TEXT: ADVENTURE PATH  PART 2 OF 6
  by Rob McCreary
  Rivers 
  Run Red
  Rivers 
  Run Red
  ®
  
  Source: Wanted poster.
  Task: Shambling mounds aren’t as common in the 
  Greenbelt as they are in Hooktongue Slough, but 
  they’re not unheard of. A local herbalist has found 
  that the sap of a shambling mound works wonders 
  for cultivating certain medicinal herbs, and asks 
  for one shambling mound’s worth of sap.
  Completion: Deliver the sap to the herbalist.
  Reward: The herbalist can pay 600 gp for the sap, 
  along with 3 potions of cure moderate wounds.
  Source: Wanted poster.
  Task: A ferocious worg stalks the Kamelands! 
  His name is Howl-of-the-North-Wind, and he’s 
  been eating bandits and hunters for years. With 
  the new influx of citizens into the Greenbelt, 
  the ravenous worg needs to be slain before he 
  acquires a taste for the citizenry!
  Completion: Kill the worg and display his body at 
  town for the citizens to see.
  Reward: The kingdom approves a reward of 1,200 gp 
  to the heroes who slay Howl-of-the-North-Wind.
  Source: Wanted poster.
  Task: A local alchemist has a theory that trolls’  
  blood can serve as a catalyst during the creation 
  of healing potions. But until he gets a supply of the 
  blood, he won’t be able to prove his theory.
  Completion: Deliver a waterskin filled with troll blood 
  to the alchemist. He doesn’t need more than one 
  waterskin, so one troll donor should do the trick.
  Reward: The alchemist promises a reward of 1,200 gp 
  in potions (hunter’s choice), deliverable about a week 
  after the blood is brought to him.
  Source: Wanted poster.
  Task: Rumors of a dragon haunting the southern 
  Narlmarches are probably (hopefully) overstated. The 
  evidence indicates that the source of the rumors 
  is merely a forest drake. In any event, it’s killing 
  folks and needs to be put down.
  Completion: Find a forest drake, kill it, and return 
  to town with its head as proof.
  Reward: The kingdom approves a reward of 1,200 gp 
  to the first group to successfully slay a forest 
  drake in the Narlmarches.
  ShambleSap
  NortherN howlS
  troll blood
  ForeSt drake huNt
  
  Rivers Run Red
  ADVENTURE PATH PART 2 of 6
  ®
  
  ®
  “Rivers Run Red” is a Pathfinder Adventure Path scenario designed for four 4th-level characters. By the end of this adventure, characters should reach 7th level.  
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found on page 92 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open 
  Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
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  Printed in China. 
  credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Judy Bauer and Christopher Carey
  Editorial Assistance • Jason Bulmahn, Rob McCreary, Erik Mona, 
  Sean K Reynolds, James Sutter, and Vic Wertz
  Editorial Interns • Tyler Clark and Matthew Lund
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Vincent Dutrait
  Cartographers
  Rob Lazzaretti
  Contributing Artists
  Eric Belisle, Pavel Guzenko, Jon Hodgson, Maruisz Gandzel,  
  Peter Lazarski, Scott Purdy, and Tyler Walpole
  Contributing Authors
  Adam Daigle, Ed Greenwood, James Jacobs, Rob McCreary, 
  Richard Pett, Sean K Reynolds, and James L. Sutter 
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  Ed Greenwood, China Miéville, 
  the Paizo Customer Service, Website, and Warehouse Teams
  
  table of contents
   
  Foreword 
  4
  Rivers Run Red 
  6
  by Rob McCreary
  Of Cities and Kings 
  54
  by James Jacobs
  Erastil 
  66
  by Sean K Reynolds
  Pathfinder’s Journal: Prodigal Sons 2 of 6 
  72
  by Richard Pett
  Bestiary 
  78 
  by Adam Daigle, Ed Greenwood, Rob McCreary, 
  Sean K Reynolds, and James Sutter
  Pregenerated Characters 
  90
  Preview 
  92 
  
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  4
  Part 2 
  of 6
  Part 2 
  of 6
  No Need to Rush
  No Need to Rush
  N
  ation building takes time. The rules presented 
  in “Of Kings and Cities” (starting on page 54 of 
  this volume) use month-long intervals to track a 
  kingdom’s growth, and it could well take many months or 
  even years for a nation to achieve a respectable size of a few 
  dozen hexes. This means that the Kingmaker Adventure 
  Path has potential to be the longest-running (in game 
  time, at least) Adventure Path yet!
  As the GM, you should embrace this fact. While it can be 
  tempting to race through an Adventure Path and assume 
  that its events more or less play out in real time as you 
  play the game, Kingmaker benefits from numerous long 
  breaks in which the PCs take a step back from adventuring 
  and spend time relaxing, running their nation, crafting 
  magic items, and so on. Not only does this increase the 
  verisimilitude of the campaign (nations don’t become 
  sprawling kingdoms overnight, after all), but it can also 
  allow for game play elements that often get left behind in 
  campaigns that don’t pause now and then for air. With a 
  slower-paced game, PCs who want to craft items will have 
  plenty of time to do so. And watching a beloved character 
  grow old or establish a family can make the rewards of a 
  successful adventure even more poignant.
  The Kingmaker Adventure Path isn’t on a timer. The 
  events that play out in this campaign can unfold at any pace 
  you wish. A good way to run the campaign is to let the PCs 
  take control; as they explore the Stolen Lands and develop 
  their kingdom and cities, the encounters and events of this 
  adventure should trigger naturally, at an organic pace. If you 
  ever feel that the PCs are lagging or stalling, it’s a simple 
  matter to have the next kingdom event occur or one of the 
  many NPCs in the area approach the PCs with a quest. 
  You can use any of the quests on the inside front covers to 
  maneuver the PCs to a specific location—and in so doing, 
  they’re likely to encounter even more encounters and 
  quests. The climaxes of “Rivers Run Red” (dealing with a 
  gigantic owlbear and a conflict with a tribe of trolls) can 
  occur whenever you wish, in other words!
  Before you actually begin “Rivers Run Red,” consider 
  having the PCs run through an entire year of their new 
  paizo.com #1438881, Demon Pirate <thedemonpirate@gmail.com>, Jun 10, 2010
  539951
  
  Fore ord
  5
  m
  Fore ord
  m
  kingdom’s development. During this time, they shouldn’t 
  be exploring—they should be helping their initial cities 
  and kingdom develop. By taking a year to do this, you 
  help to establish a break between this adventure and the 
  previous one, give the PCs some time to recuperate and 
  craft items if they wish, and perhaps most importantly, 
  give them a chance to build up the basics of a kingdom. 
  Of course, if the PCs are itching to get back to exploration, 
  you can jump in and begin a new adventure at any time. 
  Likewise, it’s okay if at any point during the adventure the 
  PCs want to stop and take several months off to focus on 
  their kingdom, venturing out to explore again only when 
  the need to find more gold for their treasury or more land 
  to conquer arises. Take the game at your own pace, and 
  have fun as you go!
  Selecting leaderS
  The PCs should decide on their own method for selecting 
  which roles each of them will fill in the leadership of their 
  nation. In many cases, these choices should come naturally, 
  as each leadership role relies on a different ability score for 
  success in that role. Yet there are 11 different leadership 
  roles to choose from—unless you have 11 players, there’ll 
  be some vacancies left over after each PC chooses his role.
  These vacancies should be filled by NPCs. While you can 
  certainly handwave this element of the game and simply 
  say that each vacancy is filled by a typical NPC skilled in 
  the required role (effectively giving each such role a +1 
  modifier to the appropriate kingdom element), it can be 
  more rewarding if the PCs fill the vacancies with specific 
  NPCs they’ve encountered and allied with. This adventure 
  and the previous adventure present a large number of 
  NPCs that the PCs can encounter, and most of them could 
  do quite well in positions of leadership. Which NPC gets 
  placed in which leadership role should be left for the PCs 
  to decide.
  The table at the top of this page summarizes several key 
  NPCs encountered in the first two Kingmaker adventures. 
  Each entry lists the source where the NPC is detailed, her 
  six ability scores, the role to which she is most suited, the 
  role which she wants most, and a single word description 
  of her personality to aid in playing her. The NPC’s starting 
  attitude toward the PCs is also listed; feel free to adjust this 
  attitude as appropriate to match how that NPC has interacted 
  with the PCs in the Adventure Path so far. Note that some of 
  these NPCs might have perished in the previous adventure, 
  in which case the PCs might need to turn elsewhere to 
  find their leaders. Feel free to introduce NPCs of your own 
  creation into your game as well. Cohorts of PCs who take 
  Leadership can be a great source of additional leaders. 
  Particularly adventurous PCs might even recruit some of 
  the region’s more unusual or monstrous denizens, like the 
  kobold Chief Sootscale, Vesket the Lizard King, Melianse 
  the nixie, or even Munguk the wandering giant! And, of 
  course, if the PCs can wait that long, they’ve good chances of 
  encountering even better qualified leaders as the Adventure 
  Path goes on.
  If an NPC’s desired role is different from the role the 
  PCs want to enlist that NPC for, he refuses to accept the 
  position the PCs offer unless he is first made Friendly. 
  An NPC whose desired role is listed as “None” must be 
  made helpful before he agrees to take on any leadership 
  role. Note that no NPC is listed as having Ruler for his best 
  role—this role should be taken by a PC if at all possible. 
  After all, who wants to follow a king who’s not actually 
  sitting at the table with the rest of you? With a PC playing 
  the ruler, at least the other PCs will know whom to blame 
  if things turn bad!
  Example NPC Leaders
  Name 
  Source 
  Str Dex Con Int Wis Cha 
  Desired Role 
  Best Role 
  Description 
  Attitude
  Akiros Ismort 
  Pathfinder #31, page 43 
  14 
  12 
  16 
  10 
  8 
  15 
  General 
  Warden 
  aimless 
  Indifferent
  Loy Rezbin 
  Pathfinder #32, page 15 
  10 
  8 
  9 
  15 
  11 
  12 
  Treasurer 
  Grand Diplomat 
  educated 
  Indifferent
  Corax 
  Pathfinder #32, page 17 
  17 
  14 
  14 
  10 
  12 
  8 
  Ruler 
  Royal Assassin 
  crass 
  Unfriendly
  The Old Beldame 
  Pathfinder #32, page 23 
  5 
  9 
  11 
  20 
  12 
  15 
  None 
  Magister 
  ill-tempered 
  Unfriendly
  Jhod Kavken 
  Pathfinder #31, page 15 
  10 
  8 
  13 
  12 
  18 
  14 
  None 
  High Priest 
  self-doubting 
  Friendly
  Jubilost Narthropple 
  Pathfinder #32, page 19 
  8 
  16 
  14 
  13 
  14 
  10 
  Marshal 
  Marshal 
  curious 
  Indifferent
  Kesten Garess 
  Pathfinder #31, page 15 
  17 
  8 
  13 
  10 
  12 
  14 
  Warden 
  General 
  morose 
  Indifferent
  Lily Teskerten 
  Pathfinder #32, back cover 
  10 
  17 
  12 
  14 
  8 
  13 
  Ruler 
  Spymaster 
  flirty 
  Indifferent
  Oleg Leveton 
  Pathfinder #31, page 8 
  11 
  9 
  10 
  12 
  15 
  8 
  Treasurer 
  Treasurer 
  surly 
  Friendly
  Svetlana Leveton 
  Pathfinder #31, page 8 
  8 
  9 
  10 
  11 
  12 
  15 
  None 
  Councilor 
  kind 
  Friendly
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
  
  6
  Part 2 
  of 6
  Part 2 
  of 6
  B
  e it so known that the bearers of this charter, having delivered the 
  northern reaches of the Greenbelt from the scourge of banditry, 
  having provided detailed maps of the lay of the land, and having 
  done no small amount of work in the exploration of said land and the 
  culling of hostile monsters and indigenous hazards, are hereby granted 
  the right to rule. The nature and laws of rule are theirs to define, and 
  the wellbeing of this new nation is theirs to protect. In accordance for 
  providing a stable nation to the south of central Rostland, let there 
  be a generous stipend of funds, support, and advice provided to this 
  fledgling nation as a token of Restov and Brevoy’s goodwill, such 
  that future relations between kingdoms might be mutually beneficial. 
  So witnessed under the watchful eye of the Lordship of Restov and 
  by the authority granted by Lord Noleski Surtova, current Regent of 
  the Dragonscale Throne.
  Rivers Run Red
  Rivers Run Red
  
  7
  Rivers Run Red
  Rivers Run Red
  Adventure BAckground
  The Stolen Lands are not a stagnant place. Even as the PCs 
  gain their first footholds in the unsettled region known 
  as the Greenbelt, plans beyond their borders and outside 
  their knowledge have already been set into motion. The 
  dangerous mad nymph-queen Nyrissa already considers 
  the Stolen Lands her own, and her response to the sudden 
  invasion of these lands ranges from subtle to blatant. 
  Fortunately for the PCs, her current interests lie closer to 
  home. The aid she grants to the bandit kingdom of Pitax in 
  destroying and subverting the adventurers and colonists 
  Restov sends into the southwest is swift and decisive. Yet 
  she does not ignore the insults that lie to the east, and as 
  the PCs push farther into the Greenbelt and establish a 
  fledgling kingdom of their own, they are destined to clash 
  with two groups sent by the nymph to keep the Greenbelt 
  free from meddling heroes.
  The first group is a violent band of trolls led by a fearsome 
  troll named Hargulka. Even before Brevoy took an official 
  interest in the lands to the south, lone hunters, trappers, and 
  loggers made their presence felt in the forests of the Stolen 
  Lands. Worse, the land’s indigenous residents, including 
  kobolds, lizardfolk, and a handful of good-aligned (and thus 
  untrustworthy) fey were far too independent for Nyrissa’s 
  liking. She visited Hargulka in a dream, planting in his 
  mind ideas of territorial expansion and aggression and 
  tricking him into thinking he wanted to claim more power. 
  Hargulka and his crew have abandoned their original 
  single-cave den and moved into an abandoned dwarven 
  guard post in the southern Stolen Lands, using it as a base 
  to stage raids against the intelligent denizens of the area. 
  As this adventure progresses, Hargulka’s trolls and other 
  denizens of the southern Greenbelt grow increasingly 
  violent, attacking travelers and settlers and terrorizing 
  locals. By manipulating the trolls into destabilizing the 
  region, Nyrissa hopes to make the lands easier to claim 
  when the time comes. 
  Nyrissa’s second group was a large group of bandits who 
  had spent many months in the swamplands of Hooktongue 
  Slough, focusing their mayhem on a group of more civilized 
  bandits (allies of Pitax who rule a fortified domain called 
  Fort Drelev; see Pathfinder Adventure Path volume #34 for 
  details). These bandits, led by a ruthless ranger named 
  Eirikk, made extensive use of trained and not-so-trained 
  (but mostly loyal) wild animals and monsters in their 
  frequent attacks on Fort Drelev’s holdings, a tactic made 
  possible in most part due to a gift Nyrissa gave Eirikk—a 
  ring of bestial friendship made from a lock of her hair (a 
  ring that, unknown to Eirikk, bore an unfortunate curse). 
  Like the Stag Lord before him, Eirikk considered Nyrissa 
  a “secret benefactor” and hoped someday to upgrade her 
  to “secret lover.” When she told him about a particularly 
  violent mated pair of gigantic owlbears dwelling in the 
  southern Narlmarches and about the up-and-coming new 
  nation of merchants to prey on that was expanding quickly 
  in the Greenbelt, Eirikk saw this as an excellent chance to 
  impress the nymph. If he could gain the allegiance of these 
  enormous owlbears and conquer this new kingdom, how 
  could his secret benefactor resist his charms? Certainly, the 
  prospect of switching his predation to a nascent kingdom 
  pleased him, as Fort Drelev’s defenses had grown ever more 
  skilled at repulsing his men and trained beasts.
  And so Eirikk had a suit of barding made, sized for 
  an enormous owlbear, then led his men west into the 
  Narlmarches. He found the owlbear den with little 
  problem and, using the ring of bestial friendship, managed to 
  calm the beast and outfit it with the barding he’d brought 
  with him. But the ring was cursed—when the owlbear’s 
  mate returned, she sensed the enchantment and flew into a 
  frenzy. Eirikk and his men were forced to kill the owlbear’s 
  mate, which enabled the massive beast to throw off the 
  enchantment. In its savage wrath, it killed the bandits to a 
  man, Eirikk included. Yet while the plan ended poorly for 
  Eirikk, it had gone exactly as Nyrissa had planned—she 
  had never valued the bandit’s skills in the first place and 
  wanted only to incite the massive owlbear into a blood 
  rage. Furious and maddened at the loss of its mate and 
  the wounds it suffered, the enormous owlbear has flown 
  into a rampage, and the PCs’ new kingdom and capital city 
  lie right in its path. If these forces are not dealt with, the 
  rivers of the Stolen Lands will run red with the blood of 
  the latest doomed attempt to civilize them!
  Adventure SummAry
  The PCs receive a shipment of funds, materials, and colonists 
  from Brevoy and beyond, along with instructions to build 
  a town and attract more pioneers to their nascent country. 
  Advancement Track
  “Rivers Run Red” assumes four player characters using the Medium advancement track for XP. Characters should be 4th level when 
  they begin “Rivers Run Red.” The sandbox nature of this adventure means that the PCs can encounter any of the locations at any 
  level, although the more difficult encounters are placed farther to the south. By the time the PCs are ready to challenge the lizardfolk 
  tribe or the abandoned keep of the Dancing Lady, they should be well into 5th level; the troll lair and owlbear’s den assume the PCs 
  have reached 6th level. By the end of the adventure, the PCs should be 7th level. Remember that PCs gain 100 XP for each hex they 
  fully explore in the Greenbelt and that they can earn more XP by building their nation and cities (see page 54)!
  
