TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9433
  origin of man
  
  2
  NeoExodus Adventures:  
  origin of man
  HISTORY
  Over eight centuries ago the Arman migrated from Ablis 
  to the mainland of Exodus. Guided by the vision of the 
  shaman Grigori Vyskos, they abandoned their homeland, 
  and resettled in Sametia and later further into Abaddon 
  where they conquered the Sorcerer-Kings. For years, the 
  Arman were content to rule their mainland empire. 
  In 19 AU, the Arman Protectorate launched an expedition 
  to their ancestral homeland. The expedition was a disaster. 
  Only four of the fifty men survived and returned to the 
  mainland. The men reported tales of intelligent, man-sized 
  insectoid abominations called locari. As if to prove their 
  point, three of the men later died as locari eggs hatched 
  in their chests. Divinations could not confirm any of the 
  men’s tales.
  After a lot of debate, the Imperial Senate declared the island 
  of Ablis a forbidden zone and blockaded the island. For 
  now, the threat is contained. Any expedition to the island 
  is deemed too dangerous and there is hope that the locari 
  threat will not cross beyond the shores of the island.
  ADVENTURE BACKGROUND
  Reinhalt von Grumborg, an archeologist from the Royal 
  Academy of Science in Nyssa, intends on proving that 
  the Arman and Nasians share a common heritage. His 
  theories have been vociferously dismissed by a number 
  of rival scholars in Nyssa. Still, he is determined to 
  pursue and vindicate his work. To that end, he has spent 
  years researching ancient migrations, consulting the Kaga 
  whenever he could.
  Finally, a year ago, he discovered a book called “Raiding 
  the Sorcerer-King” written in the ancient tongue of the 
  Arman. An Arman raider wrote the book before the great 
  migrations and the subsequent conquest of Abaddon. The 
  book contains the location of Nexus Gateways that led to 
  their homelands. 
  Full details of the book appear in the NeoExodus: A House 
  Divided Campaign Book.
  Professor von Grumborg believes he can activate a portal, 
  explore where it leads and prove his theory. Von Grumborg 
  is convinced that the gateway leads not to Ablis, but to 
  another, yet undiscovered land. With the location of those 
  portals in hand, he needs adventurers to protect him.
  KNOWLEDGE CHECKS ON THE LOCARI
  Because knowledge of the locari is not common across the 
  mainland, all knowledge checks about them are made with 
  a +20 penalty to all DCs.
  This penalty persists until the PCs research in the crypt later 
  in the adventure. After that, the penalty goes away.
  PROFESSOR REINHALT VON GRUMBORG
  The professor’s full statistics appear in Appendix 1. 
  Professor von Grumborg is a mix of a madman, a visionary, 
  and an extremely well-educated man. He speaks in 
  superlatives and is prone to grandiose and entertaining 
  stories. He favors long and complex words over short and 
  direct ones.
  FEEL AND PACE
  The adventure can be split into three parts. The first part 
  should feel very relaxed and focus on exploring a unique 
  location with a wacky professor. This comedic relief 
  contrasts sharply with the life and death situations around 
  him. The pace should be slow and casual.
  Once the PCs are transported to Ablis, the mood changes 
  to one of unfocused fear and worry. The PCs can expect 
  something to happen, like the calm sensed before the storm.
  Finally, when the locari arrive and launch their assault on 
  the PCs, the adventure turns into a fast-paced race against 
  the clock. Without supplies, unsure of where they are, 
  and in hostile territory, the PCs must find a way out of 
  this mess. The PCs should constantly feel the locari threat 
  breathing down their necks. The crucial part for the GM is 
  to make them imagine that fear. Frequent attacks and the 
  occasional mishap only enhance the drama. The PCs are 
  not on top of the food chain while on Ablis, and they should 
  both realize and feel it. 
  INTRODUCTION
  The adventure begins with the PCs each receiving a letter 
  from an agent of the Imperial Alliance named Preest. The 
  agent heard about the PCs from their previous adventures. 
  Players may recognize the name, as Preest appears in a 
  number of other NeoExodus adventures.
  Give each PC a copy of player handout #1. When the PCs 
  head to the Rusty Helm.
  Read aloud
  The Rusty Helm stands across from the famed Royal 
  Library in Nyssa, capital of the Caneus Empire. The inn is 
  a squat building in Canean style. Hanging over the door 
  is a rusted helmet of ancient design.
  Inside a mostly-human crowd of scholars, students, and 
  academics are eating and drinking. Behind the bar, a 
  sasori male serves drinks and gossip to the patrons.
  When asked for the Professor’s table, the sasori stares at 
  you for a moment before gesturing for you to come behind 
  the bar and down into the wine cellar. Here there is a 
  table, a candle, and a few chairs surrounded by wine casks 
  and dusty bottle racks. It seems that a number of other 
  adventurers are waiting.
  The PCs arrive roughly at the same time. Allow the PCs to 
  introduce their characters before continuing.
  
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  1: THE CONTACT
  Read aloud
  The PCs wait for a short while and get restless. 
  Finally, a cloaked man whose face is hard to see walks 
  into the light and greets you simply by raising his left 
  hand and saying “History Awaits.” Upon his hand is a 
  signet ring matching the seal on the letter you received. 
  “My name is Preest, and I have sent for you. Tell me, does 
  the name Reinhalt von Grumborg mean anything to 
  you?” he asks bluntly.
  PCs can make a DC20 Knowledge (history or local) 
  check to know he is a professor at the Royal University 
  in Nyssa. His field of expertise is human bloodlines and 
  origins.
  “I am no expert myself, but he is a professor of science 
  here in Nyssa. He is building an expedition and is 
  in need of capable adventurers. While many people 
  believe the man is a little cracked, some think he is on 
  to something.”
  “The man believes he found a clue of “great historical 
  significance” in one of the dusty tomes his kind love to 
  spend their days with. His expedition is to follow up on 
  this lead.”
  “Meet with him. Find out what he wants to do. And 
  accept any offer of employment he can provide. You 
  must get yourself on that expedition. Keep a good 
  journal of everything you discover and report it to us.”
  “For the safety of both you and I, you must keep my 
  name out of it. 
  “Is this acceptable?”
  Preest can answer a few questions, but he knows little else. 
  He does not promise any rewards, so he encourages the PCs 
  to “bargain hard.”
  	 •	 	Whom	 do	 you	 work	 for?	 I work for a powerful 
  senator who wishes to remain nameless, but who takes 
  a keen interest in these affairs.
  	 •	 	Where	is	he	going? I’m not sure, but I believe he may 
  be going into Sametia, the land of the Janus Horde.
  	 •	 	What	will	you	pay	us? Depending on the information 
  you bring back and the time you are gone, I will pay 
  each of you up to 100 Imperial crowns (20gp each). 
  	 •	 	What	 if	 something	 happens	 to	 the	 Professor?	 Try 
  to keep the man alive, but I am paying you for the 
  information you will gather.
  	 •			Where	is	he?	I just saw him enter the Royal Library, 
  just across the square from here. Ask for him.
   •  Why	 do	 you	 want	 your	 involvement	 to	 be	 kept	
  secret? I have many enemies and anonymity will keep 
  you safe from their curiosity.
  	 •	 	How	 do	 we	 meet	 you	 after	 the	 mission	 is	 over? 
  Return here and I’ll make myself available.
  When the PCs are ready to go, Preest invites them to leave 
  first. He remains behind and leaves later through a secret 
  passage.
  2: THE PROFESSOR
  Read aloud
  Roughly octagonal in shape, the Royal Library looks 
  more like a fortified keep than a place of knowledge 
  and research. Spires at each angle reach high into the 
  sky. A thousand gargoyles lie perched on the many 
  balconies looking down upon the passersby. 
  The inside is dark and cavernous, as the only windows 
  letting in the sunlight are high above the main floor. 
  Statues of the First Venerate Laita holding a lit lamp 
  provide illumination, as the she looks benevolently over 
  researchers and readers.
  Footsteps echo endlessly between the tall rows of 
  bookshelves. An oppressive silence permeates 
  everything. A young girl with freckles, blonde pigtails, 
  a wide smile and a symbol of Laita around her neck 
  stands near the door ready to help anyone.
  If asked, the young initiate takes the PCs to one of the 
  spires where Professor von Grumborg has an office on 
  the fifth floor.
  The office is filled with notes, tomes, maps and magic 
  treatises.  Professor von Grumborg is balding, with long, 
  unkempt hair giving him a wild appearance. His long 
  graying beard is as wild as the hair on his head.
  “Welcome! I assume you came to join our glorious 
  expedition? Excellent, tell me your names and 
  qualifications! And please include a list of people you 
  helped in the past.”
  Finally, he asks if they came to see him about his poster at 
  the university. However the PCs answer, he thanks them 
  for coming and congratulates them for their bravery and 
  for being part of what will be one the great archeological 
  expeditions in the history of the world. 
  He keeps pestering the PCs with questions without 
  importance – such as a PCs’ height, shoe size, preference 
  between a battleaxe and a sword, whether left-handed 
  wands are more powerful and other such nonsense. Until 
  they stop him and ask details, the Professor continues.
  He purchased a very rare tome last year from a Dominion 
  nobleman – Raiding the Sorcerer-King – a book written 
  centuries ago by Arman raiders. 
  
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  Within the book, he found the locations of many lost Nexus 
  Gateways and their activation keys, including one that 
  should open on the ancestral homeland of the Arman.
  He is leading an expedition – his plans seem to indicate it 
  is a large expedition, but as it turns out it only consists of 
  himself and the PCs.
  Although he does say it, he is convinced that he is right and 
  that he will be able to prove all of his theories.
  The PCs may have a number of questions for the Professor.
  	 •	 	What	 about	 payment?	 I offer each of you a share. 
  This share cannot be less than ten imperial crowns. Of 
  course, any item found belongs to me. From the money 
  and grants I will get from these, you will be paid! 
  	 •	 	Can	you	provide	us	with	an	advance? I will offer you 
  a single pack mule to carry your equipment and will 
  provide each of you with basic supplies. 
  	 •	 	What	 do	 you	 want	 us	 to	 do?	 You will protect and 
  assist me. (His definition of “assistance” is left vague.)
  	 •	 	Where	are	we	going? Our trek will take us deep into 
  Sametia.
  When the PCs agree to help him, he pulls out a series of 
  glasses and offers them a little cherry liqueur. Raising his 
  glass he toasts “To history!”
  He invites the PCs to meet him in the morning to “finalize 
  everything.”
  WHILE IN THE LIBRARY
  Within the library, anyone can make a Knowledge roll 
  if they wish, even those without ranks in a trained-only 
  skill. Such untrained checks do not add any ability bonus – 
  penalties apply normally. While in the library, it is possible 
  for PCs to assist each other on any checks, even if not 
  normally allowed (such as Knowledge checks).
  Searching for information in the library takes the PCs 
  1d6+6 hours. This is because of its sheer size and puzzling 
  system of cataloging its books and scrolls.
  NEXUS GATEWAYS (ARCANA)
  The DCs below include a large bonus granted by the library. 
  If attempted outside the library, all such DCs should be 
  increased by 10. 
  DC	5  Nexus Gateway portals are extremely ancient magic 
  artifacts used to travel large distances instantaneously.
  DC	8  Every major city of Exodus has a Nexus Gateway 
  around which it was built. Nations defend these sites 
  assiduously.
  DC	9  A few Nexus Gateway portals are lost in the 
  Wyldlands of Bal and the jungles of Sametia. 
  Monsters commonly occupy the areas around them.
  DC	10  Lost portals are extremely dangerous because they 
  only partially respond to commands.
  DC	11  Who created them is a hotly disputed topic. Theories 
  support a divine, extraplanar or infernal origin. 
  DC	15  Kaga is said to have a very complete knowledge of 
  Nexus Gateways but it is reluctant to share specific 
  information about them – such as their location and 
  activation rituals.
  DC	18  There are tales of a group of shadowy individuals 
  who collect information about these portals, known 
  as “the Order”.
  DC	20  Activating a portal without the correct ritual is 
  extremely hazardous at best and usually deadly.
  DC	22  Each portal has a particular sequence required to 
  activate it.
  RAIDING THE SORCERER-KING 
  (HISTORY)
  The library possesses only a single copy of the tome, it was 
  gifted – and is checked out – by Professor von Grumborg. 
  Thus the book itself is not available for the PCs to read. 
  Discovering this adds one hour to any subsequent checks.
  However, the PCs may find out much about it by searching 
  the accession records and making a Knowledge (history) 
  check.
  DC	5  The book is a travel journal kept by an Arman 
  shaman.
  DC	8  Within it is a trove of ancient myths and stories about 
  places and lands now unknown.
  DC	15  Many scholars consider the book to be filled with 
  fantasy and old sailors’ tales.
  CONSULTING KAGA
  The PCs may seek to consult Kaga regarding either of those 
  subjects. Kaga can give the PCs the information found in the 
  “While in the Library”. However, any specific information 
  about where they are going or what the Professor asked it 
  receives a “You do not have access to that information.”
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Diplomacy check with the DCs listed 
  below. The PCs gain all the information at the lower DC’s 
  as well. For every 10gp spent, they gain a +1 circumstance 
  bonus (up to +4). 
  If the PCs ask for something more specific, feel free to give 
  them information on that topic with a bonus of up to +4 (but 
  not the other information).
  DC	15  Some mad professor has been searching for 
  adventurers for months! No one wants to go with 
  him.
  DC	18  The mad professor is Reinhalt von Grumborg 
  fancies himself a historian, but his theories have 
  been discredited for years.
  DC	20  Professor von Grumborg is trying to prove that both 
  Nasians and Arman are related. 
  
