TEXT: BY JEFF LEE
  The hand of nakresh
  
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  ©2014 Open Design.
  www.koboldpress.com
  Design: Jeff Lee
  Editing: Scott Gable
  Cover Art: Subroto Bhaumik
  Art Direction & Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur 
  The LowesT LefT 
  hand of nakresh
  Table of Contents
  Credits
  The Lowest Left Hand of Nakresh  ....................2
  Leaders, Organization, and Goals  ....................3
  The Lowest Left Hand of Nakresh in Midgard  .5
  Cult Activities and Adventure Hooks  ............10
  New Magic Items  ............................................12
  New Vehicle .....................................................14
  
  3
  little chance of winning throws in with another of 
  the Five, expecting favors in return should their aid 
  help achieve a win. The inviolate rule of the contest 
  is that none of the members shall kill another or 
  betray them to the authorities. In fact, should one be 
  captured, then the others are duty-bound to attempt 
  a rescue of their fellow if the possibility exists. When 
  one of the positions of the Five becomes vacant—
  whether due to death, expulsion, or capture without 
  hope of rescue—the other four vote to raise a 
  promising member of the cult to the position.
  Note: Due to the quality and expense of their 
  equipment, the leaders of the Lowest Left Hand of 
  Nakresh have a higher CR than standard NPCs.
  LORD VERMIN 
  CR 10
  XP 9,600
  Male roachlingMB sanctified rogueUC 10
  NE Small humanoid
  Init +4 (+6 in urban areas); Senses darkvision 
  60 ft., tremorsense 10 ft.; Perception +14 (+16 in 
  urban areas)
  DEFENSE
  AC 22, touch 18, flat-footed 17 (+ 3 armor, +2 
  deflection, +4 Dex, +1 dodge, +1 natural, +1 size)
  hp 78 (10d8+30)
  Fort +6, Ref +11, Will +5; +2 vs. disease, poison
  Defensive Abilities divine purpose, evasion, 
  improved evasion, trap sense +3; DR 5/piercing or 
  slashing
  Weakness light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 rapier +10/+5 (1d4+2/18–20), +1 dagger 
  +10 (1d3+1/19–20), +1 dagger +10 (1d3+1/19–20), 
  +1 dagger +10 (1d3+1/19–20) 
  Ranged mwk hand crossbow +12 (1d3 plus 
  poison/19–20) 
  Special Attacks sneak attack +5d6
  Spell-Like Abilities (CL 10th, concentration +12)
  1/day—augury
  2/day—ant haulAPG
  3/day—mage hand
  TACTICS
  Before Combat Lord Vermin uses a charge from 
  his wand of expeditious retreat to increase his 
  mobility and attempts to use Stealth to sneak attack 
  opponents at the opening of combat.
  F
  orty-Fingered Nakresh is the simian demon-god of
  wizards and thieves. His eight hands grasp all there 
  is to take and hold. It is said he reserves his lowest left 
  hand for the boldest and most daring of his thefts. 
  Thus it is that this cult—a pentarchical assemblage 
  of the region’s most infamous scoundrels and their 
  followers—revere their god by emulating this behavior. 
  These five crime lords plot the most audacious and 
  spectacular thefts in order to appease their god and 
  outdo the other members of their organization.
  Notations: This text refer to the following 
  products: APG: Advanced Players Guide, DM: Deep 
  Magic, by Kobold Press, MB: Midgard Bestiary for 
  Pathfinder, UC: Ultimate Combat, UE: Ultimate 
  Equipment, UM: Ultimate Magic.
  Leaders, 
  organizaTion, 
  and goaLs
  The undisputed leaders of the Lower Left Hand of 
  Nakresh are the Five Exalted, the five most devoted 
  and larcenous members of the cult—the five fingers 
  of the hand, as it were. Each has climbed to a 
  position of power and will remain until such time 
  as they are unable to properly bestow adoration 
  upon the name of Nakresh. For the cult, adoration 
  means theft. The bigger and more daring the heist, 
  the greater the respect and admiration gained by 
  the perpetrator. One of the five is chosen every eight 
  years to be the Exalted, highest of the five and the 
  one that may direct the cult in its activities. 
  On that occasion, the crime lords compete to see 
  who can commit the greatest theft. Their efforts are 
  judged on the value of loot (stolen magic is prized 
  above all else), the infamy of the crime, and the style 
  in which it was committed. Each crime lord is head 
  of an ardent group of followers that carry out their 
  leader’s nefarious plots with zeal. These lesser cult 
  members cast secret ballots to determine which of 
  the five becomes the Exalted for the next eight years. 
  The Exalted Five are fiercely competitive and 
  willing to do whatever necessary to beat their fellows 
  in this contest. Sabotage and double dealing are 
  expected parts of the proceedings. At times, two of 
  the Five may join forces, usually when one who has 
  