  8
  Part 2 
  of 6
  Part 2 
  of 6
  Having already explored the northern reaches of their new 
  domain, the PCs must now venture into the wilds to bring 
  the rule of law to the south. Wicked fey inhabiting a ruined 
  keep, undead haunting an ancient barrow mound, and others 
  must be defeated to make the region ever more secure. Along 
  the way, the PCs might also have the opportunity to ally 
  themselves with some of the region’s local residents, including 
  the dryad druid Tiressia, her satyr consort Falchos, and a 
  band of gnome explorers called the Narthropple Expedition. 
  In addition, the PCs will be called upon to mediate between 
  two rival factions in the area: a group of independent loggers 
  and the angry fey sorceress who opposes them. As they 
  explore, evidence that a group of trolls is stirring up trouble 
  in the region becomes apparent.
  Meanwhile, the PCs must deal with events within their 
  burgeoning kingdom—a rabble rouser seeks to oust the 
  PCs from their positions of power, the secretive cult of 
  the hag goddess Gyronna has infiltrated the town, and a 
  werewolf is preying on the townsfolk. All of these events 
  build to the adventure’s twin climaxes: the sudden assault 
  on their capital city by an owlbear of unprecedented size 
  and the expansion of Hargulka’s trolls into the north. 
  Faced with danger on multiple fronts, the PCs must draw 
  upon all of their resources and bravery to become the 
  undisputed rulers of the Greenbelt.
  PArt one: Home Sweet Home
  “Rivers Run Red” begins with the PCs receiving a new 
  charter from the city of Restov. It seems the swordlords are 
  pleased with the progress the PCs have made exploring the 
  region of the Stolen Lands known as the Greenbelt and are 
  even more pleased that they’ve defeated the Stag Lord and, 
  in so doing, effectively disrupted the organized banditry 
  operating out of the region. With these accomplishments, 
  the next step is obvious—colonization.
  While the southern portion of the nation of Brevoy, 
  Rostland, could send its own official agents south to attempt 
  such colonization, such an act would cause unwanted 
  repercussions for the delicate political situation in Brevoy. 
  Rostland wants a safe southern border and an ally it can 
  count on to back it up if things go badly—but it doesn’t want 
  to antagonize its northern counterpart Issia by appearing to 
  make blatant land grabs to expand their power. The back-
  room politics occurring in Restov as the swordlords attempt 
  to covertly increase their own power will continue to be 
  an element as the Kingmaker Adventure Path progresses. 
  Rostland will eventually be forced to cut official ties with the 
  projects it’s starting in the south when Issia begins to react 
  poorly to what northern Brevoy has begun to interpret as 
  an act of aggression. All of this increasingly puts the PCs in 
  charge of their own fates in their newly founded kingdom.
  For now, Rostland is supportive of the PCs’ colonization 
  of the Greenbelt but relatively hands-off. After issuing a 
  charter to the PCs granting them permission to establish 
  a colony in the area, as well as a shipment of gold, tools, 
  craftsmen, laborers, and colonists eager to make a new life 
  in a new kingdom (this amounts to 50 Build Points with 
  which the PCs can finance the start of their nation and first 
  city—see page 54 for rules on how to handle this aspect of the 
  campaign), Rostland and the swordlords do not have much 
  influence on the way the PCs develop their lands. And by the 
  time it becomes clear that Rostland should have maintained 
  a stronger presence, things will have progressed beyond the 
  point where it would still be feasible.
  The kingdom- and city-building element of this 
  adventure and the four to follow during the course of the 
  Kingmaker Adventure Path add a highly unusual element 
  to the game, both in play and in pacing. As the kingdom 
  grows, the PCs’ responsibility to it increases. Not only 
  do they need to worry about gathering gear and strength 
  for their own adventures, they’ll need to take care of an 
  entire kingdom’s needs. This style of game play isn’t for 
  everyone—you know your players better than we do, and if 
  you’re worried that managing kingdoms and building cities 
  will bore your players (or worse, that it might just encourage 
  them to become hateful dictators who see the opportunity 
  to rule a nation as an opportunity to finance their own greed 
  and lust for power), consider running Kingmaker as a more 
  standard campaign. In this case, the evolution of the Stolen 
  Lands into a kingdom should happen in the background, 
  with NPCs taking on all of the leadership roles needed to 
  develop the kingdom. This adventure, and the four to follow, 
  will have “Kingdom in the Background” sidebars that you 
  can use to track the size of the growing kingdom and the 
  resources it provides for the PCs.
  nortHern greenBelt locAtionS
  Three of the locations in the northern Greenbelt the PCs 
  had a chance to discover and explore in Stolen Land could 
  make excellent sites to found cities, due to the presence of 
  buildings or ruins. These three sites are as follows.
  Oleg’s Trading Post: The trading post is a versatile 
  structure built to serve as a place of business. If the PCs 
  decide to found a city in this hex, they can incorporate Oleg’s 
  as a free Shop, Stable, or Watchtower in their city grid (once 
  chosen, the function of Oleg’s within the new city cannot 
  be changed).
  Temple of the Elk: Although the Temple of the Elk is 
  partially ruined, building a city here gives the PCs a head 
  start on a Temple, halving the initial cost of building such 
  a structure.
  The Stag Lord’s Fort: Located at the heart of the 
  Greenbelt on a defensible hill near a plentiful source 
  of water, fishing, and trade, the Stag Lord’s Fort may be 
  
  9
  Rivers Run Red
  Rivers Run Red
  the single best place to place a capital city. The fort itself 
  gives the PCs a head start on building a castle, halving the 
  initial cost of such a structure. In addition, if the PCs make 
  this site their capital city, their nation gains a +1 bonus 
  on Economy, Loyalty, and Stability due to its centralized 
  location and ease of defense.
  eventS At Home
  As “Rivers Run Red” progresses, events back home in the 
  PCs’ capital city continue as well. Random events certainly 
  occur during the kingdom’s Event phase, but several other 
  special events occur in the city as well. These special events 
  are not on a specific schedule, although they should occur 
  in the order they’re presented.
  Because all of these events assume that the PCs take the 
  time to build up a capital city for their kingdom, it’s a good 
  idea to give the PCs a year of game time with which to start 
  building up their city so that there is a place in which the 
  events can occur. You can have the events occur when the 
  PCs return to their town to rest and resupply, or you can 
  have them occur during a kingdom’s Event phase (in this 
  case, you should only have one event occur per Event phase, 
  and if you can manage it, never too close together). Ideally, 
  the PCs explore the southern Greenbelt for a few weeks, 
  then return home and run things there for a few months, 
  giving you a chance to run one of the following events. 
  Then, after the PCs head out to explore some more and 
  return home again, you can run another event, and so on. If 
  you find that the PCs aren’t returning home at all, feel free 
  to have someone from town (such as one of the NPCs listed 
  above) track them down and request their aid. After all, the 
  swordlords of Restov have put the PCs in charge of founding 
  and protecting the town, and they have a responsibility to 
  the settlers.
  event 1: tHe SlAin townSfolk 
  (cr 4)
  The first time the PCs return to town from their 
  explorations, they learn of a series of attacks on the town. 
  A few days ago, some livestock were brutally slaughtered in 
  their pens at an outlying farm; then two people were killed 
  as well—a maid named Saki, who never made it home 
  after her shift at an inn, and a shepherd boy named Beven, 
  who (along with his flock) was attacked on his way back to 
  town. The townsfolk ask the PCs to do something about 
  the attacks, fearing the depredations of bandits or of some 
  beast from the surrounding wilderness.
  The two human victims were killed on successive nights: 
  the night before the PCs’ return to town and the night 
  before that. Both were killed outside of the town, Saki two 
  nights ago while she was apparently gathering berries for 
  breakfast, and Beven the next night as he returned his 
  sheep to town. A half dozen of his sheep were slain as well, 
  with the remaining 10 sheep scattered throughout the 
  surrounding area.
  An investigation of any of the mutilated bodies (either 
  of the locals or the livestock) with a DC 15 Heal check is 
  enough to reveal that they were killed by a large, man-sized 
  animal—likely a wolf or worg. All of the bodies seem to have 
  been partially eaten. If the PCs seek out one of the kill sites, a 
  DC 16 Survival check further discovers the presence of tracks 
  that appear to be those of a large wolf. The tracks lead into a 
  nearby copse of trees, from which they do not emerge. Yet a 
  DC 20 Survival check reveals a set of bare human footprints 
  leading out of the trees and toward town; unfortunately, the 
  tracks become obscured by traffic upon entering town.
  A DC 12 Diplomacy check made to gather information 
  reveals that the barmaid and shepherd boy were killed 
  on consecutive nights. Neither person seems to have had 
  any enemies. A few locals ominously add that wolves were 
  heard howling on both nights, and the word werewolf is 
  muttered under the speaker’s breath at least once. If a PC 
  asks, the first night of the full moon occurred the night 
  before Saki’s death—the night the livestock at the outlying 
  farm were slaughtered. Tonight is the last night of the full 
  moon for the month.
  Creatures: The source of these attacks is a wandering 
  Kellid tribesman named Kundal who recently arrived in 
  town. Though he’s taken a room at an inn and drinks 
  himself into a stupor every night, he’s been seen coming 
  into the town from outside in the early mornings, looking 
  bedraggled and quite the worse for wear.
  Unknown to both the townsfolk and the barbarian 
  himself, Kundal has become afflicted with lycanthropy. 
  He knows that something is wrong—he’s been plagued by 
  dreams of blood and fury and has been drinking himself 
  into oblivion each night to stop the dreams. Unfortunately, 
  his body still hears the call of the moon, and each night 
  he has transformed into a werewolf and gone on the hunt, 
  only to wake up the next morning in the forest, covered in 
  Kingdom in the Background
  During “Rivers Run Red,” the NPC leaders of the new 
  kingdom decide to call the new nation Narland and establish 
  a capital city named Shrikewall on the north shore of the 
  Tuskwater at the site once used by the Stag Lord as a fort. 
  After an initial growth spurt, Shrikewall soon stabilizes as a 
  prosperous small town the PCs can use as a home base or a 
  place to buy and sell gear. Halfway through this adventure, 
  two new settlements appear as well—one to the north 
  around Oleg’s Trading Post (this is a village named Olegton) 
  and one to the west at a ford on the Skunk River deep in the 
  Narlmarches (this village is named Tatzlford after the beasts 
  that dwelt in the area until recently).
  
  10
  Part 2 
  of 6
  Part 2 
  of 6
  blood. Kundal’s been good at making sure he’s cleaned up 
  before returning to town and has done his best to avoid 
  raising too much suspicion, but if the PCs ask around 
  town whether anyone’s been acting strangely, a Diplomacy 
  check (DC equals the kingdom’s current Command DC—
  it’s easier for Kundal to blend in to a larger society) reveals 
  that a strange, quiet tribesman has come to town recently, 
  and that he’s been spending much of his time drinking or 
  sleeping in his room at the inn.
  If the PCs wish to speak to Kundal, they find that his room 
  at the inn is still reserved but see no sign of the man himself. 
  It’s a DC 20 Disable Device to pick the lock on the door to 
  his room, although if the PCs simply ask the innkeeper, 
  he’ll give them a key to the room (they’re town officials, 
  after all). A search of Kundal’s room and a DC 20 Perception 
  check turn up a single golden earring, still attached to a 
  severed ear, hidden under Kundal’s bed. This earring can 
  be identified by innkeeper as belonging to Saki.
  Kundal stays out of town the whole day, hoping that being 
  away from civilization will stop his gory dreams. When 
  night falls, however, he once more changes into his hybrid 
  form, this time stealing into town around midnight to seek 
  more prey. If the PCs are on watch, they need only make a 
  Perception check against Kundal’s Stealth check to notice 
  him skulking about the city. If that check fails, the sound 
  of screams alert them a few minutes later as Kundal attacks 
  his next victim (a visiting merchant named Norben who was 
  checking on his horses at the inn or stable in town). In this 
  case, the PCs arrive too late to save the third victim.
  If the PCs do nothing to investigate the attacks or don’t 
  discover Kundal’s lycanthropy, the merchant becomes the 
  werewolf’s third and final victim—his cries wake the town, 
  but by the time the guards arrive, Kundal is gone. The man 
  returns to his room at the inn early next morning, gathers 
  his things, and leaves the region, never to be seen again.
  Kundal (hybrid form) 
   
  CR 4
  XP 1,200
  Male human afflicted werewolf barbarian 4 (Pathfinder RPG 
  Bestiary 198)
  CE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +9
  DefenSe
  AC 17, touch 11, flat-footed 14 (+4 armor, +3 Dex, +2 natural,–2 rage)
  hp 58 (4d12+32)
  fort +11, Ref +4, Will +5
  Defensive Abilities trap sense +1, uncanny dodge; DR 5/silver
  OffenSe
  Speed 60 ft.
  Melee +1 greataxe +11 (1d12+7/´3), bite +5 (1d6+3 plus trip)
  Ranged javelin +7 (1d6+6)
  Special Attacks rage (17 rounds per day), rage powers (renewed 
  vigor [1d8+8 hp], superstition +3)
  TACTICS
  During Combat Kundal rages on the first round of combat and then 
  focuses on one foe at a time, attacking that person until she falls 
  unconscious or dead before moving on to the next opponent.
  Morale If reduced to fewer than 10 hit points, Kundal tries to 
  change into wolf form to flee into the wilderness. If cornered, 
  he fights to the death.
  Base Statistics AC 19, touch 13, flat-footed 16; hp 50; fort +9, Will 
  +3; Melee +1 greataxe +9 (1d12+5/´3), bite +2 (1d6+1 plus trip); 
  Ranged javelin +7 (1d6+4); Str 19, Con 20; CMB +8, CMD 21
  STATISTICS
  Str 23, Dex 16, Con 24, Int 8, Wis 14, Cha 8
  Base Atk +4; CMB +10; CMD 23
  feats Cleave, Improved Initiative, Power Attack
  Skills Acrobatics +7, Intimidate +6, Perception +9, Survival +9
  Languages Common, Hallit
  SQ change shape (human, hybrid, and wolf; polymorph), fast 
  movement, lycanthropic empathy (wolves and dire wolves)
  Combat Gear potion of remove fear; Other Gear hide armor,  
  +1 greataxe, javelins (4), 11 gp
  Story Award: If the PCs capture Kundal alive and manage 
  to cure his lycanthropy, award them 1,600 XP. Kundal 
  reverts to his original alignment of chaotic neutral and 
  may become a valuable member of the society, or even one 
  of its leaders. He certainly thanks the PCs, and gives them 
  his +1 greataxe in thanks for their service.
  event 2: tHe rABBle-rouSer (cr 5)
  The second time the PCs return home from the wilderness, 
  they discover a new threat in town. A charismatic orator 
  arrived a day after the PCs last left town and has been 
  giving speeches criticizing and denigrating the leadership 
  and their actions. More and more of the townsfolk are 
  gathering to hear him talk, and he’s building a wellspring 
  of support among the disaffected settlers in the town.
  Creatures: The speaker, Grigori, is a bard from the nearby 
  River Kingdom of Pitax. Grigori is not just an itinerant 
  storyteller, however—he is a spy and agent provocateur 
  sent by Irovetti, the Lord of Pitax, to spread chaos and 
  dissent in the town with the aim of overthrowing the PCs 
  and possibly paving the way for Pitax to annex the town. In 
  order to cover his tracks and retain plausible deniability, 
  Irovetti used several layers of agents to hire Grigori—as 
  far as the bard knows, he was hired to cause trouble in this 
  fledgling town by agents from Fort Drelev to the west.
  When the PCs first arrive, Grigori is giving a talk in the 
  town common, speaking of the PCs’ “gross negligence” 
  in abandoning the town to “go gallivanting through the 
  Narlmarches on fool’s errands” and leaving the town 
  exposed to banditry, monster attacks, and worse. He brings 
  up the town’s recent werewolf troubles and even suggests 
  that the PCs may be responsible for the attacks because 
  
  11
  Rivers Run Red
  Rivers Run Red
  their wilderness explorations drove the monster into more 
  civilized areas. He claims that the PCs have acquired much 
  wealth during their adventures, but they have used it only 
  to enrich themselves, not to aid the town or its citizens. 
  Grigori’s orations have increased the nation’s Unrest by 2 
  by the time the PCs first learn of him.
  A sizeable group of townspeople have gathered to hear 
  Grigori talk, and shouts of agreement and mutters of 
  discontent increase as the speech progresses (helped along 
  by Grigori’s use of enthrall spells). If the PCs intervene, 
  Grigori eloquently refutes any points they try to make 
  while trying to goad them into violence. If they try to 
  remove him, he accuses them of oppression and of trying 
  to “thwart the will of the people.” Should the PCs attack 
  him, Grigori does nothing to defend himself, at least 
  for this first skirmish, and such actions only cause more 
  people to turn from the PCs and heed Grigori’s words.
  Grigori’s been staying at a local inn (possibly the same 
  one that Kundal stayed at). If the PCs approach him in 
  private, Grigori is considered hostile for the purposes of 
  Diplomacy, and the DC is increased by 15, as aiding the PCs 
  would surely arouse the ire of his employer. Intimidate 
  might also be effective, at least in the short term, but under 
  no circumstances will Grigori divulge anything beyond 
  the fact that he is working for “parties interested in seeing 
  your little nation fail,” and that he aims to remove the PCs 
  from their positions of authority over the town (even those 
  admissions are made only under duress). Any successful 
  attempts at Diplomacy or Intimidate quiet Grigori for 1 
  day, but he returns to the town common the next day to 
  continue his tirades, with new tales of his “repression” 
  at the hands of the PCs. Should the PCs later attack him, 
  Grigori defends himself and does his best to make the 
  fight as public as possible, so the townsfolk will see him as 
  the victim and the PCs as overbearing thugs.
  If Grigori is allowed to continue his acts, each Event phase 
  the Unrest of the PC’s kingdom increases by 2—left to his 
  own devices, Grigori can cause a lot of damage. Killing him 
  certainly ends the threat, but if the act is done in public, 
  the unexpected violence frightens the citizenry and both 
  increases Unrest by 1d4+1 and permanently reduces Loyalty 
  by 2. Mind-controlling magic can get Grigori to leave town, 
  as can a bribe of at least 5,000 gp—both of these options 
  increase Unrest by 1d4 if they become public knowledge. If 
  the PCs arrest Grigori, they can prevent him from spreading 
  slander but if they don’t put him on trial that same month, 
  his continued imprisonment increases Unrest by 1d4–2 each 
  month (treat rolls of lower than 0 as no increase to Unrest). 
  If the PCs put Grigori on trial, you can play the event out if 
  you wish or simply resolve it by having the PCs make a DC 
  20 Loyalty check. Success indicates that Grigori is proved 
  to be a spy likely working for bandits or another unknown 
  organization—in this event, Grigori can be run out of town, 
  imprisoned, or executed (none of these verdicts impact the 
  nation’s Unrest). If the Loyalty check is a failure, the trial does 
  not find the man guilty, and if he’s set free, he goes right back 
  to his rabble-rousing (if the PCs exile, imprison, or execute 
  him anyway, increase their nation’s Unrest by 4).
   Eloquent PCs might also try their own impassioned pleas 
  to get the townsfolk on their side, making opposed Diplomacy 
  checks against Grigori during one of his speeches. Five 
  successful Diplomacy checks in a row is enough to discredit 
  Grigori in the townspeople’s eyes, negating his credibility 
  and resulting in him leaving the Stolen Lands.
  The 
  encounter 
  with 
  Grigori 
  foreshadows 
  future 
  developments in the Adventure Path. While Pitax makes no 
  more overt moves against the PCs in this adventure, the PCs 
  should come out of this encounter knowing that they have 
  enemies out there somewhere. They’ll learn soon enough 
  what plans the Lord of Pitax has for their new kingdom and 
  eventually will have the opportunity to face Irovetti in person 
  and hold him accountable for his crimes in the penultimate 
  adventure of this campaign, “War of the River Kings.”
  Grigori 
   
  CR 5
  XP 1,600
  Male human bard 6 
  CN Medium humanoid
  Init +2; Senses Perception +8
  DefenSe
  AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 shield)
  hp 45 (6d8+18)
  fort +3, Ref +7, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OffenSe
  Speed 30 ft.
  Melee +1 rapier +7 (1d6+1/18–20)
  Ranged shortbow +6 (1d6/×3)
  Special Attacks bardic performance (8 rounds/day, standard action), 
  countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +2, suggestion) 
  Bard Spells Known (CL 6th; concentration +10)
  2nd (4/day)—calm emotions (DC 16), detect thoughts (DC 16), 
  enthrall (DC 16), invisibility
  1st (5/day)—charm person (DC 15), expeditious retreat, grease 
  (DC 15), hideous laughter (DC 15)
  0 (at will)—dancing lights, daze (DC 14), detect magic, ghost 
  sound (DC 14), lullaby (DC 14), read magic
  TACTICS
  Before Combat Grigori drinks one of his potions of undetectable 
  alignment before any confrontation with the PCs.
  During Combat If the PCs attack him, Grigori casts calm emotions 
  on them while he tries to rally the townsfolk to his aid. In 
  combat, he casts grease on the PCs’ weapons and hideous 
  laughter on his attackers. He is not above using charm person to 
  gain allies and bodyguards from among the townsfolk.
  