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  NeoExodus Adventures:  
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  3: ON THE ROAD
  Next morning when the PCs meet with the Professor, they 
  find that he has one cart and two pack mules. One mule is 
  for the PCs.
  If the PCs wish to examine his cart, they find it filled with 
  research and scientific tools, but grossly lacking in basic 
  adventuring supplies: he has no torches, no kindling, no tent 
  or bedroll, no trail rations and only a single water skin. If 
  the PCs take time to go through his supplies, they can easily 
  recognize this situation.
  If brought to the Professor’s attention, he looks surprised 
  and thanks the PCs. He asks them to go and find what he 
  needs. He gives them enough money to buy such supplies 
  as they need.
  The goal of this scene is to show the PCs that they cannot 
  rely on the Professor for anything that cannot be found 
  in a book of ancient knowledge. In short, unless they 
  seek academic knowledge about history, he is useless, 
  humorously so.
  THE TRIP
  The route the Professor plans to travel is found in Appendix 
  3. 
  From Nyssa, the group is to travel to Macawi. Leaving 
  Macawi, the PCs are to travel southeast towards the ruins of 
  Ardreth, then to the town of Eimhin and from there roughly 
  straight east. The Professor only reveals each of these steps 
  one at a time.
  If the PCs have not realized the Professor’s lack of practical 
  preparations for the journey, the Survival skill will later 
  be very useful, particularly when they leave the Caneus 
  Empire and enter the wilds of Sametia. Until then, they can 
  sleep at inns and supply themselves easily.
  Each of these encounters should take place on a different 
  day. 
  FROM NYSSA TO MACAWI
  The roads and supplies are easy to procure as long as they 
  are in the Caneus Empire. The roads are well traveled, well 
  patrolled and other than the occasional toll – which the 
  Professor pays, the trip is uneventful. 
  MACAWI
  While in Macawi, the PCs can easily find information 
  on where to avoid the Horde and the best places to enter 
  Sametia. 
  They are warned of the dangers and threat of the Horde and 
  while a single Hordesman may not be much of a threat, they 
  are cunning and dangerous.  Macawi is the last point where 
  the PCs can reliably supply themselves with anything they 
  might need; a final opportunity exists through bartering 
  with the Horde, but is not a safe option.
  THE PURPLE GIANTS (CR9)
  The eastern borders of the Caneus Empire give way to 
  the high hills known as the Purple Giants. It takes about 
  three days to cross the fifty miles leading to the Sametian 
  Highlands. 
  As the PCs travel through, a gang of trolls, lead by a troll 
  named Jorlack, looking for a meal attacks them. 
  Terrain:	the terrain should be a mixture of rock and light 
  forest. 
  TROLL (4) 
  CR5
  hp 63 each (see Pathfinder RPG Bestiary)
  THE SAMETIAN HIGHLANDS (CR9)
  Leaving the Purple Giants behind, the PCs cross an area 
  known as the Sametian Highlands. The highlands are 
  covered with thick oak forests and are filled with giants 
  and ogres. 
  The trek through the highlands takes about six days to reach 
  the ruins of Ardreth. A band of Ettins and their pet bears 
  discover them as they head through the forest.
  Terrain: the terrain should be a mixture of rock and light 
  forest. 
  GRIZZLY BEARS (2) 
  CR4
  hp 42 each (see Pathfinder RPG Bestiary)
  ETTINS (3) 
  CR5
  hp 65 each (see Pathfinder RPG Bestiary)
  ARDRETH (CR8)
  When the PCs reach Ardreth, read this
  The ruins ahead stand as lonely witnesses to massive 
  fires that took place here many years ago. Pikes with 
  banners of horse mane are planted next to the former 
  entrances. 
  Below the banners, small signs that read “only the brave 
  and learned are welcome, for death awaits all others” 
  Whether this is meant as a warning or an invitation is 
  unclear.
  A DC 15 Knowledge (history or local) check reveals that 
  the city of Ardreth refused to join the Horde and was raided 
  and burned, its people slain and left to rot in the streets, their 
  heads on pikes. No one was spared. Today, only the ruins 
  remain and the signs of the massacre have long vanished. 
  The Professor is quite curious about the ruins, counting 
  himself among the “learned.” He asks the PCs investigate 
  the ruins while he hides and watches the animals and the 
  cart.
  
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  NeoExodus Adventures:  
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  A new inhabitant taken up residence; Karendra, a sphinx. 
  She dislikes the hordesmen whom she finds boorish and 
  annoying. Karendra’s home is in the old cathedral of the 
  Sanguine Covenant. She rests upon the altar.
  As long as the PCs are polite, she has little desire to fight. 
  She offers the PCs a few treasures from the items she 
  collected over the years if they answer her query. “What is 
  worse, a disobedient child or an intransigent parent?” 
  Though there is no clear answer, but Karendra misses 
  discussing philosophy and ethics, and accepts any 
  sufficiently clever or thought-out response. Assuming the 
  PCs take her questions seriously, she offers them one of the 
  following. The group must pick one of the bundles.
   •  A scroll of lesser black tentacles, a scroll of deadman’s 
  gaze, a scroll of flaming blood and a hand of the mage.
   • A hat of disguise and an elixir of fire breath.
   • An elemental gem (fire) and a scroll of battle mind.
   • A handy haversack.
  Terrain: the area is a ruined cathedral. 
  KARENDRA THE SPHINX 
  CR 8
  hp 102 (see Pathfinder RPG Bestiary)
  Treasure: If the PCs defeat Karendra, they may take all 
  of the loot above.
  FROM ARDRETH TO EIMHIN (CR 9)
  It takes the PCs a little over five days of travel to 
  cross the one hundred twenty odd miles between Ardreth 
  and Eimhin. The terrain is composed of grassland, only 
  occasionally broken by small copses of trees. The land is 
  flat. The occasional herd of wild horses or buffaloes can be 
  seen in the distance grazing peacefully. 
  Starting with the second day, two horsemen begin to follow 
  the caravan, staying a safe distance away. They never get in 
  bowshot range but their presence is unmistakable.
  On the final day of the trip, the PCs see the cookfires of 
  Eimhim in the distance. They can choose to head there or to 
  leave the area. Whatever they decide, a flight of cockatrices 
  spots them and comes to investigate. 
  They also spot a flight of cockatrices the Horde feeds. 
  Terrain: the area is open grassland with a number of rocky 
  outcropping.
  6HD ADVANCED COCKATRICES (4) 
  CR9
  hp 51 each (see Stat Block Section)
  EIMHIN (CR 10+)
  How the PCs approach the city dictates what happens 
  next. If they are riding a horse or any mount, they get a +5 
  circumstance bonus to their check. Everyone who enters the 
  settlement must make one of the checks, but the PCs don’t 
  have to make the same check.
  If they try to disguise themselves and make a DC 15 
  Disguise check, they can pass themselves off as hordesmen 
  without difficulty. 
  If they do not disguise themselves, a DC 15 Intimidate 
  check every hour AND hiding any obvious holy symbols 
  (particularly the Sanguine Covenant, Cult of the Emissary 
  and the Church of Kaga) must be made to keep safe.
  The settlement up ahead has no permanent structures. 
  Over a hundred large yurts, crude leather tents and pens 
  made from thorn bushes form the core of the settlement. 
  A few are built on top of large wooden wagon. There are 
  clearly two groups of people: the warriors walk around 
  head high and confident, and the low-castes, who cower, 
  avoiding attention from their masters. This second group is 
  composed of the old, the weak, the lame and anyone who 
  cannot ride or carry a weapon.
  Calibans form the majority of the Horde here. The place is 
  filled with wolves roaming freely throughout camp. Many 
  ogres can be seen towering over the yurts. 
  Assuming the PCs manage to avoid drawing attention to 
  themselves, they may make some final purchases here. 
  They may also get some information about the lay of the 
  land. 
  Should the PCs fail their check, they do something that 
  draws attention to them, triggering a fight. 
  The mobs below are the first mobs to react. If the PCs do 
  not attempt to leave as fast as they can, bring more mobs 
  until the PCs get the idea.
  Terrain: the terrain should be open grassland.
  CALIBAN VETERAN MOB (2) 
  CR6
  hp 140 each (see Stat Block Section)
  WORG MOB (2) 
  CR6
  hp 130 each (see Stat Block Section)
  AFTER EIMHIN
  The final two hundred twenty miles takes between fifteen 
  and twenty days to traverse. Most of this is done on the 
  Sametian grassy plains. The weather is warmer, rain more 
  frequent and clusters of trees and small woods are common. 
  After a week, the PCs enter the Great Sametian Jungle and 
  their travel speed slows down radically. 
  Proceed to encounter four when the PCs reach the jungle.
  4: THE JUNGLE 
  Read aloud
  After weeks of travel, your expedition finally reaches the 
  Great Sametian Jungle. The plains and grasslands give 
  
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  way to a thick, dark green, leafy canopy.
  The Professor is delighted and quite vocal at the idea 
  of studying the gray clawing vines or the whipping 
  willows, or examining the great bear-things that hunt 
  at night. 
  “Our destination is a ruined town Ulfsberg! Ulfsberg 
  was the first city the Arman established, over a century 
  before the great migration. From here, we will walk to 
  the coast then search until we find the place!”
  There are many paths and trails into the jungle, showing 
  that many people and creatures dwell within. Once in the 
  jungle, the Professor insists on stopping every once in a 
  while to look at a plant, stone or harmless animal. Again, 
  use this to reinforce the man’s lack of outdoors skill and 
  common sense.
  FIRST NIGHT (CR 7)
  On their first night in the jungle, the PCs have to make 
  camp outdoors. As long as the PCs make watch, they should 
  not be surprised. A DC 15 Perception check reveals that 
  the packhorses are getting extremely nervous. Two rounds 
  later, the owlbears come crashing through the brush and 
  attack the party. 
  During the night, a pair of advanced owlbears attacks the 
  PCs’ camp.
  Terrain: a campsite in the forest.
  ADVANCED OWLBEAR (2) 
  CR 5
  N Large magical beast
  Init +7; Senses darkvision 60ft., low-light vision, scent; 
  Perception +14
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 
  size)
  hp 57 (5d10+30)
  Fort +12, Ref +7, Will +4
  OFFENSE
  Speed 30 ft. 
  Melee 2 claws +10 (1d6+6 plus grab), bite +10 (1d6+6)
  Space 10ft.; Reach 5ft.
  TACTICS
  Before Combat: If the owlbears do not see anyone 
  standing or on watch, they first target the biggest 
  animals with the party (likely the horses).
  During Combat: Each owlbear focuses on a single 
  fighting opponent at a time, ignoring all other, changing 
  targets as soon as their current target stops moving.
  Morale: The owlbears fight to the death.
  STATISTICS
  Str 23, Dex 16, Con 22, Int 6, Wis 16, Cha 14
  Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. 
  trip)
  Feats Improved Initiative, Great Fortitude, Skill Focus 
  (Perception)
  
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  Skills Perception +14, Stealth -1
  AFTERMATH
  If the PCs wish – against the Professor’s wishes – they may 
  decide to try and track the owlbear’s lair. A DC 20 tracking 
  check and 1d12+6 hours of searching is needed to find the 
  lair. The lair contains bones of many previous meals, coins, 
  rings and bracelets worth 500 gp.
  THE VILLAGE
  Three days into the jungle, the PCs hear distant drumming. 
  Investigating takes them off-course, as the Professor points 
  out. To find the village, all the PCs need to do is follow the 
  drumming.
  Read aloud
  What you first thought to be a village turns out to 
  be a dalrean patch. High above a large clearing, tree 
  branches hold a village made of circular huts linked by 
  vine bridges.
  On the ground, a dozen dalreans stand, enjoying the 
  sun shining down on them. Bright orange and red 
  flowers bloom upon their shoulders. At the center one 
  of them taps on a hollow tree branch, creating the 
  drumming you have been hearing. 
  Dalreans are known to be isolationist, but rarely hostile.
  If the PCs make their presence known, a dalrean approaches 
  and asks what they want in Common. The dalrean does not 
  introduce itself with a name, and if forced to give one, he 
  offers “Speaker.”
  Speaker and the dalreans are not interested in outsiders 
  and are initially indifferent to the PCs. If made friendly or 
  helpful they are willing to share information with the PCs. 
  If the PCs mention that they defeated some owlbears, the 
  dalreans’ reaction improves by one category. 
  The dalrean know where the ruins are but avoid the area 
  because there is “nothing there anymore since the humans 
  left.”
  5: AMBUSH!
  A few more days of travel through the thick Sametian 
  jungle brings the PCs to the coast. From there, the Professor 
  says they must head north until they reach a cove forming a 
  natural harbor. At the DM’s discretion, they may encounter 
  some monsters (plant-type creatures, animals and magical 
  beast are common in these parts).
  THE PATCH (CR4)
  The PCs walk through an area where a band of vegepygmies 
  set up an ambush with an assassin vine. Before you start this 
  encounter, make sure you get a marching order, including 
  pack animals, the wagon and the Professor.
  Terrain: a path in the jungle, vegetation should be heavy 
  and vision limited.
  ASSASSIN VINE 
  CR 3
  hp 30 (see Pathfinder RPG Bestiary)
  TACTICS
  Before Combat: The assassin vine is hiding among 
  the branches of a very leafy tree. If spotted, it moves to 
  attack.
  During Combat: Although not allied to the vegepygmies, 
  it does not attack them (it like meat, not other plants).
  Morale: The assassin vine fights to the death.
  VEGEPYGMY (3) 
  CR 1/2
  hp 5 each (see Pathfinder RPG Bestiary)
  TACTICS
  Before Combat: The vegepygmies hide in the foliage 
  along the road. When the assassin vine engages the PCs, 
  they move to block off the PCs’ retreat.
  During Combat: The vegepygmies use their longspears 
  to form a phalanx and force the PCs to either go through
  Morale: Once the assassin vine has been destroyed, any 
  remaining vegepygmies abandon combat and flee into 
  the jungle.
  AFTERMATH
  A DC 15 Survival check reveals a path to a village of 
  vegepygmies nearby. While not individually dangerous, 
  a large number of them with “pets” could prove a threat. 
  Encourage the PCs not to stay around too long.
  After this encounter, the PCs see occasional signs of 
  vegepygmy activity, activated traps, pits and snares. These 
  should convey the hostility of the area, and leave the PCs 
  with a sense of urgency – and a little paranoia.
  6: ULFSBERG
  Hours later, the PCs reach the cove and the ruins of 
  Ulfsberg. The jungle-choked shores are nearly impossible 
  to travel, but the Professor insists this is the place. 
  The ruins cover an area roughly one hundred yards squared 
  scattered around the cove. At one time, this must have been 
  an important village. 
  The Professor attempts to map and look at everything, like 
  a kid in a candy store. The place has been abandoned for 
  centuries. A few bones the occasional broken pottery can be 
  found by searching about.
  A DC 15 Knowledge (history) check confirms the ruins to 
  be about eight centuries old, roughly the time of the Arman 
  Migration of the 8th century BU. 
  While the Professor lists and catalogs everything he finds, 
  the PCs are free to move around. He lets the PCs organize 
  themselves.
  
