TEXT: Volume No. 10 | Winter 2013 | Not For Sale
  A Pathfinder Fanzine made by
  Fans for Fans
  Katapesh and Qadira
  
  ii
  ii
  Foreword 
   
   
   
   
   
   
  1
  Weal or Woe: Shirin Kazemi and Yellowman   
   
    2
  The Price of Decadence: A Cult of Hastur in Katapesh  
   
  4
  Censer: An Alchemist Archetype 
   
   
   
   
  7
  The Sting of Betrayal  
   
   
   
   
   
  8
  Heroes’ Hoard: Kirnoth’s Bounty 
   
   
   
   11
  Side Trek: Pairi-Daeza’s Abode  
   
   
   
   12
  Katapesh: Birthplace of Gnolls  
   
   
   
   16
  Golarion Gazetteer: Al-Bashir, The Golden Cage 
   
   18
  Nine Golden Scarabs 
   
   
   
   
   20
  Prestigious: The Hakima  
   
   
   
   22
  Ships of the Inner Deserts  
   
   
   
   24
  Side Trek Seeds   
   
   
   
   
   26
  Genie Bloodline Traits 
   
   
   
   
   28
  A Visit to the Market  
   
   
   
   
   30
  Survey of the Lightning Stones 
   
   
   
   32
  Heroes’ Hoard: Desert Magic 
   
   
   
   34
  I Will Be Back for More 
   
   
   
   
   36
  The Winds of Sarenrae’s Wrath 
   
   
   
   42
  Songs of the Desert Towns  
   
   
   
   43
  Of Magic and Mettle: The Spiderhawk 
   
   
   44
  Weal or Woe: Farideh and Inusalia  
   
   
   46
  Side Trek: Pleasures of the Flesh 
   
   
   
   48
  Twelve Tents: Hajirin’s House of Pleasant Respite 
   
   54
  Dark Market Deals 
   
   
   
   
   58
  Animal Companions of Katapesh 
   
   
   
   62
  Rogue Talents of the Desert 
   
   
   
   63
  Of Chance and Skill: Menawerh Aletajer  
   
   
   64
  The Safiir: A New Base Class 
   
   
   
   66
  Cloud of Smoke  
   
   
   
   
   68
  Heroes’ Hoard: Genie-Crafted Magic 
   
   
   71
  Secrets of the Desert Witches 
   
   
   
   72
  Weal Or Woe: Jackals and Shackles  
   
   
   74
  Golarion Gazetteer: Samar-Kash 
   
   
   
   76
  Profit of the Prophet: A Beginner Box Adventure 
   
   78
  Beginner Box Bestiary Conversions  
   
   
   82
  Bestiary  
   
   
   
   
   
  84
  Open Game License 
   
   
   
   
  94
  Open Call for Submissions  
   
  96
  Menawerh Aletajer Board and Pieces  
   
  98
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2, Pathfinder Roleplaying 
  Game Bestiary 3, Pathfinder Roleplaying Game Bestiary 4, Pathfinder Roleplaying Game GameMastery Guide, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder 
  Roleplaying Game Ultimate Magic, Pathfinder Roleplaying Game Ultimate Combat, Pathfinder Roleplaying Game Ultimate Equipment, Pathfinder NPC Codex, Pathfinder Inner Sea 
  World Guide and Pathfinder Advance Race Guide. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Open Content: The game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d), found on page 94 of this magazine. 
  Volume No. 10: Winter 2013 | Not for Sale
  A Pathfinder Fanzine made by Fans for 
  Fans
  Editor-in-Chief/Publisher 
  Tim “Timitius” Nightengale 
  Assistant Editor-in-Chief
  Paris Crenshaw
  Layout Design and Production
  Dain “zylphryx” Nielsen
  Garrett Guillotte
  Art Director 
  Tim “Timitius” Nightengale
  Cover Design and Layout 
  Dain “zylphryx” Nielsen
  Editors 
  Ty Arthur
  Jess Carson
  Kalyna Conrad
  Ryan Costello, Jr.
  Sarah Counts
  Robert Gresham
  Andrew Hoskins
  Brent Jans
  Nate Love
  Dave Mallon
  Will McCardell
  Tom McQueen
  Fraser Nelund
  John C. Rock
  David Schwartz
  Justin Sluder
  Mike Welham
  Matt Williamson
  Scott “Aberzombie” Abercrombie, Anthony “Template Fu” Adam, 
  Becky “Corvidimus” Barnes, Will Cooper, Sarah “Ambrosia Slaad” 
  Counts, Venus “Lady Ophelia” De Coy, Robert “Snorter” Feather, 
  Dawn “Dark Sasha” Fischer, Guy “ulgulanoth” Fox, Mark Garringer 
  , Christoph “RuyanVe” Gimmler, Frank “GM_Solspiral” Gori, Eric 
  “Boxhead” Hindley, Shaun Hocking, Kiel “theheadkase” Howell, Jason 
  “Herzwesten” Keeley, Thomas “Kilrex” LeBlanc, Jeff “Shadowborn” Lee, 
  John “Moonstonian” Leising, Joe “Broken” Medley, Jacob “Motteditor” 
  Michaels, Alex “Canada Guy” Moore, Yanick “Methvezem” Moreau, 
  Aaron “bugleyman” Motta, Dain “zylphryx” Nielsen, Ed “Odraude” 
  Ortiz, Jr., John C. “ValmarTheMad” Rock, Matt “Enderrin” Rupprecht, 
  Liz “Heros_Backpack” Smith, Neil Spicer, Todd Stewart, Christina 
  Stiles, Margherita “Bardess” Tramontano, Ian “Set” Turner, Tanith Tyrr , 
  Kris Vanhoyland, Mike Welham, and Larry “Larcifier” Wilhelm.
  Michael Arrington, Becky Barnes, Darran Caldemeyer, Tyler Clark, Angela 
  Conant, Liz Courts, Andrew DeFelice, Jess Door, Peter Fairfax, Silvia 
  Gonzalez, Michael Jaecks, Cassandra James, James M. Keegan, Chris 
  Kimball, Jason Kirckof, Danny Hedager Krog, Alberto Ortiz Leon, Mike 
  Lowe, Dave Mallon, Audrey Medley, Alex Moore, W. Kristoph Nolen, Nick 
  Russell, Tanyaporn Sangsnit, Hugo Solis, Ashton Sperry, Matthew Stinson, 
  Remi Thorensen, Carlos Torreblanca, Todd Westcot, and Stephen Wood.
  Front Cover: Stephen Wood
  Wolfgang Baur
  Steve Geddes
  Clockwock Gnome, Fire Mountain Games, Frog God Games, Iron 
  Hills Games, Kobold Press, LPJ Design, Minotaur Games, Pathfinder 
  Chronicler, PathfinderWiki, Raging Swan, and Zombie Sky Press.
  And thanks, as always, to the Paizo staff and the whole Paizo fan 
  community for their continuing support.
  Contents
  Contributing Authors
  Contributing Artists
  Special Thanks To
  
  1
  1
  Foreword
  I grew up on the wide, corn-fed plains of Illinois, so 
  believe me when I say that I understand flat and 
  windswept. Heat and sand, though—that 
  took a while longer. It wasn’t until a family 
  vacation to the American Southwest that I 
  really understood desert, and I loved it. 
  The canyons and wild red sandstones, 
  the Anasazi cliff dwellings, the 
  difficulty of climbing a 10-story-tall 
  sand dune. Even the horned toads 
  and gila monsters were wonderful 
  and alien. The desert was hostile, 
  sure, but beautiful and full of 
  possibilities for adventure. 
  So naturally I’m delighted to 
  see Wayfinder making its way 
  into the dry and dusty side of 
  Golarion this issue. Wayfinder 
  has brought the heat this issue!
  My interests in the desert 
  eventually led to me study 
  and design the Old Man of the 
  Mountain and a City of Brass for 
  TSR, and contribute early material 
  for Qadira and Katapesh when 
  Mike McArtor asked for someone 
  to write desert-themed kingdoms 
  for Golarion. Gaming and deserts go 
  well together, and the ability to loot 
  caravans and send genie magic flying in 
  all directions has kept its appeal. 
  Reading through this issue of Wayfinder, it’s 
  clear I’m not the only one who loves the desert 
  cultures, the tough caravan masters and the nomad 
  daggers, sharp as the sun. This issue is a gamer’s love 
  letter to the Arabian Nights and to Golarion’s take on 
  Egyptian, Arabic, and desert themes generally. Any land that is 
  hostile and heroic and easy to get lost in is a place that appeals to the 
  gamers who love a challenge and the GMs itchy to see some fatigue, 
  heatstroke, and giant insects come into play. 
  For me, I look at monsters and magic as the two primary ingredients 
  of a good setting, and there’s plenty here in both categories. I confess 
  to a fondness for the horned kobolds, the living oasis, and the salt 
  golems. Now, desert monsters and locations are not exactly easy to 
  transport to other climates, but that’s part of their appeal. This issue 
  of Wayfinder gives you a ready-made collection suited to the drier 
  parts of your campaign (and just in time for the Mummy’s Mask, 
  of course).
  Most of all, though, for me desert adventures mean special genie 
  magic, elemental stuff that seems more at home in a sandstorm than 
  in some snowy forest. There’s a Pathfinder variant on one of the 
  OFF TO THE DESERT
  most important classes from the Arabian adventures 
  of 2nd Edition here, namely the proto-sorcerer 
  called the sha-ir. 
  I’m delighted to see this form of 
  elemental magic re-appear in the 
  Pathfinder deserts as well. There’s a 
  certain delight in commanding the 
  elements, the basic mastery over 
  fire, wind, and sand. Better yet, 
  the sha’ir has always been a bit 
  of a wheedling magic, with a 
  sideline in bargaining with 
  genies and geniekind, with 
  making magic that is…
  subject to sudden change, 
  like the desert itself. To 
  me, genies and their magic 
  are whimsical at times, 
  dangerous and inhuman 
  at times, and always a 
  little 
  more 
  interesting 
  than dry tomes and faded 
  scrolls. Anyone playing a 
  spontaneous caster owes a 
  debt to the sha’ir and 2nd 
  Edition, which makes it just 
  all the more fitting that the 
  sha’ir return to the game here.
  What to do with so much fun 
  material? Send your characters 
  into the desert, of course! 
  One final caution from a weathered 
  desert traveler: You may have a 
  temptation to start imposing water 
  rationing rules and heatstroke and the 
  like. Resist this urge, and use a sand worm 
  encounter or one of the dune runner ships from 
  page 24 instead. I promise you, a monster or genie 
  magic will always be a lot more exciting time than thinking about 
  thirst. Make them fight, and make your players worry a bit about 
  finding the path through the trackless dunes! The next oasis they 
  meet might just be desperately hungry.
  Wolfgang Baur
  Publisher, Kobold Press
  
  2
  2
  Shirin Kazemi and 
  Yellowman
  Weal or Woe:
  by Jeff “Shadowborn” Lee
  Art by Cassandra James and 
  Stephen Wood
  WEAL: SHIRIN KAZEMI
  The lean Keleshite woman runs a hand through her short, black hair 
  and fixes you in her calculating gaze. Her dark, intelligent eyes 
  seem to see everything as she assesses you and comes to some 
  conclusion. She pushes off from the wall behind her and 
  steps into your path, tapping the silver badge pinned to 
  her collar. “Official business,” she says. “I am detective 
  Shirin Kazemi, and I require your assistance.”
  Shirin Kazemi was raised in an Abadaran 
  orphanage. There, children are reared until 
  they are of an age to be apprenticed to one of 
  the various guilds, based on their natural talents. 
  Shirin’s keen mind and magical potential brought 
  her to the attention of the Pactmasters at an early age. 
  They instructed the Pactbroker to have her taken and 
  trained as a special investigative agent, answering directly 
  to the Zephyr Guard.
  Adventure Hooks
  • After a disruptive incident that has put the PCs in 
  trouble with the law, they are remanded into Shirin’s 
  custody to assist her as penance for their crimes.
  • A desperate Shirin seeks out capable adventurers to 
  help her unravel the mystery of a strange outbreak of bad pesh.
  Boon
  Shirin can help find a particular person or object in Katapesh 
  in a day’s time. Alternately, she can use her influence amongst the 
  populace to provide introductions, giving a +4 bonus on any social 
  skill check or a one-time 15% discount on purchases.
  SHIRIN KAZEMI  
                                       CR 11
  XP 12,800
  Female human bard (detective) 12
  LN Medium humanoid (human)
  Init +5; Senses Perception +21
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +1 Dex, 
  +1 dodge)
  hp 80 (12d8+11)
  Fort +6, Ref +11, Will +12 (+4 vs. illusions)
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +10/+5 (1d4/18-20)
  Ranged +2 sling +12 (1d4+2)
  Bard Spells Known (CL 12th, concentration +16)
  4th (4/day)—discordant blastAPG, freedom of movement, 
  locate creature, shocking imageUC
  3rd (5/day)—clairaudience/clairvoyance, cure serious wounds, 
  displacement, glibness, see invisibility, speak with dead (DC 17)
  2nd (6/day)—blood biographyAPG (DC 16), detect thoughts 
  (DC 16), mirror image, pilfering handUC, silence (DC 16), 
  zone of truth (DC 16)
  1st (6/day)—alarm, beguiling giftAPG (DC 15), charm person 
  (DC 15), detect chaos, feather fall (DC 15), grease (DC 
  15), touch of gracelessnessAPG (DC 15)
  0 (at will)—dancing lights, detect magic, mage hand, 
  message, read magic, siftAPG
  TACTICS
  Before Combat Shirin avoids combat, retreating or providing 
  support if with a group.
  During Combat A favorite tactic is using beguiling gift to 
  make an opponent manacle himself.
  STATISTICS
  Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 18
  Base Atk +9; CMB +9; CMD 22
  Feats Dodge, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Skill Focus (Disable 
  Device), Toughness 
  Skills Appraise +9, Bluff +10, Diplomacy +15 
  (+21 to gather information), Disable Device 
  +20, Disguise +15, Knowledge (local) +20, 
  Perception +21, Perform (oratory) +15, Sense 
  Motive +22, Sleight of Hand +12, Spellcraft 
  +13, Stealth +6, Use Magic Device +14 
  Languages Common, Gnoll, Kellish
  SQ arcane insight, arcane investigation, careful 
  teamwork (+3), eye for detail (+6) 
  Combat Gear +2 sling and 10 bullets, masterwork 
  dagger, potion of barkskin +2, wand of cure light 
  wounds (30 charges); Other Gear +1 mithril shirt, 
  ring of protection +1, cloak of elvenkind, horn of fog, 
  disguise kit, magnifying glass, masterwork manacles, 
  masterwork thieves’ tools, spyglass.
  WOE: YELLOWMAN
  Seated on plush cushions is a strange sight: a man of Mwangi 
  origins but with skin the color of old parchment. His hair 
  hangs in wheaten dreadlocks. His long, lean frame--though 
  the excesses of fine living have formed a paunch--is clothed in 
  long strips of purple linen stitched with golden thread, wrapped 
  about his torso and limbs. He wears a necklace fashioned of 
  large, square teeth carved in strange runes. An elaborate silver 
  hookah sits smoking at his feet. At your entrance he raises 
  intense blue-gray eyes and flashes a brilliant smile. “Welcome to the 
  Tower of Dreams,” he says. “I am Yellowman, your host.”
  From the Mwangi Expanse, the albino sorcerer Yellowman traveled east 
  to Katapesh and joined a fledgling adventuring party. His companions 
  found him strange, but his sorcery was invaluable so they ignored his 
  
  3
  3
  eccentricities--dining on choice pieces of the aberrations they defeated in 
  combat (his necklace is strung with gibbering mouther teeth) and a fervent 
  obsession with pesh. The drug led him down the path of 
  the sahir-afiyun, using pesh to enhance his sorcery. 
  Now wealthy and renowned, Yellowman opened 
  his own pesh palace and established a cult of 
  Hastur within the city. He intends to 
  summon the King in Yellow amidst 
  a populace he views as begging for 
  chaos and dissolution.
  Adventure Hooks
  • Yellowman might patronize 
  an adventuring group, offering 
  sizeable compensation for the 
  recovery of strange artifacts, harvested 
  aberration parts, or the completion 
  of puzzlingly simple tasks such 
  as escorting deliveries of pesh 
  to clientele in the city or 
  delivering messages (intending 
  to frame them for a delivery of 
  tainted pesh, or the mysterious 
  death of a message recipient.)
  • Yellowman 
  offers 
  goods-and-
  services for free to those in need, in 
  exchange for “favors” to be called 
  in at a later date. One or more PCs 
  may find themselves owing a favor 
  and having it called in.
  • Yellowman hires the PCs to eliminate 
  a “spy” he says works for rivals bent on destroying 
  his business. (The “spy” might be a certain detective investigating 
  the cult, who is getting too close to the truth.)
  Drawback
  Yellowman is an amoral individual whose main goal is bringing the King 
  in Yellow to Katapesh. His associates are means to an end, and he has no 
  compunctions about eliminating them, if necessary. If he succeeds, his 
  associates will be considered enemies of the state and dealt with accordingly.
  YELLOWMAN                                                                   CR 15
  XP 51,200
  Male human sorcerer 15
  CN medium humanoid
  Init +7; Senses Perception +2
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
  hp 97 (15d6+30+12)
  Fort +8 (+10 vs. poison), Ref +7, Will +13 (-2 penalty to saves 
  vs. illusions and mind affecting effects)
  Defensive Abilities alien resistance, unusual anatomy (50% 
  chance to ignore critical hits); SR 25
  OFFENSE
  Speed 30 ft.
  Melee +1 shocking spear +9/+4 (1d8+2+1d6 electricity/x3)
  Ranged mwk blowgun +10 (1d2 plus poison)
  Special Attacks long limbs (10 ft bonus to reach)
  Spell-Like Abilities (CL 15th; +9 ranged touch, concentration +25)
  acidic ray (9/day, 30 ft. range, 1d6+7 acid damage)
  Sorcerer Spells Known (CL 15th; +8 melee touch, +9 ranged 
  touch, concentration +25)
  7th (4/day)—insanity (DC 25), plane shift (DC 23), waves of exhaustion
  6th (7/day)—cloak of dreamsAPG (DC 24), conjure black puddingUM 
  **, create undead, veil (DC 22)
  5th (7/day)—cone of cold (DC 21), corrosive consumptionUM, 
  feeblemind (DC 23), mind fog (DC 23), suffocationAPG (DC 23)
  4th (7/day)—black tentacles, calcific touchAPG (DC 20), confusion* 
  (DC 22), touch of slimeUM (DC 20), vitriolic mistUM
  3rd (7/day)—deep slumber (DC 21), fly, protection from energy, 
  tongues, vampiric touch
  2nd (8/day)—darkvision, euphoric cloudDMAGtK (DC 18), 
  knock, see invisibility, slow suffocationDMAGtK (DC 20), 
  touch of idiocy
  1st (8/day)—chill touch (DC 19), corrosive touchUM, 
  ear-piercing screamUM (DC 17), enlarge person (DC 
  17), ray of sickeningUM (DC 19), shield
  0 (at will)—acid splash, bleed (DC 18), daze (DC 
  18), detect magic, light, ray of frost, read magic, 
  sparkAPG (DC 16), touch of fatigue (DC 18)
  DMAGtK indicates that the spell, feat or item can 
  be found in Pathfinder Campaign Setting: 
  Dark Markets – A Guide to Katapesh
  * As a sahir-afiyun, this spell uses a dose of 
  pesh as a material component.
  ** Yellowman can substitute a daily use of his 
  acidic ray for the material component of this spell.
  Bloodline aberrant
  TACTICS
  Before Combat Yellowman has almost always 
  used pesh within an hour of encountering trouble.
  During Combat Yellowman avoids melee, letting 
  underlings hold off opponents and using touch spells 
  from behind their ranks, or casting euphoric cloud, confusion, 
  or black tentacles to disable foes. For fun, he’ll summon a black 
  pudding into the midst of a fray.
  Sober statistics When sober, Yellowman has the following 
  adjustments: Will +11, Strength 10, CMB +7, CMD 19, and no 
  penalty to saves vs. illusions and mind-affecting effects.
  STATISTICS
  Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 22
  Base Atk +7; CMB +8; CMD 21
  Feats Combat Casting, Eschew Materials, Improved Initiative, 
  Greater Spell Focus (enchantment), Greater Spell Focus 
  (necromancy), Pesh EuphoriaDMAGtK, Pesh RejuvenationDMAGtK, 
  Sahir-AfiyunDMAGtK, Silent Spell, Spell Focus (enchantment), Spell 
  Focus (necromancy), Still Spell
  Skills Appraise +5 (+10 to identify false pesh), Craft (alchemy) 
  +8, Intimidate +17, Knowledge (arcana) +14, Knowledge 
  (dungeoneering) +16, Profession (merchant) +7, Sleight of Hand 
  +10, Spellcraft +14, Use Magic Device +18
  Languages Common, Kellish, Polyglot
  Combat Gear +1 shocking spear, rod of alertness, masterwork 
  blowgun and 10 darts, 10 doses of large scorpion venom, potions 
  of cure serious wounds (2), ring of the ram (21 charges), stone 
  salve (2 doses), wand of cure light wounds (10 charges), wand of 
  lesser restoration (22 charges); Other Gear bracers of armor 
  +4, headband of alluring charisma +2, hand of glory, handy 
  haversack, pesh (10 doses), ring of protection +1
  SPECIAL ABILITIES
  High Challenge Rating Yellowman’s higher stat array, increased 
  wealth and influence give him a higher CR than usual for an NPC. [
  
  4
  4
  by Jeff “Shadowborn” Lee
  Art by James M. Keegan and Carlos 
  “Celurian” Torreblanca
  The Price of Decadence
  A Cult of Hastur in Katapesh
  I
  n Katapesh, trade rules all. Anything and everything is for sale. 
  Products and services reviled and forbidden by other nations—
  slaves, poisons, artifacts of evil, assassination—can be traded openly, 
  in the proper place and at the proper time, according to the law. So long 
  as trade is not obstructed, one can do as one will. It was inevitable that 
  soil so rich with iniquity would spawn aberrant fruit.
  In the midst of Katapesh’s Lower City, at the end of a crooked lane 
  lined with the shops of blacksmiths and other workers of metal, sits the 
  tower of Yth. An ugly, tapering structure built of unmortared blocks 
  of black basalt, it looms over the nearby buildings, visible from the 
  Doomsayers’ Stand a few streets away. It is much, much older than 
  the buildings around it; according to one rumor its existence precedes 
  the founding of the city. Once a long abandoned shell shunned by all 
  but derelicts and the most precocious of children, the tower of Yth has 
  recently been renovated. Bought by a prosperous adventurer—an albino 
  Zenj sorcerer from the Mawangi Expanse—this unlikely spot has been 
  turned into Katapesh’s newest pesh palace.
  The newly renamed Tower of Dreams is open to the public and any 
  paying customer may partake of the goods and services offered there. 
  A large rectangular building, two stories high, has been built on the 
  land with the ancient tower incorporated into the northeast corner of 
  the construction.
  The ground floor is taken up by a large common room, where patrons 
  partake of all sorts of diversions—mostly pesh, but food and drink are 
  also served here. At the back of the first floor is a series of interconnected 
  rooms used by employees for storage and preparation, and a short hall 
  that leads to stairs to the second floor, as well as the great iron door 
  leading into the tower. The tower’s door is well-guarded and opened only 
  to those with personal invitations from Yellowman, the new master of 
  the Tower of Dreams (see the related Weal and Woe article in this issue). 
  The stairs lead to the second floor, where private rooms are available for 
  rent to those who wish to take their pleasures away from the public eye.
  Within the tower itself, the first three floors are sumptuous parlors 
  wherein Yellowman meets with exclusive clientele and those who have 
  business with the sorcerer. The top three floors are Yellowman’s private 
  suites, barred to all except a few chosen servants and the occasional 
  petitioner granted a private audience. The Tower of Dreams has been 
  doing brisk business, drawing even the wealthy and noble to the slums in 
  order to sample its offerings. However, there is more than entrepreneurial 
  enterprise behind the Tower’s revitalization.
  
  5
  5
  The albino sorcerer has spent the last few years securing his position 
  as a friend of the city and an upright, if eccentric, businessman, all the 
  while keeping ulterior motives in mind. At the heart of Yellowman’s plot 
  is a secret cult devoted to Hastur, and plans to manifest the King of 
  Yellow in the city when the stars are right.
  All the bouncers and doormen of the establishment are devoted cultists, 
  followers of Yellowman and Hastur (use the Street Thug’s statistics from 
  the Gamemastery Guide), as are any of the staff who handle or distribute 
  the pesh (see the Shopkeep in the Gamemastery Guide). Other cultists 
  are scattered throughout the city, meeting at the Tower of Dreams to 
  conduct their eldritch rituals at appointed times in their secret temple 
  (these could be NPCs of almost any race or class you see fit).
  Beneath a hidden trapdoor (Perception DC 25) in one of the 
  storerooms is a stair leading to a secret basement. Within, the Yellow 
  Sign is displayed prominently in floor mosaics and wall carvings. The 
  foul rituals that take place here are evident from the dried blood and 
  the faint smell of death beneath the all-pervading odor of pesh smoke. 
  An altar to Hastur is guarded by a quartet of pesh mummies (see this 
  issue’s Bestiary). Two more mummies guard Yellowman’s quarters up 
  in the tower. In the lowest floor of his chambers, Yellowman keeps an 
  ornate silver hookah loaded with false pesh (Type poison [ingested]; Save 
  Fortitude DC 18; Onset 1 minute; Initial Effect 1d2 Con and Str damage; 
  Secondary Effect unconsciousness for 1 hour; Cure 1 save.) The hookah 
  is magical. When used, the carved faces on its sides mutter ominous but 
  false prophecies to the smokers.
  Cult Activities And Possible Adventure Hooks
  The Golden Pesh 
  A new type of pesh begins circulating in the 
  city. It is called golden 
  pesh due 
  to its yellow 
  c o l o r i n g , 
  and is said to 
  provide greater pleasure 
  than standard refined pesh. 
  Yet wherever this golden pesh is 
  found, outbreaks of sudden and random 
  violence occur. Those who think to connect the two 
  and investigate find the golden pesh originates from 
  Zandrek’s Pesh Palace, a popular den of iniquity located 
  in the Inner City (See Dark Markets: A Guide to Katapesh for 
  more information.) This is all a misdirection planted by the 
  cult. Yellowman allowed Zandrek’s spies to learn of a supply of 
  golden pesh he supposedly intended to buy and let his competitor 
  buy it out from under him. In fact, the golden pesh has no effects 
  beyond that of the normal drug; it is simply pesh colored with saffron. 
  The real source of the disturbances is a variety of pesh that looks like 
  the normal drug, but has been tainted by Yellowman and the cult to 
  produce fearsome hallucinations and violent tendencies.
  Repairer of Reputations
  Among Yellowman’s other activities and services, is something he refers 
  to as “reputation repair.” Should someone who has suffered some sort of 
  social disgrace or loss of face seek a way to recoup the loss, Yellowman 
  will meet privately with the individual and hear their petition. He will 
  name a price and should it be accepted, he will then use his abilities 
  and influence to return the individual to a better social standing. This 
  contract will usually include “a favor to be called upon in the future” as 
  part of the price for the reputation repair. Of course, Yellowman cares 
  nothing for these people or their reputations, and only wishes them 
  indebted to him so he may use them to further his own ends. Should 
  a customer balk at the favor when it is called in, Yellowman threatens 
  the undoing of his work. This is often enough to force the hand of the 
  person. After all, Yellowman only performs such services for those to 
  whom reputation and social standing are everything.
  The Yellow Sign
  As a sign of favor, Yellowman often bestows valued customers or 
  associates with a token—a pin or brooch of gold in the shape of a 
  strange, curving rune. Showing this token to the right people opens a 
  lot of doors. (Consider the attitude of anyone associated with the cult, 
  including customers of Yellowman’s reputation repair services, helpful 
  toward anyone bearing this token.) Again, there is more to this than 
  there seems. The cult looks for the proper sacrifices to be offered up 
  in their hidden temple. Those chosen are “marked” with this sign so 
  they may be found and taken. Use of the Yellow Sign keeps the targets 
  highly visible amongst cult members, rendering the sacrifices easily 
  found when the time is ripe to offer them up to Hastur.
  The Desperate Detective
  A local investigator for the Zephyr Guard, Shirin Kazemi (see the 
  related Weal and Woe article in this issue), is attempting to find the 
  culprits responsible for strange incidents and random violence causing 
  trade disruptions in the city. The cult’s influence runs deep, however, 
  and her investigations are being 
  stymied by interference from people in power. They may go so far as to 
  frame the detective for one or more of the crimes in question, making 
  her a fugitive. If she finds competent investigators she determines are 
  trustworthy, she may attempt to convince them to help her clear her 
  name by rooting out the criminal element wreaking havoc within her 
  beloved city. Or perhaps she disappears in the midst of her investigations 
  and a comrade in the Zephyr Guard hires the investigators to help track 
  her down. This leads them to the cult’s doorstep and conflict with the 
  cultists as the adventurers interrupt what seems to be the attempted 
  sacrifice of Shirin (in actuality, she dropped out of sight in desperation 
  over the far-reaching grasp of the cult and manipulated the group into 
  this situation so she could swoop in and assist, assuring herself witnesses 
  to the heinous crimes of the cult and allies in defeating them.) [
  
  6
  6
  
  7
  7
  Censer
  An Alchemist Archetype
  by John “Moonstonian” Leising
  Art by Peter Fairfax
  I
  n a culture where both slavery and pesh use are ingrained, it may 
  have been inevitable that they would come together. From in the 
  slave pits of northern Katapesh to the smoke-shrouded tents of 
  desert wanderers there lurk shadowy figures known as the Duman-
  ustad: mysterious alchemists who use their craft to weave mists and 
  pesh-laden smokes to pacify their charges and hinder 
  enemies.
  Rather than phials and distillations, the 
  Duman-ustad mix herbs and other components 
  in braziers and use the smoke itself to work 
  their magic. This has proven very useful 
  in controlling groups of slaves in close 
  quarters. The constant haze that surrounds 
  the alchemist has given rise to the term 
  ‘censer’ and adds to the air of mystery that 
  surrounds these strange practitioners.
  Pesh seems to be at the center of this 
  supernatural science, and it has lured many a 
  censer into its grasp. It is not required for the 
  censer to be a pesh-user, but the Pesh Addict 
  trait from the Inner Sea Primer would not be 
  out of the ordinary.
  A few of these users may go down the 
  path of the Sahir-Afiyun*, and can 
  take the feat of that name at 5th level 
  without meeting the Spell Focus 
  requirements. However, most censers 
  are more practical than mystical in 
  their use of the drug and do not approve 
  of the Sahir’s indulgences.
  The censer has the following class 
  features.
  Class Skills: A censer adds Intimidate to his 
  list of class skills and removes Sleight of Hand 
  from his list of class skills.
  Bomb (Su): A censer’s bombs deal damage one 
  die step lower than normal (regular bombs deal d4s, 
  concussive bombs deal 1d3s, and so on). However, a censer 
  may choose to do non-lethal damage with his bombs. This ability 
  replaces and otherwise functions as the standard alchemist bomb class 
  feature.
  Expanded Formulae: Due to his expertise and specialized field of 
  study, the censer adds the following formulae to his list of available 
  formulae: 
  1st Level—obscuring mist, sleep
  2nd Level—endure elements, communal, fog cloud
  3rd Level—stinking cloud, euphoric cloud
  4th Level—solid fog, confusion
  5th level—cloudkill, mind fog
  Mutagen (Su): When a censer uses pesh along with his mutagen 
  he gains an additional +2 to his Strength as well as a temporary -2 to 
  Constitution and Wisdom. He also has a -2 penalty on saves against 
  illusions and mind-affecting effects, but does not become fatigued 
  when the mutagen expires. The effects of the pesh reagent end with 
  those of the mutagen. It is not required for the censer to use pesh to 
  boost his mutagen. This ability alters and otherwise functions as the 
  standard alchemist mutagen class feature.
  Swirling Mists (Ex): At 2nd level, the censer can transform his 
  extracts into a fine mist that spreads 5 feet from its point of origin 
  that is breathed rather than swallowed by the target, similar to the 
  Infusion discovery. At 5th, 8th and 10th level the censer’s nebulized 
  formula spread an additional 5 feet, affecting additional creatures up 
  to the limitations of the particular formula. Precise bombs 
  can be used with this ability to exclude squares from 
  its effect. This ability replaces poison use, poison 
  resistance and poison immunity at 2nd, 5th, 8th 
  and 10th level.
  Discoveries: The following discoveries 
  complement the censer archetype: smoke 
  bomb, stink bomb, tanglefoot bomb.
  TOOLS OF THE TRADE: 
  Spike censer: (60 gp, 10 lbs.) This 
  device has evolved over the years and 
  has become the symbol of Duman-
  ustad among slavers. It is an oversized 
  heavy mace with an internal chamber 
  for incense and extract components 
  kept lit by alchemical means, wreathing 
  the user in a light smoke. It requires a 
  tindertwig or a DC 15 Craft (alchemy) check 
  to light the censer for such use.
  The size and structure of the spiked censer 
  makes it unwieldy in combat, giving -1 penalty 
  to attack rolls, note that masterwork versions 
  of this weapon offset this penalty.
  Folding Fan: (20 gp, 1 lb.) These oversized 
  versions of a folding fan can be used by the censer 
  to manipulate the mists he creates. As a standard 
  action, there censer can move the origin point of any 
  cloud 5’ directly away from him. A censer with the 
  Precise Bombs discovery can use the fan to move any 
  excluded square 5’ on the outside of a spread in one round. 
  [
  *From the Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. 
   
   
   
  Cost          Dmg (S)          Dmg (M)          Critical          Range          Weight          Type               Special
  One-Handed Melee Weapons 
  Spike censer 
   
  60 gp           1d6                  1d8                    x2                 —              10 lbs.             B                      —
  
  8
  8
  The Sting of Betrayal
  by Neil Spicer
  Art by Silvia “crescentmoon” Gonzalez
  “I 
  know he came here, Omar.”
  The swift change in subject caught Ashallah’s host off 
  guard as they sat on the sunlit terrace of his white-walled 
  estate, staring across Katapesh Bay. She knew he tolerated her only 
  because of the appealing bribe she’d sent the night before—an ornate 
  headdress from the age of Osirion’s god-kings—a costly relic tailored 
  to secure a direct audience with the master merchant rather than an 
  intermediary. Of course, the questions she’d asked within hearing of 
  Omar’s agents throughout the Night Stalls had served their purpose 
  as well, leading him to believe she intended to smuggle more such 
  treasures into Qadira and required his vast experience to assist her.
  But it was all a ruse.
  She meant to kill Omar. But not before he told her where to find 
  the man who’d drawn her from Absalom into the pesh-ridden deserts 
  of the south.
  Sipping a chilled kaafe to ward off the morning heat, she watched 
  a large dhow furl its sails in the distance, gliding across the water as 
  it moved towards the early activity along the docks. The exotic drink 
  livened her senses—a delicacy made possible in the south only by 
  those with a means for sorcery. She knew Omar himself lacked such 
  ability, but suspected his suli chamberlain, Riju, had mastered the 
  elemental craft passed down by his genie ancestors. If so, that marked 
  him as someone to watch. After all, such volatile magic would only 
  complicate matters.
  Placing her cup on the table between them, Ashallah leaned forward, 
  favoring her host with a conspirator’s smile. The motion invited his 
  gaze as a ploy to see just how focused he’d remain while she guided 
  their conversation.
  “Volaeri always said he’d run to ground here if he was in trouble. 
  And you’re the only one he’d trust to cover his tracks if he did.”
  Omar hesitated over the peeled flesh of an orange laid out before 
  him, drying his fingers on a small, white towel next to his plate. 
  The merchant’s countenance had changed almost immediately and 
  they regarded each other now like two predators newly revealed and 
  confronted with determining who would become the prey.
  “I think Volaeri shares many things with those close to him. Perhaps, 
  too many things.” He lifted one of the flower stems arranged between 
  them, bringing the blossoms of white and yellow jasmine to his nose. 
  “For you to have such knowledge yourself, would imply you’re not 
  the tradeswoman you purport to be...and that you, too, are someone 
  ‘close’ to him. Congratulations. Volaeri allows such dalliances to a 
  rare few.”
  His eyes traced their way from Ashallah’s face to her neckline.
  “You are a lovely woman.” He stated it with no implication of 
  interest, but Ashallah knew better. Few men—or women—failed to 
  find her attractive, a fact made all the more true when she accentuated 
  her beauty, something she’d carefully addressed by arraying herself 
  in the customary sarei worn by women of means in Katapesh. Her 
  training had taught her the advantage of such things, but experience 
  had proven it many times over.
  “That’s also a lovely necklace.” Omar gestured with the flower 
  at the chain around her neck and its heavy, gold pendant crafted to 
  resemble a life-sized wasp already in flight. Ashallah’s hand closed 
  around it as she stared back, giving him nothing in return, hoping to 
  draw him out.
  “It’s the representation of one’s faith in Calistria, is it not?” His 
  question hung between them, implying he knew her game more fully 
  than he’d let on, and now he intended to raise the stakes. “Such things 
  are newly-given to those who ascend from acolyte to adept...ready to 
  leave the pleasure halls and rejoin the world—to savor all it has to 
  offer.”
  His eyes danced with innuendo, but she kept her expression neutral.
  “That would also mean you’re released from the sacrosanct duties 
  of the courtesans, assigned some task to test your ability in service 
  to whichever benefactor paid the proper tithe to your sisterhood.” 
  He laid the flower lengthwise on the table before her. “It’s said that 
  Calistria is a goddess of trickery, lust, and revenge.” He seemed to 
  relish the words, so Ashallah paid careful attention. “Now, I’m left 
  wondering...which of these doctrines causes you to retrace the steps of 
  a man who spies for Absalom? Is it trickery...because you, too, are an 
  agent of powers which move across the Inner Sea? Were you sent by 
  Andoran, Taldor, or Qadira to shadow him? Or, maybe it’s lust? Did 
  Volaeri win your heart and inspire you with his daring tales of passion 
  and espionage? It wouldn’t be the first time he seduced a paramour 
  into chasing after him to strange, new ports. Or, maybe there’s a more 
  likely explanation? Something...less complicated.Perhaps, you follow 
  Volaeri simply because you seek vengeance? Sent by the Primarch’s 
  spiteful advisors to punish him for what they deem to be an act of 
  treachery.”
  “He told you?”
  “Not exactly. He told me what to expect. Not who.”
  “Did he also tell you his crime?”
  Omar waved away her question with one of his own. “Does it 
  matter? You don’t truly know this man, Ashallah. Volaeri plied his 
  trade for years before you ever entered the training. He said you were 
  a fast learner, though. Better than most he’d seen...and maybe even 
  worth recruiting to our side.”
  “Which side would that be?” Under the table, her hand drifted to 
  the hilt of the dagger she’d strapped to her thigh just inside the slit of 
  her sarei.
  “Our own side.” Omar rested an elbow on the table as he reached 
  for his orange, rolling it slowly in his hand, the sun glinting off the 
  expensive rings he wore on each chubby finger. “You see, unlike little 
  girls rescued from slavery—who trade one master for another, more 
  nationalist one—Volaeri and I work for anyone who pays our price. 
  And, when they don’t, we take what we’re owed anyway, parting ways 
  until they come to their senses and have need of our services again…
  or, until their enemies hire us in return.”
  “Volaeri’s no mercenary.”
  “Quite the contrary. He’s the best mercenary. Did you really think 
  he’d bend his knee in some romantic fantasy to swear allegiance to 
  the Primarch of Absalom? He told me about your deluded patriotism, 
  Ashallah, and how it keeps you from reaching your potential. I 
  
  9
  9
  know it well. And I once thought as you did, plying my trade for 
  the Pactmasters of Katapesh for years on end. But, when I retired, 
  Volaeri came to me, looking for a resource who could play a wider 
  game. And, together, we play it very well. He compensates me for the 
  information I discover or broker on his behalf, drawn from those who 
  seek the Dark Markets. And he always finds just the right moment to 
  use that information, deceiving the patrons who put their trust in him 
  by playing one against the other—always a step ahead.”
  “Well, he’s a step behind now. He stole a Star of Nex, Omar.” Her 
  accusation gave the merchant pause and she could read real surprise 
  in his eyes, not just from her statement, but also the realization that 
  Volaeri had kept it secret from him. Sensing weakness, she pressed the 
  advantage. “He didn’t tell you, did he? A priceless, blue sapphire the 
  size of a fist? Imbued with rune keys from the arch-wizard himself? It 
  seems your assessment of Volaeri is rather appropriate, Omar. He does 
  deceive those who put their trust in him. Even you.”
  Her response elicited a frown and Omar nodded for his chamberlain 
  to approach their table again. “The Stars are rumored to hold secrets 
  to an age of unparalleled arcane study...each one capable of opening a 
  portal to one of the planar vaults Nex used as storehouses and retreats 
  during his unending conflict with Geb. But how did such a relic come 
  into Absalom’s possession? And from there to Volaeri?”
  Before Ashallah could answer, her pulse began to race alarmingly, 
  a rapid sensation similar to the aphrodisiacs used in her temple, only 
  much less pleasant. Her hand trembled involuntarily around the 
  pendant of her necklace, and her tongue felt thick in her mouth. 
  A sudden drop of sweat fell from her chin, landing on the stem of 
  jasmine Omar had placed before her. With it, came the realization 
  she’d badly underestimated him.
  He’d seen through her ruse right from the start!
  And he’d prepared for her just as thoroughly as she had for him.
  “You poisoned me!” The words sounded coarse, barely recognizable 
  as speech even to her own ears. But she didn’t need confirmation. She 
  understood the gambit well enough and cursed herself for trusting 
  Omar’s chamberlain. She’d focused too intently on her quarry and lost 
  sight of the more dangerous threat. Now the poison had compromised 
  her voice, making it impossible to remove or even delay it with a prayer 
  to Calistria.
  Over her shoulder, Ashallah saw the smug suli observing his 
  handiwork and waiting for its inevitable outcome. Incensed, she drew 
  her dagger and lunged at him, but he proved too fast. Drawing back, 
  Riju side-stepped her awkward thrust and closed his hand around her 
  arm, his grasp so cold it burned her skin, forcing the knife to fall. 
  She threw an elbow at his throat to break free, but it never reached 
  beyond the suli’s broad chest and didn’t carry enough power to make 
  a difference. Instead, he caught her hand and twisted her arm behind 
  her, wrapping his own around her chest to hold her close—a deadly 
  embrace meant to ride out her final moments. 
  Ashallah struggled anyway, bumping the table and causing her 
  porcelain cup to shatter on the stone terrace, splashing the remaining 
  liquid across Omar’s feet. The exertion caused a fluttering in her 
  heart, and she could feel herself losing consciousness.
  “Careful, Riju.” Omar’s command reached her ears before she 
  blacked out. “I must question her further before she dies.”
        *   *   *
  Ashallah’s renewed awareness came with a swaying sensation when 
  she awoke. Her feet no longer touched the ground and her captors had 
  drawn her arms over her head, bound with manacles attached to an 
  iron chain dangling from the ceiling of some windowless chamber she 
  
  10
  10
  could only assume lay somewhere beneath Omar’s estate. She knew 
  he’d never risk turning her over to the Pactmasters—not if he wanted 
  the Star for himself. Her lips felt parched, an indication of just how 
  long she’d languished there. Had it been hours? Days? She had no 
  sense of time. In the distance, however, she could make out voices, 
  echoing from some other chamber, slightly muffled as if behind a 
  closed door.
  “If he seeks to barter, why not bring it to me?” Ashallah couldn’t 
  place the voice, but it sounded foreign. Nexian, perhaps?
  “He must have found another buyer. Someone he expects to make 
  him a better offer.” Omar’s reply was unmistakable, his tone equally 
  anxious and placating for his newest guest. “I assure you, I would have 
  brought him directly to you if I’d known. It isn’t like Volaeri to keep 
  something this significant from me.”
  “But you know his whereabouts and how to reach him?”
  “Riju already tried contacting him by magical means, but we’ve had 
  no response. He’s either ignoring our summons or unable to reply.”
  “Then we must go to him. I’ll ready a ship by morning and we can 
  set course immediately.”
  “What of your duties here? Your absence at court would attract 
  unwanted attention. Why not lend me your ship? Riju and I can 
  address the matter on your behalf. And I assure you, we’ll bring the 
  Star directly to you and broker the deal Volaeri should have sought 
  from the start.”
  “The Arclords and the Council of Nine would never trust the Star’s 
  return to an outsider! The honor of retrieving it must fall to me!”
  Ashallah stirred as she strained to hear more, shifting her weight 
  on the chain even as the tired muscles in her hands and forearms 
  protested in agony where the manacles impeded her circulation. The 
  sound of movement from the other side of the room caught her ears 
  and a sudden light flared to life as someone lit a lantern. She blinked 
  against the harsh glare until she could make out Riju. Omar must 
  have left him to watch her in the dark. The suli kept his eyes on her 
  as he backed away to an iron door set within an alcove, pounding on 
  it three times. Silence ensued and then footsteps approached from the 
  other side.
  When the door opened, Omar appeared with his guest following 
  close behind. Ashallah recognized the newcomer immediately. 
  She’d made a point of familiarizing herself with the power players 
  of Katapesh before arranging her meeting with Omar. And though 
  the Pactmasters all concealed their identities behind heavy masks and 
  dark robes, the foreign ambassadors seeking their favor made no such 
  effort—eager to see the marvels of Katapesh and be noticed among 
  its powerful elite. Omar’s guest was none other than Ambassador 
  Narlaguut Haraxis of Nex, a skilled diplomat on good terms with the 
  court and possessing an amazing affinity for the lucrative slave trade. 
  Ashallah disliked him on that fact alone.
  “Good. You’re finally awake!”
  She greeted Omar with nothing but a glare.
  “You’ll be glad to know the poison abates with no lasting harm. 
  However, I’m afraid the same can’t be said for what comes next. We 
  still need to know everything you’ve learned about the Star, as well as 
  Volaeri’s possession of it.”
  Omar gestured for Riju to retrieve something from the far wall. 
  Ashallah’s eyes followed the suli as he reached for a well-oiled, leather 
  whip on a wooden rack. Aside from the other implements arrayed 
  around it—all undoubtedly used for torturing Omar’s less pliant 
  victims—she also noticed the gleam of her necklace on a nearby table. 
  Riju’s return eclipsed her view of it as he circled behind her, followed 
  by a sharp tug at her sarei as the thin fabric ripped under his rough 
  hands. The cooler air raised goosebumps on her naked back and she 
  braced herself for the pain to come.
  Before Omar could give the order to begin, however, Haraxis 
  signaled for them to wait. The Nexian ambassador then took his time 
  pacing around her, drinking in the sight she presented. He finally 
  stopped directly before her, leaning in close to peer at her face. “You 
  were a slave once.”
  He’d noticed the older scars already marking her body. They set 
  her apart from most courtesans. In Absalom many clients found them 
  off-putting, a compromising blemish on an otherwise perfect form, 
  however Ashallah took pride in them. She’d earned those stripes long 
  before finding Calistria. And she’d taken her revenge for them, as 
  well.
  “When I was a child.”
  “You have a hint of elven blood about you, too.”
  Her eyes met the ambassador’s more fully. “From my grandmother.”
  “Interesting.” He lifted her chin to turn her face more fully toward 
  the light. “Beautiful.” He looked back at Omar. “When you’re done 
  here, we should discuss finding a buyer for her...in Nex.”
  The comment raised her ire. She hated few things more than 
  slavers—the most callous of all who peddled in flesh. Yet, she silently 
  thanked the Nexian that his hobby had drawn him close enough to 
  finally turn the tables on Omar.
  “Maenas!” She hissed the elven word for ‘sting’ as she hoisted 
  herself higher on the chain, quickly wrapping her legs around the 
  ambassador’s neck and pulling him close in a scissor-like vise. The 
  command immediately awakened the wasp from her necklace, its 
  metallic wings taking flight even as Riju rushed in to restrain her 
  from behind, trying to separate her from Haraxis. The mechanical 
  whir of the wasp’s wings created a buzz in the air as it streaked directly 
  for the suli and she smiled with satisfaction when she heard his snarl of 
  sudden pain, knowing full well its sting had delivered its own dose of 
  poison—fair vengeance for the kaafe he’d served. Riju’s grip faltered 
  as the fast-acting venom took hold, dropping him to the floor in a 
  helpless state of involuntary muscle spasms.
  “Edronal!” Her second command caused the wasp to fly up to her 
  manacles and she glared at Omar while it crawled inside the lock, 
  seeking a way to affect her release. The merchant’s eyes widened 
  in shock at the speed with which everything happened, staring at 
  Haraxis as the Nexian continued flailing in a futile attempt to escape 
  her chokehold.
  Omar hesitated, uncertain if he should help Haraxis or risk the 
  ambassador’s death while he summoned more guards. His indecision 
  gave the wasp enough time to release Ashallah, her upper body 
  swinging down as she held onto Haraxis with her legs. The momentum 
  carried them both to the ground, and she pulled the Nexian along, 
  guiding his head into a hard collision with the rough, stone floor. His 
  struggles ceased immediately and she rolled free.
  Disbelief and fear showed on Omar’s face as he realized just how 
  badly he’d underestimated her skill. Confronted with an angry, 
  unimpeded assassin, self-preservation took over and he finally ran 
  for the door. Reaching behind her, Ashallah grabbed the whip from 
  Riju’s still-twitching hand and quickly coiled her entire body to send 
  the lash chasing after him. Its supple leather wrapped around Omar’s 
  ankle and she jerked him off-balance, sending the merchant crashing 
  to the floor. Only then did she rise, launching an extra kick at Haraxis 
  to assure he stayed unconscious.
  “Please! Wait!” Omar rolled over to plead with her, but the wasp cut 
  his words short as it landed on his forehead, its tiny legs making his 
  skin crawl as Ashallah stood over him.
  “You should have stayed in retirement,” she told him, “Now...
  where’s Volaeri?” [
  