  12
  Part 2 
  of 6
  Part 2 
  of 6
  Morale If reduced to 20 hit points or fewer, Grigori flees town 
  (using invisibility or expeditious retreat, if necessary), only to 
  return again later to continue his campaign against the PCs. 
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
  Base Atk +4; CMB +4; CMD 17
  feats Dodge, Skill Focus (Perform [Oratory]), 
  Toughness, Weapon Finesse
  Skills Disguise +13, Escape Artist +10, 
  Knowledge (local) +13, Perception +8, 
  Perform (Comedy) +13, Perform (Oratory) 
  +13, Sense Motive +8, Stealth +10
  Languages Common, Hallit
  SQ bardic knowledge +3, lore master 1/day, 
  versatile performance (oratory, comedy), 
  well-versed
  Combat Gear potion of cure light 
  wounds, potion of cure moderate 
  wounds, potion of undetectable 
  alignment (3), scroll of scare, scroll of 
  sound burst, caltrops; Other Gear +1 chain 
  shirt, masterwork buckler, +1 rapier, shortbow 
  with 20 arrows, 132 gp
  Story Award: If the PCs manage to handle Grigori 
  without increasing their nation’s Unrest, award them XP 
  as if they had defeated him in combat.
  event 3: tHe cult of gyronnA (cr 6)
  The third time the PCs return to town (or even later, possibly 
  even after defeating the trolls or owlbears), another menace 
  invades town. Rumors fly that a secret mystery cult dedicated 
  to the hag-goddess Gyronna has taken root in the town. 
  As goddess of hatred, extortion, and spite, Gyronna’s cult 
  represents a threat to any community, and tales abound of 
  isolated communities throughout the River Kingdoms that 
  tore themselves apart from within due to the machinations 
  of the Angry Hag’s priestesses. If the cult has indeed 
  infiltrated the town, it must be found and eliminated before 
  it can set the townspeople at one another’s throats.
  Creatures: The cult is still in its early stages, comprising 
  only six cultists under the leadership of a cleric of Gyronna 
  named Malgorzata Niska. The six cultists are outcasts—
  women who harbor nothing but hatred and malice for 
  their fellow townsfolk. By day, Goody Niska is a respected 
  midwife, a position that has enabled her to recruit new 
  members to her growing flock, as well as providing her 
  opportunities to steal newborn babies and swap them with 
  changelings. All of the cultists carry a symbol of a bloodshot 
  eye and wear ragged black smocks called “shabbles” when 
  enacting their rites but take great care to hide these items 
  when not using them. They otherwise appear no different 
  from normal townspeople otherwise.
  A DC 15 Knowledge (religion) check reveals that those 
  attracted to Gyronna’s cult are often adulterous wives, 
  embittered prostitutes, and spurned lovers. A DC 15 
  Knowledge (local) or Diplomacy check to gather information 
  reveals about a dozen women in town who fit this profile. 
  With this knowledge in hand, the PCs might 
  question several women in the town, using Sense 
  Motive checks to see past the cultists’ Bluff 
  checks (note that the cultists fear the goddess’s 
  retribution and never admit to their religious 
  beliefs under anything but torture—but magic 
  like detect thoughts or charm person can draw the 
  truth out). Each suspected woman interrogated 
  has a cumulative 25% chance of actually being a 
  cultist, and each interrogation must be handled 
  delicately with a DC 20 Diplomacy check—each 
  failure results in rumors of “unfounded and 
  cruel interrogations” spreading through the 
  nation and causes Unrest to increase by 1.
  Searching suspected cultists’ houses for 
  religious paraphernalia can turn up 
  evidence  of the cult’s practices (shabbles 
  and unholy symbols) with a successful 
  DC 20 Perception check, but hunches and 
  circumstantial evidence are not proof, so the PCs 
  will likely have to catch the women in the act, especially 
  if they want to expose their leader. 
  Surveillance 
  of 
  suspected 
  cultists 
  (using 
  Stealth, 
  Perception, or Survival checks) can lead the PCs to the cult’s 
  secret rendezvous. Alternatively, female PCs can use Bluff, 
  Disguise, or Perform skills to infiltrate the cult, procuring an 
  invitation to the next meeting. The cult meets in the cellar of 
  a barn on the outskirts of town. The barn doors are trapped 
  with a simple alarm (a tripwire connected to a bell in the 
  basement; Perception DC 25, Disable Device DC 15) that alerts 
  the cult to intruders if triggered. The concealed trapdoor to 
  the cellar can be found with a DC 15 Perception check.
  In the cellar, Malgorzata Niska leads the cultists in their 
  dark rites before a simple altar of piled stones topped with a 
  glittering gem that looks like a glaring bloodshot eye. As soon 
  as she notices the PCs, she commands her cultists to attack.
  Malgorzata niska 
   
  CR 4
  XP 1,200
  Female human cleric of Gyronna 5 
  CE Medium humanoid
  Init +3; Senses Perception +3
  DefenSe
  AC 13, touch 11, flat-footed 13 (+2 armor, +2 deflection, –1 Dex)
  hp 32 (5d8+10)
  fort +6, Ref +0, Will +7
  OffenSe
  Speed 30 ft.
  Grigori
  
  13
  Rivers Run Red
  Rivers Run Red
  Melee mwk dagger +6 (1d4+2/19–20)
  Special Attacks channel negative energy (3d6, DC 14, 5/day), 
  destructive smite (+2, 6/day)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—vision of madness (+/–2)
  Cleric Spells Prepared (CL 5th; concentration +8)
  3rd—bestow curse (DC 16), prayer, rageD
  2nd—silence (DC 15), sound burst (DC 15), spiritual weapon, 
  touch of idiocyD
  1st—cure light wounds, divine favor, entropic shield, lesser 
  confusionD (DC 14), shield of faith
  0 (at will)—bleed (DC 13), guidance, resistance, virtue
  D domain spell; Domains Destruction, Madness
  TACTICS
  Before Combat If the PCs trigger the alarm on the 
  barn doors, Malgorzata casts shield of faith, 
  entropic shield, and divine favor on herself.
  During Combat Malgorzata casts prayer on the 
  first round of combat, followed by casting rage 
  on two of her cultists. She then activates her 
  aura of madness, attacks with spiritual weapon, 
  and uses silence or touch of idiocy against enemy 
  spellcasters. If forced into melee combat, she 
  attacks with destructive smites. If surrounded, 
  Malgorzata channels negative energy, using 
  Selective Channeling to exclude as many of her 
  cultists as possible.
  Morale Malgorzata has no wish to die and flees if 
  reduced to 10 or fewer hit points, abandoning 
  her cult.
  STATISTICS
  Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 14
  Base Atk +3; CMB +4; CMD 14
  feats Combat Casting, Improved 
  Initiative, Selective Channeling, 
  Weapon Focus (dagger)
  Skills Bluff +7, Diplomacy +12, 
  Intimidate +0, Knowledge (religion) 
  +8, Sense Motive +11
  Languages Common
  Gear leather armor, masterwork dagger, 
  hag’s shabble, symbol of Gyronna, 36 gp
  SPeCIAL ABILITIeS
  Hag’s Shabble This magic item first appeared 
  in Gods and Magic. A set of rags and 
  tattered robes, a hag’s shabble grants a 
  +2 bonus on Diplomacy and Intimidate 
  checks. If you are a 
  worshiper of Gyronna, 
  you may use the 
  shabble to cast detect 
  thoughts (CL 3rd) once 
  per day. It is worth 3,400 gp.
  Gyronna Cultists (6) 
   
  CR 1/2
  XP 200 each
  Female human commoner 2
  CE Medium humanoid
  Init +1; Senses Perception +1
  DefenSe
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 12 each (2d6+5)
  fort +0, Ref +1, Will +1
  OffenSe
  Speed 30 ft.
  Melee dagger +2 (1d4/19–20)
  TACTICS
  During Combat At their leader’s command, the cultists 
  frenziedly throw themselves at their enemies, shrieking in 
  anger and attacking with their daggers.
  Morale Fanatic converts, the cultists fight as long as 
  Malgorzata lives. If she is killed, they lose their nerve 
  and flee.
  STATISTICS
  Str 10, Dex 12, Con 11, Int 10, Wis 13, Cha 9
  Base Atk +1; CMB +1; CMD 12
  feats Toughness, Weapon Finesse
  Skills Bluff +1, Intimidate +1, Knowledge (local) +2
  Languages Common
  Gear dagger, shabble, holy symbol of Gyronna, 5 
  gp
  Treasure: 
  The 
  fist-sized 
  cat’s 
  eye 
  chrysoberyl atop the altar is worth 500 
  gp, but a DC 20 Knowledge (religion) 
  check reveals that the goddess Gyronna 
  watches the world through such 
  stones, and the PCs risk incurring 
  her wrath and being cursed should 
  they defile or steal from her shrine. 
  Whether or not these stories are 
  true in this chrysoberyl’s case is 
  left to you.
  minor eventS
  In addition to the three major events 
  above, three minor events occur during the 
  course of this adventure. Use these events, 
  in the order in which they appear, for the 
  first three events that occur during Event 
  phases in this adventure rather than rolling on 
  the Kingdom Event table.
  The Founding of Tatzlford: Soon after the 
  PCs lay the groundwork for their kingdom, they 
  are approached by a ruddy, friendly, and energetic 
  man named Loy Rezbin. He and his wife Latricia 
  already have plans for a village deep in the 
  Malgorzata Niska
  
  14
  Part 2 
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  Part 2 
  of 6
  K
  a
  m
  e
  la
  n
  d
  s
  N
  a
  rl
  m
  a
  r
  c
  h
  e
  s
  The Stolen Lands: The Greenbelt
  N
  One hex = 12 miles
  Oleg’s Trading Post
  Barbarian Cairn
   Trap-Filled Glade
  Fairy Nest
  Dead Trapper
  Frog Pond
  Statue of Erastil
  Boggard Lair
  Tuskgutter’s Lair
  Dead Unicorn
  Tatzlwyrm’s Den
  Trapped Thylacine
  Sootscale Caverns
  Temple of
  the Elk
  Bokken’s Hut
  Spider’s Nest
  Radish Patch
  Forgotten Cache
  Nettle’s
  Crossing
  The Old 
  Sycamore
  Fangberry 
  Thicket
  Gold Mine
  Rickety Bridge
  Thorn River 
  Camp
  River Crossing
  D. Stag Lord’s 
  Fort
  The Stolen Lands: The Greenbelt
  N
  One hex = 12 miles
  Oleg’s Trading Post
  Barbarian Cairn
   Trap-Filled Glade
  Fairy Nest
  Dead Trapper
  Frog Pond
  Statue of Erastil
  Boggard Lair
  Tuskgutter’s Lair
  Dead Unicorn
  Tatzlwyrm’s Den
  Trapped Thylacine
  Sootscale Caverns
  Temple of
  the Elk
  Bokken’s Hut
  Spider’s Nest
  Radish Patch
  Forgotten Cache
  Nettle’s
  Crossing
  The Old 
  Sycamore
  Fangberry 
  Thicket
  P. The Mud 
  Bowl
  P. The Mud 
  Bowl
  A. The Grove 
  of Tiressia
  B. Delicate 
  Situation
  G. Abandoned 
  Keep
  O. Candlemere 
  Tower
  M. Hodag Den
  S. King of 
  the Forest
  T. Wangering 
  Giant
  Q. A Call for Help
  N. Lair of the 
  Lizard King
  V. Owlbear Lair
  R. Hargulka’s 
  Stronghold
  H. Blighted Hollow
  I. Mad Hermit
  I. Swamp Witch
  L. Gurdin River Ford
  U. Abandoned 
  Ferry Station
  K. Old Crackjaw’s Den
  E. On the Prowl
  F. Lonely 
  Barrow
  C. Narthropple 
  Expedition
  A. The Grove 
  of Tiressia
  B. Delicate 
  Situation
  G. Abandoned 
  Keep
  O. Candlemere 
  Tower
  M. Hodag Den
  S. King of 
  the Forest
  T. Wangering 
  Giant
  Q. A Call for Help
  N. Lair of the 
  Lizard King
  V. Owlbear Lair
  R. Hargulka’s 
  Stronghold
  H. Blighted Hollow
  I. Mad Hermit
  I. Swamp Witch
  L. Gurdin River Ford
  U. Abandoned 
  Ferry Station
  K. Old Crackjaw’s Den
  E. On the Prowl
  F. Lonely 
  Barrow
  C. Narthropple 
  Expedition
  Gold Mine
  Rickety Bridge
  Thorn River 
  Camp
  River Crossing
  D. Stag Lord’s 
  Fort
  RIP
  RIP
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  15
  Rivers Run Red
  Rivers Run Red
  RIP
  Map Icons
  Bridge
  Dead Body
  Trap
  Structure
  Hut
  Monster
  Plant
  Lair
  Resource
  Ruin
  Landmark
  Camp
  Town
  Narlmarches at a ford on the Skunk River where, until 
  recently, a pair of tatzlwyrms dwelt. They ask the PCs for 
  support to get this village started—if the PCs agree and 
  grant the request, Loy and Latricia’s skill and exuberance 
  halve the cost of the first castle, temple, market, tavern, or 
  inn built in the new village. This village, Tatzlford, plays a 
  key role in the fourth adventure in this campaign, “Blood 
  for Blood.”
  Troll Sightings (continuous): Rumors of troll sightings 
  in the south grow, causing a slow panic to build throughout 
  the nation. If the PCs make a successful Loyalty check, the 
  rumors cause no harm—otherwise, the nation gains 2 
  points of Unrest per Event phase that the rumors continue. 
  Slaying the trolls (see Part Six) brings this event to an end.
  PArt two: into tHe wild
  You should give the PCs a year or so to get their kingdom 
  started, but eventually they’ll get the itch to go adventuring 
  again. The whole of the Greenbelt now lies open to them—
  they can continue exploring areas in the north (see Pathfinder 
  Adventure Path volume #31 for details on encounters that 
  take place here) or the more dangerous encounters and 
  areas to the south (detailed in this adventure) as they see 
  fit. The reasons for exploration can vary—the PCs might 
  simply be curious, or they could be seeking to expand their 
  nation’s territory. Most likely, they’ll be spurred to explore 
  the southern Greenbelt by quest opportunities.
  The encounters awaiting the PCs in the southern 
  Greenbelt represent challenges of varying difficulties. If 
  the PCs’ Average Party Level is higher than an encounter’s 
  Challenge Rating, feel free to advance a creature or increase 
  the number of opponents to provide a better challenge 
  for the PCs. But if an encounter has a higher CR than the 
  party, don’t make it easier by reducing the number of foes. 
  The Stolen Lands are a dangerous, untamed wilderness, 
  and PCs should quickly learn that discretion might be the 
  better part of valor, and some threats are more perilous 
  than others. In such cases, the PCs would be wise to flee 
  and return later after accumulating more experience and 
  with making careful preparations.
  wAndering monSterS
  As the PCs explore the southern Greenbelt, you can liven 
  things up with wandering monsters generated from the 
  tables on page 79 of this book. There’s a 5% chance of an 
  encounter occurring each time the PCs enter an unclaimed 
  hex and a 15% chance per day or night spent exploring or 
  camping in an unclaimed hex. These chances decrease to 
  1% per hex or 5% per day spent exploring or camping in 
  a claimed hex. Take care not to overwhelm the PCs with 
  random encounters, though; it’s usually good to limit 
  wandering monster encounters to only once per day.
  QueStS
  The PCs encounter numerous quest opportunities as this 
  adventure unfolds. Eight of these appear on the inside 
  covers of this book, and several more are seeded throughout 
  the rest of the adventure.
  Each of the Southern Greenbelt Quests presented here are 
  worth 1,600 XP when they are completed—this is in addition 
  to any experience points the PCs might earn while attempting 
  to complete the quest.
  A. tHe grove of tireSSiA  
  (cr 6; StAndArd)
  The trees part to reveal a peaceful forest glade dappled with 
  sunlight. A small pond lies placidly at the roots of an enormous 
  oak tree with a scattering of leaves floating upon its surface. 
  Birdsong twitters from the branches high above.
  Creatures: This grove is the home of the dryad druid 
  Tiressia and her satyr consort Falchos. Lately, their stretch 
  Encounter Sites
  All of the fixed encounter locations in “Rivers Run Red” 
  are categorized into one of three categories: landmark, 
  standard, and hidden.
  Landmark Site: The site is automatically discovered as 
  soon as the PCs enter the hex containing the site.
  Standard Site: Unless the PCs are traveling specifically 
  to the site, they do not encounter it until they explore the 
  hex. If they do explore the hex, they encounter the site 
  automatically.
  Hidden Site: If the PCs don’t already know about the 
  site’s location, they need to make a skill check (the skill and 
  DC required varies with the type of site) to locate it during 
  exploration.
  