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  INVESTIGATING THE AREA
  Here are a few methods of investigation and the means with 
  which the PCs can find them.
  Detect magic The whole area around the ruin radiates a 
  faint aura of necromancy. It spikes to strong a moonrise. 
  Dispelling this effect (CL 15) only works until moonrise. At 
  moonrise, the energy returns. 
  Hunting/gathering food and water: Use the rules in the 
  Pathfinder RPG Core book under the Survival skill.
  Looking for the Nexus Gateway a DC 20 Perception 
  check finds the location of the Nexus Gateway. Finding 
  the location of the portal triggers the guardians (see 
  below). Once informed of this find, the Professor abandons 
  everything else and comes to here.
  Looking for Tracks a DC 20 tracking checks reveal 
  that only animals and vermin have been in the area. No 
  intelligent life forms have come here in a long time.
  Searching the Ruins a DC 15 Appraise check finds a few 
  knickknacks worth 20 gp.
  THE GUARDIANS (CR7 AND 4)
  When the PCs uncover the portal OR night falls on the first 
  night spent in/near the ruins, the guardians rise and attack.  
  Until that time, the magic creating the undead is not active 
  and the undead effectively do not exist.
  To notice the wights before they attack, the PCs have to 
  succeed at a DC23 Perception check.
  Suddenly, from the ground, three large brutish creatures 
  partially covered with flesh coalesce out of the dust, their 
  eyes glowing with a malevolent crimson light..
  In an ancient tongue, they scream a single word as a war 
  cry.
  The brute wights all scream: “DEFILERS!” as a war cry 
  in Ancient Arman. Although at some point they were 
  compelled to respond less aggressively to anyone of clear 
  Arman descent, their bonds have grown weak and they 
  attack everyone in sight. 
  Terrain:	The terrain is a mix of jungle and ruins.
  WIGHT, BRUTES (3) 
  CR 5
  LE Large undead
  Init +2; Senses darkvision 60ft, Perception +13
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+2 Dex, +9 natural)
  hp 34 (4d8+16)
  Fort +5, Ref +3, Will +7
  Defensive Abilities undead traits
  Weakness resurrection vulnerability
  OFFENSE
  Speed 30 ft. 
  Melee slam +8 (1d6+5 plus energy drain)
  Special Attacks energy drain (1 level, DC 16)
  TACTICS
  Morale: The wights fight to the death.
  STATISTICS
  Str 16, Dex 16, Con -, Int 15, Wis 17, Cha 19
  Base Atk +3; CMB +6; CMD 19
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +11, Knowledge (religion) +9, 
  Perception +13, Stealth +13 Racial Modifiers +8 Stealth
  Languages Ancient Arman
  SPECIAL ABILITIES
  Resurrection Vulnerability (Su) A raise dead or similar 
  spell cast on a brute wight destroys it (Will negates). 
  Using the spell in this way does not require a material 
  component.
  AFTERMATH
  A lost ritual channeling the magic of the Nexus Gateway 
  created the guardians. Using local ogres, the ancient Arman 
  shamans bound them to this place. The ritual means that the 
  wights rise up again every night. Draining the power of the 
  Nexus Gateway will break the magic.
  PCs camping here for a prolonged period of time will have 
  to face the wights over and over. The wights never reforms 
  at the same place.
  7: ACTIVATING THE PORTAL
  Once found, it takes the PCs and the Professor one full 
  day of work to clear the two stones that make up the 
  Nexus Gateway. Normally the rune-covered stones would 
  be standing, but those here are lying on their side. The 
  reason for those delays is that before moving anything, 
  the Professor takes notes of every minute detail in his 
  notebook. Anyone trying to move faster gets an earful about 
  the “reason for coming here.” He orders the PCs to take the 
  supplies nearby because once he opens the portal there will 
  be a short window when they can cross, and he does not 
  want anyone and anything left behind.
  Read Aloud
  Finally, the twenty-foot wide Nexus Gateway has been 
  excavated, and everything arranged to the Professor’s 
  liking. After spending another hour copying the runes 
  in his notebook, he declares himself satisfied. 
  Using a small crate as a podium, the Professor rifles 
  through his pockets to he pull out a crumpled 
  parchment.
  “Friends and member of the Academia,” he says while 
  clearing his throat. “We stand here on the threshold 
  of history, at the very gates of one of Exodus’ most 
  
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  NeoExodus Adventures:  
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  important times! Beyond this portal lays the key and the 
  answer; that which I have searched for all my life.”
  “At last! We will know if the Arman people and the 
  Nasians share a common origin. No less, myself and 
  the members of this expedition will rediscover, explore 
  and catalog the ancestral lands of all of humankind! No 
  more shall we squabble and argue over unproven and 
  ultimately vain theories. Now! Now!”
  “With the help of stalwart and unflinching companions 
  I undertake this journey.”
  “O History! I accept the responsibility and the glory that 
  comes with such a burden. To my fellow academics, I 
  promise this, as I take the first step of this journey, that 
  through whatever lay beyond this portal, the light of 
  knowledge and truth will shine through in the journals, 
  in these notes and in the testimonies I and those brave 
  souls will proffer.”
  “In closing, I will say this. May the spirit of friendship that 
  has animated us thus far serve as a model to our brave 
  and benevolent Imperial Alliance! To you my friends, I 
  say “thank you!” with a true heart and sincere emotion.”
  With that he folds his notes back into his pocket. “Not 
  too bad, was it?” He asks himself. Turning to you, he adds. 
  “Are you ready to step into history?”
  If the PCs ask him what will happen, the Professor explains 
  the following.
  A vertical portal will open and any material sent through 
  will find itself on the other side.
  There will be but a few seconds to send material 
  through, so everyone should be close by and begin to 
  carry the supplies through. 
  Supplies should just be thrown through to gain time.
  He will stay here and keep the portal open while the PCs 
  cross back and forth, carrying all the supplies, coming in 
  last.
  He says the portal can be used from the other side using a 
  similar ritual (which he does not know, but does not admit 
  this).
  Unless compelled through magic or intimidation, the 
  Professor refuses to teach the ritual to the PCs.
  When everyone is ready for the Professor to activate the 
  Nexus Gateway, read.
  The Professor stands in the center of the portal and 
  begins to intone words of power. The air around you fills 
  with static. A moment later, the portal opens between 
  the stones. The sound of rushing air pulls you and 
  everything nearby as everything is pulled into the 
  glowing vortex.
  It automatically sucks in anyone and anything standing 
  upon it. Anyone within 50 feet must make a Reflex save 
  DC 20 or be sucked in also. The save drops to DC 15 for 
  the next 100 feet. Any object passing through the portal is 
  taken and anything it is connected to (PCs tied by a rope are 
  all taken in, without saving throw).
  Those who are not sucked into the portal have the choice 
  of what to do, allow them two rounds of action before the 
  Nexus Gateway begins to close.
  Three rounds after it is opened, the portal closes, trapping 
  those PCs behind. Such PCs may attempt to activate the 
  portal blindly (requiring a DC 25 Use Magic Device check) 
  to keep it open it for another 3 rounds. After that, the portal 
  closes forever, its magic spent.
  TROUBLESHOOTING: SPLIT PARTY
  It is possible that some PCs decide not to cross the portal. 
  The Professor may try to re-open the portal – but it only 
  opens on the side of the mainland. Like the first time, the 
  portal remains open of three rounds then closes. Players 
  who refuse this second chance do not participate in the rest 
  of the adventure.
  These PCs have a solitary trip home.
  END OF PART 1
  
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  8: IT CAN’T GET WORSE
  The following assume the PCs activated the portal during 
  the day. 
  Read aloud
  For an instant you are stretched a million miles and 
  compressed to less than an inch at the same time. 
  Then you fall onto soft grass. A gentle salty sea breeze 
  reaches your nostrils as you stand among a veritable 
  junkyard of shattered crates and groaning allies.
  You stand in a clearing filled with the ancient ruins of a 
  small coastal village.
  Unlike the one you entered, the Nexus Gateway here 
  stands upright. It is covered with runes and plants. Many 
  of its symbols are broken and the stones themselves are 
  cracked.
  The PCs have no way of knowing right now, but they are 
  standing on the island of Ablis.
  Appendix two has a map of the village and a location key 
  to the locations nearby. Allow the PCs to set up camp and 
  explore the area before proceeding to the next encounter. If 
  you feel generous, you may allow them a full night’s rest 
  before the locari attack.
  The goal of this encounter is to show the PCs that something 
  terrible happened here and get them to realize it slowly, like 
  a good horror story. So when the locari appear later, the PCs 
  know and recognize the threat for what it is: a relentless 
  force that destroys everything in its wake. 
  THE PROFESSOR
  It is important to know where the Professor is at all times. 
  He walks around taking notes and drawing what he finds to 
  comments of “fascinating” and “marvelous”.
  He does not enter any of the locations until the PCs have 
  explored them and have made sure it is safe. The Professor 
  is too much of a coward to take the lead.
  LOOKING AROUND FROM A HIGH PERCH
  Anyone looking around from high point (such as a tree or 
  using levitation magic) can see no columns of smoke, and 
  no roads. However, they can see a hill with a stone castle on 
  its top a few miles away (this is important for later).
  They also see a number of flying creatures to the south. The 
  creatures are too far to identify at this time.
  LOOKING FOR TRACKS
  A DC 15 Survival check reveals that no one came through 
  the portal in a very long time. A DC 20 reveals the presence 
  of many ants. The ant tracks lead to the cemetery (area F). 
  There are no other tracks in the area. 
  A: NEXUS GATEWAY (CR4)
  The description of the Nexus Gateway can be found in the 
  introduction to the encounter.
  SEARCHING THE NEXUS GATEWAY 
  PORTAL
  Searching the Nexus Gateway reveals a number of 
  interesting facts.
  A DC15 Perception reveals that the symbols have been 
  chiseled out long ago.
  A DC 22 Knowledge (arcana) or Spellcraft reveals that the 
  crack on the portal was done magically. A more powerful 
  version of the shatter spell is a likely culprit. A follow-up 
  DC 25 check reveals that pieces are missing and that it 
  could not be possible to repair using a mending or make 
  whole spell (actually it could be extremely dangerous to 
  do so). 
  OPENING THE PORTAL
  Trying to open the portal on this side has no apparent effect. 
  TOUCHING OR REPAIRING THE PORTAL
  It is not possible to repair the archway as part of this 
  adventure. 
  Doing so would require many days of careful work and 
  activates a trap. This trap activates whether the repairs or 
  touching are done through magic or more conventional 
  means.
  ELECTRICITY ARC TRAP 
  CR 7
  Type magic; Perception DC25; Disable Device DC25
  EFFECTS
  Trigger touch (special); Reset Automatic
  Effect electricity arc (10d6 electrical damage, DC 25 
  Reflex save for half); multiple targets (all targets within 
  30ft. of the Nexus Gateway)
  Special the trap activates if the gate is targeted by 
  repair-type magic or if someone touches it. If repair 
  magic is applied, the trap activates from the caster. 
  Disabling this effect allows the archway to be repaired, 
  but its magic cannot be reactivated. 
  B: THE WAREHOUSE
  Read aloud
  This building collapsed rather recently because the 
  stones are not overgrown with plants. The landscape 
  left is irregular and broken.
  This used to be a warehouse. The odd landscape is due to 
  the crates and boxes below the rubble. The PCs spending 
  time digging through the wreckage find ancient silverware 
  worth 50 gp and an ancient short sword +1.
  
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  C: RUINED HOUSE
  Read aloud
  Only a few stones stacked on top of each indicate that 
  a building once stood here. Now tall grass sprouts from 
  between the rocks.
  This “building” contains nothing of interest. Although, in 
  a fight, one could take cover behind the ruins of the walls.
  D: THE CHURCH (CR5)
  Read aloud
  This building was made of stone and is in better shape 
  than the rest of the town. Its walls stand high. The double 
  doorway is covered with vines and overgrown. 
  The vines hide the door. To enter, the vines have to be 
  ripped off or the doors forced in. Either triggers the collapse 
  of part of the wall. 
  COLLAPSING WALL 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 
  20 (special)
  EFFECTS
  Trigger touch (special); Reset None
  Effect Atk +15 Melee (6d6); multiple targets (all targets 
  within 10ft. of the door)
  Special anyone spending time examining the structure 
  and making a DC 20 Knowledge (engineering) may 
  detect this “trap”.
  Special the trap activates if the vines are removed, if 
  someone tries to break down the door or by someone 
  trying to scale the walls. 
  INSIDE THE CHURCH
  The inside of the church has not survived as well as 
  seemed. Vines, mosses and lichens grow everywhere, none 
  of which are dangerous. A thorough search reveals twenty 
  human skeletons under the plants. They have lain here for 
  centuries.
  A DC 20 Heal check reveals only that the bones show signs 
  of violence (though pre- or post-mortem is impossible to 
  discern).
  If a speak with dead spell is attempted, all are Neutral in 
  alignment and have a +4 Will save. The bodies have ancient 
  Arman names, and reveal that “monsters” killed them. They 
  can give description of the locari if asked.
  The church makes for a good campsite. The Professor 
  suggests that if the PCs do not.
  E: THE CHIEF’S HOUSE (CR7)
  Read aloud
  Most of his house fell to the ravages of time long ago. 
  The few remaining details still visible on the woodwork 
  indicate that this was once a high status abode. Grass 
  is growing in patches. Towards the back of the house, 
  stones form a tall mound.
  This was the chief’s hut. Searching the house reveals a lot 
  of jewelry worth about 750 gp.
  The mound at the back leads to the former wine cellar. 
  Anyone approaching and making a DC 15 Perception check 
  can hear a voice that comes from below. If the PCs start 
  to remove the stones, a specter come out of the cellar and 
  attacks the PC. This specter was once the chief’s wife who 
  died trapped in the cellar during the locari attack.
  SPECTRE 
  CR 7
  hp 52 (see Pathfinder RPG Bestiary)
  TACTICS
  Morale: The specter fights to the death.
  IN THE CELLAR
  After defeating the specter, the PCs may decide to continue 
  digging. Doing so takes about an hour before anyone can 
  enter the cellar.
  In the cellar are the body of a female human (from the 
  clothes) and a single scythe like talon. This talon is from 
  a locari. At this time, the PCs (and the Professor) have no 
  chance of identifying it. A DC 15 Heal check confirms that 
  blade-like claw killed her.
  Although there are twenty bottles of wine, all have turned 
  to vinegar and are now poisonous. Each bottle could be sold 
  for 20 gp each on the mainland.
  ARMAN WINE GONE BAD 
  Type ingested; Save Fortitude DC 12
  Frequency 1/round for 6 rounds
  Effect 1 Dex and nauseated for 1d6 rounds; Cure 1 
  save (failed saves add one round to the duration of the 
  nauseated condition).
  Special the taste is so potent that no one will take 
  another sip without making a DC 12 Will save.
  F: THE CEMETARY (CR7)
  The low wall, the standing stones, and the occasional statue 
  clearly indicate this to be a cemetery. 
  The cemetery is home to a swarm of army ants. The ants 
  are extremely territorial and attack as soon as they detect 
  an intruder.
  
