced will-o’-wisps that have 
  grown powerful feeding upon the ghost’s anger and jealousy; 
  they have allied with the ghost by forming strange patterns of 
  stars for him to gaze upon. When the ghost rises up to attack 
  the PCs, the will-o’-wisps join the undead in the battle, as 
  they do not wish to see their banquet of fear destroyed.
  The gardener’s ghost can be laid to rest by releasing the 
  nereid trapped in the hidden water clock (see treasure and 
  “Briar’s Guardian,” below). Until the nereid is released and 
  allowed to leave this place (or, alternatively, until she is 
  killed), the gardener’s ghost continues to rejuvenate after 
  it is destroyed.
  the Gardener 
  CR 13
  XP 25,600
  Male halfling ghost monk 4/sorcerer 8 (Pathfinder RPG 
  Bestiary 144)
  LE Small undead (augmented, halfling, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +23
  DefenSe
  AC 32, touch 28, flat-footed 26 (+4 armor, +6 deflection, +5 
  Dex, +1 dodge, +4 monk Wisdom, +1 size)
  hp 138 (12 HD; 4d8+8d6+92)
  fort +13, Ref +12, Will +15 
  Defensive Abilities channel resistance +4, rejuvenation; 
  evasion, incorporeal, Immune undead traits
  OffenSe
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +8/+3 (13d6/×3)
  Special Attacks acidic ray (1d6+4 acid, 9/day), corrupting gaze 
  (DC 22), horrific appearance (DC 22), telekinesis
  Sorcerer Spells Known (CL 8th; concentration +14)
  4th (4/day)—black tentacles
  3rd (6/day)—haste, tongues, vampiric touch
  2nd (8/day)—cat's grace, owl's wisdom, see invisibility, touch 
  of idiocy
  1st (8/day)—chill touch (DC 17), enlarge person, mage armor, 
  magic missile, silent image (DC 17), true strike 
  0 (at will)—arcane mark, acid splash, dancing lights, detect 
  magic, ghost sound (DC 16), mage hand, message, 
  prestidigitation
  Bloodline aberrant
  tACtICS
  Before Combat In the rounds before it appears, the gardener 
  casts cat's grace, owl's wisdom, and mage armor on himself.
  During Combat The gardener uses his corrupting gaze 
  throughout any combat. On the first round, he attacks with 
  his horrific appearance and a quickened haste spell. On the 
  second round, he casts black tentacles and a quickened magic 
  missile. On the third round, he uses telekinesis to attempt 
  to bull rush a heavily armored foe into the surrounding 
  pool, then moves to the most wounded target and casts a 
  quickened vampiric touch. Once he’s used all three charges of 
  his rod of lesser quicken metamagic, he begins attacking with 
  his corrupting touch, using telekinesis and his spells against 
  foes who maintain ranged superiority.
  Morale The gardener fights to the death; once he appears, he 
  pursues his victims anywhere they flee on Whiterose Hill, 
  but not beyond the stone wall that surrounds the place.
  StAtIStICS
  Str —, Dex 21, Con —, Int 12, Wis 18, Cha 22
  Base Atk +7; CMB +7; CMD 33
  feats Ability Focus (corrupting gaze), Arcane Strike, Combat 
  Reflexes, Craft Wondrous Item, Dodge, Eschew Materials, 
  Improved Unarmed Strike, Lunge, Mobility, Silent Spell, 
  Stunning Fist, Toughness
  Skills Acrobatics +7 (+5 jump), Bluff +21, Climb +2, Fly +24, 
  Knowledge (arcana) +10, Knowledge (nature) +7, Perception 
  
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  Winery
  One square = 5 feet
  D15
  D16
  D14
  Winery
  One square = 5 feet
  D14a
  D15
  D16
  D14
  D14b
  875 ft
  +23, Sense Motive +11, Stealth +24
  Languages Common, Gnome, Halfling
  SQ bloodline arcana, fast movement, ki pool (6 points, magic), 
  long limbs (+5 ft.), maneuver training, slow fall 20 ft., still 
  mind
  Combat Gear rod of lesser quicken metamagic
  SPeCIAL ABILItIeS
  Horrific Appearance (Su) As a standard action at will, the 
  gardener can cause his appearance to burst into a riot of 
  mold and decay, turning his ghostly body into a hideous 
  garden of fungus and ruin. All living creatures within a 30-
  foot radius that view this shift must make a DC 22 Will save 
  or be panicked for 1d4 rounds. This is a mind-affecting fear 
  effect. A creature that saves against this ability is immune to 
  its effects for 24 hours.
  Advanced Will-o’-Wisps (6) 
  CR 7
  XP 3,200 each
  hp 58 each (Pathfinder RPG Bestiary 277, 294)
  Treasure: Although Briar and the majority of the 
  gardener’s gear was taken by the Pitaxian agents who 
  murdered him years ago, they neglected to remain long 
  enough to search this chamber further, as they were 
  eager to return to Irovetti with Briar. A DC 30 Perception 
  check reveals a secret door in the side of the cask closest 
  to the cistern. Opening it reveals the cask to be, in fact, 
  a cozy, half ling-sized hideaway—it was here that the 
  gardener spent much of his time. The cask contains 
  a small bed laden with dusty furs, on which sits the 
  gardener’s rod of lesser quicken metamagic, while nearby 
  sits an incredibly beautiful and intricate water clock of 
  colored glass, bronze, silver, and darkwood. This water 
  clock is worth 2,500 gp alone for its workmanship, but it 
  also serves as Evindra’s prison—see the Briar’s Guardian 
  section on page 38 for details.
  The waters of the cistern itself, if used as an additional 
  component in the construction of any alchemical fluid, 
  poison, or magical liquid (such as a potion or elixir) have 
  a wondrous effect, although using the waters doubles the 
  time required to create the item. Consult the list below 
  for the exact effects, depending on the fluid—you can use 
  these effects to generate additional mixtures if you wish. 
  A single dose of the glowing waters is worth 200 gp—the 
  pool itself contains enough water for 50 uses, but with 
  Briar taken from the area, the cistern lacks the ability to 
  generate more doses.
  Alcohol: The alcohol becomes much more delicious and 
  increases in value (typically resulting in alcohol worth 
  twice as much as normal).
  
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  Antitoxin: The antitoxin now grants a +7 alchemical 
  bonus on Fortitude saves against poison.
  Poison: The poison’s save DC increases by +2.
  Potion or Elixir: The potion or elixir’s effects last for 
  twice as long. In the case of potions that heal wounds 
  or ability scores, the potion instead gains the effects of 
  Empower Spell.
  Splash Weapon: The splash weapon gains a +2 alchemical 
  bonus on damage done on a direct hit and a +1 alchemical 
  bonus on damage done by a splash.
  BriAr’S guArdiAn (cr 10)
  The water clock hidden in area D16 is not magical, but it 
  does function as a prison for the nereid Evindra simply by 
  containing her in her water elemental form, mixed with a 
  healthy dose of water from the magical cistern. In this state, 
  Evindra cannot communicate and is effectively unconscious 
  (although neither does she have a need to eat or drink in this 
  state). The gardener hoped some day to be able to force the 
  neried to be his wife, but never found a way before Briar’s 
  influence drove him mad.
  If the water clock is destroyed 
  or drained, Evindra can reform 
  into her humanoid shape, that 
  of a breathtakingly beautiful 
  nude woman with pale skin, 
  pointed ears, dark hair, deep 
  blue eyes, and webbed fingers 
  and toes. She thanks the 
  PCs profusely for rescuing 
  her and just as 
  quickly begs them 
  for her shawl. If 
  the PCs attack 
  her, she fights 
  back as best she 
  can, but she hopes 
  to befriend them in an 
  attempt to gain their aid in 
  reclaiming her shawl, using 
  her beguiling aura and suggestion 
  ability if necessary. See the “Quest: 
  Evindra’s Shawl” sidebar for details.
  evindra 
  CR 10
  XP 9,600
  Female nereid (Tome of Horrors Revised 276–278)
  CN Medium fey (aquatic, water)
  Init +9; Senses low-light vision; Perception +21
  Aura beguiling aura
  DefenSe
  AC 25, touch 25, flat-footed 15 (+5 deflection, +9 
  Dex, +1 dodge)
  hp 126 (12d6+84)
  fort +11, Ref +17, Will +14
  Defensive Abilities transparency; DR 10/cold iron; Immune 
  cold, poison; SR 21
  Weaknesses shawl
  OffenSe
  Speed 30 ft., swim 60 ft.
  Melee poison touch +10 (poison)
  Ranged poison spray +15 (poison)
  Special Attacks drowning kiss
  Spell-Like Abilities (CL 10th; concentration +15)
  At will—control water, suggestion (only against creatures 
  fascinated by her beguiling aura)
  1/day—summon monster VI (water elemental only)
  tACtICS
  During Combat Evindra casts summon monster VI to conjure 
  a water elemental on the first round of combat, then 
  retreats into the water and uses poison against the PCs. If 
  this tactic proves unworkable, she assumes the form of a 
  water elemental to attack physically.
  Morale If reduced to 30 hit points or fewer, Evindra attempts 
  to flee into the nearby pool to hide.
  StAtIStICS
  Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
  Base Atk +6; CMB +15; CMD 31
  feats Ability Focus (poison), Agile Maneuvers, Defensive 
  Combat Training, Dodge, Mobility, Weapon Finesse
  Skills Bluff +20, Escape Artist +24, Knowledge (nature) 
  +17, Perception +21, Perform (sing) +20, Sense Motive 
  +21, Stealth +24, Swim +23
  Languages Aquan, Common, Sylvan
  SQ amphibious, change shape (medium 
  water elemental, elemental body II), 
  unearthly grace
  SPeCIAL ABILItIeS
  Beguiling Aura (Su) Any creature 
  who is sexually attracted to 
  women runs the risk of being 
  beguiled by a nereid if he 
  or she looks upon her 
  beauty from a distance 
  
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  of 30 feet or less. Creatures who fail a DC 21 Will save are 
  immediately fascinated. The nereid may use her suggestion 
  spell-like ability at will against creatures that are fascinated 
  by her beguiling aura. This is a mind-affecting compulsion 
  effect. The save DC is Charisma-based.
  Drowning Kiss (Su) A nereid can flood the lungs of a 
  willing, helpless, or fascinated creature by touching 
  him (traditionally by kissing him on the lips). The target 
  immediately begins to drown if he cannot breathe water. 
  On his turn, the kissed creature can attempt to cough up 
  this supernatural water by succeeding on a DC 23 Fortitude 
  save; otherwise he begins to drown (Pathfinder RPG Core 
  Rulebook 445). Each round the drowning continues, the 
  victim may attempt a new DC 23 Fortitude save to cough up 
  the water. The save DC is Constitution-based.
  Poison (ex) Touch or spray (range 30 ft.)—contact; save Fort 
  DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus 
  blindness; cure 2 consecutive saves.
  Shawl (ex) A nereid’s shawl (hardness 2, hp 6), contains a 
  portion of her life force. If the shawl is ever destroyed, the 
  nereid takes 1d6 points of Constitution drain per hour until 
  she dies. The nereid can craft a new shawl from water by 
  making a DC 25 Will save, but each attempt takes 1d4 hours 
  to complete. Attempts to destroy or steal the shawl should 
  be treated as sunder or disarm attempts.
  transparency (Su) When underwater, a nereid’s body becomes 
  transparent, effectively rendering her invisible. She can 
  become visible or transparent at will as a free action.
  Unearthly Grace (Su) A nereid adds her Charisma modifier as 
  a racial bonus on all her saving throws, and as a deflection 
  bonus to her Armor Class as long as she wears no armor.
  PArt Four:  
  the king’S PAlAce
  As the War of the River Kings progresses, King Irovetti 
  becomes almost a shut-in at his palace in Pitax. Either he 
  fears the coming retribution from the PCs (in the event that 
  his armies do poorly in the war) or he fears to make many 
  public appearances when victory is so close at hand (in the 
  event that his armies are doing well). Of course, if King 
  Irovetti wins the war, the end of this adventure will play out 
  quite differently than anticipated—but this development 
  doesn’t necessarily mean the end of the Kingmaker 
  campaign (see Concluding the Adventure for details).
  This part of the adventure assumes, however, that once 
  roused to anger, the PCs’ army does quite well on the 
  field of battle. Once Irovetti’s field army is defeated and 
  its commander, the ogre mage Avinash Jurrg, flees the 
  field of battle and returns to report his failure to Irovetti, 
  the king grows concerned. As the PCs begin to defeat 
  his reserve armies, he grows worried. Irovetti calls upon 
  his remaining reserves once he learns at least two of the 
  reserve armies have been defeated (it generally takes a day 
  for word to reach the king of an army’s defeat). He then 
  issues orders for the final reserve to fortify the city of 
  Pitax and prepare to defend it from attack. He recalls any 
  remaining reserve armies (located at areas I, J, K, and O) 
  back to the city of Pitax to aid in the defense and hopes that 
  his last troops can defeat the angry giant his attack on the 
  PCs has awakened.
  the BAttle oF PitAx
  Once King Irovetti realizes that the PCs are coming for 
  him, he institutes martial law in the city of Pitax, but 
  there aren’t enough Pitax wardens and soldiers to properly 
  patrol the city and man the defenses at the same time. Civil 
  unrest grows quickly, as factions and groups within Pitax 
  that have long loathed being under Irovetti’s rule grow 
  restless and, in some cases, openly resistant. When the PCs 
  come to Pitax, they find the city bristling with soldiers and 
  ready for a battle or a siege.
  Siege: If the PCs lay siege to Pitax, they need only camp 
  their armies in view of the castle walls. They can prevent 
  supplies from entering the city via river or land, and the 
  constant presence of the PCs’ army slowly erodes the city’s 
  morale. This battle is more psychological than physical, and 
  the PCs need simply outlast the resolve and endurance of 
  those trapped within the city. Each week that passes, the PCs 
  must pay the consumption for each of their armies plus an 
  additional 5 BP to cover additional supplies and resources 
  needed to maintain the lock on the city. At the end of each 
  week, each commander for each army must make a DC 15 
  Morale check; the DC of this check increases by +1 each week. 
  If a check succeeds by 5 or more, the commander can spend 
  5 BP to raise that army’s morale modifier by +1 by granting 
  Quest: Evindra’s Shawl
  The PCs agree to seek out the nereid’s missing shawl.
  Source: Evindra the nereid.
  task: The gardener stole Evindra’s shawl many years 
  ago and used this leverage to force her into the waterclock. 
  She’s not sure where the shawl went, but suspects that 
  whoever killed the gardener and took the magic sword 
  she had been entrusted to guard has it now.
  Completion: The PCs must recover the shawl from 
  area t3 and return it to Evindra.
  Reward: Evindra agrees to tell the PCs all she knows 
  about Briar, Nyrissa, and the danger the nymph poses to 
  the Stolen Lands; she may even remain with the PCs as 
  an ally if they wish. Evindra’s revelations about Briar and 
  Nyrissa are detailed in the next adventure in the Kingmaker 
  Adventure Path, “Sound of a Thousand Screams.”
  
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  it additional supplies and resources. Each time a check is 
  failed, the army’s morale modifier drops by 1 point—if this 
  occurs when an army’s morale is at –4 already, that army 
  deserts. The goal here is to force the morale modifier for 
  Irovetti’s armies to drop below –4 before the PCs’ own 
  armies desert. For the purposes of this siege, assume that 
  Irovetti has 300 BP to spend before he runs out of resources. 
  Reduce this amount by 20 for each of his armies that the 
  PCs have defeated up to this point.
  Battle: An open assault on Pitax can resolve the war 
  much more quickly than a protracted siege, but doing 
  so runs the risk of much more bloodshed. In addition to 
  any armies that Irovetti may have been able to recall from 
  his reserves, Pitax is protected by a Pitax Regiment led 
  by Avinash Jurrg and two bands of troll marauders led by 
  an advanced troll. In this battle, these armies gain a +10 
  bonus to DV due to the city’s walls and other defenses.
  Pitax Regiment 
  CR 10
  XP 9,600
  hp 55 (see page 20)
  troll Marauders (2) 
  CR 5
  XP 2,400 each
  hp 22 each (see page 20)
  inFiltrAtion
  As mentioned above, Irovetti and his closest guards and allies 
  remain barricaded in his palace for the duration of this part 
  of the adventure—this doesn’t change once the PCs manage 
  to enter the city, even if they decide to sneak into the city while 
  their siege is still underway. Any allies the PCs may have 
  made during the adventure, such as Ilora Nuski or perhaps a 
  reserve army they may have wooed away from loyalty to Pitax, 
  advises the PCs that the king has dug in to his palace—an 
  invasion of the large edifice may be an excellent way to break 
  the Pitaxian army’s will. Certainly, rumors from within the 
  city consistently claim that love for their king, already in 
  short supply before these events, has run out.
  Even if the PCs defeat Pitax’s armies, the generals of those 
  armies retreat to Irovetti’s Palace and the king remains 
  stubbornly within the walls of his home. While this might 
  seem foolish to the PCs, Irovetti has a last-ditch hope. As soon 
  as the PCs are about to invade his palace, be this before or after 
  his army has been defeated, the king sends word to Nyrissa 
  that he has found Briar and he needs her help in defending 
  his city if he is going to be able to give the sword to her. The 
  king then hopes to outlast the PCs and simply survive long 
  enough for Nyrissa to come to his rescue. Unfortunately 
  for him, that isn’t going to happen—the nymph has bigger 
  issues to handle. At this point in the adventure, it all comes 
  down to the PCs versus King Irovetti—whoever is standing at 
  the end of this adventure is the final winner.
  irovetti’S PAlAce
  Irovetti’s palace is located at area 12 in Pitax (see the 
  chapter on Pitax after this adventure). The building is 
  one of the oldest in the city, built by an eccentric wizard 
  who had a strange fascination with doors, twisting 
  mazes, and strange architectural whimsies. The baffling 
  structure fits Irovetti’s needs well, and the tangle of halls 
  and doors makes it an easy place to get lost in and an 
  even easier place for its denizens to defend. The palace 
  certainly earns its nickname—the “House of a Hundred 
  Doors.” In fact, the palace has well over a hundred doors, 
  many of them secret doors.
  Yet for all of these doors and the expansive size of the 
  house, the palace is only one floor high. Its roofline is 
  a crazy tangle of slopes, domes, and pitches that barely 
  seems to match the underlying layout of rooms and halls. 
  The external walls and roof are comprised of two 1-foot-
  thick stone walls sandwiching two 3-inch-thick iron walls, 
  which themselves sandwich a thin layer of lead sheeting to 
  foil detection spells and spells that affect stone walls. At 
  several points throughout the palace, spiral stairs lead up 
  to small watchtowers on the roof above—currently, these 
  watchtowers are each manned by a single Pitax herald 
  ready to raise the alarm if she sees anyone attempting to 
  enter the palace from above. Each of these watchtowers 
  is accessed via a trap door that can be locked and bolted 
  (Disable Device DC 30 to pick, Break DC 28).
  Most hallways and chambers are in the palace have 18-
  foot ceilings, but several areas have even higher ceilings 
  (these variations are mentioned in the text). Light inside 
  the palace is provided by everburning torches in the grand 
  hall and by common oil lamps elsewhere. In addition, most 
  rooms possess slit windows or slitted skylights. These 
  windows, rarely more than 1 foot wide, are of leaded crystal 
  (blocking detection spells) in narrow diamond-shaped 
  panes between 1-inch-thick leaded steel bars (hardness 10, 
  hit points 20, break DC 24). The chimneys for fireplaces in 
  the Great Hall and kitchens are blocked by similar grates 
  without the glass. 
  Those infiltrating Irovetti’s palace must be very careful 
  if they wish to avoid a general alarm. Once the alarm is 
  raised, word spreads throughout the palace rapidly. In 
  addition to the various guards listed at key locations, there 
  are six roving bands of guards, each consisting of five Pitax 
  wardens led by a Pitax herald. If the alarm is raised, all of 
  these groups mobilize and move to investigate the source 
  of the alarm, arriving at the rate of one group every 2d6 
  rounds. A group of these soldiers is a CR 10 encounter.
  Pitax Herald 
  CR 5
  XP 1,600
  hp 45 (see page 11)
  
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  Irovetti's Palace
  One square = 5 feet
  Main Level
  Q1
  Q3
  Q4
  Q5
  Q6
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  Q7
  Q7
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  Q10
  Q11
  Q12
  Q13
  Q14
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  Q2
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  S
  S
  S
  S
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  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  w
  Irovetti's Palace
  One square = 5 feet
  Main Level
  Q1
  Q3
  Q4
  Q5
  Q6
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q7
  Q8
  Q8
  Q8
  Q8
  Q8
  Q8
  Q8
  Q8
  Q8
  Q8
  Q9
  Q10
  Q11
  Q12
  Q13
  Q14
  Q15
  Q16
  Q17
  Q18
  Q19
  Q2
  Q2
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  w
  
  42
  Part 5 
  of 6
  Part 5 
  of 6
  Pitax Wardens (5) 
  CR 5
  XP 1,600 each
  hp 51 each (see pages 11–12)
  unkeyed roomS
  The majority of the rooms in Irovetti’s palace are unkeyed. 
  These unkeyed rooms consist of two types. The 5-foot square 
  rooms are privies containing a single toilet. The 5-by-10 
  foot rooms are bedrooms, either for guards, servants, or 
  guests (although Irovetti has currently dismissed all of 
  his servants, and has only one actual guest—the weretiger 
  Alisen). Each of these unremarkable rooms contains a 
  single bed, a nightstand, and a footlocker. The doors of 
  these rooms can be latched from within but not locked 
  (Disable Device DC 15 to open).
  Q1. grAnd Atrium (cr 12)
  This hexagonal chamber is dominated by a huge fountain 
  containing a surreally idealized gold statue of King Irovetti, 
  glowing richly in the light of torches along the walls and 
  chandeliers dangling from the domed ceiling. The walls on 
  every side are draped with enormous tapestries showing 
  Irovetti triumphant in every field, from battle to art and from 
  music to learning and erudition.
  The front doors to this chamber are 6-inch-thick slabs 
  of leaded steel (hardness 10, hp 180, break DC 37). King 
  Irovetti has also cast a silent, mental alarm spell on them. 
  While the fountain and statue are real, the appearance 
  that they’re made of gold is in fact provided by a permanent 
  image (DC 21).
  Creatures: Irovetti has a fondness for trolls, and 
  maintains their loyalty through payments of gold and 
  regular castings of charm person by his heralds or himself 
  as necessary. While many of the trolls that work for him 
  are typical specimens of their kind, those he retains as 
  guards for his palace are well-trained fighters capable of 
  and eager for great violence.
  troll Guards (2) 
  CR 10
  XP 9,600
  Male troll fighter 5 (Pathfinder RPG Bestiary 268)
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
  DefenSe
  AC 27, touch 13, flat-footed 23 (+9 armor, +4 Dex, +5 natural, 
  –1 size)
  hp 146 (11 HD; 6d8+5d10+92); regeneration 5 (acid or fire)
  fort +16, Ref +7, Will +3; +1 vs. fear
  Defensive Abilities bravery +1
  OffenSe
  Speed 20 ft.
  Melee mwk battleaxe +15/+10 (2d6+11/19–20/×3), mwk 
  battleaxe +15 (2d6+11/19–20/×3), bite +11 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  tACtICS
  During Combat In battle, the guards focus attacks on foes 
  who use fire or acid, working together to destroy these 
  threats first, and then turn their attacks on the most heavily 
  armored foes.
  Morale The troll guards fight to the death.
  StAtIStICS
  Str 26, Dex 18, Con 25, Int 6, Wis 11, Cha 4
  Base Atk +9; CMB +18; CMD 32
  feats Combat Reflexes, Double Slice, Improved Critical 
  (battleaxe), Quick Draw, Toughness, Two-Weapon 
  Fighting, Unseat, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe)
  Skills Perception +11
  Languages Giant
  SQ armor training 1
  Gear full plate, masterwork battleaxes (2), 200 gp
  Q2. guArdroomS (cr 7)
  This chamber has a number of chairs around a small table with 
  a small brazier and a water barrel next to it.
  Creatures: These chambers are where on-duty guards 
  keep themselves prepared to respond at a moment’s notice. 
  They will arrive at Q1 1 round after they hear the trolls in 
  that area raise the alarm. 
  Pitax Wardens (2) 
  CR 5
  XP 1,600 each
  hp 51 each (see page 11–12)
  Q3. greAt hAll (cr 10)
  This high-vaulted hall is flanked on either side by a long 
  colonnade supporting an ornately carved balcony. Spiral, 
  curving, and straight staircases span from balcony to floor at 
  irregular intervals around the room. 
  The lavishly decorated balconies on each side of this 
  hall are patrolled by three Pitax heralds. The sturdily-
  constructed balustrade gives them cover against any 
  attack that is not from above. The heralds ready their 
  bows if the trolls in Q1 raise the alarm, but they do not 
  abandon their posts.
  Pitax Heralds (6) 
  CR 5
  XP 1,600
  hp 45 (see page 11)
  
  43
  War of the River Kings
  War of the River Kings
  Troll Guard
  Q4. the Burgundy throne (cr 17 
  or 15)
  A regal throne carved of burgundy stone sits atop a broad dais 
  of red-veined, white marble in this large throne hall. A large 
  circular stage stands beneath a high dome to the southwest 
  of the throne, and on the north side of the dais lies a banquet 
  hall with a massive oaken table. The far wall beyond the throne 
  features several towering stained-glass windows depicting King 
  Irovetti in various regal or heroic poses.
  This entire area is protected by an unhallow spell with a 
  death ward fixed to it.
  Creatures: If the PCs infiltrate the palace during the 
  night, this chamber is guarded solely by a group of troll 
  guards and several Pitax wardens. But if the PCs arrive 
  during the day, they find King Irovetti here, seated on his 
  throne. If the alarm isn’t raised, he’s going over defense 
  tactics and reports with several of his officers, but if the 
  alarm is raised, he prepares as detailed in his tactics. 
  General Jurrg is also present in this room if the alarm has 
  been raised. Pitax wardens and troll guards stand arrayed 
  around Irovetti’s throne, and his bodyguard Villamor 
  Koth stands at his side. His response to the PCs’ arrival is 
  a sneer and a challenge.
  “So you have come for me at last, have you? I knew you would. 
  Very well. No more games. No more tricks. No more decoys. 
  Skill against skill, strength against strength, and we shall see 
  who deserves to rule, and who deserves to die.”
  Irovetti is impressed at the party’s 
  resilience, furious at his own failures, 
  and unsurprised they have managed 
  to reach his throne room. 
  He’s 
  eager 
  to 
  vent 
  his 
  frustrations with a good, 
  old-fashioned fight and orders 
  his various guardians to step up 
  to attack while he rises from 
  his throne to join the battle. 
  Irovetti is uninterested in 
  diplomacy or explanations 
  at this point, yet he isn’t 
  ready to throw his life away—his 
  contingency effect kicks in if he takes 
  more than 10 points of damage from a single 
  attack, allowing him to f lee to his sanctuary at 
  area T1 unless the PCs think to block his escape with 
  an effect like dimensional anchor. If he retreats, his 
  guards continue the fight—he’s informed them that 
  he doesn’t intend to stick around for the whole fight 
  if things don’t immediately go well, and they are not 
  demoralized if he vanishes.
  King Castruccio Irovetti 
  CR 16
  XP 76,800
  Male human bard 11/fighter 5 
  CE Medium humanoid
  Init +4; Senses darkvision 60 ft., see invisibility; Perception +18
  DefenSe
  AC 32, touch 19, flat-footed 27 (+11 armor, +3 deflection,  
  +4 Dex, +2 dodge, +2 natural)
  hp 188 (16 HD; 11d8+5d10+107)
  fort +16, Ref +17, Will +13; +4 vs. bardic performance, 
  language-dependent, and sonic, +1 vs. fear
  Defensive Abilities bravery +1
  OffenSe
  Speed 60 ft.
  Melee rod of razors +25/+25/+20/+15 (1d10+17/19–20/×3)
  