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  of the Narlmarches has fallen prey to the depredations of 
  a scythe tree, an evil, intelligent, carnivorous plant that 
  particularly relishes the taste of dryad flesh. These two fey 
  have tried to drive away the malevolent plant numerous 
  times by themselves, but the monstrous tree has repulsed 
  their attempts to destroy it or drive it out every time. 
  During their last attempt, Falchos suffered grievous 
  injuries before they could flee back to the grove. Unable to 
  abandon her bonded oak, Tiressia tried rallying the other 
  fey creatures of the area to assist her, but after seeing what 
  happened to Tiressia and Falchos, none of them would 
  agree to risk their own lives. Tiressia now hides within 
  her tree, weeping in despair, while Falchos wrestles with 
  the choice of abandoning his love or accepting his own 
  inevitable death if he stays to face the scythe tree once 
  it finally locates their home.
  The PCs’ arrival offers a ray of hope, 
  however, and the fey will do almost 
  anything to enlist their aid. As the PCs 
  approach, Tiressia kneels by the water’s 
  edge, weeping softly, her tears falling 
  into the pool to create tiny ripples in 
  the still water. Falchos hides just inside 
  the tree line, watching the PCs warily and 
  ready to jump out at a moment’s notice 
  to defend his lover if needed.
  Tiressia would prefer not to use 
  magical compulsion to get the PCs’ 
  help, so she acts the part of the damsel 
  in distress, which at this point is not 
  much of a stretch for her. If asked what’s 
  wrong, she tearfully describes the evil 
  tree and the damage it has wreaked 
  in the forest. Once the scythe tree has 
  depleted the surrounding area of prey, 
  she says, it will certainly come to her 
  grove, kill her tree, and devour her. 
  She begs the PCs to slay the hideous 
  plant, promising to reward them 
  handsomely if they do.
  If the PCs do not appear to want 
  to help them, Tiressia and 
  Falchos fall back on their fey 
  magic. Falchos uses his pipes 
  to cast suggestion (if 
  the PCs seem willing 
  but undecided) or 
  charm person (if they are 
  completely unwilling to 
  help), while Tiressia uses 
  her own suggestion or charm 
  person ability on anyone out of range of or unaffected by 
  Falchos’s music. Falchos follows this with his own spell-
  like abilities if necessary, focusing on female PCs while 
  Tiressia attempts to charm male PCs. The two fey do not 
  otherwise attack PCs unless assaulted first.
  If the PCs agree to help (willingly or otherwise), Tiressia 
  describes the way to the scythe tree’s lair, a dark, blighted 
  hollow a few miles to the south (see area H).
  Tiressia 
   
  CR 4
  XP 1,200
  Female dryad druid 2 (Pathfinder RPG Bestiary 116)
  CG Medium fey
  Init +5; Senses low-light vision; Perception +14
  DefenSe
  AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
  hp 48 (6d6+2d8+18)
  fort +9, Ref +10, Will +13
  DR 5/cold iron
  Weaknesses tree dependent
  OffenSe
  Speed 30 ft.
  Melee mwk sickle +10 (1d6–1)
  Ranged mwk longbow +10 (1d8–1/×3)
  Domain Spell-Like Ability (CL 2nd; 
  concentration +8)
  8/day—storm burst
  Spell-Like Abilities (CL 6th; concentration +12)
  Constant—speak with plants
  At will—entangle (DC 17), tree shape, wood shape (1 
  lb. only)
  3/day—charm person (DC 17), deep slumber 
  (DC 19), tree stride
  1/day—suggestion (DC 19)
  Druid Spells Prepared (CL 2nd; 
  concentration +7)
  1st—faerie fire, goodberry, magic 
  fang, obscuring mistD
  0 (at will)—guidance, purify food and drink, 
  stabilize, virtue
  D Domain spell; Domain Weather
  TACTICS
  During Combat Tiressia tries to avoid melee combat, 
  using entangle to hinder foes and deep slumber on 
  any creature attacking her tree. She uses her scroll to 
  summon additional creatures to help Falchos in battle, 
  while jumping from tree to tree using tree stride and tree 
  meld to attack enemies at a distance with her longbow.
  Morale Tiressia retreats into her oak when reduced to 20 hit 
  points or fewer, praying that her attackers get bored and leave.
  STATISTICS
  Str 8, Dex 20, Con 15, Int 14, Wis 20, Cha 22
  Base Atk +4; CMB +9; CMD 18
  feats Agile Maneuvers, Great Fortitude, Stealthy, 
  Weapon Finesse
  Tiressia
  
  17
  Rivers Run Red
  Rivers Run Red
  Skills Climb +8, Craft (wood sculpture) +17, Diplomacy +15, Escape 
  Artist +16, Handle Animal +15, Heal +14, Knowledge (nature) 
  +13, Perception +14, Stealth +16, Survival +16
  Languages Common, Elven, Sylvan; speak with plants
  SQ nature bond (Plant domain), nature sense, tree meld, wild 
  empathy +8, woodland stride
  Combat Gear goodberries (5), potion of cure moderate wounds 
  (2), scroll of summon nature’s ally II, wand of cure light wounds 
  (26 charges), 6 feather tokens (tree); Other Gear masterwork 
  longbow with 20 arrows, masterwork sickle, 178 gp
  falchos 
   
  CR 4
  XP 1,200
  Male satyr (Pathfinder RPG Bestiary 241)
  hp 44
  TACTICS
  Before Combat Falchos plays his pipes, casting fear on his 
  opponents, before entering combat. 
  During Combat Falchos first summons a wolverine using summon 
  nature’s ally III. If he can stay out of melee, he fires his short 
  bow, but he charges into combat with his horns and dagger 
  if there is no other choice. He casts fear on any creature 
  threatening Tiressia or her bonded tree.
  Morale As long as Tiressia lives, Falchos fights to the death. If she is 
  slain, he cries out that he nothing left to live for and slits his own 
  throat with his dagger, cursing his enemies with his dying breath.
  B. A delicAte SituAtion  
  (cr 5; StAndArd)
  The river makes a sharp bend here, widening into a deep pool 
  dotted with lily pads and fringed with waving reeds. Several freshly 
  felled trees lie beside their stumps on the shore of the pool, their 
  crowns dangling in the water among fading tendrils of mist.
  A band of freelance loggers under the leadership of a man 
  named Corax recently decided to harvest a grove of coachwood 
  trees in this glade, unaware that a nixie sorceress lives in the 
  pool. The nixie, Melianse, did not take kindly to the loggers 
  despoiling her home and unsuccessfully attempted to scare 
  them off with ghost sound and obscuring mist. When that tactic 
  failed, Melianse charmed two of the lumberjacks, who now 
  stand guard in front of her pool. Since both men are good 
  workers, Corax has resisted the urge to fight through his one-
  time employees, but he is fast losing patience with the nixie 
  and fears the blow to his reputation in his men’s eyes if he 
  dithers much longer. The two groups are now in a standoff, 
  with neither willing to make the next move.
  Creatures: When the PCs arrive on the scene, Corax 
  and his men stand angrily near the felled trees, about 30 
  feet from the pool. The two charmed loggers stand facing 
  them, right at the water’s edge. Melianse floats in the center 
  of the pool with only her head above water; she remains 
  about 20 feet from the shore, out of the loggers’ reach, and 
  silently observes their response.
  As soon as he notices the PCs, Corax sees them as 
  potential allies. He quickly hails them and explains the 
  situation in a gruff voice liberally laced with profanities, 
  claiming that the nixie attacked his men unprovoked and 
  complaining bitterly about how hard it is for “a decent 
  man to make a living with all of these damnable fairies in 
  the woods.” Melianse responds calmly to this accusation, 
  claiming that she politely asked the loggers to leave at 
  first but was forced to charm two of them after Corax 
  threatened to hang her from the nearest tree “to drip 
  dry.” She adds that the trees felled by the loggers had been 
  growing next to the pool for over 200 years and deserved a 
  far better fate than serving as “some grubby peasant’s slop 
  table.” Both Corax and Melianse appeal to the PCs for help. 
  The conversation soon devolves into more accusations, 
  rebuttals, and shouted insults. 
  Unless action is taken by the PCs to defuse the situation, 
  Corax soon loses patience and orders his men to subdue 
  their charmed colleagues and attack the nixie. Melianse 
  responds by ordering the charmed loggers to defend her 
  pool while she targets Corax with her spells. See their 
  individual tactics below for how the battle plays out.
  If the PCs want to defuse the situation, they must 
  negotiate an accord between the two parties. But first, the 
  two leaders (Corax and Melianse), both of whom are angry, 
  must be calmed down and convinced to talk. Diplomacy or 
  Intimidate checks might work (both Corax and Melianse 
  are considered unfriendly at the start of the encounter), or 
  spells such as calm emotions can be used (although if they 
  fail, both sides might be spurred to attack the PCs). Once 
  the two have agreed to negotiate, both must be satisfied 
  with the result. Corax wants his lumber and demands 
  Quest: Wrath of the Scythe Tree
  The PCs must defeat the scythe tree that’s menacing 
  Tiressia and Falchos.
  Source: Tiressia the dryad at area A.
  Task: Tiressia wants the PCs to slay the scythe tree—
  if possible, without causing excessive damage to the 
  surrounding forest.
  Completion: Once the scythe tree is slain, Tiressia 
  learns of the event swiftly as the deed is whispered among 
  the branches and roots of the Narlmarches.
  Reward: Tiressia gives the PCs all of her combat gear 
  in reward. In addition, if they agreed to aid her without 
  being magically compelled by her or her lover, she also 
  promises to aid the PCs in guarding the Narlmarches and 
  keep them updated about threats within its borders. This 
  grants a +2 bonus to their nation’s Stability.
  
  18
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  that Melianse free his two charmed men freed from her 
  influence. Melianse wants the loggers to leave her glade 
  and provide reparation for the trees they’ve already felled.
  Obviously, there is no single correct answer to appease 
  everyone; reward players who come up with creative 
  solutions as long as both groups get something out of 
  the negotiations. One possible solution is to provide the 
  loggers with another source of lumber. A successful DC 
  20 Knowledge (nature) check recalls an untouched grove 
  of coachwood trees 10 miles to the north, near the old 
  tatzlwyrm den, which the lumberjacks can freely harvest if 
  shown the way to the grove. For her part, Melianse releases 
  the two charmed loggers if the men leave and replace 
  the five trees they’ve cut down (see the Quest: Replacing 
  Melianse’s Trees sidebar).
  Corax 
   
  CR 3
  XP 800
  Male human ranger 4 
  CN Medium humanoid
  Init +3; Senses Perception +8
  DefenSe
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 30 (4d10+8)
  fort +6, Ref +7, Will +2
  OffenSe
  Speed 30 ft.
  Melee mwk cold iron handaxe +7 (1d6+2/×3)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (fey +2), hunter’s bond 
  (companions)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  TACTICS
  During Combat Corax casts resist energy (cold) against Melianse 
  on the first round of combat. He then uses hunter’s bond to 
  grant half his favored enemy bonus (+1) to his men against 
  Melianse while he shoots at her with his longbow or hurls 
  alchemist’s fire. Against the PCs, Corax orders his men to 
  surround their opponents and quaffs his potion of bull’s 
  strength. He focuses his attacks on a lightly armored PC, 
  hoping to gain a hostage to use for negotiation.
  Morale Corax is full of swagger, but he has no desire to give up 
  his life for lumber in a forest full of it. If reduced to 15 hit points 
  or fewer, he retreats (surrendering if necessary), vowing to 
  practice his trade “some place where the damned fairies don’t 
  run the show!”
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 19
  feats Endurance, Point Blank Shot, Power Attack, Rapid Shot, 
  Weapon Focus (composite longbow)
  Skills Climb +9, Handle Animal +6, Intimidate +6, Knowledge 
  (geography) +7, Knowledge (nature) +7, Perception +8, Stealth 
  +10, Survival +8
  Languages Common
  SQ favored terrain (forest +2), track +2, wild empathy +3
  Combat Gear alchemist’s fire (2), potion of bull’s strength, potion of 
  cure light wounds; Other Gear +1 studded leather, masterwork 
  cold iron woodsman’s axe, masterwork composite longbow 
  with 20 cold iron arrows, 17 gp
  Angry Loggers (6) 
   
  CR 1/3
  XP 135 each
  Male human warrior 1 
  N Medium humanoid
  Init +0; Senses Perception +0
  DefenSe
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 10 each (1d10+5)
  fort +3, Ref +0, Will +0
  OffenSe
  Speed 30 ft.
  Melee handaxe +3 (1d6+3/×3)
  TACTICS
  During Combat The loggers are unimaginative combatants but 
  know enough to try to surround foes to flank them.
  Morale The loggers flee if Corax is killed or if four of their number 
  are slain.
  STATISTICS
  Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +1; CMB +3; CMD 13
  feats Athletic, Toughness
  Skills Climb +8, Intimidate +3, Swim +4
  Languages Common
  Gear leather armor, handaxe, saw, 4 sp
  Charmed Loggers (2) 
   
  CR 1/3
  hp 10 each (see above) 
  TACTICS
  During Combat The charmed loggers defend Melianse as best they 
  can. Against the other loggers, they try to grapple and subdue, 
  but they attack anyone else (such as the PCs) who approaches 
  the nixie.
  Morale Completely smitten, the charmed loggers fight to the 
  death to protect Melianse.
  Melianse 
   
  CR 4
  XP 1,200
  Female nixie sorcerer 5 (Pathfinder Bonus Bestiary 15)
  N Small fey (aquatic)
  Init +5; Senses low-light vision; Perception +9
  DefenSe
  AC 18, touch 18, flat-footed 12 (+1 deflection, +5 Dex, +1 dodge, 
  +1 size)
  hp 43 (7d6+19)
  
  19
  Rivers Run Red
  Rivers Run Red
  fort +3, Ref +9, Will +7
  DR 5/cold iron; Resist cold 10; SR 12
  OffenSe
  Speed 20 ft., swim 30 ft.
  Melee short sword +9 (1d4–2/19–20)
  Ranged light crossbow +9 (1d6–2/19–20)
  Racial Spell-Like Abilities (CL 12th; concentration +19)
  3/day—charm person (DC 18)
  1/day—water breathing
  Sorcerer Spell-Like Abilities (CL 5th; concentration +12)
  10/day—elemental ray
  Sorcerer Spells Known (CL 5th; concentration +12)
  2nd (6)—blur, daze monster (DC 19), scorching ray (cold damage)
  1st (8)—burning hands (DC 18, cold damage), hypnotism (DC 18) 
  mage armor, magic missile, obscuring mist
  0 (At will)—dancing lights, detect magic, ghost sound (DC 17) 
  message, ray of frost, read magic
  Bloodline Elemental (water)
  TACTICS
  Before Combat Melianse casts mage armor every day.
  During Combat Melianse casts blur on the first round of combat, 
  and casts grease from her wand on the shore if anyone 
  approaches her pool. She focuses most of her attacks on Corax, 
  hoping that if she removes their leader, the other loggers will 
  run away. Against the PCs, she attacks the obvious leader (if 
  any) or the most dangerous-looking character for the same 
  reason. She targets spellcasters with magic missile to disrupt 
  their spells.
  Morale When reduced to 15 hit points or fewer, Melianse uses 
  her last charm person to charm one of her opponents, casts 
  water breathing on that person, and retreats beneath the 
  pool, bringing her new “friend” to use as a hostage for future 
  negotiation.
  STATISTICS
  Str 6, Dex 20, Con 15, Int 14, Wis 10, Cha 24
  Base Atk +3; CMB +0; CMD 17
  feats Alertness, Dodge, Eschew Materials, Weapon Finesse, 
  Weapon Focus (ray)
  Skills Bluff +14, Craft (basketweaving) +9, Escape Artist +12, 
  Fly +0, Perception +9, Perform (Sing) +14, Sense Motive +9, 
  Spellcraft +9, Stealth +16, Swim +13
  Languages Aquan, Common, Sylvan
  SQ amphibious, bloodline arcana, wild empathy +15
  Combat Gear wand of grease (29 charges); Other Gear light 
  crossbow with 10 bolts, short sword, ring of protection +1
  c. tHe nArtHroPPle exPedition 
  (cr 6; StAndArd)
  The sound of unintelligible cursing echoes through the woods. 
  Just visible through the trees, a small wagon sits mired in 
  the middle of a swiftly flowing river as the waters threaten to 
  overwhelm its sides. Two ponies hitched to the wagon flounder 
  in the swirling waters, close to panicking. Two more wagons sit 
  safely on the far bank.
  Creatures: A group of gnome explorers has been 
  surveying and mapping the Stolen Lands, looking in 
  particular for an ancient, abandoned dwarven outpost 
  rumored to be located in the region. They’ve chosen this 
  site as a good place for their base camp, but while they 
  were setting up their tents, a band of kobolds attacked 
  the group. The gnomes managed to drive the kobolds 
  off, but not before the kobolds caused a lot of damage and 
  panicked two ponies that unfortunately were still hitched 
  to the gnomes’ supply wagon. The ponies rushed into 
  the river, where the wagon swiftly became lodged in the 
  muddy bottom. The gnomes have been unable to get the 
  wagon unstuck and now stand powerlessly on the shores, 
  watching as the powerful currents threaten to wash the 
  wagon, its cargo, and the ponies downstream.
  The expedition is made up of 9 gnome explorers under 
  the leadership of the flamboyant Jubilost Narthropple, 
  a wealthy gnome explorer, mapmaker, and raconteur. 
  Narthropple stands atop a small hillock next to the 
  river, his eye blackened and helmet askew from the fight, 
  shouting out conflicting orders and growing more furious 
  (and scared) with each passing round that the wagon is in 
  danger. While Narthropple is much too proud to ask the 
  PCs for help, the other gnomes are not, and they call out 
  Quest: Replacing Melianse’s Trees
  The PCs must replace five trees that have been cut down in 
  the prime of their lives.
  Source: Melianse the nixie, area B.
  Task: Melianse doesn’t care how the PCs replace the five 
  trees, nor does she care what kind of trees they replace the 
  felled ones with. She simply wants five trees back to help 
  restore the “balance” of her home.
  Completion: The easiest solution to this quest involves 
  gathering five tree feather tokens and placing them near the 
  sites of the five felled trees. If the PCs don’t think of this, 
  the nixie can suggest it, recommending they contact the 
  dryad to the northwest—Melianse knows she has a few 
  of these feather tokens but suspects that the dryad wants a 
  favor done before she hands them over (Melianse doesn’t 
  know about the scythe tree problem facing the dryad). 
  Alternatively, the PCs could simply purchase five of these 
  feather tokens from a merchant in a city.
  Reward: Not only does Melianse agree to release the 
  two charmed lumberjacks from her control, she gladly 
  agrees to keep an eye out along the Greenbelt’s rivers 
  for any trouble or rumors of danger, increasing the PCs’ 
  national Stability by 2.
  
  20
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  CN Small humanoid
  Init +3; Senses low-light vision; Perception +15
  DefenSe
  AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size); +4 
  dodge vs. giants
  hp 41 (3d10+3d8+12)
  fort +6, Ref +7, Will +6; +2 vs. illusions
  OffenSe
  Speed 25 ft.
  Melee mwk cold iron heavy pick +5 (1d4–1/×4)
  Ranged +1 light crossbow +9 (1d6/19–20)
  Special Attacks favored enemy (reptilian humanoid +2), hatred, 
  weapon familiarity
  TACTICS
  During Combat Narthropple prefers to use his 
  crossbow from a safe distance. If forced into 
  melee, he uses Combat Expertise to defend 
  himself.
  Morale If reduced below 10 hit points, 
  Narthropple drinks his potion of expeditious 
  retreat and flees. If unable to withdraw, 
  Narthropple surrenders and begs for his life.
  STATISTICS
  Str 8, Dex 16, Con 14, Int 13, Wis 14, Cha 10
  Base Atk +5; CMB +3; CMD 16
  feats Alertness, Combat Expertise, Endurance, 
  Point Blank Shot, Precise Shot
  Skills Climb +7, Craft (cartography) +10, 
  Knowledge (geography) +10, Knowledge (history) 
  +2, Knowledge (local) +2, Knowledge (nature) 
  +6, Linguistics +6, Perception +15, Profession 
  (cartographer) +11, Sense Motive +0, Stealth +0, 
  Survival +11
  Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, 
  Hallit, Sylvan
  SQ favored terrain (forest +2), track +1, wild empathy +3
  Combat Gear alchemist’s fire (2), antitoxin, caltrops, thunderstone, 
  potion of cure light wounds (3), potion of expeditious retreat; Other 
  Gear +1 chain shirt, +1 light crossbow with 20 bolts, masterwork 
  cold iron heavy pick, feather tokens (2 swan boats), explorer’s 
  outfit, mapmaker’s tools, sunrods (3), 122 gp
  Gnome explorers (9)  
   