  4
  During Combat Lord Vermin prefers to attack 
  with numbers, flanking to gain advantage of his 
  sneak attacks, and to exchange witty banter with 
  the enemy. He will flee at the first sign the odds are 
  turning against him.
  STATISTICS
  Str 12, Dex 18, Con 14, Int 14, Wis 13, Cha 12
  Base Atk +7; CMB +7; CMD 26
  Feats Combat Expertise, Dodge, Gang Up, 
  Multiweapon Fighting, Weapon Finesse 
  Skills Acrobatics +17 (+22 to avoid falling damage), 
  Bluff +14, Climb +12, Disable Device +19, Escape 
  Artist +22, Perception +14 (+16 in urban terrain), 
  Sense Motive +14, Sleight of Hand +13, Stealth 
  +23 (+25 in urban terrain), Swim +12, Use Magic 
  Device +14; Racial Modifiers +2 Climb, +2 Stealth
  Languages Common, Aklo, Undercommon
  SQ divine epiphany, mutant, rogue talents (esoteric 
  scholarUC 1/day, fast stealth, rope master, terrain 
  mastery: urban), trapfinding +5
  Combat Gear +1 daggers (3), +1 rapier, masterwork 
  hand crossbow and 20 bolts, giant wasp venom 
  (5 doses), charlatan’s capeUE, scrolls of message (2), 
  wand of expeditious retreat (25 charges), wand of 
  obscuring mist (25 charges); Other Gear boneless 
  leatherUE, bag of holding (type II), ring of protection 
  +2, rope of climbing, masterwork thieves’ tools, gold 
  signet ring (250 gp)
  SPECIAL ABILITIES
  Mutant (Ex): Lord Vermin displays stronger insectile 
  features than his roachling kin and sports an extra 
  pair of functional arms. Only one is a primary hand; 
  the other three are off-hands. The extra hands can 
  be used for other purposes that require free hands.
  Lord Vermin stands four feet tall, and his skin and 
  carapace are an oily, tan color. Glittering black eyes sit 
  beneath long antennae and an unusual thick mop of 
  black hair, which he keeps coiffed in fashionable style. 
  He dresses in the fashion of a dilettante nobleman, 
  eschewing all ornamentation except his signet ring 
  and the silver and ebony scabbards for his weapons.
  Lord Vermin is the most recent ascendant to the 
  Five. A young and ambitious cult member, he rules 
  in a subterranean lair beneath a large city, leading 
  a contingent of larcenous roachling followers. His 
  initial crimes were perpetrated by invading sites 
  through sewers, moats, cellars, and other such 
  entrances. Boiling up from below, Lord Vermin and 
  his followers would scuttle in and loot whatever they 
  could, disappearing back down the dark holes from 
  whence they came loaded with ill-gotten gain. 
  When the wealthy became wise to this approach—
  barring sewer grates, sealing tunnels, and placing 
  cellar guards—Lord Vermin switched tactics and 
  came in from above. His crew scaled walls and 
  went in windows and skylights. When this tactic 
  was guarded against, he simply went further afield, 
  finding new targets in foreign cities. If these new 
  targets had ever heard of him it was usually in 
  exaggerated tales and hearsay. They learned soon 
  enough, and Vermin’s name became a curse on the 
  lips of the wealthy. 
  Lord Vermin may be the most ambitious of the 
  Five. His heists are always grand in scale. He is 
  determined to win the next contest and become 
  the Exalted. At 15 years he is nearing middle age, 
  given the short lifespans of his folk. If he misses 
  this opportunity, he may not receive a second. He is 
  determined to succeed.
  MASTER KIPRAK 
  CR 11
  XP 12,800
  Male kobold alchemist 11
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 21, touch 16, flat-footed 18 (+ 5 armor, +2 
  deflection, +3 Dex, +1 size)
  hp 53 (11d8)
  Fort +6, Ref +10, Will +3
  Defensive Abilities discoveries (lingering spirit, 
  mummification) Immune cold, nonlethal damage, 
  paralysis, poison, sleep
  OFFENSE
  Speed 30 ft., fly 60 ft. (10 min/day)
  Melee +2 dagger +7/+2 (1d3+1 plus poison)
  Ranged bomb +11 (6d6+5 fire or cold) or +1 sling 
  +12 (1d3 plus 6 acid, cold or fire) or masterwork 
  blowgun +12 (1 plus poison)
  Special Attacks bomb 18/day (6d6+5 fire or cold, 
  DC 18)
  Alchemist Extracts Known (CL 11th)
  4th—stoneskin
  3rd—arcane sight, cure serious wounds, 
  displacement, haste
  
  5
  2nd—alter self, bear’s endurance, bull’s strength, 
  invisibility, see invisibility
  1st—ant haulAPG, anticipate perilUM, bomber’s eyeAPG, 
  detect secret doors, expeditious retreat, reduce self 
  TACTICS
  Before Combat If forewarned, Master Kaprik takes 
  the time to imbibe his bear’s endurance, bull’s 
  strength, and bomber’s eye extracts, as well as an 
  appropriate mutagen.
  During Combat Master Kaprik prefers to keep his 
  minions between himself and opponents, using 
  his bombs liberally to take out enemies. Enemy 
  spellcasters are usually his first targets.
  STATISTICS
  Str 8, Dex 16, Con 9, Int 20, Wis 10, Cha 8
  Base Atk +8; CMB +6; CMD 18 (22 vs. overrun 
  and trip)
  Feats Brew Potion, Extra BombsAPG, Extra 
  DiscoveryAPG (×2), Far Shot, Point Blank Shot, 
  Precise Shot, Throw Anything
  Skills Craft (alchemy) +21, Disable Device +17, 
  Fly +10, Knowledge (arcana) +21, Perception +10, 
  Sleight of Hand +17, Spellcraft +19, Use Magic 
  Device +13
  Languages Common, Kobold, Undercommon
  SQ alchemy (alchemy crafting +5, identify potions), 
  discoveries (frost bomb, precise bombs [5 squares], 
  smoke bomb, tanglefoot bomb, wings), mutagen 
  (+4/−2, +2 natural, 110 minutes), poison use, swift 
  alchemy, swift poisoning
  Combat Gear +2 dagger, +1 sling and 12 alchemist’s 
  bulletsUE (4 acid, 4 alchemist’s fire, 4 liquid ice), 
  masterwork blowgun and 10 darts, giant wasp 
  venom (4 doses), oil of taggit (4 doses), shadow 
  essence (4 doses); Other Gear +2 balanced 
  stanchingUE studded leather armor, boots of escapeUE, 
  cloak of resistance +3, elixir of truth, formula 
  alembicUE, handy haversack, headband of vast 
  intelligence +4, hybridization funnelUE, insistent 
  doorknockerUE, ring of protection +2, alchemy 
  crafting kit, masterwork thieves’ tools, portable 
  alchemist’s lab, formula book (contains all prepared 
  extracts as well as the following: 1st—cure light 
  wounds, enlarge self; 2nd—spider climb, undetectable 
  alignment; 3rd—thorn bodyAPG, water breathing; 
  4th—echolocationUM, vitriolic mistUM), gold signet 
  ring (250 gp)
  The cult has its home in Nuria Natal, their main 
  temple hidden within the sprawl of the capitol. 
  An honor guard comprised of some of the best 
  followers of each of the Five defends it against 
  intruders. This includes a group of crackshot 
  gnoll archers, kobolds loaded with alchemical 
  weapons, a cadre of rogue/wizards, a gang of 
  roachling rogues, and a pack of derro. At most 
  times, the main temple is not in regular use, 
  as each of the Five worships in the holdings of 
  their own domain, traveling to Nuria only when 
  they convene for business or high holy days.
   The main sanctum of the temple is guarded 
  by a hoard golem (see The Collected Monsters 
  of Sin), which lies in wait—a glittering pile 
  enticing interlopers to their doom. Mognyr 
  Dunestalker claims Per-Kush, though he and his 
  gnolls are normally abroad, stalking the caravan 
  lanes, ready to relieve merchants of their 
  goods. Master Kiprak holds sway in Per-Xor. 
  Per-Bastet is normally the home of Zheita the 
  Magicmonger, but recently, she has moved her 
  operations out to the ruins of Per-Set, becoming 
  even more secretive and paranoid concerning 
  her recent plans. 
   Corremel is where Sister Starkfeather plays 
  out her complex and many-layered cons. Lord 
  Vermin plies his trade in Nuria itself. During 
  the year of the contest, it is not uncommon 
  for the Five to seek plunder outside of their 
  homeland. Lord Vermin goes abroad from 
  Nuria Natal regularly, especially when the 
  authorities are pressing for his capture. His 
  nefarious heists have been reported in Harkesh 
  and the islands of Marea, once as far away as 
  Reth-Saal in the Ruby Despotate.
  The Lowest Left Hand  
  of Nakresh in Midgard
  Standing three and a half feet high, Master Kiprak is 
  an unassuming figure, his form emaciated and thin, 
  wrapped tightly in ashen scales and loosely in the 
  well-tailored but stained robes of an academician. 
  Deep-set, bright eyes show a keen intellect and miss 
  nothing of their surroundings. A belt hangs heavy 
  with pouches and equipment of his trade.
  