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  ARMY ANT SWARM (2) 
  CR 5
  hp 49 (see Pathfinder RPG Bestiary)
  TACTICS
  During Combat The swarms follow anything that 
  moves, except in the water. The ants do not go into the 
  water or near the chief’s house.
  Morale: The swarms fight to the death.
  AFTERMATH
  The swarms defeated, the PCs can explore the cemetery 
  without issue. There is little to find. However the few 
  inscriptions found are all in ancient Arman. The dates and 
  names are all about ten centuries old.
  G: THE BEACH (CR4)
  Read aloud
  This beach opens onto a cove not unlike the one where 
  you found the first Nexus Gateway portal. The beach is 
  made of river stones that are difficult to walk quickly on.
  Small crabs scurry about.
  A shark-eating crab established itself in the cove. It attacks 
  if the PCs spend any length of time on the beach (which 
  includes the copse of trees). 
  Anyone moving more than its base speed on the beach must 
  make a DC5 Acrobatics check or fall prone. The beach does 
  not impede movement further. The crab is immune to this 
  effect.
  SHARK-EATING CRAB  
  CR 7
  N Huge vermin (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, -2 
  size)
  hp 84 (8d8+48)
  Fort +12, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee 2 claws +13 (1d8+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+9), darting claw
  TACTICS
  During Combat: The crab attacks anyone on the beach. 
  However it does not pursue beyond the beach. If left 
  alone, it returns to the water.
  Morale: The crab fights to the death.
  STATISTICS
  Str 29, Dex 14, Con 22, Int —, Wis 12, Cha 2
  Base Atk +6; CMB +17 (+21 grapple); CMD 29 (41 vs. 
  trip)
  Skills Perception +5, Swim +17; Racial Modifiers +4 
  Perception
  SQ water dependency
  SPECIAL ABILITIES
  Darting Claw (Ex) Evolved for snatching fast prey, a 
  shark-eating crab is exceptionally quick with its claws. 
  When making a full attack, if a shark-eating crab misses 
  with both of its claw attacks, it can make an additional 
  claw attack at a -2 penalty against any creature within 
  its reach.
  H: THE TREES BY THE BEACH
  Read aloud
  This copse of willow trees stands by the water. 
  The willows are different from the rest of the trees 
  surrounding the ruins of the village. 
  The glint of metal can be seen shining through the thick 
  foliage. 
  The trees hide an old Arman ship. At the time of the 
  village’s destruction it held seeds from trees normally found 
  in coastal areas of Abaddon. A DC 15 Knowledge (nature) 
  check identifies those willows as growing in northwestern 
  Abaddon. These willows are still cultivated today in the 
  Protectorate.
  Lost among the trees are human skeletons. Like those in 
  the church, a DC 20 Heal check reveals only that the bones 
  show signs of violence (though pre- or post-mortem is 
  impossible to discern).
  PCs with the Profession (sailor) or making a DC 25 Survival 
  check ascertain that this must have once been a ship.
  Searching the area attracts the crab from area G, but also 
  uncovers three feather tokens, two anchors and a fan. A 
  DC20 Appraise or Knowledge (arcana) check on those 
  identifies them as being of ancient Nasian make. If brought 
  to the Professor, he revels over this. 
  9: IT’S WORSE!
  When the PCs are about to leave the village or after they 
  had a night to rest and prepare their spells is the time to drop 
  the bomb on them. The locari locate the PCs and swarm the 
  position.
  The goal of this encounter is for the PCs to realize that they 
  have to run. Until they do, wave after wave of locari keep 
  coming. 
  
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  FIRST WAVE (CR7)
  Read aloud
  An unnerving clicking draws your attention to the 
  forest. Swarming out of the underbrush, five arachnid 
  horrors come out clicking and hissing. As they see your 
  group, they turn towards you menacingly.
  “All is lost! WE WILL ALL DIE!” The professor screams as 
  he heads towards the beach.
  Upon seeing the locari, the Professor realized what the 
  creatures were and give in to panic. For the continuation of 
  the adventure, it is important that he escapes and runs free.
  If the PCs defeat all the locari, an identical wave arrives 
  from the south.
  LOCARI DRONE (3) 
  CR 2
  hp 25 (see Stat Block Section)
  LOCARI SCOUT (2) 
  CR 3
  hp 30 (see Stat Block Section)
  THE PROFESSOR
  While the Professor runs around and the PCs are busy 
  fighting the locari, a locari princess captures the Professor. 
  On the first round after it appears, it merely flies in, on the 
  second round, it swoops down and grabs the professor. On 
  the third round, it flies away. Assume it succeeds at any 
  roll it is 
  required to make.
  FIRST ROUND
  Above the jungle, a large, winged 
  abomination with a long snake-like tail 
  appears. It surveys the area, staying well away 
  from combat.
  SECOND ROUND
  Read aloud
  The large abomination swoops down toward 
  the Professor and grabs him with its tail. 
  The Professor screams “I HAVE BROUGHT 
  YOU ALL TO YOUR DOOM! Make peace 
  with the Sanguine Lord now, for you will 
  meet them very soon! Great Laita! Forgive 
  me! Forgive this old man’s hubris!”
  THIRD ROUND
  The serpentine creature flies away, 
  taking its prey with it. The Professor 
  screams towards you. “It’s too late 
  for me! Save yourselves!”
  TROUBLESHOOTING: 
  INTERRUPTING HER
  The PCs may try to interrupt 
  her. For her full statistics, use a 
  locari princess with the following 
  hive niches: blinding breath, 
  serpentine, winged. Attacking the 
  princess may be risky. Anyone 
  attacking or threatening the princess 
  immediately becomes the target of 
  every locari in range.
  Should the PCs succeed in stopping the 
  Princess, another princess comes in 1d3 
  rounds later with a group of locari (roll 3d6 on the “Next 
  
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  Waves” table, below). Repeat the encounter until the locari 
  princess captures the Professor.
  NEXT WAVES (CR4-6)
  1d3 rounds after the PCs defeat a previous wave, more 
  locari emerge from the forest and move to engage the PCs. 
  When placing them, put them so they leave the path into the 
  forest open. This encounter is a marathon more than a sprint 
  and the PCs should not feel like they will get any respect. 
  The locari will bring constant pressure on the PCs. 
  If the PCs decide to escape or hide in the water, then a 
  force of flying locari, giant crabs and crab swarms or sharks 
  (everyone loves sharks) move to cut off their escape. 
  If the PCs cannot be coaxed and continue to attempt and 
  escape by sea, they will be killed as they attempt to cross 
  the blockade. The Imperial Alliance forces shoot to kill and 
  are under strict orders not to let anyone escape Ablis.
  Only hunters skulk around and move to ambush. The others 
  emerge and head for the closest opponent. Every wave is 
  composed of two rolls on the following table.
  1d6 
  Locari
  1 
  3 drones
  2 
  2 scouts 
  3 
  2 hunters
  4 
  1 soldier
  5 
  1 giant soldier
  6 
  Roll 2d4 on this chart
  Tactics: All of the locari swarm at targets and focus on 
  targets they can hit.
  Hive Niches: Do not hesitate to mix and match the hive 
  niches of the creatures present to keep the PCs on their toes. 
  10: THE CHASE
  Finally, the PCs should realize there is to be no respite from 
  the locari assault in the small village. The only open avenue 
  of escape is through the forest.
  As they leave, read the following.
  From all around the village, arachnid creatures come 
  flooding out of the forest. Though some of them begin 
  to chase you, many rifle through anything left behind.
  You have the impression of a swarm of locusts 
  descending upon a field of wheat. And yet more keep 
  coming out of the forest.
  As the PCs abandon the village and the Nexus Gateway, 
  a few locari give chase. To represent this scene, the PCs 
  run for about an hour. Every ten minutes (so a total of six 
  times), each PC must make their choice of an Acrobatic, 
  Climb, or Stealth check, all DC 15 (+1 for each previous 
  check, all speed penalties apply, the Endurance feats applies 
  to this). 
  Locari catch up to PCs who fail. Use the “Next Wave” table 
  from the previous encounter to determine the composition 
  of the locari contingent. When placing the PCs, those who 
  fail their check should be placed at the back of the party. 
  PCs that succeed may abandon their comrades behind or 
  fight with them.
  After 6 such checks, the PCs reach the stone castle atop the 
  hill. When they do, proceed to the next encounter.
  TROUBLESHOOTING: KEEP RUNNING
  Some PCs may prefer not to stop at the castle, but keep 
  running. Doing so only leads them to more locari. Repeat 
  the “Next Wave” from the previous encounter until they 
  get the hind.
  11: THE KEEP
  Read aloud.
  Yellowing grass covers the one hundred and fifty feet 
  between the edge of the forest and the keep at the 
  summit. Like a king upon its throne, the keep sits atop 
  this hill, overlooking the surrounding countryside. The 
  walls have crumbled. The gate rotted away. Only a few 
  towers and internal structure still stand. 
  The place is highly defensible and appears devoid of the 
  insectoid horrors that have been following you for the 
  past few hours.
  THE PRINCESS (CR9)
  As the PCs begin to cross the clearing, a locari princess flies 
  down and attacks them.
  LOCARI PRINCESS 
  CR 9
  hp 126 (see Stat Block section)
  TACTICS
  During Combat: The princess follows the PCs but breaks 
  off combat when all the PCs have entered the fortress.
  THE KEEP
  The PCs can easily enter the fort. When they enter, read 
  aloud.
  The buildings inside the walls did not fare better than 
  the walls surrounding them. Along with the walls, the 
  rubble suggests, that long ago, this keep would’ve 
  served as the house of some powerful lord and his 
  retinue.
  In the center of the fort a keep stands defiantly, 
  apparently unaffected by the passage of time. To 
  the southeast an old church resembles a decrepit 
  skeleton. Behind the church, a low wall overgrown by 
  ivy surrounds half-hidden mausoleums.
  
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  The creatures seem to break off their pursuit for now. 
  Though whether they only granted this respite to 
  gather their forces for a final massive push is unknown.
  Most of the PCs’ supplies remained behind in the village, 
  including food and water (outside of personal canteens). 
  Make an inventory of everything they would have on 
  them. Do not be overly nice about it, but do not be overly 
  heartless. Give the PCs the impression that they are in 
  for a protracted siege and that they need to account for 
  everything. 
  By now the PCs should be worried and trembling, expecting 
  the locari to mount an assault on their position. Paranoia is 
  your friend.
  The PCs may explore the keep without being harassed by 
  the locari, at least for now. Anyone looking out of the keep 
  towards the forest cannot fail but spot the occasional locari 
  skulking around. The locari do not enter the keep unless 
  the PCs attack them. Use the “Next Wave” above to see the 
  locari that comes charging in, each time adding one more 
  dice to the group (to a maximum of 5d6).
  When the PCs investigate one of the towers, proceed to 
  encounter 12. When they investigate the walls, proceed to 
  encounter 13. When they explore the dungeon, proceed to 
  encounter 14. When they head to the cemetery, proceed 
  to encounter 15. Finally, when they head to the church 
  proceed to encounter 16.
  KNOWLEDGE CHECKS
  A DC 15 Knowledge (engineering or history) recognizes 
  the construction style as that of the ancient Arman. 
  A DC 15 Knowledge (history or religion) reveals that the 
  Arman migrated to the continent centuries ago from the 
  island of Ablis because of a prophecy that would bring 
  death and destruction to all who stayed behind. 
  A DC 10 Knowledge (geography, history or local) tells the 
  PCs that the island of Ablis is blockaded and that anything 
  trying to leave is killed without trial.
  TIME PASSING: FOOD & WATER
  One important aspect of the adventure from this point on 
  has to do with starvation and thirst. Be sure to review the 
  rules in the Pathfinder RPG Core Rulebook. This adds 
  another reason for the PCs not to delay or waste too much 
  time in the keep.
  THE LOCARI
  Every other hour, a wave of locari launches itself at the 
  keep. If the PCs set up a watch (the top of the dungeon 
  or one of the towers are good position) they will have a 
  2 minute warning before the wave reaches the fort. When 
  the PCs enter the crypt in the church, the locari stop their 
  assaults and wait.
  THE RUINED BUILDINGS
  These buildings serve only to provide the PCs with additional 
  information about what happened to the civilization on the 
  island. Unless they are shown on the map as having an 
  encounter linked to them, then there is nothing to find there.
  WHAT HAPPENED HERE?
  Long ago, this keep belonged to a powerful Arman king 
  who sent his fleet to raid the mainland. This brought him 
  fame and power. 
  When the locari appeared, they besieged his keep. The 
  Arman were mighty and powerful, but faced with the 
  growing number of locari and constant losses, it was not 
  long before the keep was the last bastion of humanity. 
  For a few days, the Arman fortified the keep, hoping to hold 
  back, and praying to turn the tide on the locari. The locari 
  swarmed the keep in a massive assault and overwhelmed 
  the defenders.
  Time has since erased most of the signs of the Arman’s 
  horrible fate, but the GM should feel free to add the 
  occasional clue as to what happened: broken weapons, 
  shattered pieces of armor, and severed bony limbs. 
  After they investigate a few locations, the PCs should 
  figure out what happened. The goal is to have the PCs know 
  that they cannot stay here indefinitely. 
  12: THE TOWERS
  The towers are in good shape. The PCs may rest here 
  without issue. Searching a tower takes 15 minutes, once any 
  inhabitant has been dispatched.
  However, each tower is home to some creatures that have 
  taken refuge from the locari.
  1d6 
  Hazard
  1 
  False Alarm
  2 
  Indoor Garden
  3 
  Spiders
  4 
  Unstable
  5 
  Wasp Nest
  6 
  Wild dogs
  FALSE ALARM
  The tower’s encounter is identical that described as 
  “Unstable”. However the pit has collapsed. Anyone falling 
  into the pit falls six feet into a wet muck for no damage. 
  INDOOR GARDEN
  Read aloud.
  The tower ahead is filled with lush and attractive multi-
  colored flowers. The flowers sprout from thick vines that 
  climb its interior walls.
  