  11
  11
  Heroes’ Hoard: 
  Kirnoth’s Bounty
  by Frank “GM Solspiral” Gori
  Art by Carlos “Celurian” Torreblanca
  L
  egends speak of the genie binder, Kirnoth, having made this 
  weapon as a gift to his faithful body guard and younger brother, 
  Aaronoth. According to the tales, despite Aaranoth’s devotion, 
  he was seduced and distracted by a Marid dancer in a beautiful 
  disguise. Because of his failure, the genies were finally able to capture 
  Kirnoth, their hated enemy.
  KIRNOTH’S GUARDIAN, MAJOR ARTIFACT
  Aura strong enchantment and abjuration; CL 20th
  Slot none; Price -; Weight 5lbs
  DESCRIPTION
  This adamantine bladed +1 scimitar of speed has five scarab shaped 
  sockets in its darkwood hilt to place the scarabs listed above. Each 
  time a scarab is placed in the socket the sword grants its wielder the 
  powers of the scarab and gains an additional +1 to its enchantment 
  until it reaches a maximum of +5. The bonuses to diplomacy granted 
  by the scarabs stack and apply to all outsiders with an elemental 
  subtype when placed in the sword (to a maximum of +10).
  When two scarabs are placed in the hilt sockets this sword gains the 
  keen property.
  When four scarabs are placed in the hilt it gains the dancing property.
  If all five scarabs are placed in the sword’s hilt it gains the ability to cast 
  plane shift 3 times a day and it enslaves any true genie on striking. 
  Once a genie is bound into the sword it must grant 3 wishes after 
  which the genie is freed and the sword and scarabs disappear.
  DESTRUCTION
   The wielder must bind a genie and use all three wishes to destroy 
  it, and cannot be an outsider.
  SCARAB OF AIR
  Aura moderate abjuration and transmutation; CL 3rd
  Slot neck; Price 15,000 gp; Weight -
  DESCRIPTION
  Shaped like a platinum scarab beetle and adorned with a large topaz, 
  this jewelry has a pin on the back but also a socket for a chain 
  so it can be worn as a pin or as an amulet. When worn it confers 
  electricity resistance 10 and a constant feather fall effect.
  Additionally it grants a +2 bonus to diplomacy rolls against outsiders 
  from the elemental plane of air.
  CONSTRUCTION
  Requirements Craft Wondrous Item, feather fall, planar binding, 
  resist energy; Cost 7,500 gp
  SCARAB OF EARTH
  Aura moderate abjuration and transmutation; CL 3rd
  Slot neck; Price 24,000 gp; Weight -
  DESCRIPTION
  Shaped like a steel scarab beetle and adorned with a large emerald, 
  this jewelry has a pin on the back but also a socket for a chain so 
  it can be worn as a pin or as an amulet. When worn it confers acid 
  resistance 10 and a constant barkskin effect.
  Additionally it grants a +2 bonus to diplomacy rolls against outsiders 
  from the elemental plane of earth.
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, planar binding, 
  resist energy; Cost 12,000 gp
  SCARAB OF FIRE
  Aura moderate abjuration and transmutation; CL 3rd
  Slot neck; Price 24,000 gp; Weight -
  DESCRIPTION
  Shaped like a copper scarab beetle and adorned with a large ruby, 
  this jewelry has a pin on the back but also a socket for a chain so 
  it can be worn as a pin or as an amulet. When worn it confers fire 
  resistance 10 and the flaming property to any weapon you wield.
  Additionally it grants a +2 bonus to diplomacy rolls against outsiders 
  from the elemental plane of fire.
  CONSTRUCTION
  Requirements Craft Wondrous Item, planar binding, produce 
  flame, resist energy; Cost 10,500 gp
  SCARAB OF WATER
  Aura moderate abjuration and transmutation; CL 3rd
  Slot neck; Price 40,000 gp; Weight -
  DESCRIPTION
  Shaped like a silver scarab beetle and adorned with a large sapphire, 
  this jewelry has a pin on the back but also a socket for a chain so 
  it can be worn as a pin or as an amulet. When worn it confers cold 
  resistance 10 and a constant freedom of movement effect.
  Additionally it grants a +2 bonus to diplomacy rolls against outsiders 
  from the elemental plane of water.
  CONSTRUCTION
  Requirements Craft Wondrous Item, freedom of movement, 
  planar binding, resist energy; Cost 20,000 gp
  SCARAB OF YIELDING
  Aura strong enchantment and moderate abjuration; CL 15th
  Slot neck; Price 48,000 gp; Weight -
  DESCRIPTION
  Shaped like a mithral scarab beetle and adorned with a large 
  diamond, this jewelry has a pin on the back but also a socket for 
  a chain so it can be worn as a pin or as an amulet. When worn it 
  confers the ability to cast binding once a day, if appropriate material 
  components are provided.
  CONSTRUCTION
  Requirements Craft Wondrous Item, binding; Cost 24,000 gp [
  
  12
  12
  Side Trek: Pairi-
  Daeza’s Abode
  by Anthony “Template Fu” Adam
  Art by Mike Lowe
  Map by Alex “Canada Guy” Moore
  M
  any are the wonders to be found at the Peculiar Emporium of 
  Katapesh. Some you will find, others will find you. Ah, my 
  friends, such is the tale in which you now find yourself!
  ADVENTURE BACKGROUND 
  Karkadann al-Rāzī, a mage of Katapesh, has spent his days studying 
  the means of extending life without recourse to lich-dom. He has 
  discovered a process whereby he can subsume a genie, gaining not 
  only its extended life span but also its power. This process involves 
  entering a genie’s bottle or lamp, evicting the genie, and barring him 
  from re-entry. Once inside, he then drains the power of the life lock 
  that holds the genie to the bottle, imbuing himself with the essence so 
  drained. Karkadann has already entered such a vessel and has started 
  the process. The genie has managed to escape with his bottle, fleeing 
  from Karkadann’s personal bodyguards 
  with his prize. It is here that the PCs 
  enter the story.
  ADVENTURE SUMMARY 
  The adventure opens with the party on 
  a resupply trip to the Peculiar Emporium. 
  Whilst browsing the wares of the various 
  market stalls, one of the PCs spots an old 
  man being brutally beaten in a nearby 
  alley. On dispatching the offending 
  humanoids, they discover the old man is 
  a genie, rapidly aging before their eyes. 
  He sends the PCs into his bottle to face 
  the evil that is preventing his return and 
  draining his life.
  PART 1: ALLEYWAY BEATING
  The action begins as the guards corner the genie in an alley at the 
  same moment PCs begin browsing at a nearby stall. Have the party 
  make DC 15 perception checks to determine who spots the altercation. 
  Then read or paraphrase the following:
  With the merciless sun beating down on the stalls of the Peculiar 
  Emporium, your thoughts turn to shade and your favorite watering 
  holes. In a nearby alleyway you notice an old man fall to the ground, 
  crying out in pain as a band of dark robed humanoids surround him, 
  raining blows upon his frail form. One of them picks something up 
  and backs away, ordering the others to “Finish him!”
  1.  Alleyway (CR 5)
  As the party moves into the alley, the assailants, realizing they are 
  discovered, immediately turn their attention to the group, moving so 
  as to separate them from the genie.
  Seeing you enter the alleyway, the assailants turn as one to block 
  the alley and prevent you from reaching the old man. You notice a 
  blue tint to his skin, mottled with dark patches, and he is obviously 
  unwell. 
  The gang leader, now behind his front ranks, tells you, “We have 
  caught this infidel in the act of stealing our master’s wares!” He 
  brandishes a decorated bottle to show as proof. “This is none of your 
  concern, leave now!”
  The old man croaks, “It is mine, your master is the thief!” before the 
  leader kicks him to silence.
  Creatures: 5 house guards and 1 house guard captain turn to face 
  the party as they enter the alley. The genie is a non-combatant.
  HOUSE GUARD CAPTAIN                  (HUMAN WARRIOR 4)
  XP 600
  hp 34; Pathfinder RPG GameMastery Guide 261, Guard Officer, or
  hp 26; Pathfinder RPG NPC Codex 267, Veteran Buccaneer
  HOUSE GUARD                                  (HUMAN WARRIOR 2)
  XP 200
  hp 16; Pathfinder RPG GameMastery Guide 282, Caravan Guard, 
  or
  hp 15; Pathfinder RPG NPC Codex 266, Brigand
  TACTICS
  During Combat The Captain stays behind 
  his guards, preferring to use his bow, but as 
  soon as a guard falls, he switches to melee, 
  stepping into the fray where the gap in the 
  line has formed. 
  Morale If the Captain is slain or 4 house 
  guards are slain, the remaining combatants 
  try to flee. If the Captain flees, he throws the 
  bottle at the nearest PC as a distraction.
  PART 2: BOTTLED!
  The party, having successfully saved the old 
  man, can now see the bottle in more detail. It is 
  an empty wine bottle without a stopper, with a 
  long thin neck that descends to a rounded base 
  with a flat bottom. Myriad multi-colored tiles 
  form the bottle’s patina.
  Rheumy eyes look up as your shadow blocks the heat of the sun 
  from the old man’s back. Cracked, parched lips open and a voice, 
  barely a whisper, pleads “Thank you! Such mercy! But I am far from 
  safe yet. I cannot return home, I have been ousted by a mage most 
  cruel, please enter my home and save me.” 
  Characters should be 6th level at the start of 
  this adventure and should accumulate two thirds 
  (fast track), half (medium track), or one quarter 
  (slow track) the XP needed to attain 7th level.
  
  13
  13
  Without waiting for a reply, he holds forth the stopper to the bottle, 
  adorned with a large diamond that catches the Katapesh sun, 
  streaming rays of light into your eyes …
  The PCs are momentarily blinded and their bodies 
  becoming smoke-like as the bottle hungrily sucks them 
  in. PCs making a DC 25 reflex save can avoid being 
  sucked into the bottle, at which point the genie will 
  explain his predicament and ask them to voluntarily 
  enter and defeat the mage stealing his life essence.
  As they enter the bottle, the PCs discover the 
  first of its secrets. It is a prison that constantly 
  reminds the genie of all the foul deeds he has 
  performed to cause him to be so incarcerated.
  As you descend through the swirling smoke into 
  the depths of the bottle, hazy shapes take form 
  around you, playing out scenes of the old man 
  committing terrible atrocities. Intermingled with 
  the shifting timeline of the genie’s crimes, you 
  notice a hooded human, with brooding dark looks 
  and pitch black eyes, carrying a spellbook. 
  As the PC’s leave the bottle’s neck, they enter the 
  main encounter area. Please ensure you have read and 
  understood all of the environmental effects of the 
  encounter to get the most from it.
  The players will begin the map in the prone position at 
  the center of the wall base of their wedge. The wedges are 
  numbered 1 through 8 on the map. Have the players roll 
  1d8 until they are all placed uniquely in their own wedge. 
  No PC can start in the same wedge as any other PC.
  As the endless descent continues you sense a light 
  approaching from below and your body begins to 
  solidify. You spin in a circular motion as your body 
  is pressed to the side of the bottle and you finally 
  rocket out of the neck into the bowl. Sliding down the 
  bottle wall to a sea of cushions below, you land in an 
  undignified heap.
  2. Saving the Genie (CR 7)
  When the main encounter begins, read or paraphrase 
  the following:
  Gathering your bearings, you see diaphanous silk 
  curtains to either side of you, meeting the bottle wall 
  and running to the side of a raised plinth at the center 
  of the room. You can make out your companions 
  similarly seated around the room’s edges.
  On the plinth in the center of the room you see foggy 
  creatures surrounding a humanoid encased in a multi-
  hued smoky shell. The humanoid’s arms are stretched 
  towards an object floating directly above the very 
  center of the plinth: a heart suspended inside a glass 
  sphere, beating erratically. A beam of dark energy 
  flows downwards from the heart to the humanoid.
  Movement ripples across the surface of the smoky 
  cocoon. Whether the occupant is friend or foe 
  
  14
  14
  becomes immediately apparent as you hear the shadowed form 
  command, “Kill them all!” 
  Eight mephits start the encounter beside the mage.
  Special Encounter Rules - Environment
  On the bottle wall of each wedge are painted scenes similar to those 
  witnessed in the travel down the bottle’s neck. Six display a scene of 
  atonement, showing the original occupant having atoned for most of 
  its crimes; one shows the genie dying outside and the last shows the 
  mage’s first steps towards necromancy. At the end of each round, a new 
  wall segment starts to display further crimes of the mage.
  The genie dies when the last segment changes to a crime of the mage 
  – at this point, the mage enlarges, his skin turns blue and radiates raw 
  genie power. He thanks the PCs for their failure and teleports them 
  away, hundreds of miles from Katapesh. The PCs therefore must defeat 
  the mage before the end of the seventh round.
  If set on fire, the silk curtains flare up and drop to the floor as sticky 
  molten goop. The occupants of adjacent wedges must succeed at a 
  Reflex saving throw (DC 16) or be hit by a sticky globule. Those hit 
  suffer 1d6 fire damage for 3 rounds.
  The PCs discover that the destruction of objects in the room is 
  pointless. Any destroyed item is immediately repaired by the magic of 
  the bottle at the start of the next round.
  Special Encounter Rules - Creatures
  As part of the ritual, the mage is shielded and immune to all damage 
  and spells until he enters the fray on round 4. The mage is covered by 
  a swirling multi-hued screen, from which smoky tendrils stretch out 
  and attach to each mephit in the room. The tendrils are insubstantial 
  and take no damage from any attack or spell; such attacks merely 
  pass through. Although the mage doesn’t act until round 4, roll his 
  initiative in preparation for the events of that round.
  When the mage takes damage that would reduce him to one hit 
  point or less, proceed immediately to concluding the adventure, with 
  the mage on one hit point.
  At the start of rounds 2, 3 and 4, three new mephits appear and 
  enter the fray. All mephits appear adjacent to the mage, with their first 
  action to move to attack the PC with the fewest enemies around them. 
  Creating new mephits consumes spells from the mage’s memory (see 
  below). These mephits may cast (as the mage for level dependent 
  effects) the spell expended for their creation once as a free action that 
  does not provoke an attack of opportunity, but doing so halves their 
  remaining health (minimum of 1). 
  • Round 1 mephits: Air Mephit (waves of fatigue), Water Mephit 
  (bestow curse), Ice Mephit (ghoul touch), Salt Mephit (healing 
  thief ), Ice Mephit (chill touch), Air Mephit (ray of enfeeblement), 
  Water Mephit (lightning bolt), Steam Mephit (blindness)
  • Round 2 mephits: Air Mephit (lightning arc), Ice Mephit (ghoul 
  touch), Water Mephit (magic missile)
  • Round 3 mephits: Steam Mephit (enervation), Salt Mephit 
  (steal voice), Water Mephit (lightning bolt)
  • Round 4 mephits: Water Mephit (bestow curse), Ice Mephit 
  (ghoul touch), Steam Mephit (blindness)
  Creatures: Karkadann is protected by his screen and mephits for 
  the first 3 rounds of the fray. At the start of the fourth round, the 
  creation of the last round of mephits shatters his protective screen and 
  he becomes vulnerable to attack immediately. He acts on his initiative 
  from this round.
  MEPHITS  
                                       CR 3
  XP 800
  hp 19; Pathfinder RPG Bestiary 1, 202 (Air, and Ice 202, Salt, 
  
  15
  15
  Steam and Water, 203) 
  TACTICS 
  During Combat As all mephits fly, they are unaffected by the 
  pillowed terrain.
  Any mephits in existence at the moment the mage is defeated 
  immediately fade away.
  Morale Each mephit fights to the death.
  KARKADANN AL-RAZI                                                   CR 7
  XP 4800
  Male Human (Keleshite) Necromancer 9
  NE Medium Humanoid (human)
  Init +6; Senses Perception +3
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
  hp 85 (9d6+36)
  Fort +8, Ref +6, Will +8
  Special: The mage is shielded and immune to all damage and 
  spells until round 4. His shield breaks at the beginning of the 
  round and he enters combat with his remaining spells.
  OFFENSE
  Speed 30 ft.
  Melee Staff of dark flame +6 (1d6+2/x2) and Unarmed strike +5 
  (1d3+1/x2)
  Spells Prepared (CL 9th; concentration +14)
  5th—lightning arc[2] (DC 20), magic jar* (DC 20), waves of 
  fatigue[1]
  4th—bestow curse[1] (DC 19), bestow curse[4] (DC 19), 
  enervation[3], enervation 
  3rd—deathwine*, healing thief[1], howling agony (DC 18), 
  lightning bolt[1] (DC 18), lightning bolt[3] (DC 18) 
  2nd—blindness/deafness[1] (DC 17), blindness/deafness[4] (DC 
  17), ghoul touch[1] (DC 17), ghoul touch[2] (DC 17), ghoul 
  touch[4] (DC 17), steal voice[3] (DC 17)
  1st—chill touch[1] (DC 16), magic missile[2], magic missile, ray 
  of enfeeblement[1] (DC 16), ray of enfeeblement (DC 16), ray 
  of sickening (DC 16), ray of sickening (DC 16)
  0 (at will)—bleed (DC 15), read magic, ray of frost, touch of 
  fatigue (DC 15)
  Opposition Schools (enchantment, illusion)
  * was cast as part of the mage’s ritual to take over the genie’s life 
  essence and power. 
  [number] indicates the spells consumed by mephit creation in that 
  numbered round.
  TACTICS 
  During Combat Karkadann tries to stay in the center of the room, 
  allowing for his spells to have line of effect to all PCs. If forced 
  away from the center, he moves only 5 feet each round to stay 
  vertical and his mephits will move to merge on his location to 
  surround him protectively.
  Morale Karkadann fights until reduced to one hit point or less.
  STATISTICS
  Str 12, Dex 15, Con 18, Int 21, Wis 13, Cha 11
  Base Atk +4; CMB +5; CMD 19
  Feats Alertness, Bouncing Spell, Combat Casting, Command 
  Undead (8/day) (DC 14), Craft Wondrous Item, Defiant Luck 
  (1/day), Endure Pain (Zon-Kuthon’s Kiss), Improved Initiative, 
  Scribe Scroll
  Skills Appraise +15, Bluff +4, Craft (alchemy) +17, Diplomacy +4, 
  Escape Artist +6, Heal +5, Knowledge (arcana) +17, Knowledge 
  (history) +15, Knowledge (planes) +15, Knowledge (religion) 
  +12, Linguistics +17, Perception +3, Profession (torturer) +8, 
  Sense Motive +3, Spellcraft +17
  Languages Abyssal, Auran, Celestial, Common, Daemonic, Dark 
  Folk, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Kelish, 
  Osiriani, Samsaran, and Vudrani
  SQ arcane bond (object [staff of dark flame] [1/day]), grave touch 
  (8/day), life sight (9 rounds/day)
  Gear staff of dark flame, cloak of resistance +1, ring of protection 
  +2, ring of sustenance, noble’s outfit.
  CONCLUDING THE ADVENTURE
  Time seems to stop momentarily, and the mage becomes rigid and 
  motionless, as all remaining mephits suddenly melt to nothing on a 
  breeze springing from the bottle’s neck above. The silk curtains billow 
  with the arrival of the genie, gliding downwards. Both genie and mage 
  now stand before you, seemingly entranced.
  A deep booming voice echoes around the chamber: “You are to be the 
  hand of justice of the genie order. The genie before you was imprisoned 
  1,000 years ago to this day. You have seen its crimes, and its atonements. 
  Indeed, this once arrogant genie has turned to mortals for aid. How do 
  you find its fate? Freedom or continued imprisonment?”
  If the party chooses continued imprisonment:
  The genie suddenly moves, released from his entranced state.  The 
  voice booms again, turning attention to the mage. “You are a threat 
  to all genie kin. By these mortals’ choice, we have no option but to 
  end your existence.”
  With wild eyes, the mage screams and fades into oblivion.
  If the party chooses to free the genie:
  “So be it. Now, to this human mage, we offer you further justice, 
  you may choose to end his life now, or have him imprisoned for 
  1,000 years in this very bottle to atone for his crimes and forever 
  more become one of genie kind. Which shall you choose?”
  Whatever the party chooses, they find themselves suddenly back in 
  the now empty alley. The genie they have saved steps from behind 
  some stacked woven baskets.
  “I thank you for my life. Do not look for the bottle, it has already been 
  relocated by the genie order. I wish to reward you for what you have 
  done this day.” The genie gestures to a woven basket. “Inside are the 
  items which once belonged to the mage that you may put them to 
  good use against the forces of evil. All items, that is, except the staff. 
  This item I chose to destroy to ensure the safety of all genie kin serving 
  time in bottles and lamps. My thanks again and fare thee well!” 
  The genie bows, shimmers, and fades away.
  In addition to encounter experience (only award PCs mephit 
  experience for those they actually dispatch, do not include any that 
  disperse when the mage is defeated), award each PC a 500 XP story 
  award for freeing the genie, or a 200 XP story award should they 
  choose to leave him imprisoned.
  Award them an additional 300 XP story award if they choose to 
  make the mage an imprisoned genie, and no story award if they choose 
  to sentence him to death. [
  
  16
  16
  Katapesh: Birthplace 
  of Gnolls
  by Thomas “Kilrex” LeBlanc
  Art by Peter Fairfax
  G
  nolls are furred humanoids with a hyena-like head, standing taller 
  than most humans. Gnolls originate in Katapesh, Lamashtu creating 
  their progenitor from dirt. When their earthen mother finished 
  birthing the gnoll race, Lamashtu turned her to stone, creating the Brazen 
  Peaks. Gnolls see other races living in Katapesh as outsiders; to be treated as 
  slaves, killed, or eaten—whatever is most convenient at the moment. 
  While normally a gnoll is not allowable for players to play in a campaign, 
  below are racial traits for a gnoll without racial hit dice. The languages 
  selected are for a gnoll originating in Katapesh.
  KATAPESHI GNOLL (10 RP)
  +2 Strength, +2 Constitution, –2 Intelligence: Gnolls are strong and 
  healthy, but not known for their intellect. (1 RP)
  Medium: Gnolls are Medium creatures and have no bonuses or penalties 
  due to their size. (0 RP)
  Gnoll: Gnolls are humanoids with the gnoll subtype. (0 RP)
  Normal Speed: Gnolls have a base speed of 30 feet. (0 RP)
  Darkvision: Gnolls can see in the dark up to 60 feet. (2 RP)
  Desert Runner: Gnolls receive a +4 racial bonus 
  on Constitution checks and Fortitude saves 
  to avoid fatigue and exhaustion, as well as 
  any other ill effects from running, forced 
  marches, starvation, thirst, and hot or cold 
  environments. (2 RP)
  Bite: Gnolls gain a natural bite attack, 
  dealing 1d4 damage. The bite is a primary 
  attack, or a secondary attack if the creature is 
  wielding manufactured weapons. (1 RP)
  Natural Armor: Gnolls gain a +1 natural 
  armor bonus to their Armor Class. (2 RP)
  Toughness: Gnoll characters begin play 
  with Toughness. (2 RP)
  Languages: Gnolls begin play speaking 
  Gnoll. Gnolls with high Intelligence scores 
  can choose from the following: Aquan, 
  Auran, Common, Ignan, Kellish, Osiriani, 
  and Terran. (0 RP)
  Favored Class Options
  Cleric: Add +1/5 to the caster level of domain 
  spells.
  Ranger: Add a +1 racial bonus on Survival skill checks. When this bonus 
  reaches +6, the ranger can track at normal speed without a penalty. When 
  this bonus reaches +12, the ranger can track at twice normal speed with only 
  a –10 penalty.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Background
  For campaigns using Pathfinder RPG Ultimate Campaign, below is a 
  character background generator for a player wishing to play as a gnoll.
  Gnoll Pack (Homeland)
  d% 
  Result 
  1–30 
  Carrion Tribes: Your birthplace is the Pale Mountain region. You 
  gain access to the Militia Veteran regional trait. 
  31–50 
   Sandstalker:  Your pack dwells in the White Canyon. You gain 
  access to the Highlander regional trait.
  51–65 
  Spotted Hide: Your pack calls the savannahs of Katapesh home. 
  You gain access to the Plains Stalker regional trait.
  66–80 
  Duenas: Your pack roams the deserts of Katapesh. You gain access 
  to the Desert Child regional trait. 
  81–90 
  Razor Fang: Your pack thrives amongst the Barrier Wall and 
  Brazen Peaks. You gain access to the Poison Talented regional trait.
  91–100 Pack-less: You were raised in a settlement, gaining the Barely 
  Civilized regional trait.
  Gnoll Parents
  d% 
  Result
  1–10 
  Both of your parents are alive.
  11–45 
  Only your father is alive. If you belong to the Spotted Hide pack, 
  your mother lives instead.
  46–75 
  Only your mother is alive. If you belong to the Spotted Hide pack, 
  your father lives instead.
  76–100 Both of your parents are dead. You gain access to the Orphaned 
  social trait.
  Gnoll Siblings
  d% 
  Result
  1–50 
  1d4+1 siblings. You gain access to the Kin Guardian combat trait.
  51–75 
  2d4 siblings. You gain access to the Kin Guardian combat trait.
  76–90 
  3d4 siblings. You gain access to the Kin Guardian combat trait.
  91–100 No siblings.
  Gnoll Race Traits
  Grave Robber: Gnolls know the dead need no possessions. You gain 
  a +2 circumstance bonus on Perception checks to discover valuables, 
  on Bluff checks about the origins of your valuables, and all Appraise 
  checks.
  Slaver: Gnolls are masters of keeping their slaves in line. A gnoll can 
  make an Intimidate check with a –4 penalty to command any creature 
  it is grappling. This is a spell-like ability with an effective spell level of 1, 
  and it has a DC of 10 + 1/2 the gnoll’s level + their Charisma modifier.
  Regional Traits
  Barely Civilized: The taint of the wild still runs in your veins. 
  You gain +1 morale bonus to attack and damage rolls against a 
  creature that failed to demoralize you with the Intimidate skill. 
  This bonus lasts for the rest of the encounter.
  Plains Stalker: You know in open ground, the first strike is the 
  most important. You gain a +1 circumstance bonus to attacks made in the 
  surprise round.
  Poison Talented: From an early age you have learned to handle poisons. 
  You gain a +2 to saves against poison if you accidently exposed yourself when 
  applying or readying a poison. If you gain the poison use ability, increase the 
  poison DC by +1 for poisons you apply or ready. [
  
  17
  17
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  18
  18
  Golarion Gazetteer: 
  Al-Bashir, The Golden 
  Ca ge
  by Shaun Hocking
  Art by Andrew DeFelice
  T
  he great city of Al-Bashir fell into ruin over 500 years ago 
  as the ambition of its planners outshone the decadence of 
  future generations.  They neglected to maintain the lavishly 
  built streets and spires. When the age of the buildings overtook 
  the skill of Al-Bashir’s artisans, minarets fell into the streets and 
  entire buildings fell into the labyrinthine catacombs beneath the 
  city. Surprisingly few of Al-Bashir’s citizens were killed during 
  this period of ruin, but one-by-one the social structures of the 
  city collapsed as surely as its architecture. First, the governor and 
  nobles left, then the merchants and priests, and with the city 
  continuing to collapse around them, the commoners were not far 
  behind finally abandoning the city to the desert.
  APPROACHING AL-BASHIR
  An escarpment of the Zho Mountains borders Al-Bashir to 
  the east, where the resourceful aristocrats mined fortunes of 
  gold.  Now, vicious chimeras claim the mines and cliff-side.  To 
  the south flows the mighty Pashman River which once brought 
  life and trade to the city.  In the north and west, wind-blasted 
  foothills and sand-choked wastelands are prowled by manticores 
  and bugbear war bands that trade captives with slavers out of the 
  Ketz Desert.
  THE OUTER CITY
  Al-Bashir is divided into three sections, each enclosed by 
  concentric pentagonal walls. Every section of the vast Outer 
  Wall bears a gate decorated with carvings of one of the five main 
  types of genie-kin. The Shaitan Gate faces the escarpment of the 
  Zho Mountains, the Marid Gate opens onto the damaged stone 
  bridge that crosses the Pashman River, while the Djinni, Efreeti, 
  and Janni Gates face towards the northern and western hills 
  and deserts.  Sandstone gargoyles favour the crumbled statuary 
  surrounding the gates for nests and perches. Though dangerous 
  to intruders, they are too few in number to battle the harpies for 
  dominion of the best roosting spots of the Inner City.
  The Outer City is the largest of the three districts of Al-Bashir, 
  and it was here that the common folk of the city lived, the satrap’s 
  soldiers drilled, and tradesman thrived.  The abandoned shells of 
  structures here are largely empty, though disorganised packs of 
  feral ghouls use them during daylight hours as shelter from the 
  sun, emerging at night to feast on hapless travellers or wildlife 
  lured to the ruins by the songs of the harpies that dwell within the 
  Inner City. Occasionally, manticores and chimera  compelled by 
  powerful urges they cannot comprehend migrate to the city.
  THE INNER CITY
  The Inner Wall has four gates dedicated to the former gods of 
  the city: Irori, Nethys, Pharasma, and Sarenrae.  A fifth gate, free 
  of adornment, supposedly relates to the hidden worship of the 
  demon lord Socothbenoth by the city’s aristocracy.  This district 
  of the city held temples to each of the four main gods of Al-
  Bashir, the great markets upon which the city thrived, the palace 
  of the governor, and the homes of the wealthy and merchant 
  castes. 
  The tallest buildings, spires, and minarets of golden Al-
  Bashir were found in the Inner City, but most now lie broken 
  in the streets. Eager to flaunt the city’s vast wealth, overzealous 
  architects frequently used inferior magically strengthened gold. 
  Unsurprisingly, as the magic faded, buildings fell and foundations 
  sank beneath the weight of the soft metal.  Today, drifts of sand 
  fill the broken streets and sinkholes; dust diggers infest the district 
  and prey on wildlife that ventures too close to the ground.
  Though they can often be found throughout Al-Bashir, harpies 
  truly dominate the Inner City. Numbering in the hundreds, the 
  wicked creatures are divided by loyalties to the sorcerer matrons 
  who lead them. Cruesa (CE harpy rakshasa-bloodline sorcerer 9) 
  prefers solitude and has few but loyal followers.  She is wily and 
  manipulates her sister-matrons into fighting each other.  She nests 
  in the tallest minaret still standing in the city, once belonging to the 
  palace of the governor. Zeedla (CE harpy efreeti-bloodline sorcerer 
  5) roosts within the roof of the great temple of Sarenrae; many 
  of her followers also have sorcerous abilities. Ishmat (CE harpy 
  barbarian 2/abyssal-bloodline sorcerer 3) is the wildest and most 
  violent of the three harpy matrons. She maintains several roosts in 
  the city, claiming new turf daily. Though Ishmat’s followers are a 
  veritable army, they lack direction and are little more than gangs 
  of bullies constantly fighting amongst themselves. 
  THE OASIS OF CALM
  At the center of the city, sits the Oasis of Calm. Perfectly 
  encircled by unbroken walls lies a patch of fertile ground upon 
  which no part of the city was ever built. There is no way to enter 
  the oasis aboveground without expert climbing skills or magic. 
  Secret catacombs once linked the homes of the wealthiest citizens 
  and the city’s temples to a hidden labyrinth beneath the city that 
  allowed access to the oasis. Today, the oasis is the home of Erevele 
  (CG advanced nymph) who fights a losing battle to defend the 
  oasis against the encroachment of the harpies and foul creatures 
  from the Underwalks. The waters of the Oasis once purportedly 
  held magical powers – legends claim that they could heal the sick 
  or allow glimpses of the past and future.
  THE UNDERWALKS
  These catacombs suffered greatly during Al-Bashir’s collapse 
  and the many cave-ins have made the maze-like passages a 
  truly frustrating labyrinth. They spread beneath the entire city; 
  sinkholes in the streets above may lead into the Underwalks but 
  fresh collapses might block a particular route from one day to the 
  next. 
  
  19
  19
  A nest of adherers prowls the tunnels, throngs of gryph collect 
  trinkets left behind, and swarms of scorpions and centipedes breed 
  in the cracks. A rumoured cathedral of Socothbenoth is hidden 
  somewhere beneath the Inner City, where a five hundred year-old 
  undead high priest still practices his depraved worship.
  CAVERNS OF NAR-VOTH
  The collapses of the city above caused some sections of the 
  Underwalks to fall into the caverns of Nar-Voth below, opening 
  routes from the Darklands to the surface. Here clusters of ropers 
  follow Gulgurgazlaxl (CE roper cleric of Rovagug 5) and 
  occasionally venture into the Underwalks above to hunt. 
  The largest interconnected chambers are home to Melarane 
  (CE seraptis demon) and her glabrezu and succubi minions. 
  These demonic wardens stand guard over an even greater power, 
  imprisoned in an adjoining cavern. The gryph who prowl the 
  Underwalks often sneak down here, secretly bypassing Melarane’s 
  demons to bring baubles as offerings to the prisoner. 
  Accessible only through a narrow fissure, barely wide enough 
  for an adult human to squeeze through, is the true evil heart of 
  Al-Bashir. Infernergal, the Plague of Ash and Bone (CE 23HD 
  half-fiend phoenix) squats down here in a cavern lit by his own 
  nauseating green-grey flames. The offspring of the demon lord 
  Nurgal and one of Sarenrae’s celestial phoenixes, Infernergal is a 
  foul creature of fire and disease. He is consumed by dreams of 
  visiting vengeance and destruction upon those he holds responsible 
  for his incarceration. 
  Infernergal’s origins lie in the Abyss where, long ago, the 
  demon lord Socothbenoth desired a coterie of half-fiend phoenix 
  offspring.  He abducted one of Sarenrae’s phoenixes to serve 
  as the brood mother; however, his half-brother Nurgal stole 
  into Socothbenoth’s Cathedral Thelemic and impregnated the 
  phoenix himself. This struck a spiteful blow against his sibling, 
  winning Nurgal a small victory in their ever enduring war. When 
  Socothbenoth learned of this affront to his pride, he buried the 
  resulting egg beneath the sands of what would one day become 
  the Qadiran desert, bound to a cold dark cavern for all eternity. 
  After hatching, Infernergal squatted in the darkness for millennia, 
  dying and being reborn dozens of times as the city of Al-Bashir was 
  built above his prison. Socothbenoth tempted the decadent rulers 
  of the city into his service and they obediently turned Al-Bashir 
  into a golden cage, trapping Infernergal below. The city’s eventual 
  collapse brought the first flush of something akin to pleasure to 
  phoenix’s despicable heart. Subsequent collapses opened paths 
  from the city to his prison and allowed some of his febrile evil to 
  seep into the world above and draw vicious creatures to the ruins. 
  For his part, Nurgal does not care about his son’s fate. As an act 
  of spite, the phoenix has served his purpose, and any continuing 
  pain or discomfort his existence can cause Socothbenoth is further 
  reward for Nurgal. Why Socothbenoth should care so much about 
  Infernergal’s imprisonment is not clear, but his entranced occultists 
  often repeat the phrase: ‘The buried phoenix burns the sin’.
  Infernergal sits and waits the day when someone will best 
  the harpies above and find their way through the Underwalks, 
  coming close enough to his cavern that he can manipulate them 
  into freeing him. Once freed he plans to wage war upon those 
  he blames for his existence and incarceration – Sarenrae and 
  Socothbenoth – but first he intends to visit destruction upon the 
  lands of Qadira to alleviate the frustration of several thousand 
  years of imprisonment. [
  
  20
  20
  A 
  kiln-hot wind pushed through Okeno’s bustling market. 
  Though the sun had scarcely risen, hundreds of voices – 
  most in guttural Keleshite, a few in the common trade 
  tongue of the West – were already competing to sell everything 
  imaginable. Hundreds of voices shouted out trying to earn just 
  a little more coin before the desert heat became unbearable. 
  Here, as throughout Katapesh, a person’s worth was judged by 
  his wealth. 
  Sekani Amin, deemed to be worth nothing at all, stood in 
  the crowded market and tried not to panic. He had a problem. 
  Nine problems, to be exact: nine golden scarabs belonging to his 
  master, the Most Honorable Barut Hatshepsut. Barut had made 
  quite a show of trusting Sekani, a mere slave, to carry so much 
  gold. Like a fool, Sekani had puffed out his chest proudly. Now, 
  along with Sekani’s pride, his master’s gold was gone. Stolen. 
  It was very well understood that the Most Honorable Barut 
  Hatshepsut did not react well to having his gold stolen. 
  Sekani would be scourged…or worse. Think. He had nervously 
  patted the silk purse half a dozen times since the tanner had 
  handed it over. It must have been taken in the last few moments. 
  He turned to survey the crowd in his wake. In the stall he had 
  just passed, two men haggled over several thin fish draped over a 
  block of rapidly melting ice. Past them was an overflowing fruit 
  cart with a cheery yellow skirt…a skirt which did not waver in the 
  sweltering breeze. Something—or someone—huddled behind it.
  As Sekani started forward, a small boy darted out from 
  underneath the cart. The boy was dressed in tattered rags, but 
  his hand clutched the stolen purse. He held Sekani’s gaze for a 
  moment, and then took off into the crowd.
  “Stop, thief!” he shouted after the boy. Taking care not to jostle 
  anyone more important than himself – which was pretty much 
  anyone – Sekani gave chase.  But his sandals were slick with 
  sweat, threatening to trip him with each slapping step. The boy, 
  though barefoot on the searing paving stones, slid effortlessly 
  through the crowd. Sekani was quickly outpaced and lost sight 
  of his quarry. He shuffled to a stop under the shade of a nearby 
  awning. 
  He had to get his master’s gold back. But how?
  Sekani spent the next several hours in the market asking 
  after the boy to no avail. Most of the merchants in Okeno’s 
  Grand Market regarded petty thieves the way they did insects - 
  annoyances to be squashed - and they certainly didn’t bother to 
  distinguish one from another.
  Nine Golden Scarabs
  by Aaron “bugleyman” Motta
  Art by Mike Lowe
  Sekani’s iron collar didn’t help either, as most cared little for 
  the troubles of a slave. A few of the men didn’t even bother to 
  hide their amusement at Sekani’s growing desperation. 
  By mid-morning, Sekani knew he would soon be missed. There 
  was only one way he might still find the boy in time…though 
  it may be worse than returning empty-handed. He would go to 
  Amunet.
         *   *   *
  Amunet had lived among the poor for as long as anyone he 
  knew remembered. She served the most destitute of the city as a 
  seer, apothecary, and midwife. She had attended Sekani’s birth 
  twenty years ago, just as she had attended his mother’s before 
  him. Her treatments were effective, and her visions often came 
  to pass, but because one could never be certain what she might 
  require in return for her aid, most did not seek her lightly. Now, 
  Sekani didn’t have a choice. Her magic was the only way he could 
  see to find the boy in time.
  Amunet lived alone on the first floor of a mud-brick tenement 
  at the end of a run-down street. Had she been anyone else, the 
  vacant upper floors of the building would have sheltered Pesh 
  addicts. But she was not someone else, and so none would dare. 
  Her door sported a pattern of whirling grooves etched by decades 
  of scouring sand and wind. It was upon this door that Sekani 
  now found himself gently knocking.
  “Enter,” croaked a voice from behind the heavy door. 
  Some part of Sekani had half-hoped that there would be no 
  answer. He stepped in and closed the door. The room was dark, 
  and smelled of jasmine. As his eyes adjusted, he made out Amunet 
  hunched at a table in front of him. It was difficult to tell in the 
  dimness, but she seemed to have grown even more wizened in the 
  years since he had last seen her.
  “Sekani! It is good to see you. It has been too long,” she rasped.
  “Greetings, honored one” he bowed. How had she recognized 
  him so quickly after so much time? “I come seeking your aid in 
  catching a thief from the marketplace.” 
  “A thief? Am I now part of the city watch?” She seemed almost 
  amused.
  “Of course not, honored one,” Sekani replied. Perhaps this had 
  been a mistake, but it was too late to change his mind now. He 
  plunged forward. “I am desperate. My master’s money was taken, 
  and I will be beaten if I do not recover it. I had hoped you might 
  use your power to seek a vision of the boy.”
  “Tell me of your thief,” she replied.
  Sekani related the morning’s events in as much detail as he 
  could recall. She listened quietly without interruption. When he 
  had finished, she spoke. 
  “And if this thief no longer has your master’s money? What 
  then?”
  “Then I will turn him over to the Zephyr Guard,” Sekani 
  replied.
  “...and they will take his hand,” she finished.
  “If that is the law.”
  She regarded him for several moments before responding. “I 
  need no spells to find the boy you seek. He is known to me.” 
  “What is the price of this information honored one? I have no 
  money.”
  “I do not want coin, Sekani. You have your mother’s heart. I ask 
  only that you follow it. Do that and you will owe me nothing.”
  “Agreed.”
  
  21
  21
  “Very well,” she replied. “Listen carefully…”
         *   *   *
  It was near the blazing heat of midday by the time Sekani arrived 
  at the abandoned waterfront tavern Amunet had described. A sign 
  flecked with peeling blue paint decreed the dilapidated wooden 
  building before him to be The Dolphin’s Rest. Most of the 
  windows had been boarded up; the ones that hadn’t were painted 
  over. A rusty chain was draped carefully across the handle of 
  the front door as if to make the building appear secure. Sekani 
  carefully removed the chain and slipped inside.
  Shadowy outlines slowly coalesced into a stained bar and a row 
  of stools standing vigil over the remains of an old common room. 
  Dozens of tables and chairs had been piled up against the far 
  wall. In the near corner of the room was an old mattress, upon 
  which slumbered a young girl. Sleeping on the floor nearby was 
  the thief. Sekani approached as quietly as he was able, wary of the 
  old boards creaking underfoot. As he drew near, the boy’s eyes 
  popped open, but by then it was too late. Sekani grabbed the boy.
  “Where is my gold, little thief?” Sekani hissed.
  “My name is Kosey. I--”
  “Do you think I care to know your name? Where is my gold?”
  “Gone,” the boy choked.
  “Gone!? What do you mean, ‘gone’?” Sekani shook the boy. 
  “Do you know what they do to thieves in this city?” 
  Please let the boy be lying. Perhaps the money is still here. Sekani 
  looked around the room: A filthy mattress, a crust of moldy 
  bread, stained blankets and a fouled bucket. Sekani was well 
  acquainted with squalor. But there was something more. The girl 
  was thin and pale, with dark circles under her eyes. Her breath 
  rattled in her chest. Though she seemed to be resting, she had 
  obviously been very ill. Sekani knew what the boy had done with 
  the money. 
  “She’s my sister. She was dying…” Kosey sobbed.
  Sekani released the boy, and gently placed a hand on his 
  shoulder. “No need to explain, young one. I understand. Finally, 
  I understand.” 
  He wished Kosey well when he left. They let his sister sleep. 
        *   *   *
  Sweat stung Sekani’s eyes as he passed the topiary animals 
  on his master’s wide green lawn. He would soon face the Most 
  Honorable Barut Hatshepsut empty-handed, though he was no 
  longer afraid.
  “You’re late, Sekani,” observed the guard at the manor’s front 
  door. “You’re to go straight to the master.” 
  “Of course,” replied Sekani, bowing.
  “I almost forgot…someone left you this.” The guard pressed 
  a small, paper-wrapped bundle into Sekani’s hand. There was a 
  note written on the inside of the wrapping:
  Sekani,
  I would have cured the girl for free, but the boy insisted on paying. 
  Some see value only in gold, yet today you paid me in something far 
  more valuable.
  Hope.
  Amunet
  Inside was his master’s purse. He emptied the purse into his hand. 
  Nine golden scarabs. [
  
  22
  22
  Prestigious: 
  The Hakima
  by Margherita “Bardess” Tramontano
  Art by Silvia “crescentmoon” Gonzalez
  “W
  ell, my friends,” said Luminous Kurannor, sitting at the center 
  of a circle of watchful warriors behind the dune, “we have 
  finally come to our last battle. The den of the snakes lies before 
  us, and surely we will sustain an arduous  fight to eradicate them.”
  The small group had tracked these diabolical cultists for months. The evil 
  priests secretly poisoned the country; bribing men and women of power, sending 
  their fanatic murderers to assassinate good rulers, and taking command of 
  little armies for their dark purposes. Lu’s parents, like so many others, had 
  fallen victim to their ghastly plots. The young monk had sworn to destroy the 
  sect. Not only for revenge, nor for himself alone, but to assure peace and to free 
  his homeland from such a plague.
  At last, there they were, hidden just a few hundred yards from a cave mouth 
  watched over by black-hooded guards. The heart of the malevolent body must 
  be hidden in its depths below the desert. They would face them - and maybe 
  not everyone would come out alive.
  “We’ll all follow you, my prince,” said Red Twain, the rogue, Lu’s closest 
  friend. For once, he used Lu’s official title, making the monk smile.
  “Just say the word, lad,” added Edward Shithe, slipping his gun out of the 
  sleeve and flourishing it with an expert gesture. “We’re ready.”
  The other companions nodded in agreement.
  “Then,” said Luminous, “we’ll attack at sunrise. First we have to know 
  what is awaiting us.” He turned to the slender figure swaying gracefully in the 
  glow preceding the dawn. “My dearest Sahira,” he called softly.
  The young woman concluded her praying dance to the rising sun, gathered 
  herself in her flowing white robes, and came near. Her golden hair created a 
  halo of firelight around her face under the first morning rays. “Beloved,” she 
  said, “the Heavens spoke to me. We’ll find the wicked sect’s head priest in that 
  cave. He holds terrifying spells, and many holy assassins are ready to die for 
  him. We will face traps and beasts within, as well as summoned devils and 
  deadly illusions.  The transmuted victims of their perverse magic must not be 
  killed though. I can guide us along the less dangerous path to the prisoners’ 
  cells. Once we have freed them, the Heavens will show me the entrance to the 
  leader’s chamber - and I will guide your sword so that you may destroy his 
  evil forever.”
  Many an Arabian adventure tale features beautiful wise women, able 
  to see what other people cannot and to offer answers to the travelers’ 
  questions. They are the hakima, or sages.
  A hakima can be the respected priestess of a desert tribe or village, the 
  daughter of a wealthy family exhibiting supernatural talents, or the witty 
  slave who saves her master from sure death thanks to her foresight and 
  resources. She enchants with her music, song or dance, heals wounds, 
  discovers and dispels wicked enchantments and transmutations, thwarts 
  schemes, unmasks evildoers, and always seems to know and see hidden 
  and forbidden things.
  Nearly all hakima are bard/clerics or bard/oracles, but some druids, 
  inquisitors, and even a few monks and paladins choose this path as well.
  Role: A hakima is the guardian of her community, keeper of traditions 
  and tribal seer. It is not uncommon for her to become a tribe’s chief 
  herself. She is not a first–line warrior, but her divination powers and 
  knowledge make her a precious resource for a party. A hakima rarely 
  attacks an opponent directly; instead, she encourages and supports her 
  allies, finding and pointing out the enemies’ weaknesses. Her healing 
  skills and bardic abilities allow her to play a great role in defense.
  Alignment: Any. Good and neutral hakima are the majority, but 
  evil wise women can become dangerous scheming and blackmailing 
  villains.
  Hit Die: d8.
  Requirements
  To qualify to become a hakima, a character must fulfill all the following 
  criteria.
  Skills: Knowledge (religion) 5 ranks.
  Spells: Able to cast 1st-level divine spells.
  Special: Bardic performance class feature; access to either a domain or 
  mystery. Only female characters can become hakima.
  Class Skills
  The hakima’s class skills are Appraise (Int), Diplomacy (Cha), Heal 
  (Cha), Knowledge (all, Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks at Each Level: 4 + Int modifier.
  Table: Hakima
   
  Base 
   
  Attack  Fort  
   Ref  
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special  
   
   
   
   
   
  Spells per Day
  1st 
  +0 
  +0 
  +1 
  +1 
  Charismatic diviner, look beyond appearances, sage storyteller 
  +1 level of existing spellcasting class
  2nd 
  +1 
  +1 
  +1 
  +1 
  Bardic knowledge, penetrating gaze 
   
   
   
  +1 level of existing spellcasting class
  3rd 
  +2 
  +1 
  +2 
  +2 
  Look beyond appearances 
   
   
   
   
  +1 level of existing spellcasting class
  4th 
  +3 
  +1 
  +2 
  +2 
  See behind the veils  
   
   
   
   
  +1 level of existing spellcasting class
  5th 
  +3 
  +2 
  +3 
  +3 
  Lore master 
   
   
   
   
   
  +1 level of existing spellcasting class
  6th 
  +4 
  +2 
  +3 
  +3 
  See behind the veils  
   
   
   
   
  +1 level of existing spellcasting class
  7th 
  +5 
  +2 
  +4 
  +4 
  Look beyond appearances 
   
   
   
   
  +1 level of existing spellcasting class
  8th 
  +6 
  +3 
  +4 
  +4 
  Penetrating gaze 
   
   
   
   
   
  +1 level of existing spellcasting class
  9th 
  +6 
  +3 
  +5 
  +5 
  See behind the veils  
   
   
   
   
  +1 level of existing spellcasting class
  10th 
  +7 
  +3 
  +5 
  +5 
  True seer  
   
   
   
   
   