  6
  Master Kiprak is a kobold of great intellect 
  and high ethical standards within his alchemical 
  profession. Outside of that profession, however, he 
  is completely immoral and unscrupulous. It was his 
  outrageous acts of larceny to fund his research that 
  attracted the attentions of the Lowest Left Hand. 
  Master Kiprak is the only member of the Exalted 
  Five to have been brought into their ranks from 
  outside the brotherhood of the cult. For his part, 
  Master Kiprak is happy to play by the cult’s rules, 
  and he finds the challenge of the octennial contest 
  stimulating and a fine venue in which to test new 
  alchemical experiments or apparatus. 
  Kiprak is the most open of the Five, accepting 
  anyone of the proper intelligence, devotion, and 
  criminal demeanor into the ranks of his followers—
  except for loathsome gnomes. Master Kiprak does 
  have some standards.
  MOGNYR DUNESTALKER 
  CR 10
  XP 3,200
  Male gnoll ranger (trapperUM) 10
  NE Medium humanoid (gnoll)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 22, touch 15, flat-footed 19 (+ 6 armor, +2 
  deflection, +3 Dex, +1 natural)
  hp 89 (10d10+30)
  Fort +10, Ref +10, Will +4
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 frost falchion +14/+9 (2d4+5+1d6 cold/×3)
  Ranged +2 distance composite shortbow +13/+13/+8 
  (1d6+5/×3)
  Special Attacks favored enemy (humans +6, magical 
  beasts +2, animals +2), launch trap, trap 6/day (DC 
  16; freezing, snare, swarm)
  TACTICS
  Before Combat Mognyr takes the high ground, if 
  possible, and prepares to barrage enemies with 
  ranged attacks.
  During Combat Mognyr stays on the move, 
  peppering opponents with arrows. If unable to keep 
  them at a distance, he draws his falchion and has 
  Kerrshek charge the nearest opponent.
  STATISTICS
  Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +10; CMB +13; CMD 26
  Feats Endurance, Improved Precise Shot, Mounted 
  Archery, Mounted Combat, Point Blank Shot, 
  Precise Shot, Rapid Shot, Ride-By Attack, Shot on 
  the Run 
  Skills Climb +10, Handle Animal +14, Knowledge 
  (geography) +7, Knowledge (nature) +7, Perception 
  +9, Ride +19, Stealth +15, Survival +14
  Languages Common, Gnoll
  SQ camouflage, favored terrain (desert +4, urban +2), 
  hunter’s bond (Kerrshek, dire hyena), swift tracker, 
  track +5, wild empathy +10, woodland stride
  Combat Gear +2 distance composite shortbow (+3 Str) 
  and 50 arrows, 5 searing arrowsUE, 5 sizzling arrowsUE, 
  +1 frost falchion, 6 javelins, potions of cure serious 
  wounds (2), antitoxin (2); Other Gear boots of striding 
  and springing, efficient quiver, equestrian beltUE, hat 
  of disguise, ring of ferocious actionUE, ring of protection 
  +2, rhino hide, animal harness, exotic military saddle 
  and saddlebags, gold signet ring (250 gp)
  Mognyr Dunestalker stands nearly seven feet in 
  height, his lean frame covered in fur the color of wet 
  sand. A thick scar on his muzzle pulls up his lip on 
  the left side, leaving him with a permanent snarl. 
  He is rarely seen without Kerrshek, his hyenadon 
  companion and mount.
  Mognyr is the most recent recruit into the ranks 
  of the Five, having been a devoted follower of the 
  cult for many years, plying his trade raiding caravans 
  traveling the deserts between settlements. It was 
  his steady flow of plunder that caught the attention 
  of the leadership and their consideration for filling 
  the vacant seat. Whether Mognyr is able to vie 
  for the position of the Exalted remains to be seen. 
  His success cannot be denied, but while a cunning 
  raider and master of ambush tactics, he tends to 
  pluck at low-hanging fruit, bringing in steady but 
  unremarkable gains.
  