  CR 1/3
  XP 135 each
  Gnome warrior 1
  CN Small humanoid
  Init +0; Senses low-light vision; Perception +1
  DefenSe
  AC 16, touch 11, flat-footed 16 (+4 armor, +1 shield, +1 size); +4 
  dodge vs. giants
  hp 7 each (1d10+2)
  fort +4, Ref +0, Will –1; +2 vs. illusion
  Defensive Abilities defensive training
  for aid as soon as they see the PCs, as long as the PCs don’t 
  immediately appear to be bandits or worse.
  If the PCs wish to help the gnomes, they have 6 rounds 
  to act before the wagon is lost. Those helping must first 
  make DC 10 Swim checks to reach the stranded wagon. 
  Before it can be moved, however, the ponies must be 
  unhitched and led to shore, requiring a DC 12 Handle 
  Animal check or a wild empathy check (the frightened 
  ponies are considered unfriendly) to calm them. Once 
  the ponies have been unhitched, the wagon can be moved 
  with a DC 26 Strength check (up to four PCs can aid 
  the main character on this check, potentially 
  adding up to +8 on the check). If the PCs can 
  save the wagon and ponies, the gnomes 
  cheer in delight and invite the PCs to 
  have a meal with them.
  Narthropple has drawn up quite a 
  collection of maps of the southern 
  Greenbelt during his quest for the 
  lost dwarven outpost. The maps show 
  the location of every Landmark site 
  in the Greenbelt and can contain up 
  to five other encounter sites (Standard 
  or Hidden) that you wish to direct the 
  party toward. Narthropple’s maps do not 
  show the location of the owlbear lair (area 
  V) or the site of the troll lair (area R)—it’s 
  this latter location in particular that 
  Narthropple is eager to find.
  Narthropple’s maps could be very useful 
  to the PCs, but the eccentric gnome refuses 
  to part with them unless he is first made helpful through 
  Diplomacy (Narthropple’s starting attitude is indifferent, 
  and he considers his maps important secrets, adding +5 
  to the DC), at which point he will agree to sell his maps 
  for 1,000 gp per encounter site marked on the maps. If 
  the PCs successfully saved his wagon and ponies, he will 
  sell his maps for half that price. Alternately, if the PCs 
  have discovered Hidden sites not on Narthropple’s maps 
  during their explorations, they can trade knowledge of 
  those locations on a one-for-one basis for the locations of 
  sites known to the gnomes.
  If told about the PCs’ town or invited to relocate his 
  base camp there, Narthropple rolls his eyes and points out 
  that he didn’t head up into the wilderness just to sleep in 
  a bed. While he’s a good candidate for a national leader 
  (particularly in the role of Marshal), Narthropple resists 
  such a nomination as long as possible if there are regions 
  on his maps of the Greenbelt that are still blank.
  Jubilost narthropple 
   
  CR 4
  XP 1,200
  Male gnome ranger 3/expert 3 
  Jubilost
  
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  OffenSe
  Speed 20 ft.
  Melee battleaxe +2 (1d6/×3)
  Ranged light crossbow +3 (1d6/19–20)
  Special Attacks hatred, weapon familiarity
  TACTICS
  During Combat The gnomes fight back if attacked but prefer to 
  fight at range with their crossbows.
  Morale As long as at least half the gnomes are still standing, each 
  gnome fights to the death. Otherwise, the remaining gnomes 
  fight until reduced to 3 hit points or fewer, at which point they 
  surrender or flee.
  STATISTICS
  Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 10
  Base Atk +1; CMB +0; CMD 10
  feats Weapon Focus (light crossbow)
  Skills Handle Animal +4, Ride +1
  Languages Common, Gnome
  Gear chain shirt, buckler, battleaxe, light crossbow with 10 bolts
  Ponies (6)  
   
  CR 1/2
  XP 200 each
  hp 13 each (Pathfinder RPG Bestiary 177)
  Morale The two ponies hitched to the stranded wagon have the 
  shaken condition.
  Treasure: The expedition’s wagons contain about 2,000 
  gp worth of miscellaneous supplies and trade goods, but 
  under no circumstances will Narthropple give any of 
  them away (although he may agree to sell some mundane 
  supplies to needy PCs at a 10% mark-up). 
  Story Award: If the PCs help the gnomes and acquire 
  Narthropple’s maps, award them 2,400 XP.
  d. StAg lord’S fort (lAndmArk)
  Development: This location is detailed in Pathfinder 
  Adventure Path volume #31 and is an excellent site for the 
  PCs to found a city since the presence of the ruined fort 
  can halve the time required to build a castle.
  e. on tHe Prowl (cr 5; StAndArd)
  Creatures: The Kamelands are full of predators and hungry 
  beasts, and the worst are those who can think and reason. 
  One such menace, a cruel and cunning worg named Howl-
  of-the-North-Wind, has claimed a large section of the 
  Kamelands as his territory; he and his pack of ferocious 
  wolves are quick to attack any intruders, pursuing them 
  for miles if need be to finish the job.
  Howl-of-the-north-Wind 
   
  CR 2
  XP 600
  Male worg (Pathfinder RPG Bestiary 280)
  hp 26
  Wolves (3) 
   
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  f. lonely BArrow (Hidden)
  This area is detailed in Part Three.
  g. ABAndoned keeP (StAndArd)
  This area is detailed in Part Four.
  Development: If the PCs clear this hex and the ruined 
  keep of their denizens, the keep itself is intact enough to 
  serve as a castle for a city founded here.
  H. tHe BligHted Hollow  
  (cr 6; StAndArd)
  The sweet stench of decay hangs thick in this woodland clearing. 
  Knotted branches of sickly trees line the perimeter, creating a 
  thick canopy that blocks most of the sunlight and cloaks the 
  hollow in shadow. Withered vegetation struggles to grow in 
  ragged clumps among the multitude of bones strewn across 
  the forest floor.
  The thick canopy overhead reduces illumination from 
  the sky by two steps, so that during the day the clearing 
  has dim light. The clearing itself is 50 feet in diameter.
  Creature: A hideous, sadistic plant known as a scythe 
  tree lurks on the north side of the clearing, using Stealth to 
  catch wandering prey (like the PCs) by surprise. The scythe 
  tree is an intelligent plant but does little with its intellect 
  other than devise new and cruel methods to torment its 
  food once it has secured meals—dryad flesh is particularly 
  intoxicating to its palate. The monstrous plant looks like a 
  dark brown tree, 20 feet tall, with dark, twisted roots; a few 
  reddish-brown leaves hang on the gnarled, wickedly curved 
  scythe-like branches that give it its name. What looks like 
  a long scar in the center of the tree’s trunk splits open to 
  reveal a toothy mouth when the creature attacks, which it 
  does as soon as any of the PCs come within reach.
  Scythe Tree 
   
  CR 6
  XP 2,400
  CE Huge plant (Tome of Horrors Revised 310)
  Init –1; Senses blindsight 30 ft., low-light vision; Perception +16
  DefenSe
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 67 (9d8+27)
  fort +9, Ref +4, Will +4
  DR 10/slashing; Immune mind-affecting effects, paralysis, poison, 
  polymorph, sleep, stunning, plant traits
  Weaknesses vulnerability to fire
  OffenSe
  Speed 20 ft.
  
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  Melee 3 branches +10 (2d4+6/19–20)
  Space 15 ft.; Reach 15 ft.
  TACTICS
  During Combat The scythe tree uses Lunge to increase its reach 
  on the first round on combat. It focuses its attacks on only one 
  or two opponents, slicing them with Power Attacks.
  Morale Unused to strong resistance, the scythe tree fights until it 
  is reduced to 13 hit points or fewer, at which point it tries to flee 
  into the forest. 
  STATISTICS
  Str 23, Dex 8, Con 17, Int 10, Wis 13, Cha 12
  Base Atk +6; CMB +16; CMD 25 (can’t be tripped)
  feats Cleave, Improved Critical (branches)B, Lightning Reflexes, 
  Lunge, Power Attack, Skill Focus (Perception)
  Skills Perception +16, Stealth +3 (+15 in forests)
  Languages Sylvan, Treant
  SPeCIAL ABILITIeS
  Branches (ex) A scythe tree makes its primary attacks with its 
  branches, which deal slashing damage and threaten a critical 
  hit on a 19–20.
  Treasure: The scythe tree keeps its most precious 
  treasures buried under its roots (DC 20 Perception check 
  to find): 3 pieces of amber worth 100 gp each and a folded-
  up bundle of cloth that appears to be a robe of bones (but 
  is in fact a robe of vermin). In addition, 42 cp, 55 sp, 6 gp, 
  and simple silver ring worth 65 gp can be found scattered 
  among the bones in the clearing.
  i. tHe mAd Hermit (cr 4; StAndArd)
  Creatures: The younger brother of the hermit Bokken 
  (see Pathfinder Adventure Path volume #31) makes his 
  home in a huge hollow oak tree in this section of the 
  Narlmarches. Even more reclusive than his brother, this 
  crazed hermit long ago forgot his own name and has 
  grown progressively crazier and more dangerous over the 
  years. He spends most of his time muttering to himself 
  or talking to the pet puma he caught and trained years 
  ago, which he calls simply “Cat.” When the voices in his 
  head occasionally get too loud, the mad hermit waylays 
  one of the southern Greenbelt’s infrequent travelers, 
  as he finds that the act of murder quiets the voices for 
  a time. But they always come back (the voices and those 
  pesky travelers), with each victim adding a new voice to 
  the maddening cacophony.
  The voices in the hermit’s head have once again reached a 
  crescendo, and as a result, he is in a bad temper and eagerly 
  looking for a way to stop them for a while. Unless the PCs 
  are being particularly stealthy, the mad hermit notices 
  them and decides to waylay them. He prefers to attack with 
  surprise, so if he can’t set up a good ambush, he poses 
  as a friendly, harmless druid seeking balance and 
  peace in nature while he waits for the right 
  moment to stab one of the PCs in the back.
   Mad Hermit 
   
  CR 5
  XP 1,600
  Male old human rogue 7 
  CE Medium humanoid (human)
  Init +6; Senses Perception +11
  DefenSe
  AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 45 (7d8+14)
  fort +3, Ref +7, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny 
  dodge
  OffenSe
  Speed 30 ft.
  Melee mwk short sword +8 (1d6/19–20) or
  +1 whip +8 (1d3+1)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat The mad hermit attempts to make a surprise 
  The Mad Hermit
  
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  sneak attack on the first round of combat and continues to 
  make sneak attacks as often as possible, either feinting against 
  opponents or flanking them with his pet puma.
  Morale If he is reduced to 5 hit points or less, the hermit runs 
  away to plot his revenge. Once he has recovered, he may stalk 
  the PCs, hoping to pick off stragglers one by one.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 10
  Base Atk +5; CMB +5; CMD 19
  feats Combat Expertise, Dodge, Exotic Weapon Proficiency, 
  Improved Initiative, Improved Trip, Skill Focus (Handle Animal), 
  Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Climb +10, Escape Artist +12, 
  Handle Animal +10, Knowledge (nature) +9, Perception +11, 
  Sense Motive +11, Sleight of Hand +12, Stealth +12, Survival +8
  Languages Common, Kobold, Sylvan
  SQ trapfinding, rogue talents (combat trick, finesse rogue, 
  surprise attack), trap sense +2
  Gear +1 leather armor, +1 whip, masterwork short sword, ring of 
  protection +1
  Cat 
   
  CR 2
  XP 600
  Puma (use stats for leopard, Pathfinder RPG Bestiary 40)
  hp 19 
  TACTICS
  During Combat Cat pounces on the nearest opponent in the 
  first round of combat and then charges whoever is fighting 
  the mad hermit.
  Morale Cat fights ferociously until slain.
  Treasure: The hollow oak tree contains next to nothing 
  of value: a few pieces of crude wooden furniture, a simple 
  wooden bowl and spoon, and a pile of dried leaves for a 
  bed. The mad hermit keeps his few treasures in a chest 
  sitting in a hole under his bed of leaves, which can be 
  discovered with a DC 20 Perception check. The chest 
  contains a potion of cure light wounds, a potion of invisibility, 
  164 sp, 31 gp, and a tarnished silver locket holding a faded 
  portrait of a young woman (worth 10 gp) wrapped in a piece 
  of cloth. This locket depicts the hermit and Bokken’s long-
  dead mother—Bokken will pay up to 300 gp (or 900 gp in 
  potions) for its return. The cloth itself is a faded map of 
  the Greenbelt that might just point the way toward a great 
  treasure (see the Quest: Tomb Treasure sidebar).
  J. tHe SwAmP witcH  
  (cr 4 And 6; StAndArd)
  A small swamp on the southeast bank of the Tuskwater 
  is the domain of a mysterious crone named Elga Verniex, 
  known to travelers as the Old Beldame. Most of the 
  denizens of the southern Greenbelt believe the old 
  woman to be a hag and call her the Swamp Witch, 
  believing (falsely) that she sold her soul to a demon or 
  devil for malign powers. Any time a child goes missing, 
  the Swamp Witch is blamed, and her legend is commonly 
  used to scare said children into behaving well or finishing 
  their suppers. In reality, the Old Beldame isn’t a witch at 
  all, just a bitter old woman who likes her privacy, though 
  her magical powers are legitimate.
  Her dilapidated mud-brick hut squats atop a small 
  hummock in the middle of a fetid marsh, a thin tendril of 
  bluish smoke trickling through a gaping hole in its moss-
  covered roof. A wooden fence surrounding the perimeter 
  of the mound is festooned with crude fetishes crafted out 
  of sticks, feathers, and animal bones. A lone crow caws 
  noisily from the top of a nearby cypress tree.
  Creatures: The Old Beldame doesn’t take kindly to 
  visitors, and to help ensure her privacy, she’s animated 
  a pumpkin-headed scarecrow to guard her hut and drive 
  away unwanted guests. Those who regularly come to her 
  for her assistance have long since learned to announce 
  their presence before entering the gate.
  The Old Beldame’s hut is a simple, one-roomed affair; 
  it’s only about 20 feet in diameter with a dirt floor and 
  thatched roof. The rafters are hung with dried herbs 
  and swamp-weeds, and a bubbling cauldron (containing 
  nothing more sinister than a weak vegetable broth) hangs 
  Quest: Tomb Treasure
  The PCs gain an intriguing treasure map that claims to 
  lead the way to a magic weapon.
  Source: Treasure map found in the Mad Hermit’s 
  den. Alternatively, you can begin this quest by having 
  the PCs find the treasure map as part of any treasure 
  stash in this adventure.
  Task: A few minutes spent deciphering the scrawls 
  and faded shapes on this map are enough to recognize 
  that the map seems to point the way to a hidden burial 
  cairn somewhere in the Kamelands between the Gudrin 
  and Shrike rivers, due east of the northern shores of the 
  Tuskwater. A potent weapon is said to be hidden within 
  this tomb, although the map vaguely warns of traps and 
  an undead guardian who stole out of the tomb to reclaim 
  the magic weapon once before. Following this map leads 
  the PCs directly to the Lonely Barrow (area f).
  Completion: By following the map, the PCs come to the 
  Lonely Barrow (area f), wherein the weapons promised in 
  the map can be found.
  Reward: You should adapt the type of weapon this 
  treasure map promises to match the favored weapon of 
  one of your players who doesn’t currently have a good 
  magic weapon—the reward for this quest is that weapon’s 
  recovery (see area f4).
  
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  over a firepit in the center of the room. The region around 
  the hut is an 80 foot diameter area of solid ground, thick 
  with bog grass and dotted with small cattail-clogged 
  pools. This solid region is surrounded by a waist-high 
  wooden fence, in which a single gate hangs askew. A fist-
  sized rusted iron bell hangs from a hairy length of rope 
  tied to a crooked post next to the gate.
  The scarecrow appears to be propped up midway 
  between the gate and the door to the hut—it lurches to life 
  and swiftly moves to attack anyone crossing 
  the line of the fence. There is a 70% 
  chance that the Old Beldame is in 
  her hut during the day; otherwise, 
  she is out gathering crafting 
  ingredients in the swamp and 
  returns by nightfall. The Old 
  Beldame does not come out of 
  her hut, even if the PCs fight 
  the scarecrow outside. She 
  is somewhat hard of hearing 
  anyway, and trusts the scarecrow 
  to take care of any troublesome 
  intruders. She only attacks if the 
  PCs make it past the scarecrow 
  and enter her hut uninvited. Still, 
  she is not an evil monster, and 
  successful Diplomacy checks (her 
  initial attitude is unfriendly) may be able 
  to defuse the situation before it turns 
  deadly.
  The Old Beldame is human, although the blood 
  of fey runs deep in her—over the years, her magical 
  bloodline has given her skin a strange greenish cast and 
  lengthened her ears to points, further fuel for the locals’ 
  rumor-mongering. Should the PCs wish to talk to the 
  Old Beldame instead of fighting her, they’d do well to 
  announce themselves by striking the bell on the pole next 
  to the gate. If she’s home, the Old Beldame peers out of a 
  window of her hut and angrily demands to know who the 
  PCs are. Initial diplomatic contact must be carried out 
  at this somewhat awkward distance, for if the PCs enter 
  her fenced-in area, she shrieks, ducks into her hut, and 
  lets the scarecrow handle the defense of her domain. Her 
  initial attitude is unfriendly, but if made friendly she’ll 
  invite the PCs into her hut to chat. If she invites the PCs, 
  the scarecrow doesn’t attack, though it does turn its head 
  to watch them menacingly as they pass by.
  During an extended conversation with the Old Beldame, 
  the PCs find her to be a knowledgeable—though crotchety 
  and ill-tempered—old woman. She can warn the PCs 
  about the dangers of the Mad Hermit in the Narlmarches 
  (area I), the will-o’-wisps on Candlemere (area O), and the 
  lizardfolk village just west of Candlemere (area N), and 
  can direct the PCs to the Lonely Barrow in the Kamelands 
  to the east (area F). She can also be convinced to craft 
  magical items or provide spellcasting for the PCs at 
  standard prices, and if she’s impressed with the PCs (and 
  they’re ready for another quest), she’ll even hire them to 
  do her a favor (see the Quest: Black Rattlecaps sidebar).
  The Old Beldame 
  CR 6
  XP 2,400
  Female old human sorcerer 7 
  N Medium humanoid (human)
  Init –1; Senses Perception +1
  DefenSe
  AC 17, touch 9, flat-footed 17 (+4 armor, –1 Dex, +4 shield)
  hp 43 (7d6+19)
  fort +2, Ref +3, Will +8
  OffenSe
  Speed 30 ft.
  Melee +1 spell storing quarterstaff +1 (1d6–2 
  plus hideous laughter)
  Bloodline Spell-Like Abilities (CL 7th; 
  concentration +12)
  8/day—laughing touch
  Sorcerer Spells Known (CL 7th; concentration 
  +12)
  3rd (5/day)—beast shape I, deep slumber (DC 18), 
  slow (DC 18)
  2nd (7/day)—false life, hideous laughter (DC 17), scare 
  (DC 17), touch of idiocy
  1st (8/day)—charm person (DC 16), entangle (DC 16), mage 
  armor, obscuring mist, ray of enfeeblement (DC 16), shield
  0 (at will)—acid splash, detect magic, detect poison, light, 
  mending, read magic, touch of fatigue
  Bloodline fey
  TACTICS
  Before Combat The Old Beldame casts false life, mage armor, and 
  shield on herself every day.
  During Combat The Old Beldame first casts scare to frighten 
  away intruders. If they remain, she follows with slow, deep 
  slumber, and hideous laughter spells, while her scarecrow attacks 
  as outlined below. She targets fighters with scare, uses touch 
  of idiocy against spellcasters, and targets clustered opponents 
  with her wand. The first person to engage her in melee combat 
  is hit with hideous laughter from her staff.
  Morale If reduced to 15 hit points or fewer, the Old Beldame casts 
  beast shape I to change into a raven and flies out the door into 
  the swamp, hoping to return later after her tormentors have 
  departed.
  STATISTICS
  Str 5, Dex 9, Con 11, Int 15, Wis 12, Cha 20
  Base Atk +3; CMB +0; CMD 9
  feats Craft Construct, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Eschew Materials, Iron Will, Lightning 
  The Old Beldame
  
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  Reflexes, Skill Focus (Craft [alchemy])
  Skills Appraise +12, Craft (alchemy) +15, Knowledge (arcana) +12, 
  Knowledge (nature) +12, Spellcraft +12
  Languages Aklo, Aquan, Boggard, Common, Draconic, Sylvan
  SQ bloodline arcana, woodland stride
  Combat Gear wand of burning hands (CL 5th, 10 charges); Other 
  Gear +1 spell storing quarterstaff (holds hideous laughter), hand 
  of the mage, shawl of resistance +1 (as cloak), spell component 
  pouch, spellbook
  Scarecrow 
   