  +1 level of existing spellcasting class
  
  23
  23
  Class Features
  The following are class features of the hakima prestige class.
  Weapon and Armor Proficiency: A hakima gains no proficiency with 
  any weapon or armor.
  Spells per Day: When a new hakima level is gained, the character gains 
  new spells per day as if she had also gained a level in a spellcasting class she 
  belonged to before adding the prestige class. She does not, however, gain 
  other benefits a character of 
  that class would have gained, 
  except for additional spells per 
  day, spells known (if she is a 
  spontaneous caster), and 
  an increased effective 
  level of spellcasting. 
  If a character had 
  more 
  than 
  one 
  spellcasting 
  class 
  before becoming a 
  hakima, she must decide 
  to which class she adds the 
  new level for the purpose of 
  determining spells per day.
  Charismatic Diviner (Su): 
  At 1st level, the hakima gains 
  SpellsongUM as a bonus feat 
  and may use it with any spell 
  that she casts. During each 
  performance, 
  the 
  hakima 
  may spontaneously cast any 
  one divination spell from any 
  spell list as if it were on her 
  list of known spells. She must 
  expend a spell slot or prepared 
  spell of the spell’s level. If 
  her base class could not 
  normally cast that spell, 
  it is treated as one level 
  higher.
  Look Beyond Appearances 
  (Ex): The hakima can see 
  many things that ordinary 
  people cannot, and her 
  intuition is legendary. At 1st 
  level, a hakima adds her class 
  level to all Perception and 
  Sense Motive skill checks.
  At 3rd level, the hakima can 
  attempt to discern a character’s 
  true level, class/classes, or 
  station with a successful Sense 
  Motive check against a DC 
  equal to 10 + the target’s Hit 
  Dice or 10 + the target’s Bluff 
  modifier.
  At 7th level, the hakima gains 
  a bonus equal to her class level on 
  all saving throws against illusions and 
  mirages.
  Sage Storyteller: A hakima’s class 
  level stacks with bard levels for determining 
  the effects of her bardic performances, and with her divine spellcaster 
  class for determining her oracle revelations or domain powers (but not 
  domain spells). This does not grant any additional abilities or rounds of 
  performance.
  Bardic Knowledge (Ex): At 2nd level, the hakima gains bardic 
  knowledge. This ability is identical to the bard class feature of the same 
  name, and levels in this class stack with levels in any other class that 
  grants a similar ability.
  Penetrating 
  Gaze 
  (Sp): At 2nd level, a 
  hakima gains the detect 
  alignment 
  ability 
  of 
  the inquisitor class. At 
  8th level, she gains the 
  inquisitor’s discern lies 
  ability. Her hakima levels 
  stack 
  with 
  inquisitor 
  levels for determining 
  these abilities.
  See Behind the Veils 
  (Sp): The hakima gains 
  some divination spells as 
  spell-like abilities. At 4th 
  level, a hakima can detect 
  secret doors once per day 
  per class level. At 6th 
  level, she can reveal true 
  shape once per day per 
  class level. At 9th level, 
  the hakima can analyze 
  dweomer for a number 
  of rounds per day equal 
  to her character level. 
  These 
  rounds 
  need 
  not be consecutive. All 
  may be activated as an 
  immediate action.
  Lore Master (Ex): At 
  5th level, a hakima gains 
  the bard’s lore master 
  ability. 
  Her 
  hakima 
  levels stack with bard 
  levels for determining 
  the effectiveness of this 
  ability.
  True Seer (Su): At 
  10th level, the hakima 
  can use true seeing three 
  times per day as a spell–
  like ability. When she 
  identifies a spell with 
  her analyze dweomer 
  ability, she can guess the 
  spellcaster’s identity by 
  expending an additional 
  round of the ability, if she 
  has ever seen him or her. Any 
  divination spell that the hakima 
  casts using Spellsong is extended and 
  enlarged without level increase. Finally, 
  the hakima can automatically use any 
  divination magic item as if succeeding on a Use Magic Device check. [
  
  24
  24
  Ships of the Inner 
  Deserts
  by Dain “zylphryx” Nielsen
  Art by Nick Russell
  T
  he vast deserts of the Padishah Empire of Kelesh can indeed be called 
  seas of sand.  Their shifting dunes, blinding windstorms, and the 
  sense of isolation one can have in their midst rivals any of the seas of 
  Golarion. While one would expect the similarity to end there, they do share at 
  least one other feature-- both have ships sailing over them.
  ENGINES
  Unlike ships which travel the waves of the Inner Sea, the Sand Ships of Kelesh 
  rely upon arcane engines of one type or another to traverse the desolate sands of 
  the deserts. These devices are considered the primary propulsion source; if sails 
  are used, they are considered the secondary propulsion source.  There are three 
  main types of engines-- obsidian engines, elemental engines, and devouring 
  engines.
  Obsidian Engines
  The most common vessels utilize the obsidian engine, a set of three enchanted 
  rails upon which the vessel sits. These rails turn the sand beneath them to a 
  slick obsidian track upon which the vessel travels. The ends of the rails shatter 
  the obsidian to dust and disperse it behind the vessel as it travels.
  Due to the nature of its means of travel, these vessels are rarely larger than 
  gargantuan in size. Those few vessels which do attain colossal size rely upon 
  levitated decks to reduce their overall weight.
  Driving a vehicle using an obsidian engine requires an action but no driver 
  check.  Smaller vehicles (size Large or smaller) can move at a speed of 60 feet 
  and accelerate at a rate of 30 feet. Larger vehicles can move at a speed of 90 feet 
  and accelerate at a rate of 30 feet.
  SAND CUTTER
  Gargantuan land vehicle
  Squares 20 (10 ft. by 25 ft.); Cost 35,000 gp
  DEFENSE
  AC 6; Hardness 5
  hp 300 (150)
  Base Save +4
  OFFENSE
  Maximum Speed 120 ft. (current and engine) or 60 ft. (engine only); 
  Acceleration 45 ft. (current and engine) or 30 ft. (engine only)
  CMB +4; CMD 14
  Ramming Damage 4d8
  DESCRIPTION
  This ship rides on three metal rails, the center rail acting as a rudder. 
  The ship has a single mast using a lateen sail. It can carry 30 tons of 
  cargo or 60 soldiers.
  Propulsion magic (20 squares of obsidian engine, hardness 20, hp 
  800) or current (air; 10 squares of sails, hp 50, only available with 
  functioning magical engine)
  Driving Check No driver check required with engine only, Profession 
  (sailor) or Knowledge (nature) DC +10 when sails are used.
  Forward Facing the ship’s forward
  Driving Device rudder
  Driving Space the two middle rear squares of the sand cutter
  Crew 10
  Decks 2
  Elemental Engines
  In a land where the binding of elementals is well known, the use of these 
  creatures to power ships was an inevitable evolution. These engines utilize the 
  natural abilities of the elementals for their means of propulsion. As such, the 
  most common elemental engines use bound earth or air elementals.
  Vessels utilizing air elementals skim over the surface of the desert and are the 
  fastest of the Sand Ships of Kelesh. Because they do not make contact with the 
  ground, the DC of any Survival check to track them increases by +20.
  Vessels utilizing earth elementals glide through the ground itself.  While 
  they are among the slowest of the Sand Ships of Kelesh and leave a clear trail 
  while moving along the surface, most designs incorporate an enclosed, curved 
  shell that allows the entire vessel to travel below the desert sands for several 
  hours at a time. The base DC for Survival checks to track a ship traveling along 
  the surface has a -10 modifier, but it is impossible to track while underground.
  Elemental engines require constant balancing of their binding enchantments. 
  Driver checks require a DC 20 Spellcraft check, a DC 20 Use Magic Device 
  check or a DC 25 Knowledge (arcana) check.
  Smaller vehicles (size Large or smaller) using an air elemental engine can move 
  at a speed of 90 feet and accelerate at a rate of 45 feet. Larger vehicles (Huge or 
  greater) can move at a speed of 120 feet and accelerate at a rate of 45 feet. 
  Smaller vehicles (size Large or smaller) using an earth elemental engine can 
  move at a speed of 30 feet and accelerate at a rate of 15 feet. Larger vehicles 
  (Huge or greater) can move at a speed of 45 feet and accelerate at a rate of 15 feet.
  DUNE RUNNER
  Colossal land vehicle
  Squares 64 (20 ft. by 80 ft.); Cost 95,000 gp
  DEFENSE
  AC 2; Hardness 5
  hp 960 (480)
  Base Save +6
  OFFENSE
  Maximum Speed 180 ft. (current and engine) or 120 ft. (engine only); 
  Acceleration 60 ft. (current and engine) or 45 ft. (engine only)
  CMB +8; CMD 18
  Ramming Damage 8d8
  DESCRIPTION
  This ship rides about a foot above the ground and had two masts using 
  lateen and square sails. It can carry 150 tons of cargo or 250 soldiers.
  Propulsion magic  (36 squares of air elemental engine, hardness 10, hp 
  1080) or current (air; 30 squares of sails, hp 150, only available with 
  functioning magical engine)
  Driving Check Spellcraft, Use Magic Device check or a DC 25 Knowledge 
  (arcana) check with engine only, Profession (sailor) or Knowledge 
  (nature) DC +10 when sails are used.
  Forward Facing the ship’s forward
  Driving Device Steering Wheel
  Driving Space the nine squares around the steering wheel, typically 
  
  25
  25
  located in the aft of the ship 
  Crew 30
  Decks 2
  Weapons Up to 20 Large direct-fire siege engines in banks of 10 
  positioned on the port and starboard sides of the ship, or up to 6 Huge 
  direct-fire siege engines in banks of 3 on the port and starboard sides 
  of the ship. The siege engines may only fire out the sides of the ship 
  they are positioned on. They cannot be swiveled to fire toward the 
  forward or aft sides of the ship.
  Devouring Engine
  The rarest of the engines used is not made upon Golarion, but rather were 
  created within the City of Brass. It is said they were created by the Grand Vizier 
  Abdul-Qawi as a means to be rid of those efreet who were a nuisance either 
  politically or socially. The engines each contain a bound efreeti and siphon off 
  its essence as the source of power.
  A vessel using one of these engines rides on a bed of flame. Any creature on 
  the ground within 10 feet of the ship must make a DC 20 Reflex save or take 
  6d6 points of fire damage.
  A ship using a devouring engine becomes resistant to fire (Resist fire 20). 
  Once per day with a successful DC 30 Spellcraft or Use Magic Device, the 
  driver can create a wall of fire (CL 11th) within 100 feet of the ship. Finally, 
  with a successful DC 20 Spellcraft or Use Magic Device, the driver can cast 
  scorching ray (CL 11) every round at targets outside the ship. Due to the abilities 
  imbued, the few devouring engines on Golarion have been restricted to use for 
  Imperial vessels. 
  Driving a vehicle using a devouring engine requires an action but no 
  driving check. Smaller vehicles (size Large or smaller) using a devouring 
  engine can move at a speed of 60 feet and accelerate at a rate of 30 feet. Larger 
  vehicles (Huge or greater) can move at a speed of 90 feet and accelerate at a 
  rate of 30 feet.
  IMPERIAL FIRE YACHT 
  Colossal land vehicle
  Squares 60 (20 ft. by 75 ft.); Cost -
  DEFENSE
  AC 2; Hardness 5
  hp 900 (450)
  Base Save +3
  OFFENSE
  Maximum Speed 120 ft. (current and engine) or 60 ft. (engine 
  only); Acceleration 45 ft. (current and engine) or 30 ft. (engine 
  only)
  CMB +8; CMD 18
  Ramming Damage 8d8
  DESCRIPTION
  Flames surround the base of this ship as it rides above the ground. Two 
  dark masts rise from the top deck. It can carry 125 tons of cargo or 
  200 soldiers.
  Propulsion magic (34 squares of devouring engine, hardness 20, hp 
  1360) or current (air; 30 squares of sails, hp 150, only available with 
  functioning devouring engine)
  Driving Check Action only with engine, Profession (sailor) or 
  Knowledge (nature) DC +10 when sails are used.
  Forward Facing the ship’s forward
  Driving Device Steering Wheel
  Driving Space the nine squares around the steering wheel, typically 
  located in the aft of the ship 
  Crew 40
  Decks 2
  Weapons Up to 20 Large direct-fire siege engines in banks of 10 
  positioned on the port and starboard sides of the ship, or up to 
  6 Huge direct-fire siege engines in banks of 3 on the port and 
  starboard sides of the ship. The siege engines may only fire out the 
  sides of the ship they are positioned on. They cannot be swiveled to 
  fire toward the forward or aft sides of the ship. The devouring engine 
  also allows the casting of scorching ray (CL 11th)  once per round at 
  any target within 50 feet on the ship. [
  
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  Side Trek Seeds
  by Christoph “RuyanVe” Gimmler and 
  Ian ‘Set’ Turner
  Art by Darran “Haunted Jester” 
  Caldemeyer
  BAD EGGS
  Plot Hook
  Dirshan Bakir, a scholar of exotic beasts working as a vizier for the Satrap, 
  seeks to understand the great beasts known as ‘death worms’ that threaten 
  local farmlands.  Her studies indicate that one such beast has chosen to 
  nest in a region nearby, and she hires the adventurers to acquire its eggs.
  Backstory
  ‘Dirshan Bakir’ is no kindly old matron, but a priestess of the Rough 
  Beast, Rovagug, who seeks to acquire death worm eggs to raise the 
  creatures. She will breed them with others she has already secured and 
  unleash them in undefended farmlands, bringing untold suffering 
  to local farmers and to the city folk who rely on them.  She has no 
  intention of paying the adventurers who survive this expedition and 
  will first send ‘bandits’ to ambush them and retrieve the eggs before 
  betraying any survivors at their arranged meeting by unveiling her 
  own (barely) tamed death worm.
  Potential Resolutions
  If the player characters are not powerful enough to face an adult death 
  worm, they may use stealth or subterfuge to gain the eggs. Dirshan’s 
  ambush consists of human brigands and acolytes, and her own death 
  worm is a juvenile specimen. For higher level adventures, the mother 
  worm is a Gargantuan leviathan among her kind and the raiders are flinds 
  with barbarian levels. In this case, when Dirshan betrays the characters, 
  she is backed by a mature death worm that she has turned into a ghoul.
  LIKE BLOOD FOR WATER
  Plot Hook
  The nearby Thirsting Rock is the only source of water for the local 
  community now that the town’s well has dried up.  But the Thirsting 
  Rock requires a sacrifice of blood before the spring will sluggishly 
  flow and the bitter, brackish waters clear.
  Backstory
  The Thirsting Rock shades a small pool of normally undrinkable 
  water, but also hides secret chambers deep within its narrow clefts 
  from which one can spy on those who rest in its shade.  It is the haunt 
  of a degenerate adept capable of both creating and purifying water. 
  He has acquired a chupacabra ‘runt’ (young template) as a familiar. 
  He uses his unnatural bond with these creatures to maintain a small 
  group of them as his ‘pack’, growing ever more degenerate as he shares 
  more than blood with these beasts.  By sabotaging the village well, he 
  has rendered the locals dependent upon his magically generated and 
  purified water supply, at the cost of ‘offerings’ of blood left in copper 
  bowls for himself and his pack.
  Potential Resolutions
  The player characters can end his monopoly on the community’s water 
  supply by eradicating the adept and his pack of chupacabras, but they 
  must also discover the means by which he diverted the underground 
  waterway that supplied the town well. They must venture deep under 
  the Thirsting Rock and undo his sabotage, lest the town be forced to 
  move many miles away.
  MOTHER’S MILK
  Plot Hook
  Forces patrolling the wilds nearby have reported small, enraged 
  demons attacking by night and tearing through their ranks. The 
  town cannot risk sending more men into these lands, especially as 
  they are away from local trade routes and hold less importance to the 
  commanders. A dispatch of defenders would leave local villages and 
  communities at the mercy of these raiders. 
  Backstory
  Mother Dug—a bloated, fiend-blooded goblin witch—has been 
  blessed by the Mother of Monsters so that the milk from her eight 
  leathery teats grants a gift of madness when her fiendish goblin spawn 
  suckle from them. This allows them to rage as barbarians for a number 
  of rounds equal to their hit dice over the next 24 hours. Mother Dug 
  is carried to the site of goblin raids on a scuttling “walking carpet” 
  knit from dozens of giant insect legs. In battle, she supports her 
  unnaturally powerful and menacing brood using her rage-inducing 
  hexes. To simple farmers and guides the garishly-masked and fiend-
  twisted goblins are nothing short of demons from the most terrifying 
  corners of the Abyss.
  Potential Resolutions
  Killing one of the raiding groups will only buy a few seasons’ respite, 
  as Mother Dug replaces her losses with juvenile goblins from her 
  prodigious brood. To truly end her threat the PCs must not only slay 
  Mother Dug and her fiendish centipede familiar, but also purify the 
  tainted waters of Lamashtu that bubble up in her cavern lair so that 
  no new matriarch can rise to replace her.
  BAD HORSE
  Plot Hook
  In the Plains of Paresh, nomadic tribes revere the wild, white horses 
  they believe are empowered by native genies. Lately, leaders and 
  champions have begun to fight over a new arrival: a horse with a mane 
  and tail as gold as the sun. So beautiful and powerful is this horse that 
  entire families have died in conflict over it.
  Backstory
  This horse is no genie boon; the Sun Steed is a “gift” from cruel 
  divs. They have sent the demonic creature to sow strife and conflict 
  
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  among the proud plainsfolk. The Sun Steed inspires hubris, 
  covetousness, jealousy, and paranoia in both its master and other 
  riders. Other horses in the vicinity of a Sun Steed suffer terrible 
  nightmares. Bloodshed inevitably follows, serving to strengthen the 
  corrupt beast. It leaves only widows and orphans in its wake. The 
  communities it devastates are left to mourn their dead, as both men 
  and horses turn on each other in a frenzy of violence. Once satiated, 
  the Sun Steed moves on, seeking a new master and community to 
  destroy.
  Potential Resolutions
  The Sun Steed cannot merely be slain, as its spirit will possess another 
  horse when its current host dies. Its curse must be lifted through ritual 
  in which every participant resists its lure, then rejects it. The rejection 
  turns the beast’s rage upon itself, creating a whirlwind of fury that 
  tears it apart and drives the hateful spirit back to Abaddon.
  THE WADI OF FORGOTTEN EVIL
  Plot Hooks
  • The PCs make camp in a wadi for the night, seeking the shelter 
  offered by its over-hanging cliffs.  The season’s heavy rainstorms 
  cause the wadi to flood, threatening their very lives. When 
  daylight comes and the storm and raging waters subside, the PCs 
  discover an ancient staircase descending into the side of the cliff.
  • One of the Pactmasters, the mysterious leaders of Katapesh, 
  is planning a rare journey outside the city and hires the PCs to 
  accompany them. Only later do the PCs learn that the Pactmaster 
  wants them to capture an aluum.
  • The PCs find a dozen mauled bodies in a dried-up wadi. The 
  trail of blood and an ancient staircase in the side of the cliff 
  descend into unknown darkness.
  Backstory
  When building the first of the aluums, the Pactmasters used enslaved 
  fiends to power the automatons. While most of these early flawed 
  experiments were quickly destroyed, some managed to escape into the 
  wilderness. A shira div discovered one such aluum as it wandered the 
  desert.
  Recognizing what powered the aluum and bent on setting it free, 
  the div managed to trap it in an underground complex.  The shrine 
  therein, dedicated to Ahriman, served as the div’s workshop, where it 
  used vile magic and dark rituals to try to wrest the imprisoned larva 
  from the aluum’s red glowing gem. Unfortunately, the shira’s skill was 
  not up to the task.
  After many failed attempts, the div’s frustration erupted into a 
  violent rage. It collapsed the complex’s entrance and left. As the years 
  passed, the shifting sands buried the complex, hiding it amidst the 
  ever-changing landscape of the limestone escarpment. 
  Now the ancient shrine is open once more and the enraged aluum 
  has awakened from its long torpor.
  Potential resolutions
  Upon arrival, the PCs hear the unearthly howls and thrashing of the 
  aluum.  Currently, it is attacking the altar to Ahriman in the central 
  chamber. If the PCs defeat the aluum and return the golem to a 
  Pactmaster (either in Katapesh or the one accompanying the caravan), 
  they are awarded 5,000 gp each. [
  
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  Genie Bloodline Traits
  by Matt “Enderrin” Rupprecht
  Art by Ashton “N’wah” Sperry
  F
  or a hundred generations the Empire of Kelish has bound 
  genies to construct its wondrous palaces, soaring aqueducts and 
  astonishing monuments. The Padishah Emperor consorts with 
  genie-nobles who are capable of divining the future and altering 
  reality through wish-crafting. Some genies are bound against their 
  will, while others negotiate for their services. 
  Some even choose to live within the 
  borders of the empire after their service 
  is concluded.
  Generations of genie-binders, 
  sorcerers, and imperial officials 
  work alongside genie-kind and in 
  some cases even interbreed with 
  them. Whether via a taint from 
  the constant use of genie magic, 
  a true bloodline, or genie-granted boon, 
  their descendants frequently exhibit genie-
  like traits.
  Almost all genie-touched are resourceful 
  and capricious. They frequently exhibit a 
  wanderlust and appetite for adventure or 
  dangerous work with appropriately high 
  rewards. They are rarely found in the 
  employ of others, and pride themselves 
  on being independent and self-reliant. 
  This does not preclude them from 
  taking jobs or joining adventuring 
  parties but rarely is one found as a 
  career soldier or in the service of the 
  satraps.
  In Qadira, genie-touched are 
  considered blessed and fortunate, 
  while in Katapesh they have a 
  reputation as tricksters and scoundrels.
  Djinni-Touched: One of your 
  ancestors was a gifted djinni-binder 
  who spent a lifetime engaged in 
  complicated word games and crafting verbal 
  contracts. You probably have platinum blond hair or 
  cloud-like birthmarks on your arms, legs or back. Like your ancestor, 
  you are a wordsmith, naturally gifted at puzzles and apt at dealing 
  with slippery merchants. You receive a +1 trait bonus on Diplomacy 
  and any skill check related to board games, card games, word games 
  or word puzzles. Diplomacy is always a class skill for you.
  Efreet-Touched: One of your forebears was a skilled pyromancer 
  whose blood was transformed after long years dealing with the efreet. 
  You are likely to have red hair, a flame-like birthmark somewhere on 
  your body, or an explosive temper. You can produce a small flame 
  in the palm of one hand. The flame causes you no harm and can be 
  used to light a candle or ignite flammable items such as kindling. The 
  flame offers little illumination (5’ dim) and is too weak to use as a 
  direct weapon.
  Ifrit Bloodline: At some time in your family history an ancestor 
  interbred with an ifrit. You likely have a bronzed complexion, brown-
  orange eyes, or red-stained fingernails. Your bloodline grants you fire 
  resistance 2.
  Janni Bloodline: Long ago, your ancestors’ blood mixed with 
  that of the jann, the most humanlike of genie-kind known for their 
  hospitality and skill at divination. Three times per day you may cast 
  the 0-level spell guidance as a spell-like ability.
  Marid-Touched: One of your distant relatives was a skilled daivrat, 
  a summoner of genies who engaged them diplomatically rather than 
  binding them against their will, and your blood is blessed by a marid 
  noble. You characteristically have deep blue or green eyes, or no body 
  hair. You are a natural swimmer, drawn to the coast or oases rather 
  than the desert and plains. You receive a +1 trait bonus on Swim 
  checks. Swim is always a class skill for you and you can hold your 
  breath for a number of rounds equal to three times your 
  Constitution score.
  Oread Bloodline: You were born and 
  raised in the mountains or badlands to a 
  family that lived near or interbred with 
  oreads. Because of your bloodline, you 
  are likely to be hairy, have cold grey 
  eyes, a darker complexion, or a skin 
  tone running from light gray to the 
  color of shale. Your bloodline grants 
  you acid resistance 2.
  Shaitan 
  Bloodline: 
  One 
  of your relatives was a skilled 
  binder of shaitan genies who put 
  them to work building monuments 
  and buildings for the satrap. You are 
  strong and hardy, and you likely have 
  gray, gravel-like skin, or thick hair that 
  bunches together in thick, rope-like 
  strands. You feel at home in the 
  desert, but have a natural fear of 
  water. While standing on land you 
  can immediately find north.
  Sylph Bloodline: One of your 
  parents or grandparents was a 
  sylph. You have gray eyes, pale skin 
  or white dot-like birthmarks shaped 
  like birds or clouds somewhere on 
  your body. Your bloodline grants 
  you electricity resistance 2.
  Undine 
  Bloodline: 
  Raised 
  on the coast, your family has a 
  deep connection with the sea. One of your 
  progenitors was an undine and the blood that runs through 
  your veins gives rise to your blue-green eyes, partially webbed feet, or 
  strange web-like tattoos on your face, neck, or chest. Your bloodline 
  grants you cold resistance 2.  [
  
  29
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  A Visit to the Market
  by Eric “Boxhead” Hindley
  Art by Mike Lowe
  P
  erhaps your PCs are wandering the dark markets of Katapesh 
  searching for a few specific items, or hoping for the luck of the draw 
  to find something interesting. Whatever their reason for venturing 
  into the winding alleys and colorful stalls, you can use these shops to spice 
  up their experiences. Each one is designed to provide a small encounter for 
  your group without taking a significant portion of your gaming session.
  Crazy Akbar’s Discount Potion Emporium
  Owner “Crazy” Akbar Al Rahem (male human [Keleshite] adept 4)
  Description This crowded stall displays a myriad of brightly colored 
  bottles, each sporting a clearly written label in Kelish. Enthusiastic Akbar 
  sells his potions at a 10% discount off market price, but each potion has 
  a 5% chance of being completely inert. Roll for this chance when the 
  potion is drunk. A character can determine this defect beforehand with a 
  DC 30 Spellcraft check.
  Hand of the Gods
  Owner Jaasmin Ibn Burif 
  (female elf cleric of Sarenrae 3)
  Description 
  This 
  unique 
  boutique specializes in magical 
  gloves and gauntlets. Each piece 
  of handwear is dedicated to one 
  of the gods of Golarion. Pride 
  of place currently belongs to a 
  unique shadow falconer’s glove 
  (see Pathfinder RPG Ultimate 
  Equipment) dedicated to Pharasma 
  that summons a shadowy butterfly 
  to perform its combat maneuvers. 
  Jaasmin can never resist taking 
  an opportunity to talk about the 
  virtues of the god in question 
  when a purchase is made.
  An Abundance of Alchemy
  Owner Sedryk Abund (male 
  gnome alchemist 2/expert 2)
  Description With bubbling 
  test tubes and flickering burners, 
  most of the locals are afraid that 
  this tent will burn down at any 
  moment. Sedryk is perpetually 
  moving 
  around 
  the 
  small 
  laboratory, checking on his work. He is willing to offer a discount in 
  exchange for a particularly good story about some distant part of 
  Golarion. A character who makes a successful DC 20 Knowledge (history 
  or geography) check, followed by a successful DC 20 Perform (oratory) 
  check receives a 1d6×5% discount).
  The Far North
  Owner Fenriz Oathbound (male human [Ulfan] expert 2)
  Description This stall seems completely out of place in the deserts of 
  Garund. Long-distanced from his homelands in the North, Fenriz sells 
  an excellent variety of cold weather gear¬—thick furs, winter blankets, 
  ice fishing gear, and similar items. Most locals wonder how he can make 
  a living with such a superfluous inventory, but one of his best-selling items 
  is a map to an elf gate that purportedly travels to the North (available for 
  a mere 10 gp).
  Bits o’ Monsters
  Owner Venria Bones (female dwarf ranger 8)
  Description This odd shop specializes in monster parts, whether 
  for a spellcaster’s component pouch or a noble seeking owlbear steaks 
  for his next royal feast. Venria is an extremely talented monster hunter, 
  and though age has started to catch up with her, she still knows the lay 
  of the land and the habits of local monsters. She frequently has need of 
  experienced adventurers to restock her supplies.
  Flight of Fancy
  Owner Ilgrid Brysk (female human transmuter 11)
  Description This stall floats on a magic carpet, only accessible by flying. 
  Its proprietor, the eccentric wizard Ilgrid, spends most of her time sitting 
  cross-legged over her short desk, waiting for customers. She sells a wide 
  variety of items pertaining to flight, from simple potions to carpets of flying to 
  wings of flying. If it takes you off the ground, odds are good that Ilgrid sells it.
  In the Bones
  Owner Iylkiar Rattlebones (male elf 
  necromancer 4)
  Description Iylkiar is a two-bit 
  wizard who deals in onyx, wands, and 
  scrolls. He makes most of his money 
  selling skeletons and zombies to open-
  minded customers, but relies on the 
  scrolls and wands purchased from 
  others to do so. He has miscast a few 
  times, causing uncontrolled undead to 
  be released into Katapesh, though so 
  far no one has connected him with the 
  roving monsters.
  Really Big Swords
  Owner Jami Rippler (male human 
  [Taldan] fighter 4)
  Description This shop sells a variety 
  of weapons imported from all over 
  Golarion (though little that is actually 
  local). The catch is that every weapon is 
  a straight-bladed sword, though many 
  of them are of exceptional quality. Jami 
  is one of the few people who can get 
  powerful magical weapons brought 
  into Katapesh without arousing undue 
  suspicion. [
  
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  Survey of the 
  Lightning Stones
  by Venus “Lady Ophelia” De Coy 
  Art by Carlos “Celurian” Torreblanca
  I 
  am submitting my report as requested by the Decemvirate. Although 
  the original task—to survey the Lightning Stones in Katapesh—was 
  assigned to my sister in-law, Charlotte Amberdagger, I am grateful to 
  the Society for allowing her to pass the assignment to me. As a native of 
  Katapesh, I have always wanted to go to the site. Among my people, it is a 
  great honor to make the pilgrimage to the stones.
  Due to the recent disturbances reported along the border with Nex, our 
  expedition traveled north from Solku along the Elemion River to the Barrier 
  Wall and followed a pass deeper into the mountains. We turned south to 
  avoid the accursed Zolurket Mines, taking a second pass, which we exited 
  before crossing the river not far from the site known as Sarenrae’s Might.
  HISTORY OF THE STONES
  This region has been known since time immemorial for to its strange and 
  frequent lightning storms. Garundi legends say that it is an ancient battle 
  ground between the elemental spirits of earth and air and that only Sarenrae 
  herself, could calm the spirits and end their fighting. At some point in the 
  distant past, travelers passing through the area discovered the land was dotted 
  with a long line of gigantic menhirs along the edge of the Barrier Wall. The 
  stones seemed to capture the lightning, greatly reducing the threat of death 
  by lightning strike. While scholars are fairly certain the stones are intended 
  to draw power from the lightning, perhaps even toward some benevolent 
  end, the true purpose of the menhirs remains a mystery.
  ENVIRONMENT
  The Lightning Stones are primarily situated in a high tundra, meaning there 
  are few flora and fauna to speak of. The skies above always seem to threaten 
  rain, but usually release nothing more than thunder and lightning. Steady 
  rains occur only during the winter months, making trails muddy, littered 
  with pockets of quicksand and nearly impassable.
  We arrived at the stones in the month of Arodus, so the weather was hot 
  and humid. Even so, temperatures fall dramatically at night, requiring the 
  use of cold weather attire. These extreme changes can create powerful winds, 
  with high speed gusts that can easily destroy tents and prevent anything 
  from flying through the area until they subside. 
  MONSTERS
  Despite the rumors that aboleths use the energy harnessed from the stones, 
  our survey revealed no evidence to support the claim. If those foul aberrations 
  really are using the power of the lightning stones, they must be drawing it 
  far beneath the earth into the waters of their legendary night-black seas. In 
  truth, the greatest living danger that travelers here will face is from the behirs 
  that take advantage of their natural resistance to lightning to prey on those 
  weakened by the frequent strikes. 
  A more mundane but ever-present threat are the gnolls that travel 
  throughout the land. Fortunately, most gnoll clans found among the stones 
  will be more interested in passing quickly out of the area, so it is not too 
  difficult to avoid confrontation with them. In some cases, one might even 
  barter or trade with them, though one must remember that items that do 
  not directly contribute to survival will be given as tribute to the clan’s deity. 
  
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  For most clans, that deity is Lamashtu. Those who trade with gnolls should 
  know they are supporting the worship of a demonic goddess.
  Travelers we spoke to in the Elemental Den mentioned encounters with 
  monsters like giant scorpions and deadly swarms of scorpions or other 
  vermin, as well as bats. Some even reported seeing rocs. Others said that 
  janni and dragons also roam these lands, but thankfully we did not meet any 
  during our survey. While the dreaded blue dragons of the desert are cruel, 
  even the capricious brass dragons cannot be trusted with one’s safety.
  THE MENHIRS
  In general, the stones are roughly uniform in shape and size, averaging 20 
  feet tall and 5 feet wide at their bases, and are arranged in rows that run 
  parallel with the mountain peaks. There are a few locations, however, where 
  these details differ, such as Sarenrae’s Might, The Elemental Den and Circle 
  of Colored Stones. It is well known that the menhirs absorb the energy from 
  lightning strikes, but some say that the menhirs have the ability to absorb 
  other forms of energy as well. 
  Travelers passing by a stone when it is struck by lightning are not 
  electrocuted, but they do feel the ground beneath them shake as the land 
  absorbs the energy. Touching a menhir at the moment of a lightning strike 
  does pose a significant danger. There are many recorded cases of such deaths 
  among scholars who study the stones.
  During our survey, we discovered that some of the menhirs radiate colored 
  light when absorbing a bolt of lightning. After some observation, we learned 
  that runes embedded in or laid upon the stones are the source of this glow. 
  We will need to conduct further studies to determine whether these runes 
  glow with some arcane power or simply as a result of the energy flowing 
  through them.
  MAJOR POINTS OF INTEREST: 
  Sarenrae’s Might
  Sarenrae’s Might is the name of a menhir crafted of golden stone and marked 
  with what appears to be a natural discoloration in the shape of the holy 
  symbol of the Dawnflower. Religious lore states that Sarenrae once came 
  down to the lands of Katapesh to survey her people. When she stopped to 
  rest beneath a certain stone, she was struck by lightning. The legends say 
  that holy flames surrounded and protected her from the lightning and that 
  the menhir absorbed some of her fire along with the storm’s power. Sarenrae 
  marked the stone with her symbol and declared that if any who labor in her 
  name are strong enough to withstand the fire energy from the stone, they 
  would be worthy of her blessing.  
  To date, when lightning strikes the stone, it unleashes a burst of fire forty 
  feet wide, which lingers for a few minutes. This menhir is not always struck 
  by lightning as frequently as its cousins, even those nearby. Those who are 
  caught in the conflagration created by these occasional strikes and survive 
  are thought to be truly blessed. Any follower or cleric of the Everlight who 
  wishes to become a leader in her church must make a holy pilgrimage to this 
  stone, where they must fast and pray until they can absorb the fire released 
  by a bolt of lightning.
  The Elemental Den
  The Elemental Den is an Inn and Tavern built inside of a particularly large 
  and strangely hollow menhir, which lies east of Sarenrae’s Might. Owned by 
  Merlin (human cleric 12 of Calistria) and Velacia Canasta of Solku (half-elf 
  druid [air] 12), the Den is a safe place where travelers and pilgrims can rest 
  without risk of electrocution.
  Merlin is a grizzled old man who serves as the inn’s bartender. Velacia, a 
  lovely lady who favors dressing in rich maroons and purples, is a druid of air. 
  Velacia uses her powers to make a living while serving and protecting both 
  her customers and the region around the inn. The Elemental Den is also a 
  trading post where one can purchase additional supplies for their journey.
  By the rules of the owners and sheer good sense, no large metal items or 
  weapons are allowed in the inn. Such conductive materials pose serious risk 
  to everyone due to the conductivity of the surrounding stone. Upon entry, 
  visitors find a small entryway with a sign written in Sylvan, Gnollish, Kellish. 
  Shoanti, Taldan, and Chelish. The sign directs visitors to dip any metallic 
  items they carry into one of four huge wine casks, which hold a special oil 
  known as “light gel.”
  The light gel reduces the conductivity of such items. Velacia sells the 
  oil in smaller quantities. These vials share the combined effects (and cost) 
  of potions that grant resistance to and protection from electrical energy 
  and appear to work on living things, as well. When I placed a sample of 
  the oil from the barrels on my skin, I found it soothing and scented with 
  peppermint. (Velacia later told me that it’s her way of making the oil a little 
  easier to wear for long periods of time.) Aside from this wondrous oil, Velacia 
  sells more typical potions that provide resistance to lightning, heal burns or 
  serve other purposes.
  Circle of Colored Stones
  The last stop on our survey was the Circle of Colored Stones which is near the 
  far western end of the line of menhirs. There are seven of these special stones 
  in total, arranged in a circular pattern, unlike all the others. When lightning 
  strikes these menhirs, each one lights up in a different color—matching the 
  seven colors of the rainbow. Locals say that these stones in particular were 
  created by aboleth mages and that each of these mages absorbs the energy 
  from a different color stone. Whether this is true or not, Merlin and Velacia 
  discovered ten years ago that the colors radiated by the stones are the result 
  of minerals found within them, not because of some magical effect. This 
  knowledge has led many to believe that the powers of all the menhirs may 
  be more natural in origin, but there is obviously much more to learn about 
  them before we are sure.  [
  
  34
  34
  by Eric “Boxhead” Hindley, Frank “GM_
  Solspiral” Gori, Jacob W. “Motteditor” 
  Michaels, Kiel “theheadkase” Howell, 
  and Thomas “Kilrex” LeBlanc
  Art by Dave Mallon
  T
  he markets of Katapesh hold many wonders that cannot be 
  found anywhere else in the world. The most inconspicuous 
  market stalls can hold fantastic treasures. Presented below 
  are a few new magic items to spice up your games in the desert 
  regions of Golarion.
  FALSE GENIE’S LAMP
  Aura faint illusion and necromancy; CL 3rd
  Slot none; Price 500 gp; Weight 1 lb.
  DESCRIPTION
  Unscrupulous wizards often sell these fake lamps to 
  unsuspecting travelers. Three times per day a false 
  genie’s lamp can be rubbed as a move action to unleash 
  the illusion of billowing smoke and a terrifying genie. The 
  illusion [figment] can be disbelieved with a successful DC 12 
  Will save. Creatures seeing the genie must make a DC 11 Will 
  save or be subject to the effects of a cause fear spell.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cause fear, minor 
  image; Cost 250 gp
  OASIS ROBE
  Aura faint abjuration and conjuration; CL 5th
  Slot body; Price 2,000 gp; Weight 3 lbs.
  DESCRIPTION
  This airy robe is crafted from deep purple silk with 
  symbols of water and trees embroidered on its hems. Once 
  per week, the robe’s wearer may create a small, shaded 
  clearing with a clear-flowing spring and fig trees that lasts 
  for up to 8 hours. The trees provide the effects of the cloak 
  of shade spell, and the figs and spring yield food and water 
  for one day for up to 24 people.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cloak of shadeAPG, 
  create food and water; Cost 1,000 gp
  GLITTERBANG BOTTLE
  Price 30 gp; Weight 2 lbs.
  DESCRIPTION
  These alchemical items are filled with powered pyrite and 
  a cactus resin that hardens swiftly when exposed to air. A 
  successful ranged touch attack against a targeted square 
  will coat anything in that square with bright glitter, foiling 
  invisibility for 2d4 rounds. The resin is also highly flammable, 
  imposing a –4 penalty on saving throws against fire-based 
  effects.
  CONSTRUCTION
  Craft (Alchemy) DC 14; Cost 15 gp
  STREET RAT’S TUNIC
  Aura mild transmutation; CL 3rd
  Slot chest; Price 1,000 gp; Weight 1 lb.
  DESCRIPTION
  This simple hemp tunic looks worthless, but can be a boon to 
  a street urchin in peril. The tunic’s magic is activated when 
  the wearer is grabbed or grappled, at which point it tears 
  away, allowing the wearer to escape, and animates acting as 
  a tanglefoot bag. After being used once, the tunic is useless.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 5 ranks of Alchemy, 
  animate rope; Cost 500 gp
  MYTHIC GNOLL RELIC: THE BRAZEN CLAW (MINOR ARTIFACT) 
  Aura strong transmutation
  Slot weapon; Weight 4 lbs.
  Alignment chaotic evil; Senses 60 ft., tremorsense, 
  telepathy
  Intelligence 10; Wisdom 11; Charisma 13; Ego 18
  Languages Abyssal, Gnoll, Terran
  DESCRIPTION
  This jagged piece of curved bone with a razor-sharp 
  edge functions as a +2 vicious scimitar.
  The Brazen Claw is the broken tip of Lamashtu’s claw, 
  left behind when she sundered the earth to create the 
  first gnoll (Pathfinder Campaign Setting: Dark Markets, 
  A Guide to Katapesh). An earth elemental discovered 
  the Claw languishing beneath the Brazen Peaks and 
  tried to claim part of Lamashtu’s power. Instead, the 
  Claw consumed and bound the elemental within it.
  Transcendent Power: The Brazen Claw reveals its powers 
  only to followers of Lamashtu or creatures it can twist to her 
  service. The weapon slowly corrupts the wielder, revealing 
  its power little by little and only if the wielder meets the 
  requirements (in italics below).
  If a gnoll wields the Brazen Claw, he takes no damage from 
  the sword’s vicious ability. (Alignment: Not lawful good)
  The bearer gains a +2 increase to Charisma (Alignment: 
  Not within one step of lawful good).
  The bearer gains the Mythic Aspect of the BeastMA feat, or 
  Aspect of the BeastAPG if he does not already have it, even if 
  he doesn’t meet the prerequisites. (Alignment: Within one 
  step of chaotic evil).
  The bearer gains the indefatigable travelerMO marshal 
  feature or shapeshifting masteryMO archmage feature 
  (Alignment: Chaotic evil).
  Heroes’ Hoard:
  Desert Ma gic
  
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  35
  The bearer gains one mythic tier in 
  the champion path or two mythic tiers 
  if he is an antipaladin (Worshipper of 
  Lamashtu).
  DESTRUCTION 
  The Brazen Claw can be destroyed 
  by landing the killing blow on a 
  powerful servant of Lamashtu–
  one of her heralds or a creature 
  that derives its mythic power 
  from her–and then burying the 
  Claw at least 2000 feet beneath 
  the Brazen Peaks.
  SIROCCO BOLT
  Aura faint transmutation; CL 5th
  Slot none; Price 544 gp; Weight 
  —
  DESCRIPTION
  A target struck by this +1 bolt feels a 
  dry breeze rush over him, wicking away any moisture on his 
  body. Instead of dealing normal damage, a sirocco bolt causes 
  the target to dehydrate, suffering 2d6 nonlethal damage and 
  becoming fatigued; this damage is multiplied on a critical hit. 
  These effects cannot be healed until the target drinks at least 
  1 pint of water. Creatures with the aquatic or water subtype 
  suffer lethal damage.
  Additionally, any liquids the target is carrying evaporate 
  (magical liquids receive a DC 14 Fortitude save). The remnants 
  of magical liquids retain their magic, but they cannot be used 
  until they are reconstituted by adding water, which takes a 
  standard action that provokes attacks of opportunity.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, cup of dustAPG; 
  Cost 272 gp
  ARROW OF APHASIA
  Aura faint enchantment; CL 1st
  Slot none; Price 280 gp; Weight —
  DESCRIPTION
  Created by native Qadirans to battle the Keleshite army’s 
  genies during the last century of the Age of Destiny, these +2 
  arrows are inscribed with nonsense words written in Aquan, 
  Auran, Ignan and Terran. 
  Any outsider suffering damage from an arrow of aphasia 
  loses the ability to communicate with creatures from the 
  Material Plane until the damage is healed. An affected outsider 
  hears any speech—or thought, for creatures using telepathic 
  communication—as an unintelligible mix of syllables. Similarly, 
  the arrow’s magic garbles all of the outsider’s attempts to 
  communicate with creatures from the Material Plane, with the 
  exception of simple gestures.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fumbletongueUM; 
  Cost 140 gp
  SUNFLOWER SLINGSTONE
  Aura moderate transmutation; CL 7th
  Slot none; Price 2,500 gp; Weight 1/2 lb.
  DESCRIPTION
  Created by the Cult of the Dawnflower and first used against 
  the Qadiran satrap that tried to banish 
  the faith from Osirion, this palm-sized 
  sling bullet looks like a sunflower seed. 
  A creature struck by these +3 sling 
  bullets must make a DC 14 Fortitude 
  save. On a failed save, sunflowers 
  sprout in its lungs, dealing 2d6 points 
  of damage and preventing the target 
  from breathing, speaking, and using 
  breath weapons. The target takes this 
  damage each round until it succeeds 
  at a DC 14 Fortitude save.
  CONSTRUCTION
  Requirements Craft Magic Arms and 
  Armor, plant growth; Cost 1,250 gp
  MONKEY’S PAW
  Aura strong transmutation; CL 15th
  Slot neck; Price 25,000 gp; Weight 
  1 lb.
  DESCRIPTION
  This shriveled monkey’s paw hangs from a thin cord around 
  the wearer’s neck. When its powers are invoked, one of the 
  withered fingers briefly springs to life to curl toward the palm.
  A monkey’s paw is created with five charges. The wearer 
  can invoke its power as an immediate action, allowing him to 
  immediately reroll a single die. The wearer must use the results 
  of the reroll, even if they are worse. 
  When all of the fingers of the 
  monkey’s paw have curled 
  in, it becomes inert, but 
  there is a 10% chance 
  that the paw will 
  be 
  refreshed 
  with five new 
  charges if it is 
  discarded and 
  picked up by a 
  character who has 
  no connection to the 
  previous holder.
  CONSTRUCTION
  Requirements Craft Wondrous Item, moment of prescience; 
  Cost 12,500 gp
  MANTLE OF COMFORTABLE LIvING
  Aura faint abjuration; CL 5th
  Slot shoulders; Price 8,000 gp; Weight 2 lbs.
  DESCRIPTION
  This gauzy cloth half-cloak has a light ermine fur trim. It 
  provides the wearer with the benefits of the endure elements 
  spell. 
  Once per day, as an immediate action, the wearer may 
  gain cold or fire resistance 20 against a single attack. This 
  can be used as a reaction to an attack, such as a fireball 
  or breath weapon, once the damage type is known. If the 
  mantle’s energy resistance is used, it cannot grant the endure 
  elements effect for 24 hours.
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements, resist 
  energy; Cost 4,000 gp [
  Adding a Bit of Katapeshi Flair
  The easiest way to provide your heroes with unique, 
  desert-themed items is to simply repurpose items from 
  the Pathfinder RPG Core Rulebook—belts become 
  sashes, for example, and a hat or mask becomes a veil. 
  Don’t be afraid to change the way you describe magic 
  items or other gear to make them a colorful part of 
  your stories.
  