  7
  KERRSHEK 
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, 
  −1 size)
  hp 51 (6d8+24)
  Fort +8, Ref +7, Will +3; +4 vs. enchantment 
  spells/effects
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +8 (2d6+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 6
  Base Atk +4; CMB +8; CMD 20 (24 vs. trip)
  Feats Skill Focus (Perception, Stealth) , Toughness
  Skills Perception +10, Stealth +11; Racial Modifiers 
  +4 Stealth in tall grass
  SQ link, share spells, tricks (combat training, fetch, 
  seek, track)
  SISTER STARKFEATHER 
  CR 13
  XP 25,600
  Female tengu cleric 13
  CN Medium humanoid (tengu)
  Init +6; Senses low-light vision; Perception +16
  DEFENSE
  AC 22, touch 14, flat-footed 20 (+ 6 armor, +2 
  deflection, +2 Dex, +2 natural)
  hp 75 (13d8+13)
  Fort +9, Ref +6, Will +11
  OFFENSE
  Speed 30 ft.
  Melee +1 anarchic scimitar +9/+4 (1d6/18-20) and 
  bite +2 (1d3−1)
  Ranged +2 light crossbow +13 (1d8+2/19–20)
  Special Attacks channel negative energy 9/day (DC 
  20, 7d6), hand of the acolyte 8/day (+14 ranged)
  Spell-Like Abilities (CL 13th, concentration +16)
  2/day—dispelling touch
  8/day—copycat
  13 rounds/day—master’s illusion (DC 21)
  Cleric Spells Prepared (CL 13th, concentration +16)
  7th—bold errantryDM, spell turningD
  6th—heal, holy chanceDM, misleadD
  5th—cure critical wounds, curse of magic negationUC 
  (DC 20), false visionD, find treasureDM, flame strike 
  (DC 20), symbol of sleep (DC 20)
  4th—baleful conjunctionDM, confusionD (DC 19), 
  cure serious wounds, spell immunity, spell trapDM, 
  spiritual allyAPG
  3rd—blessing of the moleUM, dispel magic, 
  nondetectionD, prayer, protection from energy, wind 
  wall
  2nd—bull’s strength, enthrall, find traps, invisibilityD, 
  mantle of trustDM (DC 17), silence (DC 17)
  1st—comprehend languages, entropic shield, find 
  traps, identifyD, obscuring mist, remove fear, 
  sanctuary (DC 16)
  0—detect magic, detect poison, light, read magic
  Domains Magic, Trickery
  TACTICS
  Before Combat Sister Starkfeather casts invisibility 
  to get the drop on her enemies, and spell turning for 
  her own safety.
  During Combat Sister Starkfeather prefers to keep 
  enemies at a distance and off balance, using her spells 
  to incapacitate or hinder foes while helping her allies. 
  If forced into combat, she casts spiritual ally.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 10, Wis 21, Cha 17
  Base Atk +9; CMB +8; CMD 19
  Feats Channel Smite, Combat Casting, Extra Channel, 
  Greater Spell Penetration, Improved Initiative, 
  Selective Channeling, Spell Penetration 
  Skills Knowledge (religion) +10, Linguistics +10, 
  Perception +16, Spellcraft +10, Stealth +20; Racial 
  Modifiers +4 Linguistics, +2 Perception, +2 Stealth
  Languages Common, Tengu, Abyssal, Aklo, 
  Celestial, Draconic, Dwarven, Elven, Giant, 
  Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan, 
  Undercommon*
  SQ aura
  Combat Gear +1 anarchic scimitar, +2 light crossbow 
  and 20 bolts, potion of see invisibility, rod of 
  thunderous forceUE, wand of bear’s endurance (25 
  charges), wand of cure serious wounds (25 charges), 
  antitoxin; Other Gear +3 glamered spell storing 
  mithral shirt (bestow curse), amulet of natural armor 
  +2, chime of opening, dust of tracelessness, headband 
  of mental prowess +4 (Cha, Wis), muleback cordsUE, 
  philter of love, portable hole, ring of mind shielding, 
  ring of protection +2, treasure hunter’s gogglesUE, 
  
  8
  
  9
  traveler’s any-toolUE, universal solvent (2), platinum 
  holy symbol, platinum signet ring (500 gp)
  *In a Midgard campaign, Sister Starkfeather knows
  the following languages: Trade Tongue, Huginn’s 
  Speech, Aklo, Darakhul, Draconic, Dwarvish, Elvish, 
  Enochian, Gnomish, Infernal, Khandirian, Minotaur, 
  Morphoi, Northern Tongue, Nurian, Umbral
  Standing five feet, ten inches in height—though her 
  hunched posture makes her seem shorter—Sister 
  Starkfeather’s albinism is plainly seen in her pure 
  white plumage, ivory beak, and pinkish-red eyes. She 
  dresses in plain but well-cut clothing of comfortable 
  fit and dark colors that contrast with her pale feathers.
  Sister Starkfeather runs her portion of the cult 
  much like a thieves’ guild. Those that pay tribute 
  and respect to Nakresh are protected. Thieves and 
  practitioners of magic that venerate the demon-god 
  are left alone. All others are fair game to the tengu 
  and her followers—competent rogues and wizards 
  all—and a healthy tithe of all wealth taken is given to 
  the temple.
  Sister Starkfeather is the current Exalted of the 
  Five and has been so for the last 16 years. The only 
  true cleric among a group of lay priests, Sister 
  Starkfeather considers her position a sign of favor 
  from Nakresh for her more ardent devotion. She 
  crafts her plans and executes her thefts with as much 
  zeal as flourish, always leaving a calling card—an 
  ivory holy symbol of Nakresh—to let her victims 
  realize the hand of her profane lord is behind their 
  misfortunes. Sister Starkfeather has no intention 
  of losing the position of the Exalted to any of her 
  fellows. They may vie for the seat after she dies of 
  old age, as far as she is concerned. To this end, she 
  constantly works to turn her compatriots against 
  one another, using off-hand remarks and seemingly 
  innocent reminders of wrongs—real or imagined—to 
  reignite old feuds and start new ones.
  ZHEITA THE MAGICMONGER 
       CR 15
  XP 51,200
  Female derro sorcerer 12
  CE Small humanoid (derro)
  Init +7; Senses darkvision 60 ft.; Perception −3
  DEFENSE
  AC 26, touch 18, flat-footed 23 (+6 armor, +3 
  deflection, +3 Dex, +1 insight, +2 natural, +1 size)
  hp 118 (12d6+3d8+60)
  Fort +10, Ref +9, Will +19
  Defensive Abilities 25% chance to ignore critical 
  hits and sneak attacks, entropic shield, madness; 
  Immune insanity and confusion effects; SR 26
  Weakness vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee shrieking aklys +8 (1d6+2) or luck blade 
  +11/+6 (1d4+3/19–20)
  Ranged shrieking aklys +10 (1d6+2)
  Special Attacks long limbs (10 ft. reach), sneak 
  attack +1d6
  Sorcerer Spells Known (CL 12th, concentration +16)
  6th (3/day)—tar poolUC (DC 25)
  5th (5/day)—absorb toxicityUC, feeblemind (DC 24), 
  teleport
  4th (7/day)—black tentacles, calcific touchAPG (DC 
  23), confusion (DC 23), greater invisibility
  3rd (7/day)—fireball, fly, mad monkeysUM (DC 20), 
  scattered images*, tongues
  2nd (7/day)—alter self, detect thoughts (DC 19), 
  ghoul touch (DC 19), glitterdust (DC 19), scorching 
  ray, see invisibility
  1st (7/day)—enlarge person, expeditious retreat, 
  floating disk, grease (DC 18), ray of the eclipseDM, 
  vanish
  0—acid splash, detect magic, detect poison, mage 
  hand, message, ray of frost, read magic, slapDM, 
  touch of fatigue (DC 17)
  Bloodline aberrant
  TACTICS
  Before Combat If she has time, Zheita casts improved 
  invisibility on herself before engaging foes.
  During Combat Zheita is unpredictable. She either 
  attacks at range with spells like tar pool and black 
  tentacles to take out as many foes as possible, or she 
  moves into combat using her long limbs to deliver 
  touch spells. She may also drive her clockwork siege 
  crab into combat, wreaking havoc with its claws.
  