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  of 6
  Ranged flechettes +24/+24/+19/+14 (1d8+13/19–20/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with rod of razors)
  Special Attacks bardic performance 36 rounds/day (move 
  action; countersong, dirge of doom, distraction, fascinate, 
  inspire competence +4, inspire courage +3, inspire 
  greatness, suggestion)
  Spells Known (CL 11th; concentration +17)
  4th (3/day)—dimension door, dominate person (DC 21), 
  greater invisibility
  3rd (5/day)—charm monster (DC 20), displacement, phantom 
  steed, scrying
  2nd (6/day)—cat's grace, cure moderate wounds, detect 
  thoughts (DC 18), glitterdust (DC 18), suggestion (DC 19)
  1st (7/day)—alarm, charm person (DC 18), cure light wounds, 
  expeditious retreat, undetectable alignment, unseen servant
  0 (at will)—dancing lights, detect magic, light, mage hand, 
  message, prestidigitation
  tACtICS
  Before Combat King Irovetti casts three alarm spells every 
  morning (one at area Q1, one at Q10, and one at t3), along 
  with undetectable alignment and unseen servant so he never 
  has to take time to open doors on his own. If an alarm is 
  raised, he also casts cat’s grace on himself.
  During Combat King Irovetti activates his boots of speed at the 
  start of combat, along with his inspire courage ability—both 
  of these effects are calculated in the stat block above. For the 
  first few rounds of combat, he lets his guards enter melee 
  while he hangs back and casts displacement and various 
  ranged attack spells. If he’s still around after 3 rounds, his 
  increased courage leads him to enter melee wielding his rod 
  of razors. He always uses Arcane Strike when he attacks (this 
  damage bonus is included in his stats above).
  Morale King Irovetti flees via his dimension door contingency if he 
  ever takes more than 10 points of damage from a single attack. 
  He also flees via dimension door to area t1 if he’s reduced to 
  100 hit points or fewer or is otherwise hurt badly by a magical 
  effect that doesn’t do hit point damage. He resorts to greater 
  invisibility and physical retreat if he can’t teleport.
  StAtIStICS
  Str 18, Dex 18, Con 20, Int 12, Wis 8, Cha 22
  Base Atk +13; CMB +17; CMD 35
  feats Arcane Strike, Combat Reflexes, Dodge, Extend 
  Spell, Extra Performance, Improved Iron Will, Iron Will, 
  Skill Focus (Perform [sing]), Spell Focus (enchantment), 
  Toughness, Weapon Focus (rod of razors), Weapon 
  Specialization (rod of razors)
  Skills Intimidate +20, Knowledge (arcana) +14, Knowledge 
  (local) +14, Knowledge (nobility) +14, Linguistics +5, 
  Perception +18, Perform (dance) +20, Perform (oratory) +25, 
  Perform (sing) +31, Ride +13, Use Magic Device +25
  Languages Common, Hallit, Skald; tongues
  SQ armor training 1, bardic knowledge +5, contingency, 
  improved resources, jack-of-all-trades (use any skill), lore 
  master 2/day, permanent spells, versatile performance 
  (oratory, sing, dance)
  Combat Gear potions of lesser restoration (4), scroll of heal, 
  scroll of restoration, scroll of teleport, wand of hold monster 
  (CL 10th, 13 charges); Other Gear +5 mithral breastplate, rod 
  of razors, amulet of natural armor +2, boots of speed, cloak of 
  resistance +4, ring of protection +3, master key (unlocks all 
  locks in the palace), mindrender baton
  SPeCIAL ABILItIeS
  Contingency King Irovetti used a scroll to cast contingency: if 
  he ever takes more than 10 points of damage from a single 
  attack, a dimension door whisks him away (in this case, to his 
  den in area t1).
  Improved Resources Not only does King Irovetti have the 
  resources of a PC as regards his gear, but his ability scores 
  use a 20-point build.
  Permanent Spells King Irovetti has used scrolls of permanency 
  to gain the following permanent spell effects: darkvision, see 
  invisibility, and tongues.
  General Avinash Jurrg 
  CR 14
  XP 38,400
  Male ogre mage bard 10 (Pathfinder RPG Bestiary 221)
  LE Large outsider (giant, native, oni, shapechanger)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
  DefenSe
  AC 26, touch 13, flat-footed 22 (+8 armor, +4 Dex, +5 natural, 
  –1 size)
  hp 243 (18 HD; 8d10+10d8+154); regeneration 5 (acid or fire)
  fort +19, Ref +15, Will +16; +4 vs. bardic performance, 
  language-dependent, and sonic
  SR 19
  OffenSe
  Speed 30 ft., fly 60 ft. (average)
  Melee +2 keen greatsword +25/+20/+15 (3d6+15/17–20)
  Ranged +1 composite longbow +19/+14/+9 (2d6+1/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bardic performance 28 rounds/day (move 
  action; countersong, dirge of doom, distraction, fascinate, 
  inspire competence +3, inspire courage +2, inspire 
  greatness, suggestion)
  Spell-Like Abilities (CL 8th; concentration +9)
  Constant—fly
  At will—darkness, invisibility
  1/day—charm monster (DC 17), cone of cold (DC 18), gaseous 
  form, deep slumber (DC 16)
  Spells Known (CL 10th; concentration +16)
  4th (2/day)—dimension door, hold monster (DC 20)
  3rd (4/day)—confusion (DC 19), dispel magic, good hope, haste
  2nd (6/day)—blur, cure moderate wounds, mirror image, rage, 
  suggestion (DC 18)
  1st (7/day)—charm person (DC 17), cure light wounds, 
  expeditious retreat, grease (DC 17), remove fear
  
  45
  War of the River Kings
  War of the River Kings
  Avinash Jurrg
  0 (at will)—detect magic, ghost sound (DC 16), know direction, 
  mage hand, message, summon instrument
  tACtICS
  During Combat Jurrg lets his minions engage foes in melee so 
  he can take the time to bolster their powers, first by casting 
  good hope and activating inspire courage, followed by casting 
  haste, rage, and mirror image before he enters melee.
  Morale As long as any of Jurrg’s minions still stand, he fights to 
  the death. If he’s alone and Irovetti still lives, he fights until 
  reduced to 100 hit points or fewer, at which point he casts 
  dimension door to go wherever he believes Irovetti is located 
  to report to his king. When fighting at Irovetti’s side or 
  defending the throne room itself, he fights to the death.
  StAtIStICS
  Str 28, Dex 19, Con 26, Int 14, Wis 12, Cha 22
  Base Atk +15; CMB +25; CMD 39
  feats Arcane Armor Mastery, Arcane Armor Training, Arcane 
  Strike, Armor Proficiency (Medium), Combat Expertise, 
  Greater Disarm, Improved Disarm, Improved Initiative, 
  Vital Strike
  Skills Acrobatics +22, Fly +17, Knowledge (arcana) +19, Knowledge 
  (engineering) +19, Knowledge (nobility) +19, Perception +22, 
  Perform (oratory) +27, Perform (percussion) +27, Perform 
  (wind) +27, Spellcraft +14
  Languages Common, Giant
  SQ change shape (Small, Medium, or Large 
  humanoid, alter self or giant form 1), bardic 
  knowledge +5, jack-of-all-trades (use any skill), 
  lore master 1/day, versatile performance (oratory, 
  percussion, wind)
  Gear +2 mithral breastplate, +2 keen greatsword, 
  +1 composite longbow with 20 arrows, cloak of 
  resistance +2
  Villamor Koth 
  CR 14
  XP 38,400
  hp 217 (see page 17–18)
  Pitax Wardens (6) 
  CR 5
  XP 1,600 each
  hp 51 each (see page 11–12)
  troll Guards (4) 
  CR 10
  XP 9,600 each
  hp 146 each (see page 42)
  Q5. villAmor koth’S Bedroom  
  (cr 14)
  This spacious chamber is well appointed, with furnishings 
  in an exotic style and walls covered with maps and 
  diagrams of fortifications under construction. A 
  massive, wrought-iron bed dominates one corner 
  of the room, its heavy posts supporting a canopy of chains, 
  surmounted with massive manacles stained with blood. 
  This is the chamber of Villamor Koth, Captain of the 
  Guard and Irovetti’s bodyguard. He can be found here half 
  of the time, sleeping or spending time with a pair of female 
  Pitax heralds. The rest of the time after dark he can be found 
  at area Q14, sparring against a pair of troll guards.
  Villamor Koth 
  CR 14
  XP 38,400
  hp 217 (see pages 17–18)
  Treasure: A pair of tapestries, heavily woven with gold 
  and mithril thread, hang on the walls here. One depicts 
  a pair of dragons mating in mid-flight, while another 
  shows a silvery tree growing up toward a lacy golden 
  sun—both are worth 1,500 gp. A locked payroll chest 
  
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  (Disable Device DC 40) sits under his bed. It contains 
  3,338 gp, a dozen potions of cure serious wounds, and three 
  potions of neutralize poison.
  Q6. common meSS hAll
  This large chamber is scattered with well-worn but sturdy 
  tables and chairs. Large bins by the walls hold refuse, soiled 
  laundry, and dirty dishes.
  There’s a 50% chance that one of the six Pitax warden 
  patrols is here eating a meal.
  Q7. BAlliStA chAmBer
  Each of these rooms contains a ballista and a barrel of 
  a dozen shots for use in defending the palace. From the 
  outside, the ballista firing slits are carefully hidden 
  (Perception DC 30 to notice). The shutter within is equal 
  to a heavy iron door (hardness 10, hp 60, Break DC 28) and 
  is clad with lead to foil detections. If the PCs are spotted 
  approaching the palace, Pitax wardens quickly man any of 
  these rooms that could be used to fire upon the PCs.
  Q8. StorAge room
  Each of these storage rooms contain linens, tools, firewood, 
  and other miscellaneous supplies. They tend to be quite 
  cluttered and could make excellent hiding spots.
  Q9. enFilAded entry (cr 12)
  The broad portals of the outer corridor open into an irregularly 
  shaped room, with spiked iron gates to the west and east.
  Creatures: Two troll guards watch over this chamber.
  troll Guards (2) 
  CR 10
  XP 9,600 each
  hp 146 each (see page 42)
  Q10. Service entrAnce (cr 12)
  Iron portals open into a wide passage leading within. The 
  walls here angle inward, with arrow slits on either side.
  Creatures: This passageway is normally used by 
  servants to bring supplies to the kitchens and cellars. It 
  is guarded by two portcullises that can be dropped on 
  invaders, trapping them while the archers in the hallways 
  to either side attack foes inside. There are six Pitax 
  heralds stationed to either side, all ready to open fire on 
  any intruders.
  Pitax Heralds (12) 
  CR 5
  XP 1,600 each
  hp 45 (see page 11)
  Q11. croSSFire corridor (cr 8)
  As in area Q10, this hallway is watched over by Pitax 
  heralds. In this case, there are three stationed in the secret 
  passageway just north of the hall. If a fight starts here, the 
  trolls in area Q9 and any guards in the eastern hall in area 
  Q10 come to join the battle quickly.
  Pitax Heralds (3) 
  CR 5
  XP 1,600 each
  hp 45 (see page 11)
  Irovetti’s Numerian Technology
  Irovetti possesses two items of advanced technology 
  stolen from the Technic League of Numeria. Neither 
  radiates magic and both function normally in antimagic 
  areas. Spellcraft can still be used to identify their uses 
  (at a –5 penalty), but detect magic is not necessary to 
  make the attempt. Both are balanced as if they were 
  normal magic items, so if you’d rather not introduce 
  technology into your game, simply treat these two 
  items as magic items.
   Rod of Razors
  effective CL 15th; Price 65,000 gp; Weight 10 lbs.
  DeSCRIPtIOn
  This ornate, adamantine rod appears to be a cross 
  between a halberd and a strange scepter of alien design. 
  Despite its rigid appearance, the rod is surprisingly 
  flexible and can extend in combat—the weapon functions 
  as a +3 keen adamantine halberd that has reach but can still 
  function normally against adjacent foes. As a full-round 
  action up to five times per day, the rod can be used to fire 
  razors. Treat these as +3 keen adamantine arrows fired from 
  a longbow (any feats possessed by the user that function 
  with longbows work with these flechettes).
  COnStRUCtIOn
  Requirements Craft Magic Arms and Armor, Craft Rod, 
  blade barrier, keen edge, shield, spiritual weapon; Cost 
  33,435 gp
   Mindrender Baton
  This short, green, metal baton uses potent 
  transmissions along brainwave frequencies to control 
  the minds of those nearby. A mindrender baton 
  functions as a rod of rulership. Although its effects 
  are nonmagical, resistance to enchantment effects 
  or mind-affecting attacks still apply normally to this 
  item. It can only be used for another 60 minutes 
  before it becomes little more than a club.
  
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  War of the River Kings
  War of the River Kings
  Q12. kitchenS
  This large chamber is dominated by a pair of massive fire-
  pit-like ovens with plenty of work and preparation space all 
  around them.
  The kitchens, normally a scene of bustling activity, are 
  currently empty—all of the help staff have been ordered 
  to leave the palace, as Irovetti doesn’t want to deal with the 
  blowback from endangering his servants should he come 
  out the winner in the war. The stairs in the south wall lead 
  down to area R1 after a landing that turns west.
  Q13. troll BArrAckS
  This oversized chamber holds four enormous nests of rags and 
  filthy hay.
  The troll guards sleep in these nests in shifts, but at this 
  time, all of the palace trolls are on duty.
  Q14. the octAgon
  The center of this domed chamber is dominated by a large, 
  octagonal fighting pit. A ten-foot-wide balcony runs around 
  the western half of the pit, while to the east a small royal 
  box with large chairs provides an even better view of the 
  central area. A pair of massive wooden doors down in the pit 
  presumably allows access from a lower level of the palace.
  The floor of the eight-sided arena pit is sunken 20 feet 
  below the main level. The double doors in the pit’s east 
  wall lead to the prison (area S2) and the monster pens 
  (areas S4–S5); both of these doors are normally kept locked 
  with massive chains (Disable Device DC 30; Break DC 30). 
  A secret door in the pit’s west wall opens into a 10-foot-
  square chamber under the balcony that leads to a second 
  secret door, which in turn opens into the western hall—
  this entrance is the one used to access the fighting pit with 
  ease from this floor.
  The arena is used for battles between condemned  
  prisoners, 
  charmed 
  monsters, 
  and 
  whatever 
  other 
  entertainments Irovetti and his minions can think up. With 
  things the way they are at this point, there are obviously no 
  bouts scheduled, but 50% of the time after dark, Villamor 
  Koth spars with a pair of troll guards in the pit. If they’re 
  here when the PCs arrive, they immediately end their 
  sparring and turn their attention to attacking the PCs, 
  fighting to the death.
  Q15. liBrAry
  This magnificent library has books by the thousands lining 
  its walls, with moving ladders mounted on rails circling the 
  chamber. Plush chairs and reading tables with stand-lamps dot 
  the room.
  The library contains much literature of questionable 
  quality, lurid tales of adventure, ribald poetry and 
  melodrama, and the like. Still, enough legitimate reference 
  works can be found to grant a +2 circumstance bonus 
  to any Knowledge (history, local, or nobility) check. The 
  spiral staircase here leads down 20 feet to area S3.
  Q16. conServAtory (cr 7)
  This richly appointed chamber contains an assortment of 
  musical instruments, polished to a shine, highlighted by an 
  elaborate pipe organ. Rich, burgundy velvet chairs are arrayed 
  on a Qadiran carpet worked intricately in gold, orange, and 
  yellow. A flight of spiral stairs to the southeast leads up to what 
  appears to be a solarium to the south.
  This chamber is one of Irovetti’s favorites in the palace, 
  but he currently has little time to spend here.
  Creatures: The solarium to the south is 10 feet above 
  the ground, and features numerous large windows. This 
  makes for an excellent watch post, and is manned by two 
  Pitax heralds as a result. If they see anyone approaching, 
  they quickly move to alert Irovetti in area Q4.
  Pitax Heralds (2) 
  CR 5
  XP 1,600 each
  hp 45 (see page 11)
  Treasure: There are eight masterwork musical 
  instruments of various types here, each worth 300 gp. 
  Irovetti’s personal favorite is a Mwangi hide drum. A 
  search of the room and a DC 25 Perception check turns 
  up a watercolor painting of a nude nymph tucked into 
  the base of the drum—the painting isn’t very good, but 
  it’s certainly scandalous. The Qadiran carpet is worth 
  1,200 gp. 
  Q17. gueSt room (cr 13)
  This cozy room is furnished with a large bed, a writing desk, 
  and a fireplace. Numerous books lie stacked on the desk.
  Creature: Unless the PCs already confronted and 
  defeated her at area O, the leader of the Catspaw 
  Mercenaries, a weretiger named Alasen, has been given 
  this room to use as her personal quarters for as long as 
  her service to Irovetti continues. If she’s here, Alasen is 
  relaxing and reading the stack of violent war books she’s 
  borrowed from the library, but if the alarm is raised she 
  
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  assumes her hybrid form and begins stalking the palace, 
  looking for the PCs and waiting for them to enter combat 
  with another defender before she sneaks in to attack. You 
  can use Alasen as a recurring menace to attack the PCs 
  as you wish.
  Alasen 
  CR 13
  XP 25,600
  Female human weretiger rogue 14 
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +19
  DefenSe
  AC 27, touch 17, flat-footed 23 (+5 armor, +3 deflection, +3 Dex, 
  +1 dodge, +5 natural)
  hp 161 (14d8+98)
  fort +9, Ref +14, Will +6
  Defensive Abilities improved evasion, trap sense +4, improved 
  uncanny dodge; DR 5/silver
  OffenSe
  Speed 35 ft.
  Melee 2 claws +16 (1d8+6 plus grab), bite +16 (2d6+6 plus grab)
  Special Attacks sneak attack +7d6, pounce, rake (2 claws +16, 
  1d8+6)
  tACtICS
  During Combat Alasen prefers to wait for the PCs to 
  be engaged in a battle with other defenders of the 
  palace, so that she can skulk into place and attack from 
  invisibility with pounce. She retreats to invisibility after 
  attacking, then repositions for another attack; she does 
  her best to avoid ever being caught in melee for more 
  than a few rounds at a time.
  Morale Alasen’s loyalty to Irovetti collapses if she’s reduced to 
  fewer than 40 hit points, at which point she attempts to flee 
  the palace and Pitax altogether.
  StAtIStICS
  Str 23, Dex 17, Con 20, Int 8, Wis 14, Cha 12
  Base Atk +10; CMB +16; CMD 33
  feats Combat Reflexes, Dodge, Fleet, Improved Initiative, 
  Lightning Reflexes, Mobility, Toughness, Vital Strike, 
  Wind Stance
  Skills Acrobatics +20, Climb +23, Escape Artist +20, Perception 
  +19, Sense Motive +19, Sleight of Hand +20, Stealth +20, 
  Survival +16
  Languages Common
  SQ change shape (human, hybrid, and tiger; polymorph), 
  improved uncanny dodge, rogue talents (bleeding attack 
  +6, combat trick, crippling strike, fast stealth, improved 
  evasion, slippery mind, surprise attack), trapfinding +7
  Gear +3 leather armor, ring of invisibility, ring of protection +3
  Q18. Armory StAirS
  These stairs lead down to area S1.
  Q19. Secret StAirS
  These stairs lead down to a hidden passageway that winds 
  past the dungeon level, then winds down another 50 feet 
  underground to a deep cavern below the palace, eventually 
  reaching area T1.
  r1. PAntry cellAr
  Rows of crates, boxes, and barrels fill this room.
  This chamber stores the palace’s food supplies. The 
  stairs lead up to area Q12 above. The door to the south is 
  locked (Disable Device DC 30 to pick).
  r2. wine cellAr
  Heavy racks of barrels line the outer edges of this room, while 
  high racks of bottles fill the center.
  Treasure: This chamber stores the palace’s wine, ale, 
  mead, and other spirits, including the collection Irovetti 
  seized from the Liacenza family cellars. A half-hour of 
  sifting through a lot of low-quality or forgettable spirits can 
  turn up 14 bottles of fine wine worth 300 gp each, as well as 
  five bottles of Whiterose chardonnay worth 1,000 gp each.
  S1. Armory
  Empty racks for weapons and armor decorate the walls here. A 
  large, closed cabinet stands to the east, while a pair of barrels 
  filled with bundles of arrows stands to the west.
  Treasure: While most of the weapons normally stored here 
  are already in use by the various Pitax wardens and heralds 
  in the palace above, the locker to the east contains two suits 
  of +1 full plate, a +1 chain shirt, six masterwork rapiers, two +1 
  shortbows (Str 14), and two +1 greatswords. The barrels contain 
  500 arrows, 50 cold iron arrows, and 50 silver arrows.
  S2. the BlAck cellS (cr 10)
  This chamber is lit by large braziers, all shedding light on 
  several immaculate, pain-producing mechanisms. A large table 
  mounted with winching racks sits in the middle of the room, 
  while strapadoes, a manacled wheel, vats of brine and oil, and 
  baskets of knives, saws, pokers, and pins lie along the walls. To 
  the north lies a large cell block, several of whose cells contain 
  the ruined, mutilated corpses of prisoners.
  When Irovetti took over the Liacenza villa, he 
  inherited their implements of pain. These devices sat 
  idle for the first years of his reign, but as his paranoia 
  grew, he began turning to them to extract confessions 
  
  49
  War of the River Kings
  War of the River Kings
  Alasen
  with increasing regularity. Yet he never quite developed 
  a taste for torture, so he placed this foul duty in the more 
  than capable hands of a singularly vile torturer.
  Although most of the prisoners in the cells are dead, you 
  can place any missing individuals the PCs may be looking 
  for (such as the missing diva—see the inside back cover) 
  here as you see fit.
  Creature: Several years ago, Pitax endured several months 
  of savagery as a serial killer stalked its streets. Although most 
  folks believe that the “Riverfront Ripper” was killed when 
  he accidentally attacked someone deadlier than himself, 
  in fact, Irovetti and his guards captured the killer and gave 
  him a job. Today, this sadistic gargoyle, a murderous maniac 
  named Gedovius, not only gets to live out his torture fantasies 
  comfortably, but he gets room, board, and pets as well.
  There’s a 50% chance that Gedovius is here the first time 
  the PCs enter the dungeon. The gargoyle spends much of 
  his time torturing prisoners, but since Irovetti sealed the 
  palace, there have been no new prisoners and he’s running 
  on short supply. He’s been busying himself by polishing 
  and calibrating his torture implements or and playing 
  with his pets at area S3; he reacts to the arrival of the 
  PCs (whom he recognizes from Irroveti’s descriptions) 
  with sadistic delight.
  Gedovius 
  CR 12
  XP 19,200
  Male gargoyle rogue 10 (Pathfinder RPG 
  Bestiary 137)
  NE Medium monstrous humanoid (earth)
  Init +8; Senses darkvision 60 ft.; Perception 
  +18
  DefenSe
  AC 27, touch 16, flat-footed 22 (+7 armor, +1 
  deflection, +4 Dex, +1 dodge, +4 natural)
  hp 162 (15 HD; 5d10+10d8+90)
  fort +9, Ref +15, Will +7
  Defensive Abilities improved evasion, trap sense +3, 
  improved uncanny dodge; DR 10/magic
  OffenSe
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +17 (1d6+4/19–20), bite +16 
  (1d6+4), gore +16 (1d4+4)
  Special Attacks sneak attack +5d6 plus 5 bleed
  tACtICS
  During Combat When fighting with his hounds, Gedovius 
  moves to flank foes. On his own, he uses Dazzling 
  Display to intimidate foes, then uses Shatter Defenses 
  against shaken enemies so that his latter attacks in the 
  same round become sneak attacks.
  Morale Gedovius fights to the death.
  StAtIStICS
  Str 19, Dex 18, Con 20, Int 8, Wis 11, Cha 5
  Base Atk +12; CMB +16; CMD 32
  feats Dazzling Display, Dodge, Flyby Attack, Improved Critical 
  (claws), Improved Initiative, Mobility, Shatter Defenses, 
  Toughness, Weapon Focus (claws)
  Skills Acrobatics +22, Escape Artist +17, Fly +17, Intimidate +15, 
  Perception +18, Sense Motive +18, Stealth +22
  Languages Common, Terran
  SQ freeze, rogue talents (bleeding attack, combat trick, fast 
  stealth, improved evasion, surprise attack), trapfinding +5
  Gear +4 studded leather, amulet of natural armor +1, ring of 
  protection +1
  S3. keePer’S den (cr 11 or 13)
  This chamber is decorated with all manner of preserved hides, 
  horns, heads, and bones of creatures malevolent and benign. 
  An archway to the north opens into a roughly hewn chamber 
  in which stands, of all things, a bed. A set of spiral stairs in the 
  southwest corner leads upward.
  The spiral stairs lead up to area Q15.
  Creatures: If Gedovius isn’t at 
  area S2, he’s spending time 
  here either sleeping or 
  playing with 
  the two 
  
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  Creature: This chamber is the den of Irovetti’s less 
  dangerous pets, but these two advanced smilodons are by 
  no means harmless. Foul-tempered, always hungry, and 
  quick to excite, the dire tigers immediately attack anyone 
  that enters whom they don’t recognize as Irovetti, Villamor 
  Koth, or Gedovius (the three normally in charge of leading 
  the creatures up to the Octagon for fights).
  Advanced Dire tigers (2) 
  CR 9
  XP 6,400 each
  hp 133 each (Pathfinder RPG Bestiary 265, 294)
  S5. Frozen FurnAce (cr 15)
  This chamber widens out to the west into a bowl-shaped 
  cavern, the walls of which are caked with thick sheets of ice.
  Irovetti spared no expense having this room magically 
  enhanced to make a more comfortable den for his favorite 
  pet. In this room the temperature remains at a constant 
  extreme cold (–40º F), which could well cause damage to 
  unprotected characters.
  Creature: The denizen of this frozen chamber is 
  a particularly deadly remorhaz Irovetti encountered 
  several years ago on an expedition to the Realm of the 
  Mammoth Lords. He managed to charm the monster and 
  got it all the way back to Pitax, leading it through the city 
  amid great fanfare. The creature’s name is Rezatha, and 
  the king quite enjoys feeding prisoners and criminals to 
  it in the Octagon. The creature remains charmed to this 
  day—if the PCs dispel the charm, it’s smart enough to 
  realize it’s been enslaved and immediately wants to help 
  the PCs kill Irovetti. Of course, the immense beast won’t 
  fit in most of the palace, but clever player characters 
  should be able to come up with some way to take 
  advantage of the monster’s offer of aid. If the creature’s 
  charm is not dispelled, it sees the PCs as enemies and 
  attacks at once.
  Rezatha 
   
  CR 15
  XP 51,200
  Advanced remorhaz (Pathfinder RPG Bestiary 233, 294)
  N Huge magical beast 
  Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +26
  DefenSe
  AC 26, touch 13, flat-footed 21 (+4 Dex, +1 dodge, +13 natural, 
  –2 size)
  hp 270 (20d10+160)
  fort +19, Ref +16, Will +9
  Immune cold, fire
  OffenSe
  Speed 30 ft., burrow 20 ft.
  Nessain warhounds Irovetti gave him to keep as pets. 
  Gedovius loves the hell hounds and takes particular glee in 
  letting them burn prisoners.
  nessian Hell Hounds (2) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfinder RPG Bestiary 173)
  S4. tiger Pen (cr 11)
  This chamber is barred from the outside. Within, Irovetti 
  keeps one of his two current monstrous pets, creatures 
  he enjoys watching as they savage prisoners and foolish 
  volunteers in the Octagon.
  This foul-smelling room seems to be the den of some filthy 
  monster, judging by the half-eaten cow carcasses and the 
  enormous nest.
  