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  A DC 15 Knowledge (nature) check identifies the plants as 
  ungol plants. The pollen can be refined to make ungol dust, 
  a powerful narcotic and poison. A DC 15 Survival check 
  reveals that the plants are dangerous and that one should 
  avoid them if possible.
  PCs who wish to do so can attempt to gather the pollen to 
  sell or refine it themselves, requiring a DC 20 Profession 
  (herbalist) or Survival check. Doing so requires entering 
  the tower and at least 1 minute of gathering (ten rounds). 
  Unprocessed flowers can fetch up to 100gp per dose (a dose 
  takes 1 minute to harvest). The ungol flowers affect anyone 
  entering the tower. 
  UNGOL FLOWERS 
  Type poison, inhaled; Save Fortitude DC 14
  Frequency 1/round for 4 rounds
  Effect 1d2 Cha damage; Cure 1 save
  Special the frequency of the poison only kicks in when 
  someone leaves the tower. While within the tower, the 
  target must make a save each round or take the poison’s 
  damage.
  SPIDERS (CR 6)
  Read aloud.
  Webs cover the walls of this tower. By the back wall, one 
  of the insectoid horrors you faced earlier rests on the 
  ground and does not react to your presence.
  The tower is home to a giant spider and its offspring. When 
  the PCs arrive, the spider swarms infesting the body of a 
  locari they killed burst out. There are two swarms in the 
  body. 
  Because of its compression ability, the ogre spider can 
  easily squeeze through an area fit for a medium-sized 
  creature without penalty. 
  OGRE SPIDER  
  CR 5
  N Huge vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +5
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 
  size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d8+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks web (+5 ranged, DC 16, hp 7)
  STATISTICS
  Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
  Base Atk +5; CMB +12; CMD 24 (36 vs. trip)
  Skills Climb +29, Perception +5, Stealth -2; Racial 
  Modifiers +16 Climb, +4 Perception, +4 Stealth
  SQ compression
  TACTICS
  Morale: The ogre spider fights to the death.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18 (includes +2 
  racial bonus); Frequency 1/round for 6 rounds; Effect 
  1d4 Str and 1d4 Dex; Cure 1 save.
  SPIDER SWARM (2) 
  CR 1
  hp 9 (Pathfinder RPG Bestiary)
  TACTICS
  Before Combat: The swarm is devouring the body of a 
  locari drone killed by the mother spider. 
  During Combat: The swarm does not affect the ogre 
  spider and may freely share a square with it.
  Morale: The swarm fights to the death.
  UNSTABLE (CR 3)
  Read aloud.
  The tower before you is empty except for moss growing 
  in patches on the walls. Under one patch of moss, you 
  see the glint of metal.
  When the keep was in use, this tower served as a jail. There 
  is a pit below the tower. Originally it has a smooth bottom, 
  but as rocks broke off and feel down, creating spikes and 
  making any fall more dangerous. If something heavier than 
  60 pounds (25kg) enters the town, the floor collapses.
  CAMOUFLAGED SPIKED PIT TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 50ft. pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 each); DC 20 
  Reflex avoids; multiple targets (all targets in the tower)
  Special this trap can be disarmed with a DC 25 
  Knowledge (engineering).
  Treasure:	The glint of metal comes from a pile of forgotten 
  gold. A DC 20 Knowledge (history or nobility) identifies 
  them as minted by the Sorcerer-Kings, thus more than nine 
  centuries old.  The total value of the coins is around 75 
  gp, but sold to a collector – such as the Royal Academy of 
  Science in Nyssa or the Arman University in Mureath, they 
  are worth ten times their face value.
  
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  WASP NEST (CR 3)
  As they approach this tower, a DC 20 Perception success 
  hears the buzzing of insects. These can be identified with a 
  DC 13 Knowledge (nature) check.
  If the PCs enter the tower, the wasps swarm and attack to 
  defend themselves.
  WASP SWARM 
  CR 3
  Thousands of small spiders crawl forward.
  hp 31 (Pathfinder RPG Bestiary)
  TACTICS
  During Combat: The swarm does not pursue PCs once 
  they pass 100 feet from the tower.
  Morale: The swarm fights to the death.
  Treasure: in the remains of the tower, the PCs can find a 
  +1 longsword and two potions of cure moderate wounds.
  WILD DOGS (CR 4)
  The tower is home to a pack of wild dogs. These mutts do 
  more posturing, but are neither brave nor dangerous.
  As you approach the tower, you first hear something 
  growling. Then a mangy dog comes out growling 
  menacingly at you. The dog is no bigger than a salon pet, 
  but it stands its ground. A second later, three more dogs 
  appear.
  DOGS (4) 
  CR 1/2
  hp 13 (see Pathfinder RPG Bestiary)
  TACTICS
  Before Combat: The dogs are wild and posture 
  menacingly. They can be intimidated into fleeing. 
  During Combat: The dogs attack randomly.
  Morale: Each dog flees if brought to less than half hit 
  points. When more than half the dogs are down, the rest 
  flees into the forest. 
  13: THE WALLS
  Read aloud
  Long ago, these walls stood fifteen feet high and five 
  feet wide at the top forming a walkway. The many 
  collapsed areas make it treacherous today. Ivy and moss 
  grow in many places.
  Returning them to their former glory would take months. 
  PCs with masonry or stone crafting skills spending 
  time investigating them ascertain that the walls were 
  deliberately broken down, prior to the final defeat of the 
  citadel’s inhabitants – beat down by the force of many 
  large creatures. 
  TRAPPING THE WALLS
  Due to their poor state of repair, PCs can mine them and 
  make a DC 20 Craft (stonemasonry or traps) to turn the 
  walls into collapsing wall traps. Creating such a trap takes 
  one hour. The next time the PCs have to face a wave of 
  locari, the traps take care of the locari.
  14: THE DUNGEON
  Read aloud
  The thick gray stone dungeon survived the passage of time 
  better than the rest of the keep. No vegetation grows on or 
  near the structure. The entrance is open with no sign of a 
  door. The inside is dark and quiet.
  The dungeon used to have three stories but now all that is 
  left is a stone box. The floors above have collapsed. The 
  ceiling has partially collapsed but still remains. Water falls 
  from high above whenever it rains.
  THE INHABITANT (CR5)
  A gray ooze makes its lair here and in time has grown 
  sizeable and bloated. It lies waiting among the rocks where 
  it is hard to see. It patiently waits. 
  GIANT EBONY GELATINOUS CUBE 
  CR 5
  N Huge ooze
  Init -4; Senses blindsight 60 ft.; Perception -3
  DEFENSE
  AC 6, touch 4, flat-footed 6 (-4 Dex, +2 natural, -2 size)
  hp 66 (4d8+48)
  Fort +13, Ref -1, Will -2
  Immune electricity, ooze traits
  OFFENSE
  Speed 15 ft.
  Melee slam +6 (1d8+6 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks engulf, paralysis
  STATISTICS
  Str 22, Dex 3, Con 34, Int  -, Wis 5, Cha 5
  Base Atk +3; CMB +12; CMD 18 (can’t be tripped)
  SPECIAL ABILITIES
  Acid (Ex) An ebony cube’s acid is more powerful than 
  a common gelatinous cube’s and able to dissolve even 
  metal. Any melee hit or engulf attack deals 1d6 acid 
  damage and the opponent’s armor and clothing dissolve 
  and become useless immediately unless he succeeds on 
  a DC 20 Reflex save. A metal or wooden weapon that 
  strikes an ebony cube also dissolves immediately unless 
  it succeeds on a DC 20 Reflex save. The cube’s acidic 
  touch deals 20 points of damage per round to wooden 
  or metal objects, but the ooze must remain in contact 
  with the object for 1 full round to deal this damage.
  
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  Engulf (Ex) although it moves slowly, a gelatinous cube 
  can simply engulf Large or smaller creatures in its path 
  as a standard action. It cannot make a slam attack during 
  a round in which it engulfs. The gelatinous cube merely 
  has to move over the opponents, affecting as many as it 
  can cover. Opponents can make attacks of opportunity 
  against the cube, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity can attempt a DC 18 Reflex save to avoid 
  being engulfed - on a success, they are pushed back or 
  aside (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis 
  and acid, gain the pinned condition, are in danger of 
  suffocating, and are trapped within its body until they 
  are no longer pinned. The save DC is Strength-based.
  Paralysis (Ex) A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee 
  or engulf attack must succeed on a DC 24 Fortitude 
  save or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save DC 
  is Constitution-based.
  SEARCHING THE TOWER
  Searching the tower takes one hour, spent clearing debris. 
  Among the debris, the PCs can find four potions of cure 
  moderate wounds and one potion of resist fire energy (CL 
  3rd) in antique ceramic vials. The vials can be sold for 3 gp 
  each back on the mainland.
  15: THE CEMETERY
  Read aloud
  The low-lying wall barely hides the few still-standing 
  tombstones and mausoleums beyond. Ethereal vaguely 
  humanoid shape wander aimlessly within, either 
  unconcerned or unaware of the rest of the universe.
  The shades are not dangerous and move about avoiding 
  contact with any living thing. If touched, any living 
  creature feels a cold chill, but there is no effect. They are 
  neutral-aligned, incorporeal undead creatures. Animals, 
  vermin and those with a strong connection to nature 
  are disturbed and avoid this area if possible. 
  A thorough search of the cemetery takes two hours and 
  reveals nothing.
  LAYING THEM TO REST
  To give these souls peace, a DC 15 Knowledge (religion) 
  check tells the PCs that they must channel positive energy 
  or a consecrate spell cast on the cemetery. If the PCs do so, 
  read the following.
  The energy radiates outwards all of the shades disappear. 
  Everything is silent, peaceful and calm. 
  A flash of light, the sound of a celestial choir and an 
  extremely attractive beautiful woman appears. She is 
  scantily clad with large pure white feathery wings and an 
  air of peace and serenity.
  “Greetings from the Heavens above! You have mercifully 
  released souls that were trapped here for centuries. My 
  name is Rododentoriazeth. I am one of the celestial 
  messengers of all the good deeds done in the world.”
  “I come asking for your name so that I may whisper 
  them to Sanguine Lord’s ear.” 
  ‘Rodo’ waits for the PCs to give her their names. She does 
  not answer questions until her task is complete. 
  A DC 24 Knowledge (planes or religion) identifies the 
  creatures a trumpet archon, a messenger from the good and 
  order.
  LYING TO THE ARCHON
  If the PCs lie to her, she allows the others one chance to 
  encourage his companion to correct himself. If no one says 
  anything, she bows her head in sad resignation and says.
  It is unfortunate that you do not care enough to tell the truth. 
  So I will tell you the truth. Had you told the truth I would 
  have shared with you some of the wisdom to which I am 
  privy. But lies and deceit will not be rewarded. Look deep 
  within yourselves and ask: why did no one set foot on this 
  island in decades…”
  With that the winged messenger is gone.
  TELLING THE TRUTH
  If the PCs tell her their names, she adds. 
  “I know you seek a way to leave this island. Now is not 
  the time for the Alliance to retake this island. But the 
  time will come.”
  “Take this scroll and use it on whatever means you find 
  to leave this place. The ways must be closed for now.”
  “Farewell” 
  With that, Rododentoriazeth is gone, leaving only a 
  feeling of peace in the former cemetery.
  The PCs are handed a godly scroll of shatter (LG). This 
  scroll is unique because it can be used by anyone of lawful 
  good alignment in addition to those who have access to the 
  spell. See godly scrolls in appendix 2.
  
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  16: THE TEMPLE
  Read aloud.
  A one time, this temple boasted a tall spire over its 
  entrance. The remains of the walls give a feeling of 
  broken might and military power. The roof and entryway 
  collapsed long ago and are now overgrown with ivy and 
  vines enhancing the sad, broken look of this temple. 
  Time erased any symbol that would allow you to identify 
  who was worshipped here. Like the walls, this building can 
  be trapped by the PCs if they wish (see encounter 12). 
  INSIDE
  Searching the inside of the temple takes 1d4 hours and the 
  PCs find a large trapdoor on the floor behind the altar. The 
  trapdoor is 10 by 10 ft. Clearing it takes 4d6 minutes and 
  opening it requires a DC 24 Strength check. 
  The trapdoor opens onto a set of stairs descending 40 feet 
  in the ground. When the PCs reach the bottom of the stairs 
  read the following. 
  Dust, more than an inch thick in places, shows that no 
  one has come down here for centuries. The air is dry and 
  stale down here.
  At the bottom of the stairs many ever-burning torches 
  light a large room. The walls are lined with alcoves 
  where long-dead warriors lay. Ancient scrolls and books 
  rest by the dead warriors. Stone desks covered with 
  even more scrolls and books fill the center of the room.
  Drawing your attention is the large tarnished bronze 
  throne in the center of the room. Upon it sits a large-
  size dust-covered warrior wearing a horned helmet and 
  holding a great axe on his lap. The warrior sits still, its 
  blank gaze unfocused.
  A DC 23 Knowledge (arcana) recognizes the creature as an 
  iron golem. 
  A DC 15 Knowledge (history or nobility) check identifies 
  its shape as that of a traditional Arman warrior. 
  A DC 15 Knowledge (history) check indicates that the 
  Arman were not known for creating golems. This one 
  must be a unique or a very rare specimen. Unknown to the 
  PCs, beneath its bronze covering, is an iron golem. The 
  Arman covered the golem with bronze to give it an Arman 
  aesthetic. 
  ROUSING THE WARRIOR
  There are three ways to rouse the warrior. The first is to 
  defile the bodies or robbing them. The second is to damage 
  the golem itself. The third is to confront it with a locari.
  The golem only attacks those who perform such action, 
  ignoring all others. Its target dead, the golem returns to its 
  throne.
  Locari are ALWAYS the golem’s primary targets.
  ARMAN GOLEM 
  CR 13
  hp 129 (use iron golem in Pathfinder RPG Bestiary)
  TACTICS
  During Combat: The golem targets any locari it sees 
  first, then any other threat facing it.
  RESEARCHING
  As stated before, there are moldering books everywhere. 
  The books are written in Ancient Arman. A few are in other 
  language such as archaic Common, Exodite, or Sorcerous. 
  As long as the PCs remain in the crypt, no locari enter the 
  area; perhaps the temple sanctity or its solidity cloak them 
  from locari senses. Research takes a lot of time because 
  there are many books and most are old and brittle. 
  For every six hours spent searching the library, a PC 
  can make a DC 20 Knowledge (history, or nobility) or 
  Linguistics check. Unlike most Knowledge or Linguistics 
  checks, another PC can assist with it these checks can be 
  assisted (by someone using the same skill).
  Each success gives the PCs some information. In all, the 
  PCs have to gather a total of 6 successes to find all the 
  documents. Each success reveals an additional clue in the 
  following order:
  Success # 
  Handout
  1 
  History of the Keep
  2 
  Travel Journals
  3 
  Map of the Kingdom and scrolls
  4 
  The Opening Ritual
  5 
  Map of the Treasury
  6 
  Tax Document
  It is possible for the PCs to leave and follow up one of the 
  leads, return and continue their research. Those side treks 
  are left to the GM to expand upon.
  Failure only turns up information that seems interesting but 
  is turns up a dead end or the important parts are missing.
  Third success in addition to the map, the PCs find two 
  scrolls of accelerate magic, one scroll of comprehend 
  languages and one scroll of magic vestment.
  Fourth success it is possible the PCs believe they can open 
  the Nexus Gateway portal in the village where they came 
  from to travel back. The portal is broken and unusable. A 
  DC 15 Knowledge (arcana) proves the PCs do not have 
  enough information.
  If the PCs return there, they are pursued by the locari, just 
  like in Encounter 9. 
  