  36
  36
  by Todd Stewart with Tanith Tyrr
  Art by Michael Jaecks and Tanyaporn 
  “Yuikami The Fool” Sangsnit
  S
  arenrae’s light beat down mercilessly on Sedeq, banishing its 
  deepest shadows and baking every inch of the grand bazaar. 
  Heat washed up from the flagstones, dissuading anyone with 
  a choice from venturing outside. Not everyone had a choice. At the 
  heart of Qadira’s slave trade, the frequent, gentle breezes that rustled 
  through the leaves of the oasis city’s plentiful shade trees should have 
  made the summer season tolerable. But for the past month, the breeze 
  had been sporadic and mockingly hot, and the leaves were turning 
  brown and sere. Aside from luckless slaves on their owners’ errands, 
  the streets of Sedeq were nearly empty at midday. Many merchant 
  stalls were closed, with colorful seasonal signs painted on wood or 
  stenciled on silk indicating they would open again in the cooler hours 
  of evening.
  Shahin Katheeri dabbed his brow with a cloth and wished fervently 
  he could afford a cooling sharbat of fruit ice, or even an air-chilled 
  clay pitcher of water from the underground fountain, porous and 
  dripping. Tucked into a corner of the bazaar, his shop stood damnably 
  just outside of the cooling shadow cast by one of the city’s hanging 
  gardens. The remote edifice loomed like an inverted mountain, 
  beautiful enough to have been stolen from Shelyn’s domain in the 
  afterlife. Far from the Eternal Rose’s realm, the herbalist’s store was 
  braced between the blacksmith’s forge and the goldsmith’s repair 
  shop. The hot bellows of their smelting fires stole even the smallest 
  scrap of passing breeze, scorching it to dry cinders before it could 
  reach his meager stall. With a resigned sigh, Shahin thanked all of 
  the gods large and small that neither smithy was open during the 
  hottest time of the day. They were prosperous enough to wait. He 
  was not. A second son with no inheritance, he was a poorly paid 
  apprentice laborer for his grandmother, and she frowned on missed 
  sales. 
  Were it up to him, he would have opened early and stayed into the 
  evening, shutting down when the sun was highest and hottest. But it 
  was not his decision to make. The shop belonged to his grandmother 
  Farideh, and she knew far more about herb-craft and alchemy than 
  he did. Someday that knowledge would be his, but not now. Not 
  yet. Despite his inner monologue of complaints, he obeyed each of 
  her demands, even the ones that seemed senseless. Shahin suffered 
  quietly in the heat, vainly waiting for a single customer.
  The heat shimmering off the baking flagstones bent the light like a 
  mirage on desert sand, making the slender figure seem to waver into 
  existence in front of his shop. Shahin brightened at the appearance of 
  a potential customer.
  “You there!” He called out as she came into view. “Beautiful lady! 
  Pay no heed to any other shop in the market! I sell every herb grown 
  in the Empire. Perfumes to please the nose! Creams to enhance your 
  already potent beauty! Love potions!”
  The woman turned and looked his way. 
  “I, Shahin Navid Katheeri, can provide all of these things and 
  more!” He raised his voice and gestured her over, adding with a 
  self-depreciating smile, “And I am terrible at haggling!”
  Despite the sweltering heat, the woman was dressed entirely in 
  close-fitting black fabric of an unfamiliar cut. Intrigued by his words, 
  or perhaps just to take advantage of the shade, she stepped lithely 
  under the shop’s awning. Once inside, she closed her eyes, inhaled, 
  and slowly smiled.
  Shahin broke into a grin as he measured her reaction. Surely he 
  would be making a sale today. Grandmother would be proud. “Ahh, I 
  see you know quality!” He motioned expansively across the shelves of 
  tiny bottles, meticulously labeled, and the baskets of fresh and dried 
  herbs. “Whatever you wish, I can provide for you, Lady…”
  “Lady Inusalia.” The cadence of her speech was strange, inflecting 
  on all the wrong vowels, but she spoke with liquid fluency. 
  Despite Shahin’s years in cosmopolitan Katheer, he couldn’t place 
  her accent. Her dress was as unfamiliar as her physical features. He 
  had seen nothing like it in Avistan or Garund, nor anywhere else. 
  Clearly she was not a native of the city, or even of Qadira. 
  She smiled at him deliberately as he looked at her just a moment 
  too long. “Few merchants have what I require.”
  Shahin did his best to stop staring. Up close he could see her robes 
  were tailored of multiple layers of black velvet and lace, fine enough 
  for any noblewoman, yet she wore neither cosmetics nor jewelry. Her 
  skin was pale, as if it had never seen the sun. Her brow was cool and 
  dry, and he smelled no trace of the perfumes favored in the region to 
  disguise the inevitable odor of human sweat. Her frame was slight, 
  almost gamine, and it made the features of her face stand out sharply. 
  She had thin lips, perfect white teeth, almond-shaped and curiously 
  purple eyes, and her long hair was as straight as someone from far-
  off Tian-Xia. She placed both of her black-gloved hands upon the 
  counter and looked directly into his eyes. 
  For a brief moment Shahin felt like a small animal caught in a 
  predator’s gaze. He stammered. “What...do you require?”
  Inusalia licked her lips with a surprisingly sharp tongue-tip. 
  “Certain herbs. Rare alchemical ingredients and drugs in their raw 
  state.”
  Shahin blinked. He’d expected her to be looking for things 
  befitting a rich woman’s fancy, not things a wizard’s apprentice 
  might fetch for their master. “That’s—” He paused. He never saw 
  her reach into her robes for the curiously-colored sheet of vellum, but 
  there it was in front of him, seemingly out of thin air. 
  “What I need.” His eyes traveled downward over the long list of 
  ingredients penned on the document.
  “What are these for, if I may ask?” Many of the items on her list 
  were common, others were rare and expensive. Of some he had no 
  knowledge of at all.
  She smiled, her thin lips growing even thinner as they curved 
  upward. “I’m an alchemist. I specialize in the creation of substances 
  on commission to a select list of clients who can afford me.”
  Shahin squirmed. His discomfort had nothing to do with the 
  heat. The substances he recognized were intoxicants and euphorics, 
  some of them as dangerous as they were pleasurable. He knew a few 
  I Will Be Back for 
  More
  
  37
  37
  of them from that dark period in his life after his parents died. He 
  wasn’t sure his grandmother would approve. In any event, he’d need 
  her expertise to even identify a third of the list.
  She motioned to a doorway that was just visible from Shahin’s stall, 
  squeezed in between the jeweler and the weaver. “As soon as I can 
  purchase all of my ingredients, I’ll be ready to do business.”
  He furrowed his brow, confused. “Not only am I terrible at 
  haggling, I am clearly unobservant. I did not see you moving in.” 
  Shahin had never even noticed another shop being built. Yet there it 
  was, its pale purple frontage sticking out like a sore thumb.
  She cocked her head in a quick, oddly liquid motion that was both 
  attractive and repellent. “I don’t advertise. Hopefully business will be 
  good nonetheless.”
  Shahin coughed, trying to regain his composure. He offered her a 
  sprig of one of the herbs on her list, a rare plant from far off Varisia. 
  Few had heard of it, and even fewer knew its uses. 
  Inusalia crushed its leaves under her nose, releasing their scent 
  into the air. She closed her eyes and then opened them wide again, 
  inhaling deeply. Shahin swelled with pride, noting her appreciative 
  reaction. He never saw her look past him into the workshop, her eyes 
  narrowing and her lip curling.
  “Does it meet your needs, Lady Inusalia?”
  “Yes. Most sell a dried and inferior product.” She brushed the 
  broken plant debris into his hand, seemingly without looking at him.
  “I will need to ask my grand mother about some of the more 
  obscure items. Her knowledge is much greater than mine. If you 
  would, please follow me into the back.”
  She gestured sinuously with a black-gloved hand. “Lead the way.”
  Shahin pushed the curtain aside and led his would-be customer 
  into the rear of the shop. Inusalia watched the young herbalist as he 
  passed through the narrow entryway. His back was turned to her. 
  Her entire body shivered briefly as she looked at him with hungry 
  eyes. Involuntarily she pressed a hand to her middle as if to ward off 
  some pang, but she kept her voice casual. “Has your grandmother 
  been an herbalist all her life?”
  “Certainly for all of my life.” Shahin passed rows of bottles and 
  racks of drying leaves, eager to lead his new customer onward. 
  “Farideh is much older than I. She is only half-human.”
  “Half-human?” 
  “Her father, my great-grandfather, was an elf. But truly, I inherited 
  none of his blood. You need not fear. I am entirely human.” Shahin 
  was quick to reassure his wealthy customer.
  Inusalia turned and sniffed deeply, ostensibly at some of the 
  drying leaves, and made a small sound that might have been a stifled 
  chuckle. “I see. What did she do before that?”
  “For many years, she served as a midwife and soothsayer in service 
  to Pharasma.”
  Inusalia narrowed her eyes. The shop corridor was dimly lit in 
  comparison to the brightness of the sun-drenched marketplace, so it 
  seemed a natural reaction. Shahin stepped to one side as they entered 
  the herbalist’s stillroom. His grandmother was tending a bubbling, 
  fragrant reduction. 
  Farideh’s features were fair and fine. Her skin was the color of 
  tea mixed with a drop of cream. Her human heritage was Garundi, 
  which by itself inspired casual derision in Qadira. But her ears were 
  gently pointed, which her long dark hair did not entirely hide. Young 
  her grandson might be, but in this city, it was best he was the one 
  who remained at the front of the store. 
  Farideh forced a smile as she stared not at her grandson, but at 
  the thing following him. Calling to mind a prayer to the Lady of 
  Graves, she raised her eyes to meet Inusalia’s luminous purple gaze. 
  The world faded away into a vision of an event more than a century 
  in the past.
     *   *   *
  4603 AR:
  Karim Byethstes looked down and smiled. At his feet, a summoning 
  diagram penned in the blood of three slaves stretched across the 
  floor of his study. Already near death from nearly two weeks of 
  confinement and starvation, their blood flowed for the amusement of 
  the Horseman of Famine, the price for binding of one of his servitors.
  “Xerbystes is a good man.” Karim extinguished the flame of a 
  sickly yellow candle. The smoke coiled and thickened as it drew 
  towards the center of the blood-scribed circle. “But politics have 
  shamefully blunted his intentions. If not for the Emperor’s desire for 
  peace, we would conquer Taldor in another decade. My ancestors’ 
  blood darkens the pages of our history for five centuries back, and 
  they will have died for nothing.”
  The moon hung low in the sky, framed in the open window across 
  the study. Desna’s stars glittered, reflected in the great expanse of 
  Katheer’s vast harbor. The city’s lights shone up from high places and 
  low, from slum and palace, like souls reaching up to the gods. Peace 
  had come to Qadira at the end of the Grand Campaign, but not all 
  of its citizens were content.
  Karim’s fingers danced across the pages of The Black Shepherd’s 
  Book, a faded manuscript written in the language of plague-
  haunted Iobaria. The manuscript described a servitor of the Lord of 
  Famine, revealed its name and a means to bind it. A wizard of not-
  inconsiderable power, he would summon a thing from the depths of 
  Abaddon. Even with its power at his command, he alone could never 
  destroy the armies of Taldor. But that was not the zealot’s intention. 
  He would turn it on his own people, place the blame on Qadira’s 
  northern neighbor and reignite the conflict anew. 
  Before the sun rose, the creature would serve him. As he touched 
  each word, he intoned it in a language he could pronounce, but not 
  fully understand. 
  The smoke hung in a loose cloud at the center of the summoning 
  circle as Karim placed the final demon-bowl on the periphery. Each 
  had once been filled to the brim with water from the harbor and set 
  in the sun. All that was left was a glittering crust of salt. Each bowl’s 
  inner surface was inscribed a hundred times with the fiend’s name 
  and title. 
  Sacrificed to otherworldly powers, his slaves had died for a noble 
  purpose and so would many of his fellow citizens. The cause was 
  worthy. It was time.
   “Come to me, whimpering jackal at the Horseman’s feet.” Karim 
  intoned as he struck the first bowl with a silver rod. All five bowls 
  rung with a single dull note that grew louder as he continued.
  “Come to me, Deacon of Famine!”
  The bowls began to glow, shedding light from the words inscribed 
  upon them. Soon they began to billow forth smoke, drawn inexorably 
  to the center of the summoning diagram.
  “Come to me, Slave of Trelmarixian!”
  The smoke grew thicker and denser. Each word from the 
  summoner’s lips seemed to vibrate through it. A rail-thin, vaguely 
  humanoid form began to take shape, writhing and contorting as the 
  smoke congealed into something greater than itself.
  “Come to me, Handmaiden of Vorasha!”
  With a rush of wind the smoke plunged down to the floor, pouring 
  back into the bowls with the sound of tortured screams. Karim 
  shuddered as he recognized the voices of the men he’d sacrificed, and 
  
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  he wondered if their torment continued even now. A pair of naked, 
  bloody arms pushed up wetly from the diagram’s center. A misshapen 
  head followed in gouts of thick, clear fluid, emerging obscenely into 
  the world as if from some alien birth canal. Scrabbling, reaching 
  out for purchase, half-substantial claws raked the stone as the 
  head elongated into a lean jackal’s countenance. Its forming flesh 
  shuddered and twitched as the creature spasmed its way into the 
  Material world.
  “Come to me, Lady of Wasting Intoxication!”
  The congealing form shook with a ragged convulsion. Its mouth 
  opened wider than seemed possible. It convulsed again, pushing 
  forward and bracing against the floor, looking up at its summoner 
  with an open maw and glowing, violet eyes. The thing vomited, 
  spewing a reeking mass of blood, mucus, and bile onto the stone. 
  Karim gagged. With each hellish expulsion, the thick, rancid slurry 
  flowed backwards, fleshing and shaping the thing’s body.
  He choked out his final words. “Come to me, Inusalia!”
  From more than twice his height, the fiend looked down at him. 
  Blood and filth flowed down her lean body to pool on the floor, 
  where it was amorphously re-absorbed. She was gaunt and skeletal, 
  like a starving hound with skin pulled taut over its bones. The 
  creature snarled softly, tilted her head and sniffed at the air. 
  It was not meat she smelled for, but something far less tangible. 
  Inusalia gazed down at the mortal she dwarfed. A terrible smile 
  spread across her ragged, dripping maw, and she began to chuckle.
  ***
  The rekindled scene faded back to the present. Where the 
  summoner had gripped a tome, the Garundi-blooded half-elf had 
  only a kettle of tea in one hand. Gripped in the other, tightly enough 
  to leave her knuckles white, the silver symbol of Pharasma that hung 
  around her neck. Somehow she had gazed into the past, viewing 
  memories the fiend had devoured along with the summoner’s soul. 
  Farideh looked at the manifest blasphemy that stood in her workshop 
  cloaked in human flesh. Violet eyes luminous in the dim light, it 
  smiled at her in precisely the same way it had smiled at Karim.
  Farideh put down the kettle of tea she would have offered to any 
  other customer and mouthed a silent plea to the Lady of Graves. She 
  schooled her face to a coldly polite expression as she stared at the 
  fiend in mortal flesh standing next to her unsuspecting grandson.
  “Grandmother Farideh, may I present to you Lady Inusalia.” 
  Shahin bowed to his grandmother and then to their guest. “Lady 
  Inusalia, my grandmother will surely be able to help you with your 
  list.”
  “A pleasure to meet you, Inusalia.” Farideh barely inclined her 
  head. “What brings you to my shop? Clearly you’ve traveled a long 
  way.”
  “Quite a long way, as you’ve apparently ascertained. I am doing my 
  best to pass as mortal, so you have my respect, inasmuch as I’m capable of 
  granting respect to food.”
  Farideh shuddered as the fiend’s telepathic voice dripped raw 
  sewage through her mind, a nearly tangible reek of vomit, bile, and 
  spoiled milk.
  “If you would peruse the list I prepared.” Inusalia set the scroll 
  down upon Farideh’s workbench and stepped back, clasping her 
  hands behind her back so as not to errantly touch either the cleric or 
  her grandson.
  “Interesting.” Farideh’s eyes darted between the text and the fiend. 
  She did not particularly want to take her attention away from the 
  
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  39
  creature. “I would think it more appropriate for you to seek these 
  things in Katapesh. Most of them have no good medicinal use.” She 
  tried to keep her voice calm and neutral.
  “I’m well acquainted with Katapesh.” Inusalia strummed her 
  fingertips along the edge of the herbalist’s workbench. She licked 
  her thin lips and smiled, as if she was remembering something 
  particularly tasty she had eaten there. “But I need to supply my shop 
  and my clients here in Sedeq. I’m happy, you’re happy.”
  “Are your clients happy?” Farideh turned away to pour herself a 
  cup of tea, trying to keep her face and voice impassive.
  “They receive what they deserve.” Inusalia shrugged. “You could 
  call it destiny. Something you should be well acquainted with 
  through your service to Pharasma. There’s a natural order to these 
  things. I provide what they need, and they flock to me like moths 
  to a candle. Only a select few come looking for such rarefied things, 
  having already sampled the mundane and binged on the prosaic. 
  They find they need something more. The process of that discovery 
  makes them a breed not commonly tasted, so to speak.”
  Farideh twitched, involuntarily rubbing her holy symbol between a 
  thumb and forefinger. “Is that why you came to my shop?”
  “You have little need to worry, cleric. I’m here as a businesswoman 
  only, not to feed. Though your grandson does possess some of what I 
  desire, he’s under seasoned for my taste.” Inusalia smiled and locked her 
  gaze with Pharasma’s cleric. The delineation between sclera and pupil 
  blurred and ran like melted wax, swirling with liquid motion.
  Farideh glared at the fiend and then turned to her grandson, 
  smiling graciously as if nothing at all were wrong. “Shahin, see to the 
  shop front again. I’ll tend to Lady Inusalia’s list.” Shahin beamed and 
  nodded, bowing to the fiend. He stepped back through the curtain, 
  proud of how helpful he’d been, and went back whistling to the 
  storefront. 
  Farideh pursed her lips and frowned. “Some of these items on 
  your list can be put to… unsavory purposes. I’d rather avoid being 
  investigated by the city guard.”
  “I have no intention or desire to commit any illegal activities 
  within Sedeq.” She spread her hands in a conciliatory gesture. “Test 
  the truth of that if you so desire.” She did not bother to add that 
  her shop was not actually in Sedeq, despite the sometimes-visible 
  storefront across the way.
  “I’m much more selective. I’m something between a connoisseur 
  and a gardener. The way that mortals destroy themselves willingly in 
  their pursuit of fleeting pleasure by increasingly damaging means is… 
  intoxicating. I taste that experience, compressed into a single, likewise 
  fleeting moment when I rip soul from flesh. I hunger, just as my clients 
  do. Unlike them, I do not cheat or steal to feed my addictions. I watch 
  and wait for them to seek me out and willingly pay my price. I abide the 
  law.”
  Farideh stared levelly at the fiend. “Your shop might be legal, but 
  that doesn’t mean I approve of it.”
  “Then you’re a rarity.” Inusalia touched the tips of her index fingers 
  together and set them against her lips, staring thoughtfully at the 
  half-elf. “What I do is not strange in Qadira. Sedeq and every other 
  city from here to Katapesh tolerates or openly promotes the drug 
  parlors and pleasure dens that allow your kind glimpses of ecstasy 
  even as it consumes you from within.”
  “Their customers have a choice.”
  “Perhaps. And victims of the slave trade? Sedeq is the heart of 
  Qadira’s market for mortal chattel, the city that chains and binds 
  and breaks them. Don’t tell me your ethics are so selective as to turn 
  a blind eye to that two-headed serpent and yet draw a bloody line 
  in the sand when it comes to my discriminate predation.” Inusalia 
  laughed, a thin, buzzing sound. “I am only a fly drawn to your city’s 
  festering dung-heap. I merely take advantage of what was already 
  here. The ones I take were destined for no greater deeds. Fueled by 
  their hunger, they would have stolen to feed their next indulgence, 
  or worse. My culling removes innumerable sick cancers from your 
  city’s flesh.” 
  The cleric remained silent. The meladaemon cocked her head, 
  peering at Farideh sidelong and sly, and fluttered her lashes in a 
  parody of innocence. “What good does it do to remove maggots from 
  a rotting wound if they are helping the patient by eating away only 
  what is diseased and dying?” She smiled, her lips writhing together 
  like blood-gorged larvae. “You see, I am a healer just like you. Only 
  not quite so pretty.” Inhaling appreciatively, Inusalia lifted a pale, dry 
  hand as if to caress the half-elf’s cheek. “You are very pretty.”
  The cleric stepped abruptly backward. Her expression was sour. 
  “We’re to consider ourselves blessed by your presence, then?”
  The fiend drew herself up archly, her hand returning to her side. 
  “Would you prefer I feed indiscriminately, like others of my kind?” 
  There was an almost human vanity in her offended tone.
  “Why don’t you? What makes you better than them?” Farideh 
  played to the fiend’s smug demeanor. “Why should I be as inured to 
  your presence as the addicts you prey upon are to their own sense of 
  shame?”
  “After I was summoned, I explored Katheer.” Inusalia ran a finger 
  absently across her mouth, remembering. “Mortals all crowded 
  together, humans and others, it was infuriating. I drooled constantly 
  from hunger. I was tempted, oh so tempted, to reveal myself. But I 
  didn’t know the city or the powers within it. I waited to find victims 
  that I could devour without being noticed.”
  Farideh looked away, grimacing. There were many who could die 
  without notice, and even more whose deaths would be ignored as 
  inconsequential.
  “Eventually I found my way into a drug den near the harbor where 
  dozens of mortal men and women fed their addictions. They were 
  wasting away, slowly poisoning themselves. But for the moment they 
  were happy, even as they consigned themselves to withering oblivion.”
  “And no one cared.” Farideh sighed.
  “No one.” Inusalia clasped her hands together and inhaled, her face 
  flushing delicately. She clearly relished her memory of these events. 
  Farideh felt sick, but there was little she could do. Later, when the 
  time was right, she would act. Until then she would have to stomach 
  knowing it was here, devouring the souls of the weak whose lives 
  were already shattered by addiction. 
  Inusalia continued. “I watched them snuff and smoke themselves 
  into delirium for a time before one man got up to leave. He was 
  shaking from the damage the drugs had caused to him over time, his 
  gait turned to a shamble. He was starving and broken, incapable of 
  any work but begging or theft.”
  Farideh had seen such things as well. Even good people were 
  ensnared by what was sold casually on every city block. Such things 
  were accepted in Qadira. The social lie they told themselves was that 
  only crass foreigners with more money than willpower fell prey to 
  anything more than casual use among friends. In truth, the addiction 
  consumed and destroyed more of them every year.
  Inusalia edged a little closer, staring into the cleric’s eyes with a look 
  like that of a tiger about to seize its prey. Her back was very nearly to 
  the wall, and there was no more space in the small workshop.
  “I followed him, and in a darkened alley I resumed my true form 
  and pinned him to the ground. He screamed when he saw what I 
  was. He was beyond any words, even if he had known what to call 
  me. It was music when I ripped open his chest and tore out his heart.” 
  
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  40
  Inusalia cupped her hands inches away from Farideh’s face as if she 
  were still cradling the bloody organ. “I drew his soul into that hot, 
  twitching vessel, and as I watched his eyes glaze over in death, I bit 
  into it like a ripe Chelish apple, and I fed.”
  Farideh held her breath. Inusalia’s eyes flickered with violet flame 
  and she panted like an animal.
  “I know their hunger. I took their memories when I consumed 
  their souls. The taste was exquisite. They took their senses to such 
  extremes they were like no other mortal souls. I’ve eaten many of 
  your kind, but these…”
  Inusalia trembled and closed her eyes, biting her lower lip and 
  savoring the memory with an obscenely moist exhalation. Finally 
  she opened her eyes and steadied herself on the edge of Farideh’s 
  workbench. Several minutes passed with their eyes locked and 
  staring. Eventually the cleric picked up the vellum scroll and started 
  to make notations on it, her individual filing codes for most of the 
  ingredients the fiend had requested. Her hand barely shook at all. 
  When she was finished, she called out to her grandson. “Shahin! 
  We’re finished here. Please pack up Lady Inusalia’s things and 
  collect her payment up front.” To her credit, she managed to keep 
  her voice calm and steady.
  Farideh’s grandson reappeared obediently with a small, polite 
  bow to his grandmother and her wealthy customer. He went about 
  packing small amounts of various fresh and dried herbs, as well as 
  many unlabeled bottles of various extractions and distillates from 
  the racks indicated on her notes.
  “Some of your items I can’t procure at the moment.” Farideh lied, 
  knowing full well that she had them in stock and out of sight. The 
  fiend could probably tell the truth of the matter, but the statement 
  was more for her grandson’s benefit. He didn’t know Inusalia’s true 
  nature, and it was safer if he remained ignorant. At least he was 
  not of interest to the fiend. That was the only grace to come of this 
  meeting, and for that, Farideh thanked Pharasma.
  Inusalia inclined her head magnanimously. “I’m glad we could 
  come to an agreement. My customers will appreciate the quality of 
  your reagents. I’ll be sure to let you know how happy they are when 
  I next visit for more.”
  Farideh offered a polite and entirely pragmatic smile. “I appreciate 
  your business, Lady Inusalia. May Pharasma’s blessings carry you to 
  your proper fate.” 
  “Good day to you, Farideh. It was my pleasure to make your 
  acquaintance.” Inusalia spread her arms and bowed, an unusual act 
  for a woman of her stature. But she was not a woman, nor even 
  human. The act was a mockery, a brief stage play to seal the uneasy 
  détente that now existed between the cleric and herself. “If you 
  would carry my things to the door, Shahin, I would be appreciative.” 
  Shahin took her bag to the front of the shop, squinting as his 
  eyes adjusted once again to the brilliant sunlight. He watched for 
  a moment as she replaced one of her gloves, slipping it onto her left 
  hand. What a pleasant woman, he thought, despite her outwardly 
  haughty demeanor. 
  “Good day to you, Shahin,” Inusalia turned back as she walked 
  into the sunlit marketplace. She was smiling, and her violet eyes 
  were twinkling. “Give your grandmother my appreciation for her 
  hospitality. I’ll be sure to come back for more.”
  Shahin bowed and waved, watching her walk back to her own 
  shop with its curious but distinct purple frontage. Inusalia was a bit 
  odd; but, Shahin thought, she was a foreigner after all. It had been 
  rather strange to see her briefly touch his grandmother’s forehead 
  when he’d first stepped into the workshop.
  “Oh, I shall certainly be returning…” Inusalia repressed a shudder 
  
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  of delight as she turned the corner. She licked her lips as she savored 
  the subtle, complex taste of the smallest portion of Farideh’s soul, 
  ripped away along with the memory of its passage, and the memories 
  that had so provoked the fiend’s hunger.
  Farideh’s grandson had dabbled in pesh, but hardly enough to 
  interest her. He wasn’t special. He wasn’t unique. His grandmother 
  was something else. She’d first seen it in the distorted reflection 
  of a bottle on a tall shelf behind the herbalist. It was a scar at the 
  base of the half-elf’s skull. Long ago erased from her flesh by magic 
  and herbal salves, the mark it left on less tangible quantities was as 
  brilliant as the day it was forcibly inked there. 
  She hadn’t always been an herbalist, nor always been a cleric of the 
  Lady of Graves. Inusalia rolled her elongated purple tongue around 
  the inside of her mouth as if the motions could help conjure back the 
  ephemeral taste of the memories. They were addictive.
  Farideh Katheeri had been born into slavery in Katapesh, sold at 
  the age of ten to a Qadiran merchant out of Okeno. The abuse, the 
  fear, the pain, it tasted of bittersweet chocolate and apricots. She 
  had served for decades in a nobleman’s house in Katheer. Trained 
  first as a chambermaid and then a midwife, she had gained a keen 
  knowledge of herb-craft that had finally purchased her freedom and 
  her eventual admission into Pharasma’s service. 
  Inusalia licked at her lips again, musing as she sifted through the 
  stolen memories, “Your owners were far from kind, and the other 
  servants treated you like a dog for your heritage. The humans hated 
  you, you pitied them, and you took your revenge by purchasing your 
  freedom while you still retained a measure of the physical youth 
  that had long since withered for them.” Her lips curved into a smile. 
  “You may have even been there when I was first summoned. What 
  delicious irony.”
  The fiend murmured to herself as she walked. The street was hot 
  and empty still, and no one heard. Inusalia closed her eyes and flicked 
  out a suddenly forked tongue like a serpent tasting the air. She made 
  a soft sound of appreciation. “Your experiences have so many varied, 
  subtle tastes. Different from my usual fare, but more than enough to 
  interest me. I will savor you piece by piece, gnawing away a fraction 
  of your soul at a time. My feast of you will last a long time, and you 
  will never know.”
     *   *   *
  Back in her shop, Farideh brooded, running a hand across the back 
  of her neck. Her fingertips brushed over the faintest traces of a tattoo 
  she no longer remembered. There was something else, something 
  troubling that she had to remember. But she shook her head. No, 
  there wasn’t anything else. The cleric returned to her previous 
  thoughts. At least her grandson was not a target of the fiend’s hunger. 
  There was a small comfort in that.
     *   *   *
  A purple door softly closed and Inusalia gave a sigh of relief as she 
  resumed her true form. She stared at her own reflection in the glass, 
  eyes glowing in the darkness. For a moment, the vision of stolen 
  memory superimposed the memories of a young Farideh doing just 
  the same, fresh bruises on her cheek, eyes overflowing with salt tears. 
  The fiend drooled with ghoulish hunger, running its claws against 
  the glass and leaving behind a wet trail of mucus and bile.
  “Oh, Farideh. I will be back for more.” [
  
  42
  42
  by Kebishanti bin Ashalla (Dawn 
  “Dark Sasha” Fischer)
  Art by Liz “Lilith” Courts
  O
  h, wanderer from the moist lands, beware of Sarenrae’s stare. 
  From the Windswept Wastes to the Obari Ocean and back, 
  her breath sweeps. Know that you are as helpless as a babe to 
  her and that any child of our tents old enough to speak knows more 
  about this land and its dangers than you. Sarenrae is in everything, 
  from the soft and playful zephyr, to the choking haboob that blows at 
  the front of life-giving rain clouds, to the poison wind of the simoom 
  that sears the water from living beings. 
  Sarenrae heats the erg, hamada, reg, chott, and sea alike, warming 
  the air above them. This air gets lighter and rises, causing storms 
  and winds as air from surrounding regions seeks to fill the gap. Any 
  moisture this air carries condenses into clouds and storms. Cold, 
  dense air from over the mountains pushes its way down into the plains 
  causing a phenomenon known as katabatic winds. These winds blow 
  at hurricane speeds and wreak havoc on communities in their path. 
  The opposite of the katabatic is the anabatic, a warm wind that blows 
  up steep mountain slopes and often produces sudden thunderstorms 
  on the mountain tops. 
  The winds of Golarion’s oceans, which are used by sailors to 
  navigate to ports of call, are also avoided by them for fear of the storms 
  they bring. The monsoon is one such wind which brings life giving 
  rain to Qadira and Vudra from the heart of the Obari Ocean. The 
  highest speed winds are known as hurricanes in the Arcadian Ocean, 
  cyclones in the Obari Ocean near Qadira and Vudra, and as typhoons 
  even further east. The trade winds, a sailor’s lifeline, are used in the 
  Inner Sea to travel from west to east. Doldrums, the absence of wind, 
  are a sailor’s worst nightmare. Unscrupulous merchants who ply their 
  trade in the waters between the Inner Sea and the Obari Ocean where 
  the doldrums prevail often rely upon ships with galleys of enslaved 
  rowers to reach their destinations. 
  Winds of the arid regions are varied and possess thousands of local 
  names. From helpful, life-giving forces to terrifying and deadly, these 
  winds must be respected and understood by all who wish to travel 
  across the great deserts of Garund and Qadira. Winds of winter, 
  known as n’ashi, flow from the interior of Qadira and down the Zoe 
  Mountains to the Obari Ocean. A khamsin or sharov is a hot, dry wind 
  that blows nearly constantly for 50 days in the spring. In Garund, this 
  wind is known as the harmattan; a very hot wind that carries stinging 
  dust. In the heart of the Windswept Wastes of Qadira blows a strong 
  dusty wind we name the “poison wind”, or the simoom. For those 
  caught with no shelter its intensity can suffocate, blister skin, and 
  cause death in minutes. In Garund a similar, but perhaps less severe 
  wind, known as sirocco, brings blistering winds full of sand and dust 
  northwards across the Inner Sea. The haboob carries with it choking 
  dust storms and precedes rainstorms that renew and refresh the lands 
  with life-giving water. We name the light breezes zephyr, the playful 
  air spirits that help to cool the sweat from our brows. The el’afreet, or 
  ghost wind, spirals up dust in tall columns that move across the plains 
  and sands. Ignorant wetlanders name these winds the devil winds or 
  dust devils after their own terrifying wind columns, the tornadoes, 
  which cause destruction in the lands north of the Inner Sea. 
  Simoom (Environmental Hazard)
  This sudden onset of intense heat can cause heat stroke, blistering of 
  exposed skin, dehydration, and suffocation. Creatures are treated as 
  exposed to severe heat and must make a Fortitude check once every 
  10 minutes (DC 15 + 1 per each previous check) or take 1d4 nonlethal 
  heat damage and 1d6 nonlethal thirst damage. Creatures taking 
  nonlethal damage suffer heatstroke and are fatigued; creatures who 
  begin taking lethal damage are also exhausted. (See the Pathfinder 
  RPG Core Rulebook for rules on the fatigue and exhausted conditions, 
  severe heat danger, and thirst.)
  Haboob (Environmental Hazard)
  Creatures caught in such a wind without a face-covering scarf or 
  similar protection must make a Fortitude save from the thick dust 
  (treat as heavy smoke). The dust similarly obscures vision. (See Smoke 
  Effects in the Pathfinder RPG Core Rulebook.) [
  The Winds of 
  Sarenrae’s Wrath
  
  43
  43
  by Liz “Heros_Backpack” Smith
  Art by Ashton “N’wah” Sperry
  H
  eroes, especially bards, wishing to blend into the population 
  should add the following songs to their repertoire. Liaddin 
  is a common, comic, tavern song. Coming Home is popular 
  among expatriates of the Barrier Wall, while Leap of Love is newly 
  fashionable.
  Liaddin and the Genie
  Liaddin was a lucky lad
  Who found a broken crate.
  He cleared away the drifted 
  sand
  And so he met his fate!
  Chorus: Lucky Liaddin, say it 
  1, 2, 3
  Lucky Liaddin, and his genie!
  ‘Oho, it’s a lamp,’ Liaddin 
  cried,
  ‘That I have found, I see.
  I will clean it up and rub it,
  And I’ll have wishes free!’
  Chorus: Lucky Liaddin...
  He cleaned it and he rubbed 
  it hard
  And Genie popped right out:
  ‘I’ll grant you wishes, young 
  master,
  But don’t forget to shout!’
  Chorus: Lucky Liaddin...
  ‘For I’m a little deaf, you see,
  But still, your wish I’ll grant.’
  Liaddin didn’t listen though
  Or hear the genies can’t...
  Chorus: Lucky Liaddin...
  He jumped right in with his 
  first wish,
  ‘Please give me lots of gold!’
  And Genie nodded solemnly
  And made him very cold.
  Chorus: Lucky Liaddin...
  Liaddin shivered and then 
  shook,
  ‘This is much too chilly!
  Please take it right away from 
  me,
  And give me money, silly!’
  Chorus: Lucky 
  Liaddin...
  Then Genie sadly 
  shook his head
  ‘I tried to warn 
  you, lad.’
  As honey came in 
  place of cold,
  Liaddin looked so 
  very sad.
  Chorus: Lucky 
  Liaddin...
  Liaddin, sticking to the 
  sand
  And really very cross,
  Yelled, ‘I said I wanted money!
  Not sticky, icky, dross!’
  Chorus: Lucky Liaddin...
  ‘Oh, money,’ exclaimed the 
  genie,
  And money came at last,
  Pouring down onto Liaddin
  Striking him hard and fast.
  Chorus: Lucky Liaddin...
  Liaddin fell beneath the coin
  And still the money came
  Until he woke and ditched the 
  lamp
  And fled, both rich and lame!
  Chorus: Lucky Liaddin...
  Leap of Love
  The jump is but perception
  Between my heart and yours;
  A leap that no-one noticed
  That bound us on the floor.
  We spun together in the dance,
  A thread of just two strands.
  Growing stronger, spinning 
  faster
  To the music of the band.
  A thread was spun to bind us 
  both,
  Then woven into cloth,
  With music as our shuttle
  In a leap that we called Love. 
  Coming Home
  (Written to the tune of “For 
  These Are My Mountains”)
  Chorus: For these are my 
  mountains and this is my sky
  The sights of my childhood to 
  which I will fly.
  No land’s ever claimed me, 
  though far I did roam.
  For these are my mountains, and 
  I have come home.
  For fame and for fortune, I 
  wandered away
  But now I’ve come back to the 
  place I should stay.
  I’ve brought back my treasures, 
  only to find
  They’re less than the pleasures 
  I first left behind.
  Chorus: For these...
  The wind through the flutes 
  sings at my passing by.
  The janni recall me with 
  welcoming cry.
  The ridge where the wren flies 
  at last I can see
  It’s here where my heart lies. 
  It’s here I’ll be free.
  Chorus: For these... [
  Songs of the Desert 
  Towns
  
  44
  44
  by Sarah “Ambrosia Slaad” Counts
  Art by Angela “Ladyfirefly” Conant
  O
  ver 2,000 years ago, a merchant-led battalion of mercenaries 
  from the Golden City sought to establish a more profitable 
  trade route with the smithies and mines of Hammerfall. 
  Expecting bandits and gnolls, they were ill-prepared to be caught near 
  the Jackal’s Maw between previously-unknown “spidertaurs” driving 
  multi-platoon waves of slaves against a thousand-strong interplanar 
  incursion of rapine xills. The besieged Garundi were saved by allying 
  with warbands of native aranea defending their tribal lands. The 
  heavily-outnumbered and rapidly-winnowing alliance only survived 
  due to cunning guerrilla tactics, desperate tenacity, and Desna’s 
  fortune.  After the near month-long fighting withdrawal had ended, 
  a few surviving Garundi magi adapted their talents to emulate the 
  abilities of the araneas’ arcane tricksters and were nicknamed honorary 
  “spiderhawks”—after the parasitoidal wasps who hunt spiders. While 
  this ill-fated expedition is long forgotten, the spiderhawk tradition yet 
  survives practiced by a small number of human and aranea magi.
  Spiderhawk [Magus Archetype]
  Keen Minds, Nimble Bodies: While many magi build their martial 
  prowess upon a foundation of physical strength and resolute hearts, 
  a spiderhawk focuses upon swift reflexes, adroit improvisation, and 
  uncanny reasoning.
  Base Save Bonuses: A spiderhawk gains base save progressions as 
  a bard of the same level (Pathfinder RPG Core Rulebook, Table 3-3)
  Weapon and Armor Proficiency: A spiderhawk is proficient with 
  all simple weapons, plus the kukri, rapier, sap, shortbow, and short 
  sword. She also gains proficiency with one additional light or one-
  handed martial melee weapon. A spiderhawk is proficient with light 
  armor, and can cast magus spells while wearing light armor without 
  incurring the normal arcane spell failure chance. A spiderhawk 
  wearing medium armor, heavy armor, or a shield incurs a chance of 
  arcane spell failure if the spell in question has a somatic component. 
  A multiclass spiderhawk still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes.
  Class Skills: The spiderhawk’s class skills are Acrobatics (Dex), 
  Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge 
  (arcana), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), 
  Knowledge (local) (Int), Knowledge (planes) (Int), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
  These replace the standard magus saves, skills, and weapons and 
  armor proficiency.
  Spells and Cantrips: A spiderhawk gains cantrips, spells known, 
  and spells per day as a bard of the same level (Pathfinder RPG Core 
  Rulebook, Tables 3-3 and 3-4), but she uses the standard magus class 
  spell list and her Intelligence score instead of Charisma. A spiderhawk 
  casts spells spontaneously and applies metamagic feats to her spells in 
  the same manner as other spontaneous arcane casters. This modifies 
  the standard spells and cantrips abilities, and it replaces the magus 
  spellbook.
  Arcane Pool (Su): At 1st level, a spiderhawk gains an arcane pool 
  equal to 1/2 her spiderhawk level (minimum 1) + her Intelligence 
  modifier.
  At 5th level, the weapon enhancement bonuses can be used to 
  add magic weapon properties. Adding these properties consumes an 
  amount of bonus equal to the property’s base price modifier. Unlike 
  a standard magus, a 5th level spiderhawk knows 3 properties of 
  her choice with a +1 base price modifier, and learns an additional 
  property at every four spiderhawk levels thereafter (9th, 13th, and so 
  on). A spiderhawk can learn new weapon properties whose base price 
  modifier is the same or less than the current maximum enhancement 
  bonus she can add to her weapon. 
  Upon reaching 7th level, and at every four spiderhawk levels 
  thereafter (11th, 15th, and so on), a spiderhawk can choose to learn 
  a new magic weapon property in place of one she already knows. In 
  effect, the spiderhawk loses the old property in exchange for the new 
  one. The new property’s level can be of any currently available to her. 
  The spiderhawk may swap only a single property at any given level, 
  and must choose whether or not to swap the property at the same time 
  that she gains new magus spells known for the level.
  This modifies the standard magus arcane pool ability.
  Spiderhawk Arcana: At 3rd level, a spiderhawk may select a magus 
  arcana as usual, or she may instead select any rogue talent for which 
  she qualifies in place of a magus arcana. Any talent that requires a ki 
  pool instead utilizes (and expends) an equivalent number of points 
  from her arcane pool. Her spiderhawk levels stack with rogue levels 
  for any talents she possesses with level dependent effects. Other than 
  riddle in the steel, a spiderhawk is forbidden from taking bane blade, 
  devoted blade, ghost blade, and other arcana that add options to her list 
  of available arcane pool magic weapon properties.
  A spiderhawk also gains access to the following unique magus 
  arcana.
  Improved Uncanny Dodge (Ex): A spiderhawk gains the benefits 
  of the rogue improved uncanny dodge ability. The spiderhawk is 
  considered to be a rogue equal to her magus level –3 for purposes of 
  being flanked by rogues. A spiderhawk must be a minimum of 6th 
  level and possess uncanny dodge before taking this arcana.
  Preternatural Reflexes (Su): As long as she has at least 1 point in 
  her arcane pool, a spiderhawk gains the benefits of the rogue evasion 
  ability.
  Ranged Legerdemain (Su): A spiderhawk gains the arcane trickster 
  ranged legerdemain ability. A spiderhawk must be able to cast both 
  levitation and mage hand as magus spells and be at least 6th level 
  before taking this arcana.
  Riddle in the Steel (Su): A spiderhawk adds one additional magic 
  weapon property to her available arcane pool enhancements. The 
  spiderhawk may select this arcana multiple times, gaining a different 
  property each time. 
  Of Ma gic  
  and Mettle:
  The Spiderhawk
  
  45
  45
  Shifting Trickster (Su): As a swift action, a spiderhawk can spend 
  1 point from her arcane pool to teleport to a nearby space as if using 
  dimension door, but with the following differences. The spiderhawk 
  must be able to see the space into which she is teleporting.
  She cannot take other creatures with her when using this ability 
  (except for familiars).
  She can move 5 feet for every two spiderhawk levels she possesses 
  (minimum 5 feet).
  At 10th level, a spiderhawk may spend 2 points to use dimension 
  door as the spell once per day. A spiderhawk must be at least 6th level 
  before taking this arcana.
  Surprise Spells (Su): A spiderhawk gains the arcane trickster surprise 
  spells ability. This damage is only applied once per spell. Area effect 
  spells affect all targets within the area, with each target applying any 
  successful save (if applicable) to halve the damage (including the sneak 
  attack damage). With targeted spells affecting more than a single target, 
  the extra damage is only added once to one effect and a single target, 
  chosen by the spellhawk when the spell is cast. Extra damage dealt by a 
  surprise spell does not stack with any extra damage from a spell critical 
  during spell combat; the spiderhawk chooses only one type of extra 
  damage or the other to apply to a single attack. A spiderhawk must be a 
  minimum of 15th level before taking this arcana.
  Trap Sense (Ex): A spiderhawk gains the rogue trap sense ability.
  Trapfinder (Ex): A spiderhawk gains the rogue trapfinding ability.
  Uncanny Dodge (Ex): A spiderhawk gains the benefits of the rogue 
  uncanny dodge ability.
  Sneak Attack (Ex): At 4th level, a spiderhawk gains the rogue 
  sneak attack ability. This sneak attack damage is +1d6 at 4th level, 
  and increases by +1d6 every three spiderhawk levels thereafter. Extra 
  damage dealt by a sneak attack does not stack with any extra damage 
  from a spell critical during spell combat; the spiderhawk chooses only 
  one type of extra damage to apply to a single attack. This ability 
  replaces spell recall and improved spell recall.
  Spiderhawk Talents: At 7th, 11th and 15th levels, a spiderhawk 
  may select any rogue talent for which she qualifies. Her spiderhawk 
  levels stack with rogue levels for any rogue talents she possesses with 
  level dependent effects. This replaces the medium armor proficiency 
  and the bonus feats gained at 11th and 15th level.
  Knowledge Pool (Su): At 7th level, when a spiderhawk rests, 
  she can expend a number of points from her arcane pool up to 
  her Intelligence bonus to temporarily gain additional spells to her 
  known spells. For each point she expends, she can treat any one 
  spell from the standard magus spell list as if it were among her known 
  spells. She retains these temporarily known spells until she next rests, 
  when they are forgotten. This modifies the standard knowledge pool.
  Advanced Spiderhawk Talents (Ex): At 13th level, a spiderhawk 
  gains a bonus advanced rogue talent, and can choose advanced rogue 
  talents in place of magus arcana or magus bonus feats. This replaces 
  the heavy armor proficiency gained at 13th level.
  Magus Arcana: The following magus arcana complement the 
  spiderhawk archetype: Arcane CloakUC, Hasted AssaultUM, Philosopher’s 
  AlloyWF7, Prescient AttackUC, Rending the ShroudWF7, and Spell 
  BlendingUM. [
  Jason Bulmahn  
  presents
  More Bull
  Get more of the  
  game you love.
  MinotaurRPG.com
  
  46
  46
  by Todd Stewart
  Art by Tanyaporn “Yuikami The Fool” 
  Sangsnit
  Weal: Farideh the Herbalist
  A Garundi-blooded half-elf, Farideh the herbalist was raised in slavery 
  until she purchased freedom with her skills as a healer. Content to live 
  and work in obscurity in the Qadiran city of Sedeq, in recent days 
  she encountered something for which she was unprepared. Walking 
  into her shop to purchase herbs, the meladaemon Inusalia struck an 
  improbable and horrific bargain; the fiend also stole a tiny fragment of 
  her soul. While Farideh does not remember this, she knows something 
  is wrong with her memories, and that she cannot stomach the fiend’s 
  presence in Sedeq much longer. She must kill the daemon or drive it off, 
  and seeks allies to help her.
  Adventure Hooks
  • The PCs need aid in tracking down the missing daughter of a 
  noble family known to have frequented local pesh dens.
  • The PCs need access to magical healing.
  • The PCs require a rare and potent herb few have heard of and 
  fewer know where to find it.
  Boon
  If the PCs aid Farideh in banishing or driving Inusalia out of Sedeq, 
  they gain a powerful ally within the church of Pharasma. Farideh 
  provides the PCs with any healing magic they need, a scroll of heal, 
  neutralize poison, and remove disease, and a tome on medicinal herbs 
  that grants a +4 bonus on Heal checks for long term care.
  FARIDEH THE HERBALIST  
  CR 13
  XP 25,600
  Female venerable half-elf cleric of Pharasma 13
  NG Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 12, flat-footed 16 (+4 armor, +4 deflection, –2 Dex)
  hp 75 (13d8+13)
  Fort +10, Ref +4, Will +14; +2 v. enchantments, +4 v. death spells 
  and magical death effects
  DR 5/evil; Immune energy drain and negative energy effects, sleep 
  effects
  OFFENSE
  Speed 30 ft.
  Melee +6/+1 dagger (1d4-3/19-20x2)
  Special Attacks channel positive energy 
  8/day (DC 19, 7d6)
  Domain Spell Like Abilities (CL 13th; 
  concentration +17)
  At will—lore keeper
  7/day—rebuke death
  13 rounds/day—remote viewing
  Cleric Spells Prepared (CL 17th; 
  concentration +21)
  7th—resurrection, legend loreD
  6th—banishment (DC 20), healD, 
  planar ally
  5th—breath of life, raise dead, true 
  seeingD, wall of stone
  4th—cure critical woundsD, death 
  ward, dimensional anchor, 
  discern lies (DC 18), holy smite 
  (DC 18), neutralize poison
  3rd—daylight, dispel magic, magic 
  vestment, remove disease, searing 
  light, speak with deadD (DC 17)
  2nd—aid, cure moderate woundsD, enthrall 
  (DC 16), gentle repose, hold person (DC 16), spiritual weapon
  1st—bane (DC 15), bless, command (DC 15), comprehend 
  languagesD, detect evil, shield of faith
  0 (at will)—detect magic, detect poison, light, read magic
  D Domain spell; Domains Healing, Knowledge
  TACTICS
  Before Combat Given time, Farideh casts planar ally to summon a 
  single kere or shoki psychopomp. She then uses the bead of karma 
  from her strand of prayer beads to cast spells at +4 caster level 
  for the next 10 minutes, casting death ward, magic vestment, and 
  shield of faith on herself, first.
  During Combat Due to her age, Farideh avoids close combat, 
  remaining at a safe distance, behind summoned or other allies. She 
  begins by using banishment on any extraplanar foes, then uses 
  combinations of holy smite, searing light, and spiritual weapon. As 
  needed, she assists allies with magical healing.
  Morale Farideh uses her scroll of word of recall to escape combat if 
  she is reduced to 15 or fewer hp. 
  Base Statistics Without the benefits of her bead of karma, death 
  ward, magic vestment and shield of faith, Farideh loses her DR 5/
  evil, +4 v. death spells and magical death effects, and energy drain 
  and negative energy effects. Also her base statistics become AC 8, 
  touch 8, flat-footed 8; CMD 14; Cleric CL 13th, concentration +17.
  STATISTICS
  Str 4, Dex 6, Con 10, Int 14, Wis 18, Cha 16
  Base Atk +9; CMB +6; CMD 18
  Feats Alignment Channel, Channeled RevivalUC, Extra Channel, 
  Improved Initiative, Scribe Scroll, Selective Channeling, Skill 
  Focus (Heal), Toughness
  Skills Diplomacy +13, Heal +17, Knowledge (arcana) +12, 
  Knowledge (planes) +12, Knowledge (religion) +17, Linguistics +6, 
  Perception +10, Profession (herbalist) +13, Sense Motive +14, 
  Spellcraft +12
  Languages Celestial, Common, Elven, Kelish, Osiriani
  SQ aura, elf blood, healer’s blessing
  Combat Gear cloak of resistance +2, holy symbol of Pharasma, 
  Weal or Woe:
  Farideh and Inusalia
  
  47
  47
  scroll of heal, scroll of word of recall, strand of prayer beads
  SPECIAL ABILITIES
  High Challenge Rating Farideh possesses equipment with a higher 
  gold piece value than a standard NPC. Her challenge rating has 
  been increased by +1 to reflect this.
  Woe: Inusalia the Lady of Wasting Intoxication
  Inusalia the Lady of Wasting Intoxication is a fiend in the most literal sense. 
  She preys upon the weak and the wounded by providing them ever more 
  potent and toxic drugs to sate their addictions, grooming them to feed her 
  own need for mortal souls. Inusalia recently opened a new doorway to 
  her shop (in reality a demiplane of its own) in the Qadiran city of Sedeq, 
  hoping to expand her predation within a new city woefully ignorant of 
  her true nature. While purchasing herbs from Farideh, a powerful local 
  cleric, Inusalia stole and devoured a minor fraction of her soul, and now she 
  hungers for more.
  Adventure Hooks
  • One of the PCs is addicted to a magical intoxicant of extreme rarity.
  • The PCs require magical and alchemical aid beyond their means.
  • The PCs need information on a cartel of drug merchants and 
  traffickers.
  Drawbacks
  Knowledge that the PCs have willingly interacted with Inusalia strikes an ill 
  chord among the Qadiran elite. The families of those addicts supplied and 
  murdered by the fiend see them as easier targets of revenge than Inusalia 
  herself.
  INUSALIA THE LADY OF WASTING INTOXICATION 
  CR 16
  XP 409,600
  Female meladaemon alchemist (psychonaut) 10
  NE Large outsider (evil, extraplanar)
  Init +10; Senses darkvision 60 ft., detect good, detect magic; 
  Perception +23
  Aura consumptive aura (20 ft., DC 23)
  DEFENSE
  AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
  hp 281 (14d10+10d8+144+15)
  Fort +19, Ref +22, Will +20
  DR 10/adamantine and good; Immune acid, critical hits, 
  death effects, disease, poison, sneak attack; Resist 
  cold 10, electricity 10, fire 10; SR 22 
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee bite +26 (2d8+5/19-20 plus disease), 2 claws 
  +25 (2d6+5 plus hunger)
  Ranged +26/+21/+16/+11 bomb (5d4+7 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bomb 19/day (5d4+7 fire or 3d4+7 
  fire plus confusion for 10 rds, DC 22)
  Meladaemon 
  Spell-Like 
  Abilities 
  (CL 
  11th; 
  concentration +17)
  Constant—detect good, detect magic, fly, see invisibility
  At will—fear (DC 17), deeper darkness, greater teleport (self plus 
  50 lbs. of objects only)
  3/day—blight (DC 20), diminish plants, quickened magic missile
  1/day—horrid wilting (DC 24), waves of fatigue 
  Alchemist Extracts Prepared (CL 10th)
  4th—plane shift (DC 21), stoneskin
  3rd—absorbing touch (DC 20), cure serious wounds, speak with 
  dead (DC 20), nondetection, seek thoughts (DC 20)
  2nd—augury, alter self, detect thoughts (DC 19), false life, 
  undetectable alignment, vomit swarm
  1st—bomber’s eye, crafter’s fortune (DC 18), disguise self, 
  identify, keen senses, negate aroma (DC 18), true strike
  TACTICS
  Before Combat Inusalia drinks an extract of false life and undetectable 
  alignment every day. Before combat, she drinks stoneskin.
  During Combat Inusalia uses her ability to fly to stay out of melee 
  combat if possible. She begins by using her horrid wilting spell-like 
  ability, followed by quickened magic missiles and bombs. She often 
  uses her talisman of soul-eating and speak with dead after combat 
  is over.
  Morale Inusalia escapes using greater teleport or plane shift if she 
  has lost more than 200 hp. 
  Base Statistics Without her extracts, Inusalia’s base statistics are 
  hp 266; DR 10/good. 
  STATISTICS
  Str 20, Dex 22, Con 23, Int 25, Wis 19, Cha 22
  Base Attack +21; CMB +27; CMD 43
  Feats Blind-Fight, Brew Potion, Combat Reflexes, Extra Bombs, Great 
  Fortitude, Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Iron Will, Point-Blank Shot, Quicken Spell-Like Ability 
  (magic missile), Skill Focus (Craft (alchemy)), Throw Anything, 
  Weapon Focus (bite)
  Skills Appraise +20, Bluff +33, Craft (alchemy) +40, Disable Device 
  +11, Fly +19, Heal +17, Intimidate +23, Knowledge (arcana) +34, 
  Knowledge (nature) +34, Knowledge (planes) +34, Knowledge 
  (religion) +24, Linguistics +11, Perception +23, Sense Motive +23, 
  Sleight of Hand +19, Spellcraft +34, Stealth +29, Survival +23, 
  Use Magic Device +25
  Languages Abyssal, Aklo, Draconic, Infernal, Kelish, Osiriani, 
  Taldan; telepathy 100 ft.
  SQ alchemy (alchemy crafting +10, identify potions), 
  discoveries (cognatogen, confusion bomb, infusion, fast 
  bombs, smoke bomb), fast poisoning mutagen (+4/-2, +2 
  natural, 100 minutes), poison use, swift alchemy
  Combat Gear Drugs (daemon seed [Pathfinder 
  Campaign Setting: Horsemen of the Apocalypse: Book 
  of the Damned, Vol. 3], dreamtime tea [Pathfinder 
  Campaign Setting: Rival Guide], wyrm pesh [Pathfinder 
  Player Companion: Dragonslayer’s Handbook]), dust of 
  dryness, formula book, glove of storing, hat of disguise, 
  talisman of soul-eating
  SPECIAL ABILITIES
  Consumptive Aura (Su) A meladaemon radiates 
  an aura of hunger to a radius of 20 feet. Every 
  round a creature begins its turn within this aura, 
  it must succeed on a DC 23 Fortitude save 
  or take 1d6 nonlethal damage and become 
  fatigued from extreme hunger. Creatures that 
  do not need to eat are immune to this effect. 
  The save DC is Constitution-based.
  Disease (Ex) Daemonic wasting: Bite – injury; save 
  Fort DC 23; onset 1 day; frequency 1/day; effect 1d4 Con and 
  1d4 Cha damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Hunger (Su) A meladaemon’s claw attack deals an additional 1d6 
  points of nonlethal damage as it causes sudden pangs of horrific 
  hunger in its foe. Creatures that do not need to eat are immune 
  to this effect. [
  