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  Irovetti's Palace
  One square = 5 feet
  Lower Level
  S
  S
  S5
  S2
  S1
  S3
  S4
  R1
  R2
  T1
  T2
  T3
  S
  Irovetti's Palace
  One square = 5 feet
  Lower Level
  S
  S
  S5
  S2
  S1
  S3
  S4
  R1
  R2
  T1
  T2
  T3
  S
  Melee bite +21 (8d6+31 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks heat, swallow whole (4d6+9 plus 8d6 fire, AC 
  16, hp 27) 
  tACtICS
  During Combat Rezatha always attacks using Power Attack 
  and Vital Strike—a particularly devastating combination, 
  given the size and strength of its jaws.
  Morale Rezatha fights to the death.
  StAtIStICS
  Str 28, Dex 18, Con 25, Int 9, Wis 16, Cha 14
  Base Atk +20; CMB +31; CMD 46
  feats Awesome Blow, Cleave, Combat Reflexes, Dodge, 
  Improved Bull Rush, Improved Initiative, Improved Natural 
  Attack (Bite), Power Attack, Toughness, Vital Strike
  Skills Perception +26
  Languages Common, Giant (cannot speak)
  t1. irovetti’S Bedroom (cr 16 or 17)
  This is a sumptuously appointed bedchamber with a polished 
  tile floor and walls, a tinkling fountain, and dozens of 
  sculptures, all lit by stained-glass lamps and sconces. A large 
  owlbearskin rug lies before a hexagonal bed in the corner of 
  the room, while to the north, a thick purple curtain hangs 
  from the ceiling. The sound of rippling water echoes from 
  somewhere beyond the curtain.
  This chamber is Irovetti’s personal hideaway and 
  bedroom, one of the most secure and secret chambers in 
  the entire palace. Although this bedroom is only separated 
  from the cold, damp cave to the north by a thick purple 
  curtain, the temperature and humidity in this bedroom 
  remain at comfortable levels.
  The stairs behind the southwestern door lead to area Q18.
  Creatures: Irovetti retires to this room for several 
  hours each night—if he’s not found at area Q4, he’s 
  doubtless here spending time with his consort (who 
  takes the form of the nymph Nyrissa using extended alter 
  self spells for these trysts) or catching what few hours 
  of sleep he can. If he’s retreated to this chamber after 
  confronting the PCs in the throne hall, he and Engelidis 
  do not leave from this chamber until they receive an “all 
  clear” from Villamor Koth, Jregg, or another key NPC 
  from above.
  In either case, once Irovetti is confronted here, he does 
  his best to finish the PCs off. Yet he does not wish to die—if 
  reduced to fewer than 40 hit points, he attempts to flee again 
  using all of his remaining magic. If escape is impossible, 
  he’ll surrender and beg for mercy. See Concluding the 
  
  52
  Engelidis
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  Bloodline fey
  tACtICS
  Before Combat Engelidis casts mage armor, death ward, fly, 
  shield, and shield of faith before entering combat.
  During Combat On her own, Engelidis uses her area-affecting 
  spells to damage as many foes as possible as quickly as 
  possible. When fighting alongside King Irovetti, she takes a 
  more supportive role, targeting those foes who seem to be 
  specifically causing her lover the most harm and trouble.
  Morale As long as she’s charmed by Irovetti, Engelidis 
  fights to the death. If the charm monster spell on the 
  spirit naga is removed or dispelled, Engelidis won’t see 
  things Irovetti’s way. In fact, her rage and hatred in such 
  a situation compels her to do everything in her power 
  to murder Irovetti—as in the case with the remorhaz 
  Rezatha, this gives the PCs a chance to swiftly recruit the 
  king’s allies against him in a battle. Of course, in her rage, 
  Engelidis is unwilling to retain her loyalty to the PCs after 
  Irovetti is dead; she tries to escape at once, and if the 
  PCs oppose her flight, she attacks them as well. Engelidis 
  knows about the sword Irovetti keeps hidden in area t3. 
  She offers up its location as a bargaining chip to 
  the PCs if she thinks that could help to buy her 
  freedom and she’s too wounded to carry on a 
  fight against them.
  StAtIStICS
  Str 22, Dex 18, Con 23, Int 12, Wis 19, 
  Cha 22
  Base Atk +9; CMB +16; CMD 34
  feats Ability Focus (charming gaze), 
  Arcane Strike, Eschew Materials, 
  Extend Spell, Improved Critical (bite), 
  Iron Will, Power Attack, Quicken 
  Spell
  Skills Fly +15, Knowledge (arcana) 
  +9, Knowledge (dungeoneering) +9, 
  Perception +22, Spellcraft +19, 
  Adventure and the next adventure for ramifications of the 
  PCs accepting King Irovetti’s surrender.
  King Castruccio Irovetti 
   
  CR 16
  XP 76,800
  hp 188 (see page 43–44)
  engelidis 
   
  CR 14
  XP 38,400
  Female spirit naga sorcerer 5 (Pathfinder RPG Bestiary 213)
  CE Large aberration 
  Init +4; Senses darkvision 60 ft.; Perception +22
  DefenSe
  AC 34, touch 17, flat-footed 30 (+4 armor, +4 deflection, +4 
  Dex, +9 natural, +4 shield, –1 size)
  hp 157 (15 HD; 10d8+5d6+95)
  fort +10, Ref +8, Will +17
  OffenSe
  Speed 40 ft., fly 60 ft. (good), swim 20 ft.
  Melee +1 bite +15 (3d6+10/19–20 plus poison [DC 21])
  Space 10 ft.; Reach 5 ft.
  Special Attacks charming gaze (DC 
  21), laughing touch 9/day
  Sorcerer Spells Known (CL 12th; 
  concentration +18)
  6th (4)—chain lightning 
  (DC 22)
  5th (6)—breath of life, 
  telekinesis (DC 21)
  4th (7)—dimension door, death 
  ward, ice storm
  3rd (7)—dispel magic, 
  clairaudience/
  clairvoyance, lightning 
  bolt (DC 19), fly
  2nd (8)—alter self, cure 
  moderate wounds, 
  hideous laughter (DC 18), 
  invisibility, misdirection, 
  silence (DC 18)
  1st (8)—entangle (DC 
  17), mage armor, ray of 
  enfeeblement (DC 17), shield, 
  shield of faith, shocking grasp
  0 (at will)—arcane mark, create water, 
  dancing lights, detect magic, 
  ghost sound (DC 
  16), mage hand, 
  message, open/
  close, stabilize
  
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  Stealth +18, Swim +14
  Languages Abyssal, Common 
  SQ bloodline arcana, woodland stride, 
  Other Gear spell storing amulet of mighty fists +1 (contains 
  hideous laughter)
  Treasure: This room is littered with minor objects 
  d’art—tapestries, brocades, linens, statuary, decanters, 
  goblets, and more. A thorough looting produces 8,500 gp 
  in relatively portable treasure.
  t2. engelidiS’S lAgoon (cr 15)
  This placid pool glows from the many crystal lamps mounted 
  above and below the water line. A gilded statue with Irovetti’s 
  face and an impossibly perfect body rises from the waves with 
  arms extended, as though reaching out toward a lover. To the 
  west, a large dry area seems to have once served as a treasury, 
  but now all of the chests appear to be empty.
  The water here averages at 12 feet deep. The pool is quite 
  cold and contains a subtle underwater current noticeable 
  with a DC 20 Survival check—those who note the current 
  gain a +5 bonus to find either of the secret doors to the 
  north. Both of these incredibly well-hidden doors are 
  underwater and can be found with a DC 40 Perception 
  check. The northernmost door leads to a 3-foot-wide 
  submerged tunnel that winds for nearly a thousand feet 
  before ending at a second secret door (also DC 40 to notice) 
  that opens into the Pitax River. The second secret door 
  leads to area T3.
  Irovetti’s treasury, once overflowing with wealth, has 
  suffered greatly due to his war effort—he hopes that if 
  he wins the war, looting the PCs’ kingdom will replenish 
  this wealth.
  Creature: King Irovetti has had his share of consorts 
  over his years as ruler, yet he has no interest in sharing 
  the rule of Pitax with a queen. Whenever a consort grew 
  too keenly interested in marriage, he always found a way 
  to end the relationship. With Engelidis, Irovetti feels he’s 
  found the perfect partner—a creature content to serve as a 
  guardian and (with the aid of alter self ) a lover. The fact that 
  Engelidis is a spirit naga, a creature most of Pitax would 
  consider a monster, helps Irovetti to justify keeping her 
  loyalty bound to him via a constant “diet” of charm monster 
  spells as not really being immoral or illegal; she’s just a 
  monster, after all, not a citizen of Pitax. Were she set free, 
  she’d certainly cause a lot of trouble, while as his loyal 
  companion she’s providing valuable services.
  engelidis 
   
  CR 14
  XP 38,400 
  hp 157 (see page 52–53)
  t3. BriAr’S grotto 
  The walls of this underwater cave are a wonder to behold—
  masses of what appear to be white, rose-shaped crystals cover 
  every available inch of space on the walls, floor, and ceiling of 
  this grotto. Something floats in the middle of the room, slowly 
  turning in the water’s currents—it appears to be some sort of 
  long object wrapped in a white cloth.
  Treasure: This secret cavern is where Irovetti has hidden 
  the magic sword, Briar. Wrapped in Evindra’s shawl, the 
  sword floats languidly in the water despite the fact that 
  it weighs several pounds. The crystals on the wall are a 
  side effect of the strange weapon’s presence in the area for 
  the past several years, and while beautiful, they crumble 
  quickly to the touch.
  Briar’s long period of absence from the First World has 
  left the sword a mere shadow of its former power, although 
  even as a shadow, the +4 bastard sword is still formidable. 
  As Nyrissa begins to saturate the Stolen Lands with First 
  World power, and as Briar is used to slay creatures from 
  the First World, its powers will quickly return and its 
  cunning intelligence will awaken. Briar, fully awakened, 
  is a vorpal sword with several other powers and is a key 
  element in defeating the nymph queen Nyrissa, but those 
  elements are beyond the scope of this adventure—see the 
  final adventure in the Kingmaker Adventure Path, “Sound 
  of a Thousand Screams,” for full details on the role this 
  weapon has to play.
  concluding the Adventure
  By the end of this adventure, the PCs have waged a war 
  against an enemy and likely have recovered a powerful 
  weapon. While it may seem that they face no further 
  opposition to their claiming of the Stolen Lands, nothing 
  could be further from the truth. They may have learned 
  some disturbing hints about the nymph Nyrissa’s interest 
  in the region, and if they return Evindra’s shawl and 
  recover Briar, they soon gain a chilling insight into the 
  true peril that faces them. Yet these revelations can wait—
  for the PCs have won a war, and other concerns are likely 
  more pressing.
  Whether the party has exacted its revenge upon Irovetti 
  or he has f led before them, the throne of Pitax stands 
  empty. They can lay a legitimate claim to the throne of 
  Pitax and add it to their lands (and to the long history 
  of failed River Kingdoms); however, their position in 
  Pitax remains precarious as Irovetti’s loyalists and 
  rivals alike jeopardize the peace. Pitax’s king may have 
  been overthrown, yet the PCs must pacify and mollify 
  the citizenry of Pitax if they are to win their loyalty and 
  
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  unify their expanding domain. Stabilizing Pitax in the 
  wake of their victory is detailed in the final chapter of 
  the Kingmaker Adventure Path—and whether the PCs 
  claim the city and nation as part of their own country 
  or they step back and allow Pitax’s rule to return to 
  its traditional council of merchant families could 
  have major repercussions on how they’re able 
  to react to the coming invasion from the 
  First World.
  If Irovetti escapes, the PCs may want to track 
  him down to avoid him becoming a king-in-exile, 
  raising insurrection from every shadow. However, 
  without his place of power, Irovetti’s allies are quick 
  to turn on him. Even if he f lees into Thousand Voices 
  in an attempt to rejoin Nyrissa herself, she will be 
  wroth for his failures. If the PCs take him captive, they 
  can even learn much about what Nyrissa has planned 
  for the region and about the significance of Briar, as 
  revealed in the next adventure. In the end, though, 
  Irovetti’s fate remains solely in the PCs’ hands—what 
  they do with the fallen king is up to them.
  APPendix 1: gleneBon rumorS
  You can use the rumors above to encourage exploration 
  or foreshadow coming events in the Kingmaker 
  Adventure Path. The table above presents 10 such rumors 
  and bits of news. A “(False)” following a rumor indicates 
  that the rumor is a red herring intended to spur further 
  exploration of the Glenebon Uplands but not actually 
  legitimate news.
  APPendix 2: mASS comBAt
  The following rules present a fast-play method 
  to resolve large-scale combats involving the 
  clashing of armies. They aren’t intended to accurately 
  represent complex wars or provide a highly-tactical 
  simulation of the same—but they are intended to be 
  fun! During “War of the River Kings,” the PCs will be 
  faced with multiple situations where they’ll need an army 
  at their command, but in the end, these rules should not 
  dominate your game—the bulk of the adventure remains 
  focused on traditional, smaller-scale adventuring and 
  interaction with the PCs themselves.
  Army StAtS
  You can’t fight a war without armies. What follow are notes 
  on how to read army stat blocks.
  Name and CR: The army’s name is presented first, 
  along with its Challenge Rating (CR). To determine an 
  army’s CR, simply adjust the CR of an individual member 
  of that group by the appropriate modifier depending on 
  the army’s size, as shown on the Army Sizes table on page 
  56. If, after modifiers apply, the group’s CR is lower than 1, 
  it does not count as an army—add more troops until you 
  Glenebon Upland Rumors
  d10 Roll 
  Rumor
   
  1 
  A flight of wyverns has destroyed the village of Littletown, and they say that King Irovetti actually gave the 
  wyverns permission to do so!
   
  2 
  A lot of folks are unhappy with Irovetti’s rule, including a woman named Ilora Nuski, who once led the River 
  Razors. She’s said to be hiding out in the wilds still, plotting a way to raise an army against the king.
   
  3 
  Irovetti caught a huge remorhaz several years ago. He marched it through Pitax and still keeps it in his dungeon 
  as a pet.
   
  4 
  There’s a mammoth graveyard in the Branthlend Mountains—whoever discovers it will surely make a great 
  fortune in ivory!
   
  5 
  Some say that the black dragon Ilthuliak is dead, but a friend of a friend saw her flying over Glenebon just last 
  month! (False)
   
  6 
  The old abbey on Whiterose Hill is still haunted by the priests of Cayden Cailean who were murdered there years 
  ago. (Partly false—it’s haunted by their murderer.)
   
  7 
  The mother of all wyverns, Minognos-Ushad, lives in a cave just at the easternmost edge of Thousand Voices.
   
  8 
  Irovetti’s fallen under the spell of a vampire priestess of Urgathoa who lives in a secret cave under his palace. She 
  wants to turn Pitax into a necropolis! (False)
   
  9 
  The mastodon-riding hill giants known as Tusker’s Riders are on the march! They say King Irovetti hired them, 
  but I don’t believe that.
   
  10 
  Somewhere in the tangled forest of Thousand Voices lies the mysterious Castle of Knives, but never in the same 
  place, it seems.
  
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  reach a CR of 1. If an army is cavalry, the army’s CR is set by 
  the higher of the rider’s or mount’s CR score.
  XP: This lists the XP awarded for defeating the army.
  Alignment, Size, and Type: An army’s alignment has no 
  effect on its statistics and is essentially just a convenient 
  way to summarize its attitude with two letters. The army’s 
  size determines not only how many individual units 
  exist in the army, but also the army’s Challenge Rating. 
  The army’s type is defined by the nature of its individual 
  soldiers. An army must be made up of identical creatures.
  hp: An army’s hit points equal its CR × the average hp from 
  the HD type of the army’s units (3.5 for d6 HD, 4.5 for d8, 5.5 
  for d10, and 6.5 for d12). If an army is composed of units with 
  multiple HD (such as the case of multiclassed characters, 
  monsters with class levels, or cavalry), use the lowest HD type. 
  Drop any fractions from the final total. Note that only damage 
  from other armies can reduce an army’s hp—treat individual 
  creatures who attack an army as a fine-sized army.
  Defense and Offense: These entries list an army’s 
  Defense Value (this is always a static number used to resist 
  an attack) and its Offense Modifier (this is always a modifier 
  that’s applied to a d20 roll during an attack). If the group has 
  ranged capability, it is indicated here. The army’s Defense 
  Value (DV) is equal to its CR + 10. The army’s Offense 
  Modifier (OM) is equal to its CR.
  Tactics and Resources: Armies learn tactics and gain 
  resources as they grow more seasoned from battles.
  Special Abilities: Any special abilities the army has.
  Speed: This number indicates how many 12-mile 
  hexes the army traverses in a day’s march. Marching 
  through difficult terrain halves the army’s speed. Use 
  Table 7–6 on page 172 of the Pathfinder RPG Core Rulebook 
  to determine the army’s speed, based on the speed of its 
  individual members.
  Morale: An army’s morale is a modifier ranging from 
  –4 (the minimum) to +4 (the maximum). Morale can be 
  further modified by the army’s leader or other factors. A 
  new army’s starting morale is +0.
  Consumption: Consumption lists how many Build Points 
  an army consumes each week, representing the cost to feed, 
  
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  hydrate, arm, train, care for, and pay the soldiers. An army’s 
  consumption is equal to its CR divided by 2 (minimum of 1; 
  consumption can be further modified by tactics). You must 
  pay the army’s consumption value at the start of each week it 
  is active. Each week you fail to pay an army’s consumption, 
  reduce its morale by 2 points. If this penalty results in a 
  morale of –5 or lower, the army disbands.
  Leader: This line lists the army’s leader and her 
  Charisma modifier.
  tActicS
  Each time an army wins a battle, you can attempt a Loyalty 
  check against your nation’s Control DC. If you succeed, 
  your army learns a new tactic. An army can know a number 
  of tactics equal to half its CR. When a battle begins, the 
  army must select one tactic to use for that battle.
  Cautious Combat: Your army fights cautiously in order 
  to maintain morale. –2 OM, +2 on all Morale checks.
  Cavalry Experts: The army must have the mount 
  resource to use this tactic. +2 OM against armies that aren’t 
  mounted.
  Defensive Wall: The army fights defensively, taking 
  actions to protect their fellow soldiers as needed. –2 OM, 
  +2 DV.
  Dirty Fighters: An army that fights dirty uses trickery 
  and unfair tactics to gain an advantage at the start of a 
  battle. +6 OM on first round of the melee phase .
  Expert Flankers: The army is skilled at surrounding 
  the foe and distracting them, at the cost of spreading 
  out too much and increasing its vulnerability. +2 OM, 
  –2 DV.
  False Retreat: Once per battle, your army can make a false 
  retreat, luring the enemy deeper into your territory. On the 
  round you make a false retreat, you cannot make an Offense check. 
  On the round after a False Retreat, you gain +6 OM and +6 DV.
  Hold the Line: Your army focuses on total defense of 
  the battlefield. +4 DV, –4 OM.
  Relentless Brutality: You throw caution to the wind 
  and attack with savage and gory vigor. +4 OM, –4 DV.
  Siegebreaker: You target the enemy’s siege engines 
  in an attempt to destroy them. Each time you damage an 
  enemy army in melee, you may make a second Offense check. 
  If this second check is successful, you destroy one of the enemy 
  army’s siege engines. This tactic has no effect on armies 
  without siege engines.
  Sniper Support: An army must have ranged capability 
  to use this tactic. Each round you successfully damage an 
  army with an Offense check, you inflict an additional 2 points of 
  damage from archers held in reserve.
  Spellbreaker: You adopt tactics to disrupt spellcasting. 
  Against armies with spellcasting ability, you gain +4 DV.
  Taunt: You are skilled at taunting the enemy, provoking 
  stupid mistakes and overconfidence in battle. The enemy 
  must make a Morale check (DC = 10 + your army’s CR) at the 
  start of each round to avoid taking a –2 penalty to DV and OM 
  for the round. Once the enemy makes two consecutive Morale 
  checks against your taunt, it is immune to this tactic for the 
  remainder of the battle.
  reSourceS
  Resources must be purchased with BP before an army can 
  be outfitted with them.
  Mounts (BP = Mount’s CR): The army is mounted on 
  horses or other war-trained animals. Increase DV and OM 
  by +2. If your army uses mounts that are more powerful 
  than the soldiers themselves, your army’s CR (and all 
  derived scores) might increase (see page 55).
  Improved Weapons (5 BP): The army is armed with 
  masterwork weapons (increase OM by +1). For 10 times 
  the BP cost, you can instead outfit the army with magic 
  weapons (increase OM by +2).
  Improved Armor (3 BP): The army is armed with 
  masterwork armor (increase DV by +1). For five times the 
  BP cost, you can instead outfit the army with magic armor 
  (increase DV by +2).
  Healing Potions (10 BP): Each soldier is equipped with 
  several healing potions. At any point during a battle 
  Army Sizes
    
  number 
  Army Size 
  of Soldiers Army’s CR
  Fine 
  1 
  CR of individual creature –8
  Diminutive 
  10 
  CR of individual creature –6
  Tiny 
  25 
  CR of individual creature –4
  Small 
  50 
  CR of individual creature –2
  Medium 
  100 
  CR of individual creature
  Large 
  200 
  CR of individual creature +2
  Huge 
  500 
  CR of individual creature +4
  Gargantuan 
  1,000 
  CR of individual creature +6
  Colossal 
  2,000 
  CR of individual creature +8
  Build Points
  Build Points (abbreviated BP) are a universal resource 
  shared by all nations, and are detailed in Pathfinder 
  Adventure Path #32—if you’re not using these rules for 
  kingdom management, multiply an army’s Consumption 
  by 500 to determine its cost in gp.
  If your PCs’ nation is particularly rich or particularly 
  poor, feel free to adjust the consumption cost and resource 
  cost in BP somewhat. The point of this adventure is to 
  allow the PCs to field an army—they should be able to 
  afford at least a small army, but shouldn’t be able to build 
  an army with no regard for cost.
  
  57
  War of the River Kings
  War of the River Kings
  (but no more than twice per battle), you can order your 
  soldiers to drink their potions—they cannot make an 
  Offense check this round, but they regain hit points 
  equal to twice their CR.
  Ranged Weapons (2 BP): Your soldiers are equipped 
  with ranged weapons (such as crossbows or bows). Your 
  army gains ranged capability.
  Siege Engines (15 BP per engine): Your army includes 
  catapults, trebuchets, ballistae, rams, and other siege 
  engines designed to break down fortifications. Increase 
  OM by +2 (regardless of the total number of siege engines you 
  control); each round of the melee phase, reduce the enemy’s 
  bonus to DV from fortifications by 1d4 points per siege engine 
  your army controls. 
  SPeciAl ABilitieS
  Most armies also possess special abilities that they can 
  use during a battle, or that provide constant bonuses. You 
  can use the following special abilities as inspirations to 
  generate additional army abilities of your own.
  Breath Weapon: The army gains ranged capability, 
  and inf licts +1d4 points of damage on every successful 
  hit against an enemy army.
  Construct/Plant/Undead: These armies always make 
  Morale checks, but can never change their strategy 
  from normal.
  Energy Drain: An army that can energy drain reduces 
  its enemy’s OV and DV by 1 each time it damages them. 
  This reduction vanishes after 24 hours.
  Fast Healing/Regeneration: Fast healing and regeneration 
  allow an army’s hit points to recover in the same way 
  that they restore hit points for individual creatures. A 
  regenerating army that is reduced to 0 hit points is still 
  considered defeated, assuming the victors can move among 
  the defeated creatures and finish them off.
  Fear: An army that uses a fear attack forces the enemy 
  army to make a Morale check (DC = 10 + attacking army’s 
  CR) or be unable to make an Offense check in the next 
  round. If an army fails a Morale check from fear in a 
  round when it can’t make an Offense check due to fear, 
  the army flees.
  Mobility Advantage: If the creatures in an army have 
  unusual mobility (such as flight, swimming, climbing, 
  burrowing, teleportation, and so on) that actually gives an 
  advantage in the battle, increase that army’s DV by +1. If all 
  armies possess the same mobility options, this advantage 
  does not apply.
  Paralysis: If an army can paralyze foes, each time it 
  damages an enemy the army’s DV is reduced by 1. This 
  reduction vanishes at the end of a battle.
  Poison: When a poison-using army damages an enemy 
  army, the army takes an automatic 1d6 points of damage 
  on the round immediately following any round it took 
  damage from the poison army. This ability can also apply 
  to armies that use bleed or burn attacks.
  Rock Throwing: An army that can throw rocks gains 
  ranged capability and inflicts +4 damage during the 
  Ranged phase.
  Significant Defense: If an army’s component creatures 
  possess a significant defense (such as powerful damage 
  reduction, incorporeality, or numerous immunities and/
  or resistances), increase its DV by +10, but only when it 
  fights against an army that would have a significantly 
  difficult time overcoming the army’s significant 
  defense. In some cases, you might even wish to rule 
  that an army is simply undefeatable by an enemy army 
  because of its defenses—but you should never pit the 
  PCs against such an army.
  Spell Resistance: If an army’s units have spell resistance, 
  they gain a +6 bonus to their DV against armies that have 
  the Spellcasting ability.
  Spellcasting: If an army’s units can use magic (either 
  from spell-like abilities or actual spellcasting), it gains a 
  bonus to its DV and OM equal to the level of the highest-
  level spell its individual units can cast. In addition, if any 
  of its offensive spells have a range of greater than touch, 
  the army gains ranged capability and can attack during 
  the Ranged phase.
  running mASS comBAtS
  Since an army’s strength is represented by a CR score, you 
  can balance armies against each other using the guidelines 
  for CR in the Pathfinder RPG Core Rulebook. For example, 
  two CR 9 armies should make for a relatively even battle, 
  but so would a CR 9 army against three CR 6 armies. For 
  “War of the River Kings,” the assumption is that the PCs’ 
  army will consist of a CR 11 army overall.
  the BAttleField
  In most mass combats, the battlefield shouldn’t impact 
  either army. But sometimes a battlefield can decide the 
  outcome of a war. 
  Advantageous Terrain: Generally, if one army occupies 
  a position of superiority (such as being atop a hill, wedged 
  in a narrow canyon, or protected by a deep river along one 
  flank), the defending army gains a +2 bonus to its DV.
  Ambush: In order to attempt to ambush an army, the 
  entire ambushing army must have concealment. The 
  ambusher makes an Offense check against the army’s 
  DV—if successful, the battle begins but the defending army 
  does not get to act during the tactics phase. Otherwise, the 
  battle proceeds normally.
  Battlefield Advantage: If an army is particularly familiar 
  with a battlefield, it gains a +2 bonus to both DV and OM.
  