  CR 4
  XP 1,200
  N Medium construct (Tome of Horrors Revised 309)
  Init +0; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 47 (5d10+20)
  fort +1, Ref +1, Will +1
  Immune cold, construct traits
  Weaknesses vulnerable to fire
  OffenSe
  Speed 20 ft.
  Melee 2 slams +8 (1d6+3 plus fear)
  Special Attacks fascinating gaze
  TACTICS
  During Combat The scarecrow attacks anyone approaching the 
  hut, focusing its attacks on victims of its fascinating gaze.
  Morale The scarecrow fights until destroyed.
  STATISTICS
  Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14
  Base Atk +5; CMB +8; CMD 18
  SPeCIAL ABILITIeS
  fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 14 
  negates. Fascination lasts as long as the scarecrow is “alive” 
  or remains within 300 feet of the fascinated creature. Note 
  that the approach or animation of the scarecrow does not 
  count as an obvious threat to the victim of this particular 
  fascination effect (although the scarecrow’s attack does count 
  as an obvious threat and ends the fascination). This is a mind-
  affecting effect. The save DC is Charisma-based.
  fear (Su) The touch of a scarecrow infuses its target with 
  overwhelming waves of fear. If the victim fails a DC 
  14 Will save, he is cowering and can take no actions 
  other than attempting a new DC 14 Will save at the 
  end of the following round (and each round thereafter) 
  to throw off the effects of this fear. A successful save 
  leaves the victim shaken for 1 round. This is a mind-
  affecting fear effect. The Save DC is Charisma-based.
  Treasure: A small metal box hidden under the Old 
  Beldame’s bed (DC 15 Perception to find) contains 210 cp, 
  313 sp, 384 gp, and 96 pp. Under the layer of coins is a scroll 
  of legend lore.
  k. old crAckJAw’S den  
  (cr 4; Hidden)
  A 3-mile stretch of the Tuskwater shoreline rises up above 
  the water below here, presenting a swath of 40-foot- high 
  cliffs and limiting access to the water below. The cliff tops 
  are thick with stinging nettles, but a DC 20 Survival check 
  made while exploring the hex reveals a hidden trail that 
  leads through the nettles and down a cliffside trail to a 
  secluded pool, 50 feet in diameter, at the Tuskwater’s edge. 
  If the PCs learn about this trail from Arven the fisherman 
  (see inside back cover), they can find the hidden trail 
  automatically when they explore this hex.
  Scarecrow
  
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  Creature: Fishing in this pool has traditionally been 
  quite good, but recently an enormous and particularly 
  ill-tempered hookjaw turtle (a more carnivorous version 
  of the alligator snapping turtle) has moved in to the pool. 
  This turtle is something of a legend to fishermen and 
  boaters of the Tuskwater—a seemingly indestructible 
  reptile named Old Crackjaw that has supposedly attacked 
  and killed dozens of fisherman and even caused no less 
  than five boats to sink or flounder. Old Crackjaw has 
  claimed this pool as his latest den, and anyone who enters 
  the water is immediately attacked by the oversized, angry 
  beast.
  Old Crackjaw 
   
  CR 4
  XP 1,200
  N Medium animal 
  Init +1; Senses low-light vision; Perception +6
  DefenSe
  AC 20, touch 11, flat-footed 20 (+1 Dex, +9 natural)
  hp 42 (5d8+20)
  fort +10, Ref +5, Will +3
  OffenSe
  Speed 10 ft., swim 20 ft.
  Melee bite +9 (1d8+9/×3)
  TACTICS
  During Combat Old Crackjaw is cantankerous and ill-tempered; wild 
  empathy checks suffer a –4 penalty against him. He generally 
  attacks the closest target, but he has developed a particular 
  fondness for gnome flesh and attacks such targets first if possible.
  Morale Old Crackjaw fights to the death.
  STATISTICS
  Str 22, Dex 12, Con 18, Int 1, Wis 15, Cha 4
  Base Atk +3; CMB +9; CMD 20 (24 vs. trip)
  feats Great Fortitude, Improved Sunder, Power Attack
  Skills Perception +6, Stealth +6, Swim +19
  Treasure: Lying half-buried in the mud on the pool’s 
  southern shore (DC 30 Perception check or detect magic to 
  locate) is an elemental gem (water)—all that remains of an 
  overconfident druid Crackjaw killed and ate.
  l. gurdin river ford (lAndmArk)
  Normally quite deep along the majority of its length, the 
  Gurdin River becomes rather shallow here, creating a 
  navigable ford across its width.
  m. HodAg den (cr 5; Hidden)
  Creature: A huge deadfall of trees and brambles lies in 
  a mossy heap here, a mountain in miniature left from a 
  violent windstorm several seasons ago. Numerous cave-
  like hollows can be found throughout the deadfall—one 
  particularly deep cavern can be discovered with a DC 
  25 Perception check during the hex’s exploration. This 
  cavern is the home of a fantastically rare and legendary 
  monster—a hodag. The creature’s den is a 30-foot-
  diameter chamber, the ceiling of which is a tangle of 
  dead trees that forms a natural dome-like ceiling. Dozens of 
  bones and half-eaten carcasses (including those of several 
  lumberjacks and bandits) litter the lair, for the hodag is a 
  messy eater. The monster itself spends the majority of its 
  time in its den and immediately attacks.
  Quest: Black Rattlecaps
  The PCs are tasked with gathering a batch of black rattlecap 
  mushrooms from a dangerous mud pit.
  Source: The Old Beldame, area J.
  Task: The Old Beldame uses the sporepods inside of 
  black rattlecap mushrooms to brew a potent tea, but the 
  mushrooms are very rare. She sends the PCs to the Mud 
  Bowl (area P) to gather as many of the mushrooms as they 
  can for her.
  Completion: After defeating the hideous guardian of the 
  Mud Bowl, the PCs can harvest several black rattlecaps. The 
  Old Beldame wants as many as the PCs can bring her.
  Reward: The Old Beldame promises a payment of 100 
  gp for every black rattlecap the PCs can bring her.
  Old Crackjaw
  
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  Rivers Run Red
  Rivers Run Red
  Hodag 
   
  CR 5
  XP 1,600
  hp 60 (see page 84)
  Treasure: Within the hodag’s filthy lair are three 
  handaxes, one masterwork greataxe, a suit of +1 studded 
  leather armor, and a +1 keen spear that lodged in the hodag’s 
  back after an encounter with a frightened lumberjack—it 
  eventually managed to dislodge the spear here by rubbing 
  its back against the walls of its lair.
  n. lAir of tHe lizArd king 
  (lAndmArk)
  This area is detailed in Part Five.
  o. cAndlemere tower  
  (cr 6; lAndmArk)
  The lake known as Candlemere is notorious in the 
  Stolen Lands for being haunted. Stories from fishermen, 
  explorers, bandits, and tradesmen alike support these 
  legends with eerie tales of strange lights dancing upon 
  the waters, blood-curdling cries from what could be lost 
  souls, and mysterious sightings of shapes rippling in the 
  lake’s dark waters. There’s a 20% chance per night spent 
  along Candlemere’s shores of seeing what are known as 
  the “Candlemere Lights,” flickering spheres of color that 
  dance over the waves or along its shores. The island in the 
  middle of the lake is particularly prone to these strange 
  lights, especially at its low summit, where a lonely tower 
  stands. The island itself is covered with thick brambles 
  and stinging nettles; moving through it counts as difficult 
  terrain, and anyone who spends any time doing so must 
  make a DC 15 Fortitude save or become sickened from the 
  nettles for 2d4 hours (this is a poison effect).
  The tower itself is a crumbling ruin—nothing remains 
  but a half-collapsed, 40-foot-tall stone cylinder and a swath 
  of rubble within and without. The stones of the tower are 
  ancient; a DC 25 Knowledge (engineering or history) check is 
  enough to note that these ruins are far older than any others 
  in the area and could even date from the Age of Destiny. 
  Faint carvings of strange symbols are barely visible in some 
  of the tower’s stones—a DC 25 Linguistics check identifies 
  them as being written in the ancient Aklo language, after 
  which a DC 25 Knowledge (religion) check identifies them as 
  fragments of a series of blasphemous prayers to the ancient 
  gods of the Old Cults (the eerie name “Yog-Sothoth” can be 
  found with a DC 25 Perception check).
  Although the cult that once used this site as its center of 
  worship has long since been destroyed, the ruins themselves 
  exude a 100-foot aura of unease. Any creature that enters 
  this area feels as if something unseen were watching or 
  waiting and that intruders to this area are distinctly 
  unwelcome. A DC 20 Will save keeps these feelings to 
  vague senses of unease, but a failed saving throw results 
  in the intruder becoming shaken as long as he remains 
  within 100 feet of the tower. This is a mind-affecting fear 
  effect. It can be suppressed by hallow, or removed entirely 
  with a successful dispel chaos if the caster can make a DC 30 
  caster level check.
  Creatures: The lights, of course, are will-o’-wisps. Dozens 
  of the evil monsters haunt Candlemere’s environs, and any 
  wandering monster result that occurs in this hex is with a 
  will-o’-wisp 75% of the time. If the PCs make it to the central 
  ruined tower, they automatically attract the attention of a 
  will-o’-wisp, which attacks at once in an attempt to drive 
  the PCs away, as the unsettling aura surrounding the 
  tower is, to the will-o’-wisps, an almost intoxicating font of 
  nourishment (they are immune to the harmful effects of the 
  tower’s aura). Every additional hour the PCs spend on the 
  island attracts the attention of another will-o’-wisp. Some 
  two dozen will-o’-wisps in all live in the area, although they 
  tend to give each other a wide berth.
  Will-o’-Wisp 
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Bestiary 277)
  Treasure: A DC 30 Perception check (or detect magic) 
  reveals a single strange treasure buried under the rubble 
  by the northern inner wall of the ruined tower—a 
  wickedly-curved+1 dagger that gains the human bane 
  weapon quality for 24 hours whenever it is used to kill 
  a human with a coup de grace action. The dagger is also 
  cursed and imparts a negative level on any nonchaotic 
  wielder as long as it is carried.
  Development: If the PCs clear this area of nettles and 
  will-o’-wisps (a daunting task) and manage to remove 
  the tower’s eerie aura, the site is a promising place to 
  found a city. The ruined tower can either give the city a 
  free monolith structure or a ruined caster’s tower or 
  watchtower structure. Founding a city around the ruined 
  tower can have other effects, of course, such as a growing 
  influence from the Old Cults or the alien gods they venerate 
  (although expanding this element is beyond the scope of 
  this adventure).
  P. tHe mud Bowl (cr 6; StAndArd)
  A strange, 20-foot-wide pool of bubbling mud sits in a 
  narrow defile between several hills here. The mud is 
  heated by geothermal activity, and although it’s not hot 
  enough to cause damage, the foul-smelling vapor it gives 
  off forces anyone within 60 feet of the mud to make a DC 15 
  Fortitude save or become nauseated for 2d6 rounds. Large 
  mounds of fungus and strange mushrooms thrive on the 
  mud bowl’s banks, and in the noxious air, several of the 
  fungi grow to heights of 10 feet or more.
  
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  Creatures: One particularly huge mound of fungus and 
  rank vegetation near the north shore of the mud bowl 
  might be mistaken for a small hillock or moss-covered 
  boulder, but this is in fact a huge carnivorous plant known 
  as a tendriculos. The immense monster stands nearly 25 
  feet high when it lurches into life—something it does 
  as soon as it senses the approach of any living prey. The 
  tendriculos attacks with its fibrous vine-like tentacles 
  or its immense maw, a tendril-rimmed hole capable of 
  distending wide enough to swallow a human whole.
  Tendriculos 
   
  CR 6
  XP 2,400
  N Huge plant 
  Init +3; Senses low-light vision; Perception +3
  DefenSe
  AC 18, touch 7, flat-footed 18 (–1 Dex, +11 natural, –2 size)
  hp 76 (9d8+36); regeneration 10 (bludgeoning or fire)
  fort +10, Ref +4, Will +4
  Immune acid, plant traits
  OffenSe
  Speed 20 ft.
  Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks paralysis (3d6 rounds, DC 18), swallow whole (2d6 
  acid damage plus paralysis, AC 15, 7 hp)
  TACTICS
  During Combat The tendriculos attacks anything that approaches 
  within 40 feet, charging in the first round if necessary to reach 
  its victim.
  Morale The tendriculos fights to the death but does not pursue 
  foes out of the immediate vicinity of the mud bowl.
  STATISTICS
  Str 24, Dex 9, Con 18, Int 3, Wis 8, Cha 3
  Base Atk +6; CMB +15; CMD 24 (can’t be tripped)
  feats Improved Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Skill Focus (Stealth)
  Skills Fly +0, Perception +3, Stealth +5
  Languages Sylvan (cannot speak)
  Treasure: The area immediately around the tendriculos’s 
  den supports 18 full-grown black rattlecap mushrooms. 
  These 8-inch-tall mushrooms have hollow caps filled 
  with tiny hard balls of spores and, when shaken, make an 
  unusual rattling sound. Each round the tendriculos fight 
  continues within 20 feet of its starting point, 1d4–1 of these 
  mushrooms are crushed into useless paste; those that 
  survive can be harvested for the Old Beldame (see area J).
  Q. A cry for HelP  
  (cr 5; StAndArd)
  Creatures: A cruel beast known as a leucrotta 
  roams this craggy section of the Kamelands, 
  having claimed a territory along the Little 
  Sellen River that nearly fills this entire hex. 
  A frighteningly intelligent creature with a 
  stag’s hooves, a lion’s body, and a badger’s 
  head, a leucrotta possesses a powerful 
  bite and a dangerous talent for mimicry. 
  It uses that talent to imitate the cries of a 
  woman in distress and lure intelligent 
  creatures close to its lair, where it can 
  torture and feed on them at its leisure.
   
  Leucrotta 
   
  CR 5
  XP 1,600
  CE Large magical beast (Pathfinder Adventure Path volume 
  #17)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DefenSe
  Tendriculos
  
  29
  Rivers Run Red
  Rivers Run Red
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 57 (6d10+24)
  fort +9, Ref +6, Will +4
  Immune disease, poison
  OffenSe
  Speed 80 ft., climb 50 ft.
  Melee bite +10 (2d6+7), 2 hooves +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks lure, powerful bite
  TACTICS
  Before Combat If the monster is able to remain undetected, it 
  stalks the PCs for several minutes after they enter the hex until 
  it can learn their names. Ideally, it waits until the PCs split 
  up, but otherwise it attempts to lure the PCs into an ambush 
  by calling from a nearby crag in a frightened woman’s voice, 
  calling on as many of the PCs by name as it can to come aid it.
  During Combat Once it has sprung its trap, the leucrotta charges 
  the nearest opponent with its bite attack, kicking any other 
  combatant who tries to intervene.
  Morale While cruel and evil, the leucrotta is not stupid. If it is 
  reduced to 25 hit points or fewer, it jumps up higher into the 
  rocks (requiring a DC 20 Climb check to follow) and flees to its 
  lair to recover. It later follows the PCs to try again to lure them 
  to their deaths, one at a time.
  STATISTICS
  Str 21, Dex 12, Con 18, Int 11, Wis 14, Cha 17
  Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
  feats Improved Initiative, Skill Focus (Bluff), Skill Focus (Stealth)
  Skills Bluff +16, Climb +13, Stealth +11
  Languages Common
  SQ voice mimicry
  SPeCIAL ABILITIeS
  Lure (Su) At any point that the leucrotta’s targets are unaware 
  of it (for example, if the leucrotta is hiding or concealed in 
  darkness), the leucrotta can call out to the targets, who must 
  be in line of sight and within 60 feet. When the leucrotta calls 
  out, the targets must make a DC 16 Will save or fall under the 
  effects of a suggestion to approach the sound of the leucrotta’s 
  voice. This effect functions identically to a mass suggestion spell 
  with a caster level equal to the leucrotta’s Hit Dice. A creature 
  that saves cannot be affected again by the same leucrotta’s lure 
  for 24 hours. The lure is a language-dependant effect, and if 
  the leucrotta uses the victim’s name during the lure, the victim 
  suffers a –4 penalty on his saving throw. This is a sonic mind-
  affecting charm effect. The save DC is Charisma-based.
  Powerful Bite (ex) A leucrotta’s bite attack always applies 1.5 times 
  its Strength modifier to damage and threatens a critical hit on a 
  roll of 19–20. Against objects, a leucrotta’s bite treats the object as 
  having a hardness of 5 less than the object’s actual hardness rating.
  Voice Mimicry (ex) A leucrotta can perfectly imitate the voice of 
  any creature it has heard talking. It makes a Bluff check when 
  using voice mimicry—listeners may oppose this Bluff with 
  Sense Motive checks to see through the mimicry, although 
  if the listener isn’t familiar with the voice of the person being 
  mimicked, he suffers a –8 penalty on his Sense Motive check to 
  oppose the leucrotta’s Bluff. Leucrottas find it difficult to mimic 
  the voices of creatures more than one size category smaller 
  or larger than themselves and take a –8 penalty on their Bluff 
  checks to mimic the voices of such smaller or larger creatures.
  Treasure: A DC 25 Perception check made during the 
  hex’s exploration (or tracking the wounded leucrotta to 
  its lair) locates the narrow valley in which the monster 
  dwells. The leucrotta’s ill-gotten gains are stashed here, 
  consisting of a blue dragonhide breastplate, a matching 
  blue dragonhide heavy shield, a tree feather token, an ivory 
  comb (worth 50 gp), and 86 gp. The gold pieces are coated in 
  a foul-smelling slime (the result of having passed through 
  the leucrotta’s digestive system).
  r. HArgulkA’S StrongHold (Hidden)
  This area is detailed in Part Six.
  S. king of tHe foreSt (cr 5; StAndArd)
  Creatures: A lone forest drake, a degenerate cousin to 
  green dragons, patrols the woods in this region looking for 
  prey. While not as intelligent as a true dragon, it possesses 
  savage cunning. It might set up an ambush for a small 
  group of travelers or stalk a party until it can pick off a 
  lone straggler or two.
  The forest drake can be tracked back to its lair a few 
  miles away with a DC 15 Survival check. This tangled 
  thicket is littered with rotting meat, cracked bones, and 
  scattered items of gnawed-on equipment.
  forest Drake 
   
  CR 5
  XP 1,600
  LE Large dragon (Pathfinder Adventure Path volume #15)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DefenSe
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 59 (7d12+14)
  fort +7, Ref +7, Will +5
  Immune acid, sleep, paralysis
  OffenSe
  Speed 30 ft., fly 60 ft. (average), swim 30 ft.
  Melee bite +10 (1d8+4), tail slap +8 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acid cloud
  TACTICS
  During Combat The forest drake begins combat with its acidic 
  cloud breath, attempting to catch as many opponents as it can 
  in the cloud. Thereafter it focuses its attacks on any elves or 
  gnomes present.
  Morale The forest drake is cowardly and flees back to its lair if 
  