  STATISTICS
  Str 12, Dex 16, Con 18, Int 10, Wis 5, Cha 24
  Base Atk +6; CMB +5; CMD 18
  Feats Combat Casting, Greater Spell Focus 
  (enchantment), Greater Spell Focus 
  (transmutation), Improved Initiative, Silent 
  Spell, Spell Focus (enchantment), Spell Focus 
  (transmutation), Spell Penetration, Weapon Finesse
  Skills Fly +12, Intimidate +15, Knowledge (arcana) 
  +15, Stealth +11, Spellcraft +7, Use Magic Device +14
  Languages Common, Aklo
  SQ bloodline arcana, poison use
  Combat Gear luck blade (0 wishes), shrieking aklys, 
  clockwork siege crab*, orb of utter chaos, potions 
  of cure serious wounds (2), scroll of polymorph, 
  scrolls of stone shape (2), wand of meld into stone 
  (20 charges), blue whinnis poison (2 doses), ghast 
  wretch flaskUE; Other Gear bag of holding (Type II), 
  bracers of armor +6, dusty rose ioun stone, engineer’s 
  workglovesUE, headband of alluring charisma +6, 
  ring of protection +3, spectacles of understanding, 
  gold signet ring (250 gp)
  *see the New Materials section
  A derro savant, Zheita stands nearly four feet tall. She 
  keeps her white-blonde hair shaved on the right side, 
  where strange glyphs are tattooed in an arch over her 
  ear. Her pale blue skin is covered with self-inflicted 
  scars. She is always garbed in a high-collared robe of 
  spidersilk, tie-dyed in a dizzying mixture of mauve, 
  olive green, and yellow.
  Zheita the Magicmonger is obsessive in her 
  pursuit of arcane objects, spells, and components. 
  Her heists pull in as many of these things as she can, 
  from potions to more powerful items. With a band 
  of derro at her command, along with a few stray 
  troglodytes and loyal but insane human thralls, she 
  commands enough power and prestige to have a seat 
  with the Five. Her insanity, however, has kept her 
  from claiming the position of the Exalted. Her hauls 
  during the last contest were too esoteric and lacking 
  in monetary value to win her the title. Still, her 
  madness often spawns inspired crimes, and she has 
  the power and resources to accomplish them. 
  CuLT aCTiviTies and 
  advenTure hooks
  Here are several methods of introducing the Lowest 
  Left Hand of Nakresh as adversaries for the PCs in 
  your campaign. They can be adversaries for single 
  adventures or returning enemies in an extended 
  campaign, pitting the PCs against the growing 
  threat of the cult as its members boldly increase 
  their depredations to please their god and outdo 
  one another.
  APL 1–3
  • The warehouses of the dock district have suffered a
  rash of robberies. A nervous merchant who recently 
  brought in a shipment of rare spices and ivory from 
  the south is worried. He hires the PCs as guards to 
  prevent any theft before he can get them sold. In the 
  night, three of Lord Vermin’s roachling followers 
  infiltrates the warehouse to sneak past the PCs and 
  make off with whatever they can carry.
  • The caravan the PCs were hired to guard on its
  journey south is attacked by a band of gnolls. If the
  gnolls threaten to overwhelm the PCs and their
  allies, have a patrol of soldiers (use stats for the
  caravan guard in the Gamemastery Guide) arrive to
  aid the party and drive off the attackers. Otherwise,
  the patrol shows up after the gnolls have been
  defeated, having noticed them and diverted from
  their normal patrol to pursue them. This turns out
  to have been a ruse. While the patrol was diverted,
  another richer caravan was attacked and robbed
  by a second band of Mognyr’s raiders. If the PCs
  succeeded in defeating the gnolls, they may be asked
  to assist in tracking these bandits to their source.
  For Midgard Campaigns
  Zheita has received an epiphany this year, the 
  result of either a premonitory dream or research 
  into a rare book of lore, depending on which 
  version of the tale she’s telling at the time. This 
  allowed her to uncover an ancient engine of 
  magic from deep underground, a lost artifact 
  from another age. This year Zheita believes the 
  position of the Exalted is certainly hers. None of 
  her peers can match her claims because she plans 
  to steal magic itself. She has discovered a device 
  that can steal ley lines. Whether such a crazy and 
  far-fetched scheme will work remains to be seen.
  10
  