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  Fortifications: An army located in a fortification 
  adds the fortification’s Defense score to its DV. A city’s 
  Defense is determined by the types of buildings it 
  contains, as detailed in Pathfinder Adventure Path #32. 
  If you aren’t using these rules, a typical fortification 
  increases DV by +8.
  BAttle PhASeS
  Mass combat generally takes place over the course of three 
  battle phases—the Tactics Phase, the Ranged Phase, and 
  the Melee Phase. A phase does not denote a specific passage 
  of time, leaving you as the GM the latitude to determine 
  how long any mass combat takes to resolve.
  Tactics Phase: During the Tactics phase, each army 
  selects which of its tactics it will use during the battle.
  Ranged Phase: The Ranged phase typically lasts for 
  1 round, although the battlefield’s shape and other 
  conditions can extend this duration. During this phase, 
  any army with Ranged capability makes an attack against 
  an enemy army. Armies without Ranged capability cannot 
  attack during this phase.
  Melee Phase: The Melee phase begins as the armies 
  involved finally clash—this phase continues until one 
  army is defeated.
  mASS comBAt Quick reFerence
  The following summarizes the key rolls in mass combat.
  Offense Check = d20 + OM
  Damage = Offense check result – defending army’s DV
  Morale Check = d20 + leader’s Cha mod + morale score
  StrAtegy trAck
  Each round during the melee phase, an army’s commander 
  must select a strategy from one of five options on the 
  strategy track. Strategies adjust the army’s DV, OM, and 
  damage modifier. Adjusting an army’s strategy one step in 
  either direction is automatic; if the leader wants to adjust 
  strategy more than that in 1 round, he must make a DC 20 
  Morale check. If he succeeds, the army’s strategy changes 
  to the desired level, but if he fails, the army’s current 
  strategy doesn’t change at all.
  StrAtegy trAck
  Strategy 
  DV mod. 
  OM mod. 
  Damage mod.
  Defensive 
  +4 
  –4 
  –6
  Cautious 
  +2 
  –2 
  –3
  Standard 
  +0 
  +0 
  +0
  Aggressive 
  –2 
  +2 
  +3
  Reckless 
  –4 
  +4 
  +6
  AttAcking And tAking dAmAge
  In mass combat, it doesn’t matter who goes first, since in the 
  game it’s assumed that all attacks happen simultaneously. 
  Each army makes an Offense check by rolling 1d20 and 
  adding its total OM. This result is then compared to the 
  target army’s DV.
  Attacker’s Offense check equal to or less than defender’s 
  DV: Attacker fails to damage the defending army.
  Attacker’s Offense check greater than defender’s DV: 
  The attacking army inflicts damage on the defending 
  army equal to the result of the attacking army’s Offense 
  check minus the defending army’s DV.
  Natural 20: If you roll a natural 20 on your Offense 
  check, you automatically deal damage to the army, even if 
  the result of the roll is lower than the enemy army’s DV.
  Natural 1: If you roll a natural 1 on your Offense check, 
  your army cannot make an Offense Check during the 
  following round.
  rout
  If at any point an army’s hit points are reduced to a number 
  equal to or less than its CR, it immediately flees unless its 
  commander can make a DC 15 Morale check. If this check 
  fails, the army scatters and retreats from battle. When an 
  army flees thusly, the enemy can make one final Offense 
  check to get a parting shot before the army escapes.
  multiPle ArmieS
  These rules can also serve in battles where multiple 
  armies clash. In such battles, when you make your 
  Offense check, you choose which enemy armies you’re 
  attacking and apply damage appropriately—you can 
  change targets each round as you wish—these rules 
  don’t take into account complexities such as movement 
  or location, after all!
  victory And deFeAt
  An army is victorious once all of its enemy armies are 
  destroyed or flee the battlefield.
  Victory: A victorious army’s hit points remain at the 
  level they were at when the battle ended (minimum value 
  equal to the army’s CR). Make a Loyalty check against your 
  kingdom’s Control DC—if you are successful, your army 
  gains a new Tactic. Every time an army gains a new Tactic, 
  its morale goes up by 1 (maximum of +4).
  Rout: The army’s hit points reset to a number equal to 
  the army’s CR, and its morale decreases by 1. Before this 
  army can fight again, you must make a successful Loyalty 
  check against your nation’s Control DC during your 
  nation’s Upkeep phase.
  Defeated Army: Although there are certainly a few 
  survivors if an army is reduced to 0 hit points, those few 
  survivors are so demoralized and wounded that the army 
  cannot recover. It must be replaced with a new army. Every 
  time an army is defeated, reduce the kingdom’s Stability, 
  Economy, and Loyalty by 2.
  
  59
  War of the River Kings
  War of the River Kings
  recovery
  An inactive army heals back to its full hit points after a 
  single month, but often, you’ll need to restore your army 
  to full fighting potential much more quickly. Each day 
  that an army spends at rest (no movement and no battle), 
  it heals hit points equal to its CR. Once per day you can 
  also restore an additional amount of hit points to an 
  army by making a successful Loyalty Check against your 
  nation’s Command DC. With a successful check, your 
  army heals an additional amount of hit points equal to 
  its CR.
  PlAyer chArActerS in  BAttleS
  As an option, you can have the PCs face battles of their 
  own just before or even during a battle in which one of 
  their armies clashes with the enemy. For example, the 
  PCs might attack an evil necromancer and fight their 
  way through his tower to confront and defeat him 
  while their army battles the undead horde outside. 
  Alternatively, the PCs could use a few potent spells 
  (such as control water, earthquake, cloudkill, and so on) to 
  adjust the battlefield condition to their favor. These 
  possibilities allow the PCs to use their characters to 
  directly affect the outcome of a battle without actually 
  forcing the characters to “sit out” on an adventure 
  opportunity by personally commanding an army.
  If the PCs win their battle or dramatically affect the 
  battlefield with magic, increase their army’s DV and 
  OM by +4. If the PCs lose their battle, penalize their 
  army’s DV and all OM rolls by –4. At your discretion, 
  the PCs’ failure or victory can have other effects on 
  their army as well, such as granting temporary bonus 
  tactics or starting the war with adjustments to one 
  side’s hit points.
  SAmPle ArmieS
  The availability of armies for conscription by the PCs 
  depends upon their acts and successes in the Kingmaker 
  Adventure Path to this point. You can also allow your 
  players to customize their own armies, using the rules 
  above to build whatever type of army they want (subject 
  to GM approval, of course!). None of these armies have a 
  starting morale listed, since that depends on the result 
  of a Loyalty check when the army is first conscripted.
  Paltry Militia 
  CR 1
  Medium army of humans (warrior 3)
  COMBAt
  hp 5; DV 11; OM +1
  LOGIStICS
  Speed 2; Consumption 1
  Prerequisite Kingdom size 1 or higher
  Regular Militia 
  CR 5
  Huge army of humans (warrior 3)
  COMBAt
  hp 27; DV 15; OM +5
  LOGIStICS
  Speed 2; Consumption 2
  Prerequisite Kingdom size 25 or higher
  enormous Militia 
  CR 9
  Colossal army of humans (warrior 3)
  COMBAt
  hp 49; DV 19; OM +9
  LOGIStICS
  Speed 2; Consumption 4
  Prerequisite Kingdom size 150 or higher
  Regular Army 
  CR 7
  Gargantuan army of humans (fighter 2)
  COMBAt
  hp 38; DV 17; OM +7
  LOGIStICS
  Speed 2; Consumption 3
  Prerequisite Kingdom size of 100 or higher
  Kobold Skirmishers 
  CR 4
  Gargantuan army of kobolds (warrior 1)
  COMBAt
  hp 22; DV 14; OM +4
  tactics Dirty Fighters
  LOGIStICS
  Speed 2; Consumption 2
  Prerequisite Allied with Sootscale kobolds
  Centaur Outriders 
  CR 7
  Huge army of centaurs
  COMBAt
  hp 38; DV 17; OM +7, ranged
  tactics Cavalry Experts; Resources ranged weapons
  Special Abilities always treated as if they’re mounted
  LOGIStICS
  Speed 3; Consumption 5
  Prerequisite Allied with Nomen centaurs
  Boggard Swarm 
  CR 8
  Gargantuan army of boggards
  COMBAt
  hp 36; DV 18; OM +8
  tactics Expert Flankers; Resources healing potions
  Special Abilities mobility advantage (swamps only)
  LOGIStICS
  Speed 1 (unaffected by swamps); Consumption 14
  Prerequisite Must have allied with M’botuu boggards and 
  removed Sepoko from power in “Blood for Blood”
  
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  Pitax
  Pitax
  M
  ost folks in Pitax are performers of some kind. Don’t have to be on a stage, but 
  they’re performers just the same. It’s a little odd living in a city where everyone’s 
  always “on” and no one seems to be in the crowd. But though it’s not a large audience, 
  there’s definitely folks watching, and the most important sort of folks—the types who 
  make decisions, not like whether you’ll be a star or be trapped in the chorus, but whether 
  or not folks will ever remember you even took the stage in your time. It can be hard 
  keeping it up all the time, but you do, ’cause what other option is there? So the question 
  for any soul who wanders through those gates isn’t the size of your part in the grand play, 
  or how sweetly you sing your song—the question is, will you make it to the final act, 
  bowing as the curtains close?
  —Meonora Tevorri, player at the Red Crescent Theater
  
  61
  Pitax
  Pitax
  F
  or nearly 400 years, Pitax remained a relatively small 
  and unassuming city of the River Kingdoms. Though 
  marred by strife with neighbors such as Mivon and 
  Numeria, and even suffering some scars from a brief but 
  brutal civil war, Pitax always stood as a sanctuary of sorts 
  at the edge of the Stolen Lands. For rogues who needed to 
  disappear or troubled souls who simply wanted to start their 
  lives anew, Pitax was a tarnished symbol of reckless and 
  often dangerous freedom—but of freedom nonetheless. 
  With the arrival of just one man only 6 years ago, however, 
  this legacy changed. As the bandit king Irovetti took control 
  of Pitax, the city mirrored his dark and brutal personality, 
  becoming a force to be reckoned with in the River Kingdoms 
  and drawing the ire and envy of the lands surrounding it. 
  By far, the most startling change made to Pitax by the 
  decree of Irovetti has been its focus upon the fine arts, or at 
  least its hamfisted attempt to do so. Determined to make 
  Pitax a center of genteel refinement and culture, Irovetti 
  ordered the construction of the Red Crescent Theater, 
  which became the cornerstone of other revitalized parts 
  of Pitax. The city grew, attracting many actors, musicians, 
  and other artists, which undeniably caused the city’s coffers 
  to swell with fresh gold. But by bringing in so many new 
  souls, Pitax suddenly found a sinister, unsavory element 
  becoming a part of its very core. The rugged hopefulness 
  that once flowed through the streets of Pitax disappeared, 
  slowly replaced by fear and dread.
  The presence of so many bards and storytellers from so 
  many places has made the city a haven for secrets, rumors, 
  tall tales, and occasionally even the truth. If one seeks 
  information that might be little more than whispers and 
  dust, Pitax might be the place to unearth clues. What sages 
  don’t know, Pitax often does. The only trick to finding rare 
  secrets in Pitax—secrets that could possibly lead to treasures 
  or dooms beyond imagination—is knowing where to look.
  That, and perhaps living long enough to escape with 
  such secrets. 
  Pitax
  CN small city
  Corruption +4; Crime +2; Economy +4; Law +3; Lore +4; 
  Society +0
  Qualities academic, notorious, strategic location,  
  tourist attraction
  Danger +15
  DEmograPhiCS
  government overlord
  Population 5,781 (5,600 humans; 100 half-elves; 40 dwarves; 
  41 other)
  Notable NPCs
  King irovetti (CN male human bard 11/fighter 5)
  Drug Dealer Kharne Vereel (NE male gnome rogue 6)
  headmistress of the academy of grand arts, atalia 
  gitaren (NG female half-elven bard 4) 
  owner of the Serpent’s Breath Trade house, Xapiri 
  Yasmina (LE female human sorcerer 3) 
  marKETPLaCE
  Base Value 6,864 gp; Purchase Limit 38,250 gp; Spellcasting 7th
  minor items 4d4 (amulet of mighty fists +1, bag of holding type II, 
  candle of truth, dust of illusion, folding boat, harp of charming, 
  headband of alluring charisma +2, horseshoes of speed, marvelous 
  pigments, stone salve); medium items 3d4 (bracelet of friends, 
  cape of the mountebank, cloak of resistance +4, decanter 
  of endless water, headband of alluring charisma +4, rope of 
  entanglement, stone golem manual); major items 1d6 (bracers of 
  armor +6, lantern of revealing, major cloak of displacement)
   
  (The city stat block presented here utilizes the new format 
  and rules presented in Chapter 7 of the Pathfinder RPG 
  GameMastery Guide.)
  City GeoGraphy
  The people of Pitax divide the city into three regions, each 
  with its own specific quirks and personality. Troutmouth, 
  encompassing the docks of Pitax, holds most of the merchant 
  houses and is where merchants conduct most of their 
  business. The Shattered Ward contains the older buildings 
  of Pitax and its longtime citizenry, including manor houses 
  and temples. The New Ruins, long abandoned in the days 
  following the bloody civil war that nearly consumed Pitax, 
  rose from the ashes and became the realization of Irovetti’s 
  strange dreams of grandeur. The New Ruins hold the 
  Academy of Grand Arts as well as the Red Crescent Theater, 
  fitfully shining paragons of the city’s supposed rebirth. 
  Government, politiCs, & order
  On the surface, the bandit king Irovetti and the Trade 
  Houses—more commonly known as the Bandit Houses—
  rule over the people of Pitax in an uneasy partnership. With 
  each passing year, though, Irovetti gains more control 
  over the city and pushes the Bandit Houses ever closer to 
  irrelevance. A simple reason for this shift exists—Irovetti’s 
  close alliance with the Thieves’ Guild of Pitax. Though 
  the Thieves’ Guild has never “officially” been recognized 
  by the government of Pitax, the secretive organization has 
  always held some influence over what happened in the city 
  during the centuries of its existence. With the ascension 
  of Irovetti, however, the Guild’s influence over Pitax grows 
  ever stronger and is becoming overt, rather than subtle. 
  the Bandit houses
  Long ago, a group of bandits fleeing reprisal in Brevoy 
  founded the safehold that would become Pitax. Their 
  leader, the bandit lord Cesare Cattanei, became the 
  patriarch of the Cattanei family, esteemed residents 
  who ruled over Pitax during the early centuries of its 
  existence. Descendants of the other original bandits also 
  
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  PITAX 
  The Tarnished Jewel
  of the River Kingdoms
  T
  h
  e
   
  D
  e
  vil’
  s T
  us
  ks
  Moondock
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Troutmouth
  The Shattered Ward
  The New Ruins
  1. The Riversong Trade House
  2. The Dwarf’s Cave
  3. Serpent’s Breath Trade House
  4. The Temple of Desna
  5. Tower of the Fallen
  6. The Rose Tower
  7. Square of the Common Man
  8. Calistria’s Cathedral
  9. Darkwind Trade House
  10. The Crow’s Feather
  11. The Turning Wheel
  12. The Palace
  13. The Falling Star Tavern
  14. The Academy of Grand Arts
  15. Faces of Stone
  16. The Red Crescent Theater
  PITAX 
  The Tarnished Jewel
  of the River Kingdoms
  T
  h
  e
   
  D
  e
  vil’
  s T
  us
  ks
  Moondock
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Troutmouth
  The Shattered Ward
  The New Ruins
  1. The Riversong Trade House
  2. The Dwarf’s Cave
  3. Serpent’s Breath Trade House
  4. The Temple of Desna
  5. Tower of the Fallen
  6. The Rose Tower
  7. Square of the Common Man
  8. Calistria’s Cathedral
  9. Darkwind Trade House
  10. The Crow’s Feather
  11. The Turning Wheel
  12. The Palace
  13. The Falling Star Tavern
  14. The Academy of Grand Arts
  15. Faces of Stone
  16. The Red Crescent Theater
  1,500 feet
  
  63
  Pitax
  Pitax
  formed three other influential families: the Liacenzas, 
  the Vascaris, and the Strocalles.  
  While the scions of these four houses have shaped Pitax 
  over the years, time has expanded both their power and 
  their ranks. Although each family’s bloodline continues, 
  being counted as part of a particular family no longer 
  necessarily means being related by blood. Today, many 
  who dabble in the city’s politics and do favors for one of 
  the trade houses find themselves “adopted,” a sometimes 
  dubious honor bringing with it many of the connections 
  afforded to true members of the house, as well as all of the 
  family’s rivalries. However, only those able to trace their 
  direct linage to the original bandits of Pitax may rise to 
  a position of prominence in the families. Whether true 
  scions or adoptees, members of the ruling families display 
  certain colors and markers signifying their allegiances. 
  Dyed feathers in a cap are the most common identifier, 
  though signet rings and embroidered cloaks also serve as 
  means of showing family allegiances. 
  Three of Pitax’s four controlling families own and 
  control Trade Houses, which serve as their means of 
  conducting business. Any merchant seeking to conduct 
  business in Pitax needs to be approved by one of these 
  Houses. Without a Trade House’s blessing, a merchant 
  might face either sanctions or expulsion from Pitax. 
  Newcomers to Pitax generally try to gain an audience 
  with the Darkwind Trade House—owned by the Strocalle 
  family—as it has proved most open to giving its blessing to 
  anyone with enough gold to purchase its favor. 
  The Cattanei Family: Though the Cattanei family had 
  the greatest role in founding Pitax, its influence in the 
  city diminishes with each passing year. The actions of the 
  madman Ludov Cattanei a hundred years ago weakened 
  their Trade House, and the civil war that followed shortly 
  thereafter nearly destroyed them. The Cattaneis, along 
  with their Serpent’s Breath Trade House, possess just a 
  fraction of the wealth of the other Houses. Xapiri Yasmina, 
  a mysterious merchant from Cheliax, recently purchased 
  controlling interest in the Serpent’s Breath Trade House. 
  The Cattaneis wanted no part of this deal, but they were 
  forced to accept it lest they succumb to complete financial 
  ruin. Salvarri Cattanei (NG male human bard 2/aristocrat 
  2), meanwhile, recently took control of the Red Crescent 
  Theater, more in an effort to curry favor with Irovetti than 
  to make a contribution to the fine arts. 
  The Liacenza Family: Until recently, the Liacenzas 
  controlled much of Pitax. With their controlling interests 
  in the famed vineyards of Sarain, as well as most of the other 
  orchards in the area, their Iron Fox Trade House proved 
  the city’s most prosperous. Though the other families and 
  Trade Houses held influence over what happened in the 
  city, the Liacenzas determined its fate. At least, they did 
  until Castruccio Irovetti arrived. In the span of just a few 
  weeks, the leaders of the Liacenzas—the brothers Lothaire 
  and Berengar—lost control of the Iron Fox Trade House to 
  the bard in a series of bizarre incidents. Two short weeks 
  after that, the two brothers disappeared without a trace. 
  Young Gasperre Liacenza took the mantle of leadership for 
  the family in their absence, but his youth and inexperience 
  hamper his effort to restore the family’s honor. The family 
  mostly operates out of the Fallen Star Tavern, owned by 
  Gasperre, as the warehouses of the Iron Fox remain under 
  Irovetti’s control. 
  The Strocalle Family: The Darkwind Trade House of 
  the Strocalle family currently enjoys the greatest wealth 
  of Pitax’s Trade Houses, but it wields disproportionately 
  minor influence. Simply put, no one in Pitax trusts the 
  Strocalles. Their loyalties lie first with profit and second 
  with members of their own house, with all others being 
  a very distant third. Strocalle treachery weaves its way 
  throughout the history of Pitax. Of all the families, the 
  Strocalles maintain the closest ties with the city’s criminal 
  element. Eliste Strocalle (NE human female rogue 4) 
  controls both the Darkwind Wind Trade House and the 
  Strocalle family. Scheming and ambitious, her plotting 
  proved instrumental in Irovetti’s ascent to power. Her 
  family’s alliance with the city’s ruler is stronger than 
  many suspect, and she eventually plans—with Irovetti’s 
  help—to eliminate the other Trade Houses.
  The Vascari Family: With their large warehouse at the 
  docks of the Sellen River, the Vascari family controls the 
  ships that make their way to Pitax. Unlike the other Trade 
  Houses, they keep few holdings within the city, but their 
  rule over the river makes them a force to be reckoned with. 
  Every sailor in Pitax owes allegiance to the Vascaris and 
  the Riversong Trade House.  The Vascaris follow the rule 
  of Jhofré Vascari (LN human male rogue 3/expert 3). At a 
  young age, Jhofré departed the city; he then spent much 
  of his life as an ordinary merchant captain, establishing 
  contacts along the length of the Sellen River. Despite his 
  lineage, the other Trade Houses and most citizens view 
  Jhofré as an outsider, so his influence is diminished. 
  the Bandit KinG
  The past of the tempestuous ruler of Pitax, King Irovetti, is 
  veiled in mystery, deliberate misinformation, and artistic 
  fictions. As he is known for his moodiness and strange 
  whims, most of Pitax’s citizens seek to avoid their lord’s 
  attentions, with only the most ambitious and reckless 
  actively seeking his favor. Those who meet with Irovetti’s 
  displeasure typically disappear, dragged out into the night 
  by plate-clad Pitax wardens, the king’s person guards and 
  obedient thugs. Details on Irovetti’s past can be found in 
  the introduction to “War of the River Kings” on pages 7–8, 
  while statistics and specifics of the man himself appear on 
  pages 43–44.
  
  64
  Part 5 
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  Part 5 
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  dealers of pitax
  In an ironic development, the main rival to the Trade 
  Houses of Pitax—originally founded by bandits—is a 
  band of despicable merchants who seek to win fortune for 
  themselves, typically at the expense of the Trade Houses. 
  Though small, Pitax’s nameless criminal underground 
  wields formidable influence in the city, and with the arrival 
  of Irovetti, its power—and ambition—grows daily. Kharne 
  Vereel, a drug-addicted paranoid from Qadira, has come to 
  lead the rogues of Pitax in recent years. Throughout most 
  of the settlement’s history, local ne'er-do-wells have focused 
  primarily on banditry and larceny both within the city and 
  farther abroad. With the influx of artistic souls into Pitax, 
  though, Vereel noticed a golden opportunity and began a 
  lucrative narcotics operation, leading the thieves of the city 
  from the shadows into the open. Selling a variety of drugs, 
  both locally created and imported from nearby Daggermark, 
  first to local artistic circles and later to a growing clientele 
  of the city’s most impoverished citizens, the dealers of 
  Pitax have successfully dulled the city’s collective judgment 
  and outrage under a haze of addiction. Irovetti cares little 
  about disrupting the drug trade flourishing in his city, far 
  preferring it to the active banditry of the past; he demands 
  only that the drug peddler provide him with regular shares 
  of the profits. 
  pitax at a GlanCe
  The three districts of Pitax can be easily distinguished 
  from one another strictly by appearance. Large wooden 
  warehouses standing amid smaller wooden buildings 
  line the docks of Troutmouth. Of these smaller 
  buildings, most are old and weatherworn, with the newer 
  buildings bearing obvious water scars from the Pitax 
  River’s occasional floods. Muddy roads crisscross their 
  way through Troutmouth, but these slowly give way to 
  cobblestone streets as they finally enter the Shattered 
  Ward and the heart of Pitax. Large buildings made of dark 
  limestone, some several stories in height, rise throughout 
  this area, surrounding the Square of the Common Man 
  like stones ringing a campfire. A large wall known as the 
  Inner Fortress, made from limestone of a lighter hue, 
  runs along the western border of the Shattered Ward. 
  Old and new gates alike lead from that wall into the New 
  Ruins, a part of Pitax that was once overrun and destroyed 
  during the city’s bloody civil war a century earlier. New 
  stone roads and small stone buildings, built from the 
  remains of the great towers that once stood proudly over 
  the city in earlier days, stand amid the genuine ruins in 
  this partially rebuilt sector of Pitax. 
  Recent additions to the entire city can be found 
  in the form of statues, particularly gargoyles. 
  Commissioned by Irovetti himself to mimic the 
  historic pomp of aged southern cities, most of 
  these statues are disgusting or crude works of 
  monsters or human figures (sometimes both), 
  but a few, including many of the gargoyles that sit 
  ominously atop many a rooftop in Pitax, are works 
  of genuine quality. The majority of the statues can 
  be found close to the palace, where Irovetti resides, 
  but over the past few years they have spread across 
  Pitax like a disease.
  troutmouth
  The wharfside of Troutmouth is a strange mix of 
  hardworking warehouse workers living with their families 
  near the docks and freebooting sailors who drift in and out 
  of the city with their ships. Though this often leads to 
  loud and boisterous conflicts between the two groups 
  in the wee hours of the morning, both the workers 
  and the sailors share a grudging respect for 
  one another. The two groups are unified 
  by a shared loathing for the Trade Houses, 
  
  65
  Pitax
  Pitax
  which they believe to be rich, selfish, and indifferent to 
  their problems. Several noteworthy locales can be found 
  in Troutmouth.
  The Devil’s Tusks: Pitax makes its home along a 
  tributary of the Sellen River known as the Pitax River, a 
  place known for its treacherous rapids. Here two small 
  peninsulas jut out from the shore, forming a natural 
  gateway and protective harbor. Those unfamiliar with 
  navigating the narrow strait between the peninsulas—the 
  Devil’s Tusks, known more informally as the Tusks—
  quickly find their ships stuck on the jagged rocks lurking 
  just beneath the water’s surface. A pair of lighthouses, one 
  on each of the Tusks, serve as beacons to guide ships safely 
  into the harbor, but presently only the southern lighthouse 
  functions as originally intended.
  The Dwarf’s Cave: A short, squat building sits before 
  the docks of Pitax, keeping close watch over the goods that 
  make their way between the ships and city, just like its stout 
  owner, Joravin Pyathe (N male dwarven expert 2/fighter 2), 
  the Shipmaster of the Yards. Appointed to his position by 
  the Liacenza brothers during their rule of Pitax, Pyathe 
  ensures that the merchants coming into the city pay the 
  appropriate tariffs for their goods. Though none of the 
  Trade Houses particularly like Pyathe, he acts as an arbiter 
  for disputes between the various families, and his gruff 
  but fair disposition means that he never shows favorites. 
  Although Irovetti’s tendency to implement arbitrary 
  adjustments to shipping codes and taxes often makes 
  Joravin an unwelcome sight on the docks, the dwarf proves 
  adept at deflecting ire from himself to the city’s lord.
  Moondock: Once past the Tusks, ships sailing into Pitax 
  find four smallish wooden docks along the city’s shores, 
  which are prominently flanked by warehouses owned by the 
  major Trade Houses. Only three to four average-sized ships 
  are able to drop anchor at the docks at any given time, which 
  often proves problematic during heavy trading seasons. 
  Savvy merchants with ships headed to Pitax usually provide 
  their captains with handsome bribes to pay the Trade 
  Houses of the city and so shorten their wait for dock time. 
  The Rose Tower: Raids by river pirates caused significant 
  damage to the northern lighthouse of Pitax, rendering 
  it inoperable. Seeing no immediate need to repair the 
  lighthouse, the Trade Houses let it lie abandoned for years. 
  In recent times, though, the city’s drug dealers have taken 
  over its ruins, using the lower levels as a laboratory to 
  concoct their stupefying tinctures.
  The Temple of Desna: Mostly ignored by the sailors 
  coming into port, the Temple of Desna nevertheless has 
  a small but faithful congregation of worshipers. The old 
  but venerable priest Ghare Leotos (N male human cleric 
  3) leads the services for these faithful and is responsible 
  for organizing many of the festivities on Desna’s holy 
  days for the city. A few sailors swear that they have 
  noticed the old priest wandering around the docks late 
  at night, clutching a gaff and muttering nonsense about 
  “slatterns” and “fishmen.”
  Tower of the Fallen: In recent years, with the rebuilding of 
  the New Ruins, the people of Pitax lost much of the land that 
  they once used as a cemetery. For a brief time previous to 
  this, they had buried most of their dead on a small hill just 
  outside the city, but then learned—much to their dismay—
  that the burials had begun to attract ghouls. With few other 
  options, apart from inviting more ghoul attacks, the priests 
  of Pitax expanded and converted the basement of one of the 
  northern guard towers into a hallowed sepulcher, and since 
  that time, many of the respected dead of Pitax have been laid 
  to rest in the tower’s several new sub-basements. 
  the shattered Ward
  Long the spiritual heart of Pitax, the Shattered Ward 
  grew from the remnants of the bandit keep built during 
  the city’s earliest days. This is where most merchants and 
  Identifying the Trade Houses
  Each of the Trade Houses has unique forms of identification—colors, symbols, certain items of clothing, and even a “watchword” 
  (a common phrase used to more covertly acknowledge a House affiliation, particularly in places outside Pitax). The following are 
  the specific forms of identification used by the Houses and by the families that control them.
  Family 
  Trade house 
  Color 
  Symbol 
  Clothing
  Cattanei 
  Serpent’s Breath 
  Green 
  A coiled snake 
  Black vest sewn with green thread
  Liacenza 
  Iron Fox 
  Red 
  A fox’s head 
  Left glove always marked red
  Strocalle 
  Darkwind 
  Purple 
  A cracked coin 
  Long sash, attached to the belt
  Vascari 
  Riversong 
  Light blue 
  A blue heron 
  Tall boots, marked with blue
  Watchword 
   
   
  Cattanei: “Watch, listen, but always be prepared to strike.”
  Liacenza: “Are you hunter or hunted? The hunter doesn’t need to answer.”
  Strocalle: “Gold is blood, silver is breath.”
  Vascari: “Strong hands on the wheel keep the sails at full.”
  