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  reduced to fewer than 20 hit points.
  STATISTICS
  Str 19, Dex 14, Con 14, Int 9, Wis 11, Cha 12
  Base Atk +7; CMB +12; CMD 24
  feats Hover, Improved Initiative, Multiattack, Power Attack, Skill 
  Focus (Perception)
  Skills Fly +10, Intimidate +11, Perception +13, Stealth +8 (+16 in 
  forests), Swim +22
  Languages Draconic
  SQ aquatic adaptation, speed surge
  SPeCIAL ABILITIeS
  Acidic Cloud (Su) A forest drake can, as a standard action, spit a 
  ball of acid that dissipates into a cloud on impact. This attack 
  has a range of 60 feet and deals 4d4 points of acid damage 
  to all creaturesin a 10-foot-radius spread. A DC 15 Reflex save 
  halves this damage. The cloud remains for 1d4 rounds once 
  created, but a strong wind disperses it in a single round. Once 
  a forest drake has used its acidic cloud breath, it cannot do so 
  again for 1d6 rounds. The Reflex save is Constitution-based.
  Aquatic Adaptation (ex) A forest drake can breathe underwater 
  indefinitely and can freely use its breath weapon and other 
  abilities while underwater. The acidic cloud created by that 
  attack dissipates after 1 round if used underwater.
  Speed Surge (ex) Three times per day as a swift action, a forest 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  Treasure: Strewn about the underbrush are the discarded 
  possessions of the forest drake’s most recent victim, an 
  unfortunate elf scout. Most of the gear is ruined, but the 
  following items can still be salvaged: a ripped and broken 
  masterwork chain shirt, a masterwork darkwood longbow, 
  and a tattered, bloodstained cloak of elvenkind.
  t. tHe wAndering giAnt  
  (cr 7; StAndArd)
  Creatures: Depressed after being rebuffed by the trolls 
  at area R when he tried to join their gang, a dull-witted 
  hill giant named Munguk tries to forget his troubles by 
  looking for blue wolf berries to make moonshine from, 
  hunting for game, and seeking a mate, in that order. 
  Unfortunately for Munguk, however, blue wolf berries are 
  not in season, his loud singing has scared away the larger 
  game in the area, and there are no female hill giants 
  within miles. Munguk has been on the hunt for 4 
  days now with nothing to show for it but a rapidly 
  diminishing jug of wolf berry moonshine, and 
  he is in a particularly foul mood, lashing out at 
  boulders, trees, and the PCs, if he even notices 
  them—he’s got a –8 penalty on Perception checks 
  due to his depression. PCs who come upon the 
  giant without him noticing their approach find 
  him squatting on a rock trying to lick the last drops 
  of moonshine out of a broken jug.
  If the PCs offer Munguk something alcoholic to drink 
  (at least 3 gallons), they receive a +5 circumstance bonus 
  on Diplomacy checks dealing with the giant (his initial 
  attitude is unfriendly). If made at least friendly, Munguk 
  can tell them (in Giant) about the Ruined Keep (area G), 
  the lizardfolk village (area H), and the troll lair (area R). If 
  made helpful, he’ll also give them his map (see Treasure).
  Munguk 
   
  CR 7
  XP 3,200
  Male hill giant (Pathfinder RPG Bestiary 150)
  hp 85 
  TACTICS
  During Combat Munguk throws a rock at the closest enemy 
  on the first round of combat and then charges into the fray 
  with his greatclub.
  Morale Munguk fights until he is reduced to 20 hit points 
  of fewer. At that point, he drops to the ground, crying and 
  blubbering, as he apologizes profusely in guttural Giant.
  Munguk
  
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  Rivers Run Red
  Rivers Run Red
  Treasure: In addition to his hide armor and greatclub, 
  Munguk carries a crude hide sack containing his worldly 
  possessions. Inside are nine throwing rocks, three boots of 
  various sizes (Small, Medium, and Large), a wooden bowl 
  and spoon, an empty clay moonshine jug, a few strips of 
  dried dwarf jerky, a glass jar containing a partially eaten 
  pickled sheep’s head, a bent grappling hook and 5 feet 
  of frayed rope, a battered but still functional spyglass, 
  a gnarled piece of driftwood (actually a wand of hideous 
  laughter with 10 charges), a necklace of fireballs (type II) with 
  one 4d6 sphere remaining, and 60 gp.
  Also in the bag is a crude map, sketched on the back of a 
  piece of smelly, uncured hide. Although the map is labeled in 
  Giant, Munguk is far from literate, and a DC 25 Linguistics 
  check is needed to decipher it. The map highlights the 
  location of the troll lair (area R) with the legend “mean ugly 
  troll-men” scrawled in blue wolfberry juice.
  Story Award: If the PCs manage to negotiate their 
  encounter with Munguk peacefully, award them XP as if 
  they had defeated him in combat.
  u. ABAndoned ferry StAtion 
  (lAndmArk)
  Half-collapsed, rotting wooden buildings stand on each 
  bank where the Shrike River branches off of the Little 
  Sellen River.  The buildings have been used as lairs by 
  kobolds, mites, and even a few groups of bandits in the 
  past, but currently the yare unoccupied.
  Development: If the PCs establish a city here, the 
  abandoned ferry station grants a free Pier to the city.
  v. owlBeAr lAir (Hidden)
  This area is detailed in Part Seven.
  PArt tHree:  
  tHe lonely BArrow
  The isolated barrow mound of a fallen barbarian warrior-
  king has stood in this section of the Kamelands for 
  untold thousands of years. Over time, the earth near 
  the mound subsided, opening a crack in the side of the 
  tomb and awakening the warlord’s undead guardians, 
  who were sworn to defend their lord and his sepulcher 
  even beyond death. The warlord himself, now known as 
  the Lonely Warrior, has risen as an undead blasphemy 
  himself. Still bound inside his crypt, he rages against the 
  walls of his prison, dreaming dark dreams of conquest 
  and blood. Yet for all their wrath and hatred, the undead 
  of the Lonely Barrow have relatively little impact on the 
  surrounding terrain. This, along with the fact that the 
  tomb is not easily distinguished from the other grassy 
  knolls dotting the landscape, means that the barrow has 
  gone undiscovered for many centuries. Once this hex 
  is explored, a DC 15 Perception check reveals the crack 
  in the side of a hill that leads into the barrow mound’s 
  interior. The Lonely Barrow’s interior is unlit and its 
  ceilings average 7 feet high.
  f1. entrywAy (cr 4)
  The walls of this octagonal chamber are decorated with crude 
  mosaics of simple village life: hunting, fishing, and farming. 
  A thick carpet of guano covers the floor—it’s crawling with 
  insects, and the sharp tang of ammonia hangs in the air. A 
  cobweb-filled tunnel to the east leads deeper underground.
  Creatures: Hundreds of bats make their home in this 
  room, flying through the open doorway each night to feed. 
  If disturbed, the bats fly about frantically.
  Bat Swarms (2) 
   
  CR 2
  XP 600 each
  hp 13 each (Pathfinder RPG Bestiary 30)
  f2. centrAl cHAmBer (cr 4)
  Four tunnels exit this circular chamber in the cardinal directions. 
  Four large monstrous faces, carved from stone, leer and 
  grimace from each of the walls between the tunnel entrances. 
  A skeleton sprawls facedown in the middle of the room.
  A DC 15 Knowledge (religion) check recognizes 
  the stone faces as representations of the four winds, 
  incarnated as malevolent elemental spirits. They are also 
  a key component of the trap placed within this room to 
  discourage tomb robbers.
  Traps: Any living creatures entering the 10-foot-square 
  area in the center of the room trigger a trap—the four faces 
  seem to inhale deeply, then breathe out black tendrils of 
  mist that sap the strength of any creature they touch. 
  Nonliving creatures (such as constructs or undead) do not 
  set off the trap.
  Breath of Despair Trap 
   
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
  effeCTS
  Trigger proximity (deathwatch); Reset automatic (1 hour)
  effect spell effect (ray of exhaustion; Atk +5 ranged touch; DC 19 
  Fortitude partial); multiple targets (four targets in C2)
  Treasure: The skeleton is all that remains of a previous 
  unlucky tomb robber. While most of the skeleton’s 
  equipment has rotted away, a tarnished copper ring of 
  sustenance still encircles one bony finger.
  
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  The Lonely Barrow 
  F1
  F2
  F3
  F4
  F5
  T 
  One square = 5 feet
  The Lonely Barrow 
  F1
  F2
  F3
  F4
  F5
  T 
  One square = 5 feet
  f3. cryPtS (cr 3 eAcH)
  The walls of each dusty chamber are decorated with mosaic 
  scenes of hunting and battle. Six biers line the walls, the resting 
  places of respected warriors.
  These two crypts house the remains of those warriors 
  honored with the privilege and duty of joining their lord 
  in death and defending his barrow.
  Creatures: Six animated skeletons, undead guardians 
  of the warlord’s tomb, stand eternal vigil in each of these 
  chambers. They attack any creatures that enter these rooms 
  or set off the trap in area C2. They pursue foes throughout 
  the barrow, but not outside.
  Skeletons (2 groups of 6) 
   
  CR 1/3
  XP 135 each
  hp 4 each (Pathfinder RPG Bestiary 250)
  f4. tHe wArrior’S tomB (cr 6)
  The walls of this chamber are adorned with a plethora of 
  weapons, shields, armor, and tattered banners and standards. 
  Interspersed among the displayed arms are carved scenes of 
  battle, pillage, and conquest. The carvings are caked in flaking 
  pigments that were once brightly colored, but many have been 
  defaced, apparently by repeated blows from a weapon. At the 
  far end of the room, a withered corpse lies in state atop a stone 
  catafalque, its bony hands clutching a sword across its chest.
  The Lonely Barrow is the final resting place of an ancient 
  barbarian warlord, his name long lost to history, who was 
  interred in this crypt. Although the warlord was laid to rest 
  in an impressive tomb along with his loyal guardsmen, the 
  greedy brother who succeeded him claimed his fallen kin’s 
  magic weapon as his own, neglecting to bury the warlord 
  with his trusty weapon. Angered at this blasphemy and 
  the desecration of his remains, the warlord’s spirit rose 
  as an undead menace not long after. He sought out the 
  treacherous brother, and although the stolen weapon 
  became broken in the fight that followed, the undead 
  warlord succeeded in killing the brother and returned to 
  this cairn with his reclaimed weapon; he has stood eternal 
  guard over his tomb ever since.
  The Lonely Warrior 
   
  CR 6
  XP 2,400
  Male cairn wight fighter 2 (Pathfinder RPG Bestiary 276)
  
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  Rivers Run Red
  Rivers Run Red
  LE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +16
  DefenSe
  AC 25, touch 14, flat-footed 21 (+3 armor, +4 Dex, +6 natural, +2 shield)
  hp 73 (6 HD; 4d8+2d10+44)
  fort +10, Ref +5, Will +8 
  Immune undead traits
  Weaknesses resurrection vulnerability
  OffenSe
  Speed 30 ft.
  Melee broken +2 fey bane bastard sword +1 (1d10+5 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 18)
  TACTICS
  During Combat The Lonely Warrior rages and attacks any living 
  creature that enters his tomb.
  Morale The Lonely Warrior fights until destroyed.
  STATISTICS
  Str 21, Dex 19, Con —, Int 12, Wis 18, Cha 22
  Base Atk +5; CMB +10; CMD 24
  feats Blind-Fight, Exotic Weapon Proficiency (bastard sword), Skill 
  Focus (Perception), Toughness, Weapon Focus (bastard sword)
  Skills Climb +2, Intimidate +15, Knowledge (religion) +6, 
  Perception +16, Stealth +1
  Languages Common, Hallit
  SQ bravery +1
  Other Gear broken chainmail, heavy wooden shield, broken +2 fey 
  bane bastard sword
  Treasure: Although the Lonely Warrior is listed as 
  possessing a broken +2 fey bane bastard sword, you should alter 
  the exact type of weapon to match a type used by one of your 
  PCs (see the Quest: Tomb Treasure sidebar on page 23).
  PArt four:  
  tHe forgotten keeP
  Long ago, before the fall of the Starstone, when the 
  Verduran Forest stretched from the World’s Edge 
  Mountains to the Lake of Mists and Veils, the elves built 
  an outpost far to the north in what is now the northern 
  River Kingdoms. When they fled Golarion at the onset 
  of the Age of Darkness, the elves abandoned this 
  outpost as they did so many others. Centuries 
  later, after their return, they found that while 
  humanity had overrun much of Avistan, the 
  Stolen Lands had become a wilderness 
  untouched by both elf and human. 
  Moved by this, they left their ancient keep 
  abandoned, and in the ensuing centuries 
  even the elves forgot about it.
  Yet elven architecture is built to last, and the 
  outpost, though now in ruins, has survived the passage 
  of millennia mostly intact. Over the years, it has been 
  home to host of creatures, both fair and foul. Most 
  recently, it has become the residence of a baobhan sith, 
  an evil fey creature that lures men to their doom and 
  drinks the blood of the living. Her presence in the region 
  has attracted other wicked fey to the area—all can feel 
  the growing presence of the First World in the region 
  and hope to be here when whatever they feel is about 
  to happen finally does. She feels little responsibility 
  to these other fey, who in turn think of her almost as 
  a force of nature and, when they must speak of her, 
  simply call her the Dancing Lady. Until then, the dark 
  fey prey upon the infrequent travelers in the southern 
  Narlmarches; enough hunters and trappers have gone 
  missing near the ruined keep that most give it a wide 
  berth these days.
  The Lonely Warrior
  
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  g1. mAin gAte (cr 4)
  A ruined, circular keep looms out of the forest, surrounded by 
  towering, ancient trees draped with hanging moss. Four circular 
  towers sprout from the cracked walls like the trunks of great trees, 
  at least one crumbled into rubble. Twisting vines and thick moss 
  cover the walls in a coat of verdant green, blending the ruins 
  almost seamlessly into the surrounding woods. The overgrown 
  remains of a path lead to an open, arched gateway gaping in the 
  keep’s eastern wall, its doors long since rotted away.
  The keep’s exterior walls and those of the flanking 
  towers are built of 5-foot-thick stone and are 20 feet high. 
  Studying the walls reveals ancient, worn carvings. A DC 
  15 Knowledge (engineering) or Knowledge (history) check 
  identifies the ruins as being of ancient elven construction. 
  The keep’s southern wall has been breached, creating a 
  rubble-choked opening leading inside. The walls can be 
  scaled with a DC 15 Climb check.
  Traps: The quickling living inside (see area G4) has 
  trapped the citadel’s gate. Anyone passing through the arch 
  triggers the trap, causing the keep’s ancient portcullis to 
  fall down, sealing the entrance and alerting the denizens 
  of the keep to the intruders’ presence.
  falling Portcullis Trap 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
  effeCTS
  Trigger location; Reset manual; Bypass hidden switch (Perception 
  DC 25)
  effect falling portcullis (6d6 damage); DC 20 Reflex avoids
  SPeCIAL
  note: Once the trap has been sprung, a DC 25 Strength check can 
  lift the portcullis.
  g2. courtyArd
  A graceful tower rises out of the keep’s central courtyard, now 
  overgrown with bushes, undergrowth, and several sizable 
  trees. Like the outer walls, the tower is draped with vines and 
  creepers, and several small plants have taken up residence on 
  ledges and in cracks along its sides.
  The courtyard is uninhabited, though the fey in areas 
  G4 and G6 keep a close eye on anything disturbing the 
  forest’s peace. The thick underbrush makes the entire 
  courtyard difficult terrain.
  g3. nortHeASt tower (cr 4)
  The northeast tower is open to the sky, its roof and interior 
  levels having fallen away long ago.
  Creatures: Hundreds of disease-ridden rats inhabit 
  this ruined tower. The fey occasionally toss bodies 
  and other rubbish inside for the rats to dispose of but 
  otherwise avoid entering the tower. The rats attack any 
  warm-blooded creature entering the tower, forming into 
  two swarms.
  Rat Swarms (2) 
   
  CR 2
  XP 600 each
  hp 16 each (Pathfinder RPG Bestiary 232)
  g4. SoutHeASt tower (cr 6)
  A wooden door made from roughly-cut timber planks, obviously 
  of newer construction than the rest of the keep, blocks the 
  entrance to this tower.
  The 40-foot-tall southeast tower is also missing its 
  roof, but interwoven, leafy vines and the forest canopy 
  above provide a ceiling of sorts, shading the interior and 
  allowing only dim illumination. Inside, the rubble and 
  undergrowth have been cleared away to create a cozy living 
  space, decorated with crude wooden furniture, sized for a 
  Small creature, and bloody scalps nailed to the walls.
  Creatures: This tower serves as home to a twisted, 
  malevolent fey murderer, a quickling named Rigg 
  Gargadilly. Quicklings are small, incredibly swift and agile 
  creatures that move so fast that they can effectively become 
  invisible. Like most quicklings, Rigg is high-strung and 
  prone to violent outbursts of cruelty. He listens carefully 
  for the sound of his trap at area G1 being sprung and for 
  movement in the courtyard outside. If he sees the PCs, he 
  sneaks into the courtyard and hides in the underbrush, 
  hoping to attack the intruders by surprise and from behind 
  when they investigate his tower.
  Rigg Gargadilly 
   
  CR 6
  XP 2,400
  Male quickling rogue 3 (Tome of Horrors Revised 301)
  NE Small fey 
  Init +13; Senses low-light vision; Perception +15
  DefenSe
  AC 21, touch 21, flat-footed 11 (+9 Dex, +1 dodge, +1 size)
  hp 51 (4d6+3d8+24)
  fort +5, Ref +16, Will +8
  Defensive Abilities evasion, natural invisibility, supernatural 
  speed, trap sense +1; DR 5/cold iron
  Weaknesses slow susceptibility
  OffenSe
  Speed 120 ft.
  Melee +1 short sword +6 (1d4/19–20 plus poison) 
  Special Attacks sneak attack +2d6 plus 2 bleed
  Spell-Like Abilities (CL 6th; concentration +7)
  
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  Rivers Run Red
  Rivers Run Red
  The Ruined Keep 
  One square = 5 feet
  Second Level 
  G1 
  G2 
  G6 
  G3 
  G5 
  G4 
  G7 
  G8 
  Ground Level 
  down 
  up 
  The Ruined Keep 
  One square = 5 feet
  Second Level 
  G1 
  G2 
  G6 
  G3 
  G5 
  G4 
  G7 
  G8 
  Ground Level 
  down 
  up 
  1/day—dancing lights, flare (DC 11), levitate, shatter (DC 13), 
  ventriloquism (DC 12)
  TACTICS
  During Combat Fond of misdirection, Rigg tries to trick the PCs 
  into splitting up; he uses dancing lights and ventriloquism to lure 
  them in multiple directions. Once they’re spread out, he rushes 
  in to stab one of them and then Spring Attacks away to find 
  a hiding spot where he can wait a round to become invisible 
  again before repeating his dangerous, annoying tactic.
  Morale If brought below 15 hp, Rigg abandons the keep and flees, 
  perhaps becoming an annoying recurring villain set on revenge 
  against the PCs for chasing him out of his home.
  STATISTICS
  Str 8, Dex 28, Con 17, Int 17, Wis 17, Cha 12
  Base Atk +4; CMB +2; CMD 22
  feats Dodge, Improved Initiative, MobilityB, Spring AttackB, 
  Weapon Finesse, Weapon Focus (short sword)
  Skills Acrobatics +19 (+55 jump), Bluff +11, Craft (trapmaking) +13, 
  Escape Artist +19, Fly +0, Knowledge (nature) +13, Perception +15, 
  Sleight of Hand +18, Stealth +23, Survival +10, Use Magic Device +11
  Languages Aklo, Common
  SQ poison use, rogue talent (bleeding attack), trapfinding
  Combat Gear blue whinnis (5 doses); Other Gear +1 short sword
  SPeCIAL ABILITIeS
  natural Invisibility (Su) A quickling is invisible when motionless. 
  It loses this invisibility and remains visible for 1 round in any 
  round in which it takes any action other than a free action.
  Poison Use (ex) A quickling is never at risk of poisoning itself when 
  handling poison. They usually use blue whinnis on their daggers.
  Supernatural Speed (Su) A quickling moves with incredible 
  speed. Save for when it remains motionless (at which point it 
  is invisible), a quickling’s shape blurs and shimmers with this 
  speed, granting it concealment (20% miss chance). In addition, 
  this ability grants the quickling evasion and uncanny dodge (as 
  the rogue abilities of the same name). 
  Slow Susceptibility (ex) A quickling that succumbs to a slow effect 
  loses its supernatural speed ability and is sickened.
  Treasure: Rigg keeps his favorite treasure (gemstones) 
  hidden in a clay urn hidden inside the tower in a niche 20 
  feet above the floor (DC 20 Perception check to find). The 
  urn contains 119 gp, 131 sp, 27 cp, and a dozen different 
  sparkling gemstones worth 1,800 gp in all.
  g5. ruined tower
  The upper reaches of this tower have completely collapsed, 
  filling the interior with debris and rubble.
  