  11
  • A rise in thefts of alchemical reagents and
  equipment has the Alchemists’ Guild worried. The
  PCs are offered a substantial reward to guard a
  fake shipment of goods on a river barge and kill or
  capture the thieves responsible for these crimes.
  The guild leaks information to entice the thieves to
  attack. A group of kobolds serving Master Kaprik,
  outfitted with various types of alchemical gear,
  attacks the barge by night.
  APL 4–6
  • Sister Starkfeather feels her deity has been slighted
  by other local religions. Outrage strikes the city
  in response to a rash of thefts targeting clerics
  and temples. Clerics have their holy symbols
  pick-pocketed, the altars of temples are laid bare,
  poor boxes are emptied in the night. The faithful
  clamor for justice. The final outrage is when a
  symbol of Nakresh is painted in white on the
  main street in the temple district. The PCs are
  approached by either the local government or
  representatives of whatever gods they worship and
  asked to seek out the perpetrators. Several clashes
  with Sister Starkfeather’s loyal cultists can result.
  (A group of burglars led by a conjurist would be
  appropriate. See the Gamemastery Guide.) The
  final result is either Sister Starkfeather herself or
  her representative approaching them under a flag
  of truce to resolve the situation. Good negotiation
  could result in much of the stolen goods being
  returned in exchange for some token offering to
  placate Sister Starkfeather. A bad result could lead
  to the PCs being marked as enemies of the cult of
  Nakresh, to be targeted at a later date.
  • The PCs are hired to watch over the egg of a
  magical monster until it hatches. This egg is
  targeted by Zheita the Magicmonger, who sends
  a group of her followers to steal it. The PCs must
  contend with a mob of insane cultists (use the stats
  for the village idiot from the Gamemastery Guide)
  and troglodytes, led by a pair of derro overseers.
  • The city watch, unable to keep up with a rash
  of crimes in the city, suspect spies or corrupted
  officials are tipping the thieves off to their tactics.
  They want the PCs to conduct an informal
  investigation of their ranks to find the problem.
  The PCs may uncover the doppelganger that has
  replaced a captain of the guard on behalf of Sister
  Starkfeather, a trio of watchmen who have been 
  leaking information to keep hostages taken by 
  Mognyr from being harmed, or both.
  APL 7–9
  • The year-long contest between the Five to
  determine who becomes the next Exalted is
  underway. Master Kaprik has been outshone by
  Lord Vermin in recent months. He decides to even
  the odds and plants evidence at one of his own
  crime scenes to lead the PCs to Lord Vermin’s
  hideaway. The PCs have to work their way through
  a trapped and guarded maze of subterranean
  tunnels to reach the crime lord. During his typical
  battle banter, Vermin may realize he’s been set up
  (or if the PCs are defeated, he may have a chat with
  survivors). He’ll make a deal with the party to send
  them after Master Kaprik instead, offering them
  what he can to convince them (such as, avoiding
  targets the PCs want protected, making small
  amounts of restitution to victims, or leaving the
  city to work elsewhere).
  • The PCs are hired to go undercover, infiltrating
  the cult to ascertain their numbers, assets, and
  locations and reporting their findings. They must
  somehow make contact and offer their services
  to one of the Five. This mission is secret, and
  once ensconced in the cult, they are considered
  enemies by law enforcement and others that are set
  against the cult of Nakresh. They will, of course,
  be required to prove themselves worthy before
  being initiated into the cult. A test of their abilities
  will be applied, and they will have to perform a
  noteworthy theft against a target of their potential
  patron’s choice.
  • As part of a task force assigned to defeating the
  cult, the PCs stumble across information that
  leads them to the current lair of one of the Five.
  If the PCs are victorious in their battle against the
  crime lord, they discover that their target is merely
  a simulacrum. Zheita acquired several scrolls of
  the spell in a recent theft and made copies of each
  of the Five to act as decoys. While the PCs have
  cleared out part of the cult, they have also made
  themselves known to the Five as enemies, who
  respond accordingly.
  
  12
  APL 10–12
  • Zheita develops a strange romantic obsession for
  one of the PCs. She showers that PC with gifts—
  stolen ones of course—in an attempt at wooing.
  Things escalate over time. She closely observes the
  PC’s habits, acting off of whatever clues are given.
  If the PC shows an enmity toward a particular
  enemy, Zheita attack said enemy and delivers it,
  dead or alive, to the PC. A favorite drink or style
  of dress will be delivered by the barrel or crate.
  If allowed to further escalate, Zheita determines
  that it is the other PCs keeping them apart, so she
  stages a kidnapping to bring the PC to her so they
  can be alone.
  • Master Kaprik is envious of Zheita’s clockwork
  siege crab and wishes a similar vehicle of his own.
  He enacts a plan to have his own built. First, he
  steals the plans to the alchemical engine that
  powers the clockwork siege crab. Then he begins
  stealing the various materials and components
  necessary to construct the engine and the vehicle.
  Finally, Kaprik kidnaps the dwarf engineer
  responsible for building the crab in order to force
  him to craft another such vehicle. The crime spree
  comes to the notice of the PCs somewhere along
  the way. They must piece together the clues to
  figure out where Master Kaprik will strike next, or
  they might end up as the first test subjects of his
  new clockwork monstrosity.
  • Guilds and governments alike have had enough
  of the depredations of the Lowest Left Hand.
  An ostentatious reward has been put forward to
  anyone able to break the power of the cult and
  either slay the Five or bring them to justice. The
  PCs must set out to track down the Five in the
  midst of their crime sprees as part of the contest
  for the seat of the Exalted. One by one the crime
  lords either fall or flee, culminating in an invasion
  of the temple of Nakresh, where any of the Five still
  at large make a last stand to defend their religion
  against the interlopers.
  new MagiC iTeMs
  Who needs skill when such incredible magical items 
  are around?
  Ley Line Absorber/Dweomer 
  Absorber (Major Artifact)
  Aura Strong universal; CL 20th
  Slot none; Weight 4,000 lb.
  DESCRIPTION
  This strange and ancient device of bronze appears as 
  a raised platform surmounted by a horseshoe-shaped 
  console of levers, buttons, cranks, and dials. Arcane 
  diagrams and words are etched into the metal in 
  strange glyphs and runes. When activated, panels 
  open in the back of the console, releasing two twisted, 
  branching antennae that rise to either side of the 
  console to a height of 10 feet and crackle with energy.
  In the Midgard campaign setting, this device feeds 
  upon and absorbs ley line energy. The operator of 
  the Ley Line Absorber is considered as having all ley 
  line feats (see the Midgard Campaign Setting) while 
  standing on the platform. When active, the absorber 
  can draw upon the power of any ley line within a 
  mile of its location. Those with the ability to see ley 
  lines actually note them bending toward the location 
  of the absorber, drawn in by its reality-warping 
  powers. 
  Ley lines may still burn out if overtaxed, but the 
  backlash is absorbed by the device and no ill effects 
  are suffered by its operator. If such backlash occurs, 
  then the device is inoperable for 24 hours until it 
  repairs itself. By manipulating the controls on the 
  console, the operator of the ley line absorber can 
  produce the following effects: 
  • Once per week, the operator of the Ley Line
  Absorber can draw upon the powers of the
  machine and use ley line energy to restore personal
  casting ability. As a full round action, any spent
  prepared spells or spell slots are restored as if the
  operator had rested and/or prepared new spells for
  the day.
  • The operator may “trap” a ley line with the
  absorber, making it inaccessible to anyone but the
  operator of the artifact. This remains in effect until
  the operator releases the ley line. To trap or release
  a ley line is a procedure that takes 10 minutes.
  