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  travelers conduct their business. Its streets are the busiest, 
  its buildings the largest, and its shadows the most likely to 
  hide secrets and dangers. 
  Calistria’s Cathedral: The last remnants of the original 
  keep built by the Cattanei family and the other original 
  settlers of Pitax, the cathedral is where most of the citizens 
  of Pitax worship. The walls of the cathedral are worn and 
  battered, but those who live in Pitax like it that way. The 
  cathedral stands as a symbol that no matter what happens, 
  Pitax stands above the fray. Lending credence to this is Drey 
  Yarnes (CG male human cleric 5), a middle-aged priest and 
  notorious bachelor who watches over the cathedral. Fit and 
  possessing a sharp tongue, Yarnes knows much about the 
  city and what goes on within its walls, some say far more 
  than a simple clergyman has any right to know.
  The Crow’s Feather: This once-sleepy inn doubles as the 
  city’s library, granting access to a hodgepodge and ever-
  changing collection of books to anyone with the coin to 
  pay for a meal. The mead is watery and the bread is stale, 
  but such trivialities matter little to most patrons. Though 
  the Crow’s Feather remained a little-known oddity to the 
  citizens of Pitax for years, the recent influx of scholars and 
  artists has transformed the small tavern into a bustling 
  meeting place, constantly filled at all hours with would-be 
  academics. A curmudgeonly fellow by the name of Roald 
  Celinnas (LN male human wizard 4) owns the inn. Thought 
  to be the great-grandson of a powerful wizard from 
  Brevoy, Celinnas publicly shows little interest in magic 
  and claims to have found his vast collection of writings 
  “in a box somewhere.” He gladly lets those interested in 
  the collection read through whatever they like, but only so 
  long as they read in the confines of the Crow’s Feather and 
  order from the overpriced menu. Although no part of the 
  collection is for sale, Roald does accept trades—though his 
  measure of what marks a book’s worth is a mystery only he 
  knows the answer to—and he seems to have an uncanny 
  sense of who might be scheming to rob him. 
  Square of the Common Man: Most residents of the 
  Shattered Ward congregate in the Square of the Common 
  Man, particular in the early hours of the morning and 
  at high noon when the bells of the Calistria’s Cathedral 
  ring loudest. These are the times when the town criers 
  of Pitax appear in the square, announcing the important 
  news of the day and the events of days to come. Merchants 
  and nobles gather in the square to meet and conduct 
  their business, often sitting side by side on the wooden 
  benches circling the giant Fountain of Sorrows, which 
  commemorates those lost in the recent civil war.
  The Square of the Common Man also draws crowds 
  to its two other prominent features: the stocks and the 
  yardarm (a mast-like structure from which multiple 
  offenders can be hanged and displayed at once). Criminals 
  in Pitax are typically punished with branding, maiming, 
  whipping, or hanging. Irovetti’s wardens mete out all of 
  these punishments in the square, in full view of all those 
  who choose to bear witness. Many of Pitax’s citizens 
  eagerly turn out to watch, enough so that bread and cheese 
  vendors make handsome profits selling food to the crowds 
  on the days of hangings. 
  The Turning Wheel: On windy days, the sharp smell of 
  cheese fills the air of Pitax. This smell emanates from a 
  small, broken tower known as the Turning Wheel, a cheese 
  and butcher shop famed for its foodstuffs. The Wheel 
  serves all of Pitax, from its lowliest sailors to its richest 
  merchants, and is one of the city’s more popular attractions. 
  Ingras Quill (CG female human expert 2), its ever-cheerful, 
  middle-aged proprietress, greets all who visit the Wheel, 
  and her ribald jokes attract as many patrons as the food 
  itself. What few ever see, however, is Ingras’s loathing for 
  Irovetti, but more directly for his wardens, who callously 
  slaughtered her son for some arbitrary affront several years 
  ago. Ever since then, a secret room in the Turning Wheel’s 
  basement has served as a meeting place and safe house for 
  any who would bring harm to the city’s ruler or have need 
  to keep watch on the palace nearby.
  The Palace: Once the sprawling manse of an eccentric 
  wizard, this estate—known simply as “the palace”—
  presently serves as home and headquarters to Irovetti 
  and his band of thugs. Like most things accomplished 
  by Irovetti in Pitax, the bandit king’s acquisition of the 
  palace was both swift and sudden. Full details of Irovetti’s 
  stronghold can be found on pages 40–42.
  the neW ruins
  Nearly a hundred years ago, Pitax endured a small but 
  bloody civil war, in which the northern part of the kingdom 
  seceded and formed a small realm known as Corvenn. 
  The violence between Pitax and Corvenn culminated in 
  an incident known as the Deafening Flames, when rebels 
  from Corvenn torched the western wall of Pitax and razed 
  the western half of the city. Though Corvenn and Pitax 
  eventually resolved their differences and merged back into 
  a single River Kingdom, the damage was done. The western 
  half of Pitax lay in ruin for decades, just a pile of rubble and 
  lingering ashes.
  When Irovetti ascended to power in Pitax, he proceeded 
  to take ownership of the burned section of Pitax, which 
  had long lain fallow, and began rebuilding it according to 
  his own garish tastes. The Red Crescent Theater and the 
  Academy of Grand Arts became the heart of the revitalized 
  west end of Pitax. Though both were built ostensibly for the 
  purpose of making Pitax a haven for fine art, Irovetti had 
  a shrewder purpose in mind: attracting builders, artists, 
  and merchants, and, by extension, more money. The New 
  Ruins now presents a half-realized appearance, with the 
  sculpted stone facades of buildings along the Inner Fortress 
  
  67
  Pitax
  Pitax
  Jhofre Vascari
  .
  turning to carved wood and eventually to plain timber near 
  the edge of town. At its farthest reaches, public funding 
  and interest waned, leaving several blocks of aging rubble 
  and dangerous, burnt-out frames available for whatever 
  squatters or dangerous creatures dare to claim them.
  The Academy of the Arts: Led by Headmistress Atalia 
  Gitaren, this institution ostensibly exists to train the 
  finest artists in all of the River Kingdoms and, according to 
  Irovetti, all of Golarion. However, although no expense was 
  spared to construct the buildings for the academy, Irovetti 
  proved notoriously cheap when it came to attracting skilled 
  teachers of the various arts. Unable to tell the difference 
  between good art and bad, and generally preferring bad 
  anyway, Irovetti recruited a faculty of failed artists, 
  has-beens, and never-weres, most deluded into 
  believing themselves unrecognized geniuses 
  rather than mere hacks. Bad teachers 
  begat bad students, and 
  combined with Irovetti’s 
  heavy-handed control over 
  the art projects in Pitax, the Academy bears a 
  reputation for producing publicly funded 
  affronts to good taste.
  Fortunately, Headmistress Gitaren—
  who does have genuine talent and a 
  wonderful singing voice—manages to rise 
  above much of this. In the small hours of 
  the morning, the few talented students and 
  teachers attending the Academy put their 
  skills to work, creating marvelous works of 
  art that remain, for the most part, unseen 
  by the rest of Pitax. Atalia works for the day 
  when she can exercise total control over the 
  Academy, but at the moment, her efforts are 
  shackled by the demands of Irovetti.  
  Faces of Stone: Amid all of the 
  artistic abominations to be found 
  in Pitax, one shop, Faces of Stone, 
  stands out as a ray of light and 
  hope. The shop is run by a 
  sculptor called Cayid Caconna, 
  whose stone works—largely made from 
  the limestone ruins of the fallen walls 
  of Pitax—are genuinely exquisite, and 
  nobles and merchants throughout the 
  River Kingdoms commission work 
  from him. He is responsible for the 
  best of the gargoyle statues spreading 
  across Pitax’s rooftops, and even the 
  awful, tasteless works commissioned 
  by Irovetti still manage to retain vestiges of 
  beauty and dignity. Caconna works mostly 
  at night and never takes on apprentices—
  in fact, few have ever seen him at work. Most believe this 
  is just to guard the secrets of his breathtaking sculpting 
  abilities and his remarkable knack for making stone 
  appear to almost be alive. Local tales tell of Caconna 
  magically turning his artistic rivals into stone. In truth, 
  though, Caconna himself humorously encourages such 
  tales of foul magic and murder, as they flatter what is in 
  actuality pure talent.
  The Falling Star Tavern: Owned by Gasperre Liacenza 
  (CG male human aristocrat 3), this ramshackle inn bustles 
  with business both day and night. With most of the students 
  and performers from both the Theater and the Academy 
  perpetually out of work, they have little to do but drink 
  and smoke away their sorrows and look for any means of 
  income possible. The haze-shrouded, rearmost booths of 
  the tavern are generally filled with the most hopeless 
  causes, who have turned to 
  narcotics instead of ale to dull 
  their pain. The tavern also serves as 
  a gathering place of sorts for those who 
  conspire against Irovetti. Such patrons 
  gather around tables, always keeping an 
  eye on one another, trying to decide who 
  works for whom, and what eyes and ears 
  are within the structure’s walls.
  The Red Crescent Theater: Both a 
  center for entertainment and a haven 
  for learning, the Red Crescent is where 
  many a would-be actor seeks fame 
  and fortune. A small group of actors, 
  led by Salvarri Cattanei (N male 
  human bard 2/aristocrat 2), puts 
  on elaborate productions every 
  month at the behest of Irovetti. 
  However, the king’s mandate 
  that the theater must “serve as an 
  institute of learning” is partly a cover to 
  recruit cheap performers, and as a result, 
  performances suffer. Irovetti also insists the 
  theater only put on productions that he likes, 
  meaning that most are crude, violent, poorly 
  written, and borderline pornographic. The 
  result is that few actors with any true 
  talent bother to work for the theater, 
  and the shining promise it once 
  held grows dimmer with each 
  passing day.
  
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  Gorum
  Gorum
  orum rose from an age of violence. When the dwarves drove the orcs 
  upward out of the Darklands and onto the surface world in their 
  legendary Quest for Sky, the savage hordes fought with primitive 
  human tribes that were all that remained of the broken human empires. 
  In an era of conflict and bloodshed, new pains and passions unknown in 
  all the centuries before broke forth in mortal souls and carved themselves 
  in broken flesh. Before this time, the god Gorum was unheard of, but as 
  human clashed with orc, his name spilled from the mouths of warriors on 
  both sides of the battle, the divine personification of horrible, exhilarating 
  war. War has continued throughout the world ever since, and Gorum has 
  been there to inspire mortals to greatness on the battlefield. Under his 
  iron gaze, the worthy find glory—and those who fall are forgotten. 
  
  69
  Gorum
  Gorum
  G
  orum’s priests believe that if the world ever 
  became free of war and combat, his spirit would 
  abandon Golarion in disgust, but he would 
  eagerly return should mortals ever take up arms for 
  glorious battle once more. Despite advances in magic, 
  technology, morality, and the tools of war, Our Lord in Iron 
  is remarkably constant, for his focus is on battle itself, not 
  the reasons for it or the shapes of the 
  weapons used. Whether a battle is 
  between orcs and humans, goblins 
  and dwarves, or elves and creatures 
  from beyond the stars, Gorum is there to 
  glory in the vital energy of conflict.
  Gorum’s entire focus is on battle and 
  being better at battle—stronger, faster, smarter, 
  better armed, better armored, and more 
  violent. A shortcoming in one area must be 
  compensated for in another—which is 
  why the brutal, hide-wearing berserkers 
  of the Lands of the Linnorm Kings are 
  thick with muscle and bear weapons 
  almost sized for an ogre. He understands 
  the need for archery, siege weapons, and 
  stealth, but nothing satisfies him more 
  than face-to-face melee combat in which 
  the sweat, blood, and fear are heavy in 
  the air like a morning fog. While Torag 
  represents the tactical side of war, and 
  Sarenrae its necessity as a last resort, 
  Gorum is the excitement, battle-lust, and brutality of war. 
  Whether his followers are knights in plate mail, goblins 
  wielding dogslicers, or women and children armed with 
  table knives, he doesn’t care—anyone willing to put up a 
  fight, no matter how pathetic or pointless, is worth swinging 
  at. He does not condone the wild slaughter of innocents 
  and the invalid—such acts are the parlance of murderers 
  and butchers, not of warriors. Likewise, he can be merciful, 
  giving quarter to those who surrender, but he is quick to 
  slay any who pretend to submit in the hope of striking while 
  the superior opponent is unaware, and those who refuse to 
  fight at all are barely worth a scornful beheading.
  Gorum doesn’t care for negotiations and quickly loses 
  interest when tempers cool and blades are sheathed. He 
  does not believe diplomacy is dishonorable and would 
  rather two forces negotiate a truce than have every man 
  fight to a pointless death; it is more pleasing to him that a 
  soldier fight a score of battles in his lifetime than just one, 
  and if a compromise or truce means the warrior has the 
  opportunity to fight again another day, so much the better. 
  Battle is the meat and drink of life, and it is better to eat 
  every day for a lifetime than to gorge oneself and choke 
  or starve shortly thereafter. As good and evil have little 
  meaning for him, he may fight demons one day and noble 
  dragons another, just to challenge himself and test his 
  own mettle. In the “family” of Golarion’s deities, Gorum 
  is like a boisterous uncle, a veteran of many fights who is 
  good to have around when there is trouble but prone to 
  rage and break things when he becomes bored. Battles of 
  words and wits tire him, not because he lacks the intellect 
  for them, but because he finds them as pointless and 
  unsatisfying as crushing ants—true challenges are those 
  where lives are on the line and a moment’s hesitation can 
  mean blood and pain. Our Lord in Iron is bullheaded and 
  doesn’t like anyone telling him what to do, though he 
  doesn’t mind someone explaining how an action is 
  in his best interest.
  Gorum’s avatar is a towering, armored 
  figure with blazing red eyes who inspires 
  rage in all who see him; the spikes on 
  his armor break off and fall upon his 
  enemies like an iron rain. He even 
  manifests this way to cultures that 
  use little or no metal in their armor, 
  whether appearing in the Lands 
  of the Linnorm Kings or before 
  primitive orc tribes in Belkzen, 
  or descending deep under the sea 
  to lay waste to gillmen, sahuagin, 
  and the queen of sharks. His avatar 
  is always taller than the largest 
  humanoid or giant in the vicinity, 
  a subtle way for Gorum to establish 
  himself as the most powerful being present (as a result, his 
  priests respect height, leading a few to thicken the soles of 
  their boots to compensate for vertical shortcomings).
  Artistic depictions of Gorum are uncommon, as his 
  followers prefer mighty deeds and boastful words to 
  quieter, more permanent works of art. Of the depictions 
  that are created, however, in many cases his image, shape, 
  or shadow is drawn in blood or hammered together out of 
  scraps of metal. A few temples with forges have molds for 
  casting weapons, and the spillover channels in the molds 
  lead to hand-sized receptacles shaped like spiked, armored 
  men with Gorum’s symbol on their chests. These heavy 
  icons of the faith are used both as holy symbols and for 
  focusing group prayers before battle.
  Gorum shows his favor through iron armor or weapons 
  that leak blood and filth when touched. Certain legendary 
  warriors are known for leaving a trail of blood and gore 
  behind them even when not in battle, so great is Gorum’s 
  love for their skill and carnage (these heroes gain a +4 
  bonus on Diplomacy and Intimidate checks to influence 
  members of the faith) and sometimes a favored, lone warrior 
  outnumbered by a superior force manages to survive because 
  his enemies slip on the blood-slick bodies of the dead. 
  Gorum’s anger most often manifests in sudden patches of 
  “The clash of sword on  
  shield is my song,
  I am in your armor,  
  your blade.
  Strike at your foes and I guide 
  your hand,
  For I thirst only for battle.”
  —Gorumskagat IV
  
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  rust that appear often enough to completely ruin a valued 
  weapon or piece of armor, and he has been known to punish 
  a cowardly warrior by causing his armor to fall apart into 
  a pile of rusty scraps just as a dozen enemies converge on 
  him.
  Formal raiment for priests is spiked armor, preferably 
  full plate, though spiky armor of other types is acceptable 
  in climates or cultures where full plate is unavailable or 
  impractical. Some priests keep a separate set of ceremonial 
  armor (as opposed to their functional battle armor) that is 
  bristling with additional spikes and decorations; sometimes 
  this armor becomes so heavy it is difficult for the priest to 
  walk. Given that his favored weapon is the greatsword, the 
  use of shields is less common than in other martial faiths.
  Gorum is chaotic neutral, and his portfolio is strength, 
  battle, and weapons. His favored weapon is the greatsword. 
  His holy symbol is a mountaintop with an enormous sword 
  jutting from it. His domains are Chaos, Destruction, Glory, 
  Strength, and War. Nearly all of Gorum’s priests are clerics. 
  A few battle-druids are part of the clergy, however, lending 
  an animalistic perspective and unusual spells to the church’s 
  battle-repertoire. War-bards and rangers serve the church in 
  essential roles but are not considered part of the clergy. 
  A typical worshiper of Gorum is a soldier, mercenary, 
  brigand, bloodthirsty savage, or even a weaponsmith or 
  armorsmith who crafts the tools of war. His followers tend 
  to be impulsive, violent, and prone to grabbing whatever 
  they feel like owning; as a result, there are far more evil 
  followers of Gorum than good. Like Gorum, his followers 
  don’t care about the problems and schemes of other deities, 
  but they fight whoever gets in their way. Fights between the 
  faithful are common, though they are usually not fought 
  to the death; they are undertaken to establish dominance 
  or claims over treasure, to impress lovers, or just for 
  entertainment. Among the faithful there is often an “every 
  man for himself” mentality, reflecting not only Gorum’s 
  chaotic nature, but also the sense that those fighting on 
  the same side are a band of brothers—brothers willing to 
  shed blood in a ritual of violence predating civilization 
  and even their god himself.
  Holy rites include beating large drums, bashing weapons 
  against shields, shouting, and howling. Most church music 
  is based on the Gorumskagat (see Holy Text) and is suitable 
  for marching, charging, working, or dancing that favors 
  stomps or other loud footfalls. Gorumite bards use their 
  magic to duplicate the sound of weapons breaking bones 
  and the screams of the injured, giving any performance 
  the semblance of a battlefield; evil bards of the faith may 
  actually own disposable slaves they “play” for this purpose.
  Gorum doesn’t care about marriage or familial bonds. 
  He knows such things are necessary to produce the 
  next generation of warriors, but he doesn’t care whether 
  children come from an exclusive marriage (as is the case 
  in most human communities) or from polygamous or 
  random couplings. Likewise, the roles of men and women 
  in a culture hold no interest for him; male-dominated orc 
  tribes are just as worthwhile to the Lord in Iron as cultures 
  in which women are the warriors and males the stewards of 
  offspring (which, in the latter case, puts him in Lamashtu’s 
  favor). He understands that love can inspire passions that 
  make men and women fight, and that protecting a spouse 
  and children is often why mortals go to war, but he values 
  these reasons no more highly than territorial claims, family 
  honor, greed, or survival. In human communities where 
  his faith is popular, marriage is no more or less common 
  than in other lands, but devout worshipers of Gorum tend 
  to have loud marriages with frequent arguments and much 
  throwing of household items. Some of the church’s stories 
  tell of mighty warriors who swore to only take a lover who 
  could defeat them in single combat—and how when they 
  met their matches, the couples became even more powerful 
  in battle together than they were singly.
  Temples and shrines
  Gorum’s temples are more akin to fortresses than to places 
  of worship—they are built with thick walls, iron gates, and 
  spikes on the parapets, even in the center of an otherwise 
  peaceful city. The priests keep them stockpiled with armor 
  and weapons, typically harvested from dead enemies and 
  kept clean and battle-ready by acolytes; many adventurers 
  laden with salvaged armor head to a Gorumite temple 
  first to get some coin for their heavy loot. The priests 
  don’t bother to record what armor came from whom, 
  so it is entirely possible for a young priest’s first set of 
  (nonmagical) metal armor to have previously been worn by 
  a wealthy orc or a hero of the faith.
  A typical shrine to Our Lord in Iron is a pile of rocks 
  capped with a helm or a sword jammed into a crevice in a 
  boulder. Sometimes the shrines mark the graves of fallen 
  champions, and other times merely a battlefield where 
  much blood was shed.
  a priesT’s role
  Priests of Gorum in aggressive warrior cultures earn 
  fame and riches by raiding other tribes or lands. Exiles 
  and those from more “civilized” lands seek employment 
  as mercenaries or bodyguards, or pursue criminal efforts 
  such as brigandry that allow them to crack skulls on a 
  regular basis. Some travel the land as “monster hunters,” 
  usually out of a desire to test their mettle against strange 
  beasts rather than an interest in helping threatened 
  communities. Priests try to have at least one battle per day, 
  even if it is only a duel. In especially lawless lands they 
  may find themselves deputized by local guard captains to 
  help keep the peace—which they accept only because it 
  gives them an excuse to fight. Priests usually have ranks 
  
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  Gorum
  in Intimidate, Heal, and Perception; those with a more 
  tactical bent also study Knowledge (history), and the 
  cannier ones put ranks in Sense Motive to better deal with 
  rogues and other tricky opponents.
  Even the poorest priests try to acquire metal armor as 
  soon as possible, taking it still warm from the corpses of 
  their enemies if necessary. Once they have metal armor and 
  weapons, they forever disdain any other kind, preferring 
  to fight naked and barehanded rather than use anything 
  other than metal. Some take spikes from fallen enemies as 
  trophies for their own gear.
  Adventurer priests of Gorum are relatively common, as 
  heroes can always use an ally who is good with a sword and 
  able to heal as well. Villainous groups learn to rely on the 
  might of evil Gorumite priests, especially their ability to 
  channel negative energy, inflicting bloody wounds on all 
  nearby creatures.
  The church values strength over age or knowledge, and 
  the senior priest in any tribe or temple typically reaches 
  that position by defeating many enemies and beating down 
  all rivals. When several leaders come together, there is 
  usually some gruff posturing and boasting, during which 
  the weaker ones defer to the stronger, with the strongest 
  dueling or brawling to determine who is leader of the 
  entire group. Underhanded tactics such as poison are 
  considered dishonorable in these bouts, though spells that 
  enhance the priest, his weapons, or armor are considered 
  fair. The head of a particular area may be called lord (or 
  lady, in some lands), sir, or a local military title such as 
  “commander,” “captain,” or even “chief”; this usually has 
  no relation to actual military in the area unless the temple 
  is in charge of the local military forces.
  relaTions wiTh oTher religions 
  Traditionally, Gorum has little interest in the affairs of 
  other gods. If they oppose him directly, he’ll fight them—
  otherwise, he considers their affairs and politics a waste of 
  time. This means he has battled with most other deities, 
  with demon lords, and with other beings of power as their 
  interests happen to conflict with his. Currently, most gods 
  lay plans against the day when Gorum might cross their 
  paths again, and the smarter ones find ways to get him 
  on their side of a fight, for he is always willing to enter 
  a battle, regardless of the purpose or whose side he is on. 
  Many times, conflicts between deities are decided based on 
  whom Gorum sides with—and this allegiance may change 
  from encounter to encounter.
  In recent years, a conflict between Gorum and Pharasma 
  has slowly grown. As the Lord in Iron’s mortal champions 
  wage war and become more skilled with their weapons, they 
  grow more effective in battle and more worthy in Gorum’s 
  eyes. Meanwhile, Pharasma seeks to call mortals to the 
  Boneyard when it is their time, but Gorum’s servants are 
  
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  difficult to kill, especially when Gorum senses the Lady of 
  Graves’ interest and works against her to protect his heroes 
  from “unsportsmanlike” means at the death goddess’s 
  disposal. The god walks a fine line between the desire 
  to protect his mortal warlords and the need for them to 
  continue proving themselves in his eyes, and his frustration 
  grows, which eventually will convince him to escalate the 
  tension between himself and the other deity—whether 
  by striking at her directly or encouraging his followers 
  to crush and burn a few Pharasmin temples just to prove 
  a point. Both outcomes would put Pharasma in a difficult 
  position; most other deities keep the peace with her because 
  she can bar their servants from her planar realm (thus 
  preventing them from escorting worshipers’ souls to the 
  other godly realms), but if she did so for Gorum, she’d end 
  up with large numbers of warlike spirits trapped in her 
  realm, disrupting the necessary processing of souls. If the 
  conflict escalates, Pharasma’s response must be suitably 
  firm without disrupting her own tasks. 
  holy TexT
  Gorum has no sacred text, but a collection of seven heroic 
  poems called the Gorumskagat explains the church’s creed. 
  Tribal bards quickly learn to recite these poems perfectly, 
  for a tribal priest beats them every time they make a 
  mistake. The poems may be spoken or sung, and each has 
  a distinct rhythm so a listener who is familiar with them 
  can easily recognize them if they are played on a drum. 
  Though individual translations have slightly different 
  meanings, all translations of a poem use the same rhythm 
  (meaning that in some languages, particularly Elven and 
  Osirian, the phrasing is awkward).
  aphorisms
  Gorumites don’t have time for fancy speeches, so most of 
  their sayings are short and to the point.
  Better to die a warrior than live a coward: While Gorum 
  doesn’t believe his followers should recklessly throw away 
  their lives in a battle they cannot win, agreeing to a fight 
  and then fleeing a battle is the act of an unworthy cur. 
  Surrender is honorable, for those who surrender may have 
  a chance to redeem themselves in a later battle, but those 
  who flee with piss on their legs are best cut down before 
  they shame themselves again.
  Cowards flee, warriors retreat: The subtle difference 
  between these two ideas is lost on many who do not fully 
  understand the nature of battle. An outnumbered force of 
  warriors that melts into the woods so it can ambush its 
  enemy later is not full of cowards. Warriors retreat from 
  battle because they want to win the next battle; cowards flee 
  a battle because they fear death and wish to avoid the next 
  battle. The Lord in Iron doesn’t expect his followers to be 
  fearless, but he does expect them to swallow their fear long 
  enough to get the job done.
  Will you fight?: This simple phrase sums up almost the 
  entirety of Gorum’s philosophy. If a spindly youth wants 
  to join an army, the priest of Gorum asks this question. 
  If an injured orc struggles with a wound, his chieftain 
  asks this question. Before a battle in which there will be 
  much slaughter, the army commander asks this question. 
  Those who will fight are the blessed, no matter how feeble 
  their sword arms. Note that the question is not “Can you 
  fight?” but “Will you fight?”—a crucial distinction.
  holy days
  Unlike other martial faiths, such as Iomedae’s church, 
  which records the dates of great victories and celebrates 
  
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  Gorum
  Gorum
  them as holy days, Gorum’s church has little interest in 
  keeping track of old battles—the faithful want to celebrate 
  the battles won today and look forward to victories in the 
  future. Unless a particular battle’s anniversary is strongly 
  associated with a particular date, such as the first of the 
  year or a prominent celebration by a nearby city or another 
  religion, they may forget about the specific date within 
  a year or two, only sometimes celebrating it within the 
  right season, and eventually may either forget the season 
  and year entirely or (if it’s especially relevant to a senior 
  priest at the temple) may mention it only when it comes to 
  mind. Of course, any number of events may provoke such 
  a memory and a celebration that evening. For example, a 
  twinge in a priestess’s knee from a change in the weather 
  may remind her of the battle in which she received a major 
  wound to that knee, causing her to reminisce about that 
  battle in a speech a few days later; likewise, repelling orcs 
  trying to sack the town may remind a priest of his first 
  battle with orcs, which he talks about in a sermon to the 
  town guard while disposing of the orc corpses. Thus, a 
  particular month may have no “holy days” one year and 
  several the next.
  new divine spells
  Clerics and druids may prepare rage as a 3rd-level spell 
  and iron body as an 8th-level spell. Clerics may prepare heat 
  metal as a 3rd-level spell. Druids are forbidden from using 
  the rusting grasp spell. Druids are permitted to wear metal 
  armor, though they do not automatically gain proficiency 
  in any other categories of armor. They cannot cast spells 
  while wearing metal armor, nor does it meld with them 
  when they use wild shape; druids interested in metal 
  armor acquire a set for a specific beast form and have allies 
  or slaves put it on them when it is time to fight. In addition 
  to Gorum’s armor (see Pathfinder Chronicles: Gods and Magic), 
  his priests have access to the following spell.
  Swallow Your Fear
  School enchantment; Level bard 1, cleric 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart
  Duration 10 minutes; see text
  Saving Throw Will negates (harmless); Spell Resistance  
  yes (harmless)
  You make the affected subjects ready for battle despite their 
  fear. If a target is suffering from a fear effect of any kind, 
  he gains a +2 morale bonus to Strength and Constitution, 
  a +1 morale bonus on Will saves, and a –2 penalty to AC. 
  If the subject is frightened, he remains in place and gains 
  the confused condition for the remainder of the fear effect, 
  except he treats all results of “attack self” as “do nothing” 
  and treats “attack nearest creature” as “act normally.” If 
  the subject is panicked, he remains in place and gains the 
  confused condition for the duration of the fear effect.
  planar allies
  All of Gorum’s divine servants are clad in spiked armor or 
  are actually made of metal; even servitors of other gods who 
  come to serve him experience a transformation to match 
  the god’s other minions. The Lord in Iron’s herald is the 
  First Blade, a swarm of weapons and shields that is gathered 
  into a man-like form the size and shape of an iron golem 
  and that continually sheds pieces of itself (see page 82). The 
  following are well-known supernatural servitors of Gorum, 
  suitable for conjuring with planar ally or similar spells.
  Bloody Hands: This red-skinned, hezrou-like creature 
  wears intricate scale mail that fits like a second skin. He 
  enjoys the taste of potions and elixirs, especially those that 
  augment his already formidable physical prowess. Though 
  he cannot fly, he enjoys leaping upon opponents from high 
  places, charging through their ranks like a slashing wheel 
  of death.
  Saint Fang: This unusual creature resembles a silver 
  dragon covered in spikes, but he is dark gray like iron rather 
  than the bright color of silver. Patches of his scales appear 
  to be rusted, but they are actually old stains from where he 
  paints his hide with the blood of his fallen enemies.
  Temperbrand: This large fire elemental is made of 
  molten metal and is in a near-constant battle rage. She 
  enjoys taking her enemy’s weapons and melting them 
  within herself, which heals her and temporarily lends the 
  weapon’s magic to her attacks.
  Customized Summon List
  Gorum’s priests can use summon monster spells to summon 
  the following creatures in addition to the normal creatures 
  listed in the spells.
  Summon monster III
  Iron cobra (no poison)*
  Summon monster VI
  Bulette*
  Summon monster VII
  Behir*
  Summon monster VIII
  Gorgon*
  * The creature has the extraplanar subtype but is otherwise 
  identical to a normal creature of its kind.
  