  48
  48
  by Larry “Larcifer” Wilhelm
  Art by Michael Jaecks and Remi 
  “Rammbolt” Thorensen
  Maps by Michael “mearrin69” Arrington 
  and Larry Wilhelm
  Adventure Background
  R
  ecently, a meladaemon cleaved a rift 
  between her demiplane and the spice-
  lined streets of Sedeq. This daemon, 
  Inusalia the Lady of Wasting Intoxication, 
  preys upon the city’s weak by providing 
  those broken from slavery with pesh before 
  consuming their souls.
  While stocking her den of pleasures, 
  Inusalia found the herbalist Farideh, and, 
  as she interacted with Farideh, Inusalia 
  sensed an intoxicating blend of the familiar 
  lash-marked slave mixed with the redeemed 
  essence of one who worships divinity. This 
  vintage was too much for the meladaemon 
  to pass up. Unable to manage her desires, 
  Inusalia took a small sip, and with that savor 
  of Farideh’s soul, the meladaemon herself 
  became an addict. Sated for now, and in 
  desperate need of Farideh’s wares, Inusalia 
  left the herbalist alive. 
  Back in her demiplane, Inusalia forced 
  Farideh’s sweet taste from her lips as she 
  turned her attention towards several man-
  sized trunks. As she opened the last trunk, 
  she laughed wickedly as the trunk’s contents 
  came into view. Each contained the corpse 
  of a drug lord. Soon, Inusalia would let 
  Sedeq know she was in control of the city’s 
  drug trade. 
  Adventure Summary
  The adventure is designed for a party of four 
  13th level characters and opens with the 
  PCs answering the shocked cries of market goers when several withered 
  corpses flop to the ground and animate as pesh mummies. As the PCs 
  react, a herd of startled elephants stampede. As though this were not 
  enough, the charging pachyderms trample over a lamp oil shop igniting 
  a fire that threatens to cause an explosion. If the PCs behave valiantly 
  during this commotion, an herbalist named Farideh approaches them 
  for help in bringing down Inusalia who has recently taken roost within 
  Sedeq—the fiend is behind the events at the market.
  Ultimately, the PCs find themselves within a demiplane of excess. Once 
  inside, the PCs must navigate a sea of addicts, overcome the seductive call 
  of erodaemons, and finally, confront the meladaemon Inusalia.
  Sedeq
  Known for its vices, Sedeq is a near paradise filled with lush gardens, 
  thirst-quenching oases, and one of the largest markets in Golarion. When 
  the PCs arrive, the city is in the midst of a heat wave. During Part One, 
  the mercury peaks at a cruel 120 degrees Fahrenheit, and for all other 
  days, it hovers at a relentless 95 degrees Fahrenheit (see the Pathfinder 
  RPG Core Rulebook).
  Part One: A Day At The Market
  PCs who take the time to gather information can learn about a recent 
  power struggle within Sedeq’s underworld. With a successful DC 15 
  Knowledge (local) or Gather Information check, the PCs learn that 
  several pesh lords and addicts have gone missing. Claiming responsibility 
  for these underworld abductions is a mysterious entity called “the Purple 
  Lady.”
  As the PCs explore the market, a series of 
  events unfolds that places them in the midst 
  of a crisis. They can choose to be heroes or 
  simply ignore the devastation that unfolds 
  around them.
  How the PCs arrive in Sedeq’s market 
  or what their business is there is incidental 
  to the plot of this adventure; they could 
  be looking to purchase powerful magic, 
  tracking down a relative sold into slavery, or 
  just seeking a place to sell their spoils. What 
  is important is that the PCs have a reason 
  to explore one of Golarion’s largest markets. 
  As the PCs arrive at Sedeq’s market, read or 
  paraphrase the following:
  A musical prayer abruptly ends with a 
  cacophany of windows and doorways 
  simultaneously 
  flying 
  open. 
  Where 
  moments ago empty streets and shuttered 
  windows respected the homage to Sarenrae, 
  now the avenues teem with life. Just as the 
  sounds of Sedeq’s Central Market seem to 
  level off, the loud trumpeting of elephants 
  heralds the arrival of Sedeq’s famous 
  mobile shops, which sway atop the backs 
  of lumbering pachyderms.
  Let the PCs experience the market rising 
  to life. Role-play a few aggressive merchants 
  tugging at the PCs’ sleeves in a desperate 
  attempt to make their first sale. Describe the 
  oppressive temperatures and punish those 
  who failed to take precautions against the 
  Side Trek: Pleasures  
  of the Flesh
  Timing of Part One’s Events
  While each of the events found in Part One should not 
  individually challenge a party of level 13 adventurers, the fast 
  paced timing of these events, coupled with the oppressive 
  heat, should prove challenging. If the PCs find it too easy, 
  add to the challenge. If they find it too difficult, extend the 
  time between each event. Below, a timeline is provided to 
  help run Part One.
  Surprise round: Pesh mummies attack!
  Round 1: Pesh mummies continue. Market shoppers 
  panic treating the area as difficult terrain. 
  Round 2: Pesh mummies continue. Startled elephants 
  stampede (begin Event Two). 
  Round 3: Pesh mummies carry on. Elephants stampede.
  Round 4: If still active, the mummies attack mindlessly. 
  Elephants charge through a wooden lamp oil stall (begin 
  Event Three). 
  Round 5: Mummies continue. Elephants trample. 
  Farideh’s grandson (Abdul NG male human expert 3) is in 
  the direct path of the pachyderms. If the elephants are not 
  stopped, he is included in their trample. He has a Reflex save 
  bonus of +3 and 20 hp. The lamp oil fire continues to spread. 
  Round 6: Mummies and elephants carry on. Explosion!
  Round 7 and so on: Continue with each event detailed 
  under its specific heading.
  
  49
  49
  heat wave. Any shop the PCs can imagine is located here and the city of 
  Sedeq is considered a metropolis for its purchase limit and available magic 
  items. Let the PCs wander the market for a while before proceeding to 
  Event One. 
  Event One: Roll Out The Red Carpet (CR 10) 
  A crowd swells around a shop packed with exotic rugs; however, it 
  is the existence of shade that draws the most attention. At the shop’s 
  front, an elderly man offers cold tea to shoppers while his wife works 
  feverishly at a giant loom.
  This serene market scene ends as the bodies of the 5 murdered pesh 
  lords animate. Hidden within large rolls of carpet (DC 35 Perception 
  check to notice) are 5 pesh mummies (see Creatures). As soon as the 
  mummies unfurl from the carpets, the crowd panics (see Hazard). 
  However, if the PCs can detect the slight undulations in the scattered 
  rugs before the surprise round, they may warn the shop’s two elderly 
  owners and change the mummy’s tactics so that the initial results of a “4” 
  and “5” become “target nearest PC” instead (see Tactics). 
  Creatures: The 5 bodies represent the murdered drug lords who, up 
  until now, controlled the flow of pesh within the city. To ensure those 
  who seek retribution think twice, Inusalia turned these corpses into pesh 
  mummies.
  Hazard: As soon as the pesh mummies animate, the crowd panics, 
  causing the area to become difficult terrain. Due to the mass hysteria, 
  area of effect attacks target an innocent bystander per square affected as 
  there are no “empty” spaces. However, any PC can move past a bystander 
  as a free action essentially swapping squares with them by pushing them 
  aside. PCs can attempt to disperse the crowd as a standard action. This 
  requires a successful DC 30 Diplomacy or Intimidate skill check. If the 
  crowd is dispersed, the area is no longer considered difficult terrain and 
  area of effect attacks can be used without consequence. 
  MUMMY, PESH (6)  
  CR 5
  XP 1,600 EACH
  hp 60 each (see page 91) 
  TACTICS
  During Combat The pesh mummies attack the nearest living 
  creature. In the case of a tie, for each surviving mummy, roll 
  1d6: 1-3 nearest PC; 4 man serving cold tea; 5 woman working 
  loom; 6 random market shopper. On a roll of 4-6, the pesh 
  mummy automatically kills its NPC target. After an NPC is killed, 
  their corresponding number is assigned to the PCs; however, a 
  roll of 6 always results in the death of an NPC.
  Morale The mummies fight until destroyed.
  Development: If the PCs inspect the corpses, a successful DC 
  25 Perception check uncovers a jackal’s skull devouring an eclipsed 
  sun burned onto their skin. A successful DC 30 Knowledge (planes 
  or religion) check identifies the mark representing Trelmarixian, the 
  Horseman of Famine.
  Farideh’s Favor: For each pesh mummy destroyed, reward the PCs 
  with 5 favor points. For each civilian killed, subtract 1 favor point. 
  Event Two: Stampede! (CR 12) 
  An inhuman cry trumpets through the market followed by three 
  similar blasts. Ahead, a group of elephants toss their handlers as panic 
  fills their once docile eyes. In the mayhem, the elephants begin a deadly 
  stampede.
  
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  As several screams cry at the discovery of the bodies during Event One, 
  four market elephants become panicked. 
  Creatures: Four terrified elephants begin a stampede (see map for their 
  path of terror.) 
  ADvANCED ELEPHANT (4) 
  CR 8
  XP 4,800 EACH
  hp 115 each (Pathfinder RPG Bestiary 
  128, 294)
  TACTICS
  During Combat If left alone, the 
  stampeding elephants follow the 
  path marked on the map. Unless 
  they take over 20 points of damage 
  in a single round, they ignore the 
  PCs. If the PCs’ attacks draw their 
  attention, they resort to their 
  gore and slam attacks against 
  the attacker who dealt the most 
  damage that round.
  Morale Terrified, the pachyderms 
  fight until destroyed, unless the 
  PCs can calm them individually with 
  a successful DC 25 Handle Animal 
  check or other appropriate solution.
  Development: Each round roll 1d6 
  for every trampling elephant. The result 
  is the number of stampede casualties. 
  If the PCs disperse the crowd, reduce 
  the die rolled to a 1d4. If an elephant is 
  calmed or subdued, they immediately 
  become docile. 
  Farideh’s Favor: Reward the PCs 
  with 10 favor points for each elephant 
  saved. If an elephant is killed, no points 
  are awarded. Subtract 1 favor point for 
  each civilian trampled to death. If Abdul 
  survives the elephants’ stampede, reward the PCs 
  with 10 additional favor points.
  Rewards: For each elephant saved, the 
  pachyderm’s handler rewards the PCs with 
  2,000 gp. 
  Event Three: Explosion! 
  Filled with antique lamps, kerosene, and oil, 
  this shop is an accident waiting to happen. If the 
  PCs do not stop the elephants before they trample 
  through, read or paraphrase the following:
  A fire erupts as the rampaging pachyderms 
  burst through this soot-stained store. As the 
  fire dances towards several oil-stained barrels, 
  numerous 
  panicked 
  bystanders 
  exclaim, 
  “Watch out, its gonna blow!” 
  If the PCs do not extinguish the fire in 2 
  rounds (as a full round action), read or paraphrase 
  the following:
  A deafening boom erupts amid a cyclone of fire. 
  Where a lamp oil shop stood only moments ago, only a crater remains.
  When the shop ignites (at Initiative rank 10) everyone within a 50-foot 
  radius must make a DC 25 Reflex save or fall prone due to the thunderous 
  explosion. Furthermore, everyone within a 50-foot radius must also make 
  a DC 25 Fortitude save or be deafened for 2d6 rounds as a sonic boom 
  tears through the market. Finally, anyone within 30 feet of the building 
  takes 12d6 points of fire damage (DC 20 
  Reflex save for half) as the flammables 
  explode.
  Farideh’s Favor: If the PCs prevent 
  the explosion, they receive 20  favor 
  points. However, if the explosion occurs, 
  roll 2d20 (reduce to 2d12 if crowd has 
  been dispersed) to determine the number 
  of civilian casualties. For each casualty, 
  reduce the PC’s favor by 1 point.
  Event Four: Aftermath! 
  After the PCs overcome the market 
  chaos, Farideh approaches them with 
  an offer. If the PCs can convince her 
  they have genuine concern for Sedeq 
  and its citizens, she fills them in on the 
  recent events within Sedeq (pull this 
  information from both this adventure 
  and the short story featuring Farideh 
  and Inusalia, also found within this 
  issue of Wayfinder). Allow the PCs an 
  opportunity to gain Farideh’s aid. If they 
  succeed on the appropriate Diplomacy 
  check (determined by her initial attitude 
  plus her Charisma modifier: DC 3, DC 
  13, DC 18, DC 23, or DC 28), they gain 
  her aid. Otherwise they gain the default 
  level based on her initial attitude (see 
  sidebar: Farideh’s Favor). 
  Farideh’s Favor
  Throughout Part One the PCs had several opportunities to earn 
  favor from Farideh who has knowledge of the fiend responsible 
  for the market mayhem. The PC’s final favor score determines 
  how Farideh helps the PCs during Part Two. 
  Favor 
  Points
  Farideh’s 
  Initial 
  Attitude
  Farideh’s Service
  60+
  Helpful
  Staunch Ally (accompanies 
  PCs to her death)
  40-59
  Friendly
  Ally (accompanies PCs but 
  retreats if threatened)
  20-39
  Indifferent
  Supporter (provides spell 
  casting services for free)
  0-19
  Unfriendly
  Information (provides 
  Inusalia’s location, charges 
  for further services)
  -1 and 
  lower
  Hostile
  PCs as tools (provides 
  Inusalia’s location)
  
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  FARIDEH THE HERBALIST 
  CR 13
  XP 25,600
  hp 78; see pg. 46
  Treasure: See pg. 46 for Farideh’s 
  gear.
  Story Award: If the PCs make Farideh 
  friendly or helpful, reward them as if they 
  had defeated a CR 13 creature.
  Part 2: The Pangs of Addiction
  If the PCs make Farideh friendly or 
  helpful, she insists on joining the PCs. 
  However, if the PCs wish to turn down 
  her assistance, she can be persuaded 
  to stay behind with a successful DC 
  35 Diplomacy check. The question 
  now becomes, “How do the PCs locate 
  Inusalia’s lair?” If Farideh’s nephew Abdul 
  survived the stampede, this task becomes 
  simple as he can identify Inusalia’s shop 
  (a nearby shop marked with a purple 
  door). However, if Abdul died, the hunt 
  for Inusalia becomes more difficult (see 
  sidebar: Daemon Hunt).
  Regardless of how the PCs come to 
  the purple door, there are a few notes 
  about Inusalia’s lair. First, the shop is a 
  demiplane tied to several other locations 
  within Golarion. Second, while the 
  demiplane appears to be a pleasure den constructed of wood and other 
  common materials, the walls and surfaces are actually made of force 
  (Hardness 30, hit points 220). Finally, illumination is at the dim level 
  of light, and a constant haze is present throughout the den.
  2a. Drug Parlor (CR 10)
  This octagonal chamber is stuffed with lavish furnishings that offer 
  addicts a place to forget their harsh realities. At the chamber’s center 
  squats a brass hookah with eight bejeweled smoking tubes dangling 
  off its metalic skin like a cephalapod’s 
  tentacles.
  As the PCs traverse the parlor many 
  of its occupants beg for money while 
  others offer favors in return for gold. A 
  DC 15 Perception check identifies the 
  addicts as multicultural, with an equal 
  mix of Nidalese, Osiriani, and Qadiran 
  patrons (this proportion of ethnicities 
  exists nowhere else within Sedeq). If this 
  assembly of addicts is threatened, or the 
  hookah is damaged, they scream for help, 
  while the addicted dancing dervishes take 
  advantage of the situation (see Creatures). 
  These cries alert Inusalia (if she is not 
  already aware) and the erodaemons (area 
  2c) to the PCs presence.
  Creatures: Three scoundrels look 
  to rob the PCs as they are distracted by 
  the mass of addicts. Above the haze and 
  invisible, float 15 cacodaemons. These 
  daemons avoid combat while collecting 
  the souls from those who die within the 
  den. If they detect the PCs, they alert 
  Inusalia. 
  Hazard: The brass hookah emits 
  an intoxicating blend of narcotics. The 
  addictive blend of vapors is a mix of pesh 
  and daemon seed. Anyone who needs 
  to breathe is continually subjected to the effects of both drugs while 
  within Inusalia’s demiplane. The rules for drugs and addictions can be 
  found on page 236 of the GameMastery Guide.
  ADDICTED DANCING DERvISH (3) 
  CR 9
  XP 6,400 EACH
  hp 68 each (Pathfinder RPG NPC Codex 149)
  TACTICS
  Before Combat As the PCs make their way across the parlor, 
  the dervishes blend in with the fawning crowd and attempt to 
  Daemon Hunt!
  These two threads can lead the PCs towards 
  Inusalia’s demiplane if Abdul died. It is 
  important to note these are just basic threads 
  and the GM is encouraged to flesh them out.
  Deal with the devil: A member of Sedeq’s 
  underworld comes to the PCs offering the 
  location of Inusalia’s pleasure den. If the heroes 
  can eliminate their competition, Sedeq’s former 
  drug cartel rewards them with 12,000 gp in 
  Qadiran trade bars. 
  I need my fix: In their hunt for Inusalia’s 
  location, the PCs see a pathetic addict milling 
  around in an obvious state of withdrawal. If the 
  PCs can heal this damaged soul, they can bring 
  her to a lucid state for questioning. Once lucid, a 
  DC 20 Diplomacy or Intimidate check gets the 
  addict to lead the PCs to Inusalia’s location. 
  
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  pickpocket the PCs, using their Sleight of Hand skill. Do not 
  forget to add the skill bonuses due to their ingestion of daemon 
  seed. Roll randomly to determine which PCs are targeted and 
  what items are taken. If all three dervishes successfully steal an 
  item from the PCs, they slink back into the crowd. 
  During Combat If noticed, a dervish will attempt to place himself 
  between as many of the PCs as possible so he can use his 
  Whirlwind feat. 
  PESH HAZE HAZARD 
   
  Type inhaled; Addiction moderate, Fortitude DC 20
  Effects 1 hour; +1d2 alchemical bonus to Strength, -2 penalty on 
  saves against illusions and mind-affecting effects
  Secondary Effect after 1 hour; 1d2 hours of fatigue 
  Damage 1d2 Con and 1d2 Wis damage.
  DAEMON SEED HAZE HAZARD 
   
  Type inhaled; Addiction major, Fortitude DC 20 (non-daemons 
  only); 
  Effects 1 hour; +1d4 profane bonus to saves and skill checks, 
  +1d6 profane bonus to one skill. 
  Damage 15% chance of blindness and deafness for 1 hour and 1 
  negative level (DC 20). 
  2b. Private Rooms
  These rooms offer privacy. All of these rooms are currently vacant. 
  2c. Face Your Desire! (CR 14)
  An exquisite bed chamber offers a vista of comfort. A large screen 
  provides a partition to an unseen corner of the room. 
  Much like the demiplane’s other private chambers, this area offers a 
  quiet respite from the illicit activities displayed within the main hall. A 
  successful DC 25 Perception check reveals several muffled whimpers 
  from behind the screen. If the PCs investigate the cries, they locate the 
  masquerading erodaemons (see Creatures). 
  Creatures: Three erodaemons partake in the den’s pleasures and feed 
  off the clientele’s depraved energies. If they detect the PCs’ arrival, they 
  begin their preparations. Remember the daemon seed bonuses to their 
  Bluff skills.
  ERODAEMON (3) 
  CR 11
  XP 12,800 EACH
  hp 147 each (Pathfinder Campaign Setting: Horsemen of the 
  Apocalypse: Book of the Damned, Vol. 3 46) 
  TACTICS
  Before Combat If the PCs caused a commotion in area 2a, the 
  erodaemons use their detect thoughts ability to scan the PCs’ 
  thoughts. PCs looking to rescue an enslaved family member, 
  or who seek a contact to buy or sell a magic item, make good 
  targets. Using their object of desire special ability, the daemons 
  perform acts of passion upon their targets. 
  During Combat If their ruse is detected, the erodaemons 
  summon ceustodaemons to flank the PCs from area 2a.
  CEUSTODAEMON (vARIES) 
  CR —
  XP 2,400 EACH
  hp 68 each (Pathfinder RPG Bestiary 2 65)
  
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  Development: A DC 25 Perception check reveals a hidden wall panel 
  that leads to Inusalia’s sanctum sanctorum (see map).
  2d. Inusalia in the Flesh 
  An eloborate alchemy lab snakes throughout this chamber brewing 
  all manner of intoxicants. Peppered throughout the glassware  
  are several sealed jars radiating pulses of blue mist. A wall of 
  transparent glass looks down upon the pleasure den below, and 
  from this vantage several fleshy balls of mostly gnashing teeth 
  float above the drug-filled haze feeding upon the overdosed and 
  deceased.
  The alchemy lab is considered a masterwork specimen and is 
  fully stocked. The one-way transparent glass is a pane of true seeing 
  and grants anyone looking down to area 2a from this side of the 
  pane the ability to view the room as if using the spell true seeing. 
  Unfortunately, the pane is fixed to the demiplane’s forcewall and 
  shatters if anyone attempts to remove it. The glowing jars are soul 
  jars and hold the life essences of several of Inusalia’s victims. There 
  are 20 jars in total, and, of them, 14 contain mindless spirits (worth 
  10 gp each). The remaining six contain something more special. 
  Five hold the souls of the former pesh lords and are considered 
  noteworthy souls (each worth 500 gp), while the last holds Farideh’s 
  soul fragment (worth 1,000 gp). Finally, a large book lays open amid 
  the alchemy equipment.
  Creatures: Inusalia works feverishly within this laboratory. Besides 
  feeding Sedeq’s addicts, Inusalia also has markets within the cities of 
  Katapesh, Katheer, and Nidal all serviced by this interdimensional 
  pleasure den. 
  INUSALIA THE LADY OF WASTING INTOXICATION 
  CR 16
  XP 76,800 
  hp 294; see pg. 47
  Treasure: See pg. 47 for Inusalia’s gear. 
  TACTICS
  See Page 47.
  Treasure: The large book is written in Keleshite, and at first glance 
  it appears to be a strange series of poems on hallucinogenic drugs. 
  However, a successful DC 25 Linguistics (decipher script) check reveals 
  its true nature as a complex acrostic in Abyssal describing devotions 
  to the Horseman of Famine, the true names of daemons in his service 
  (including the book’s author, Inusalia), as well as several spells including: 
  contagion, greater planar binding, lesser planar binding, plague carrier, 
  planar binding, and summon meladaemon. The book is considered 
  priceless to the right collector and could fetch well over 15,000 gp if one 
  knows where to sell it. A DC 25 Knowledge (arcana or planes) check 
  identifies the book as Inusalia’s Asemic Acrostic. 
  Development: A DC 15 Perception check reveals a hidden hollow. 
  Within this depression rests a dossier revealing a strikingly similar 
  plan to overthrow the drug lords of Katapesh, Katheer, and Nidal. It is 
  obvious that the city of Sedeq was Inusalia’s pilot project. 
  Conclusion
  With Inusalia thwarted, the PCs can carry on with their pursuits. What 
  the PCs wish to do with the knowledge of Inusalia’s continent-spanning 
  plot is up to them. Feel free to use this plot in your campaign and have 
  Inusalia harass the PCs during their future adventures. What happens 
  to Sedeq’s drug trade? Which villain rises to fill Inusalia’s vacancy? How 
  does Farideh react to the PCs holding a fragment of her soul? And what 
  revenge awaits the PCs for interfering with the plot of Trelmarixian, the 
  Horseman of Famine? [
   Only the highest caliber of weirdness 
  from the highest caliber   
   
   
   
   
   
  of weird designers. 
  Zombie Sky Press, It Came from the Stars, and associated marks and logos are 
  trademarks of Zombie Sky Press. See zombieskypress.com for more information 
  on It Came from the Stars. Pathfinder and associated marks and logos are 
  trademarks of Paizo Publishing, LLC, and are used under license. See paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  TM
  Colin McComb
  Richard Pett
  Michael Kortes
  Clinton Boomer
  ...and more!
  
  54
  54
  by Christina Stiles and Mike Welham
  Art by Chris L. Kimball
  Maps by Carlos “Celurian” Torreblanca
  TWELvE TENTS
  LE thorp
  Corruption +4; Crime –2; Economy +6; Law +4; Lore +0; 
  Society –2
  Qualities notorious, prosperous
  Danger +5
  DEMOGRAPHICS
  Government overlord
  Population 22 (8 humans, 5 half-orcs, 5 shaitans, 2 halflings, 
  1 efreeti, 1 half-elf [drow]) plus various guests
  Notable NPCs
  Jen’di’karan (LE male efreeti sorcerer 8)
  Tavernkeep Okmmed (LE male half-orc fighter 7)
  Z’mara (LN female human expert 2)
  MARKETPLACE
  Base Value 125 gp; Purchase Limit 750 gp; Spellcasting 2nd
  Minor Items 1d4; Medium Items —; Major Items —
  The Twelve Tents “inn” sits on the outskirts of a lush oasis. Twenty 
  large, tan tents with red flags flying above encircle a beautiful, thriving 
  garden of palms and flowers. A brass fortress rises 250 feet from the 
  garden’s center, and its two spires climb another 50 feet above the 
  main structure. Humans, dwarfs, and large hairless men with skin 
  like burnished copper mill about the establishment, moving supplies, 
  talking, or walking their mounts toward the stable area behind the 
  westernmost tents (where the wind blows away from the inn). 
  A sign depicting a frothy mug, some wineskins, and various fruits 
  hangs outside the brass fortresses doors; there are no words upon it. 
  Background and Description
  Hajirin’s House of Pleasant Respite began as a mud-brick tavern on 
  the outskirts of an oasis. Initially, twelve tents surrounded the drab 
  central building, and as the number of tents remained the same for well 
  over a decade (only recently burgeoning to twenty), the locals began 
  referring to the place as Twelve Tents. A rare few now remember the 
  establishment’s original name. 
  Jen’di’karan, a crafty efreeti, currently owns Twelve Tents. The 
  outsider tricked the inn’s former owner, Hajirin al Hammad, out of 
  the place after the foolish man unleashed him from his bottle-prison 
  and requested three wishes. The first was the splendid brass fortress to 
  replace the dilapidated central inn building. The second was beautiful 
  gardens, filled with exotic plants, to surround the new fortress. The last 
  wish, however, went horribly wrong. When the fellow asked to be a very 
  rich man, Jen’di’karan turned him into a platinum statue (the statue of 
  Hajirin—valued at 200,000 gp can be found in the genie’s quarters).
  The evil genie remains in the brass fortress most of the time. Few 
  know that Hajirin no longer owns the establishment, though they do 
  find it odd the brass fortress sprung up literally overnight. Since no one 
  liked Hajirin in the first place, few people miss him.
  Once he took over the operation of the inn, Jen’di’karan found himself 
  not only a new innkeeper, but the owner of a prospering slavery ring as 
  well. The efreeti’s shaitans and a few half-orc warriors work the area, 
  raiding nearby villages and attacking unwary travelers. They then sell 
  their spoils to underground races like the drow, who reside underneath 
  the nearby mountains, and any other interested, paying parties. 
  Exterior of Twelve Tents
  1. The Brass Fortress
  The Brass Fortress rises from the beauty of the surrounding gardens like 
  a beacon. In the daytime, the sun dances off the tower and colors its 
  spires in prisms of light. The tower houses the local tavern on its bottom 
  floor, and there are a few rooms to rent on the second and third floors.
  2. Gardens
  The gardens surrounding the brass fortress are ornate, unusual, and 
  breathtaking in their colors and fragrances. A staff of three gardeners 
  maintains the flora, but in truth they do little but keep it neat. The 
  gardens seem to grow and bloom of their own accord.
  3. Partitioned Tents
  Four tents are normally partitioned into four private sections each. Each 
  partitioned area contains a bed and a chest for equipment storage. Each 
  tent has two servants assigned to it who clean equipment, fetch food 
  and drink, or run errands for the guests. No extra charge is paid for this 
  service. The rate for a partitioned tent is 2 gp per night.
  4. Common Tents
  These sixteen large tents each contain a single space that provides shelter 
  for the numerous travelers who stay at the inn. They serve as common 
  sleeping quarters for up to twenty-five guests each. The occupants are 
  provided only a straw pallet and a blanket. The rate for a common tent 
  is 5 sp per night.
  5. Market
  On the northern side of Twelve Tents is a small market area where 
  trinkets, supplies, and foodstuffs can be purchased. A few horse and 
  camel traders (thieves, really) can be found here, along with a slave 
  trader or two, though the latter don’t broadcast their trade or presence.
  6. Stables
  A massive mud-brick stable on the western side of Twelve Tents provides 
  room for over seventy horses or camels. The rate for stabling one animal 
  with feed is 1 gp per night.
  Twelve Tents
  Ha jirin’s House of 
  Pleasant Respite
  
  55
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  7. Oasis
  This large lake provides water for Twelve Tents, and it is the largest 
  source of water for many miles. The oasis area is always bustling, as men 
  and women lead horses and camels to drink here, or carry buckets of 
  water back to the tents or the tower.
  Brass Fortress First Floor
  1A. Common Room
  Opening the doors of this huge building reveals a large common 
  room with over thirty round tables. The room smells of smoke, horses, 
  camels, coffee, and unwashed bodies. The bar sits at the northern side 
  of the room, manned by the large half-orc Okmmed who watches the 
  servants carefully. 
  Okmmed is also the person to see for those wishing to rent a room 
  in the tower. 
  1B. Stairwell
  A guard stands outside the door to this stairwell leading to the second 
  and third floors. The guard will only allow patrons to pass if he is given 
  a nod of approval from Okmmed.
  Another guard stands at the entrance to the third floor, blocking 
  curious patrons from exploring the master’s private level of the tower. 
  1C. Kitchen
  This small kitchen is crowded with pots, pans, utensils, crates, and 
  barrels. The stone oven keeps the room very hot, but the shaitan servant 
  overseeing the kitchen looks to be used to the heat. Metal pipes rise 
  from the oven and through the ceiling, expelling the smoke through 
  the tower’s spires. Other servants come 
  and go from the kitchen. They are 
  responsible for taking care of the rings 
  from the various colored (for room 
  identification) bells, connected to bell 
  pulls throughout the building, that 
  hang in the kitchen.
  1D. Private Entertainment Room
  A guard stands outside the archway to 
  this private room, which Jen’di’karan 
  uses to entertain his special friends 
  and business colleagues. Large, plush 
  cushions cover the floor in a circular 
  pattern. In their center is a short, round 
  table filled with pitchers of wine and 
  water and trays piled high with meats 
  and fruits. Occasionally, dancing girls 
  and minstrels perform here for the 
  master’s pleasure as well. As Jen’di’karan 
  is a jovial soul, deep, thunderous laughs 
  can often be heard emanating from this 
  room. 
  There is a door in the eastern corner of 
  the room. Without the key, the only one 
  of which hangs around Jen’di’karan’s 
  neck, a DC  30 Disable Device check 
  is required to open it. Beyond the 
  door, a private staircase leads from 
  the first to third floor. There is no 
  entry to this stairwell from the second 
  level. The stairwell enters directly into 
  Jen’di’karan’s sitting room (area 1J).
  Brass Fortress Second Floor
  1E. Library and Parlor
  Patrons purchasing private rooms in the tower have access to this library 
  and parlor. The parlor has numerous tables and lamps for studying, and 
  there is a bell pull here for parched or hungry patrons to call for food 
  service. The books found in the library are all on mundane historical 
  topics of local interest, though they could be of help to persons seeking 
  knowledge of ancient places. A guard stands against the center of the 
  northern wall. His presence assures no one tries to make off with any 
  of the books.
  1F. Rooms
  These private rooms contain fancy four-poster beds, fireplaces, chests 
  for storing gear and valuables, a desk and chair, oil lamps, and bell pulls 
  (each room has a different color pull). The rate for a tower room is 25 gp 
  per night.
  1G. Storage
  The storage room houses extra linen, chairs, and tables. It also houses 
  the servants’ cleaning tools. 
  1H. Servants’ Quarters
  The servants’ quarters contain over a dozen pallets. Small unlocked 
  chests rest at the foot of the pallets, containing only changes of clothing. 
  The servants here are really slaves, so they have no money or many 
  personal effects.
  
  56
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  Brass Fortress Third Floor
  1I. Jen’di’karan’s Quarters
  A guard stands outside the door to the master’s quarters. The door 
  is always locked and requires a DC 30 Disable Device check to 
  open. Inside, the room contains an enormous bed with a mahogany 
  headboard, footboard, and frame, carved with intricate scenes of 
  djinni heroes and mythology. The bed is easily worth 4,000 gp. Plush 
  chairs, sedans, and floor pillows occupy the rest of the room, along 
  with the platinum statue of Hajirin. Jen’di’karan keeps his wealth in 
  a chest hidden in the bed’s frame; the compartment opens when a 
  particular carving is touched (DC 25 Perception check to find). The 
  chest’s intricate lock requires a DC 35 Disable Device check to bypass, 
  and opening the chest reveals money collected from Jen’di’karan’s 
  slave trade amounting to 500 pp, 3,500 gp, and several gems valued 
  at 2,500 gp total.
  1J. Personal Sitting Room
  Jen’di’karan uses this private area to unwind with Okmmed and 
  occasionally with the visiting Vorkaal. Besides the guards and the 
  servants bringing food and wine, these are the only other two people 
  allowed on this level. 
  1K. Private Rooms
  These rooms contain expensive furnishings: a nice bed, desk and chair, 
  a sedan, and a lockable armoire. Okmmed sleeps in the left room, and 
  Vorkaal stays in the right room when he visits Twelve Tents. Okmmed 
  prefers to keep his wealth close by, so he exchanges much of his coin 
  for gemstones, which he carries in a pouch on his person.
  The tavern’s floor is tiled in an elaborate mosaic of fiery reds and 
  oranges, making it appear as if the patrons are walking through a 
  blazing inferno. Two tall, copper-skinned guards with black eyes 
  guard the archways on the western side of the common room. The 
  massively muscled men with stone-like faces carry masterwork 
  scimitars and axes. Every now and then deep laughter rumbles from 
  behind the archway. 
  If travelers request superior accommodations, seven rooms are 
  available for rent within the brass fortress. These rooms come fully 
  furnished with large beds, carpets, an armoire, and a table with four 
  chairs. They are also stocked with fresh fruits and a good bottle of 
  wine. Each has a bell pull to summon a servant at any hour of the day. 
  Personalities
  Staff
  Okmmed (LE male half-orc fighter 7) is a 250-lb., seven-foot-tall 
  half-orc who manages the tavern. He has a deep-set scar running 
  across the left side of his face and has been known to break a few 
  necks should things get out of line. He keeps an orc double axe under 
  the bar and has two poisoned daggers strapped at his side. In addition 
  to overseeing the tavern, he also manages Jen’di’karan’s slave business. 
  OKMMED 
  CR 6
  XP 2,400
  Male half-orc fighter 7
  LE Medium humanoid
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
  hp 64 (7d10+21)
  Fort +6, Ref +6, Will +3; +2 vs. fear
  Defensive Abilities bravery +2, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk orc double axe +10/+5 (1d8+3/×3)
  Special Attacks weapon training (double +1)
  STATISTICS
  Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +9; CMD 24
  Feats Dodge, Double Slice, Improved Two-Weapon Fighting, 
  Power Attack, Skill Focus (Perception), Toughness, 
  Two-Weapon Fighting, Weapon Focus (orc double axe)
  Skills Acrobatics +8, Intimidate +11, Perception +7; 
  Racial Modifiers +2 Intimidate
  Languages Common, Orc
  Combat Gear +1 chain shirt, masterwork orc double axe, 
  
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  elemental gem (fire), potion of barkskin, potion of cure serious 
  wounds, alchemist’s fire (2), 2 daggers poisoned with blue 
  whinnis UE; Other Gear masterwork manacles, 4 doses of blue 
  whinnis, 1,200 gp worth of gems, 16 gp.
  Servants
  The serving girls Jameira, Altiva, and Z’mara all wear long red dresses 
  and cover their faces in veils. The women and the other male servants who 
  work for the inn (Djilkan, Galte’ir, Muhar, Ildak, Fared, and a half-
  drow named Aleric Tlor), are all slaves taken from neighboring lands. 
  These servants have been beaten and tortured so much their spirits are 
  broken. Many of them bear visible scars, and they speak—in barely audible 
  voices—only when spoken to, their eyes remaining downcast at all times.
  Guests
  Abras (LN male shaitan fighter 7) is a prince and diplomat of the 
  shaitans, feared and respected throughout the area. Abras controls a small 
  band of thirty shaitans, and often hires out his group to protect caravans 
  or travelers trying to make it safely through the desert. He knows about 
  the slavery ring in Twelve Tents, but it does not concern him. Abras’s 
  concerns are with the political station of his people. He is stoic, quick-
  witted, and fierce. 
  Tanorianne Maylerin (NG female elf ranger 10) heard rumors that 
  Twelve Tents is the center of a large slavery ring. She and her band of 
  twenty young ranger initiates are known as the Desert Hawks (NG both 
  genders various races ranger levels 1–3) think of themselves as protectors 
  of this area. Tanorianne is concerned about slavers preying on those 
  within her territory.
  Vorkaal (male azer wizard 11) is one of Jen’di’karan’s special 
  guests. He can usually be seen entering or exiting the tavern’s guarded 
  archways. Vorkaal is one of the efreeti’s slave-buying customers. He 
  wears nondescript hooded black robes, and rarely associates with anyone 
  other than the efreeti. When staying at the inn, Vorkaal always stays in 
  the brass fortress and purchases food items not listed on the menu. Five 
  other azers always accompany Vorkaal on his travels to Twelve Tents, 
  but they are quartered in a private tent, not in the fortress. 
  Usage
  Twelve Tents is a sinister, evil place that takes advantage of the role 
  djinns and efreeti hold in Arabic mythology. The GM may decide that 
  the slavery ring and other assorted evil plans going on are something 
  the PCs need to worry about or to ignore it entirely and just use Twelve 
  Tents as a large desert-oriented inn. Letting the characters stay here a 
  few times, dropping vague hints that something untoward might be 
  going on, then unveiling the truth of this place could be the beginning 
  of an exciting tale. 
  Hooks 
  • Fearing that Tanorianne’s snooping may upset his slavery 
  ring, Jen’di’karan has some of his shaitan fighters and Vorkaal’s 
  companions attack the Desert Hawks. The attack kills most of 
  Tanorianne’s band, but she lives. Certain the mysterious owner of 
  Twelve Tents is behind the attack, she seeks the PCs’ aid in ridding 
  the area of the slavers. 
  • The serving girl Z’mara approaches the PCs while carrying out 
  her duties and quietly implores them to emancipate her and return 
  her to her lands, where she says she is a noblewoman of considerable 
  wealth. If they free her and return her home safely, she promises to 
  give them 3,000 gp each. GMs may decide if she is telling the truth 
  or if she is trying to entrap the PCs. [
  
  58
  58
  by John C. “ValmarTheMad” Rock
  Art by Stephen Wood
  T
  he wonders of the world’s largest bazaar were utterly lost on 
  Cyon. One squat building sat at Katapesh’s edge, near the 
  city’s sprawling docks. Cyon walked to it and yanked a finely 
  patterned, red silk curtain aside. Two golden hoops shot free of the 
  thick wooden rod, and Cyon stepped out of the blazing sun without a 
  second glance.  
  His steps carried him through rooms, each cooler than the last, until he 
  stood before an elaborate red desk. Writhing, screaming carven demons 
  peered out from below the marble top, their backs arched to support its 
  weight, their faces contorted as if cursing and howling silently at anyone 
  seated across from them. 
  Cyon narrowed his one good eye at the thin man with an even thinner 
  mustache, who sat perched behind the desk. “Unless you’re hiding a 
  fiendishly feminine form, a devilishly cunning wit, and an incredibly 
  flexible tail somewhere beneath that silken robe,” Cyon poked a shrieking 
  demon in the eye. “Go tell her I’m here.” 
  The smile fell from the thin man’s face and his dark eyes flashed. “Tell 
  whom?”
  Cyon sat on the edge of the desk. “Threatening you is beneath me.” 
  The thin Garundi man pulled his arms back but held his ground. “No 
  one sees The Broker.”
  “Jawere?” A dusky female voice drifted into the room, as if borne by 
  burning incense. “Return tomorrow.” 
  Cyon smiled as the slightest flicker of a frown creased the thin man’s lips.
  Jawere hurriedly stood up, simultaneously smoothing his features and his 
  robe. “As you wish.” 
  The tiefling slid behind the desk and sank into deep crimson cushions, 
  a subtle hint of delight in her bright red eyes. She motioned for Cyon to sit. 
  He shook his head, and stayed perched on the desk’s cool black marble top.
  She moved up onto the desk, and lightly brushed her long fingers down 
  his scarred cheek. “Your new look is remarkably appalling.” She tilted her 
  head, “Playing pirate?”
  Cyon yanked the eye patch off. “Already did.” He turned so she could 
  clearly see his ruined and open socket. “This needs to be remedied.”
  “Surely the Church of Cal—”
  “Cannot help.” His haunted weariness briefly faded as the ghost of a smile 
  flickered and vanished. “Perhaps the She-Devil of Katapesh can?”
  “That name is for scaring children who think I barter in souls.” She 
  smiled and flicked her wavy raven locks over her shoulder. “To you alone I 
  am always and only Ayla.” 
  She slid nearer on the desk, close enough that Cyon could feel the heat of 
  her body. “I was saddened to hear that Imarra died saving the world.”
  He doubted her sorrow was lasting, deep, or joyless. His remaining eye 
  narrowed, the empty socket puckering grotesquely. “Imprecise. Imarra was 
  dead prior to Valen and I rescuing the Starchild.” He snorted derisively. 
  “Saying we somehow ‘saved the world’ is drivel for that mindless scribbler’s 
  insipid diary.” He flexed the fingers he had unconsciously clenched into a 
  fist. “Nevertheless, that ill-fated chain of events has led me here.”
  “To Katapesh?” The Broker smiled. “Or to me?”
  “To Pactmasters and soul stones. Imarra never returned. I need to know 
  why. I need her back. I require a replacement eye, specific information, and 
  a favor from your father.” 
  Ayla placed one hand on Cyon’s shoulder, carefully resting the other 
  on the side of his ruined face. “Profit Over All. People come to the Black 
  Markets from all over this world, and beyond. Whatever they seek, I find.” 
  Her sharp teeth and elongated canines added a hint of menacing delight 
  to the sultry whisper, “You just need to look in the right place and not 
  particularly care where the information comes from.”
  Cyon placed his hand over hers and pulled it away from his face, but did 
  not let go. “I am looking in the right place.” He stared into her ruby-colored 
  eyes. “And I don’t care where anything comes from.”
  She slid closer, peering into Cyon’s remaining silver orb. Pressing her 
  cheek against his, she whispered, “My fee is almost nothing.” She kissed 
  him gently before pulling away. 
  Cyon arched the eyebrow over his good eye, “I saved your life.” 
  Ayla smiled softly. “Twice. Long ago. Back when we...” Her eyes darted 
  to his, then away. She cleared her throat. “I do not forget my debts.”
  Cyon remained silent.
  A small, sad smile darted across her lips. “The Pactmasters may kill us 
  both.”
  Cyon snorted dismissively.
  Ayla rested the crest of her horns lightly against his forehead. “You scoff?” 
  Cyon cupped her cheek, but his gaze was vacant. “I do.”
  She sat back, tail twitching, gaze shifting from the ruined to the perfect 
  side of his face. “Will you sell your soul or only your conscience?”
  Cyon shrugged. “Either. Both.” 
  Ayla frowned slightly. “Then I will replace your eye. If you live I will 
  procure all that you seek.”
  Cyon lips curled into a mirthless smile. “For what price?”
  “In Katapesh...” She bit her lower lip, then smiled seductively. “One never 
  truly knows.” 
  * * *
  A warming orange glow crept across the ashen sky of Katapesh. Cyon’s 
  head was reeling. The searing pain seated behind his new eye patch was 
  raw and seething. He made his way out of Ayla’s brokerage with only the 
  slightest stagger, and wound his way down alleys that were narrow, walled 
  off by sand-colored buildings of rough stone, clogged with trash, and 
  choked with stench. 
  Her information had better be true. She’d better be on time. His fingers 
  twined around the hilts of hidden daggers and he stifled a sarcastic chuckle. 
  Most crucially, she had better not betray me.
  He made his way under a broken iron gate, out the dry sand wash, across 
  loose rocks and away from the city. If Imarra is not among them—a flash of 
  anger curled his lips into a sneer—they will still talk.
  A thin sandstone path crested a small hill, and led through low scrub 
  and thorny bushes. Beyond was a rising wall of rock, cut and sculpted by 
  years of blowing sand and desert wind. Cyon slowed, approaching unseen 
  and hopefully unheard. He could smell sandalwood burning and heard 
  several voices. Soft murmurs also drifted on the crisp morning air. Slaves 
  for sacrifice.
  Cyon crept as close as he dared, drank from a small metal vial, drew 
  a large golden mask out of his robes, and pulled it over his head. Can’t 
  see a thrice-damned thing. He waited three heartbeats as he adjusted to the 
  new perspective, then threw his shoulders back and walked through the 
  archway.
  Dark Market Deals
  
  59
  59
  Curved channels spiraled around the interior up to a height of maybe 
  thirty feet, framing the pre-dawn sky above. There were seven other 
  archways with an open area perhaps seventy-five feet across. He stood 
  facing a collection of roughly two dozen bound slaves. Near them were nine 
  swordsmen wearing dark blue robes and carrying scimitars. Two broad-
  shouldered guards in mail of tiny golden scales carried spears. They flanked 
  a tall, handsome, well-muscled figure; expensive silks in the colors of the 
  rising sun barely contained his noble form. Gold and diamond accents 
  covered a sash that ran from shoulder to waist. His green eyes sparkled with 
  strange light. 
  The tall man pulled on both ends of his oiled mustache before stroking 
  his triangular beard. He regarded Cyon with open curiosity. “Pactmaster 
  Obari?”
  Cyon moved slowly forward, the massive golden helm making it hard to 
  breathe and harder to see. “Sanduin Sind.” His voice was metallic and alien. 
  “You have the items?”
  Sanduin snapped his fingers; a familiar thin man with a thinner 
  mustache stepped out of an archway holding a rectangular wooden box. 
  Sanduin walked over, pulled the ornate lid off, and stepped aside. A dozen 
  finger-length crystals emanated a warmly radiant glow, each pulsing with 
  a distinct heartbeat. 
  Sanduin smiled graciously, set the lid on the sand, and hooked his thumbs 
  into his wide, silken belt. “Now, what have you brought me?”
  Cyon reached into a fold in his voluminous robe and drew out a stone so 
  dark it seemed as if he held a fistful of the nighttime sky. Cyon tossed the 
  stone into the sand by the thin man’s feet. “Skarthorne, Ruler of Shadows, 
  Master of Pridemount—ancient when Katapesh was but a lone tent.”
  The thin man glanced at Sanduin then carefully set the box down. He 
  picked up the black stone, bowed his head, and offered it to his master. 
  Sanduin shook his head, “Thank you Jawere, but I would prefer not to.” He 
  smiled broadly. “Who knows what harm it could cause?”
  Jawere swallowed nervously but straightened his back, and held it as if it 
  were a great honor.
  Sanduin smiled at Cyon. “Now, to the issue of the stones.” He jerked his 
  chin to indicate the wooden box and its contents. “I hear from Jawere that 
  a man has been scouring all of Golarion for a soul that he lost.” Sanduin 
  moved back to the box, his mailed guards moving to either side of him 
  while the blue-robed men slowly filtered up and around Cyon. He picked 
  one of the crystals out of the box and rolled it over in his hand. “Perhaps it’s 
  in one of these?”
  Sanduin shook his head. “Surely that man must know that the real 
  Pactmasters would kill him for impersonating one of their own. And surely 
  a janni who has dealt with them for many, many years would know an 
  imposter on sight?” 
  Sanduin laughed, full-bodied and deep it echoed in the circular chamber. 
  “Especially as Obari never leaves Katapesh?” 
  Cyon grinned beneath his mask, reached up, grabbed the back edge, and 
  pulled it off before shrugging out of his robe. He stood there, taller than 
  normal, a new patch over his left eye, but otherwise about the same as when 
  he’d entered Ayla’s brokerage. 
  Cyon shrugged at Sanduin. “Perhaps that man allowed Jawere to hear 
  what he needed in order to bring you to him?”
  Sanduin chuckled softly. “You arranged all of this?” He shook his head. 
  “Sadly the one you seek has already been sold.”
  Sanduin took a step toward Cyon, crossing his muscular arms over his 
  chiseled chest. “Do you really know what Obari is?”
  Cyon shrugged. “I don’t particularly care.”
  Sanduin frowned. “Skarthorne’s phylactery is fake then, yes? And you 
  