  13
  • The operator may teleport him- or herself and
  the Ley Line Absorber to any location by sending
  them along the flow of energy to the desired
  destination. This takes a minute of preparation,
  after which the device and the operator vanish in
  a white flash of energy. This method of travel is
  imperfect, and all locations are considered “seen
  casually” no matter how familiar the operator is
  with the location. On a “mishap” roll, in addition
  to the usual effects, the absorber shorts out and
  cannot be used for 24 hours.
  In other settings, this device is known as the 
  Dweomer Absorber. When activated, it draws magic 
  from numerous sources within a one-mile radius 
  of its location. While on the platform, the operator 
  casts spells as if his or her caster level were two 
  levels higher and is under the effects of arcane sight. 
  Using the displays and sensors of the console, the 
  operator may apply a +10 circumstance bonus to 
  any Knowledge (arcana) and Spellcraft checks. In 
  addition, by manipulating the controls of the console, 
  the operator can produce the following effects:
  • By manipulating the flow of arcane energies, the
  operator can use any one metamagic feat for the
  next 24 hours. If the operator prepares spells, this
  feat can be applied the next time she prepares. If
  a spontaneous caster, the operator may apply this
  feat as normal.
  • The caster can use the absorber to interfere with
  the manipulation of magical energies. When in
  effect, any spellcaster, with the exception of the
  operator, within 500 feet of the absorber must
  make a concentration check when casting (DC 20
  + spell level) or lose the spell.
  • Once a year, the operator may draw upon massive
  amounts of magical energy in the nearby region
  and concentrate them with the absorber to
  accomplish amazing wonders. This takes one hour
  of operation to accomplish. At the end of the hour,
  the area within a quarter mile of the absorber
  is affected as if a mage’s disjunction had been
  cast. The remaining area out to a mile from the
  absorber is affected as if by a greater dispel magic.
  The operator may then utilize the magical energies
  to cast a wish. Using the wish to produce greater
  effects than described in the spell is especially
  dangerous using the absorber, and the GM should
  feel free to pervert the effects as appropriate.
  The presence of the absorber has undesirable effects 
  upon magic in an area up to a one-mile radius. Roll 
  on the following chart to determine what sort of 
  problems are experienced due to the absorber’s effects.
  Absorber Effects on Nearby Magic
  01–10
  Magical traps (including glyphs of warding, 
  symbols, and similar spells) have a 50% 
  chance of not functioning when triggered.
  11–25
  Casters find their bonds to magical energies 
  weakened. All casters must make successful 
  concentration checks (DC 15 + spell level) 
  when casting or lose their spells.
  26–35
  All spells in the area are effectively cast 
  at one caster level lower. (1st level casters 
  have a 50% chance of spell failure.)
  36–50
  Magic item function is affected. All wands 
  expend two charges per use.
  51–65
  Magic item function is affected. All 
  weapons and armor with pluses function 
  as one less than normal (for instance, a 
  +2 longsword functions as a +1 longsword; 
  +1 weapons or armor are considered 
  masterwork and nonmagical).
  66–75
  Magic item function is affected. All 
  wondrous items with pluses function as one 
  less than normal (for instance, an amulet 
  of natural armor +2 functions as an amulet 
  of natural armor +1; items of +1 power are 
  considered nonmagical).
  76–85
  Spells cast from scrolls have their effects or 
  durations halved.
  86–00
  Potions have their effects or durations 
  halved.
  DESTRUCTION
  Midgard Campaign: The Ley Line Absorber must be 
  set on a feedback loop while sitting on a titanic ley 
  line, and then be targeted with a mage’s disjunction. 
  This destroys the artifact and also burns out the 
  ley line causing the caster of the mage’s disjunction, 
  as well as all other spellcasters within 100 feet, to 
  suffer backlash.
  Other Campaigns: The Dweomer Absorber must 
  be targeted with a mage’s disjunction, followed by a 
  wish, and then touched with a sphere of annihilation.
  