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  Prodigal Sons: 5 of 6
  I
  t should have been bigger. For a place so exalted in 
  tales, Tymon was disappointingly commonplace, 
  buzzing with activity, but none of any importance. 
  Hardly a place worthy of such nobility as us—or rather, 
  me. Then again, with a little time, perhaps my presence 
  could raise this backwater hovel into a place worthy of 
  gentility. I mentioned as much to Phargas.
  The priest cleared his throat and hawked into the 
  river as we crossed the gangplank to the dock. “What 
  did you expect?”
  “Stone and marble, for one. Grandeur, banners, and 
  servants, not more dirt, dockhands, and doxies.”
  The brute prodding us from behind snorted. “Well, 
  there’ll be more servants with you here. Step lively, and 
  head toward Caras there at dock’s end.” He nodded his 
  head toward a slimmer man dressed in the same blue 
  garb as all the Cornflower’s staff.
  Phargas stopped in mid-stride. “How does anyone to 
  expect us here?” 
  The giant-sized deckhand smiled at him, exposing 
  three missing teeth. “Every night, boats go ahead of us. 
  No good to have a pleasure barge without folk upriver 
  wanting aboard. The captain sent Caras, and now we see 
  if he found someone to buy your debts.”
  The blue-garbed person we approached gestured 
  toward us. He spoke with a pair of men cloaked in brown 
  and black, both cleaner and better dressed than the 
  rabble around them. “You know, Phargas,” I said, “I really 
  should have thrashed you for dragging me into this low 
  situation. You’re going to be the death of me.”
  Chariots of Terror
  
  Chariots of Terror
  Chariots of Terror
  75
  The priest coughed and stared at me a moment. Even 
  after all our time together, he was clearly still unused to 
  his betters admitting the common rabble have some effect 
  on their lives. He then rubbed his shaved scalp, yawned, 
  and said, “Milord, this low situation rests entirely on your 
  ‘unbeatable noble talents at cards’ being disproved, not 
  what I wagered. As for the rest, we have only the paths upon 
  which the gods set us. Where we end is hardly up to us.”
  I began to think men like Phargas removed some brains 
  along with their hair when they joined the priesthood. 
  “That’s a horrible thing to say, Phargas. A Pathfinder 
  always knows his path and chooses to walk it.”
  “Well, walk faster then,” the fleshy mountain behind 
  us chuckled as he shoved us both forward.
  Phargas smiled. “Forgive me. Your choices are as true 
  as your status, milord.”
  Were it the proper time, I would have rewarded Phargas 
  for admitting the rightness of my stance. As it was, we 
  stepped off the gangplank onto the muddied cobbles of 
  Tymon’s portside, just inside the city walls. The stevedore 
  Caras motioned his friends toward us and said, “Here 
  they are, milords—two able servants until such time that 
  they have served out their incurred debts with you, as 
  exchanged in kind with our Professor Grizzlebane.”
  “You bring them to us armed and unshackled?” 
  The brown-clad man’s hood fell back, revealing a face 
  unshaven and unkempt. 
  “Second Freedom, sir.” Caras bowed, as did our 
  juggernaut. “They bet their service and lost, and few’re 
  fools enough to break that oaths. We leave you with the 
  Sixth Freedom and bid you good day, unless you wish to 
  travel the Sellen with the Cornflower.”
  “We have what we hold, indeed,” said the man in black. 
  “Thank you for delivering these men to us, gentlemen.” 
  This genteel man obviously was of good breeding and 
  intentions. Perhaps he was simply in need of quality 
  conversation—a task for which I was eminently suitable. 
  The brown-garbed man moved behind us as his 
  companion turned on his heel and walked briskly into 
  the town, motioning us all to follow. While I would 
  have preferred a carriage, his pace and our monetary 
  troubles left me no option but to follow and hope Tymon 
  dust washed out easily. Every time I slowed to look up 
  at some odd shop sign or tavern flag, the brown-garbed 
  man jabbed me in the back with a mace he’d drawn from 
  beneath his cloak. I marked him as I did Phargas—useful 
  to his betters but often stepping beyond his place. 
  “Sir,” I sent my voice ahead. “Your servant seems overly 
  brusque. Perhaps a lesson needs be made?”
  Our black-garbed host slowed not a whit as he replied 
  over his shoulder, “A lesson is swift in coming, Lord 
  Kaddar, trust me.” He led us all toward a farrier’s stables, 
  where a carriage with two horses stood at the ready. 
  Our herald turned to face us and Phargas bowed low. 
  While my situation demanded some courtesy to him, I 
  saw us as being of a kind, above the priest’s station as 
  much as he ascended above the dungsweep in the alley 
  behind him. I merely inclined my head slightly in 
  deference to my debts and his troubles, winking at him 
  to signal my understanding that now was not the time for 
  open negotiations or discussions of money. 
  Phargas muttered, “How might we be of service, 
  milords? I am but a traveler and humble priest of Desna. 
  With me is—”
  “Lord Ollix Kaddar, heir of Kadria, yes.” The black-
  garbed man’s face withdrew deeper into his midnight 
  hood while his smile became brighter still. “And his 
  faithful companion Phargas.”
  “Ah,” I exhaled in relief. “So glad to hear that our 
  reputations precede us. Would you be so kind as to share 
  your names, fellow lords, and where we might be headed?”
  “I would hate to spoil the surprise, Lord Ollix, though 
  you may call me Kerban. I’m sure we’re to be great friends 
  who will laugh over your debts soon enough.” Kerban 
  shifted his hood to reveal a marvelous diadem on his 
  brow, its filigreed silverwork fascinating, and its red gem 
  even more so. The sun must have broken through clouds, 
  though I in truth felt no warmer, as the man’s brown eyes 
  shifted to bronze. “We are friends, are we not?”
  It shows the innate superiority of the upper classes to 
  recognize a kindred spirit and accept the munificence 
  that comes of such a connection. Commoners war among 
  themselves because they lack the minds to comprehend 
  and embrace both their stations and those of others. My 
  musings on this fact were interrupted as Phargas suddenly 
  shoved me bodily into our new comrade. Even Kerban’s 
  brown-clad companion seemed surprised, dropping his 
  mace into the dirt where I had stood even as Phargas 
  whirled and knocked his legs out from under him. 
  That man would surely be my death, I knew, even 
  before he started shouting, drawing the crowd around 
  us. I apologized profusely to my new friend Kerban, 
  whose ears, I now saw, had slight points to them. His 
  diadem glimmered brightly and I felt ashamed that my 
  companion so disturbed and belittled my gracious new 
  companion. I helped Kerban up by clambering off of him, 
  and he was as shocked as I to hear Phargas’s accusations.
  “Violators!” Phargas yelled. I supposed the local rabble 
  expected all disturbances to be their entertainment, 
  as many paused to surround us and listen to Phargas 
  continue. “I demand the Law of Grievance! These 
  two would violate our Fifth Freedom, and I demand 
  recompense! The black one there tried to bewitch us with 
  magic and capture us for some nefarious purpose!” 
  I would have asked Phargas to explain, but the rabble 
  overwhelmed my questions. The press of the unwashed 
  
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  “Ullorth Ungin is 
  benevolent—and woe to 
  those who say otherwise.”
  closed in on all of us, all yelling, “To the arena!” I felt faint 
  as the odors and bodies of the crowd pressed in, their voices 
  screaming, “No mercy for slavers!” or “Blood must answer!” 
  “You expect me to believe our new friend Kerban clouded 
  my mind? Preposterous! My wits are inviolate.” Honestly, 
  Phargas generated the most outrageous excuses for his 
  own boorish behavior.
   “Not to the mace that just missed you back there, they’re 
  not,” Phargas replied. “Nor to that half-elf and his magic 
  circlet. He’s not our friend, but what he is, we’ll find out.” 
  A filthy mob herded us through the streets, eager to see us 
  “settle a grievance on the sand” rather than discuss it like the 
  gentlemen we were. The rabble’s 
  shouts 
  drew 
  mounted 
  magistrates who kept 
  the pairs of us flanked 
  by horsemen. The 
  senior officer—obvious in his rank by the fact that he alone 
  had a civilized manner and a shaved chin—rode in the 
  center. The mob celebrated as it surged forward toward the 
  largest edifice in sight, its curved walls towering above all 
  other buildings.
  The guards directed us and our uncloaked companions 
  around the arcing edge of the arena. The two lesser guards, 
  Kerban, and his servant went into one opening, its gates 
  clanging shut behind them. The magistrate commander 
  used his horse and the crowd to move us toward a much 
  farther gate. He leaned down and whispered to us, “We been 
  watching that Kerban for a time. What you two did to anger 
  a Daggermark assassin, I don’t know, but—”
  Phargas replied louder than necessary. “You mean word 
  hasn’t spread yet of Ollix’s slaying of the heinous despot 
  Baron Addelworth? It was marvelous to view, his valiant 
  duel to save the virtue of an honest tavern maid from 
  Byrtol’s lascivious clutches. ’Twas his loathsome opponent 
  who destroyed the site of their battle by fire rather than 
  allow it as a monument to his defeat. Ah, pride…”
  Phargas spun this tale and the crowd around us ceased 
  its caterwauling to listen. Truly, I had no idea Phargas 
  was such an accomplished liar. Did that make him less 
  of a priest, or more? The tales he wove were flattering, 
  to be sure, but I doubted we’d incurred the wrath of both 
  Daggermark’s poisoners’ guild and its assassins’ guild. 
  Still, I admired his skill, and it occurred to me that 
  he’d be perfect to transcribe my report for the Pathfinder 
  Chronicles. Before I could mention the idea, however, we 
  arrived at the next gate leading into the arena’s wall. 
  The crowd now buzzed with my name and 
  various tidbits of our alleged feats, with folk 
  even taking wagers on the street for some 
  unspecified reason. 
  The magistrate leaned down again and 
  smiled. “Lucky you knew the Law of Grievance, 
  so as to make it a public fight rather than a private 
  assassination. May your luck continue.” He motioned 
  us through the gate, which rattled shut behind us, 
  leaving only a noisome tunnel ahead. Phargas and I 
  moved silently toward the light at its end. 
  It was then I took my first look at the Arena of Aroden, 
  albeit from its gravel and sand, not the nobler box seats 
  from which I’d hoped to view it. In truth, it looked little 
  better than the dead god himself—shattered weapons, 
  random bones, and pools of blood littered the sands, the 
  only clear area a level track around the arena’s edge and a 
  stone platform in its center. 
  The stench of drying blood clung to me even over the 
  choking dust as another crowd of filthy, malodorous 
  commoners surrounded us, all jabbering away. Finally a 
  massive, leathery man approached us, his body a tangle 
  of old scars. “My name is Pit Master Makoa,” he said. 
  
  Chariots of Terror
  Chariots of Terror
  77
  “As aggrieved parties, you choose the platform; your 
  opponents choose the stakes to end the grievance; the 
  crowd chooses the weapons. What say you?”
  Phargas seemed engaged in staring about the arena so 
  I took to bargaining with the man. “Platform? Are we to 
  perform something? I’ve nothing prepared…”
  He shook his head, muttered beneath my hearing, 
  and said, “Platform—how do you want to duel? On foot? 
  Riding? Chariots? No boats—the pools are leaking.”
  Phargas asked, “Do we—”
  “Oh, yes! Chariots!”
  The big man turned on his heel and yelled to the arena. 
  “The aggrieved have chosen chariots!” The crowd, swelling 
  as the mobs from outside flowed into the stepped seats, 
  roared its approval. Phargas hissed at me. 
  “Tell me you can drive a chariot, Ollix, please?”
   “No, I just always wanted to ride in one.”
  “So we have to fight—”
  From the other end of the arena, a cry came up. “The 
  challenged have chosen death to settle their feud!” The 
  crowd roared louder still. 
  “—to the death on a vehicle you don’t know how 
  to operate?”
  “To the death?” Perhaps the priest’s suspicions about 
  Kerban were not so far off mark after all. “Say, Phargas, 
  why should I drive the chariot?”
  Phargas clenched his fists, and whispered, “Because 
  I’ll be busy asking Desna to spare our miserable lives and 
  casting spells to keep us traveling in her name!”
  Magic! Of course. Let Phargas handle the brutality. “Very 
  well. I shall drive, and you shall dispatch these betrayers. 
  How hard can it be if servants can do it constantly?” 
  Makoa addressed the crowd again. “What weapons settle 
  these matters?” A cacophony of shouts filled the air for a 
  few moments, until an undertone began. Soon, many voices 
  chanted together, “Desna’s Choice! Desna’s Choice!” 
  As this crowd participation seemed to have little 
  bearing on me, I turned toward the chariot and horses 
  some of the others were leading to us. Before I could step 
  onto the chariot, three men stepped in my way. I turned 
  to Phargas, only to find another three surrounding him. 
  Makoa approached us all, undoing a small purse from 
  his belt. He said, “Leave your weapons, cloaks, and shirts 
  here as collateral. Then draw a coin from my bag.” 
  “I hardly think I’ll just—” Phargas’s elbow in my 
  stomach prevented both words and breath. 
  “Fine, I’ll draw for both of us,” Phargas said as he undid 
  his cloak. By the time I drew a steady breath, the priest had 
  stripped off his tunic and left his staff and daggers atop his 
  clothes. He reached into the old man’s bag, drawing two 
  coins. The old man looked at me and said, “Strip, grievant, 
  or my men will bare you more than you might like.” 
  Phargas said, “Ollix, they might damage your noble 
  attire in the process.”
  I submitted to the indignity, though I refused to rush 
  and further ruin the worn fabrics. 
  The two large coins had marks to exchange them for 
  random items in the armory. Soon, a runner came out 
  and handed me a much-scored longsword and Phargas a 
  round metal shield rather worse for wear. Looking across 
  the arena, our opponents held a long chain and a spear. 
  From somewhere, a crier called out, “The race continues 
  until the grievance is met! Take to your chariots!” 
  Phargas shoved me forward. “Run, Ollix!” Why he 
  assumed my grasp of the obvious was less than his vexed 
  me greatly, but I took his advice nonetheless. 
  Within a breath, we both stood in our chariot. I slid my 
  sword into a scabbard at the vehicle’s front, then took up the 
  reins as we each hooked a foot into the loops on the floor to 
  help us maintain our footing. It seemed no different than 
  driving a small wagon, so I immediately snapped the reins 
  and got the horses moving. Standing up while driving horses 
  felt far different than I expected, and only the chariot’s front 
  kept me from leaping forward with our team. 
  Phargas muttered something then rested a hand on my 
  shoulder. “The Song of the Spheres smiles on you, Ollix.” 
  Oddly heartened by this display, I replanted my feet, 
  shifted my grip on the reins, and leaned, pulling the 
  chariot to the left toward the cleared track. It all seemed 
  simpler, easier to gauge, and I understood how to work 
  the reins to increase the horses’ speed. I was thankful 
  for my natural competence as Kerban’s man drove his 
  chariot directly toward us, one hand on the reins and the 
  other brandishing his spear. 
  “Now to trim the odds a bit,” Phargas said, and he began 
  new prayers. I snapped the reins at the horses, increasing 
  their speed while cutting a sharp turn that took us 
  directly across our foes’ path. Their horses protested and 
  cut to our right to avoid colliding. The driver stabbed at 
  us with his spear as they pulled alongside. Then Phargas 
  pointed at him and ended his prayer, and suddenly the 
  spear slipped from the man’s grasp. 
  At the same time, Kerban shouted, “Ollix, why must we 
  fight? Slow your horses, and we can be friends.” I noticed 
  now that the glowing bronze in his eyes wasn’t from the 
  sun. He was fighting to get into my mind. I responded by 
  pulling to the right, banging our wheels against theirs 
  and forcing their chariot close to the stone dais at the 
  center of the track. That pushed them behind us as I 
  pulled around the obstacle.
  To my left, I saw an opportunity and instructed Phargas 
  to hang on as I pulled the team off the track and toward the 
  arena wall. “Use the decor to our advantage!” I called.
  Phargas looked agog a moment, then spotted what I 
  had and smiled. He slid his shield onto his back while I 
  
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  drew my sword with my left hand and eased the chariot 
  parallel with the wall. Kerban shouted, but by the time 
  they neared us again, I had my target in sight and the 
  chariot mere finger lengths from the wall. 
  “Ready, Phargas? Grab it when it’s free,” I warned. 
  He smiled—a rare enough sight these days—and 
  nodded, both hands at the ready. 
  I lashed out with my blade, using our speed and direction 
  to help the cutting. My sword parted the bottom of a long 
  banner set onto the wall, and Phargas grabbed the loose 
  edge as we passed. “Got it!” he yelled, and I yanked our 
  horses to the right across Kerban’s path. The banner tore 
  free and billowed behind us like a sail. The crowd howled 
  its approval even as Phargas let go of his ragged end, letting 
  the banner fall directly over Kerban’s driver. The banner 
  pulled their chariot into the wall, its wheel screeching in 
  protest as Kerban fought to free the driver’s face. 
  Now, with our foes occupied momentarily, I steered 
  our chariot toward a cluster of weapons and body parts 
  abandoned in the sand. Some nearby spectators screamed 
  for Phargas to take up a sword. “You can grab something 
  to help end this, I suppose?” I asked Phargas. 
  In response, he snatched up a staff missing a spearhead, 
  then began another prayer as I urged the horses back up 
  to speed. From across the arena, Kerban’s chariot barreled 
  toward us. 
  I maneuvered us alongside, shifting my sword into my 
  right hand to allow me to attack. Kerban saw this and 
  began swinging his long chain in response. “Phargas,” I 
  said, “I hope your next spell has some bang to it.” 
  I held out my sword as their chariot bumped ours, 
  hoping to hit either opponent. Instead, the chain rattled 
  around the sword and my arm. I looked at the half-elf in 
  surprise, only to see the chain writhe with snakes whose 
  fangs locked onto my arm! Kerban’s laugh sounded louder 
  than even the chanting mob around us. 
  Instead of helping me, Phargas leaned over the front 
  of the chariot and ended his prayer by shouting at 
  Kerbans’s horses. The horses’ screams of terror echoed 
  my own as I threw down my chain-wrapped sword with 
  all my might, hoping to shed the snakes as well. The 
  sword’s weighted point dug into the sand as Kerban’s 
  chariot veered wildly away from us. His laugh suddenly 
  turned into a scream that lasted only a breath before the 
  crowd’s cheer drowned it. I saw only the spray of blood as 
  our weapons stayed behind, lodged in the gravel, along 
  with Kerban’s arm.
  The panicked horses obeyed no reins or commands, 
  and soon the chariot flipped over, bucking Kerban out 
  onto the sand. The bloody smear beneath the overturned 
  chariot told us his driver’s fate. The crowds cheered the 
  blood and won wagers, but everyone’s attention snapped 
  toward a loud trumpet. 
  We pulled the chariot to a halt near the trumpeter, 
  who now waved a blue banner. An ornate carving high 
  up on the wall showed a trio of crossed swords, though 
  the many silks and tapestries shading the box above it 
  suggested a place of wealth and honor. A dwarf clambered 
  up atop the wall and bellowed, “All rise to honor Tymon’s 
  Champion, Ullorth Ungin!”
  The Champion was a massive, barrel-torsoed half-orc 
  with tusks and long olive hair—hardly a sign of good 
  breeding, even if martial prowess had earned him the 
  rulership here. His wealth was evident in his clothing, 
  companions, and cultured accent.
  “What grievance these men wrought outside the walls 
  of Aroden’s arena has been settled on the sand,” he intoned. 
  Ullorth’s eyes briefly darted to Kerban’s arm lying in the 
  dust, his chain still wrapped around my former weapon. 
  “As victors, you claim their goods left in collateral, of 
  course. And yet, gossipmongers tell us of more renown here 
  before us. Gentles and bloodieds, I give you our victors—
  Lord Ollix Kaddar of Kadria and his faithful companion 
  Phargas!”  The crowd’s applause was polite but ignoble in 
  volume. This reaction seemed expected by the Champion, 
  who turned his focus directly upon us, motioning us closer 
  to the arena wall for a private audience. 
  “I commend you,” Ullorth said in quieter tones. 
  “By removing those assassins, you have done Tymon a 
  service. Word had it Kerban and his associate had plans 
  to assassinate some highly placed citizens here. It would 
  appear we owe the Pathfinder Society a debt—one which 
  can be easily repaid by purchasing your freedom from 
  indenture, I suspect. However, you may want to avoid 
  Daggermark for a while.”
  Before we had a chance to reply, Tymon’s Champion 
  leaned back and shared our conversation with all nearby. 
  “A question, Lord Ollix! Would you say that the Second 
  Freedom is a great thing?”
  “But of course. All civilized men do.” 
  Phargas whispered, “Careful, Ollix. We don’t—” 
  I waved him off, eager to show this barbarian what 
  educated nobles knew. Ullorth continued. 
  “What would you do to an oathbreaker?”
  “As the Freedoms demand—oathbreakers die. How is a 
  matter left to the servants or the bloodthirsty.”
  “Would you be willing to enforce that vow?”
  Phargas elbowed me in the back. I shoved him back and 
  then said, “I strive to enforce all the River Freedoms, sir, 
  regardless of situation, circumstance, or poverty.”
  The hulk’s teeth fanned in satisfaction, and he spread 
  his arms wide. Were it not for the odors on the arena’s floor, 
  I would have fallen prey to the Champion’s effusive musk. 
  The man-mountain addressed the assembled.
  “Tymons, I give you Lord Ollix Kaddar, the new 
  commander of the Vermillion. This man of honor shall 
  
  Chariots of Terror
  Chariots of Terror
  79
  “Some folks 
  never know 
  when to let go.”
  lead that company against Razmiran’s oathbreakers, who 
  violate our peace and our lands! All who fight for Tymon 
  today and survive become bloodied tomorrow!”
  I had no wish to be awash in blood of any kind, but the 
  crowd’s reaction suggested it was a good thing. Then again, 
  their entertainment left their morality a bit suspect.
  Behind me, Phargas sighed. 
  As we marched out of the gates of Tymon toward 
  Razmiran, I couldn’t help but note how little the 
  motley forces of the Vermillion resembled their 
  dazzling name. All were indentured servants, 
  working off their contracts, or else Tymon citizens 
  looking to improve their lot by fighting in the 
  arena. Alas, all but Phargas, myself, and one other 
  had yet to win such a battle. 
  Khurris had previously 
  been 
  the 
  group’s 
  commander, and one might 
  assume he resented my 
  usurping his command, 
  yet he understood how to 
  address one of my rank 
  and seemed grateful for my 
  noble leadership.
  “When it’s a choice between 
  dying today and dying tomorrow,” he said, 
  “I’ll take tomorrow. But make no mistake, that’s 
  why we’re here—we’re expendable, and Ullorth loses 
  nothing by sending us out to fight the Living God’s forces. 
  He keeps Razmiran on its toes and keeps the Champion 
  looking good.”
  “Personally,” I responded, “I have little desire to 
  fight a god or any who answer to him, Khurris. Any of 
  the Vermillion who wish to do so have my permission. 
  Otherwise, feel free to follow us until we’re out of sight 
  of the city, and then urge the men to do as they see fit.”
  Khurris and Phargas gasped in unison. “Sir,” the 
  Tymon asked. “Surely you don’t mean to desert. Aren’t 
  you afraid of being branded an oath-traitor?”
  “Not to mention incurring the wrath of a very large and 
  powerful enemy?” Phargas added in a whisper.
  “Tish-tosh, men,” I laughed. “I gave no oath to that 
  malodorous man-mountain, so I can’t possibly be 
  breaking one. Surely you see that.”
  The road on which we marched crested a pair of hills, 
  then met the road leading west toward Razmiran. “Once 
  we’re past the crossroads, you men are free to live as 
  you will. It matters not to me, for I’m bound north for 
  Solanas!”
  Phargas’s face darkened. “Ollix, perhaps you should keep 
  your destination quiet,” he whispered.
  Khurris asked, “Why Solanas, sir?”
  “Simple,” I replied. “I must report my deeds to the 
  Pathfinder Society lodge there.”
  Khurris scurried back and whispers began buzzing 
  among the ragtag column. Alone for the moment, Phargas 
  stated his opinions plainly.
  “Do you really want to go toward a nest of assassins that 
  want us dead?” he asked. I waved his concerns aside.
  “You worry too much, Phargas. They can’t 
  possibly be everywhere. As long as 
  we avoid the city, we’ll be fine!”
  “As we’ve been so far, of course,” 
  the priest grumbled. 
  Once we reached the western road 
  and the city was safely out of sight, I 
  raised both my arms. “Vermillion,” I 
  cried, “as you will!” Whooping, the 
  column scattered in all directions. 
  A few did head along the western 
  road, but many jogged toward us, 
  or north into the woods. A few 
  even headed south, back 
  toward the city. I smiled 
  broadly at Phargas and 
  said, “See how happy 
  nobles can make common folk when 
  they trust our judgments?”
  “If only they knew how well your 
  judgment has served you so far, 
  milord,” Phargas grumped. 
  Three 
  evenings 
  later 
  found 
  me, Phargas, and Khurris, along 
  with several dozen others who had 
  refused to give up my guidance, 
  standing on a hill on the Tymon-
  Daggermark border, looking out 
  over a sea of lights to the west.
  “You must admit,” I said to Phargas, “they’re quite pretty.”
  “That they are,” he said. “They’re also gaining on us.” 
  His tone was mild, but I could sense the reproach. Who 
  could have known that one company’s desertion would 
  bring out half of Tymon’s army? Clearly, Champion 
  Ullorth had no sense of proportion. 
  One of the men who’d been sent ahead as scouts came 
  puffing up the hill, interrupting our reverie.
  “Sir,” he said, “we have a problem.”
  “That should be obvious,” Phargas said. 
  “No—” the man insisted, but he was interrupted by the 
  blast of a horn. Several miles to the east, the spark of a 
  flaming arrow shot into the air. On cue, the far side of the 
  valley lit up as a hundred torches caught fire.
  “It seems,” Phargas noted, “that Daggermark is expecting 
  us after all.”
  