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  Fifth success a treasure map leading to the first king’s 
  treasure stash. Though this has nothing to do with the 
  adventure, it is nonetheless something adventurers consider 
  worthwhile.
  PCs heading out to the cave have a three-hour trek before 
  they reach the cave. Within are four chests weighing a 
  thousand pounds each. They contain over 500 gp in copper 
  pieces and other small coins, all about a thousand years old.
  Sixth success Give information about the two Nexus 
  Gateway portals found nearby. With this information the 
  PCs learn of another Nexus Gateway portal.
  OTHER TOPICS
  The PCs may decide to research other topics. The crypt 
  contains information about a lot of things. But most of that 
  information is ten centuries old.
  TAKING THE BOOKS
  As long as they do not desecrate the bodies, the PCs can 
  take any book, manuscript, or scrolls without rousing the 
  room’s guardians.
  17: BREAKING THE SIEGE
  The PCs head to the second Nexus Gateway portal to see if 
  they can activate it and return home.
  BREAKING THE SIEGE (CR9)
  Before they can leave the keep, the PCs have to fight 
  through a group of locari. Although many more locari lurk 
  around the keep, it is assumed that the PCs attempt a sortie.
  LOCARI DRONES (3) 
  CR 2
  hp 25 each (see Pathfinder RPG Bestiary)
  LOCARI HUNTERS (2) 
  CR 4
  hp 42 each (see Pathfinder RPG Bestiary)
  LOCARI SOLDIERS (2) 
  CR 5
  hp 59 each (see Pathfinder RPG Bestiary)
  THE NEXUS GATEWAY
  This group defeated, the PCs can run in the forest and leave 
  the keep behind. The locari do not invade the keep and give 
  it a wide birth. PCs can come back if they want or need to. 
  USING STEALTH
  The PCs may try to avoid a confrontation with the locari 
  and leave without combat. Evaluate the PCs plan and 
  provide appropriate bonuses. The locari are not constantly 
  vigilant and the PCs can find holes in their siege. Creativity 
  should be rewarded.
  THE VILLAGE
  An hour or so later, the PCs come to a wide river. From 
  the map they found in the crypt, they should be heading 
  upstream. If the PCs begin to relax, send a group of locari 
  (as above) to remind them of where they are and what they 
  are doing. 
  Be merciless.
  Finally, when they reach the village, read aloud.
  Across the river is a gathering of ruined houses 
  surrounding a Nexus Gateway. The village is a beehive 
  of activity. From a dense thicket, you observe the 
  following scene.
  A dozen drones are busy working on the Nexus 
  Gateway, removing debris and vegetation. It seems 
  they are clearing the gateway with a surprising clarity 
  of purpose.
  But the biggest surprise comes in the form of a man 
  standing around, barking orders to the workers in a 
  harsh and domineering voice. A few short moments 
  later, there is no doubt: Professor Reinhalt von Grumborg 
  is commanding the creatures! His clothes are torn and 
  slightly bloody, but he seems in good health.
  Next to him is a woman dressed in a stud-covered 
  leather corset. Her skin is sickly white and covered 
  in stitch scars. She looks over the proceeding with a 
  conceited, content smirk on her face. 
  How the PCs react to this news greatly influences what they 
  do next. Here are three course of action. 
  OBSERVING
  The PCs stay back and watch. Because of the cover and 
  distance, the PCs get a +10 bonus to their Stealth checks if 
  they remain where they are. The locari, the woman, and the 
  Professor pay little attention to their surroundings. 
  After an hour, the Professor stands before the Nexus 
  Gateway portal and activates it. Then he steps through, 
  followed by a number of the drones. The other drones head 
  into the forest. The woman laughs out loud then vanishing 
  (using boots of teleportation).
  The PCs may do what they want at this point. The way 
  to the gateway is clear and the Gateway remains open for 
  about twenty minutes.
  If the PCs wish to get involved, proceed to either “Talking” 
  of “Fighting”.
  TALKING
  The PCs approach the Professor and the woman attempting 
  to talk. 
  The locari move to protect the Professor and the woman, 
  but they are immediately shooed aside before barking 
  orders. Without hesitation, the drones return to their 
  
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  previous tasks, ignoring you.
  “So glad to see you! I returned to the village to find 
  you but you were gone! You would never believe what 
  happened to me… I… I can barely believe it myself.”
  “That creature took me to their hive where I was certain 
  I would be the next meal. The flying and the millions of 
  locari were too much for me and I passed out.”
  “I woke up to see this huge queen approaching me. She 
  hissed and clicked like all the other, but she suddenly 
  started making sense. In spite of the alien way to speak, 
  I understood that she spoke Khaynite! What a surprise 
  and a shock.”
  “So I began talking to her and explaining what I was 
  doing and why I was here. She has a limited intelligence, 
  but understood that I had no hostile towards her or her 
  hive. So she gave me these drones to open the Nexus 
  Gateway portal and get back home.”
  “To think that you went about hacking and killing 
  those poor little things, we could have had a war on our 
  hands!”
  The Professor’s clothes are torn and ripped but he seems 
  to be in good health. He has taken a few points of damage. 
  Making a DC 20 Heal check reveals that he is infested with 
  tiny grubs moving just under his skin.
  The Professor refuses treatment from the grubs stating that 
  “they’re just a few ticks”. If the PCs insist or force him to 
  submit to surgery, the locari move in to fight. Proceed to 
  “Fighting”.
  THE WOMAN
  The woman is a Khaynite named Arem’Shehr. The 
  Professor, however, only refers to her as “the divine 
  vessel”. She does not respond to the PCs, but examines 
  them as pieces of meat. 
  If targeted by an attack or forced to make a saving throw, a 
  contingency activates and dimension doors her away. She 
  leaves and does not return.
  FIGHTING (CR8)
  If fighting breaks out, the Professor runs for cover and 
  stays out of any fighting. He responds to any threat by 
  whimpering and groveling.
  Of the twelve drones, three flee as soon as hostile action is 
  taken, to warn the local hive. The final four engage without 
  fear.
  Terrain:	The area is a ruined village with scattered foliage. 
  LOCARI DRONES (9) 
  CR 2
  hp 25 each(see Appendix 1)
  Hive Niches: (one each) paralysis blood splatter, 
  reinforced carapace, spikes, and web. 
  TACTICS
  During Combat: The drones swarm a single target, 
  maneuvering to flank if needed.
  Morale: The locari fight to the death.
  AFTERMATH
  Once the locari are defeated, the Professor offers no threat 
  to the PCs. They can do with him as they please. He cowers, 
  begging for his life.
  If the PCs attempt surgery, the professor has lost 3 points of 
  Constitution when they meet him.
  19: BACK TO EXODUS
  Read aloud
  Once more you feel your body expand and contract at once. 
  Then you feel yourself thrown into the air then a short 
  fall to the ground. You find yourself back in the ruins of 
  Ulfsberg. 
  As the other members of your party arrive one by one, 
  the Nexus Gateway remains open, the runes on the arch 
  emitting a strange warbling sound.
  If the PCs waited for the Professor and the locari to come 
  through, the locari attack now (see “Fighting” in the 
  previous encounter). Use the same map uses for the original 
  battle with the brute wights. 
  THE NEXUS GATEWAY (CR 7)
  The PCs now have to decide what to do with the Nexus 
  Gateway. Make sure the PCs remember they are still in 
  hostile territory.
  LEAVING IT INTACT
  If the PCs leave the Nexus Gateway portal in the Sametian 
  jungles intact, nothing happens. Though nothing happens 
  in the short run, the PCs later realize that they have left a 
  backdoor where the locari could reach the mainland.
  USING A SHATTER SPELL
  Using the shatter spell or Rododentoriazeth’s scroll, the 
  portal shatters into a thousand pieces. It does not explode.
  BEATING ON IT
  Destroying the Nexus Gateway is time consuming. The 
  portal has a hardness of 8 and 800 hit points. Depending on 
  the time of day the PCs arrive here, they may have to face 
  the cairn wight again.
  When destroyed, the gateway explodes in a blast of fire. If 
  the PCs try to break it while it is still active, every hit on the 
  gateway triggers the explosion. 
  FIRE ARC 
  CR 7
  Type magic; Perception DC25; Disable Device DC25
  Effects
  
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  Trigger touch (special); Reset Automatic
  Effect fire blast (10d6 fire damage, DC 25 Reflex save 
  for half); multiple targets (all targets within 30ft. of the 
  Nexus Gateway)
  Special the trap activates when it is finally destroyed.
  THE PROFESSOR (CR6)
  The Professor is still infested
  If the PCs do not discover that the Professor is infested 
  with Locari Withering, a few days later, when the PCs are 
  still the jungles of Sametia, the Professor bursts into an 
  advanced locari larvae swarm, killing the man instantly.
  ADVANCED LOCARI LARVAE SWARM 
  CR 7
  N Fine aberration (Locari, swarm)
  Init +4; Senses darkvision 60ft, low-light vision, 
  Perception +9
  DEFENSE
  AC 22, touch 20, flat-footed 16 (+6 Dex, +2 natural, +4 
  size)
  hp 67 (9d8+27)
  Fort +6, Ref +9, Will +8
  Immune Magic (divination), swarm traits
  OFFENSE
  Speed 20 ft.; climb 20ft. 
  Melee swarm (2d6 plus infest plus venom)
  STATISTICS
  Str 5, Dex 23, Con 16, Int 1, Wis 14, Cha 6
  Base Atk +5; CMB -1; CMD 15
  Skills Climb +6, Perception +11, Stealth +18 (+23 in 
  dark areas); Racial Modifiers +8 Climb, +5 Stealth in 
  dark areas
  SPECIAL ABILITIES
  Infest (Ex) when a target is hit, it must make a DC17 
  Reflex save or be infested with Locari larvae. While 
  infested, the target takes swarm damage every round, 
  until the larvae are removed. Removing the larvae 
  requires a full-round action that causes 1d6 points of 
  damage to the target.
  Venom (Ex) Swarms have a DC17 necrosis venom.
  THE PROFESSOR IS KILLED
  Whatever the reason, if the PCs return to the Royal Library, 
  they receive the promised payment if they turn in at least 
  some of sort of scrolls or academic works to the library. 
  The quality is not as important as simply giving the scrolls.
  THE WAY BACK
  The quickest way back from the gate in Sametia is along 
  the same route. Proceed to the conclusion when they reach 
  civilization. 
  CONCLUSION
  This adventure can end a number of ways. Here are a 
  number of major loose ends.
  THE PROFESSOR
  LIVES
  If the Professor still lives; read aloud.
  Before you reach the relative safety of the border of the 
  Caneus Empire, the Professor grows somber.
  “You know we can never tell anyone of where we have 
  been… If we do the Imperial Alliance will hunt us down 
  and kill us…”
  “Ablis is under quarantine and any trip there is forbidden 
  and the only penalty is death… Are you willing to keep 
  everything we saw and all we witness quiet and secret.”
  “I’ll pay you what I can once we reach Nyssa, assuming 
  we have a deal here.”
  Allow the PCs to answer the Professor. Assuming they 
  agree, the Professor offers them each the sum of 150 
  Imperial Crown (total value 3,000 gp). 
  DEAD
  The Professor’ estate offers each PC 100 Imperial Crowns 
  and considers their business concluded.
  PREEST
  If the PCs go back to meet with Preest, he meets them at the 
  Rusty Helm. He asks for any notebooks and maps drawn by 
  the PCs. He also demands a full debriefing of everything 
  the PCs have done. Preest knows where the PCs have been, 
  but does not say. If the PCs lie to him, he merely nods. 
  No matter what they tell him, he listens without interruption. 
  When the PCs are done, read.
  As Preest leaves, he turns back to you. “I would not go 
  about talking about where you have been and what 
  you’ve done. It’s the kind of place that gets people 
  killed.” 
  He throws a purse in your direction, then he is gone, 
  The purse contains 1,000 gp in small gems for each PC. 
  EPILOG
  This is the epilog of the adventure. Read this once all of the 
  loose ends are handled.
  Within the Royal Library of Nyssa, during a cloudless 
  night, a shadowy figure moves unnoticed between the 
  