  Monkey’s Paw of Fortune
  Aura strength type; CL 8th
  Slot neck; Price 5,000 gp; Weight —
  DESCRIPTION
  This preserved monkey’s paw hangs on a simple 
  leather thong. The wearer can use its magic to alter 
  his or her fate. Whenever a die roll for an attack, 
  saving throw, skill check, or ability check is failed, the 
  wearer can use one charge from the monkey’s paw of 
  fortune as an immediate action to reroll the die with 
  a +10 luck bonus to the roll. The results of the second 
  roll must be taken. When this ability is used, one of 
  the paw’s fingers curls tight to the palm. When all 
  five fingers are curled tightly into a fist, the monkey’s 
  paw loses all magical ability.
  CONSTRUCTION
  Requirements Craft Wondrous Item, divination; 
  Cost 2,500 gp
  Shrieking Aklys
  Aura faint necromancy; CL 7th
  Slot none; Price 9,305 gp; Weight 1 lb.
  DESCRIPTION
  This +1 returning aklys has holes drilled through it 
  and makes a keening wail when thrown. The target 
  of the screaming aklys must make a successful DC 15 
  Will save or become shaken for 1 minute. This is a 
  mind-affecting fear effect.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, doom, 
  telekinesis; Cost 4,805 gp
  new speLL
  Now you see me, now you don’t.
  Scattered Images
  School illusion (figment); Level bard 3, magus 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  When you cast this spell, you create illusory doubles 
  that move when you move but in different directions, 
  distracting and misdirecting your opponents.
  When scattered images is cast, 1d4 images plus 
  one image per three caster levels (maximum eight 
  images total) are created. These images remain 
  in your space, acting as mirror image, until you 
  move. When you move, your images also move 
  the same distance, mimicking your movements, 
  sounds, and actions exactly. However, they move 
  in different directions, determined randomly. If 
  a figment encounters a solid object or wall in its 
  path, it changes direction to avoid the obstacle. The 
  figments can be attacked and destroyed in the same 
  manner as mirror image figments.
  An attacker must be able to see the figments to be 
  fooled. If you are invisible or the attacker is blind, the 
  spell has no effect (although the normal miss chances 
  still apply).
  new vehiCLe
  Clockwork siege crab!
  CLOCKWORK SIEGE CRAB
  Gargantuan land vehicle
  Squares 16 (20 ft. by 20 ft.; 20 ft. high); 
  Cost 50,000 gp
  DEFENSE
  AC 6; Hardness 10
  hp 320 (159)
  Base Save +3
  OFFENSE
  Maximum Speed 60 ft.; Acceleration 20 ft.
  CMB +4; CMD 14
  Ramming Damage 4d8
  DESCRIPTION
  This massive fabrication of brass, iron, and glass 
  resembles nothing less than a giant crab. The 
  prototype of a dwarf artificer for machines to work the 
  city’s river docks, this vehicle was stolen years ago by 
  Zheita on a whim. She now considers it her personal 
  chariot, unwieldy though it may be, and uses it when 
  a large cargo needs to be absconded or when she 
  needs additional offense. It costs 100 gp in alchemical 
  reagents to fuel 1 hour of activity. Creatures in the 
  clockwork siege crab gain either total cover (in the 
  lower deck) or improved cover (on the upper deck). 
  Only the upper deck has view ports, allowing those 
  inside the clockwork siege crab to look out.
  14
  
  15
  Propulsion alchemical (8 squares of alchemical 
  engines; hardness 8, hp 200)
  Driving Check Knowledge (arcana) or Craft 
  (alchemy) +10 to the DC
  Forward Facing one side of the square vehicle space
  Driving Device two levers used to move the legs
  Driving Space a single 5-ft.-by-5-ft. square that 
  contains the two levers that serve as the steam 
  giant’s driving device; these levers are located on 
  the second (top) deck of the vehicle 
  Crew 4
  Passengers 4
  Decks 2 The upper deck contains the controls for 
  the driver and arm operators, as well as room for 
  additional passengers. The lower deck allows access 
  to the alchemical engine, where an additional 
  crewman maintains the engine. The lower deck also 
  has cargo space equal to a heavy wagon.
  Weapons 2 clockwork pincers located on the arms, 
  used by two operators to attack or to load cargo into 
  the first (bottom) deck of the vehicle; 2 pincers +8 
  (2d6+15 plus grab; CMB +20)
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.
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  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, LLC; 
  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, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Monsters of Sin Collection. © 2013 Open Design LLC, Author: Ryan Costello, Jr.
  Deep Magic. © 2014 Open Design. Authors: Wolfgang Baur, Tom Benton, Creighton 
  Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, 
  Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, 
  Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben 
  McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-
  MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. 
  Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike 
  Welham.
  Midgard Bestiary for Pathfinder RPG, © 2012 Open Design LLC; Author: Adam Daigle 
  with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos 
  Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.
  Midgard Campaign Setting. © 2012 Open Design. Authors: Wolfgang Baur, Jeff Grubb, 
  Brandon Hodge, Christina Stiles, and Dan Voyce. 
  Demon Cults: The Lowest Left Hand of Nakresh. © 2014, Open Design; Author Jeff Lee.
  OPEN GAME LICENSE Version 1.0a
  
  www.KoboldPress.com
  TM
  By Adam Roy
  Aasimar
  Aasimar
  TM
  By Mike Franke, Phil Minchin, 
  and Christina Stiles
  CULTS AND CHAOS IN THE CITY OF ADVENTURE
  Dark DeeDs in 
  Freeport
  With an introduction by Margaret Weis
  Edited by Amanda Hamon Kunz and Wolfgang Baur
  Surprise your game group with  
  new options for Pathfinder RPG—as a  
  player or as a GM! Check out new races  
  like the Aasimar, new classes like the 
  Theurge and the Spell-Less Ranger, even 
  whole new tomes of Deep Magic with new 
  subschools, bloodlines, and archetypes!
  Whether you’re an experienced gamer 
  or new to Pathfinder RPG, you’ll find  
  something magical here for you.
  Kobold Press is a trademark of Open Design. Pathfinder 
  and associated marks and logos are trademarks of Paizo 
  Publishing, and are used under license. See paizo.com/
  pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Freeport: The City of Adventure is 
  Copyright 2000-2014 Green Ronin Publishing and is used 
  under license. Freeport, Green Ronin, and their associated 
  logos are Trademarks of Green Ronin Publishing.
  EXPAND YOUR    
  HORIZONS!
  Available at the  
  Paizo Store!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Demon Cults - The Hand of Nakresh.pdf