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  Bestiary
  Bestiary
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins
  Swamp
  Sky
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Environment
  Climate
  E
  very third peasant tale relates the same 
  thing: how a local son fell amid clashing 
  armies and how his soul wandered lost 
  between worlds. All too often do such storied 
  spirits return, dragging home shrouds of woe. The 
  people of Kridorn, though, tell a most unusual 
  variation. When their grandsires clashed against 
  the wild men of the Norinor, the sun dawned 
  red and dusk begat a crimson night. Yet neither 
  townspeople nor savages returned from that field 
  of war. When mothers and wives sought for the 
  bodies of their loved ones, the steel-scarred plain 
  of battle lay empty, as though every man slain had 
  hefted blade and baldric and marched into the night 
  to find greater wars to wage. Which is exactly 
  what the folk of Kridorn say happened.
  —From The Record of Truan Iolavai
  
  Bestiary
  Bestiary
  81
  Glenebon Random Encounters
  Forest 
  Hills 
  Lake/River 
  Mountains 
  Plains 
  Encounter 
  CR 
  Source 
  1–3 
  — 
  — 
  — 
  1–2 
  1 carbuncle 
  1     
  Pathfinder #31
  4–6 
  1–7 
  1–4 
  1–10 
  3–6 
  1 cockatrice 
  3     
  Bestiary 48
  7–9 
  — 
  5–12 
  — 
  — 
  1d6 nixies 
  4 
  Bonus Bestiary*
  10–14 
  8–11 
  — 
  11–14 
  — 
  1 hodag 
  5 
  Pathfinder #32
  15–21 
  12–19 
  13–21 
  15–19 
  7–13 
  1d4 grizzly bears 
  6     
  Bestiary 31
  22–31 
  20–31 
  22–35 
  20–30 
  14–24 
  1d6 elk 
  6     
  Pathfinder #31
  32–37 
  32–33 
  36–39 
  31–32 
  25–27 
  2d4 faerie dragons 
  6     
  Bonus Bestiary*
  38–46 
  34–44 
  40–46 
  33–44 
  28–34 
  2d6 worgs 
  7     
  Bestiary 280
  47–51 
  — 
  — 
  — 
  — 
  2d4 dryads 
  7     
  Bestiary 116
  52–53 
  45–51 
  47–49 
  45–53 
  35–41 
  1d4 ettins 
  8     
  Bestiary 130
  54–59 
  52–56 
  50–55 
  — 
  42–46 
  1d8 owlbears 
  8     
  Bestiary 224
  60–67 
  57–60 
  56–60 
  — 
  47–50 
  3d4 pixies 
  9     
  Bestiary 228
  — 
  — 
  — 
  54–60 
  51–59 
  1d4 bulettes 
  9 
  Bestiary 39
  68–73 
  61–66 
  61–71 
  — 
  60–64 
  1d6 shambling mounds 
  9 
  Bestiary 246
  74–79 
  67–70 
  72–79 
  61–69 
  65–68 
  1d4 dire bears 
  9 
  Bestiary 31
  80–83 
  71–77 
  80–87 
  70–80 
  69–75 
  1d6 wyverns 
  10     
  Bestiary 282
  84–87 
  — 
  88–91 
  — 
  76–77 
  1d6 nymphs 
  10     
  Bestiary 217
  88–92 
  — 
  — 
  — 
  — 
  1d4 treants 
  10     
  Bestiary 266
  93–95 
  78–83 
  92–93 
  81–90 
  78–86 
  1d8 hill giants 
  11     
  Bestiary 150
  — 
  84–89 
  — 
  91–92 
  87–91 
  1d4 peludas 
  12 
  Pathfinder #33
  — 
  90–93 
  — 
  93–98 
  — 
  1 irlgaunt 
  13 
  see page 84
  96–98 
  94–96 
  94–96 
  — 
  92–98 
  1d4 greater verdurous oozes 
  13 
  see page 86
  99–100 
  97–100 
  97–100 
  99–100 
  99–100 
  1 ancient black dragon 
  16 
  Bestiary 93
  *See paizo.com for the Pathfinder RPG Bonus Bestiary.
  B
  easts of battle fill this month’s entry into the 
  Pathfinder Bestiary. Just as the Stolen Lands 
  look to the wild brutality of Iobaria to the east, 
  to the west sprawls a realm known as Avistan’s most savage 
  and mysterious. Amid the gray hills, blasted mountains, 
  and ruined wastelands of Numeria wander stoic and 
  lordless barbarians, led only by the rule of the sword and a 
  lust for plunder. From this land of countless petty tyrants 
  and savage despots also come relics both wondrous and 
  weird, rare treasures dropped in the fatal flight of a 
  falling star. While these oddities fill both the legends of 
  Numeria and the dreams of those who would raise bloody 
  empires upon its soil, such alien treasures prove rare in 
  the extreme. Yet where the bounty of the stars and star 
  metal have passed, the land and its denizens have changed. 
  In some cases strange radiations have brought the basest 
  of organisms to ravenous life, imbuing moldering things 
  like verdurous oozes with hungers that can never be sated. 
  In other reaches, hordes clash for the smallest scraps of 
  star metal, throwing away their lives for their belief in 
  tales of steel that can make men like unto gods—some of 
  which prove far more than fiction. Upon the cold, crow-
  guarded graves of their battlefields, the dead refuse to rest 
  easy; their greed and desperation linger on even in death, 
  causing them to rise as monstrous warsworns, collective 
  armies of the dead, to fight anew. And even in the Stolen 
  Lands’ easternmost reaches skulk creatures from distant 
  Iobaria, deadly hunters of the crags and mountain stones 
  eager to pursue prey wherever it might run. Wherever 
  these beasts and abominations might hail from, they 
  now make their homes amid the wild expanses of the 
  Stolen Lands, and while many have long satisfied their 
  hungers upon the beasts and bandits of that territory, the 
  rise of kingdoms and march of armies have turned their 
  attentions to new glories and fresh meals.
  ExpandEd EncountErs
  With this volume, each of the four regions of the Stolen 
  Lands now has a sizable random encounter table (two in 
  the case of the Greenbelt). GMs planning encounters in 
  the Stolen Lands and beyond might use these, along with 
  the “Into the Stolen Lands” article in Pathfinder Adventure 
  Path #33 and the “Spoils of Kings” article in #34, to easily 
  create their own side quests and sub-adventures anywhere 
  in the region. As the Kingmaker Adventure Path is meant 
  to encourage a sandbox style of play, there’s no implied 
  time limit on how long its adventures take to play out, or 
  how much time might stretch between them. Thus, PCs 
  interested in exploring every cavern and crevice of the 
  Stolen Lands can do so without impeding the course of 
  the Adventure Path and with little additional effort from 
  the GM’s.
  
  82
  Part 5 
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  Part 5 
  of 6
  First BladE
  The sound of clashing steel upon a battlefield resounds with 
  every step of this ironclad giant. Its armor bears harsh but 
  elaborate flourishes, as though it were the war regalia of some 
  merciless warlord. Each plate looks impossibly thick and heavy, 
  like the hulking titan within is completely hidden by layer upon 
  layer of tightly woven chain and impregnable steel.
  First Blade 
  CR 15
  XP 51,200
  CN Large outsider (chaotic, extraplanar)
  Init +5; Senses darkvision 60 ft., low-light vision, ironsense; 
  Perception +23
  Aura rage 100 ft.
  DEFEnSE
  AC 30, touch 10, flat-footed 29 (+20 armor, +1 Dex, –1 size)
  hp 261 (18d10+162); regeneration 5 (adamantine)
  Fort +20, Ref +12, Will +8
  DR 15/adamantine and law; Immune magic, poison; Resist 
  cold 10, sonic 10; heavy fortification
  OFFEnSE
  Speed 30 ft.
  Melee 2 slams +29 (2d10+16 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blade slam, bleed (1d10), powerful blows
  Spell-Like Abilities (CL 18th; concentration +19)
  3/day—chill metal, heat metal, repel metal or stone, wall 
  of iron
  1/day—blade barrier
  STATISTICS
  Str 32, Dex 13, Con 28, Int 10, Wis 15, Cha 13
  Base Atk +18; CMB +30; CMD 41
  Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Improved 
  Overrun, Power Attack, Weapon Focus (slam)
  Skills Acrobatics +22, Climb +32, Intimidate +22, Knowledge 
  (history) +21, Perception +23, Sense Motive +23, Stealth +0
  Languages Abyssal, Celestial, Common, Infernal, Protean
  SQ breathless, ever armed, lord of battle, swarm form
  ECOLOgy
  Environment any battle
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Blade Slam (Ex) The First Blade’s slam attacks deal 
  bludgeoning and slashing damage. Its slams count as 
  natural weapons or manufactured weapons (whichever is 
  most beneficial to it) for the purpose of spells that enhance 
  attacks. Its attacks count as adamantine, chaos, and magic 
  for the purpose of overcoming damage reduction.
  Breathless (Ex) Unlike most outsiders, the First Blade does 
  not need to breathe.
  Ever Armed (Su) As a swift action, at will, the First Blade can 
  cause a mundane melee weapon of any type or size to 
  appear in its hands. Although it typically battles unarmed, 
  it sometimes makes use of weapons as needed. These 
  weapons come from Gorum’s divine realm, and this ability 
  cannot be used to claim a specific weapon.
  Heavy Fortification (Ex) The First Blade has a 75% chance to 
  treat a critical hit or sneak attack as a normal attack, as if it 
  were wearing heavy fortification armor.
  Immunity to Magic (Ex) The First Blade is immune to spells 
  or spell-like abilities that allow spell resistance. The First 
  Blade can lower this resistance for 1 round as a standard 
  action (similar to a creature with spell resistance lowering 
  its spell resistance) to allow other creatures to cast spells 
  on it; it can use its spell-like abilities on itself without 
  difficulty. Certain spells and effects function differently 
  against it, as noted below.
  •	 A	magical	attack	that	deals	electricity	damage	slows	
  the First Blade (as the slow spell) for 1 round, with no 
  saving throw.
  •	 A	magical	attack	that	deals	fire	damage	breaks	any	slow	
  effect on the First Blade and heals 1 point of damage for 
  each 3 points of damage the attack would otherwise deal. 
  If the amount of healing would cause the First Blade 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. The First Blade gets no saving 
  throw against fire effects.
  •	 The	First	Blade	is	affected	normally	by	rust	attacks,	such	
  as those of a rust monster or a rusting grasp spell.
  Ironsense (Ex) The First Blade automatically detects iron 
  objects (including steel) within 60 feet, just as if it 
  possessed the blindsight ability.
  Lord of Battle (Ex) The First Blade is treated as an 18th-level 
  barbarian and fighter for any game rule (such as a feat 
  prerequisite) that requires levels in barbarian or fighter. It is 
  proficient in all weapons.
  Powerful Blows (Ex) The First Blade inflicts one and a half 
  times its Strength modifier and threatens a critical hit on a 
  19–20 with its slam attacks.
  Rage Aura (Su) Willing creatures within 100 feet of the First 
  Blade gain the effects of a rage spell automatically, whether 
  they are allies or enemies of the Herald. Those who choose 
  not to be affected are immune to the aura until they leave 
  the area and return (at which point they may again accept or 
  refuse the aura’s effect).
  Swarm Form (Su) The First Blade can shift between its man-
  like body and a floating swarm of Diminutive and Tiny sharp 
  metal fragments as a standard action. In swarm form it 
  has the swarm subtype; it cannot use its slam attacks but 
  instead can make a swarm attack (4d6 and distraction). 
  Though its individual components may float up to 10 
  feet above the ground as they move, the Blade’s swarm 
  form cannot fly. The First Blade remains in one form until 
  it chooses to assume its other form. A change in form 
  
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  Bestiary
  83
  Regardless of the specifics of its warlike form, the herald 
  of Gorum typically stands about 15 feet tall and weighs 
  nearly 2 tons.
  Ecology
  Although a living creature, the First Blade is little more 
  than a weapon of Gorum, knowing little beyond its lord’s 
  command and going only where he wills. Like a golem 
  in many respects, the herald leaves but scant traces upon 
  the lands it passes through between battles, eating little 
  and having no need even to breathe. In war, however, its 
  presence and passage are obvious, marked by rent bodies 
  and blood-soaked earth. 
  Although the First Blade can speak a variety of 
  languages, few of those encountering the herald have 
  heard it do so. Like its master, the First Blade 
  prefers actions—especially violent, purposeful 
  ones—to words. Typically its words are brief 
  refutations of those who have summoned 
  it for an unfit purpose, though several 
  legends tell of the divine messenger 
  offering its respect or the pleasure of its 
  master before striking the final blow 
  upon an opponent who has put up a 
  particularly capable fight or proven 
  her prowess on the field of battle. 
  HaBitat & sociEty
  While the herald of Gorum 
  answers the call of servants of the 
  lord of battle who seek their lord’s 
  intervention in appropriately 
  glorious battle, no accounts exist 
  of the First Blade responding to 
  any summons involving a task 
  other than combat. Most accounts 
  of the herald tell of the gory swaths it 
  cuts through battlefields of heroes, 
  in clashes between titanic armies, 
  or in weeks-long battles between 
  history’s 
  greatest 
  warlords. 
  Rumors among Gorum’s clergy 
  also suggest that sometimes 
  the 
  herald 
  appears 
  when 
  summoned to a lesser battle, 
  but upon finding a mere 
  skirmish 
  or 
  clash 
  among 
  weaklings, it slaughters all 
  involved. Whether such an 
  end is an honor or a disgrace 
  for those killed remains 
  a subject of some debate 
  among theologians. 
  cannot be dispelled, nor does the First Blade revert to any 
  particular form when killed (both shapes are its true form). 
  A true seeing spell reveals both forms simultaneously.
  Said to have been formed from an unthinking sliver 
  of steel dashed from Gorum’s blade during one of his 
  first clashes with a long-felled god-beast of the Outer 
  Sphere, the First Blade is a living tool of war. Inspired by 
  Gorum’s divine bloodlust, this shard of the god of battle’s 
  blade continues to obey and do battle in the service of 
  its divine master. Having been reforged through the 
  eons into a manifestation of Gorum’s perfect warrior, 
  the First Blade serves as the war god’s herald, traveling 
  where its master desires. Yet while the heralds of most 
  deities go forth to bear the word of their divine patrons 
  or answer the most desperate summons of their 
  gods’ most pious servants, the First Blade 
  endlessly marches to battle. Never interested 
  in diplomacy or subtlety, Gorum has 
  little need for a messenger other than 
  one capable of communicating in 
  the language of the battlefield. The 
  god of battle answers the calls only 
  of those who please him in battle 
  and request his heralds’ aid in epic 
  clashes dedicated to his honor—
  weakling priests seeking salvation 
  or cowardly revenge never have 
  their entreaties for the herald’s 
  presence answered.
  The appearance of the First Blade 
  changes to match a style of armor 
  impressive to those against whom it 
  will be doing battle, though typically 
  notched as if it has been employed in 
  numerous battles. Rarely seen in the 
  same form twice, its plate mail form 
  might vary from the elegant mail 
  of angelic hosts to slabs of spiked 
  iron over thick bestial hides more 
  common to orc warlords. 
  Whatever the shape, the 
  interior of the armor is 
  never visible. Those who 
  have come close enough to 
  the First Blade and survived 
  claim that only more layers 
  of armor lie beneath its 
  plates, though the hint of 
  something glowing within 
  sometimes 
  spills 
  forth 
  should the herald suffer a 
  rare but occasional wound. 
  
  84
  Part 5 
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  Part 5 
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  irlgaunt
  An unwholesome abomination scuttles fluidly forth, its shape 
  combining features of both spider and squid under an armor of 
  rugged rock. While stone protuberances gird its upper portions, 
  below it is a thing of angry red flesh and soft pink tendrils. Two 
  gaping orifices full of tiny barbs split its lower body—a mouth-
  like slit surrounded by numerous narrow red eyes and, above 
  that, an oozing alien aperture.
  Irlgaunt 
  CR 13
  XP 25,600
  NE Large aberration 
  Init +13; Senses darkvision 60 ft.; Perception +21
  DEFEnSE
  AC 29, touch 18, flat-footed 20 (+9 Dex, +11 natural, –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +15, Will +13
  DR 10/bludgeoning; Immune acid, cold
  OFFEnSE
  Speed 40 ft., climb 40 ft.
  Melee 2 slams +17 (1d8+8 plus 1d6 acid), bite +17 (1d8+8)
  Ranged 1 gastrolith +18 (2d6+8 plus 2d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks gastrolith
  Spell-Like Abilities (CL 14th)
  At will—stone shape
  STATISTICS
  Str 27, Dex 29, Con 20, Int 16, Wis 18, Cha 19
  Base Atk +10; CMB +19; CMD 38 (42 vs. trip)
  Feats Blind-Fight, Combat Reflexes, Deadly Aim, Improved 
  Initiative, Improved Lightning Reflexes, Lightning 
  Reflexes, Run
  Skills Acrobatics +26 (+30 jump), Climb +33, Disguise +18, 
  Fly +0, Perception +21, Stealth +22 (+30 in rocky terrain), 
  Survival +21, Swim +25; Racial Modifiers +8 Stealth in 
  rocky terrain
  Languages Aklo, Common, Giant, Terran
  SQ stone step
  ECOLOgy
  Environment any mountains or underground
  Organization solitary, pair, swarm (3–12)
  Treasure standard
  SPECIAL ABILITIES
  gastrolith (Ex) Once every 1d4 rounds, an irlgaunt can 
  violently regurgitate a clot of brittle stone and digestive 
  acids. This gastrolith is treated as a thrown splash weapon 
  with a range increment of 30 feet. In addition to damaging 
  any creature struck (as noted above), any creature within 
  10 feet of the point where the gastrolith strikes (whether 
  a creature or a grid intersection) takes 1d6 points of acid 
  damage. A gastrolith that misses its target hits a nearby 
  point, just like a normal miss with a splash weapon, as 
  detailed on page 202 of the Pathfinder RPG Core Rulebook.
   
  An irlgaunt has a separate orifice for ejecting gastroliths. 
  Thus, it can make a ranged attack in addition to all its 
  normal melee attacks.
  Stone Step (Ex) An irlgaunt can move through any sort of 
  natural difficult terrain at its normal speed while in rocky 
  or subterranean terrain. Magically altered terrain affects an 
  irlgaunt as normal.
  Irlgaunts are large, spider-like aberrations that lurk in 
  mountainous regions and vertical subterranean chasms. 
  While large and imposing, these arachnid-like beings 
  are deceivingly agile, their reflexes fast and movements 
  swift, similar to the darting motions of a hunting insect. 
  Irlgaunts are as quick-witted as they are nimble and have a 
  strong grasp of strategy and tactics. In Iobaria, the beasts 
  are recognized for their eerily patient predations, hiding 
  amid jagged rocks to attack prey and ejecting crippling 
  blasts of rock and digestive acids upon their victims. 
  Irlgaunts typically attack travelers scaling mountain 
  paths with steep cliff sides, using the hazardous terrain 
  to knock unstable hikers to their death, then skittering 
  down the sheer cliff faces to lap up the fleshy pulp below.
  Most irlgaunts stand between 11 and 13 feet tall and 
  weigh around 3,000 pounds. 
  Ecology
  Irlgaunts are powerful carnivores that eat most things but 
  seem to have a strong preference for the taste of humanoids 
  and mountain rams, taking special enjoyment in the 
  consumption of bone, horn, and marrow. An irlgaunt’s 
  gizzard, located near its upper orifice, is powerful enough to 
  grind rock, creating shards of stone which the creature fires 
  from its mouth. The resulting stone shards are combined 
  into gastroliths —sizable, dense spheres of sharp stones 
  veined with jellified digestive acids. These gastroliths not 
  only help the creature grind apart the hard substances it 
  digests, but also can be shot forth as weapons, felling and 
  pre-digesting sizable or even flying prey. Gastroliths are 
  under constant pressure within an irlgaunt’s body and, 
  once shot forth, prove quite fragile. Upon impacting a 
  victim or any other surface, they shatter in a rain of rock 
  shards and hissing acid.
  Irlgaunts are found on and around mountains, 
  especially near narrow trails used by travelers, mountain 
  dwellers, or herds of sure-footed animals. The rocky 
  environment they inhabit matches the colors of their 
  bodies, and their uncanny ability to blend into the terrain 
  and attack from unexpected angles makes them skilled 
  ambush hunters. The tough limbs of an irlgaunt end in 
  nimble, muscular tendrils. Along with being able to seek 
  out and cling to nearly imperceptible flaws in stone, these 
  tendrils also secrete a potent, stone-digesting acid much 
  like that found within the beasts’ gizzards. This acid 
  
  Bestiary
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  85
  On the Irlgaunt
  The starting idea for these beasties was “cunning spiders 
  with artillery,” which provides a monster that can climb 
  and cling, and that can harm PCs with explosions without 
  using any magic. Several irlgaunts, fighting together and 
  unleashing their rock-shard bursts with shrewd timing and 
  location, might make a stiff challenge for any adventuring 
  party. Think a bit on what sort of monster might work with 
  hunting irlgaunts, or might follow them hoping to pounce 
  on irlgaunt-weakened foes or spoils.
  Any GM needs an arsenal of critters. Some (dragons, 
  for instance) are big, important opponents that an entire 
  adventure might be built around. Some are at the other 
  end of the scale (mere fodder), and the in-between 
  beasties tend to settle out into deployable “GM favorites” 
  and “seldom used, but interesting” monsters. Irlgaunts are 
  intended to be the latter sort, and like collecting minis, you 
  just can never have too many.
  —Ed Greenwood
  allows irlgaunts not only to burn holes into solid stone, 
  but to shape stone into whatever form they desire.
  Irlgaunts live for up to 300 years and reproduce asexually 
  every half-century. They take special care to protect their 
  offspring for this reason and watch over them for about a 
  year, at which point the adolescent reaches maturity.
  HaBitat & sociEty 
  Irlgaunts are not particularly social creatures, but they 
  work together when doing so is mutually beneficial. In 
  smaller numbers, irlgaunts are more likely to live in 
  more remote areas, while larger groups may occupy more 
  commonly traveled mountain passes.
  Irlgaunts sometimes share their habitat with giants 
  native to the region, but do so through an unspoken truce 
  that holds little weight. A single giant walking through an 
  area of several irlgaunts, then, is no safer than a solitary 
  irlgaunt prowling a region populated with giants. Yet 
  neither group goes out of its way to provoke a dangerous 
  feud with its powerful, mountain dwelling neighbors—
  as long as the other group is generally content to stay out 
  of the way. 
  Treasure means little to irlgaunts, though if they 
  possess a relic or magic item, they use it as bait for sentient 
  wanderers in the region. For this reason, particularly 
  wealthy and well-guarded travelers or merchants may be 
  able to parley with the aberrations, exchanging riches 
  for safe passage.
  Irlgaunts are largely indifferent to religion. 
  However, some spiritually inclined irlgaunts choose 
  to follow Rovagug, and some even become priests 
  in his name. In such cases, a group or family 
  of irlgaunts tend to worship the same god. 
  Those rare irlgaunts that do worship Rovagug often take 
  an almost personal interest in freeing the imprisoned 
  god, delving deep into the earth and creating new 
  abysses covered in profane images and symbols of the 
  monstrous deity. The hope seems to be that should 
  enough cracks be cut into the depths, Rovagug’s prison 
  deep beneath the surface might weaken enough for the 
  god of destruction to break free. The futility of such 
  efforts seems to matter little to the aberrations, which 
  appear to care more about the symbolism of their 
  destructive actions.
  
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  86
  VErdurous oozE
  A pool of greenish muck, blossoming with weird vegetable-like 
  growths and sap-seeping boils, twitches into unnatural motion 
  as a pseudopod springs outward, dragging the entire grotesque 
  mass forward with an ameboid life.
  Verdurous Ooze 
  CR 6 
  XP 2,400
  N Medium ooze
  Init  –5; Senses blindsight 60 ft., tremorsense 60 ft.; 
  Perception –5 
  Aura enliven (15 ft., DC 20), sleep aura (30 ft., DC 20)
  DEFEnSE
  AC 5, touch 5, flat-footed 5 ( –5 Dex)
  hp 85 (9d8+54)
  Fort +9, Ref –2, Will –2
  Defensive Abilities split; Immune acid, fire, mind-affecting 
  effects, ooze traits, slashing and piercing damage
  OFFEnSE
  Speed 20 ft.
  Melee slam +9 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+4 plus 1d6 acid), enliven
  STATISTICS
  Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +6; CMB +9 (+13 grapple); CMD 14 (can’t be tripped) 
  Skills Stealth –4 (+16 in forest and plains areas); Racial 
  Modifier +0 Stealth (+20 in forest and plains environs)
  ECOLOgy
  Environment temperate forest or plains
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A verdurous ooze secretes a digestive acid that 
  dissolves flesh and metal quickly. Each time a creature takes 
  damage from a verdurous ooze’s acid, the creature’s metal 
  equipment and armor take the same amount of damage 
  from the acid. A DC 21 Reflex save prevents damage to such 
  items. A metal or natural weapon that strikes a verdurous 
  ooze takes 1d6 points of acid damage unless the weapon’s 
  wielder succeeds on a DC 21 Reflex save. If a verdurous 
  ooze remains in contact with a metal object for 1 full round, 
  it inflicts 20 points of acid damage (no save) on the object. 
  The save DCs are Constitution-based.
  Enliven (Sp) The chemicals emitted by a verdurous ooze 
  cause nearby plants to twitch into life. While in areas 
  covered in natural growth, all squares within 15 feet of 
  the verdurous ooze are affected as if by the spell entangle. 
  The verdurous ooze has no control over this effect, and if 
  dispelled the effect renews after 1d4 rounds. The save DC is 
  Constitution-based.
  Sleep Aura (Su) The chemicals emitted by a verdurous ooze 
  have a stronger and opposite effect on living, non-plant 
  creatures that come within a 30-foot radius. All living 
  creatures within the area must make a DC 21 Will save 
  or fall asleep for a number of rounds equal to the ooze’s 
  HD. Creatures immune to poison are also immune to this 
  effect. Whether or not the save is successful, that creature 
  cannot be affected again by the same verdurous ooze’s 
  sleep aura for 24 hours. This is a nonmagical sleep effect. 
  The save DC is Constitution-based. 
  Split (Ex) Slashing and piercing weapons deal no damage to 
  a verdurous ooze. Instead, if the verdurous ooze would 
  have taken 10 or more points of damage from a single 
  slashing or piercing attack, it splits into two identical 
  oozes, each with half of the original’s current hit points 
  (round down). Slashing or piercing attacks that deal 
  less than 10 points of damage do not cause a verdurous 
  ooze to split. Damage from multiple slashing or piercing 
  attacks is not cumulative. A verdurous ooze with 15 hit 
  points or less cannot be further split and dies if reduced 
  to 0 hit points.
  greater Verduous Ooze CR 11
  XP 12,800
  N Large ooze
  Init –5; Senses blindsight 60 ft., tremorsense 60 ft.; 
  Perception –5 
  Aura sleep (60 ft., DC 24)
  DEFEnSE
  AC 6, touch 4, flat-footed 6 (–5 Dex, +2 natural armor, –1 size)
  hp 175 (15d8+54)
  Fort +13, Ref +0, Will +0
  Defensive Abilities split; Immune acid, fire, mind-affecting 
  effects, ooze traits, slashing and piercing damage
  OFFEnSE
  Speed 40 ft.
  Melee slam +17 (1d8+10 plus 1d8 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acid, constrict (1d8+10 plus 1d8 acid), enliven
  STATISTICS
  Str 24, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +11; CMB +19 (+23 grapple); CMD 24 (can’t be tripped) 
  Skills Stealth –8 (+12 in forest and plains areas); Racial 
  Modifiers +0 Stealth (+20 in forest and plains environs)
  SPECIAL ABILITIES
  Acid (Ex): A verdurous ooze secretes a digestive acid that 
  dissolves flesh and metal quickly. Each time a creature 
  takes damage from the ooze’s acid, its metal equipment 
  and armor take the same amount of damage from the 
  acid. A DC 25 Reflex save prevents damage to such items. 
  A metal or natural weapon that strikes a greater verdurous 
  ooze takes 1d8 points of acid damage unless the weapon’s 
  wielder succeeds on a DC 25 Reflex save. If a greater 
  verdurous ooze remains in contact with a metal object for 
  1 full round, it inflicts 25 points of acid damage (no save) 
  on the object. The save DCs are Constitution-based.
  