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  60
  are here to die?”
  Cyon rolled his shoulders then crossed his arms. “I am here for Imarra.”
  Sanduin shook his head. “That won’t happen.” 
  Sanduin snapped his ring-clad fingers, his swordsmen surged in unison, 
  and the fake phylactery swallowed Jawere in a globe of darkness.
  Cyon backpedaled, but the nearest spear’s sharp tip punched through 
  his leather armor. Pain flared along across his ribs. He wrapped his arm 
  around the spear’s haft and rotated, his momentum dragging the spear free 
  of its owner’s grasp. Cyon spun, uncoiled, and drove the tip deeply into his 
  disarmed opponent’s neck. His mailed foe clawed at his torn throat as he 
  collapsed backwards, kicking and gurgling bloody froth. 
  Cyon heard rustling robes and tumbled. The swordsman swung, blade 
  sweeping out, but the wide arc was too low. Cyon flipped over his adversary’s 
  head and slammed a dagger through his skull. The man’s jaw fell open as he 
  dropped soundlessly. 
  Cyon put his foot on the side of the man’s face and jerked his blade free, 
  then placed his back to the red stone walls. Sanduin’s remaining men circled 
  him, far more warily than before.
  The stalemate drew on for several heartbeats, the distracting darkness 
  faded, and the sun climbed above the horizon. The temperature immediately 
  began to climb. Light winds blew in from the ocean, and the morning gulls 
  lifted off rocky perches and took to the air.
  Sanduin walked forward and stood behind the men surrounding Cyon. 
  He pursed his lips and stroked his pointed beard. “I expected far more from 
  you.” 
  Cyon shrugged. “I’m not at my best.”
  The tall man with the sparkling eyes inclined his head at Jawere. “He was 
  going on and on about the danger you posed to us, your passion for the one 
  you lost… and yet here you stand, cornered, about to die.”
  Cyon flicked a glance at the brightening blue sky, and smiled at Sanduin. 
  “I’m just killing time, since it’s killing us.”
  The tall man shook his head. “Not me. And it will be a blade, not time, 
  that kills you.” Sanduin turned away and motioned for Jawere. “It is dawn. 
  Open the gate, we cannot keep our buyers waiting.”
  Jawere nodded and bowed. “As you wish. However, shouldn’t we—”
  Sanduin waved a dismissive hand. “He is fine.” He glanced at Cyon. 
  “Aren’t you?”
  The armed men took a step in unison, tightening the circle of blades 
  around Cyon, and cutting off any easy escape routes. Cyon smiled flatly.
  “For the moment.”
  * * *
  Jawere stepped up to the solid red rock wall between two archways, and 
  began tracing his finger over hidden runes. As he did so each flared to life, 
  and flickering yellow and red flames continued to glow as he moved on to 
  the next. Once he had awoken the full circle, its center flashed and flared. A 
  brilliant, searing white disc snapped open to a vortex of swirling, pulsating 
  energy. 
  Jawere returned to his master’s side. “It is done, Lord Sind.”
  “So,” Sanduin caught Cyon’s eye and smiled, his face glowing with 
  amusement, his teeth perfectly white. “Now we wait. Perhaps the buyers 
  will come first. Maybe they want an extra soul to sacrifice? Or another slave 
  in Hell? Perhaps they take you with them—for a price. Perhaps Obari will 
  get here before our Infernal guests arrive and I will collect a reward for your 
  head...” He stroked his beard. “Who knows? I do not, but I find it all very 
  exciting.” 
  Cyon flicked a glance over Sanduin’s shoulder as his eye caught 
  movement. He smiled and pushed away from the stone wall he’d been 
  leaning against. “Keep that thought.” He pointed to new figures stepping 
  through one of the archways. 
  Sanduin turned his head, his men shifting to counter the threat. 
  The lanky gnoll Hyuuri was first, serrated greatsword out, his large red 
  eyes narrowed, furred ears flat, hyena-like nose sniffing for danger. Ayla and 
  Valen followed. 
  “My, my, this is a rather small surprise,” Sanduin said, drawing his own 
  scimitar from its gold-and-diamond encrusted scabbard for the first time.
  Hyuuri moved forward, greatsword’s hilt wrapped in both his massive 
  hands, a feral snarl curling his black lips. Ayla followed closely behind, eyes 
  gleaming with delight, her sharp canines pressing into her lower lip as she 
  smiled. She held a red-bladed dagger in her left hand and licks of flame 
  danced in the palm of her right. Valen hovered in the archway, his crossbow 
  out and sweeping those nearest Cyon.
  Cyon balanced a dagger on his forefinger. “Surrender with ransom is 
  always an option.”
  Sanduin laughed. “Your friends are not that fearsome.”
  “No?” Cyon shrugged. “Then what about my friend’s father?”
  Jawere’s portal surged open, gouts of flame roared up the face of the 
  rock as the gate breached two planes and brought them together. Sanduin 
  and his men turned just as a large, cloven-hoofed foot extended through 
  the breach and stepped onto the sands of Katapesh. Sharp, black claws 
  gripped the edge of the portal, and inhumanly strong crimson-skinned 
  arms pushed the opening further apart. A large, powerful humanoid form 
  stepped through, straightening to double a man’s height as it cleared the 
  gateway. It red eyes smoldered, large black horns jutted forward from the 
  crown of its skull, and tendrils of flame and smoke rose in curls from its 
  dark red flesh. 
  Cyon pushed his way past the armed men. They offered no resistance, 
  and took several steps away from the portal. “Mallagos, this is Sanduin 
  Sind—the janni whose soul I promised you.”
  Sanduin flashed out of sight, but fiery chains wrapped about his 
  invisible form and bound him to the ground before he could take flight. 
  Mallagos’ laughter boomed within the chamber, and echoed off the stone 
  walls. Sanduin’s men dropped their weapons and fled. The slaves huddled 
  together and shrieked. Ayla sheathed her dagger and Hyuuri lowered his 
  blade. Valen realized he was involuntarily training his crossbow at Mallagos 
  and hastily dropped his aim.
  Cyon walked over to where Sanduin was pinned to the ground. The 
  janni had dropped his invisibility, and now writhed as the fiery chains 
  licked at him, but they did not threaten Cyon. Cyon sheathed his daggers 
  and bent down, smiling over the fallen desert lord. “Mallagos will take you 
  back to Hell. You will tell him where Imarra is. Then you will burn.”
  Ayla walked past Cyon and bowed deeply before Mallagos. “Thank you, 
  Dear Father, for helping one as weak as I. We are humbled by your presence. 
  We grant you the flesh and soul of this man, and offer these slaves as our—”
  “What?!” Valen shouted from across the opening.
  As all eyes turned to Valen. He swallowed and fumbled for words, hands 
  nervously twitching, crossbow shaking. “I can’t…we can’t…that’s not what 
  I agreed to.”
  Ayla smiled, glancing from Cyon to Valen, “No, little one, you did not. 
  Cyon did. It is upon his conscience alone, and upon his darkening soul that 
  this barter was bound.”
  Valen gasped for air, dropping his crossbow as his head swam, “Cyon…
  Imarra wouldn’t...”
  Cyon flicked an angry glance at Valen, “Murderers, rapists, thieves. How 
  many times has Imarra saved your life? How little would you sacrifice for 
  her?”
  Valen shook his head, placed his hands over his ears, and began muttering, 
  “I can’t, I can’t, I can’t.”
  Cyon yanked the patch off, and his new eye flared to life. Nestled within 
  the empty socket a red ball of seething energy pulsed and throbbed. The 
  surrounding flesh was blackened, cracked, and burned. The flaming orb 
  flickered with malevolence, and its searing stare was dreadful to behold.
  Cyon scowled and pushed past Valen. “I can.” [
  
  61
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  62
  62
  by Ian ‘Set’ Turner
  Art by Jason Kirckof
  T
  he deserts, plains, and mountains of Katapesh are home to a 
  number of unique creatures, whose gifts benefit the rangers 
  and druids of this serene and beautiful land.
  Calopus
  These powerful, but graceful 
  antelopes have a pair of spiraling 
  ivory horns, leading some to 
  speculate that they are kin to unicorns.  
  Some Katapeshi nomads have even 
  domesticated them as mounts.
  Starting Statistics: Size Medium; 
  Speed 50 ft.; AC +1 natural armor; 
  Attack gore (1d8); Ability Scores 
  Str 13, Dex 17, Con 13, Int 2, Wis 
  12, Cha 6; Special Qualities low-light 
  vision, sprint.
  7th-level Advancement: Size Large; AC 
  +3 natural armor; Attack gore (2d6); Ability 
  Scores +8 Str, –2 Dex, +4 Con; Special 
  Attacks powerful charge (4d6).
  Sprint (Ex) Once per minute, a calopus 
  can double its speed to 100 ft. for 1 round.
  Dhabba
  The furtive dhabba resembles a ruddy 
  large-eared jackal with the armored tail of a 
  scorpion. A dhabba’s tail, however, is harmless 
  except for the fact that it draws attention away 
  from its venomous bite.
  Starting Statistics: Size Small; Speed 40 ft.; 
  AC +2 natural armor; Attack bite (1d4 + poison); 
  Ability Scores Str 11, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 5; Special Attacks poison bite; Special Qualities 
  low-light vision, scent.
  4th-level Advancement: Size Medium; AC +3 natural armor; 
  Attack bite (1d6 +poison); Ability Scores +4 Str, –2 Dex, +2 Con.
  Poison (Ex) Bite – injury; save Fort DC 10 + ½ HD + Con modifier; 
  frequency 1/round for 4 rounds; effect 1 Dex damage and sickened 
  1 round; cure 1 save.  The save DC is Constitution-based.
  Dire Hyena
  As wolf (Pathfinder RPG p. 54) but with bite damage increased one 
  die size and speed reduced by 20 feet.
  Geier
  As large as some eagles, these black, brown or white feathered birds 
  prefer carrion, and are crowned with small red feathers, giving them 
  the appearance of having bare blood-stained heads.
  Starting Statistics: Size Small; Speed 10 ft., fly 60 ft. (average); 
  AC +1 natural armor; Attack bite (1d4), 2 talons (1d3); Ability Scores 
  Str 10, Dex 15, Con 14, Int 2, Wis 14, Cha 6; Special Qualities low-
  light vision, scent, +4 Fort saves vs. disease.
  4th-level Advancement: Size Medium; AC +2 natural armor; 
  Attack bite (1d6), 2 talons (1d4); Ability Scores +4 Str, –2 Dex, 
  +2 Con; Special Attacks filth fever (by injury, or upon consuming 
  geier meat); Special Qualities immune to filth fever.
  Razorscale
  These stubby-tailed and thickly built desert monitors are notable for 
  sharp-edged scales, every bit as dangerous as their powerful jaws.
  Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural armor; 
  Attack bite (1d6 + grab); Ability Scores Str 13, Dex 17, Con 12, 
  Int 2, Wis 12, Cha 6; Special Qualities grab, low-light vision, razor 
  scales, scent.
  7th-level Advancement: Size Medium; AC +3 natural armor; 
  Attack bite (1d8 + grab); Ability Scores +4 Str, –2 Dex, +2 Con.
  Razor Scales (Ex) The serrated hide of a razorscale inflicts 
  damage equal to the creature’s bite damage to any who is 
  attacked by it or attacks it with a natural weapon or non-reach 
  melee weapon.  A creature grappled by the razorscale suffers 
  this damage at the end of each round, as the lizard thrashes 
  against it.
  Sand Eel
  These desert snakes are sometimes mistaken for eels, due 
  to the dozens of fin-like structures they use to push 
  themselves along the ground, and their many needle-
  like teeth.  They rest beneath the desert sands during 
  the hottest parts of the day, only to 
  surge forth at the sight of potential 
  prey.
  Starting 
  Statistics: 
  Size 
  Medium; Speed 40 ft.; AC +4 
  natural armor; Attack bite (1d6 + 
  grab); Ability Scores Str 13, Dex 
  15, Con 11, Int 2, Wis 12, Cha 
  6; Special Attacks grab; Special 
  Qualities 
  erupt, 
  low-light 
  vision, 
  sandwalking.
  7th-level Advancement: Size Large; AC 
  +2 natural armor; Attack bite (1d8 + grab); 
  Ability Scores +8 Str, –2 Dex, +4 Con.
  Erupt (Ex) A sand eel that has buried 
  itself in the sand can quickly erupt from the 
  ground and attack.  This counts as a charge, 
  except that the sand eel can only move its 
  speed (not twice its speed), and it gains an 
  additional +2 on its attack roll.
  Sandwalking (Ex) Sand eels travel across difficult terrain such as 
  sand, quicksand, gravel and other areas with loose small debris as if 
  traversing normal ground.  [
  Animal Companions 
  of Katapesh
  
  63
  63
  Rogue Talents of the 
  Desert
  by Ian “Set” Turner
  Art by Alberto “Eester-Naissen” 
  Ortiz Leon
  T
  he brigands, guides and slavers of Katapesh and Qadira have 
  adopted many unique talents to capitalize upon their harsh and 
  unforgiving homelands.
  Rogue Talents: The following new rogue talents can be taken by any 
  rogue who meets the prerequisites. Talents marked with an asterisk (*) 
  add effects to sneak attack. Only one of these talents can be applied to an 
  individual attack, and the decision must be made before the attack roll is 
  made.
  Adaptive Runner (Ex): You have extensively trained to move in a specific 
  type of terrain, chosen from the favored terrain list in the ranger class 
  ability of the same name. When you encounter difficult terrain natural to 
  your chosen terrain type (such as deep snow or icy ground in cold terrain, 
  or shifting sands or broken rocky ground in desert terrain), you treat that 
  terrain as normal terrain for movement purposes.
  Bring ‘Em Back Alive (Ex): When you attempt to strike for nonlethal 
  damage with a bludgeoning weapon that would normally inflict lethal 
  damage, you do not suffer a -4 penalty to your roll. When you attack with 
  a weapon that does not inflict lethal damage, such as a bola, net, sap or 
  whip, you gain a +1 circumstance bonus to attack rolls, CMB checks, and 
  damage rolls.
  Death from On High (Ex): If you attack from higher ground, you gain 
  a +1 bonus to ranged attacks and can sneak attack targets from up to 60 
  feet away when sniping or otherwise qualify for sneak attack.
  Into the Shadows (Ex): You have mastered the assassin’s trick of 
  vanishing in a cloud of smoke.  You can draw and use a smoke pellet 
  or a dose of flash powder as a standard action, and then make a Stealth 
  check as part of a move action in the same round.
  Laming Strike* (Ex): When you sneak attack a foe, you can sacrifice 
  dice of sneak attack to reduce the target’s speed in one movement type 
  by 5 ft. for each die of damage given up, to a minimum of a 5 ft. speed. 
  This disability is treated as a caltrop injury for treatment and duration.
  Single-Minded Focus (Ex): When you use the full attack action, you can 
  forgo your iterative attacks, gaining a +2 bonus to your first attack roll and 
  to any subsequent critical confirmation roll for each iterative attack you 
  gave up. You cannot give up or use additional attacks gained as the result 
  of two-weapon fighting, the haste spell, natural weapons, or similar effects.
  Terrain Trick (Ex): Choose a terrain type from the list of ranger favored 
  terrains. When you use the Dirty Trick maneuver in your chosen terrain, 
  you take advantage of local materials or conditions to enhance the effect 
  (sand, grit, ash or snow in the eyes to blind someone, heavy undergrowth 
  or deep mud to prolong the entangled condition, etc.). You gain a +4 bonus 
  to your CMB check and add +1d4 rounds of duration to the effect. If you 
  have the favored terrain class feature, you may use this ability in those 
  terrains as well.
  The Earth Is My Ally (Ex): You have trained to take advantage of a 
  foe whose movement is hampered by difficult terrain, such as heavy 
  undergrowth, shifting sands or deep snow.  As long as your target is 
  affected by difficult terrain and you are not, your target is denied their 
  Dexterity bonus to AC against you, as if they were flat-footed.
  Advanced Rogue Talents: The following new advanced rogue talents 
  can be selected by any rogue of 10th level or higher who meets the 
  prerequisites.
  Deadly Dervish (Ex): When you charge, you can move, make a single 
  attack, and then move again, up to a total movement of twice your speed. 
  Each move must be in a straight line.
  Guild Alchemist (Ex): When you make a Craft check to create or alter 
  alchemical items, you can produce damaging alchemical items that inflict 
  twice the normal damage, at twice the normal cost.  By doubling the cost 
  of a non-damaging alchemical item that has 
  a harmful effect (such as a tanglefoot bag 
  or thunderstone), you can increase the 
  duration of its effects by 50% and add +2 
  to the save DC required to avoid those 
  effects.
  Uncanny Opportunist (Ex): You can 
  make additional attacks of opportunity 
  in a round equal to your Intelligence, 
  Wisdom , or Charisma modifier 
  (choose one). [
  
  64
  64
  by Dain “zylphryx” Nielsen
  Game Graphics by Alex “Canada Guy” 
  Moore
  M
  enawerh aletajer (Kelish for “the merchant’s gambit”) is a 
  traditional game played by Kelishite merchants. Inspired 
  by one of the methods caravan masters used to track 
  routes through the desert during the initial Kelishite expansions, 
  while keeping them secret from their competition, caravan 
  masters would track the cardinal directions on a grid where each 
  intersection represented a day’s travel. Various illustrations added 
  to these grids represented recognizable landmarks, constellations 
  and the fantastic and terrible creatures of the lands through which 
  they travelled. These grid maps became the basis for the menawerh 
  aletajer playing board.
  Menawerh aletajer is a game for 2-4 players. Each player manages 
  five (5) different types of stones they may use over the course of 
  the game:
  • Emeralds; 
  • Sapphires; 
  • Rubies; 
  • Diamonds;
  • Clay. 
  The game plays clockwise with the first player determined by the 
  initial board set up. Players amass points by collecting precious stones 
  as they travel the board. 
  INITIAL SET UP
  Place the playing board, called the desert, in the center of a table, then 
  draw four stones (one each of emerald, sapphire, ruby, and diamond) 
  from a pouch as follows:
  • 4 players: each player draws one stone.
  • 3 players: each player draws a stone. The player who draws the 
  least valuable stone gets the final stone. Stone value, from lowest 
  to highest, is clay, emerald, sapphire, ruby, and diamond.
  • 2 players: each player draws one stone, then draws a second 
  stone in reversed order. 
  As each stone is drawn, the player places the stone on ones of the 
  eight (8) starting points in the center of the desert, represented as larger 
  points in a square-centered X on the board. 
  Each player fills a pouch with the following stones: 11 emeralds, 
  9 sapphires, 7 rubies, 5 diamonds, 3 clay. The player who places the 
  starting emerald begins regular play. 
  GAME PLAY
  On the first turn, each player draws five (5) stones from their 
  pouch. These stones are referred to as bedwer aletjarh, or “the 
  seeds of trade”. Stones in hand are considered active and may 
  be used for either play or, in the case of the clay stone, trade. 
  Players do not need to reveal what stones they currently have 
  active and it is possible for a player to draw more than the five 
  stones allowed, though there are risks in doing so (see Trade 
  Inspections, below).
  On their turn, a player plays a stone, removes any stones they have 
  traded or captured from the desert, and draws a stone from their pouch. 
  The turn then passes to the next player. 
  Winning
  If a player has no stones left in their pouch, or if there are no legal 
  spaces left to play, the game ends. Stones are tallied and the player with 
  the highest point tally wins.
  Captured stones have the following point values:
  • Emerald: 2 points
  • Sapphire: 4 points
  • Ruby: 6 points
  • Diamond: 8 points
  • Clay: 0 points
  Stones in a player’s hand count for half the stone’s value. 
  STONES
  To play a stone, the player must place it on an intersection in the desert 
  adjacent to any other stone. If this makes a line with at least three 
  (3) other stones, the player captures the surrounded stones and places 
  them aside for tally at the end of the game. These stones are considered 
  themar aletjarh, or “the fruits of trade”. Stones may be collected from 
  horizontal, vertical or diagonal lines. The exception to this rule is the 
  clay stones. 
  Clay
  Clay wastes a caravan master’s time. It may be played in the same 
  fashion as the other stones or it may be used to trade out any stone 
  in the desert. 
  A line of stones that ends in clay can only be collected by playing 
  clay at the opposite end of the line. If clay is traded for a stone 
  in the center of a line, the line is effectively split. Additionally, 
  no stones may be played adjacent to clay, effectively locking the 
  surrounding spaces from having stones played upon them. Once 
  played, there is no way to remove clay from the desert.
  TRADE INSPECTION
  As with most dealings, a clever merchant will seek to ensure they 
  have an edge over their opponent. In this vein, while a player is 
  required to draw an initial five (5) stones from their pouch, a 
  player may opt to draw more stones. 
  At any point during a player’s turn, any other player may call 
  for a trade inspection of that player’s hand. If the current player 
  has more than five (5) stones in their hand, the stones in hand are 
  discarded from play, the player draws five (5) stones from their 
  pouch and their turn ends.
  If the current player has five (5) stones in their hand, the player 
  Of Chance and Skill
  Menawerh Aleta jer: The 
  Merchant’s Gambit
  
  65
  65
  who called for the trade inspection reveals the stones they have in 
  hand and discards the three (3) highest ranked stones, then draws 
  three (3) replacement stones from their pouch. 
  ENDING PLAY
  Once there are no legal places to play a stone on the board 
  (referred to as alesweq alejaf, or “a dry market”) or a player has no 
  stones remaining in their pouch or hand (referred to as aleqafelh 
  alembarekh, or “a  blessed caravan”), the game ends. All players 
  tally up their scores using the following point values:
  Stone
  “Fruits of Trade”
  “Seeds of Trade” 
  or in pouch
  Emerald
  2
  1
  Sapphire
  4
  2
  Ruby
  6
  3
  Diamond
  8
  4
  Clay
  -
  0
  The player with the highest score is the alemlek men aletjar, or 
  “King of Traders.”
  EXAMPLE OF PLAY
  The following is an example of the game play between two 
  players. The numbers in parentheses refer to Image-Notation (i.e. 
  A-3 would be image A, notation 3).
  One of each stone is placed in a pouch. Player A pulls a stone, 
  drawing the ruby, which he places in one of the starting spaces 
  on the board (A-1). Player B draws the sapphire, which he places 
  in an open starting place on the board (A-2). Player B pulls a 
  second stone, drawing the emerald, which he places in an open 
  starting space on the board (A-3). Player A gets the final stone, 
  the diamond, and places it in one of the remaining starting spaces 
  (A-4).
  Since Player B drew the emerald, he begins regular play by 
  drawing five stones and plays a sapphire on the board (A-5). He 
  then draws a single replacement stone and the turn passes to 
  Player A.
  Player A draws five stones and plays an emerald on the board 
  (A-6). He then draws a single replacement stone and the turn 
  passes to Player B.
  This routine continues for a few rounds, populating the desert 
  with stones. Over the course of these turns, Player A secretly pulls 
  two extra stones while drawing replacements, leaving him with 
  seven stones in hand. 
  Player B plays a diamond and removes the stones between the 
  diamond he played and the diamond at the other end of the line 
  (B-1). He draws a replacement stone and the turn passes to Player A.
  Player A plays a clay stone at the intersection of two lines (B-
  2). Player A draws a replacement stone and Player B interjects 
  with a Trade Inspection. Since Player A still has seven stones 
  in his possession, he discards all seven stones and draws five 
  replacements. The turn passes to Player B. (NOTE: Player B 
  could have made call for a Trade Inspection prior to Player A 
  playing as well).
  Player B plays a clay stone at the end of one of the two lines 
  ending with the clay stone Player A just played and removes the 
  stones between them (B-3). He draws a replacement stone and the 
  turn passes to Player A.
  Play continues until Player A, who has a seven stone deficit from 
  the Trade Inspection, plays his last stone, ending the game with 
  a aleqafelh alembarekh, or “Blessed Caravan”. Player A tallies his 
  score for his themar aletjarh, or “Fruits of Trade”. Player B tallies 
  his score for his themar aletjarh as well as his bedwer aletjarh, or 
  “Seeds of Trade”. The player with the higher score is declared the 
  alemlek men aletjar for the game.
  A graphic of both the playing board and the stone tokens can be 
  found at the back of this issue, on pages 98 and 99. [
  
  66
  66
  The Safiir 
  A New Base Class
  The Safiir 
  A New Base Class
  by Robert “Snorter” Feather, 
  with Ryan Costello, Jr.
  Art by Jessica Door
  I
  n the open desert, the barriers between worlds wear thin, and the 
  elemental kin whisper to those who travel near the gaps between 
  planes. Through cleverness and flattery, a cunning genie can persuade 
  mortals to follow it, in return filling their voices, musical performances, 
  and dances with unearthly grace. These genie-bound ambassadors, the 
  safiir, are often in demand as advisors or diplomats. Some set themselves 
  apart as sages, far from civilization. Others use their gifts to seize personal 
  material power.
  Role: Guided by creatures of the elements, safiirs wield powerful 
  energy magic which they use to contain or combat their foes. Although 
  their spellcasting focuses on destruction, they are brilliant sages who gain 
  greater insight directly from the elements.
  Alignment: Any.
  Hit Die: d6.
  Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each 
  character begins play with an outfit worth 10 gp or less.
  Class Skills
  The safiir’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) 
  (Int), Knowledge (history) (Int), Knowledge (nature) (Int), 
  Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), 
  Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: Safiir are proficient with 
  all simple weapons. They are not proficient with any type of 
  armor or shield. Armor interferes with a safiir’s gestures, which 
  can cause their spells with somatic components to fail.
  Spells: A safiir casts arcane spells drawn from the sorcerer/wizard spell 
  list that have the acid, air, cold, divination, earth, electricity, enchantment, 
  fire, water, and universal subtypes, or that require the caster to choose 
  between one of the four element types, such as elemental body, resist energy, 
  or protection from energy, as well as the summon monster and summon 
  nature’s ally spells (elementals only) and plane shift (elemental planes only). 
  To learn or cast a spell, a safiir must have a Charisma score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw against a safiir’s 
  spell is 10 + the spell level + the safiir’s Charisma modifier.
  A safiir can cast only a certain number of spells of each spell level per 
  day, as indicated on Table: Safiir. In addition, he receives bonus spells per 
  day if he has a high Charisma score.
  A safiir begins play knowing two 1st level spells, chosen from the safiir 
  spell list. At each new level, the safiir learns two new spells from the safiir 
  spell list of any spell level that he can cast. At least one spell the safiir learns 
  must have a descriptor matching one of his favored elements. At 3rd level, 
  and at every 2 levels thereafter, he can choose to learn a new spell in place 
  of one spell he already knows. In effect, the safiir loses the old spell in 
  exchange for the new one. The new spell’s level must be the same as that 
  of the spell being exchanged. He may swap only a single spell at any given 
  level, cannot choose to swap a spell of one of his favored elements unless 
  he has another spell of his favored element of that level or is replacing the 
  spell with another spell of his favored element, and must choose whether 
  or not to swap the spell at the same time that he gains new spells known 
  for the level.
  Unlike a wizard or a cleric, a safiir need not prepare his spells in advance. 
  He can cast any spell he knows at any time, assuming he has not yet used 
  up his spells per day for that spell level.
  Cantrips: A safiir begins play knowing four cantrips, or 0-level spells. 
  These spells are cast like any other spell, but they are not expended when 
  cast and may be used again. Cantrips cast using higher spell slots, due to 
  applying metamagic feats, expend a spell slot normally.
  At level 2, and every even level thereafter, the safiir learns an extra 
  cantrip, up to a maximum of 9 known at level 10, as noted on Table: Safiir 
  under “Spells per Day.”
  Favored Element: At 1st level, a safiir selects one element (air, earth, 
  fire, or water) as his favored element. The benefits of the favored elements 
  are as follows:
  Air: Add feather fall, levitate,  and fly to the safiir spell list, gain a +2 bonus 
  on Fly checks, and gain Auran as a bonus language 
  Earth: Gain a +1 natural armor bonus to AC, a +2 bonus to CMD to 
  resist forced movement (such as against a bull rush or trip attempt) while 
  standing on the ground, and gain Terran as a bonus language. 
  Fire: Gain a +1 dodge bonus to AC, a+2 bonus on Initiative checks, and 
  gain Ignan as a bonus language.
  
  67
  67
  Water: Add water breathing to the safiir spell list, gain a +2 bonus on 
  Swim checks, and gain Aquan as a bonus language.
  The safiir gains an additional favored element at 5th, 10th, and 15th 
  level.
  Elemental Lash (Sp): Starting at 1st level, whenever the gen (see below) 
  is within 20 feet of the safiir, the gen can, as a standard action, target a foe 
  within 20 feet of the gen with a whip of energy as a ranged touch attack. 
  Both gen and safiir must have line of sight on the target. This attack deals 
  1d6 damage +1 per two safiir levels of the gen’s energy damage type. The 
  gen can use this ability a number of times per day equal to 3 + the safiir’s 
  Charisma modifier.
  Gen: At 1st level, a safiir forms a close bond with a gen, a young 
  elemental (a Small elemental with the young simple template) who teaches 
  him magic and genie lore, and acts as a liaison between the safiir and the 
  elemental rulers. This gen is formed from the safiir’s favored element, 
  advancing as a familiar.
  Once per day, the gen may petition its elemental masters to replace one 
  of its favored element spells for another favored element spell of the same 
  level. 
  A safiir with Improved Familiar can only replace his gen with a Small 
  elemental. The Small elemental counts as the safiir’s gen for the purposes 
  of class abilities.
  Genie Lore (Ex): When his gen is within 20 feet, the safiir can make 
  Knowledge skill checks untrained as if he had library access. A safiir also 
  adds half his class level (minimum 1) to all Knowledge (planes) skill checks.
  Elemental Resistance (Ex): At 2nd level, the safiir and his gen gain 
  energy resistance 5 against the energies related to the safiir’s favored 
  elements (electricity for air, acid for earth, fire for fire, and cold for water). 
  This increases to energy resistance 10 at 12th level and energy resistance 
  15 at 18th level. 
  Muse (Ex): At 2nd level, the encouragement and advice of his gen makes 
  the safiir more persuasive. He gains a +2 competence bonus on all Bluff, 
  Diplomacy, Intimidate and Perform checks while his gen is within 20 feet. 
  This bonus increases by +2 at 8th level and every six levels thereafter.
  Elemental Spell (Su): At 3rd level, the safiir gains Elemental SpellAPG as 
  a bonus feat. It must apply to the energy associated with the safiir’s favored 
  element. He gains Elemental Spell as a bonus feat again at 6th level, 11th 
  level, and 16th level, each time applying to a new favored element.
  Resolute (Ex): At 4th level, the safiir becomes resistant to manipulation. 
  He gains a +2 bonus on saving throws made against bardic performance, 
  sonic, and language-dependent effects. This bonus increases to +4 at level 
  13.
  Morph Gen (Su): At 5th level, the safiir can change his gen’s subtype 
  once per day, to another of his favored elements. The gen’s statistics change 
  to match a gen of its new subtype.  Making this change is a standard 
  action.
  Commune with Elemental Lords (Sp): Once per week, at 9th level, 
  the gen may petition intelligences on other planes as if the safiir had used 
  contact other plane as a spell-like ability, at a caster level equal to his safiir 
  level. The entity contacted replies to the safiir via his gen. When a safiir 
  uses this ability, he gains a +4 bonus on the check to avoid the decrease 
  to Intelligence and Charisma. If he fails the save, the ability decrease lasts 
  only 24 hours.
  Planar Affinity (Ex): The safiir is permanently attuned to the four 
  Elemental Planes, as if he was under the effects of the planar adaptation 
  spell. The safiir counts as his original race as well as an Ifrit, Oread, Sylph 
  and Undine, for the purposes of effects that depend on race, and meeting 
  the prerequisites of feats, prestige classes, etc.
  Elemental Jaunt (Sp): The safiir gains the Elemental Jaunt feat. If 
  he already possesses this feat, he gains an additional use of this ability 
  per day.
  Elemental Apotheosis (Ex): At 20th level, the safiir’s body gains the 
  qualities of an elemental. He is no longer subject to critical hits, and 
  ignores precision damage 50% of the time. [
  TABLE: SAFIIR
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +0
  +0
  +0
  +2
  Cantrips, elemental lash, 
  favored element, gen, genie lore
  4
  3
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Elemental resistance, muse
  5
  4
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +1
  +1
  +1
  +3
  Elemental spell 1
  5
  5
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  +1
  +1
  +4
  Resolute +2
  6
  6
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  +2
  +1
  +1
  +4
  Favored element 2, morph gen
  6
  6
  4
  —
  —
  —
  —
  —
  —
  —
  6th
  +3
  +2
  +2
  +5
  elemental spell 2
  7
  6
  5
  3
  —
  —
  —
  —
  —
  —
  7th
  +3
  +2
  +2
  +5
  7
  6
  6
  4
  —
  —
  —
  —
  —
  —
  8th
  +4
  +2
  +2
  +6
  8
  6
  6
  5
  3
  —
  —
  —
  —
  —
  9th
  +4
  +3
  +3
  +6
  Commune with elemental lords
  8
  6
  6
  6
  4
  —
  —
  —
  —
  —
  10th
  +5
  +3
  +3
  +7
  Favored element 3
  9
  6
  6
  6
  5
  3
  —
  —
  —
  —
  11th
  +5
  +3
  +3
  +7
  Elemental spell 3
  9
  6
  6
  6
  6
  4
  —
  —
  —
  —
  12th
  +6/+1
  +4
  +4
  +8
  9
  6
  6
  6
  6
  5
  3
  —
  —
  —
  13th
  +6/+1
  +4
  +4
  +8
  Resolute +4
  9
  6
  6
  6
  6
  6
  4
  —
  —
  —
  14th
  +7/+2
  +4
  +4
  +9
  9
  6
  6
  6
  6
  6
  5
  3
  —
  —
  15th
  +7/+2
  +5
  +5
  +9
  Favored element 4
  9
  6
  6
  6
  6
  6
  6
  4
  —
  —
  16th
  +8/+3
  +5
  +5
  +10
  Elemental spell 4, planar affinity
  9
  6
  6
  6
  6
  6
  6
  5
  3
  —
  17th
  +8/+3
  +5
  +5
  +10
  9
  6
  6
  6
  6
  6
  6
  6
  4
  —
  18th
  +9/+4
  +6
  +6
  +11
  9
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  +9/+4
  +6
  +6
  +11
  Elemental jaunt
  9
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th
  +10/+5
  +6
  +6
  +12
  Elemental apotheosis
  9
  6
  6
  6
  6
  6
  6
  6
  6
  6
  
  68
  68
  by Jason “Herzwesten” Keeley
  Art by Andrew DeFelice
  B
  ahmair Tilki-Demir looked across the hookah table at 
  the hawk-faced stranger in the wide-brimmed hat and 
  dusty clothes. His dress marked him as a foreigner, but 
  there was a certain ease about him as he inhaled deeply on the 
  pipe. Scratching the stubble on his cheeks, the man blew out 
  a series of smoke rings and peered through them at the parlor.
  “Y’all always take your smoke in such a fancy place ‘round 
  these parts?” he asked, gesturing at the lavish silk curtains and 
  high mounds of pillows that decorated the establishment.
  “Not exactly, Master Cole. I brought you to the Caterpillar’s 
  Den to show you the kind of luxury that awaits you here in 
  Katapesh if you agree to my master’s offer.”
  The foreigner took another drag on the pipe. “Call me 
  Clayton,” he said through a cloud of smoke. “If I recollect, 
  y’mentioned money,” 
  “Yes! A sultan’s ransom!” Bahmair reached into the folds of 
  his kaftan, extracted a small ruby, and placed it gently on the 
  table. “This is but a taste of what my master can pay you.”
  Clayton grunted. “Ain’t much bigger than a stirge’s nut.”
  Bahmair’s smile remained plastered on his face. “Ah, Master 
  Cole, if you consent to my master’s proposition, you will be 
  able to give gems such as this to beggars without a second 
  thought.”
  Clayton grunted again. “What do y’need me to do?”
  “It is but a simple transaction. You have something that my 
  master wishes to possess.”
  Bahmair’s eyes flickered quickly to the long leather bundle 
  leaning against the wall. Clayton sighed and began to stand.
  “I don’t know what y’know, or how y’know it, and I don’t 
  care to, but that ain’t for sale.”
  “Master Cole, this is Katapesh! Everything is for sale.”
  Clayton gathered his parcel and leaned in close to Bahmair. 
  His breath smelled of cheap tobacco and expensive alcohol. “It 
  ain’t for sale.”
     *   *   *
  Clayton stepped out into the warm night air and muttered 
  sourly, “Overstayed my welcome, as usual.” He fished around 
  in one of his pockets, pulled out the stub of a cigar, and 
  chomped down on it. Before he could find a tindertwig in 
  his other pocket, there was a sound of swishing robes behind 
  him. Turning, he saw Bahmair standing in the doorway of the 
  hookah parlor.
  “Very well, Master Cole. If you will not accept payment in 
  gold and gems, perhaps you will accept payment in steel.” He 
  snapped his fingers.
  Clayton looked around and noticed that the once-bustling 
  street was now empty of people. A man wearing a keffiyeh 
  and carrying a large curved sword appeared out of a shadowy 
  alleyway. With a shout, he charged at Clayton, his blade 
  raised high. Clayton held the bundle over his head, blocking 
  the scimitar scant inches from his hat. The blade cut into 
  the leather, and it began to fall away from the package’s 
  contents. Clayton wrenched the bundle to one side, disarming 
  his foe, but tearing the leather a bit more. He then rammed 
  the thicker end of the parcel into the other man’s gut. The 
  swordsman doubled over with a grunt of pain. Clayton hauled 
  his makeshift weapon upward, smashing it into his enemy’s 
  chin, knocking the man out cold. 
  Clayton felt a presence at his back, and he twisted to one 
  side. A blade bit into his shoulder, but it was not the deadly 
  blow it was meant to be. A gaunt Garundi man holding a kris 
  dagger, wet with Clayton’s blood stood next to Bahmair, who 
  grinned smugly.
  Clayton swept his improvised club close to the ground, 
  tripping up the Garundi assassin. As he fell, Clayton leveled a 
  hard kick to the man’s side, knocking the wind from his lungs 
  and briefly incapacitating him.
  The leather wrappings were almost completely unraveled 
  from the bundle, so Clayton tore them off, revealing a long-
  barreled musket. It was a plain-looking weapon, devoid of all 
  embellishments except for a simple symbol—a ‘D’ rune inside 
  of a circle—burned into the stock.
  Clayton raised the gun to his shoulder, aiming it directly at 
  Bahmair.
  The merchant clapped in delight. “Excellent! So the rumors 
  were true! Or perhaps this is not the unique firearm designed 
  by the dwarven engineer Dagal the Blind and supposedly 
  destroyed by his apprentice?”
  “I think we both know the answer to that.”
  “Of course, of course. My master would not be so unwise as 
  to attempt to purchase a forgery.” Bahmair attempted to step 
  forward, but Clayton waved him back with the barrel of the 
  gun. “I must admit to not having seen many firearms in my 
  day. What makes this one so special? Is it magic?”
  “It ain’t magic. It’s art.” Clayton’s eyes grew slightly soft 
  around the edges. “The stock is a polished walnut that feels 
  like yer holdin’ the hand of yer best girl. The barrel’s 40 inches 
  of tempered steel and straighter’n a paladin of Iomedae on 
  a high holy day. The bore’s precision-rifled. Breech loadin’, 
  and a whole wagonload of other improvements y’wouldn’t even 
  begin to understand. Bust up such a piece of work? I’d rather 
  dangle my weddin’ tackle in the mouth of an ornery dragon.”
  “And so you fled Alkenstar.”
  “I reckon that is business which is none of yours.”
  “Clayton Cole, everything is my business. But the particulars 
  are of no matter. This is your last chance to give me the firearm 
  and remain alive.”
  “Enough jawin’.” Clayton grimaced and fired once, then 
  again, cracking open the gun and reloading it with blinding 
  speed. The empty street echoed with the booming sound 
  of gunfire and the smell of powder hung in the air. But the 
  Cloud of Smoke
  
  69
  69
  bullets seemed to pass right through Bahmair, who promptly 
  vanished.
  Clayton heard a mocking laugh from behind him and spun 
  around. Standing on the building opposite the hookah parlor 
  was a tall, muscular, shirtless man. His short dark hair was 
  ruffled by a nonexistent wind, and his eyes sparkled with a 
  dozen colors. He leapt from the roof with ease and floated 
  down to the street, undisturbed by gravity.
  “Magic.” Clayton spat out what was left of his cigar.
  “A simple illusion.” His form shifted to that of the short 
  merchant and then quickly back again. “A trivial matter for 
  me, the great Shahzada Bahmair Tilki-Demir. The blood of 
  genies flows through my veins!”
  “Y’say that like it’s supposed t’mean something to me.”
  An angry scowl crossed Bahmair’s noble features. He 
  suddenly grew to twice his size. “You leave me no choice, 
  Clayton Cole, but to sully my own hands with this task.” 
  He drew his own curved sword, which glinted in the nearby 
  torchlight.
  “Dang.” Again, Clayton fired two shots at Bahmair. These 
  hit the genie-kin square in the chest, but seemed to do him 
  no harm. For a brief second, his skin looked to be made of 
  granite.
  “Pathetic. That weapon is nothing more than a loud bow. 
  And it will take more than a bow to harm me.” Bahmair’s 
  scimitar whistled through the air, grazing Clayton’s side as he 
  dodged. Blood spattered onto the dirt.
  “Dang.” Clayton scrambled to the side, holding his wound 
  with one hand and his musket in the other. He moved as fast 
  as he could down the street. Something dropped off his belt, 
  and he looked back to see Bahmair bending over to pick it up. 
  It was his powder horn.
  Suddenly Clayton stopped, a grin playing across his features. 
  He brought the musket to his shoulder and fired a quick shot.
  “You missed,” Bahmair sneered.
  Clayton nodded at the powder horn, pierced by the bullet. 
  Powder was spilling out and onto Bahmair’s foot.
  “This is supposed to inconvenience me?”
  “No, but this might.” Clayton retrieved a small flask from 
  a pouch. A thick, bright-red liquid sloshed about inside. He 
  threw it at Bahmair. The glass shattered against the janni’s 
  chest, and upon contact with the air, its contents burst into 
  flame. The fire clung to Bahmair’s skin, and some of it dropped 
  down to ignite the gunpowder. The blaze burned brighter, and 
  the street began to fill with a thick white smoke.
  Leaving the screams of the burning Bahmair behind him, 
  Clayton ran on toward the docks. He was going to have to 
  leave this city, this country, tonight. On his way, he ripped 
  down a shop’s awning and wrapped up his musket once more. 
  He spared a bit of the cloth for the wound on his torso. When 
  he could hear the sound of water lapping against the piers, he 
  slowed to a walk and looked back at Katapesh. He would miss 
  the city, its markets, its foods, its women.
  But he wouldn’t miss the hookah bars. He far preferred the 
  taste of a cheap cigar. 
  He pulled another stub from his pocket, right next to his 
  tindertwigs. Lighting it, Clayton drew deeply on the cigar and 
  smiled. [
  
  70
  70
  
  71
  71
  by Yanick “Methvezem” Moreau
  Art by Carlos “Celurian” Torreblanca
  O
  ver the centuries, many items created by genies to prove their 
  elemental supremacy have found their 
  way to mortal worlds, mostly by way of 
  Katapesh and Qadira, lands with long traditions 
  of dealing with genie-kind.
  CONCH OF THE SEA LORD
  Aura moderate conjuration; CL 7th
  Slot none; Price 16,600 gp; Weight 1 lb.
  DESCRIPTION
  This fist-sized opalescent conch has a fine 
  mithral chain attached to it. The conch grants 
  you +2 circumstance bonus on Charisma-
  based checks relating to creatures with the 
  water subtype. This is a continuous effect and requires no activation. 
  If the command word is spoken and the conch is blown, it calls forth 
  a creature of the deep. The called creature appears anywhere within 
  30 feet of you, as long as enough water is present to accommodate it, 
  and serves you (as summon nature’s ally VII) for 7 rounds. A conch 
  has 3 charges, which are renewed each day at dawn. Spending 1 
  or more charges when you blow the conch determines the type of 
  creature it summons.
  1 charge: Summons a shark.
  2 charges: Summons a giant moray eel.
  3 charges: Summons a giant squid.
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon nature’s ally VII; 
  Cost 8,300 gp
  EARTHSCOURGE PICK 
  Aura faint transmutation; CL 5th
  Slot none; Price 18,308 gp; Weight 6 lb.
  DESCRIPTION
  This +1 heavy pick is made of pitted, dull-gray iron and has its haft 
  wrapped in pebbly strips of xorn’s hide.
  It deals an extra 2d6 points of damage against creatures of the earth 
  subtype. On a successful critical hit, a creature of the earth subtype is 
  slowed for 5 rounds. This effect activates even if the creature struck 
  is not normally subject to extra damage from critical hits.
  Once per day as a standard action, the pick can be used to strike 
  natural, undressed earth or stone, affecting it as soften earth and 
  stone. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, slow, soften earth and 
  stone; Cost 9,308 gp
  POI OF FIERY ENTRAPMENT
  Aura strong evocation; CL 15th
  Slot none; Price 50,905 gp; Weight 2 lb.
  DESCRIPTION
  Popular among the efreeti fire-spinners of the City of Brass, the poi 
  of fiery entrapment is composed of steel heads infused with pure fuel 
  harvested from flammable pools deep within the Elemental Plane of 
  Fire. They are always found in pairs, with each head engraved with 
  text in Ignan praising the purity of elemental fire.
  This +2 battle poi deals fire damage bypassing fire resistance, but 
  not fire immunity. A command word ignites the poi as a free action. 
  The poi can be extinguished by uttering the command word again, or 
  by magical means, but can be re-ignited the following round.
  Three times per day, the poi can be twirled as a standard action to 
  create a flare (DC 13 Fort save) affecting one creature within 45 feet.
  In addition, once per day as a standard action, the fire-spinner 
  can spin the poi to create a barred cage 
  with the same properties and range as 
  a forcecage with two exceptions: the 
  bars are covered with super-heated fire 
  and the gap between each bar is a foot 
  wide. Touching or passing between the 
  bars causes 2d6+7 points of fire damage, 
  which are not subject to fire resistance 
  and deals double damage to undead 
  creatures. If the cage takes 30 points 
  or more of cold damage in 1 round, it 
  is extinguished, but the force bars still 
  remain.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, flare, forcecage, 
  wall of fire; Cost 25,605 gp
  WINDBREAKER BOTTLE
  Aura moderate evocation; CL 11th
  Slot none; Price 26,400 gp; Weight 1 lb.
  DESCRIPTION
  The sides of this magically-hardened crystal vial are inlaid with lead 
  runes.
  Once per day, when the crystal stopper is opened and the command 
  word is uttered, great winds pours from the bottle, whipping around 
  and greatly hindering creatures relying on air movement. All 
  creatures with a flying speed within a 60-foot radius of the bottle 
  see themselves slowed by 20 feet (to a minimum of 0 feet) and their 
  maneuverability decreased by one step (to a minimum of Clumsy). In 
  addition, creatures with the air mastery special ability cannot benefit 
  from it while in the affected radius. The effect lasts 10 rounds.
  Due to the sounds of the blowing winds, all creatures within the 
  area of effect suffer a –5 penalty to Perception checks. Otherwise, 
  creatures without a fly speed and objects within the affected area 
  are unaffected. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, forceful hand; 
  Cost 13,200 gp [
  Heroes’ Hoard:
  Genie-Crafted Ma gic
  