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  candlelit researchers. 
  Entering an office a smirk appears on her scarred face. 
  Silently she reaches for a hidden safe and opens it in 
  one go. From within, the figure draws a thick tome. 
  Her deep, raspy voice whispers to herself “It has been 
  a long time, my dear; a long time indeed.” The shape 
  opens the book as moonlight hit her pale, cruel and 
  merciless face. “Now Exodus will tremble as they did in 
  the Golden Age.” 
  Her quiet laugh dies as she makes her way out of the 
  Library.
  * * *
  In the morning a young student stands before the 
  head librarian. Nervously playing with her robe and 
  not raising her gaze to meet the librarian’s, she appears 
  shamefaced and guilty..
  “It is gone, sir. It is nowhere to be found. I… I… I looked 
  everywhere. I searched everywhere in the office. Raiding 
  the Sorcerer-King is simply not there! ” 
  THE END
  APPENDIX 1: STAT BLOCKS
  Professor Von grumborg
  Reinhalt von Grumborg CR 4
  Male Nasian expert 6
  NG Medium humanoid (human)
  Init -1; Senses Perception +1
  DEFENSE
  AC 12, touch 9, flat-footed 12 (+3 armor, -1 Dex); ACP +0
  hp 28 (6d8+0)
  Fort +3, Ref +1, Will +5
  OFFENSE
  Speed 30 ft. 
  Melee cane +3 (1d6-1)
  TACTICS
  During Combat: runs to the safest place possible, and 
  hides.
  Morale: the professor has no intention of dying on this 
  expedition. That’s why he hired the PCs.
  STATISTICS
  Str 8, Dex 9, Con 10, Int 17, Wis 10, Cha 12
  Base Atk +4; CMB +3; CMD 12
  Feats Skill Focus (Knowledge (history)), Skill Focus 
  (Knowledge (geography)), Skill Focus (Knowledge 
  (nature))
  Skills 
  Knowledge 
  (arcana) 
  +13, 
  Knowledge 
  (dungeoneering) +13, Knowledge (engineering) +13, 
  Knowledge (geography) +16, Knowledge (history) 
  +16, Knowledge (local) +13, Knowledge (nature) +16, 
  Knowledge (planes) +13, Knowledge (religion) +16, 
  Profession (archeologist) +10, Ride +4
  Languages Ancient Arman, Common, Khaynite, Nasian
  Combat Gear potion of cure moderate wounds Other 
  Gear cane (counts as a club), old masterwork studded 
  leather armor 
  DANGERS OF SAMETIA
  CALIBAN VETERAN MOB
  Caliban veterans lead bands of calibans in combat, relishing 
  in the mayhem and destruction. Their love of chaos is 
  particularly valued by the Horde.
  CALIBAN VETERAN MOB 
  CR 6
  Male caliban fighter 3
  CE Medium Humanoid (caliban)
  Init +5; Senses Darkvision 60ft.; Perception +0
  DEFENSE
  AC 13, touch 9, flat-footed 12  (+4 armor, +1 Dex, -2 size); 
  ACP -1
  hp 170 (3d10+9)
  Fort +5, Ref +2, Will +1
  Weakness light sensitivity
  Janus Horde
  Imperial Alliance
  
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  OFFENSE
  Speed 30 ft.
  Melee swarm (2d6) 
  STATISTICS
  Str 20, Dex 12, Con 14, Int 8, Wis 11, Cha 8
  Base Atk +3; CMB +14; CMD 25 (cannot be grappled or 
  tripped)
  Feats Improved Initiative, Power Attack, Toughness, 
  Weapon Focus (falchion)
  Skills Survival +6
  Languages Balite, Common
  SQ armor training 1
  Combat Gear mwk falchion, 3 handaxe, mwk hide
  SPECIAL ABILITIES
  Light Sensitivity (Ex) A caliban is dazzled in bright light.
  COCKATRICES, 6HD ADVANCED
  These hideous creatures are bred as pets by many in the 
  Janus Horde. They are overfed and frequently allowed to 
  roam freely around areas the Horde wishes to protect.
  6HD ADVANCED COCKATRICE 
  CR 5
  N Small magical beast
  Init +6; Senses darkvision 60ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 20, touch 18, flat-footed 13 (+6 Dex, +1 size, +2 
  natural, +1 dodge)
  hp 51 (5d10+18)
  Fort +8, Ref +11, Will +5
  OFFENSE
  Speed 20 ft., fly 60 ft. (poor)
  Melee bite +13 (1d4)
  Special Attacks petrification (DC 16)
  TACTICS
  Morale a cockatrice flees if brought down to less than 
  10 hit points.
  STATISTICS
  Str 11, Dex 22, Con 16, Int 2, Wis 17, Cha 12
  Base Atk +6; CMB +5; CMD 22
  Feats Dodge, Skill Focus (Perception), Weapon Finesse
  Skills Fly +9, Perception +13, Stealth +10
  SPECIAL ABILITIES
  Petrification (Su) Each time a creature is damaged 
  by the cockatrice’s bite attack, it must succeed on a 
  DC 16 Fortitude save or take 1d4 points of Dexterity 
  damage as its flesh and bones stiffen and harden. A 
  creature reduced to 0 Dexterity by a cockatrice’s bites 
  immediately turns completely to stone, as if petrified by 
  a flesh to stone spell. See the Pathfinder RPG Bestiary 
  for full details.
  WORG MOB
  This large group of angry black canines with malevolence 
  clearly readable in their eyes approaches, growling angrily. 
  WORG MOB 
  CR 6
  NE Huge magical beast (mob)
  Init +2; Senses darkvision 60ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 130 (4d10+4)
  Fort +5, Ref +6, Will +3
  Defensive Abilities mob traits
  OFFENSE
  Speed 50 ft.
  Melee swarm (2d6)
  Space 15ft; Reach 0ft.
  STATISTICS
  Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
  Base Atk +4; CMB +13; CMD 25
  Feats Run, Skill Focus (Perception)
  Skills Perception +11, Stealth +9, Survival +5; Racial 
  Modifiers +2 Perception, +2 Stealth, +2 Survival
  Languages Common, Goblin
  THE LOCARI
  The locari resemble human-sized insect-like abominations, 
  their chitin mottled with dark browns and grays giving them 
  great camouflage abilities. Their physical features combine 
  elements of insects, reptiles, and arachnids. They are only 
  known to occupy the island of Ablis.
  The locari are some of the Khaynites’ most recent creations, 
  being less than a few centuries old. Their origins and creator 
  are unknown. The Khaynites themselves are not sure who 
  among them created them. The locari are engineered to be 
  apex predators. Utterly, unbreakably loyal to their masters, 
  the locari rest in a niche between weapon, tool, slave and 
  pet.  These vile abominations, created from the worst 
  aspects of reptile, insect and arachnid, pose a threat to all 
  other forms of life. Some believe the locari are the result 
  of Khaynite breeding program with bebilith and common 
  insects. 
  The locari are organized in a complex network of hives 
  that instinctively cooperate. Each locari has a unique task 
  for which it is adapted and evolved. These adaptations are 
  called hive niches by the Khaynites. This makes each locari 
  unique and that much more dangerous.
  Locari are not known to communicate with other species. 
  Scholars speculate they communicate by means of a 
  complex language of sounds, gestures and pheromones. 
  No one has managed to communicate with them or decode 
  their alien language. All communication spells fail, yielding 
  only gibberish.
  
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  The few who encountered them commented on the danger 
  they pose to all life on Exodus. After seeing the fate of the 
  surviving visitors to Ambis, the Imperial Alliance set up a 
  blockade of the island. Anyone caught attempting to leave 
  the island is killed without trial or questioning. The island 
  is simply off-limits.
  For all their adaptability, the locari have fortunately never 
  been seen in the water. 
  LOCARI ENCOUNTER
  Encounters with the locari involve wave after wave of 
  creatures. The locari have no regard for their own life 
  and commit to battle without fear or regards for their own 
  safety.. Their sole tactic are huge swarming assaults.
  Locari never withdraw or flee, and they always fight to the 
  death. 
  LOCARI SUBTYPE
  For all their varied appearances and abilities, all locari 
  share a number of common traits.
   • Climb speed equal to their land speed.
   • Darkvision 60 feet and low-light vision.
   • Immunity to divination magic
   •  Hive niches special abilities. The save DC is equal 
  to 10 plus half the locari’s HD plus its Constitution 
  bonus.
   • Racial bonus of +5 Stealth in dark or shadowy areas.
   •  Unless hive niches changes them, all locari are 
  considered to have six legs.
   • Locari eat, drink, sleep and breathe.
   •  Locari instinctively understand the Khaynite 
  language, though only the leaders can speak it.
   •  Immunity to Magic (Su) All spells of the divination 
  school automatically fail when targeted against the 
  Locari. In the case of information gathering spells, 
  such as augury, the spell appears to succeed but 
  returns false and misleading information.
  LOCARI DRONE 
  CR 2
  N Medium aberration (locari)
  Init +2; Senses darkvision 60ft, low-light vision, 
  Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 25 (3d8+9)
  Fort +3, Ref +3, Will +3
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +5 (1d6+2 plus trip), tail stinger -1 (1d6+1)
  STATISTICS
  Str 14, Dex 14, Con 14, Int 6, Wis 10, Cha 2
  Base Atk +2; CMB +5; CMD 18 (26 vs. trip)
  Feats Toughness, Weapon Focus (bite)
  Skills Climb +10, Perception +6, Stealth +8 (+13 in dark 
  areas), Survival +6; Racial Modifiers +8 Climb, +5 Stealth 
  in dark areas
  Language Khaynite (understand only)
  SQ Hive niche
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari Drone can choose one Hive 
  Niche. If the niche allows, the save is DC 14. This save DC 
  is Constitution based.
  Recommended niches: flesh hooks, oversize jaw, very 
  resistant, web, or winged.
  LOCARI SCOUT 
  CR 3
  N Medium aberration (locari)
  Init +7; Senses darkvision 60ft, low-light vision, 
  Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +4, Will +5
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +7 (1d6+3 plus trip), tail stinger +1 (1d6+1 
  plus drag)
  STATISTICS
  Str 16, Dex 16, Con 16, Int 6, Wis 12, Cha 2
  Base Atk +3; CMB +6; CMD 19 (27 vs. trip)
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Climb +12, Perception +8, Stealth +10 (+15 in dark 
  areas), Survival +8; Racial Modifiers +8 Climb, +5 Stealth 
  in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (winged)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari scout can choose one Hive 
  Niches. If the niche allows, the save is DC 15. This save 
  DC is Constitution based.
  Recommended niches: acid breath, blinding breath, 
  explosive death, increased agility, spikes, or web.
  LOCARI HUNTER 
  CR 4
  N Medium aberration (locari)
  Init +8; Senses darkvision 60ft, low-light vision, 
  Perception +9
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 42 (5d8+20)
  Fort +5, Ref +5, Will +6
  Immune Magic (divination)
  
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  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +8 (2d6+4 plus trip), tail stinger +5 (1d6+2)
  STATISTICS
  Str 18, Dex 18, Con 18, Int 6, Wis 14, Cha 2
  Base Atk +3; CMB +7; CMD 21 (29 vs. trip)
  Feats Improved Initiative, Multiattack, Weapon Focus 
  (bite)
  Skills Acrobatics +10, Climb +14, Perception +9, Stealth 
  +12 (+17 in dark areas), Survival +8; Racial Modifiers +8 
  Climb, +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (oversize jaws)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari hunter can choose any two Hive 
  Niches. If the niche allows, the save is DC 16. This save 
  DC is Constitution based.
  Recommended niches: blinding breath, flash hooks, 
  spikes, venomous stinger, or web.
  LOCARI SOLDIER 
  CR 5
  N Medium aberration (locari)
  Init +4; Senses darkvision 60ft, low-light vision, 
  Perception +11
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 59 (7d8+28)
  Fort +6, Ref +6, Will +7
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +11 (1d8+5 plus trip), 2 scything talons +8 
  (1d6+5), tail stinger +8 (1d6+2)
  STATISTICS
  Str 20, Dex 18, Con 18, Int 6, Wis 14, Cha 2
  Base Atk +5; CMB +9; CMD 23 (31 vs. trip)
  Feats Improved Natural Armor, Improved Natural Attack 
  (bite), Multiattack, Weapon Focus (bite)
  Skills Acrobatics +12, Climb +14, Perception +11, Stealth 
  +14 (+19 in dark areas), Survival +8; Racial Modifiers +8 
  Climb, +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari soldiers have scything talons, 
  each locari soldier can choose one additional Hive 
  Niches. If the niche allows, the save is DC 17. This save 
  DC is Constitution based.
  Recommended niches: acid breath, extra limbs, extra 
  scything talons, large, paralysis blood splatter, reinforced 
  carapace, spikes, or venomous talons.
  GIANT SOLDIER 
  CR 6
  N Large aberration (locari)
  Init +3; Senses darkvision 60ft, low-light vision, 
  Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 
  size)
  hp 73 (7d8+42)
  Fort +8, Ref +5, Will +7
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +12 (2d6+7 plus trip), 2 scything talons +9 
  (1d8+7), tail stinger +9 (1d8+3)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 24, Dex 16, Con 22, Int 8, Wis 14, Cha 2
  Base Atk +5; CMB +12; CMD 25 (29 vs. trip)
  Feats Improved Natural Armor, Improved Natural Attack 
  (bite), Multiattack, Weapon Focus (bite)
  Skills Acrobatics +10, Climb +15, Perception +13, 
  Stealth +9 (+14 in dark areas); Racial Modifiers +8 Climb, 
  +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari soldiers have scything talons, 
  each locari soldier can choose one additional Hive 
  Niches. If the niche allows, the save is DC 19. This save 
  DC is Constitution based.
  Recommended niches: as soldier.
  LOCARI PRINCESS 
  CR 9
  N Large aberration (locari)
  Init +3; Senses darkvision 60ft, low-light vision, 
  Perception +13
  DEFENSE
  AC 23, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 
  size)
  hp 126 (11d8+77)
  Fort +9, Ref +6, Will +9
  Immune Magic (divination)
  OFFENSE
  Speed 30 ft.; climb 30ft. 
  Melee bite +15 (2d6+8 plus trip), 2 scything talons +12 
  (1d8+8), tail stinger +12 (1d8+4)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 26, Dex 16, Con 22, Int 8, Wis 14, Cha 2
  Base Atk +8; CMB +15; CMD 29 (33 vs. trip)
  Feats Improved Natural Attack (bite), Multiattack, Power 
  Attack, Toughness, Weapon Focus (bite)
  