  Bestiary
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  87
  Verdurous oozes are animate masses of protoplasm of a 
  sickly green hue. At rest, their f lat bodies stand roughly 
  5 inches tall and can stretch out to a wide diameter, 
  their surfaces blossoming into what look like thick 
  tangles of mossy roots and gnarled vegetation as they lie 
  still. Known to emit invisible but dangerous chemicals, 
  these masses of slinking muck cause nearby plants 
  to writhe and coil as if alive, while shocking animals 
  into a temporary but deathly torpor. As such, they 
  rarely must hunt to find food, instead sensing passing 
  creatures and preying upon them after they succumb 
  to the oozes’ sleep aura. Always ravenous, the powerful 
  acids that comprise these oozes quickly dissolve the 
  f lesh of their meals.
  A verdurous ooze typically weighs 300 pounds and can 
  easily spread to fill a 5-foot-square area. While moving, 
  such crawling muck rises only a few inches tall, though 
  its structure might grow and boil up to a height of 2 or 3 
  feet if let undisturbed for a matter of days. Spontaneously 
  grown structures collapse and melt back into the ooze’s 
  body as soon as it begins moving again.
  Ecology
  Verdurous oozes settle in locations with abundant food, 
  rarely moving far except to feed upon comatose prey 
  that has come too close or to reproduce. Verdurous 
  oozes primarily gain sustenance from the small birds, 
  mammals, and insects that fall prey to their sleep aura, 
  but also prove well suited to devouring larger creatures 
  that fall asleep nearby.
  Every 2 or 3 years, verdurous oozes collect deep in 
  forests and swamps, clustering in secluded locales tainted 
  by reeking natural compost or the escape of natural 
  gases from the land. As many as 10 oozes might gather 
  during one of these grotesque moots. To reproduce, four 
  verdurous oozes merge to become a greater verdurous 
  ooze. Greater oozes are far more active and hungry than 
  their lesser kin, constantly wandering, feeding, and 
  growing. After several months, the greater verdurous 
  ooze splits into 10 to 15 new verdurous oozes. These new 
  verdurous oozes grow to full size within 6 months.
  HaBitat & sociEty
  Verdurous oozes primarily live in 
  temperate forests and plains among 
  high grasses or cultivated crops, 
  though they might also be found in 
  warm plains and jungle environments. 
  As mindless creatures, they pay little 
  attention to others of their kind, save 
  when drawn to reproduce. A notable 
  fact about verdurous oozes is that 
  they beneficially impact nearby plant 
  life; their secretions act as a kind of natural fertilizer. 
  Trees, grass, flowers—all flora benefits from the existence 
  of a nearby verdurous ooze. Over time, this can lead to an 
  increase in the fauna in the area, as they seek to enjoy 
  the rich, lush plants that make up their diet and in turn 
  become prey for the stealthy ooze. Thus, another sign 
  that a verdurous ooze is, or has been, in a particular area 
  is the skeletons of animals that it has consumed, which 
  are left behind once the flesh has been absorbed.
  Resourceful evil humanoids sometimes take advantage 
  of verdurous oozes’ relative lassitude and difficultly 
  escaping from simple pits or other containers, trapping 
  them near the entrances to their lairs. In such instances, 
  the oozes’ chemical secretions provide an extra defense 
  for those aware of their presence and the dangers of 
  coming too close. 
  grEatEr VErdurous oozE
  Greater verdurous oozes are formed when several green 
  oozes merge together as part of their reproductive process. 
  They are similar in form but much larger, and while still 
  green, exhibit white and red lines that resemble veins 
  running through them. They are even more voracious and 
  dangerous than standard green oozes, as they eat and eat 
  to gain enough mass to reproduce. A greater verdurous 
  ooze typically weighs 2,400 pounds and can easily spread 
  to fill a 10-foot-square area.
  
  88
  Part 5 
  of 6
  Part 5 
  of 6
  WarsWorn
  An enormous animate mass comprised of dozens of armed and 
  armored corpses undulates forth, like a living siege tower of 
  steel-girded flesh. Where this mangled army of broken blades 
  and rent flesh passes, the ground is torn and soaked in blood.
  Warsworn 
  CR 16
  XP 76,800
  NE Gargantuan undead 
  Init +3; Senses darkvision 60 ft.; Perception +27
  Aura frightful presence (60 ft., DC 26)
  DEFEnSE
  AC 29, touch 9, flat-footed 26 (+3 Dex, +20 natural, –4 size)
  hp 243 (18d8+162)
  Fort +15, Ref +11, Will +17
  Defensive Abilities channel resistance +4
  DR 10/bludgeoning and magic; Immune undead traits
  OFFEnSE
  Speed 40 ft.
  Melee 4 slams +21 (2d6+12 + energy drain)
  Ranged 1 scrap ball +12 (2d6+12/19–20)
  Space 20 ft.; Reach 5 ft.
  Special Attacks haunt armor, haunt weapons, trample (2d6+18; 
  DC 31), energy drain (1 level, DC 26)
  STATISTICS
  Str 34, Dex 17, Con —, Int 9, Wis 22, Cha 25
  Base Atk +13; CMB +29; CMD 42 (can’t be tripped)
  SQ absorb
  Feats Awesome Blow, Blind-Fight, Greater Overrun, Improved 
  Bull Rush, Improved Overrun, Lightning Reflexes, Power 
  Attack, Step Up, Strike Back
  Skills Climb +33, Fly +0, Perception +27, Stealth +0, Swim +30
  Languages Common (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure double standard (mundane armor and weapons)
  SPECIAL ABILITIES
  Absorb (Su) A warsworn can consume any creature with 
  –1 or fewer hit points that is dying by moving into the 
  same space. Doing so immediately kills the creature and 
  heals the warsworn by an amount equal to the creature’s 
  Constitution score. This ability cannot heal a warsworn 
  beyond its maximum number of hit points. Nonliving 
  creatures or completely dead corpses cannot be absorbed. 
  Absorbed corpses cannot be resurrected by any effect short 
  of a miracle or wish spell until the warsworn that consumed 
  them is destroyed.
  Haunt Armor (Sp) Three times per day, a warsworn can 
  violently take control of a suit of heavy armor or its wearer. 
  This limited form of possession manifests much like the 
  violent thrust effect of the spell telekinesis. A warsworn 
  can only target a suit of heavy armor with this effect or a 
  creature wearing a suit of heavy armor. Creatures affected 
  by protection from evil are immune to this effect. The effect 
  is CL 18th.
  Haunt Weapons (Sp) Three times per day, a warsworn can 
  animate a number of unattended weapons as per the spell 
  animate objects. A warsworn can animate a number of 
  Medium-size or smaller weapons equal to its Charisma bonus 
  (typically 7) for up to 10 minutes. (Most weapons sized for 
  Medium creatures are considered Tiny or Small animated 
  objects.) These weapons must be within 50 feet of the 
  warsworn and are all animated at once. This effect only affects 
  weapons and no other type of object. Each weapon animated 
  by this effect appears to be wielded by ghostly hands. Aside 
  from being able to be individually destroyed or dispelled as per 
  normal animated objects, any object animated by this effect 
  can also be damaged by channel energy as if it were an undead 
  creature. Creatures affected by protection from evil are immune 
  to this effect. The effect is CL 18th.
   
  Warsworns are massive, undead amalgams, their ever-
  shifting, chaotic bodies composed of countless deceased 
  soldiers and their armor and weapons. Their shambling, 
  serpentine forms tower over giants, and when warsworns 
  move, the monsters create a grotesque, metallic cacophony 
  as the weapons and armor of countless souls clash as though 
  still in the throes of a never-ending battle.
  The history of warsworns is an odd one; the divinely 
  created monstrosities’ origins are as disturbing as their 
  image suggests. Deities occasionally turn their attention 
  to the ruined sites of great battles. Some morbid gods, like 
  Urgathoa or Xon-Kuthon, gather the bodies of the slain into 
  horrific, conscious heaps to torment the living, being fickle 
  in their maliciousness and refusing to let the torment and 
  terror of battle die away with the fleetingness of mortal life. 
  Other warmongering deities, like Gorum or Asmodeus, take 
  a more personal hand in the outcome of mortal conflicts, 
  and should their favored armies fall, they might raise them 
  anew to again confront their foes. Yet in still other instances, 
  the passions of battle and tumult of lost lives simply refuse 
  to die away when a conflicts ends, and they are reanimated 
  from the bodies of disappointed soldiers, giving terrible new 
  life to their bloodlust and wrath. Regardless of what forces, 
  divine or otherwise, animate these terrors anew, warsworns 
  exist seemingly for the sole purpose of spreading the rage of 
  war, ravaging the land, and spreading the carnage of battle 
  cries and clashing steel. 
  A single warsworn, composed of innumerable fallen 
  humanoids, pieces of armor, and weapons, typically weighs 
  several tons and can reach a height of up to 25 feet.
  Ecology 
  As undead creatures, warsworns have no bodily needs, 
  such as for food or water, and they exist solely to destroy 
  
  Bestiary
  Bestiary
  89
  and cause chaos. Unknown to many, however, is the fact 
  that warsworns often begin undeath at a much smaller size 
  than is usually seen. Initially only as big as a common 
  wagon, the unimpressive mounds shift across the war-
  stained field from which they were born, rolling onto 
  the scattered corpses and debris, consuming the sordid 
  scene in a matter of hours, at which point they often reach 
  their formidable, ordinarily seen size. Therefore, it is not 
  uncommon for holy warriors, upon hearing news of a 
  battle-stricken land allegedly infested by a warsworn, to 
  rush to the site in the hope of overcoming the monster 
  before it has time to reach its full potential.
  However, warsworns are frighteningly quick to grow, 
  and most come to a kind of monstrous, unliving maturity 
  before being destroyed. Once the battleground has been 
  scraped clean of its dead, warsworns, never satiated, take 
  to the surrounding area, searching hungrily for more dead 
  to consume, and often invading small towns or villages to 
  create the corpses themselves. They take ironic pleasure 
  in destroying military settlements, bringing the wars of 
  yesteryear roaring back to the unsuspecting people—a 
  brutal, animate reminder that the dead never forget.
  Although warsworns have little concern for what 
  or whom they destroy, they seem to favor consuming 
  soldiers, victims of war, or at the very least those who die 
  with blade and shield in hand—as if not just seeking 
  new bodies to add to its monstrous girth, but also 
  desirous of some remnant of rage or battle lust. 
  Thus, while a warsworn will roll relentlessly 
  onward 
  and 
  devastate 
  with 
  complete 
  disregard, the unsatisfied monster is 
  constantly searching for war-stricken 
  lands, sites of conflict both ancient and fresh, 
  so that it may satisfy its hunger with the broken 
  steel and festering disease of the battlefield.
  HaBitat & sociEty
  Warsworns can be found near areas that have seen great 
  strife or war, especially battlefields, and sometimes 
  make their way toward settlements close to such sites of 
  human destruction. Warsworns, while 
  intelligent, have little need for alliances, 
  as their incredible size and strength 
  provides all the muscle they require to 
  wreak as much havoc as possible. 
  Despite appearing as little more 
  than a tide of zombies, these undead 
  are driven on by more than mindless 
  rage, retaining some communal memory 
  of a soldier’s tactics and a brawler’s instincts. 
  Proving to be surprisingly canny in battle, 
  warsworns make use of every element of their 
  necrotic bodies, including the splintered metal 
  and rusting plates within their forms. The abominations 
  have been known to launch great masses of rusting metal 
  and shattered bone from their innermost hallows, balls 
  of scrap propelled forth as if from a gigantic hellish 
  catapult. Many of the creatures’ grasping limbs also 
  bear the remains of weapons, but such armaments rarely 
  survive the undead thing’s constant grinding motion, 
  which reduces them to little more than lengths of dull 
  metal amid the warsworn’s thrashing, body-sized limbs.
  Unsleeping and unrelenting, warsworns are almost 
  always on the move. Thus, warsworns might stop their 
  rampage or even retreat for strategic means, waiting 
  until nightfall to strike the people of a settlement near 
  the site of a battle—the warsworns’ most infamous 
  and commonly utilized tactic. Farming communities 
  located near vast stretches of fields that were once the 
  site of a skirmish are often victim to warsworns’ sudden, 
  unpredictable attacks.
  
  90
  Part 5 
  of 6
  Part 5 
  of 6
  Harsk
  CHARACTER TRAITS
  CLASS/LEVEL 
  Ranger 13
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +5
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  14
  DEXTERITY 
  21
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  14
  CHARISMA 
  6
  DEFENSE
  HP 119
  AC 29, touch 18, flat-footed 24 (+9 armor, 
  +3 deflection, +5 Dex, +2 natural) 
  Fort +13, Ref +14, Will +10; +2 vs. poison, 
  spells, and spell-like abilities
  Senses darkvision 60 ft.
  Defensive Abilities evasion
  OFFENSE
  Melee +2 greataxe +17/+12/+7 (1d12+5/×3)
  Ranged +3 flaming burst heavy crossbow +22 
  (1d10+3 plus 1d6 fire/17–20)
  Base Atk +13; CMB +15; CMD 32 (36 vs. bull 
  rush and trip)
  Special Abilities camouflage, favored  
  enemy (humanoid [giant] +6, fey +4, 
  humanoid [human] +2), favored terrain 
  (mountains +6, forest +2, cold +2), hunter’s 
  bond (companions),  quarry, swift tracker, 
  track +5, wild empathy +8, woodland stride
  Spells Prepared (CL 10th, concentration +12)
  3rd—neutralize poison
  2nd—bear’s endurance, cure light wounds
  1st—entangle (DC 13), longstrider, resist energy
  SKILLS
  Handle Animal +13, Heal +17, Knowledge 
  (geography) +15, Knowledge (nature) +15, 
  Perception +17, Stealth +19, Survival +17
  FEATS
  Diehard, Endurance, Far Shot, Improved 
  Critical (heavy crossbow), Improved Precise 
  Shot, Iron Will, Pinpoint Targeting, Point-
  Blank Shot, Precise Shot, Rapid Reload (heavy 
  crossbow), Weapon Focus (heavy crossbow)
  Combat Gear potions of pass without trace (2), antitoxin (2), smokesticks (2), tanglefoot bags (2), 
  thunderstones (2); Other Gear +3 studded leather armor, +2 greataxe, +3 flaming burst heavy crossbow 
  with 30 bolts and bolts of seeking (20), masterwork silver dagger, amulet of natural armor +2, belt 
  of incredible dexterity +4, boots of speed, bracers of armor +3, minor cloak of displacement, ring of 
  protection +3, backpack, rations (4), signal whistle, teapot, 627 gp
  Harsk is, in many ways, not your standard dwarf. Much of his anger stems from the slaughter of his 
  brother’s warband,  slain to a man by giants. Harsk’s hatred of giants has fueled him and shapes his 
  life. He prefers strong tea over alcohol (to keep his senses sharp), the wildlands of the surface world 
  (where giants can be found), and the crossbow over the axe (which allows him to start fights faster). 
  His companions value his skill at combat even if they’re somewhat afraid of him.
  MALE DWARF
  DEITY 
  Torag
  HOMELAND 
  Druma
  CHARACTER TRAITS
  CLASS/LEVEL 
  Barbarian 13
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +3
  SPEED 
  40 ft.
  ABILITIES
  STRENGTH 
  21
  DEXTERITY 
  16
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 137
  AC 26, touch 16, flat-footed 23 (+7 armor,  
  +3 deflection, +3 Dex, +3 natural)
  Fort +14, Ref +11, Will +9
  Defensive Abilities improved uncanny dodge, 
  trap sense +4; DR 3/—
  OFFENSE
  Melee +3 Large frost bastard sword 
  +20/+15/+10 (2d8+10 plus 1d6 cold/17–20)
  Ranged +2 composite longbow +18/+13/+8 
  (1d8+5/×3)
  Base Atk +13; CMB +18 (+20 bull rush);     
  CMD 31 (33 vs. bull rush)
  Special Abilities damage reduction 3/–, fast 
  movement, greater rage 37 rds/day, rage 
  powers (clear mind, knockback, mighty 
  swing, powerful blow +4, renewed vigor, 
  strength surge)
  SKILLS
  Acrobatics +15, Climb +18, Intimidate +15, 
  Perception +17, Survival +17
  FEATS
  Exotic Weapon Proficiency (bastard sword), 
  Extra Rage, Improved Bull Rush, Improved 
  Critical (bastard sword), Power Attack,  
  Strike Back, Vital Strike, Weapon Focus 
  (bastard sword)
  Combat Gear potions of cure disease (2), potions of cure serious wounds (2), potion of fly; Gear +3 
  hide armor of light fortification, +3 Large frost bastard sword, +2 composite longbow (+5 Str) with 
  20 arrows, javelins (2), spiked gauntlet, throwing axe, amulet of natural armor +3, belt of physical 
  perfection +2, cloak of resistance +4, ring of protection +3, 499 gp 
  Amiri never quite fit into the expected gender roles of her tribe, and when the tribe attempted to 
  send her on a suicide mission, she returned with an enormous trophy—a frost giant’s sword. She 
  has since abandoned her people, and has come to value her oversized sword (even though she can 
  only truly wield it properly when her blood rage takes her). She never speaks of the circumstances 
  that forced her to flee her homeland. Some things are better left unsaid.
  FEMALE HUMAN
  DEITY 
  Gorum
  HOMELAND 
  Mammoth Lords
  Amiri
  
  91
  Pregenerated Characters
  Pregenerated Characters
  Lini
  Sajan
  CHARACTER TRAITS
  CLASS/LEVEL 
  Druid 13
  ALIGNMENT 
  Neutral
  INITIATIVE 
  +1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  6
  DEXTERITY 
  12
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  22
  CHARISMA 
  15
  DEFENSE
  HP 98
  AC 22, touch 15, flat-footed 20 (+5 armor, 
  +3 deflection, +1 Dex, +2 natural, +1 size)
  Fort +11, Ref +5, Will +13; +2 vs. illusion; +4 vs. 
  fey and plant-targeted effects
  Senses low-light vision
  Immune poison
  OFFENSE
  Melee +3 sickle +10/+5 (1d4+1)
  Ranged +2 sling +12 (1d3)
  Base Atk +9; CMB +6; CMD 19
  Special Abilities a thousand faces, gnome 
  spell-like abilities, nature bond (small cat 
  named Droogami), nature sense, trackless 
  step, wild empathy +12, wild shape 6/day, 
  woodland stride
  Spells Prepared (CL 13th; concentration +19)
  7th—wind walk
  6th—move earth, mass bull’s strength
  5th—stoneskin, wall of thorns (2)
  4th—air walk, d. magic, flame strike (2, DC 20)
  3rd—neutralize poison (2), remove disease (2)
  2nd—bull’s strength, barkskin, flaming sphere 
  (DC 18), resist energy, spider climb
  1st—cure lt. wounds (3), entangle (2; DC 17)
  0—detect magic, know direction, light, stabilize
  SKILLS
  Handle Animal +17, Heal +21, Knowledge 
  (nature) +17, Perception +23, Ride +12, 
  Spellcraft +12
  FEATS
  Augment Summoning, Combat Casting, 
  Lightning Reflexes, Mounted Combat, Natural 
  Spell, Spell Focus (conjuration), Trample
  Combat Gear elemental gems (2; water and earth), scrolls of call lightning storm (2), scrolls 
  of tree stride (2), wand of cure serious wounds (31 charges), wand of flame blade (21 charges); 
  Other Gear +3 wild leather armor, +3 sickle, +2 sling with 20 bullets, druid’s vestment, headband 
  of inspired wisdom +4, ring of protection +3, belt pouch, collection of de-barked sticks, 
  mistletoe, spell component pouch, sunrods (2), 730 gp
  Lini has always seemed to possess a certain affinity with various creatures of the woodlands. In the 
  years since her departure from her home, Lini has collected more than a dozen sticks—one from 
  each forest or wood she visits. To Lini, these sticks are a roadmap of her experiences, and while they 
  may look indistinguishable to others, each holds a wealth of memories for the gnome druid.
  FEMALE GNOME
  DEITY 
  Green Faith
  HOMELAND 
  Linnorm Kings
  CHARACTER TRAITS
  CLASS/LEVEL 
  Monk 13
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +3
  SPEED 
  60 ft.
  ABILITIES
  STRENGTH 
  17
  DEXTERITY 
  16
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 97
  AC 26, touch 21, flat-footed 22 (+5 armor,  
  +3 deflection, +3 Dex, +1 dodge, +3 monk, 
  +1 Wis)
  Fort +14, Ref +15, Will +13; +2 vs enchantment
  Defensive Abilities improved evasion; 
  Immune disease, poison; SR 23
  OFFENSE
  Melee unarmed strike +13/+8 (2d6+4 plus 1d6 
  electricity) or 
  flurry of blows +15/+15/+10/+10/+5 (2d6+4 plus 
  1d6 electricity) or 
  +4 temple sword +16/+11 (1d8+7/19–20)
  Base Atk +9; CMB +15 (+19 grapple); CMD 36 
  (40 vs. grapple)
  Special Abilities diamond body, diamond 
  soul, fast movement, high jump, ki pool (7 
  points, lawful, magic), maneuver training, 
  slow fall 50 ft., stunning fist (13/day, DC 17, 
  fatigued, sickened, staggered), wholeness 
  of body
  SKILLS
  Acrobatics +19 (+41 jump), Climb +19, 
  Perception +17, Sense Motive +17, Stealth +16
  FEATS
  Combat Reflexes, Deflect Arrows, Dodge, Exotic 
  Weapon Proficiency (temple sword), Gorgon’s 
  Fist, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, Mobility, Scorpion 
  Style, Snatch Arrow, Spring Attack, Stunning 
  Fist, Wind Stance
  Combat Gear potion of fly; Gear +4 temple sword, bracers of armor +5, cloak of resistance +4, pearly 
  white spindle ioun stone, monk’s belt, ring of protection +3, +1 shock amulet of mighty fists, wooden holy 
  symbol, belt pouch, 432 gp
  Sajan Gadadvara and his twin sister Sajni were separated when the lord they served was shamed 
  and forced to cede half his army to the victor—among them Sajan’s sister. Sajni was taken away 
  from Vudra by her new master, and Sajan abandoned his own responsibilities to follow. He spent 
  years trying in vain to find her, but has not yet given up. Sajan knows he cannot return to Vudra, 
  for the padapranja there would execute him as a deserter. He cares not for his home country, 
  however, and continues to seek out any clue that might point him toward his sister.
  MALE HUMAN
  DEITY 
  Irori
  HOMELAND 
  Vudra
  
  92
  Next MoNth
  Next MoNth
  Sound of a ThouSand ScreamS
  by Richard Pett
  The land itself explodes in deadly rebellion! Across 
  the PCs’ kingdom burst devastating blooms of eldritch 
  energy, turning nature violent and wild. Only by 
  venturing into these realms of murderous nature can 
  the PCs calm them before they destroy whole swaths of 
  the realm. But what enemy has the power to turn nature 
  itself against an empire, and does even a monarch wield 
  the power to defeat such a foe? Find out in the nation-
  shattering climax to the Kingmaker Adventure Path!
  The firST World
  by James L. Sutter
  Venture into the mysterious and ever-changing homeland 
  of nature’s wildest wardens, the fey. Learn about the 
  unpredictable creatures of that weird reality, the reasons 
  why mortals so rarely return from its strange shores, the 
  inscrutable beings who lord over its alien realms, and the 
  secrets of beings born beyond its enigmatic borders.
  Beyond KingmaKer
  by F. Wesley Schneider
  The Kingmaker Adventure Path comes to a close, but 
  that’s no reason for the adventure to end! Learn what 
  dangers still lie in wait for the Stolen Lands!
  and more!
  Ollix has a battlefield revelation in the Pathfinder’s Journal, 
  and denizens of the First World invade Golarion in a new 
  entry into the Pathfinder Bestiary.
  SuBScriBe To PaThfinder 
  advenTure PaTh!
  The Kingmaker Adventure Path concludes next month—
  don’t miss out on this epic climax! Venture to paizo.com 
  and subscribe today to have each Pathfinder Adventure 
  Path, Pathfinder Chronicles, Pathfinder Companion, 
  Pathfinder Module, and GameMastery product delivered 
  to your door. Also, check online for the free Kingmaker 
  Player’s Guide, available now!
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
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  Source: Ilamanor Melarisan.
  Task: When he learns the heroes are heading to 
  Whiterose Hill, Ilamanor asks them to discover why 
  the hill’s vegetation is so... unusual. He also asks them 
  to restore the hill’s environment to something more 
  natural than its current strange state, if they can.
  Completion: Explore Whiterose Hill and remove the 
  strange aura or curse that infuses it.
  Reward: The grateful Ilamanor is willing to part with his 
  wand of stoneskin (35 charges) as a reward for the 
  heroes’ service.  
  Source: Malchar Tevalkan.
  Task: Corpulent Malchar Tevalkan is an ambitious 
  merchant who has a plan to open trade with 
  Numeria. But first, he needs someone to build a 
  road that connects any major city with Numeria. 
  Completion: Build a road that connects Pitax or 
  the heroes’ capital city to Numeria by exiting the 
  Stolen Lands’ boundary north or northeast of the 
  Branthlend Mountains.
  Reward: The new trade route increases the 
  kingdom’s Economy by +2.
  Source: Bertren Orlen.
  Task: After losing the Rushlight Tournament 3 years in 
  a row, failed archer Bertren Orlen suspects there’s 
  cheating going on. He’s not competing this year, but 
  has promised several magic arrows to the first person 
  who can catch and expose a cheater at this year’s 
  Rushlight Tournament.
  Completion: Publicly expose cheating at the tournament.
  Reward: Bertren rewards whoever catches the first 
  cheater with a dozen +3 flaming burst arrows and 
  five magical beast slaying arrows. 
  Source: The Sapphire Imp actor’s troupe.
  Task: A group of actors worry that their star, singer 
  Asmeranda Ilata, has been kidnapped by none other 
  than King Irovetti, who seems to have become 
  obsessed with her. She’s doubtlessly being held 
  somewhere in his palace.
  Completion: Rescue Asmeranda from Irovetti’s Palace.
  Reward: The Sapphire Imps call in a favor owed from 
  a nobleman in Almas, and he rewards the heroes with 
  15,000 gp in the Sapphire Imps’ name.
  The WhiTerose MysTery
  nuMerian TraDe
  CaTChing a CheaT
  The Missing Diva
  
  To Kill a King
  paizo.com/pathfinder
  Printed in China. PZO9035
  C
  an two kings truly trust one another? King Irovetti, ruler of Pitax and 
  potential rival to the leaders of the eastern Stolen Lands, opens his gates and 
  hospitality to the lords of that realm. Within his city of shallow indulgences 
  and crude decadence, he hosts a tournament ostensibly meant to foster friendship 
  and peace, but fraught with dangers all its own. Is the King of Pitax’s good will 
  sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an 
  opponent who commands not only a nation, but allies from a deadly other realm?
  This volume of Pathfinder Adventure Path includes: 
  ►  “War of the River Kings,” a Pathfinder RPG adventure for 12th-level characters,  
  by Jason Nelson.
  ►  A tour of the hollow wonders and grim shadows of the oppressed city of Pitax, 
  by Mike Ferguson. 
  ► Merciless insights into the iron-shod doctrine of Gorum, god of battle,  
  by Sean K Reynolds.
  ► Pathfinder Ollix Kaddar’s adventures in the gladiator pits of Tymon in the 
  Pathfinder’s Journal, by Steven E. Schend.
  ► Four new monsters, by Julian Neale and Sean K Reynolds.
  ®
  TM
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF031-036 - KingMaker/Kingmaker - 05 - War of the River Kings.pdf