  72
  72
  by Ian “Set” Turner
  Art by Liz “Lilith” Courts
  T
  hose who wander Golarion’s desert wastelands often learn 
  curious powers from the mysterious voices that whisper in the 
  wind.
  Minor Hexes
  A Dry Heat (Su): The witch can draw the moisture from a living target 
  within 30 feet, so that they appear to “sweat sand.” The target is sickened 
  and suffers 1d6 nonlethal damage each round for a number of rounds 
  equal to the witch’s Intelligence modifier. A Fortitude save negates this 
  effect. This condition can be ended prematurely if the target spends a 
  full round action quenching their thirst by consuming at least 1/3rd 
  of a day’s ration of water. Every time the witch successfully damages a 
  foe with this hex, she and her familiar are both treated as if they had 
  just consumed 1/3rd of a day’s ration of water. Once a target has been 
  damaged by this hex, it cannot be damaged by this hex again for 24 
  hours, although it can continue to be sickened. Winter witches call this 
  hex Extract Moisture, with moisture visibly steaming out of the victims’ 
  mouth and nose as a vapor of frost crystals.
  Desert Boon (Su): Beneficiaries of this hex treats all heat dangers as 
  one category less, and can move across difficult desert terrain as if it 
  was normal terrain. The witch can grant this ability through touch; it 
  functions for a number of hours per day equal to her level. The duration 
  need not be consecutive and can be divided among multiple targets but 
  must be allotted in 1 hour increments. A variant of this hex, Winter’s 
  Blessing, applies to cold dangers and difficult arctic terrain, instead. 
  Animal companions, familiars and similar bonded creatures with the 
  share spells feature automatically gain the benefits of this hex so long as 
  their masters do.
  Spoil (Su): The witch causes all food and drink in possession of a 
  target within 30 feet to become spoiled and inedible. Consumable 
  magical liquids or foodstuffs are allowed a saving throw. Purify food 
  and drink restores spoiled food or drink but not magical consumables.
  Even Your Dog Hates You (Su): The witch curses a target within 30 feet 
  with the unnatural aura feature of a spectre (Bestiary) for 1d4 rounds, 
  plus 1 round per 5 levels. The DC of a Handle Animal, Ride or wild 
  empathy check to calm affected animals is equal to 10 + 1/2 the witch’s 
  level + her Int modifier. This duration can be extended by the Cackle 
  hex.
  Fleas of 1,000 Camels (Su): The witch can cause a single living creature 
  within 30 feet to feel the sensation of being infested with thousands of 
  biting flies and fleas, causing them to become distracted. The affliction 
  lasts for 1 round, plus 1 round per 5 levels, and can be extended with 
  the Cackle hex. A will save is allowed each round to avoid becoming 
  nauseated, if successful, the victim is only sickened for the remaining 
  duration. Whether or not they make a successful save a creature cannot 
  be the target of this hex again for 1 day.
  Most Unclean (Su): The witch afflicts a single target within 30 feet 
  with an aura of unnatural stench that sickens any living creature that 
  occupies their space or an adjacent space. This also reduces the DC to 
  track them by 10. The target does not smell this stench, and is not 
  sickened by it. The target is allowed a Fortitude saving throw to reduce 
  the duration of this effect to 1d4 rounds, but it otherwise lasts for 1d4 
  hours (or until the target spends 10 minutes bathing).
  Reverse the Stars (Su): The witch curses a target within 30 feet to be 
  unable to make sense of direction or remember the basics of wilderness 
  survival. The target cannot divine the direction of true north without 
  making a Survival check with a DC equal to the witches hex DC and 
  suffers a penalty equal to the witches Intelligence modifier + 1/2 class 
  level to all other Survival checks. Further, any Survival check failed 
  by 5 or more becomes a disastrous failure; attempting to find food 
  may result in toxic or diseased fare, assisting others to prepare against 
  severe weather might result in imposing a penalty instead of a bonus, an 
  attempt to follow tracks could lead to a monster’s lair or bandit ambush, 
  or an attempt to avoid getting lost may result in leading companions 
  Secrets of the Desert 
  Witches
  
  73
  73
  into a patch of quicksand. This hex lasts for a number of days equal to 
  half the witch’s level. A will save negates this hex. Whether or not they 
  make a successful save a creature cannot be the target of this hex again 
  for 1 day.
  Sungazer’s Stare (Su): The witch can cause a single target within 
  30 feet to take 1d6 fire damage, and catch on fire if it does not succeed 
  at a Reflex save. While a target remains on fire from this effect, the 
  witch can concentrate on this hex (as with a spell). Each application 
  raises the fire damage taken each round by an additional 1d6 to a 
  maximum of 1d6 per witch’s level. A Reflex save negates an increase in 
  the intensity of the spell, but does not douse the flames. These arcane 
  flames affect the target, but not their worn or carried items. Once the 
  flames have been extinguished, the target cannot be subject to this hex 
  again for 24 hours.
  Sunstruck (Su): The witch can cause a creature within 30 feet to suffer 
  exposure to a brilliant glare, shimmering heat distortions or shadowed 
  vision, such that all foes gain partial concealment against them (20% 
  miss chance) for a number of rounds equal to 1+ the witch’s Intelligence 
  modifier. A target cannot be the subject of this hex more than once in 
  a day. This duration can be extended with the 
  Cackle hex.
  This Corrosion (Su): The witch can cause 
  an object within 30 feet weighing up to 5 lbs. 
  per level to gain the broken condition. If the 
  item is worn or attended by a living creature, 
  that creature is allowed a Will saving throw to 
  negate. An item cannot be affected by this hex 
  again within 24 hours, although other items 
  on the same target can.
  Toll the Bells (Su): The witch fills the ears 
  of a target within 30 feet with a deafening 
  sound, such as tolling bells, her own cackling 
  laughter, screams of tortured souls, crashing 
  waves, or pealing thunder. The target is 
  deafened for 1d4 rounds, plus 1d4 rounds 
  per 10 Witch levels.. This duration can be 
  extended with the Cackle hex.
  Twist the Ankle (Su): The witch can curse 
  a single target within 30  feet causing the 
  creature to take 1 hit point of damage and 
  suffer the lamed condition, as if from a caltrop 
  wound. The effects of this curse can be treated 
  in exactly the same method, although the DC 
  is equal to 10 + ½ the witch’s level + her Int 
  modifier. Whether or not they are treated a 
  creature cannot be the target of this hex again 
  for 1 day. 
  Water for Blood (Su): The witch can cause 
  a single living target within 30 feet that has 
  been wounded in the last round by a piercing 
  or slashing attack to suffer a 1d6 bleed effect 
  for 1 round. The bleed effect lasts an additional 
  round for every 5 witch levels, and can be 
  extended by Cackle. Once a target has been 
  affected by this hex, it cannot be affected again 
  for 1 day.
  Major Hexes
  Earn the World’s Ire (Su): The witch can 
  cause the natural world to turn against a 
  target within 30 feet. A Will save negates this 
  effect, and the target is allowed another each hour to negate the hex. 
  While it lasts the target experiences the effects of wind, cold weather 
  and hot weather as one category worse (a moderate wind affects their 
  ranged attacks as if a severe wind, extreme cold becomes severe cold, 
  or very hot conditions affect the cursed victim as extreme heat), up to 
  their usual maximum effects. Water also becomes more treacherous, 
  with calm waters being treated as fast-moving waters. The target 
  cannot be the target of this hex again for 1 day.
  Sweet Addiction’s Call (Su): The witch can cause a single target within 
  30 feet to suffer the effects of ingesting a dose of pesh. A successful 
  Fortitude save negates this affect. They suffer the usual effects as 
  though ingesting the drug willingly and must make a check to avoid 
  addiction. Specific variations on this hex that afflict a target with a dose 
  of a different drug are possible, with options from the Gamemastery 
  Guide including aether, dwarven fire ale, flayleaf, opium, scour, slaver’s 
  drops (Rival’s Guide), or zerk. If the witch is currently under the effect 
  of the drug she is attempting to cause another to experience, the save 
  DC of the hex increases by +2. The target cannot be the target of this 
  hex again for 1 day. [
  Visit PathhnderChronicler.net for more info!
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  74
  74
  by Kris Vanhoyland
  Art by Todd Westcot
  Weal: Jenesse El-Nakhim
  Caravans are a common sight in Katapesh, 
  and so the need for caravan guards is always 
  great. Jenesse El-Nakhim has a reputation for 
  running one of the best agencies answering this 
  need. The woman has short black hair, usually 
  covered with a dark headdress against the 
  burning Katapeshi sun. Her olive skin is marked 
  with simple line pattern tattoos, including her 
  chin, forehead, and both cheeks. The guards 
  she employs make a decent living for themselves, 
  and there’s no shortage of work to be doled out. 
  This is normally good, but has led to a rather 
  unfortunate situation. Her younger brother 
  recently went on a trip to Okeno, where he 
  was supposed to peruse the slave markets 
  for eligible employees for their business. 
  Jenesse finds purchased slaves can 
  actually become valued employees 
  when given their freedom, a steady 
  income, and treated with respect. 
  Her brother should have returned 
  weeks ago, however, and Jenesse is 
  worried something has happened 
  to him in Okeno’s lawless streets. With all her 
  hired guards out in the desert on assignments, 
  the first not due to return for at least two weeks, 
  Jenesse has decided to track her brother to 
  Okeno herself. Unbeknownst to Jenesse, her 
  brother was abducted by Baron Kalvryn and 
  is being held in his residence. 
  Adventure Hooks
  • The PCs might be directed to Jenesse if they’re looking to 
  recruit a well-trained guide to traverse the Katapeshi desert.
  • A party looking for paying work might learn Jenesse is looking 
  for additional employees.
  • Jenesse might approach the PCs for help if they’re beset by 
  slavers of some kind.
  Boon
  Jenesse has an extensive knowledge about Katapesh, and can prove to 
  be a reliable source of information for a party there. Furthermore, if 
  the PCs help her with her current predicament involving her brother, 
  she might be able to provide the PCs with a cheap escort once her 
  employees return.
  JENESSE EL-NAKHIM 
  CR 5
  XP 1600
  Female human (Keleshite) ranger (urban rangerAPG) 6
  LN Medium Humanoid (human)
  Init +2; Senses Perception +11
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+7 armor, +2 Dex, +2 natural, 
  +1 dodge)
  hp 55 (6d10+18)
  Fort +7, Ref +8, Will +7
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk kukris +8/+3 (1d6+2/18–20)
  Ranged longbow +8/+3 (1d8/x3)
  Special Attacks favored enemies (gnolls +4, 
  monstrous humanoids +2)
  Ranger Spells Prepared (CL 3; concentration +5)
  1st—lead bladesAPG, longstrider
  TACTICS
  Before Combat If Jenesse realizes she’s about 
  to enter combat with the one who holds her 
  brother, she casts lead blades and longstrider, 
  and drinks her potion of barkskin.
  During Combat If Jenesse engages one of 
  her favored enemies (which she might assume 
  Kalvryn is if she hasn’t seen him shapeshift), 
  she shares her favored bonus with the PCs. 
  After this she prefers to fight in melee, dual-
  wielding her kukris with deadly expertise.
  Morale Jenesse doesn’t have a death wish, 
  and withdraws to drink her potion of cure 
  moderate wounds if reduced to 12 hp or 
  less.
  Base Statistics Without lead blades, 
  longstrider, and her potion of barkskin, 
  Jenesse’s statistics are AC 20, touch 
  13, flat-footed 17; Speed 20; Melee 2 
  m w k 
  kukris +8/+3 (1d4+2/18–20).
  STATISTICS
  Str 15, Dex 15, Con 13, Int 8, Wis 14, Cha 10
  Base Atk +6; CMB +8; CMD 21
  Feats Dodge, Improved Two-weapon 
  Fighting, Iron Will, Toughness, Two-weapon 
  Fighting, Weapon Focus (Kukri)
  Skills Climb +8, Knowledge (local) +8, 
  Perception +11, Stealth +8, Survival +11, Swim +8
  Languages Common, Kelish
  SQ combat styles (two-weapon combat), favored community 
  (Katapesh +2), hunter’s bonds (companions), track, 
  trapfinding +3, wild empathy
  Gear +1 breastplate, arrows (20), longbow, mwk kukri (2), cloak 
  of resistance +1, potion of barkskin, potion of cure moderate 
  wounds (2), 708 gp
  Weal Or Woe:
  Jackals and Shackles
  
  75
  75
  Woe: Baron Kalvryn
  A few months ago, Baron Kalvryn took up residence in Okeno, the city 
  with the largest slave markets in the Inner Sea region. In a short amount 
  of time he’s developed a reputation for buying up cheap, useless slaves 
  no one else wants. Unbeknownst to anyone, Baron Kalvryn is actually 
  the jackalwere Kalvryn the Red, so-called because of the uncommon 
  reddish color of his fur. The rather intelligent and ambitious creature 
  left his tribe, frustrated after a failed caravan raid. After wandering the 
  plains and deserts of Katapesh for many weeks, Lamashtu, Mother of 
  Monsters, whispered to him in his dreams and showed him a new path. 
  Since then, the young jackalwere has become a fanatical worshipper 
  of Lamashtu, going so far as to regard her as his own mother. Kalvryn 
  used his human form to take on the identity of a slave merchant, 
  recruiting some of the local gnoll slavers to do his bidding. He’s been 
  buying up cheap slaves left and right, and abducting people he can’t 
  buy. He then feeds his captives a foul concoction known as the waters 
  of Lamashtu. Long-term consumption of this substance causes serious 
  deformations, and the cruel jackalwere is hoping to create his own army 
  of misfits loyal to himself and his goddess. 
  So far he’s had mixed success, although some of the more exotic slaves 
  he’s bought seem more receptive to the substance. Kalvryn is patient, 
  though, and it’s only a matter of time before he becomes a serious threat. 
  Soon he will unleash his creations and attempt to take 
  o v e r 
  Okeno’s slave trade.
  Adventure Hooks
  • The PCs encounter an escaped slave, 
  starved and deformed, who might be able to 
  lead them to Kalvryn.
  • Gnoll associates of Kalvryn waylay the PCs 
  in an attempt to provide him with powerful 
  subjects for his experiments.
  • The PCs seek to free an important slave, 
  only to learn that he/she has already 
  been purchased by Kalvryn.
  Drawback
  If Kalvryn is defeated, the PCs 
  might find themselves crossing paths 
  with some of the other slave traders 
  of Okeno, who are still unaware of 
  Kalvryn’s true nature.
  KALvRYN THE RED 
  CR 7
  XP 3200
  Male jackalwere (Bestiary 3) cleric of Lamashtu 
  6
  NE Medium magical beast (shapechanger)
  Init +4; Senses darkvision 60 ft., low-light 
  vision, scent; Perception +16
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+5 armor, 
  +4 Dex, +1 natural, +1 dodge)
  hp 85 (3d10+6d8+42)
  Fort +12, Ref +9, Will +10
  DR 5/cold iron
  OFFENSE
  Speed 20 ft.
  Melee +1 falchion +13/+8 (2d4+8/18–20), bite +7 (1d6+3) or bite 
  +12 (1d6+7)
  Ranged mwk light crossbow +13 (1d8+1/19–20)
  Special Attacks channel negative energy 5/day (DC 13, 3d6), 
  sleep gaze (DC 11), weapon intuition
  Domain Spell-Like Abilities
  7/day—strength surge (+3)
  Cleric Spells Prepared (CL 6; concentration +10)
  3rd—blindness/deafness (DC 17), cure serious wounds, 
  nondetectionD, waters of LamashtuISWG (DC 17)
  2nd—bull’s strengthD, cure moderate wounds, death knell (DC 
  16), disfiguring touch (DC 16), hold person (DC 16)
  1st—command (2, DC 15), divine favor, enlarge personD, 
  murderous command (DC 15)
  0 (at will)—spark (DC 14), resistance, create water, detect magic
  D Domain spell; Domains DeceptionAPG, Strength
  TACTICS
  Before Combat Kalvryn prepares for combat by casting bull’s 
  strength and divine favor on himself. Depending on the time of 
  day, he may already have expended his nondetection and waters 
  of Lamashtu spells. 
  During Combat Kalvryn prefers to fight in his hybrid form to benefit 
  from his bite attack. However, if surprised or encountered in 
  public, he won’t shift from his human form. He starts off by using 
  his sleep gaze, followed by channeling negative energy, hoping to 
  confuse his foes into attacking each other. He then continues by 
  casting hold person and blindness/deafness, preferably targeting 
  martial characters who resisted his confusion and sleep effects. If 
  engaged in melee, he will forgo his spells to power attack with his 
  falchion.
  Morale Cunning and intelligent, Kalvryn tries to flee if 
  reduced to 20 hp or less, shifting into his jackal form if 
  he thinks it can help him.
  Base Statistics Without bull’s strength and 
  divine favor, Kalvryn’s statistics are Melee 
  +1 Falchion +10/+5 (2d4+4/18–20), bite 
  +4 (1d6+1) or bite +9 (1d6+3); Ranged 
  mwk light crossbow +12 (1d8/19–20); Str 
  15; CMB +9; CMD 24.
  STATISTICS
  Str 19, Dex 19, Con 19, Int 15, Wis 
  18, Cha 10
  Base Atk +7; CMB +12; CMD 26
  Feats Alertness, Channel Smite, 
  Dodge, Extra Channel, Power Attack
  Skills Acrobatics +6 (+2 jump), Bluff 
  +12, Disguise +10, Knowledge (religion) 
  +8, Perception +16, Sense Motive +6, 
  Spellcraft +12, Stealth +6, Survival +9; 
  Racial Modifiers +2 Bluff, +2 Survival
  Languages Abyssal, Common, Infernal
  SQ aura, change shape (human, hybrid, 
  and jackal; polymorph), jackal empathy, 
  spontaneous casting, sudden shift 7/day 
  (Deception domain), variant channeling (madness)
  Combat Gear +1 hide armor, +1 falchion, 
  crossbow bolts (20), mwk light crossbow; Other 
  Gear dust of dryness, powdered amber for waters 
  of Lamashtu (worth 500 gp), spell component pouch, platinum 
  unholy symbol of Lamashtu, 268 gp
  SPECIAL ABILITIES
  Madness Variant Channeling Kalvryn’s channel energy causes 
  affected creatures to become confused, as per the confusion 
  spell, until the end of Kalvryn’s next turn. [
  
  76
  76
  by Scott “Aberzombie” Abercrombie
  Map by Michael “mearrin69” Arrington
  S
  et high amongst the peaks of the south-
  eastern Zho Mountains in Qadira, the 
  fastness of Samar-Kash is a thriving, but 
  hidden community. Once a peaceful refuge 
  for the elemental-touched, that peace has 
  been shattered by the recent rise of the cult 
  of Hshurha, the Duchess of All Winds and 
  her deadly Scoured Knights.
  Samar-Kash was conceived over two 
  centuries ago by a powerful dwarven 
  elementalist named Samdin Onyxstaff, his 
  oread wife, and her monastic clan of Irori 
  worshipers. Gathering allies from among 
  other elemental-touched races (in particular 
  a clan of Sivanah venerating sylphs), they 
  chose a tall mountain peak as the site of 
  their refuge. Taking inspiration from his 
  homeland of Highhelm, Samir constructed 
  the main part of the settlement within the 
  peak itself. Many of the slyphs chose to settle 
  the surface of the summit, their buildings 
  hidden by powerful magic.
  Since that time, the residents have lived a 
  life of secret harmony. Through the efforts 
  of the powerful Elementalist’s Guild they 
  made contact with friendly denizens of the elemental planes, establishing 
  trade, while the illusions of the Cult of Sivanah kept the settlement hidden 
  from the many dangers the mountains had to offer.
  Some years ago, however, this tranquil existence was shattered by attacks 
  from a vicious harpy priestess of Pazuzu, Demon Lord of the Sky, and her 
  army of winged monstrosities. The fighting was terrible, and at first all 
  seemed lost.  Only the timely intervention of Amarra Stormheart and her 
  army of air elementals turned the tide. But the price was steep, as since that 
  time Amarra has gained incredible influence in the name of her mistress, 
  the goddess Hushurha.
  Overview
  The hidden refuge of Samar-Kash sits upon and within one of the higher 
  peaks of the Zho Mountains in Qadira. Near its peak, the mountain is 
  pierced by numerous tunnels, all leading to a magically enhanced cavern. 
  The oval cavern stretches roughly 475 feet east to west and 300 feet north 
  to south. Massive crystal formations, grown by elemental magic, cover the 
  ceiling of the cavern and protrude onto the mountain’s surface, channeling 
  sunlight down into the otherwise light-less city. A dark lake sits in the center 
  of the cavern, with a massive pillar protruding from its center to support the 
  ceiling high above. The houses and towers of the city are primarily within 
  the cavern, but some also rest upon outer ledges, accessible by the many 
  tunnels that pierce the walls. The surface tunnel exits and ledge houses 
  are all kept hidden by powerful illusions woven by the Cult of Sivanah, 
  disguising the architecture as part of the mountain itself.
  The city is ruled by a council whose members include leaders of some of 
  the settlement’s more powerful and influential factions. The current head 
  of the council is the oread clan lord Durgendar (LN male oread monk 8/
  cleric of Irori 6).
  A. The Precipitous Path
  For those lacking the ability to fly, this winding and treacherous mountain 
  trail is the only way to and from the city. It descends thousands of feet, 
  sometimes across the surface of the mountain, sometimes within it. The 
  path has only ever been guarded during times of trouble. Lately, however, 
  the path itself seems to be trouble, as several would be travelers have fallen 
  to their death. Those who have successfully 
  traversed it speak of strong winds nearly 
  tearing them from the trail.
  B. The Watch Towers
  Carved out of the sheer rock, these towers 
  are in truth nothing more than 25 foot 
  diameter shafts rising up through the 
  mountain itself to form true towers on the 
  mountain slopes and is disguised by illusion. 
  Stairs encircle the entire shaft, leading up to 
  a single chamber at the top of each. These 
  chambers contain windows where eagle-
  eyed guards can watch for airborne threats 
  to the city.
  C. Lake
  This small, artificial lake (another product of 
  Samir’s magic), has long provided a source of 
  both water and food (in the form of fish) to 
  the people of Samar-Kash. Fresh water from 
  snow melt and fierce mountain storms falls 
  from hundreds of small cracks across the 
  cavern ceiling, creating periodic showers of 
  rain that are often enhanced by the glamors 
  of Sivanah’s cult. A massive pillar rises from the center of the lake to the 
  cavern ceiling. Occasional balconies along its length mark the entrances to 
  living chambers carved out by some of the sylphs.
  D. Founder’s Rest
  This massive, domed building serves as both the final resting place for Samir 
  Onyxstaff and his wife and as a temple dedicated to Irori (with shrines to 
  several empyreal lords also worshiped by the oreads). The building also 
  serves as a meeting place for the ruling council, led by Durgendar. The 
  normally peaceful oread lord has become very concerned over the influence 
  Hshurha’s cult has gained throughout the city—so much so that he has 
  considered convening the ruling council to discuss the potential banishment 
  of the fanatics.
  Golarion Gazetteer:
  Samar-Kash 
  Scoured Knights
  Only the most fanatical of Hshurha’s humanoid worshipers are 
  allowed to become Scoured Knights, and even then only at the 
  goddess’ command. Those so called are flensed of all flesh by a 
  powerful air elemental, merging with the outsider in a new form. 
  Scoured Knights appear as man-sized beings of air, within which 
  hover the bones that once supported the flesh that was sacrificed.
  In game terms, a Scoured Knight is a variant Invisible Stalker. 
  The creature becomes a native outsider, switching out ranks in 
  Survival for ranks in Knowledge (religion). The Scoured Knight 
  loses the Invisible Stalker’s natural invisibility, but gains a breath 
  weapon—a 30 ft. cone of razor-sharp bone shards 3/day, 2d6 
  piercing damage, Reflex save (DC 19) half. CR +0.
  
  77
  77
  E. Hall of the Four
  This large building is home to one of the city’s two wizardly orders—the 
  Elementalist’s Guild. These wizards are responsible for the primary upkeep 
  of the main cavern, as well as controlling access to the elemental planes (and 
  thus trade with the denizens of those planes). Led by the water specialist 
  wizard Eldin Luminar, the guild is quite wealthy and influential.
  F. The Tower Miraja
  This large stone tower, its wall forever changing color in a whirlwind of 
  patterns, sits at the edge of a large shelf on the mountain’s northern face. 
  Within, the followers of the Seventh Veil weave the powerful illusions that 
  help disguise the surface parts of the city and bend the minds of those who 
  seek its secrets. The leader of the order, Ayahla of the Ever-shifting Hues, 
  only recently took over from her predecessor who was killed in a tragic 
  accident while repairing one of the illusions on the south slope.
  G. The Temple of All Winds
  This large, isolated ledge along the north face serves as an open-air temple 
  to Hshurha, Lady of the Air Elementals, Duchess of All Winds. Here the 
  faithful, led by Amarra Stormheart, seek to gain the favor of their goddess 
  by periodically casting off their flesh (via elemental body spells) or (rumor 
  has it) blood sacrifice. It is also known that the more fanatical of Hshurha’s 
  worshippers are called on to subject themselves to The Scouring—a ritual 
  wherein they are sealed inside a sphere of magical force with several pounds 
  of sand and a powerful air elemental. The raging elemental then whips the 
  sand into a fury, stripping the flesh from the participant and merging with 
  them. The resulting horror is a Scoured Knight—a creature of air with its 
  own former bones still swirling within, completely dedicated to Hshurha 
  and her hatred of all things flesh. 
  Though she has led the cult through its founding in Samar-Kash several 
  years ago, Amarra has yet to be chosen for this honor, something that has 
  only served to increase her hatred of the flesh—she is “imprisoned” within. 
  The temple has no statues and no murals. The only altar is the open sky. A 
  series of small tunnels and caves near the rear of the ledge are said to hold a 
  secret gate to the Plane of Elemental Air, as well as the Tempest Chamber, 
  wherein the Scoured Knights are created.
  SAMAR-KASH
  N small town
  Corruption -2; Crime -1; Economy +0; Law +1; Lore +1; Society 
  +2
  Qualities insular, holy site, racially intolerant (ifrits), 
  magically attuned
  Danger +5
  DEMOGRAPHICS
  Government council
  Population 500 (300 sylphs, 150 Oreads, 25 Suli-Jann, 25 other)
  NOTABLE NPCS
  Durgendar (LN male oread monk 8/cleric of Irori 6), Master of the 
  Council
  Ayahla of the Ever-shifting Hues (N female suli-jann illusionist 9), 
  council member, Mistress of Tower Miraja
  Amarra Stormheart (NE female sylph cleric of Hshurha 13), council 
  member, High Priestess of Hshurha
  Eldin Luminar (NG male half-elf wizard [water elementalist] 12), 
  council member, Head of the Elementalist’s Guild
  MARKETPLACE
  Base Value 1,200 gp; Purchase Limit 6,000 gp; Spellcasting 6th
  Minor Items 3d4; Medium Items 1d6; Major Items — [
  
  78
  78
  by Mark Garringer
  Art by Darran “Haunted Jester” 
  Caldemeyer
  Map by Alex “Canada Guy” Moore
  P
  rofit of the Prophet is a short adventure for four 3rd level 
  characters, set in and under the trade capital of Katapesh. The 
  city and country of Katapesh are featured in Paizo Publishing 
  material beyond what is included in the Beginner Box. For more 
  information on Katapesh, please refer to the Inner Sea World Guide or 
  http://pathfinderwiki.com.
  Profit of the Prophet assumes you are familiar with how to run an 
  adventure and have the Beginner Box material handy. It also makes 
  use of several new monster stat blocks, which are included in this issue 
  of Wayfinder. The following background information is intended to 
  provide the Game Master additional context.
  ***
  Far from the nation of Varisia and the continent of Avistan, south 
  and east across the Inner Sea lies the continent of Garund. Garund 
  is a land of dangers, desert empires, demonic jungles, and fearsome 
  magical kingdoms at war with each other. On the eastern shore of 
  Garund lies the nation of Katapesh, and its capital city of the same 
  name. The trade port of Katapesh is unlike anything else in the whole 
  of Golarion. It is the claim of both the merchants and their customers 
  that if it isn’t for sale in Katapesh, it doesn’t exist. One particular 
  commodity, though, is the source of some controversy—slaves.
  The slave pens and auction squares are well known throughout 
  the Inner Sea region by those who both support and oppose this 
  practice. Katapesh is ruled by a mysterious cabal of merchants known 
  as the Pactmasters of Katapesh, who take a very relaxed view of 
  such transactions. Slaves sold within the city are legal, provided all 
  the proper licensing fees and property transfer taxes have been paid. 
  Kidnapping within the city is illegal, but slaves brought into the city 
  go for fair market value. The Pactmasters show no sympathy for how 
  one finds herself on the auction block. 
  Over the years a particularly brutal form of politically motivated 
  kidnapping has flourished. Rival families or businesses hire gnoll 
  slavers to kidnap a target and then auction them off in the open 
  market. This generally yields more than a traditional ransom, even 
  after the slavers are paid, and winds up being perfectly legal so long 
  as the paperwork is in order, and the appropriate licenses have been 
  maintained.
  Three weeks ago a young lord of the Muali merchant family was 
  kidnaped just outside the city walls. Vadi Muali, only 17 years old, has 
  repeatedly shown the qualities that will one day place him in charge 
  of the expanding Muali Mercantile Export Company. Vadi has been 
  touched by the gods with the gift of prophecy, which his mother and 
  uncles have been molding into a keen business sense. A group of gnoll 
  slavers known as the Iron Shackles have taken the young man into 
  their sewer hideout under the city, in preparation for his upcoming 
  auction. 
  BEGIN READING ALOUD TO START THE ADVENTURE!
  Jerikal’s Ales
  Shortly after disembarking from your long voyage aboard Sunrise’s 
  Kiss you find your way to Jerikal’s Ales. The cantina is reputed 
  to be the best in the Docks and all of Katapesh according to the 
  owner, a well-fed dwarf for whom the establishment is named. 
  The common room is artfully decorated in a blue and red motif, 
  featuring several beautifully crafted sculptures and many fresh cut 
  flowers.
  As you enter the common room, a veiled and robed woman 
  approaches. “Please, foreigners, allow me to extend the hospitality 
  of the Muali Mercantile Export Company. I am Nazia Sumi at 
  your service.” She bows her head slightly as she raises her hands, 
  palm up. She then motions toward a private room off the common 
  area, calling to “Jerikal, food and drink for my friends!”  
  The PCs may be suspicious of this sudden offer of friendship, free 
  food and drink; allow them to make Sense Motive checks if that is 
  the case. Nazia’s offer of friendship is genuine, but very forward. 
  She has much to tell them, but is not lying or attempting to deceive 
  them.
   “Please, my friends, time is short,” she begins. “I know that you 
  are new to Katapesh, fresh off the boat as it were. As I said, I am 
  Nazia Sumi. I represent the Muali Mercantile Export Company, a 
  rapidly growing merchant family. Beside the shrewd and profitable 
  business dealings under the glorious leadership of Mirza Muali, 
  her youngest son Vadi has been blessed by the gods! He has been 
  granted visions of the future, which his mother has found most 
  helpful in expanding the wealth and prestige of the Mercantile. 
  Three weeks ago, while returning from completing a deal in Solku, 
  his palanquin was attacked. He was kidnapped by a gang of gnoll 
  slavers known as the Iron Shackles. Rather than simply demand a 
  ransom for his return they will sell him at slave auction, hoping to 
  fetch a huge price for our young lord. I have been authorized by 
  Mirza Muali to pay you 500 gold apiece for the safe return of Vadi. 
  The next auction is in three days.”
  The PCs may have questions for Nazia. Below are some likely 
  questions and answers.
  Why not go to the authorities? “Our customs may seem strange 
  to you, but Vadi entered the city as a slave and may be legally sold as 
  such at a slave auction. The Zephyr Guard will be of little assistance.”
  Why not buy Vadi back at the auction? “Because of his gift, the 
  auction is likely to go much higher than Mirza Muali can pay in the 
  open market.”
  Profit of the Prophet
  A Beginner Box Adventure
  
  79
  79
  Why not attack the slavers on the way to auction? “Perhaps 
  where you come from murder in the streets is legal, but I assure 
  you here in Katapesh it is not. Vadi entered the city as a slave and is 
  therefore their property.”
  What can you tell us about the Iron Shackles? “A vile pack of 
  gnoll slavers who operate in and around the city of Katapesh. They 
  are rumored to keep a slave pen in the sewers under the city. They 
  are known to be of the Spotted Hide tribe, and worshippers of dark, 
  monstrous gods.”
  Do you know where this slave pen is? “If we knew that, brave 
  adventurers, I would have most certainly shared it with you already.”
  Why couldn’t he predict his future kidnapping? “Vadi cannot 
  see everything that is to transpire in the future, it requires a degree 
  of … anticipation. Trade deals and harvest yields are well suited to 
  his gifts, the random acts of strangers are not.”
  Development: The PCs may try negotiate a better pay rate. For 
  every 5 points by which they exceed a DC 13 Diplomacy check, 
  Nazia is willing to offer an additional 100 gp up to a total of 
  1,000 gp per person.
  The Lower City Bazaar
  The Docks area of Katapesh is part of a larger district of the city 
  known as the Lower City. It is almost entirely made up of what is 
  called the Lower City Bazaar. Crammed with carts, tents, kiosks, 
  buildings or just rugs laid out covered in wares, the Lower City 
  Bazaar is the place to buy or sell anything in Katapesh. Information 
  brokers, merchants of all stripes, message delivery services, priests of 
  gods real and imagined…all can be found here. 
  In order for the PCs to learn the location of the Iron Shackles’ 
  hidden sewer hideout, they’ll need to talk to the locals. Have the 
  PCs designate one player to make the primary Diplomacy check to 
  gather information. Before that player makes her check, have each 
  PC wishing to assist in searching this huge bazaar make a DC 10 
  Diplomacy check. Each success adds a +2 to the primary player’s 
  check. Finding the right person to talk to requires the primary PC 
  to succeed at a DC 20 Diplomacy check, and the search will take 
  1d4 hours. Should the PCs succeed they are directed to a gnoll spice 
  merchant named Nabwa. In addition, they can learn the following 
  information from their efforts:
  15+ The Zephyr Guard are legally powerless to stop kidnappings 
  that happen outside the city walls.
  20+ Vadi’s kidnapping has caused quite a stir among many local 
  merchants who are scraping together coin to bid in what is expected 
  to be a very expensive auction. The spice merchant Nabwa likely 
  knows more about the Iron Shackles.
  25+ The Iron Shackles gang is led by a female gnoll named 
  Nitsud Kram who worships a dark Goddess known as the Mother 
  of Monsters.
  Following a twisting, turning alley, you finally come to a wagon 
  with shelves mounted on the side, stacked with jars and urns of 
  strange and pungent powders, spices, dried flowers, seed pods, 
  and other less recognizable things. A hunched gnoll, dressed in 
  light purple robes trimmed with crimson, watches your approach. 
  He smiles, opening his arms wide. “Peace be upon you, how may 
  this one assist you? Cinnamon? Lashun? This one has seven 
  different types of mirchi. Tell this one what you desire.”
  
  80
  80
  Development: Nabwa is an hard working spice merchant, and a 
  small time information broker. He ran afoul of the Iron Shackles a 
  few months ago when his brother, Munga, was kidnapped outside 
  the city walls and sold at auction. Nabwa had no favors to call in and 
  was unable to raise the money in time to make a successful bid for his 
  brother’s freedom. Munga was sold as a slave to a mining company 
  and reportedly is working in the mountains of western Katapesh, far 
  from the capital city. Nabwa begins the encounter indifferent, but if 
  made friendly he will be happy to help the PCs by revealing a sewer 
  entrance near a qanat where the Iron Shackles make their hideout. 
  Every 20 gp worth of spices purchased (or offered as a ‘gift’ to Nabwa) 
  adds a +5 circumstance bonus to a Diplomacy check to improve his 
  attitude.
  The Lair of the Iron Shackles
  1: Drainage flow 
  (XP none)
  After following the sewer tunnels as Nabwa described, you eventually 
  reach a tunnel where the rock walls have been dug through. In the 
  middle of the elevated tunnel a channel of sewage runs downhill 
  flowing both north and south. From the north the sound of crashing 
  water can be heard.
  Development: The channel of raw sewage is 5 feet wide and any PC 
  attempting to cross the channel must succeed at a DC 9 Acrobatics 
  check or fall in. Any PC who falls into the sewage must make a DC 
  15 Fort save or become nauseated for 1d4+1 rounds.
  2: Mother of Monsters (XP none)
  The sewer tunnel slopes downward to a dead end with the sewage 
  collecting into a deep pool. The southern end of the tunnel contains 
  a humanoid sized stone statue of a pregnant jackal-headed woman 
  wielding a weapon in each hand.
  Development: Any non-gnoll humanoid passing within 10 ft of 
  the statue must make a DC 14 Will save or be affected by an aura 
  of madness emanating from it. Those affected suffer a -2 penalty on 
  all attack rolls, weapon damage rolls, saves, ability checks, and skill 
  checks for 1d6 minutes.
  Statue: The jackal-headed woman’s form is obviously pregnant, 
  with a tail resembling a serpent, feet ending in talons like those of 
  a large bird, and feathered wings sprouting from its shoulder blades. 
  The forehead of its jackal face has a vertical third eye. She wields a 
  falchion in one hand and a kukri in the other. Both weapons are part 
  of the stone statue. A successful DC 20 Knowledge (religion) check 
  identifies the statue as Lamashtu, the Mother of Monsters, believed to 
  be the goddess who first birthed gnolls into the world.
  3: Otyugh surprise  
  CR 4 (XP 1,200)
  The tunnel continues its downward grade south and the roar of 
  crashing water becomes louder. The eastern wall has collapsed and a 
  foul-smelling cavern dug into the earth. Rotting bits of unidentifiable 
  muck are everywhere on the walls and floor of this cavern.
  Creature: Living in this filth is a strange, three-legged creature 
  with a massive mouth and tentacles. Unhappy to have intruders in its 
  home, it attacks! 
  Treasure: Buried in the disgusting muck is a wand of remove fear 
  and a +1 light steel shield. Digging through the muck, however, is the 
  same as falling into the sewage; anyone doing so must succeed on a 
  DC 15 Fort save or become nauseated for 1d4+1 rounds. This treasure 
  replaces the random treasure roll indicated in the stat block on page 
  81.
  OTYUGH  
  (CR 4; XP 1,200)
  hp 39 (Wayfinder #10 83)
  TACTICS
  Before Combat The otyugh attempts to ambush the 
  approaching PCs using Stealth while in its lair.
  During Combat The otyugh lashes out with its tentacles 
  attempting to bite anyone it has successfully grabbed. 
  4: Sewer falls 
  (XP 800)
  A large section of the tunnel has collapsed here, creating sewage 
  falls on both sides of the chasm which crash down into a pool 
  some 60 feet below. On the south side of the chasm a long plank 
  lies against the western wall.
  Development: The chasm is 15 feet across at its shortest point 
  and crossing requires succeeding at a DC 19 Acrobatics check. 
  The chasm is 60 feet deep; a PC falling suffers 6d6 points of 
  falling damage. The sewage pool at the bottom is only a few 
  feet deep, as it continues to seep deeper into the ground. Anyone 
  falling into the pool must succeed on a DC 12 Fort save or 
  become nauseated for 1d4+1 rounds. The flow from the south 
  side of the chasm is potable water. 
  Plank: The plank is long enough to cross the chasm, but because 
  of the length is quite difficult to maneuver. To successfully place 
  the plank across the chasm requires a DC 15 Strength check. 
  Each additional PC assisting to place the plank reduces the DC 
  by 5.
  5: Qanat  
  CR 5 (XP 1,600)
  This large, octagonal chamber contains a large reservoir of water 
  which flows in from a five foot hole in the eastern wall. A tunnel 
  is carved into the northern wall, disappearing into darkness. On 
  the western side of the tunnel entrance there is a fire pit, dry 
  wood, and a spit set up. Opposite the fire pit is a three foot long 
  iron lever pushed all the way to the western position.  
  Creatures: Several gnolls are along the north side of the 
  reservoir preparing a meal and otherwise relaxing. The gnolls are 
  not expecting uninvited guests and immediately attack!
  Iron lever: The lever is one of two such control levers for the 
  pit trap in Area 6. When the lever is in the western position the 
  pit trap is enabled, as it is at the beginning of this encounter. If 
  moved to the eastern position the pit trap is disabled. Changing 
  the position of the lever gives no immediate indication of the 
  trap’s status. A DC 15 Disable Device check could jam the lever 
  into its current position, requiring a subsequent DC 20 Disable 
  Device or Strength check to unjam.
  Reservoir: The water is only two to three feet deep here, but 
  counts as difficult terrain to move through.
  Treasure: In addition to their gear, each gnoll carries a potion 
  of cure light wounds and 38 gp.
  GNOLLS (4) 
  (CR 1; XP 400 EACH)
  hp 11 (Wayfinder #10 82)
  TACTICS
  During Combat The gnolls prefer to fight in pairs, with each 
  pair trying to flank a single target.
  6: Twisting tunnel  
  CR 3 (XP 800)
  The tunnel winds through the rock, narrowing and widening 
  with uneven craftsmanship. The eastern corner rounds into a 
  much wider space. 
  Development: If the pit trap has not been disabled from Area 
  
  81
  81
  6 or Area 7, the floor falls open a few seconds after more than 30 
  pounds of weight has been applied. The pit is only 10 feet deep, 
  but is filled with jagged spikes.
  CAMOUFLAGED SPIKED PIT TRAP 
   
  CR 3 (XP 800)
  Type mechanical; Perception DC 25; Disable Device DC 20
  Trigger location; Reset manual
  EFFECTS
  10-ft.-deep pit (1d6 falling damage); pit spikes (Attack +10 
  melee, 1d4 spikes per target for 1d4+2 damage each spike); 
  DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area) 
  7: Iron Shackles barracks 
  CR 6 (XP 2,400)
  A large storeroom with well carved stone bricks is packed with 
  many crates, a few bunks, and the near overwhelming stench of 
  wet fur. The south end of the room has an iron portcullis, a wall 
  mounted lever, and a three foot iron lever in the floor. Several 
  empty iron slave chain collars are anchored to a ring bolted to the 
  western wall.
  Creatures: This is the main living area for the Iron Shackles 
  gang. Currently the leader, Nitsud Kram, and 2 other gnolls are 
  here. They attack immediately.
  Iron lever: This lever functions the same as the lever in Area 5.
  Treasure: Among the crates and supplies here are some valuable 
  trade goods, a case of fine wine worth 200 gp and some specially 
  packed spices worth 100 gp. Nitsud also carries a ring of keys 
  which open the assorted slave collars. (Nitsud’s gear will make up 
  the rest of the ~1,100 gp)
  Wall lever: The wall lever raises or lowers (and locks in place) 
  the iron portcullis bars.
  NITSUD KRAM  
  (CR 4; XP 1,200)
  hp 37 (Wayfinder #10 83)
  TACTICS
  During Combat Nitsud begins combat by casting shield of 
  faith on herself, then tries to use her touch of chaos while 
  her gnolls attack.
  GNOLLS (3) 
  (CR 1; XP 400 EACH)
  hp 11 (Wayfinder #10 82)
  TACTICS
  During Combat The gnolls prefer to fight in pairs, with each 
  pair trying to flank a single target.
  8: Slave Pens (XP none)
  The area is crammed full of pens, cages, chains, and rings 
  attached to the walls. The stench here is even worse.
  Development: All of the cages are currently empty, except 
  for one. Vadi Muali is grateful but aloof. He smiles at the PCs 
  as they free him, saying “It is as the gods have shown me. My 
  thanks, and the thanks of my family upon you.”
  Concluding the adventure
  Vadi is eager to be reunited with his family, leading the PCs to 
  his family’s luxurious home located in the Dawn Gate district. 
  Mirza Muali is beside herself with jubilation at Vadi’s return, 
  and has Nazia pay them the agreed upon sum immediately. She 
  invites them to stay in her home for several days to rest, recover, 
  and plan their next move in the great city of Katapesh! [
  
  82
  82
  by Mark Garringer
  Art by Danny Hedager Krog, Darran 
  “Haunted Jester” Caldemeyer, and 
  Dave Mallon
  Print-and-Play Pawns
  These pawns are compatible with the bases in your Beginner Box! Print 
  this page and cut them out, then tape them over your existing Beginner 
  Box pawns. You can also print 
  them on heavy cardstock and 
  fold a small scrap of cardstock 
  against the bottom edge to fit 
  them in the Beginner Box pawn 
  bases.Note that Otyugh is a 
  Large creature who takes up 
  two squares.
  GNOLL 
  CHAOTIC EvIL HUMANOID
  Hunched and feral, this furred, hyena-headed humanoid stands 
  slightly taller than the average human.
  INITIATIVE +0
  SPEED 30 FT.
  CR 1
  XP 400
  HP 11
  SENSES DARKVISION 60 FT.
  PERCEPTION +2
  DEFENSE
  AC 15, touch 10, flat-footed 15
  FORT +4, REF +0, WILL +0
  OFFENSE
  MELEE (standard action) heavy mace +3 (1d8+3)
  RANGED longbow +1 (1d8/x3)
  STATISTICS
  STR +2, DEX +0, CON +1, INT –1, WIS +0, CHA –1
  SKILLS Perception +2
  ITEMS
  EQUIPMENT heavy steel shield, leather armor, masterwork 
  heavy mace, longbow with 20 arrows
  TREASURE 1 Minor Random Treasure roll (Beginner Box: 
  Game Master’s Guide)
  GNOLL
  GNOLL
  NITSUD KRAM
  OTYUGH
  Beginner Box 
  Conversions
  For Use with Profit of 
  the Prophet
  
  83
  83
  NITSUD KRAM
  CHAOTIC EvIL
  FEMALE GNOLL CLERIC 
  OF LAMASHTU
  INITIATIVE +4
  SPEED 30 FT.
  CR 4
  XP 1,600
  HP 37
  SENSES DARKVISION 60 FT.
  PERCEPTION +4
  DEFENSE
  AC 16, touch 10, flat-footed 16
  FORT +9, REF +4, WILL +6
  OFFENSE
  MELEE (standard action) masterwork heavy mace +6 
  (1d8+1)
  RANGED light crossbow +4 (1d8/19-20x2)
  SPECIAL ATTACKS
  SPELLS (caster level 4)
  2nd—bull’s strength, darkness
  1st—bless, cause fear (DC 12), doom (DC 12), shield of faith
  orisons—detect magic, light, read magic, stabilize
  STATISTICS
  STR +1, DEX +0, CON +1, INT –1, WIS +1, CHA –1
  SKILLS Perception +4, Sense Motive +5, Spellcraft +3
  ITEMS
  EQUIPMENT cloak of resistance +1, heavy steel shield, light 
  crossbow and 20 bolts, masterwork heavy mace, studded 
  leather armor
  TREASURE 1 Major Random Treasure roll (Beginner Box: 
  Game Master’s Guide)
  SPECIAL ABILITIES
  CHANNEL ENERGY Nitsud Kram’s channel energy either 
  damages living creatures (except the cleric) within 30 feet 
  for 2d6 damage (Will save DC 13 for half damage) or heals 
  undead creatures within 30 feet for 2d6 damage. The cleric 
  can use channel energy twice per day.
  TOUCH OF CHAOS Four times per day, Nitsud Kram can call 
  upon her dark goddess and make a melee touch attack (with 
  a total bonus of +5 on the roll) that leaves the target in a 
  state of chaos for 1 round. Until the start of Nitsud Kram’s 
  next round, whenever the target rolls a d20 she rolls 2d20 
  instead, taking the lowest result.
  OTYUGH 
  CHAOTIC EvIL ABERRATION
  This three-legged freak is mostly mouth. Three tentacles, two 
  tipped with barbs and one with eyes, extend from its sides.
  INITIATIVE +0
  SPEED 20 FT.
  CR 4
  XP 1,200
  HP 39
  SENSES DARKVISION 60 FT., SCENT
  PERCEPTION +9
  DEFENSE
  AC 17, touch 9, flat-footed 17
  FORT +3, REF +2, WILL +6
  IMMUNE disease
  OFFENSE
  MELEE (standard action) bite +7 (1d8+4 plus disease)
  MELEE (move and standard action) bite +7 (1d8+4 plus 
  disease), 2 tentacles +3 (1d6+2 plus grab)
  SPECIAL ATTACKS constrict (tentacle, 1d6+2)
  STATISTICS
  STR +4, DEX +0, CON +1, INT –3, WIS +1, CHA –2
  SKILLS Perception +9, Stealth +2 (+10 in lair)
  ITEMS
  EQUIPMENT none
  TREASURE 2 Major Random Treasure rolls (Beginner Box: 
  Game Master’s Guide)
  SPECIAL ABILITIES
  SICKNESS Whenever an otyugh bites a foe, that creature 
  must make a DC 14 Fortitude save or become sickened. 
  Each day after the first, the creature can attempt another 
  DC 14 Fortitude save to remove this condition. Sickened 
  creatures take a –2 penalty on all attack rolls, weapon 
  damage rolls, saving throws, skill checks, and ability checks.
  LARGE An otyugh is a Large creature. It takes up a 10-foot-by-
  10-foot space (2 squares by 2 squares). 
  LONG REACH An otyugh can make its tentacle melee attack 
  against creatures 5 feet (1 square), 10 feet (2 squares), or 
  15 feet (3 squares) away from it. [
  
  84
  84
  by Matt “Enderrin” Rupprecht, Joe “Broken” 
  Medley, Christoph “RuyanVe” Gimmler, 
  Ed “Odraude” Ortiz, Jr., Alex “Canada 
  Guy” 
  Moore, 
  Ian 
  “Set” 
  Turner, 
  Jeff “Shadowborn” Lee, Will Cooper, 
  Becky “Corvidimus” Barnes, and Guy 
  “ulgulanoth” Fox
  Art by Jason Kirckof, Audrey Medley, 
  James M. Keegan, Tyler Clark, Chris 
  Kimball, Becky “Corvidimus” Barnes, Alex 
  “Canada Guy” Moore, W. Kristoph Nolen, 
  and Matthew Stinson
  Aaadeem-Sahreah (Great Lizard)
  This large crocodile-like reptile lunges forward from the rocks on eight 
  powerful legs. Four glowing red lines trace themselves from its powerful legs to 
  its head, and its jaw is lined with red-hot teeth.
  AAADEEM-SAHREAH 
  CR 4
  XP 1,200
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, Ref +5, Will +2
  Resist fire 10
  Weakness vulnerability to cold
  OFFENSE
  Speed 30 ft.; climb 20 ft.; sprint
  Melee bite +9 (1d8+7 plus 2d6 fire and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks searing jaws
  STATISTICS
  Str 20, Dex 12, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +5; CMB +11 (+15 grapple); CMD 22 (34 vs. trip)
  Feats Acrobatic StepsB, Improved Initiative, Skill Focus (Perception)
  Skills Climb +9, Perception +9, Stealth +2 (+10 in rocky or 
  mountainous environments); Racial Modifiers +8 Stealth in 
  rocky or mountainous environments
  ECOLOGY
  Environment scrub and rocky hills
  Organization solitary, pair, or pack (2–6)
  Treasure none
  SPECIAL ABILITIES
  Searing Jaws (Ex) When an aaadeem-sahreah succeeds on a 
  check to maintain a grapple, it can superheat its metal-like 
  teeth, dealing 4d6 fire damage in addition to any other effects 
  of the successful check.
  Sprint (Ex) Once per minute an aaadeem-sahreah may sprint, 
  increasing its land speed to 60 feet for 1 round.
  The aaadeem-sahreah is an apex ambush predator native to the 
  mountainous foothills and scrubland of Qadira, eastern Casmeron, 
  and across the Obari Ocean from Katapesh to Nex. A possible distant 
  relative of basilisks, the aaadeem-sahreah has the body of a large 
  alligator with eight powerful legs. A cunning hunter, its armored scaly 
  hide is capable of changing color to camouflage its body against the 
  rocks and scrubland in which it lives. Lines of red scales form stripes 
  running from its clawed feet, down its back and past its blood red 
  eyes, ending at its toothy maw. The aaadeem-sahreah’s powerful legs 
  make it agile over rocks and boulders, and in short bursts the beast 
  can lunge forward surprisingly fast.
  Thought to be elemental- or genie-touched, the aaadeem-sahreah 
  can syphon heat from the sunbaked earth and channel it into its 
  metal-like teeth, causing them to glow red-hot. While doing so, the 
  area around its feet chills, creating a short-lived hoar frost as the stripes 
  along its body pulse with a red glow. 
  Death’s Head Cobra
  This black-and-white-colored snake assumes an aggressive posture, its 
  hissing mouth open to display its fangs. Embedded atop its head is a 
  gleaming ruby. When it opens its hood to strike, a distinctive skull-shaped 
  pattern can be seen in its markings.
  Bestiary
  
  85
  85
  DEATH’S HEAD COBRA 
   CR 9
  XP 6,400
  N Medium magical beast 
  Init +7; Senses darkvision 60 ft., low-light 
  vision, scent; Perception +15
  Aura fear (60-ft. radius, DC 18)
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+3 Dex, +4 
  shield, +6 natural)
  hp 108 (12d10+48)
  Fort +11, Ref +11, Will +7
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +16 (1d6–1 plus poison and bestow curse) 
  Spell-Like Abilities (CL 9th; concentration 
  +11) 
  Constant—shield 
  1/day—false life
  STATISTICS
  Str 8, Dex 17, Con 16, Int 10, Wis 13, 
  Cha 14
  Base Atk +12; CMB +11; CMD 
  24 (can’t be tripped)
  Feats Ability Focus (bestow 
  curse), Improved Initiative, 
  Iron Will, Toughness, 
  Weapon Finesse, Weapon 
  Focus (bite)
  Skills Acrobatics +17, Climb 
  +13, Perception +15, Stealth +18, 
  Swim +13; Racial Modifiers +4 Perception, +4 
  Stealth, +8 Acrobatics
  ECOLOGY
  Environment any temperate or warm
  Organization solitary
  Treasure single jewel (1d12 x 500 gp ruby)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d3 Con; cure 1 save. 
  Bestow Curse (Su) Any living creature a death’s head cobra 
  strikes with its bite attack must succeed at 
  a DC 20 Will save or suffer from the effects 
  of bestow curse. The curse weakens the 
  creature so it suffers from a –4 penalty 
  on attack rolls, saves, ability checks, and 
  skill checks. Creatures can only be affected 
  once by an individual death’s head cobra’s 
  curse. The save DC is Charisma-based.
  Fear Aura (Su) Creatures of fewer than 
  5 HD in a 60-foot radius that look at the 
  death’s head cobra must succeed at a DC 
  18 Will save or become frightened for a 
  number of rounds equal to the death’s 
  head cobra’s Hit Dice. Creatures with 5 HD 
  or more must succeed at a Will save or be 
  shaken for a number of rounds equal to the 
  death’s head cobra’s Hit Dice. A creature 
  that successfully saves cannot be affected 
  again by the same death’s head cobra’s 
  aura for 24 hours. This is a mind-affecting 
  fear effect.
  These serpents are the descendants of a lich’s familiar, whose foul 
  magic made it just as corrupt as its master. A death’s head cobra’s 
  venom is laced with necromantic power, cursing those it bites. Its 
  potent venom and magical defenses ensure that few who meet it 
  in the desert live to tell the tale of their encounter.
  Desert Fury
  A furious cyclone of sand churns across the desert floor. Within its 
  dark clouds of debris, faces can be seen wailing in horror.
  DESERT FURY 
  CR 10
  XP 9,600
  NE Medium undead
  Init +4; Senses darkvision 60 ft., life sense 60 ft.; 
  Perception +0
  Aura desert storm (300 ft.-radius, DC 18)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 127 (15d8+60)
  Fort +8, Ref +9, Will +9
  DR 10/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (1d6+5 plus grab)
  Special Attack trapped souls
  STATISTICS
  Str 20, Dex 19, Con —, Int —, Wis 10, Cha 17
  Base Atk +11; CMB +16 (+20 to grapple); CMD 30
  Feats Power AttackB, ToughnessB
  ECOLOGY
  Environment warm deserts
  Organization solitary 
  Treasure none
  SPECIAL ABILITIES
  Desert Storm (Su) A desert fury generates intense winds 
  that surround it in a churning sandstorm. This aura acts as a 
  constant control winds (CL 15), except that it always produces 
  a greater duststorm (see Environment in the Pathfinder® 
  Roleplaying Game Core Rulebook™).
  Trapped Souls (Su) The soul of a creature slain by a desert 
  fury or its desert storm aura becomes 
  trapped within the storm. That creature 
  cannot be brought back to life until the 
  desert fury is destroyed, releasing its 
  soul.
  At the heart of a desert fury is the animated 
  remains of the last poor soul of a doomed 
  caravan. Those who find the creature within 
  are often grappled and exposed to the storm 
  so the fury can watch as the unfortunate 
  discoverer is consumed. The desiccated 
  husk, wrapped in the shredded remains of 
  desert garb, eternally strives to escape from 
  the raging sandstorm. It wanders the desert 
  fueled by undying hatred, seeking to add 
  more souls to the storm that took its life. 
  The rage of the stolen souls fuels the storm 
  surrounding the animated husk, preventing 
  it from ever escaping that which ended its 
  life.
  