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  Skills Acrobatics +14, Climb +16, Perception +13, Stealth 
  +10 (+15 in dark areas); Racial Modifiers +8 Climb, +5 
  Stealth in dark areas
  Language Khaynite
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari princesses have scything talons, 
  each princess can choose two additional Hive Niches. 
  If the niche allows, the save is DC 21. This save DC is 
  Constitution based.
  HIVE NICHES
  Every locari has a specific task, be it to die in defense of 
  the hive, or to produce the next generation. The locari’s 
  designers created hundreds, perhaps even thousands, of 
  different type of locari, and ensured that each would have 
  the tools it needed to do its job. Each category of locari can 
  choose powers from this list.
  All DCs can be found in the individual Locari entry. Unless 
  specified, locari are immune to hive niches abilities of other 
  locari.
  Acid	Breath	(Ex)	A locari can breathe 15 foot cone of acid 
  that deals 1d8 points of acid damage per hit dice of the 
  locari, Reflex half. A locari can use this ability one every 
  1d6 rounds.
  Blinding	Breath	(Ex)	A locari can breathe 30 foot cone of 
  venom. Targets must make a Fortitude save or be blinded 
  for a number of rounds equal to the locari’s Constitution 
  bonus. A locari can use this ability one every 1d6 rounds.
  Explosive	Death	(Ex)	When the locari is killed, it explodes. 
  Everything within 10ft. of the locari takes 1D6 points of 
  damage per two HD, Reflex halves. If the killing blow is a 
  critical hit, this damage is doubled. Locari This damage is 
  half acid and half fire.
  Extra	Limbs	(Ex)	The locari gains the pounce ability.
  Extra	 Scything	 Talons	 (Ex) Requires Scything Talons. 
  The locari gains two extra scything talon attacks. This 
  enhancement may be taken multiple times, each costing 
  one hive niche. 
  Flesh	 Hooks	 (Ex) When the locari hits a target with its 
  stinger, it can make free grab attempt. Requires a stinger.
  Increased	 Agility	 (Su) The locari gains the benefit of 
  evasion. May not be taken if the locari has reinforced 
  carapace.
  Large	(Ex) Apply the Giant template to the locari.
  Long	 Talons	 (Ex) The locari’s scything talons gains an 
  additional 5 feet of reach. 
  Oversize	 Jaw	 (Ex) The locari’s jaws are massive, they 
  inflict damage as though the locari was two sizes larger.
  Paralysis	Blood	Splatter	(Ex)	When a locari takes a critical 
  hit form a piercing of slashing weapon, all non-locari 
  within 5ft. of the locari must make a Fortitude save or be 
  paralyzed for 1d4 rounds. 
  Reinforced	Carapace	(Ex) The Locari has a strengthened 
  carapace. The extra weight also slows it greatly. The locari 
  gains +4 AC and +2 to Strength. All of its movement forms 
  are reduced by 20’.
  Scything	Talons	(Ex) The Locari has two long talons that 
  inflict 1d6+Strength points of piercing damage. They are 
  secondary attacks. Obtaining this enhancement costs two 
  hive niches.
  Serpentine	(Ex) The locari’s lower half is like a serpent. 
  The locari cannot be tripped, replaces its stinger. A locari 
  with this niche can make a slam attack with its tail and 
  gains the grab special ability. May not take venomous 
  stinger.
  Spikes	(Ex)	Anyone making a melee attack without a reach 
  weapon that successfully strikes the locari takes 1d6 points 
  of piercing damage.
  Venomous	Stinger	(Ex)	On a successful Tail Slap attack, 
  a Locari may opt to use its stinger to inject venom into the 
  target (see Locari Venom). Unless a locari has a withering 
  stinger, they cannot use Locari Withering.
  Venomous	 Talons	 (Ex) Requires scything talons and a 
  poisonous stinger attack. The locari can deliver its poison 
  when making a successful talon attack.
  Very	 Resistant	 (Ex) The locari gain resistance 5 to all 
  forms of energy (acid, cold, electrical, fire and sonic).
  Web	(Ex) the locari gains a web attack per web universal 
  monster rule. A locari is immune to its own web and can 
  make a DC (per locari) Climb check to ignore the web of 
  other locari.
  Winged	(Ex)	The Locari has large wings, which allow it 
  to take flight. The Locari gains Flight speed of 60ft. with 
  average maneuverability, and ranks in Fly equal to their 
  HD.
  Withering	Stinger	(Ex)	With a successful stinger attack, 
  the locari can implant locari grubs into a victim. If the locari 
  also has a venomous stinger, a successful strike can impart 
  both poison and withering. This is only available to locari 
  princesses and queens.
  LOCARI VENOM
  Here is a number of locari venom. The DCs of any locari 
  poison is dependent on the locari.
  ASSIMILATION VENOM
  Type injury; Save Fortitude DC (per locari)
  Onset 2 rounds; Frequency 1/minute for 4 minutes.
  Effect 1d3 Wisdom damage, target must make a Will 
  save or be subject to a compulsion to serve the Locari 
  
  29
  NeoExodus Adventures:  
  origin of man
  hive. The victim of assimilation venom gains the ability 
  to understand the locari language, but only when 
  the venom remains active. This effect lasts until the 
  subject is rendered unconscious; Cure two consecutive 
  Fortitude saves.
  LOCARI WITHERING
  Type injury; Save Fortitude DC (per locari)
  Onset 1d3 days; Frequency 1/day.
  Effect 1d3 Con; Cure Surgery; A DC 24 Heal check is 
  required to remove the grub. Surgery deals 2d6 points 
  of damage to the target per points of Constitution 
  lost to the grubs. A failed surgery roll inflicts 1d3 Con 
  damage to the target.
  Special Locari Withering acts like a poison but it is not. 
  Those Immune to poison can be affected by it. The 
  grubs cannot be affected by a neutralize poison spell, 
  though a heal spell removes them.
  Special Once the sufferer reaches zero Constitution, 
  because of Locari Withering, the grubs have fully 
  matured.. Locari erupt from the host forming a locari 
  swarm and killing the host. 
  Special A DC 20 Heal is required to detect the presence 
  of the parasite. A victim feels tired and weak, but 
  otherwise in good health.
  NECROSIS VENOM
  Type injury; Save Fortitude DC (per locari)
  Onset 1 hour; Frequency 1/day for 6 days.
  Effect 1 Con damage + cumulative 5% chance of Slow 
  Death Rot; Cure can be cured by taking electricity 
  damage equal to or greater than the Locari’s HD.
  APPENDIX 2: NEW RULES
  NEW MAGIC ITEMS
  GODLY SCROLLS
  Aura varied; CL varied
  Slot -; Price quadruple the cost of a scroll
  DESCRIPTION
  Godly scrolls were originally created by the angelic hosts 
  of the gods to allow them or trusted mortals to use 
  abilities such as spell knowledge they did not normally 
  possess. Godly scrolls are extremely rare and only given 
  by churches to favored or important lay worshippers.
  Godly scrolls are all linked to one deity and can be used 
  by those of the same alignment as the deity itself. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Scribe Scroll, creator 
  must be able to cast the scribed spell; Cost quadruple 
  the cost of a scroll.
  NEW RULES
  MOBS
  Sometime it is more convenient (and quicker) to represent 
  a group of low-level combatants by have them swarm or 
  form into a mob. Such a group usually contains individuals 
  with similar abilities, such as a mob of peasants or an enuka 
  tribe. A mob obeys mob mentality and surges forward 
  striking with whatever weapons it has handy. This creates a 
  “creature” that resembles a swarm in many aspects.
  Except where mentioned below, a mob is considered to be 
  a single creature. 
  A mob can move without penalty into any area that its 
  member could fit through.
  Mobs never use spells or special abilities requiring activation 
  (but a mob of rangers would gain bonuses from the favored 
  enemy ability and a mob of p’tan does additional damage 
  to creatures with the First Ones subtype).
  Although not immune to weapon damage, any attack that 
  targets only a single creature cannot deal more than 10% of 
  the mob’s starting hit point in damage. 
  A mob is vulnerable to area of effect attacks the same way 
  a swarm is. Any area of effect attack deals half again its 
  damage to the mob.
  Deals damage like a swarm.
  A mob is immune to any spell that targets a finite number 
  of creatures with the exception of those dealing damage, 
  those spells act like weapons (deal a maximum of 10% of 
  the mob’s starting hit point). 
  A mob that reaches zero hit points is dispersed, leaving one 
  third for dead, one third injured or unconscious and one 
  third still alive. However the creatures have lost the will to 
  fight and flee as fast as they can.
  
  30
  NeoExodus Adventures:  
  origin of man
  APPENDIX 3: MAPS
  THE PROFESSOR’S OVERLAND JOURNEY
  THE ARMAN VILLAGE
  THE CELLAR
  
  31
  NeoExodus Adventures:  
  origin of man
  Player Handout 2: Research
  1: HISTORY OF THE KEEP
  You found a number of historical documents relating the founding of the hold of Gregorheim. 
  According to the records, Gregor Utaliov was a powerful captain who led dozens of expeditions against the lands of 
  the Sorcerer-Kings. He was also known as a great slayer of beasts.
  As he returned from an expedition to the North, he landed his ship in the nearby cove. There, his crew was set upon 
  by a horde of horrible creatures. 
  After an epic battle – the text is quite explicit about the death Gregor inflicted on the creatures – Gregor entered a 
  lost keep where the master of those horrors has his lair. Without mercy, Gregor proceeded to behead the Khaynite 
  alchemist and claimed the land as his own. 
  The chronicles detail Gregor’s descendents and the expansion of his domain over the next two hundred years. During 
  this time, the Gregorov family grows powerful.
  The most recent documents, dated about ten centuries ago deal with the Arman migration and how the family lost 
  many of its territories due to depopulation.
  The final entries deal with arachnid horrors they call “locari.” The scribes detail the sudden appearance of the 
  creatures and the rapid defeat of the Arman armies. Although the warriors killed thousands, more kept coming in 
  seeming endless numbers.
  The scribe marvels as the many different adaptation of the creatures. He comments that each is adapted for some alien 
  purpose and that they cannot be clearly categorized.
  Player Handout 2: Research
  2: THE TRAVEL JOURNALS
  You found a number of travel journals and ships logs. These log information about rich settlements along the coast of 
  mainland Exodus. From the mountainous coast of Abaddon to the northern jungles of the Wyldlands of Bal, there are 
  few settlements whose names sound familiar.
  The journals lead you to believe that the locals had access and understood at least partially how to use and activate 
  the Nexus Gateway portals.
  Player Handout 2: Research
  3: THE MAP OF THE KINGDOM
  You found a map of the king’s domain. On it are a number of villages and a larger settlement. Their precise function 
  is unclear, however a number of them seem to have been military in nature. 
  CUT OUT EACH SECTION AND HAND THEM OVER  
  TO THE PCS AS THEY FIND THE APPROPRIATE HAND OUT.
  Player Handout 2: Research
  4: THE OPENING RITUAL
  You discovered a scroll that details the ways of activating a Nexus Gateway portal to a friendly settlement. Exactly 
  where that settlement is not clear, but should it is clear that such a settlement is located on the mainland.
  Player Handout 1: The Letter
  <Your proper name>,
  Meet me at the Rusty Helm in Nyssa tomorrow at noon. Ask for the Professor’s table. The password is “History 
  Awaits.”
  
  32
  NeoExodus Adventures:  
  origin of man
  Player Handout 2: Research
  5: MAP OF THE TREASURY
  You discovered a treasure map! The map shows the location of Gregor Utaliov’s personal treasure. The content is 
  not clear, but based on your previous readings, it is a fortune. The secret word and how to activate the hidden door 
  is fully described.
  The map would lead you a short distance from the keep, a few hours at most.
  Player Handout 2: Research
  6: TAX DOCUMENT
  You found a tax document that detailed the all that was gathered over a couple of years. Though of limited interest, 
  your attention is drawn to a ‘Nexus Gateway’ usage tax. Further research convinces you that the local kings controlled 
  not one but two Nexus Gateways!
  Further research reveals its location: about an hour’s walk to the southwest of the keep, by a strong-flowing river.
  With any luck, the Nexus Gateway portal is still intact and you might use it to return home.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  first ones
  e ne mie s  o f  Ne o e xo du s :
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  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  33
  NeoExodus Adventures:  
  origin of man
  Designed	by:	Jean-Philipe ‘JP’ Chapleau
  Editing:	Jeffrey Erwin 
  Graphic	Design,	Layout	&	Logo:	Louis Porter, Jr Design
  Cover	and	Interior	Art:		Juan Diego Dianderas and Carlos Herrera
  Kickstarter	Donors:		John Kelbaugh, Michael DeMao, James Boland, Ken Brzuziwski, Martin Blake, Kurt Zdanio, John 
  Beattie, Chris Jahn, James P Walker, Michael Schell, Brett Easterbrook, Linda Weygant, Robyn 
  Nixon, Austin Stanley, Jeffrey Palmer, Z Daniel Esgate, Thilo and various anonymous donors.
  NeoExodus: A House Divided created by Louis Porter Jr.
  For supplemental material, visit Louis Porter Jr. Design website: www.lpjdesign.com or www.neoexodus.com
  Louis Porter Jr. Design, NeoExodus: A House Divided & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2011 Louis Porter Jr. Design Inc. The 
  mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This 
  edition of NeoExodus: A House Divided is produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of Wizards of the Coast. 
  Subsequent versions of this product will incorporate later versions of the license and document.
  Designation	of	Product	Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all NeoExodus: A 
  House Divided & Louis Porter Jr. Design logo and identifying marks and trade dress, such as all Louis Porter Jr. Design product and product line names including but not limited to NeoExodus: A House 
  Divided, NeoExodus: A House Divided Campaign Setting; any specific characters and places; capitalized names and original names of places, artifacts, characters, races, countries, geographic locations, 
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  likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already 
  open by virtue of appearing there. The above Product Identity is not Open Game Content.
  Designation	of	Open	Game	Content: Subject to the Product Identity designation above, the following portions of NeoExodus: A House Divided are designated as Open Game Content: the racial class 
  tables and the “Racial Traits”, the prestige class advancement tables and “Class Features”, the feats in their entirety; the magic items, artifacts, the names, spell parameters (range, duration, etc.), and 
  game mechanics of the spells and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content, 
  and all other material is not.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The remainder of these Open Game Content 
  portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE NeoExodus: A House Divided copyright 2010 Louis Porter Jr. Design, Inc. This 
  material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited 
  without express written permission from Louis Porter Jr. Design Inc., except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may 
  print or photocopy copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  OPEN GAME LICENSE VERSION 1.0A
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  NeoExodus Adventures: Order of Man Copyright 2013, 
  Louis Porter Jr. Design, Inc.
  
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