  86
  86
  Devouring Oasis
  At first it is but a shimmer in the hot air under a relentlessly burning 
  sun, but upon approach the image becomes clearer and hope turns into 
  certainty: ahead awaits a place to rest, providing shade and, even more 
  importantly, water aplenty. Beasts and men hasten to reach this oasis, full 
  of joy and feeling lucky, since this grove of palms complete with a water 
  hole is not charted on any map—which is just as well.
  Just before being able to savor the cool taste of water though, havoc 
  breaks loose as the sand erupts and four vicious tentacles grapple men and 
  beasts of burden alike. Where but a second ago the water hole was located, 
  a gaping maw with several rows of teeth appears, trying to swallow its 
  surprised victims.
  DEvOURING OASIS 
  CR 15
  XP 51,200
  CE Gargantuan aberration
  Init +3; Senses darkvision 60 ft., low-light vision, 
  tremorsense 120 ft.; Perception +22
  DEFENSE
  AC 29, touch 5, flat-footed 29 (–1 Dex, +24 natural, –4 size)
  hp 225 (18d8+144)
  Fort +16, Ref +5, Will +12
  OFFENSE
  Speed 10 ft., burrow 20 ft.
  Melee bite +21 (3d8+11/19-20 plus grab), 4 tentacles +19 
  (2d6+5 plus grab and pull)
  Space 20 ft.; Reach 20 ft. (40 ft. with tentacles)
  Special Attacks grab (Huge), pull (tentacle, 5 feet), swallow 
  whole (2d8+11 plus 2d6 acid damage, AC 22, 22 hp)
  Spell-Like Abilities (CL 13th; concentration +12) 
  Constant—permanent image (DC 15) 
  3/day—charm monster (DC 13)
  TACTICS
  During combat A devouring oasis prefers to attack with its 
  bite. Against multiple foes or flying targets, it attacks with 
  its tentacles (reaching up to 40 feet high), and then tries to 
  position them over its maw to let the victim fall into it (as 
  the action of moving the grappled creature, with the maw 
  counting as hazardous location, see Grapple in the Pathfinder® 
  Roleplaying Game Core Rulebook™) and swallowing it whole. 
  The devouring oasis tries to charm powerful melee opponents 
  via its charm monster spell-like ability, concentrating its melee 
  attacks on beasts of burden and less-armored humanoids.
  Morale Its voracious appetite and weeks-long delays between 
  meals force a devouring oasis to fight to the death.
  STATISTICS
  Str 33, Dex 9, Con 27, Int 11, Wis 12, Cha 9
  Base Atk +13; CMB +28 (+32 grapple); CMD 37 (can’t be 
  tripped)
  Feats Blind-Fight, Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Multiattack, Power Attack, Skill Focus 
  (Stealth), Weapon Focus (bite, tentacle)
  Skills Intimidate +20, Knowledge (geography) +21, 
  Perception +22, Stealth +22; Racial Modifiers +8 Stealth
  Languages Common, Gnome, Halfling (cannot speak)
  SQ freeze, tenacious grapple
  ECOLOGY
  Environment warm desert
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Swallow Whole (Ex) Only one Huge creature fits into a devouring 
  oasis’s maw, or 2 Large creatures, 4 Medium, 8 Small, etc. 
  Escaping by cutting one’s way out usually risks suffocation and 
  the thrashing of the oasis. A former victim takes 2d6 bludgeoning 
  damage each round until it succeeds at a DC 26 Reflex save or 
  Swim check to avoid the damage and reach the surface. Failure 
  indicates the victim is trapped without air and must hold its 
  breath to avoid suffocation. The save DC is Constitution-based.
  Tenacious Grapple (Ex) A devouring oasis need not take a 
  –20 penalty to its grapple check to avoid gaining the grappled 
  condition when grappling a foe with a tentacle, but creatures 
  are not automatically pulled adjacent to the oasis (although the 
  creature’s pull attack still works). A devouring oasis can also use 
  a full-round action to maintain as many grapples as it chooses. 
  Each grapple is resolved separately, including any check to 
  swallow whole.
  A devouring oasis burrows by eating the sand and earth in front of it, 
  moving through loose soil, sand, gravel, and the like—it cannot burrow 
  through solid stone. The sand is then expelled via gill-like flaps at the 
  sides of the creature’s worm-like body. This kind of burrowing does not 
  leave a usable tunnel behind as the surrounding earth collapses into the 
  void or is filled up by the expelled earth. If a devouring oasis chooses 
  to make a permanent tunnel when burrowing, it moves at half speed.
  The devouring oasis has a similar reputation among desert dwelling 
  folk as the legendary kraken has among sailors. Setting up a cunning 
  illusion of a lush oasis, it lures its victims close enough to attack them 
  with its four tentacles and its saliva-dripping mouth. Erupting from the 
  sands, its maw engulfs creatures and sends digestive liquids flooding 
  down their throats.
  
  87
  87
  Golem, Salt
  This statue stands as tall as a normal human. The hushed 
  crunching of footsteps can be heard while the creature comes into 
  view. Occasionally, small chunks of dirty, gritty-looking crystal 
  break off from its opaque body. The air takes on a bitter flavor 
  and mouths run dry.
  SALT GOLEM  
  CR 7
  XP 3,200
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +1
  DEFENSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +1, Will +3
  DR 5/adamantine; Immune construct traits, fire, 
  magic
  Weaknesses vulnerability to water, acid
  OFFENSE
  Speed 20 ft.
  Melee 2 desiccating slams +10 (1d6+2 plus 
  Strength drain)
  Special Attacks saliferous breath
  TACTICS
  During combat The salt golem opens combat with its 
  saliferous breath, relying on its damage reduction 
  and construct traits. It tries to kill sources of water or 
  acid-based attacks first.
  Morale The salt golem fights to the death following its 
  given instructions.
  STATISTICS
  Str 14, Dex 9, Con —, Int —, Wis 12, Cha 2
  Base Atk +8; CMB +10; CMD 19
  SQ saliferous destruction
  ECOLOGY
  Environment underground, warm deserts
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Saliferous Breath (Su) Once every 1d4 rounds, a salt golem 
  can unleash a cloud of moisture-draining dust in a 20-foot cone. 
  Living creatures within this area take 4d6 points of bludgeoning 
  damage and 1d6 points of Strength damage as water is leached 
  from their flesh. A successful DC 14 Fortitude save halves 
  the bludgeoning damage and negates the Strength damage. 
  Creatures without fleshy bodies are immune to this effect, while 
  creatures with the aquatic or water subtypes suffer a –4 penalty 
  on the saving throw. The save DC is Constitution-based.
  Desiccating Slam (Ex) A salt golem’s slam tears the victim’s 
  skin, dealing 1d2 points of Strength drain in addition to its 
  normal damage. A successful DC 14 Fortitude save negates 
  the Strength drain. Creatures with a natural armor bonus 
  of +2 or greater are immune to this effect. The save DC is 
  Constitution-based.
  Immunity to Magic (Ex) A salt golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and effects function differently against the creature, as 
  noted below.
  A shatter spell damages a salt golem as if it were a crystalline 
  creature.
  A magical attack that deals electricity damage 
  slows a salt golem (as the slow spell) for 2d6 
  rounds, with no saving throw, as the electricity 
  disrupts the magic energy flowing through the 
  construct.
  A magical attack that deals fire 
  damage breaks any slow effect on the 
  golem and heals 1 point of damage 
  for each die of damage the fire 
  should have caused by fusing 
  the salt granules and drying 
  up any moisture absorbed by 
  the golem. If the amount of 
  healing would cause the golem 
  to exceed its full normal hit 
  points, it gains any excess as 
  temporary hit points lasting for 
  1 hour.
  Water and acid-based attacks 
  affect the golem normally. A salt 
  golem suffers a –4 penalty on 
  the saving throw.
  Saliferous Destruction (Ex) 
  When reduced to 0 hit points, 
  a salt golem shatters in an 
  explosion of jagged shards of salt. 
  All creatures within a 10-foot burst 
  take 6d6 points of slashing damage 
  (Reflex DC 14 for half). The save DC 
  is Constitution-based.
  Salt golems are humanoid automatons 
  formed of salt. Their appearance usually 
  resembles a roughly chiseled figure lacking 
  any detail. Salt golems cannot speak, and 
  move with the sound of cracking crystals. 
  A salt golem stands 6 feet tall and weighs 
  300 pounds.
  NAGRI SALT GOLEM 
  (CR +0)
  These golems are specifically constructed 
  from the bitter, gritty nagri salt which can be found within 
  the Sabkha basin or similar areas. Influential merchants or 
  collectives of rich farmers usually order the construction 
  of these golems. The golems are highly territorial and have 
  orders to protect designated areas where their owners 
  harvest the nagri salt used in their pesh production. Some 
  golems are outfitted with a tabard showing the owner’s 
  heraldry.
  CONSTRUCTION
  A salt golem’s body must be constructed from enough salt 
  to form its body, weighing at least 300 pounds. The salt is 
  treated with magical fire and powders worth at least 500 gp.
  SALT GOLEM
  CL 7th; Price 22,500 gp
  CONSTRUCTION
  Requirements Craft Construct, cup of dustAPG, ray of 
  enfeeblement, caster level 7th
  Skill Craft (Alchemy), DC 17; Cost 11,250 gp
  
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  Haluscar
  When light hits this scarab beetle’s carapace, it paints the carapace in an 
  array of patterns.
  HALUSCAR (GLASS SCARAB)  
  CR 3
  800
  N Small magical beast (earth)
  Init +6; Senses tremorsense 60 ft.; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  Fort +6, Ref +6 Will +2
  Weakness sonic
  OFFENSE
  Speed 20 ft., burrow 20 ft., fly 40 ft. (good)
  Melee bite +5 (1d4+1)
  Special Attacks prismatic Blast
  STATISTICS
  Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 15
  Base Atk +4; CMB +3; CMD 15 (23 vs. trip)
  Feats Improved Initiative, Power Attack
  Skills Acrobatics +6, Fly +8, Perception +5, Stealth +6
  ECOLOGY
  Environment desert
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Prismatic Blast (Ex) Once per day, the haluscar can gather rays 
  from a light source and fire it as a cone of many colors. This 
  ability works like color spray (DC 14 Will save negates), except 
  that it only works in areas of normal light or brighter. The save 
  DC is Charisma-based.
  Also known as glass scarabs, haluscar are luminescent beetles that live 
  in deserts. Glass scarabs are 2 ½ feet tall and 3 feet wide, but weigh 
  only about 60 pounds. These 
  creatures scour wastelands 
  and sand dunes in 
  search of minerals to 
  devour.
  Haluscar look like 
  other scarab beetles, 
  save that their shells are 
  reflective, 
  like 
  polished 
  glass. When light hits their 
  carapaces, geometric designs 
  shimmer along their bodies. 
  No two haluscar have the 
  same designs, and many 
  desert dwellers seek out 
  these beetles as pets or 
  for creating jewelry 
  from 
  their 
  shells. 
  However, 
  those 
  who professionally 
  hunt glass scarabs 
  know the creature 
  has the ability to 
  absorb light through their prism-like 
  exoskeletons and fire it in a cone of flashing colors that confuse and 
  blind predators. 
  Many hunters wait until nightfall before approaching haluscar lairs 
  and digging them out.
  The beetles are generally solitary creatures, but they mate for life. 
  Mated pairs of haluscar keep their larvae in underground lairs filled 
  with minerals for sustenance. Glass scarab larvae look like grubs with a 
  tarnished gray exoskeleton. The larvae mature in one year, after which 
  they leave their nests in search of their own lairs and minerals. Haluscar 
  make their homes in sand dunes and remain hidden at night. During 
  the day, they roam the dunes in search of minerals to eat. In particular, 
  haluscar love the taste of petrified lightning—glassy concretions of 
  minerals form from lightning-struck sand. Eating petrified lightning 
  rejuvenates glass scarabs, healing 1d8 hit points with each stone devoured. 
  Haywan
  Wrapped in rags, this lanky dark-skinned creature lopes across the sand with a 
  bow fashioned from human bones gripped in its clawed hands.
  HAYWAN  
  CR 9
  XP 6,400
  NE Medium outsider (native)
  Init +5; Senses blindsight 30 ft., darkvision 60 ft., scent; 
  Perception +18
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
  hp 114 (12d10+48)
  Fort +12, Ref +13, Will +7
  Defensive Abilities evasion; DR 5/cold 
  iron; Resist fire 10 
  OFFENSE
  Speed 50 ft.
  Melee 2 claws +17 
  (1d6+5 plus bleed) 
  Ranged mwk composite 
  longbow +18/+13/+8 
  (1d8+5/x3) 
  Special Attacks 
  bleed (1d4), paralysis 
  (1d8 rounds, DC 19), 
  pounce, rend 
  Spell-Like Abilities (CL 
  12; concentration +15)
  A haywan’s spell-like 
  abilities use Wisdom as 
  the primary attribute. 
  At will—ash stormUM 
  3/day—shifting sandAPG 
  (DC 16) 
  1/day—siroccoAPG (DC 19)
  STATISTICS
  Str 20, Dex 20, Con 18, 
  Int 14, Wis 17, 
  Cha 12
  Base Atk +12; 
  CMB +17 
  (+19 steal); 
  CMD 32 
  (34 vs. steal)
  Feats Combat 
  Expertise, Far 
  Shot, Improved StealAPG, 
  Point-Blank Shot, Precise Shot, Rending ClawsAPG
  
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  Skills Acrobatics +20 (+28 jumping), Bluff +16, Craft (bows) +17, 
  Knowledge (nature) +17, Perception +18, Sense Motive +18, 
  Stealth +26, Survival +18 (+24 for tracking); Racial Modifiers 
  +6 Stealth, +6 Survival for tracking
  Languages Common, Ignan, Terran
  SQ camouflage, desert runner, trackless step
  ECOLOGY
  Environment warm deserts
  Organization solitary or raiding party (2–4)
  Treasure incidental (bone masterwork 
  composite longbow [+5 Str], 1d4 paralysis 
  arrows [1d8 rounds, DC 19])
  SPECIAL ABILITIES
  Desert Runner (Ex) A haywan 
  may move through any sort of 
  difficult terrain caused by dust, 
  sand, or rubble at its normal 
  speed and without taking 
  damage or suffering any other 
  impairment.
  Paralysis Arrows (Ex) Ranged—
  injury; save Fort DC 19; 
  frequency 1/round for 6 rounds; 
  effect paralysis 1d8 rounds; cure 
  2 consecutive saves.
  The haywan are an accursed race of 
  desert survivalists—raiders and man-
  eaters—who ambush those traveling across 
  the desert to steal both their riches and their 
  lives. The haywan usually lie buried beneath the 
  sands, waiting for unwary travelers to wander through 
  before bursting out upon their prey in a storm of dust 
  and poisoned arrows. Travelers tell of the creatures 
  stalking caravans across the desert for days, waiting 
  for the heat and dust to wear down their prey. 
  Still others speak of the haywan sneaking into camp 
  at night to steal supplies, leaving their victims to die of thirst and 
  hunger. Though undoubtedly drawn by wealth, the haywan waste 
  nothing of their victims, consuming flesh and crafting weapons and 
  crude shelters from their bones, skin, and sinew.
  Many conflicting tales relate the haywans’ origins. All agree the 
  haywan are descended from a band of thieves exiled into the desert 
  long ago, but there the similarities end. Some bards claim the jinn 
  cursed the thieves, others say the div transformed them into monsters 
  to torment travelers, while the rest claim the clergy of Abadar forced 
  the outlaws out of their cities. Whatever their origins, the haywan 
  have unquestionably adapted well to their sprawling prison, to the 
  point of possessing power to manipulate both the sand and the wind.
  Wiry and broad-chested with dark, sun-baked skin the haywan are 
  long of limb with double-jointed legs and dexterous fingers tipped 
  with sharp, ragged claws. They have small untrustworthy eyes that 
  gleam like polished black stones and wide mouths full of misaligned 
  teeth. They wear ragged bits of stolen clothing and adorn themselves 
  with trinkets taken from their past victims. The haywan carry bows 
  crafted from the bones of past victims and arrows poisoned with 
  paralytic cactus juice. 
  Rumors speak of great haywan hoards of loot hidden within 
  caverns or beneath the desert sands, untouched since few merchants 
  are greedy or foolhardy enough to actually trade with such devious 
  beings. Fiendish traps guard these hidden hoards. 
  If the haywan discover any attempt to steal from them, they hunt 
  the thief from one end of the desert to the other until they tear the 
  thief apart and reclaim their treasures. Once the haywan give chase, 
  one can only escape by passing outside of the desert’s limits or taking 
  refuge within a walled city, since the haywan are either unwilling, or 
  unable, to step outside of the desert.
  Kamadan, Pharaonic
  This proud lion has somewhat darker than normal fur, but 
  is most notable for having four great cobras rising from its 
  neck and shoulders.
  PHARAONIC KAMADAN  
  CR 5
  XP 1,600
  N Large magical beast
  Init +6; Senses all-around vision, 
  darkvision 60 ft., low-light vision, 
  scent; Perception +14
  DEFENSE
  AC 17, touch 12, flat-footed 14 
  (+2 Dex, +1 dodge, +5 natural, 
  –1 size)
  hp 37 (5d10+10)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +9 (1d8+5 plus 
  grab), 2 claws +9 (1d6+5), 
  4 snakes +4 (1d3+2 plus 
  paralytic poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blinding spray
  STATISTICS
  Str 21, Dex 15, Con 15, Int 5, Wis 12, Cha 9
  Base Atk +5, CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  Feats Dodge, Improved Initiative, Skill Focus (perception)
  Skills Acrobatics +6, Perception +14, Stealth +10 (+14 in 
  undergrowth); Racial Modifiers +4 Perception, +8 Stealth 
  (+12 in undergrowth)
  ECOLOGY
  Environment desert or warm plains
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  All-Around Vision (Ex) A kamadan’s many serpent heads allow 
  it to see in all directions. Kamadan gain a +4 racial bonus to 
  Perception checks and cannot be flanked.
  Blinding Spray (Ex) As a standard action that does not provoke 
  an attack of opportunity, all four of the creature’s serpentine 
  heads can spray a fine mist of diluted toxin into the air, filling 
  a 15 ft. cone. All within this spray must succeed at a DC 14 
  Fortitude save or be blinded for 1 minute. At the end of each 
  minute, victims can attempt another saving throw to remove 
  the blinded condition. Those who make this save are dazzled 
  for 1 minute, then suffer no further effects. The pharaonic 
  kamadan can only spray blinding poison once per minute 
  and no more than a number of times per day equal to its 
  Constitution modifier (typically 2 times per day). This is treated 
  as a poison effect, and creatures resistant or immune to 
  poison are equally protected against this effect. The save DC is 
  Constitution-based.
  
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  Paralytic Poison (Ex) Bite—injury; save Fort DC 12; frequency 
  1/round for 4 rounds; effect 1 Dex; cure 1 save. The save DC is 
  Constitution-based and has a –2 racial penalty due to the poison’s 
  relative weakness. Anyone reduced to 0 Dex by this poison 
  stiffens and takes on an ashen pallor, leading some to believe 
  that the pharaonic kamadan petrifies its prey.
  Snakes (Ex) A pharaonic kamadan has four snake heads rising 
  from its mane and shoulders, and they attack individually as 
  secondary attacks that do not benefit from the kamadan’s 
  Strength modifier to damage. The snakes inflict damage as 
  creatures two size classes smaller than the kamadan.
  The pharaonic kamadan has a long history in Osirion, but can also be 
  found as far south as the Mana Wastes, as far west as Rahadoum, and, 
  thanks to an ill-advised attempt to bring a few captured specimens to 
  Qadira as gifts for the Satrap, deep into Qadira and points east. Larger 
  than the more common jungle kamadan and as sturdy and powerful as a 
  lion, the pharaonic kamadan has fewer serpent heads and no supernatural 
  sleep-inducing breath, although it makes up for the former by having the 
  heads of majestic cobras that spray blinding toxin and can individually 
  deliver many toxic bites.
  The creature prefers to attack by ambush, allowing prey to pass within 
  a few paces before unleashing a bitter-smelling fine mist that irritates the 
  eyes of all within, causing blindness in most. Depending on the results 
  and the apparent strength of the prey, it may hang back 
  and unleash a second cloud of mist, attack immediately, 
  or choose to flee.
  Pharaonic kamadan always hunt alone, coming together 
  only to mate, although a male that has mated in the last season 
  may drag paralyzed prey to the location of its last partner as a 
  gift to assure the survival of its offspring. As such, it is possible, 
  however unlikely, that a friend or companion carried away after an 
  attack may be rescued before it becomes food for its captor’s progeny.
  Deep within the Osirioni desert, a huge specimen with no less than 
  thirteen heads (twelve of them serpents) is said to slumber within a hidden 
  oasis, and to have some strange oracular wisdom that those who survive 
  the venom of its serpentine chorus can glean from the shuddering fever 
  dreams that accompany its attack.
  Kobold, Horned
  This short reptilian humanoid has scaled skin, a snout full of tiny teeth, 
  and a long tail. Horns sprout from its head, and spikes trail down its 
  back and tail.
  HORNED KOBOLD 
  CR 1/3
  XP 135
  Horned kobold warrior 1
  N Small Humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+2 armor, +1 Dex, +2 
  natural, +1 size)
  hp 5 (1d10)
  Fort +2, Ref +1, Will –1
  OFFENSE
  Speed 30 ft.
  Melee spear +1 (1d6–1)
  Ranged sling +3 (1d3–1)
  Special Attacks eye blood (DC 10)
  STATISTICS
  Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
  Base Atk +1; CMB –1; CMD 10
  Feats Skill Focus (Perception)
  Skills Perception +5, Stealth +7, Survival +5; Racial Modifiers +2 
  Perception, +2 Stealth, +2 Survival
  Languages Draconic
  SQ survivalist
  ECOLOGY
  Environment warm deserts or underground
  Organization solitary, gang (2–4), nest (5–30 plus equal 
  number of noncombatants, 1 sergeant of 3rd level per 
  20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 
  35% noncombatants, 1 sergeant of 3rd level per 20 adults, 
  2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire 
  rats)
  Treasure NPC gear (leather armor, spear, sling, other treasure)
  SPECIAL ABILITIES
  Survivalist (Ex) Stealth and Survival are always class skills for a 
  horned kobold.
  Eye Blood (Ex) As a full-round action, the horned kobold can 
  spit poison up to 10 feet as a ranged touch attack. If the attack 
  hits, the target must make a successful Fortitude save or be 
  blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 
  the horned kobold’s total Hit Dice + its Constitution modifier. 
  The horned kobold can use this ability once per day plus one 
  additional time per day for every three Hit Dice it possesses.
  Horned kobolds are creatures of the desert and are keenly aware of 
  their weaknesses. They use stealth to avoid other races whenever 
  possible. When they do fight, they prefer it to be on their terms, 
  using their ability to shoot blood from their eyes to 
  blind opponents and run away.
  Horned kobold coloration is made up of 
  variations of brown and tan, in unique 
  patterns on each creature. Rarely a 
  “golden” horned kobold will rise up and 
  lead the nomads, bringing times of great 
  prosperity.
  Horned Kobold Characters
  Horned kobolds are defined 
  by their class levels—they do 
  not possess racial Hit Dice. 
  All horned kobolds have the 
  following 
  racial 
  traits. 
  –4 
  Strength, +2 Dexterity, –2 
  Constitution: Horned kobolds 
  are fast but weak.
  Small: Horned kobolds are small 
  and gain a +1 size bonus to their 
  AC, a +1  size bonus on attack 
  rolls, a –1  penalty to their 
  CMB and CMD, and a +4 
  size bonus on stealth checks.
  Normal Speed: Horned 
  kobolds have a base speed of 
  30 feet.
  Darkvision: Horned kobolds 
  can see in the dark up to 60 feet.
  Armor: Horned 
  kobolds have a +2 
  natural armor bonus.
  
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  Survivalist: Horned kobolds gain a +2 racial bonus on Perception, 
  Stealth, and Survival checks. Stealth and Survival are always class skills 
  for a kobold.
  Eye Blood (Ex): See above.
  Languages: Horned kobolds begin play speaking only Draconic. 
  Kobolds that have high Intelligence scores can choose any of the 
  following bonus languages: Common, Dwarven, Gnome, and 
  Undercommon.
  Pesh Mummy
  Out of the strange, cloying vapors shambles a 
  humanoid form wrapped tightly in strips of 
  linen. The vapors themselves originate from the 
  creature, snaking out of its orifices like smoke.
  MUMMY, PESH  
  CR 5
  XP 1,600
  CE Medium undead
  Init +0; Senses darkvision 60 ft.; 
  Perception +13
  DEFENSE
  AC 18, touch 10, flat-footed 18 
  (+8 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus pesh inundation)
  Special Attacks captivating fumes
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Ability Focus (pesh inundation), 
  Power Attack, Toughness, Weapon 
  Focus (slam)
  Skills Perception +13, Stealth +11
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary, squad (2–6), horde (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Captivating Fumes (Su) A pesh mummy exudes intoxicating 
  vapors in a 30-foot radius around itself. Living creatures inhaling 
  the fumes must make a DC 16 Will save or become captivated. 
  A creature that successfully saves is not subject to the same 
  pesh mummy’s fumes for 24 hours. A victim under the effects 
  of the captivating fumes moves toward the pesh mummy using 
  the most direct means available. If the path leads them into a 
  dangerous area such as through fire or off a cliff, that creature 
  receives a second saving throw to end the effect before moving 
  into peril. Captivated creatures can take no actions other than 
  to defend themselves. A victim within 5 feet of the pesh mummy 
  simply stands and offers no resistance to the pesh mummy’s 
  attacks. This effect continues until the creature is physically 
  removed from the area, in which case the effects wear off after 
  1 round, the victim is the recipient of a slow poison spell, or 
  either the victim or the pesh mummy are successfully targeted 
  by a neutralize poison spell. This ability is treated as both a 
  mind-affecting charm and a poison. The save DC is Charisma-
  based.
  Pesh Inundation (Su) Curse and disease—slam; save Fort 
  DC 18; onset immediate; frequency 1/day; effect 1d2 Con 
  and 1d2 Wis; cure —. A successful slam attack from a pesh 
  mummy affects the target as if it had taken a dose of pesh 
  and immediately become addicted. For the next hour, the 
  victim gains a 1d2 alchemical bonus to Strength and receives a 
  –2 penalty on saves against illusions and mind-affecting effects, 
  followed by 1d2 hours of fatigue. The daily withdrawal effects 
  can be prevented by ingesting a dose of 
  pesh. Pesh inundation is both a curse 
  and disease and can only be cured if 
  the curse is first removed, 
  at which point the disease 
  can be magically removed. 
  The save DC is Charisma-
  based. 
  Learning the arts of mum-
  mification and reanimation 
  from an Osirioni necro mancer 
  compatriot, the leader of the 
  cult of Hastur in Katapesh 
  created these odd variants to 
  guard the cult’s properties and 
  sow chaos and woe among 
  the populace at the appointed 
  time to herald the arrival of 
  the King in Yellow. So far no greater 
  varieties of pesh mummy have been created, 
  but nothing is beyond the mad dreamings of the 
  cult and its leader.
  Pesh mummies are created through a long, 
  complicated procedure during which all the body’s 
  internal organs are removed and the internal cavities 
  lined with pesh. The body is then wrapped with 
  linens soaked in pesh whey, and smoked with burning 
  pesh to preserve the body. The creator then finishes the 
  ritual with a create undead spell.
  The Rukh, Queen of Tempests
  Wings spreading across the horizon, this ancient bird 
  swoops earthward like an oncoming sandstorm as her mournful cry shakes 
  the foundations of the heavens.
  MYTHIC ROC  
  CR 12/MR 5
  XP 19,200
  N Colossal animal (mythic)
  Init +11M; Senses low-light vision; Perception +15
  DEFENSE
  AC 28, touch 4, flat-footed 26 (+2 Dex, +24 natural, –8 size)
  hp 192 (16d8+80+40)
  Fort +15, Ref +14, Will +8
  DR 10/epic
  OFFENSE
  Speed 20 ft., fly 80 ft. (average)
  Melee 2 talons +22 (2d8+13/19–20 plus grab), bite +21 (4d6+13)
  Space 30 ft.; Reach 20 ft.
  Special Attacks cloak of winds, mythic power (5/day, surge 
  +1d8), summon fledglings, wings of storm
  
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  STATISTICS
  Str 36, Dex 15, Con 21, Int 6, Wis 12, Cha 11
  Base Atk +12; CMB +33 (+37 grapple); CMD 45
  Feats Flyby Attack, Improved Critical (talons), Improved InitiativeM, 
  Iron WillM, Lightning Reflexes, Power AttackM, Skill Focus 
  (Perception), Weapon Focus (talons)
  Skills Fly +7, Perception +15
  SQ eternal sorrow
  SPECIAL ABILITIES
  Cloak of Winds (Ex) The tumult of the Rukh’s wings protects her, 
  granting the effects of a fickle winds spell whenever she is flying. 
  As a full round action she can expend one use of mythic power to 
  make a single bull rush combat maneuver check and apply it to all 
  creatures within 100 feet.
  Eternal Sorrow (Su) The Rukh is undying, sustained by myths 
  and stories told across the desert lands. When slain, she reforms 
  within 2d4 weeks in her lonely roost deep within the Zho 
  mountains.
  Summon Fledglings (Su) Once per day as a standard action, the 
  Rukh can give a long piercing cry and summon fledglings from 
  her ancient brood. She summons 1d4+1 Large rocs with the agile, 
  invincible, or savage mythic simple template.
  Wings of Storm (Su) The skies within 500 feet of the Rukh always 
  count as a stormy area for the purposes of call lightning and 
  similar spells. The Rukh can cast call lightning at will (CL 16), and 
  by expending one use of mythic power she can cast mythic call 
  lightning. The lightning bolts have a DC of 23, and the save DC is 
  Constitution-based.
  Travelers throughout Qadira spin tales of the Rukh, Queen of Tempests, 
  called the first mother of birds. From the docks of Katheer to the flesh 
  markets of Sedeq, city of weeping chains, singers tell of how the Rukh 
  endlessly mourns her mate, who fell long ages past to the bitter arrows 
  of Muluk-ul-Zaha, the desert’s first huntress. Now she swoops from the 
  burning skies, and ascends carrying laden camels and wagons full of 
  riches as her rightful prey and tribute.
  The Rukh’s coloring shades from dusty bronze at the chest to the deep 
  bruise-grey of storm clouds on her flanks and tail feathers, while her wings 
  shine like burnished sand dunes under the midday sun. Quills made of 
  iron and vanes of impossibly delicate bronze give her feathers a metallic 
  glint. Lightning flashes in her eyes and fickle summer squalls tumble in 
  her wake. A beat of her enormous wings sends armies flying through the 
  air like sand, while arrows whirl away in the turmoil of her passing.
  Many magi and alchemists in Qadira spend years of their lives scouring 
  the desert for her fallen iron and brass feathers, believing they can be 
  forged into devices to grant mastery over all beings of the air. A single 
  feather, chance-fallen in the desert, brings immense wealth in the hidden 
  bazaars of Katheer. Her roost deep in the mountains of Zho must contain 
  many shed feathers, along with the detritus of an immortal life spent 
  carrying off whole trade caravans. No expeditions, however well funded, 
  have so far discovered the Rhuk’s eyrie, but it is undoubtedly a font of 
  mythic power. Recently the White Feather Monks have begun funding 
  new missions to distant mountain peaks, following their own secret 
  knowledge of the Rukh’s habits.
  The Rukh has little interest in the affairs of mortals, and only rarely 
  descends from the desert skies except to feed. Still, legends persist that 
  she takes pity on abandoned children and may rescue them from certain 
  death under the desert sun. The people of Qadira count as blessed these 
  children, found safely nestled atop the highest building of a nearby town, 
  and often demonstrating strange power over the desert winds. 
  Recently the malign genie binders of Sedeq have begun plotting to trap 
  the Rukh. They dream of enslaving the Queen of Tempests with a bridle 
  of wish-infused lightning; she would be a powerful weapon to spread 
  their slaving across Golarion.
  Sandspine
  A toothy reptilian creature bursts out of its hiding place in the sand, its spined 
  tail seeking to constrict its prey.
  SANDSPINE  
  CR 5
  XP 1,600
  N Medium magical beast
  Init +0; Senses tremorsense 60 ft.; Perception +9 
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+9 natural) 
  hp 52 (7d10+14) 
  
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  Fort +9, Ref +5, Will +4 
  OFFENSE
  Speed 20 ft. 
  Melee bite +12 (1d8+5), tail +10 (1d8+2 plus grab)
  Special Attacks constrict (1d8+2 plus poison) 
  STATISTICS
  Str 20, Dex 10, Con 14, Int 2, Wis 14, Cha 16 
  Base Atk +7; CMB +12; CMD 22 (26 vs. trip)
  Feats Combat Reflexes, Endurance, Great Fortitude, Multiattack
  Skills Bluff +9, Perception +9, Stealth +4; Racial Modifier 
  +4 Bluff 
  ECOLOGY
  Environment warm desert 
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Spines—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Con drain; cure 1 save. The save DC is 
  Constitution-based.
  A sandspine is a solitary reptilian crea ture that lives in warm deserts with 
  shifting sand. Its back and tail are covered with overlapping plates, each 
  supporting an array of twisted branch-like spines. The creature seeks out low 
  areas with loose ground where it will bury itself, twisting its body around 
  until nose and tail touch. Here it waits patiently, its spiny camouflage 
  looking like plants desperate for water, in the hopes of luring unsuspecting 
  targets. It constricts its prey in its spined tail while the poisoned spines sap 
  what little water remains in its victim’s body. While a sandspine has four 
  clawed limbs, its short legs are ineffective for combat or fast movement.
  Sun Hag
  An emaciated and hideous woman stands in the dunes, her body covered in 
  leathery rags that appear to have holes in the shape of screaming faces. She 
  grins with a mouthful of pebble-like teeth.
  SUN HAG 
  CR 8
  XP 4,800
  NE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
  hp 95 (10d10+40)
  Fort +6, Ref +10, Will +9
  DR 5/cold iron; Immune fire, thirst; SR 21
  OFFENSE
  Speed 30 ft., fly 15 ft. (poor)
  Melee 2 claws +16 (1d4+5 plus desiccation)
  Special Attacks desiccation
  Spell-Like Abilities (CL 10th; concentration +16) 
  Constant—endure elements, pass without trace, tongues 
  At will—cup of dustAPG (DC 19), daylight, feast of ashesAPG 
  (DC 18), ghost sound, minor image (DC 18), dancing lights, 
  invisibility 
  3/day—sunburst (DC 24)
  STATISTICS
  Str 20, Dex 19, Con 17, Int 14, Wis 17, Cha 23
  Base Atk +10; CMB +15; CMD 29
  Feats Cleave, Cleaving Finish, Dodge, Power Attack, Toughness
  Skills Climb +18, Intimidate +19, Knowledge (any one) +12, 
  Perception +16, Stealth +17, Survival +16
  Languages Abyssal, Common, Infernal
  ECOLOGY
  Environment warm desert 
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  SPECIAL ABILITIES
  Desert Thirst (Su) Any creature that is within 10 feet of a sun hag 
  must succeed at a DC 18 Fortitude save or become sickened. Any 
  unattended non-magical liquid in this area becomes sand. Liquid-
  based magic items receive a Will save at the same DC; if they fail, 
  they are destroyed. The save DC is Constitution-based.
  Desiccation (Su) A sun hag’s claws absorb the water from those 
  she strikes. Each time a sun hag hits a living creature with her 
  claw attack, the victim takes 1d6 points of non-lethal damage and 
  becomes fatigued. A successful DC 18 Fortitude save negates the 
  fatigue and halves the damage. The DC is Constitution-based.
  Dried-out husks, these vile creatures stalk the dunes of well-traveled 
  deserts. They pass their days waiting for an intelligent humanoid to 
  be lost in the desert so they can torment it to death and consume its 
  dehydrated body. The strange biology of the sun hag means they never 
  drink anything, as all liquids near them turn to sand. The only way to 
  satisfy their terrible thirst is to absorb moisture from other living beings.
  Sun hags are aptly named for their ability to produce incredibly bright 
  bursts of light that can turn the night into day. Like normal hags, sun 
  hags may form covens with other hags, though they rarely do so with any 
  but their own kind. It isn’t uncommon to find a trio of sun hags in well-
  trafficked parts of the desert, plaguing the weak and righteous alike. [
  
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  15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Inc.; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Inc.; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Inc.; 
  Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, 
  Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  
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  Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Inc.; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, 
  Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Advanced Player’s Guide. © 2010, Paizo Inc.; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Inc.; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, 
  Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Inc.; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Inc.; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, AdamDaigle, Jim Groves, Tim Hitchcock, Hal MacLean, 
  Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo 
  Inc.; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex 
  Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, 
  Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Inc.; Authors: Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, 
  Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo 
  Inc.; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan 
  Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, 
  Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ Taylor, and Steven Townshend
  Pathfinder Roleplaying Game Ultimate Equipment. © 2013, Paizo 
  Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  Russ Taylor, and numerous RPG Superstar contributors (see page 387).
  Pathfinder Campaign Setting: Dark Markets, A Guide to Katapesh. 
  © 2009, Paizo Inc.; Authors: Stephen S. Greer and Amber E. Scott.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse, Book 
  of the Damned Vol. 3. © 2011, Paizo Inc.; Author: Todd Stewart.
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, 
  Paizo Inc.; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, 
  Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff 
  Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob 
  McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, 
  F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, 
  Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. 
  Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.
  Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Inc.; 
  Authors: Brandon Hodge, Colin McComb, and Jason Nelson.
  Pathfinder Companion: Legacy of Fire Player’s Guide. © 2009, 
  Paizo Inc.; Authors: Brian Cortijo, Stephen S. Greer, James Jacobs, 
  Jonathan H. Keith, F. Wesley Schneider, Amber E. Scott, and James 
  L. Sutter
  Pathfinder Companion: Qadira, Gateway to the East. © 2009, 
  Paizo Inc.; Author: Brian Cortijo.
  Pathfinder Companion: Dragonslayer’s Handbook. © 2013, Paizo 
  Inc.; Authors: Shaun Hocking, Marie Small, and Jerome Virnich.
  Pathfinder Companion: Mythic Origins. © 2013, Paizo Inc.; 
  Authors: Dennis Baker, Philip Minchin, and Russ Taylor
  Pathfinder 19: Howl of the Carrion King. © 2009, Paizo Inc.; 
  Author: Erik Mona.
  Pathfinder 20: House of the Beast. © 2009, Paizo Inc.; Authors:.Tim 
  Hitchcock.
  Pathfinder 21: The Jackal’s Price. © 2009, Paizo Inc.; Authors: 
  Darrin Drader.
  Pathfinder 22: The End of Eternity. © 2009, Paizo Inc.; Author: 
  Jason Nelson.
  Pathfinder 23: The Impossible Eye. © 2009, Paizo Inc.; Authors: 
  Greg A. Vaughan.
  Pathfinder 24: The Final Wish. © 2009, Paizo Inc.; Author: Rob 
  McCreary.
  Pathfinder 46: Wake of the Watcher, “Cults of the Dark Tapestry”. 
  © 2009, Paizo Inc.; Authors: Greg A. Vaughan.
  Pathfinder Roleplaying Game Beginner Box. © 2011, Paizo Inc.; 
  Authors: Jason Bulmahn and Sean K Reynolds.
  Pathfinder Roleplaying Game Beginner Box GM Kit. © 2011, Paizo 
  Inc.; Authors: Jason Bulmahn and Sean K Reynolds.
  Pathfinder Roleplaying Game Beginner Box Player Pack. © 2011, 
  Paizo Inc.; Authors: Jason Bulmahn and Sean K Reynolds.
  Wayfinder #7. © 2010, Paizo Fans United; Authors: Thomas 
  Baumbach, John Bennett, Morgan Boehringer, Clinton J. Boomer, 
  Dylan Brooks, Jess Carson, James B. Cline, Will Cooper, Ryan 
  Costello, Jr., Sarah Counts, Paris E. Crenshaw III, Rich Crotty, Ewan 
  Cummins, Matt Drozdowski, Robert Feather, Dawn Fischer, Guy Fox, 
  Caleb T. Gordan, Robert Gresham, Wojciech Gruchala, Eric Hindley, 
  Scott Janke, Michael Kortes, Michael Lane, Thomas LeBlanc, Jeff Lee, 
  Gary McBride, Will McCardell, Kevin Andrew Murphy, Dustin James 
  Nelson, Joseph Prozinski, Matt Rupprecht, Joseph Scott, Liz Smith, 
  Neil Spicer, Russ Taylor, and Margherita Tramontano.
  Wayfinder #10. © 2014, Paizo Fans United; Authors: Scott Abercrombie, 
  Anthony Adam, Becky Barnes, Will Cooper, Sarah Counts, Venus 
  De Coy, Robert Feather, Dawn Fischer, Guy Fox, Mark Garringer , 
  Christoph Gimmler, Frank Gori, Eric Hindley, Shaun Hocking, Kiel 
  Howell, Jason Keeley, Thomas LeBlanc, Jeff Lee, John Leising, Joe 
  Medley, Jacob Michaels, Alex Moore, Yanick Moreau, Aaron Motta, 
  Dain Nielsen, Ed Ortiz, Jr., John C. Rock, Matt Rupprecht, Liz Smith, 
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  Ian Turner, Tanith Tyrr , Kris Vanhoyland, Mike Welham, and Larry 
  Wilhelm.
  
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  Behold the might of the empire! From the Arcadian 
  Ocean to the Aspodell Mountains and beyond, Queen 
  Abrogail II, Infernal Majestrix of Cheliax, reaches 
  out to bring all the people of the Inner Sea under 
  her control. And both her ambitions and her grip 
  are strengthened by the powers of Hell.
  Hey! Psst! Over here! If you want to say out of trouble—and keep your freedom, you’ll put away those holy 
  symbols and that Pathfinder badge. I don’t know how you’ve stayed out of the hands of the Inquisitors this 
  long, but you can bet someone’s got their eye on you. In Cheliax, everyone watches everyone else, and nobody 
  trusts anyone if they’re smart. You want to know about Cheliax? I can tell you things. I can tell you about the 
  temple to Asmodeus in Barrowood where the queen’s own mum made her deal with Hell or about the gate to 
  the Infernal Realms that yawns in the middle of Whisperwood. I can tell you about the winged devils that come 
  down from the mountains to torment sailors in Hellmouth Gulf or their close cousins, the Hellknights of Citadel 
  Enferac, who march pretty much wherever they want. There’s both good and evil in Cheliax, if you know where to 
  look. In places like Westcrown and Egorian, when the law comes looking, good and evil often have to share the 
  same hiding places. Now, some of what I’ll tell you is true, and some of it isn’t. But whether you’re an adventurer 
  searching for treasure among the ruins of fallen noble houses or part of the “resistance” looking to free a few 
  slaves, you learn quickly that in Cheliax, if you have enough power, the truth is whatever you want it to be. Be 
  smart, be strong, stay hidden, and you just might keep your head.
  Goal 
  The goal for the fanzine is to create a collection of fan-created articles and supporting art set in Paizo’s 
  Pathfinder Campaign Setting world of Golarion. 
  The theme for Wayfinder #11 will be Cheliax! Please use the Inner Sea World Guide as your main reference 
  (as well as that handy-dandy PathfinderWiki)! In the case of a plethora of articles on similar subjects, 
  preference will be given to articles that follow this theme. As always, crunch (classes, spells, magic items, 
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  In addition, writers can submit to one of several regular series featured in Wayfinder: 
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  •  Bestiary: New creatures to terrorize your PCs with! 
  •  Fiction: Wayfinder will now accept all submissions from the public, 750 or 1500 words.  We do 
  recommend you join a writer’s group to help with editing and development, though.
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  in the campaign setting literature. Expand and explore! 
  •  Of Chance and Skill: Games, new to or adapted for Golarion, to play at your table! 
  •  Prestigious: This article is devoted to a new prestige class for the world of Golarion. 
  •  Realm Building: The Kingmaker Adventure Path introduced a lot of new goodies for building armies, 
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  •  Weal or Woe? Two NPCs (including statblocks), one helpful, one not so much. Include hooks for the PCs 
  to know (or hate) this NPC and how to use them in a campaign. Include a boon (Weal) and drawback 
  (Woe) for the NPCs in your article. Please reference earlier Wayfinders for the layout for this article. 
  Guidelines 
  •  Thou shalt not disregard canon, thou shalt build upon it. 
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SOURCE: textdata/thevault/Pathfinder/Wayfinder/Wayfinder #10.pdf