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  Treasure: A successful DC 20 Perception and half an hour 
  of searching the wreckage turns up a long-forgotten elven 
  artifact, a remarkably well-preserved mithral statuette of a 
  beautiful elf woman wearing archaic robes, framed by an 
  archway of mithral branches. A DC 20 Knowledge (religion) 
  check recognizes the statuette as a representation of 
  Findeladlara, the elven goddess of art and architecture. The 
  statuette is worth 1,200 gp and is exactly the type of prize 
  that Lily Teskerten (see inside back cover) is looking for.
  g6. nortHweSt tower (cr 6)
  This tower stretches high into the sky, its upper reaches hidden 
  in the forest’s canopy. The vines choking the tower’s exterior, 
  which are festooned with bleached humanoid skulls, nearly 
  obscure the dark arrow slits. At ground level, a closed wooden 
  door hides behind a cloak of hanging vines.
  The northwest tower is the only one in the keep to have 
  withstood the test of time—its walls 
  are still intact, as is most of its 
  roof, though the wooden floors 
  inside collapsed long ago. The 
  door is of original construction and is 
  beautifully carved (though obscured by moss) and barred 
  from the inside, but it is so ancient that a DC 20 Strength 
  is sufficient to break it down.
  Creatures: An evil fey assassin called a grimstalker lives 
  in this tower with its “pet” assassin vine. The assassin 
  vine hides among the normal vines growing on the tower, 
  lurking just above the doorway. A DC 20 Perception, 
  Knowledge (nature), or Survival check is needed to see past 
  the plant’s camouflage.
  The grimstalker itself, named Teorlian, lurks inside the 
  tower and climbs along the walls from arrow slit to arrow slit, 
  keeping close watch on the courtyard below. Grimstalkers 
  look like slender elves with pale green skin that has the texture 
  of smooth bark, deformed toothy faces, and poisonous clawed 
  hands. This particular grimstalker dresses in a black and red 
  loincloth and has a number of scar-like patterns on his arms 
  and shoulders. 
  Teorlian has allied himself with the Dancing Lady 
  (see area G8), and often hunts the Narlmarches for new 
  victims to bring back for her to feed on. Their skulls, 
  however, he keeps for himself, and these now adorn the 
  walls of this tower. The Dancing Lady believes that he 
  makes these offerings out of a sense of loyalty and perhaps 
  unrequited love. And while Teorlian does love her after 
  a fashion, these offerings are given solely to make her 
  dependent on him, so he can eventually claim lordship 
  of the keep for himself, taking the Dancing Lady as his 
  consort, willingly or not.
  Teorlian cooperates with Rigg Gargadilly (area G4) only 
  as much as he must—should the PCs fight the quickling 
  in the keep’s courtyard, the grimstalker likely stays out of 
  the combat. 
  Grimstalker 
   
  CR 5
  XP 1,600
  NE Medium fey (Tome of Horrors II 89)
  Init +9; Senses low-light vision; Perception +12
  DefenSe
  AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
  hp 52 (8d6+24)
  fort +5, Ref +11, Will +7
  DR 5/cold iron
  OffenSe
  Speed 40 ft., climb 20 ft.
  Melee 2 claws +9 (1d4+1 plus poison)
  Special Attacks sneak attack +3d6
  Spell-Like Abilities (CL 8th; concentration +11)
  3/day—control plants (DC 21), tree shape
  TACTICS
  During Combat The grimstalker directs the assassin vine’s attacks 
  with control plants while using the plant to flank foes.
  Morale When reduced to fewer than 11 hit points, the grimstalker 
  Rigg Gargadilly
  
  37
  Rivers Run Red
  Rivers Run Red
  flees, climbing up the walls to escape through a hole in the 
  tower’s roof to join the Dancing Lady in area G8.
  STATISTICS
  Str 12, Dex 21, Con 17, Int 14, Wis 13, Cha 16
  Base Atk +4; CMB +5; CMD 20
  feats Combat Reflexes, Improved Initiative, Stealthy, Weapon Finesse
  Skills Acrobatics +16 (+20 jump), Climb +20, Escape Artist +18, 
  Intimidate +11, Knowledge (nature) +13, Perception +12, Stealth 
  +18 (+26 in forests), Survival +9
  Languages Aklo, Common, Elven
  SPeCIAL ABILITIeS
  Poison (ex) Claw—Injury; save Fort DC 14; frequency 1/round for 6 
  rounds; effect 1d2 Dex; cure 2 saves.
  Assassin Vine 
   
  CR 3
  XP 800
  hp 30 (Pathfinder RPG Bestiary 22)
  Treasure: The grimstalker keeps valuables taken from 
  his victims in a locked chest (DC 25 Disable Device check 
  to open) inside his tower. Inside the chest are a fine velvet 
  cloak (worth 10 gp), a gold necklace (worth 100 gp), a silver 
  ring set with an emerald (worth 300 gp), a bejeweled 
  masterwork short sword (worth 510 gp), a moonstone 
  (worth 50 gp), 76 sp, and 31 gp.
  g7. grAnd HAll (cr 5)
  This wide chamber has an impressive vaulted ceiling. Though 
  obscured in places by earth and undergrowth, the hall’s floor 
  is crafted of smooth stone tiles in multicolored pastel hues. 
  The walls of the chamber are decorated with faded frescoes of 
  sylvan life, showing scenes of beautiful elves engaged in hunting, 
  feasting, dancing, singing, and a bewildering variety of other 
  idyllic pursuits. To the west, a graceful, filigreed stone staircase, 
  garlanded with flowering vines, climbs to the level above.
  The keep’s central tower is an elegant spire of ivory-
  colored stone, draped with a riot of vines and other 
  plants. The most complete structure in the entire 
  fortress, its 5-foot-thick walls climb 70 feet to a multi-
  pointed stone roof.
  
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  Traps: Today, the Grand Hall contains only a deadly trap 
  placed here by the tower’s current inhabitant. One round 
  after the PCs enter the hall, the room fills with a cloying, 
  violet mist that fills their heads with maddening visions of 
  dark, moonless nights; twisted, malignant trees; and hot, 
  steaming rivers of blood.
  Insanity Mist Trap 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 15; Disable Device DC 15
  effeCTS
  Trigger location; Reset repair
  effect poison gas (insanity mist; Pathfinder RPG Core Rulebook 
  560); never miss; onset delay (1 round); multiple targets (all 
  targets in G7, persists for 1 round)
  g8. tHe dAncing lAdy (cr 6)
  The stairs end in a circular room featuring wide windows 
  draped with hanging vines that offer panoramic views of the 
  keep’s overgrown courtyard and the forest beyond. An open 
  circular skylight in the ceiling provides glimpses of the forest 
  canopy overhead. The walls between the windows are carved 
  with exquisite, delicate nature motifs highlighted in gold 
  and silver leaf. A riot of flowers, plants, and bushes sprout 
  from the thick loam that carpets the hall’s floor, as if one 
  were walking in a fantastic glade elevated high above the 
  forest floor.
  This floor once contained the private residence of 
  the lord of the keep. Its wooden interior walls have long 
  since rotted to dust, turning it into one wide chamber. 
  Permanent, one-way illusory walls conceal the windows 
  from the outside, though the glass in the windows and 
  skylight broke or fell away ages ago, allowing a variety of 
  vegetation to take root here. The ceiling is 40 feet high.
  Creatures: The tower’s sole resident and current lady of 
  the keep is an evil female fey known as a baobhan sith. 
  Called the Dancing Lady, she appears as an alluring, 
  graceful elven woman with alabaster skin, golden hair, 
  and emerald green eyes and wears a flowing white gown 
  of archaic elven style, tied at the waist with a blood-red 
  scarf. Like all baobhan sith, the Dancing Lady entrances 
  creatures with her captivating dance and then drinks 
  the blood the living. Though she likes to think that the 
  quickling Rigg Gargadilly in area G4 and the grimstalker 
  in area G6 have sworn fealty to her and worship her as their 
  queen, in reality they have only agreed to ally themselves 
  with her for mutual benefit. Nevertheless, the grimstalker 
  has become quite smitten with the Lady and regularly 
  brings her fresh victims, though not for the reasons that 
  she thinks. If the grimstalker in area G6 fled from the PCs, 
  he is found here beside his Lady.
  The Dancing Lady 
   
  CR 6
  XP 2,400
  Female baobhan sith (Tome of Horrors III 17)
  CE Medium fey 
  Init +4; Senses low-light vision; Perception +17
  DefenSe
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 67 (9d6+36)
  fort +9, Ref +10, Will +9
  DR 5/cold iron; SR 17
  OffenSe
  Speed 30 ft.
  Melee 2 claw +7 (1d6+3), bite +7 (1d6+3)
  Special Attacks blood drain, captivating dance, dying words
  Spell-Like Abilities (CL 10th; concentration +14)
  At Will—detect thoughts (DC 16)
  1/day—entangle (DC 15), suggestion (DC 17)
  TACTICS
  During Combat The Dancing Lady begins combat with her 
  captivating dance, hoping to entrance all of her attackers. 
  She follows this with entangle to ensnare anyone resisting her 
  dance. Once she has captivated at least one victim (preferable 
  a male elf or human), she grapples and drains his blood. If 
  necessary, she casts suggestion to convince an opponent to 
  defend her or force an attacker to leave combat. If forced into 
  melee combat, she focuses her attacks on female opponents, 
  attempting to tear them limb from limb with teeth and claws.
  Morale The Dancing Lady fights to the death.
  STATISTICS
  Str 17, Dex 19, Con 18, Int 16, Wis 16, Cha 19
  Base Atk +4; CMB +7; CMD 22
  feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Mobility
  Skills Acrobatics +16, Bluff +16, Craft (trapmaking) +15, Escape 
  Artist +16, Knowledge (nature) +15, Perception +17, Perform 
  (Dance) +16, Sense Motive +17, Stealth +16
  Languages Aklo, Common, Elven
  SPeCIAL ABILITIeS
  Blood Drain (ex) A baobhan sith can suck blood from a grappled or 
  helpless opponent; if she establishes or maintains a pin, she deals 
  bite damage and drains blood, dealing 1d4 points of Strength 
  damage and 1d4 points of Constitution damage each round.
  Captivating Dance (Su) When a baobhan sith dances, all living 
  creatures within 30 feet that view the rhythmic swaying and 
  movements of her body must succeed on a DC 19 Will save 
  or become utterly enthralled and captivated. Creatures that 
  are sexually attracted to females who view this dance suffer 
  a –2 penalty on their saving throw. A creature that makes its 
  save cannot be affected again by the same baobhan sith’s 
  captivating dance for one day. A captivated creature is dazed 
  (it cannot attack, but can defend normally). This continues for 
  as long as the baobhan sith dances. A baobhan sith can move 
  and act normally (including using her spell-like abilities) while 
  maintaining her dance. The save DC is Charisma-based.
  
  39
  Rivers Run Red
  Rivers Run Red
  Dying Words (Sp) When a baobhan sith is slain, she utters a curse 
  as a free action (whether it’s her turn or not) that affects her 
  killer as if it were a bestow curse spell (caster level 10th). The 
  target can resist the curse with a successful DC 19 Will save. 
  If the save fails, the target suffers a –6 decrease to its highest 
  ability score. The save DC is Charisma-based.
  Treasure: The Dancing Lady possesses a number of 
  treasures salvaged from the ruins and stolen from her 
  victims: a life-sized alabaster statue of a nude, dancing 
  elven woman (worth 900 gp, but weighing almost 500 
  pounds), a masterwork harp, a small, carved jade statuette 
  of a coiling snake (worth 75 gp), and an ancient filigreed 
  elven water clock (worth 1,000 gp, but weighing 200 
  pounds). The Lady’s bed is covered with a snow-white 
  bearskin coverlet (worth 50 gp). A finely carved, wooden 
  wardrobe beside the bed holds two royal outfits (worth 200 
  gp each), three courtier’s outfits (worth 30 gp each), and 
  several other tasteful, once-expensive articles of clothing 
  (heavily stained with blood and now worthless). A small 
  wooden coffer atop a rosewood table contains 3 vials of 
  exotic perfume (worth 100 gp each), a gem-studded tiara 
  (worth 350 gp), and an elixir of love. A nearby chest holds 431 
  sp and 370 gp in leather sacks.
  PArt five:  
  iSle of tHe lizArd king
  A small tribe of lizardfolk inhabits a muddy island in the 
  middle of a particularly swampy stretch of the Murque 
  River, about two miles west of Candlemere. Although 
  sluggish in the winter when the lakes freeze over, the 
  lizardfolk become quite active in the spring and summer, 
  ferociously attacking anyone entering their territory, 
  particularly members of the so-called “civilized” races. 
  But despite their reputation for violence during the 
  warmer months, the lizardfolk are reasonably civilized. 
  Although they do devour other intelligent creatures, this 
  is a practical habit rather than a ritualistic custom or a 
  craving due to a racial trait. “Meat is meat,” the lizardfolk 
  say, and life in the swamp is too harsh to forego a perfectly 
  good source of food because of some “civilized” taboo 
  against the consumption of thinking creatures.
  This particular tribe worships the eerie witchlights 
  that glow and dance above Candlemere’s central island, 
  believing them to be the spirits of fallen lizardfolk heroes. 
  The tribe’s current leader, Vesket, speaks to one of these 
  spirits. He believes it to be a revered ancestor and holds 
  its advice in high esteem. In reality, this “spirit” is a will-
  o’-wisp drawn to the Candlemere who has discovered that 
  urging the lizardfolk to greater violence provides it with a 
  never-ending feast of fear and pain to feed upon.
  As the PCs approach the island, they can see the 
  lizardfolk village more clearly:
  A low, muddy hummock protrudes from the middle of the 
  widening river, surrounded by a palisade of outward-facing, 
  sharpened wooden stakes. Inside, tendrils of smoke rise from a 
  handful of mounds clustered around a single larger mound. A 
  simple wooden gate on the eastern side of the hummock seems 
  to be the only entrance to the fortified island.
  Approximately 150 feet in diameter, the island sits only 
  about 10 feet above the level of the surrounding waters. 
  The palisade is 10 feet high, with a narrow walkway along 
  the top. The mud mounds are the lizardfolk’s “huts”—
  each has a single entrance covered with a leather flap to 
  keep warmth in and the weather out and a chimney hole 
  at the top. Fifty feet of water separate the island from 
  both the north and south riverbanks, and the palisade 
  requires a DC 15 Climb check to scale or a DC 30 Escape 
  Artist check to squeeze between two of the trunks. PCs 
  attempting to climb or breach the palisade must also 
  make Stealth checks or risk attracting the attention of the 
  lizardfolk guards manning the gate (area H1).
  If the PCs are looking for Tig Tannersen, the missing 
  child (see inside back cover), they’ll find him here, a prisoner 
  of the lizardfolk. The lizardfolk captured him near their 
  lair and initially planned to eat him, but the young child’s 
  fear was so delightful to the will-o’-wisp that it made a 
  rare manifestation before the tribe and decreed that the 
  human child should not be eaten. Now, the lizardfolk keep 
  the kid tied up, exposing him to new horrors daily (leaving 
  him tied just out of reach of the caimans, leaving him neck 
  deep in the swamp water for hours at a time, and so on), all 
  to increase the child’s fright and panic so that the will-o’-
  wisp can feed. The child’s cries of fear are starting to erode 
  the lizardfolk’s resolve, though—they’re not intrinsically 
  evil, and constantly torturing what they normally would 
  just consider delicious meat has started to make some of 
  the lizardfolk feel guilty. If the PCs are looking for Tig, 
  there’s a 40% chance that when they near the lizardfolk 
  lair they’ll hear his cries of horror. If they confront any 
  of the lizardfolk about the sounds and manage to make 
  the lizardfolk helpful with Diplomacy or Intimidate (they 
  have a starting attitude of indifferent for this purpose), the 
  lizardfolk cave in and lead the PCs to wherever they have 
  Tig tied up that day. Unfortunately, before the PCs have a 
  chance to rescue the child, they are discovered by either 
  the Lizard King or the will-o’-wisp itself, neither of which 
  wants to see the child go free. A fight in this case could 
  well cause a schism among the lizardfolk if you wish, with 
  some of the more apologetic lizardfolk joining the PCs to 
  defend the child against a leader and a “god” who suddenly 
  appear more cruel than the lizardfolk can accept.
  
  40
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  n1. gAte (cr 3)
  The palisade’s wooden gate is about 8 feet high and barred 
  on the inside, requiring a DC 25 Strength check to break 
  through. Fortunately, lizardfolk are not known for their 
  architectural skills, and a DC 15 Disable Device check is 
  enough for the PCs to remove the gates from their hinges.
  Creatures: Any attempt to breach the gate or the palisade 
  draws the attention of the two lizardfolk guards who are 
  posted here at all times. They stand on the walkway behind 
  the palisade, which provides them with partial cover.
  Lizardfolk (2) 
   
  CR 1
  XP 400 each
  hp 11 each (Pathfinder RPG Bestiary 195)
  TACTICS
  During Combat The lizardfolk focus their attacks on anyone 
  scaling or breaching the gate or palisade, bull rushing climbing 
  attackers if possible.
  Morale The gate guards fight until one of them is reduced to 6 hit 
  points or fewer, at which point that one goes to alert the tribe, 
  while the other fights to the death.
  Development: If one of the lizardfolk guards alerts the 
  rest of the tribe, he goes first to the family huts (area N2), 
  then to the Lizard King’s hut (area N5), and finally to the 
  braves’ hut (area N4). The lizardfolk from area N2 arrive at 
  the scene of battle in 1d4 rounds, and three of the lizardfolk 
  braves from area N4 arrive 1d4 rounds after that. The final 
  brave arrives 2 rounds later with the muggers from area 
  N3. The Lizard King himself arrives 1d8 rounds after first 
  hearing the alarm, accompanied by his blood caimans and 
  his harem from area N6.
  n2. fAmily HutS (cr 4 eAcH)
  Each of these mounds holds a small lizardfolk family. Only 
  about 4 feet high on the outside, the floors are sunken, 
  making the total interior height about 8 feet. The huts are 
  cozy and warm, with a central firepit, woven reed dividers, 
  and simple furnishings.
  Creatures: Up to a dozen lizardfolk can inhabit each 
  mound, but only three are present at any one time (the rest 
  are on extended hunting trips outside the village). 
  Lizardfolk (3) 
   
  CR 1
  XP 400 each
  hp 11 each (Pathfinder RPG Bestiary 195)
  n3. kennel (cr 4)
  A leather flap over the doorway to this low mound is tied shut 
  with sinew thongs. A large stack of bones, each stripped of flesh 
  and scarred by sharp teeth, lies stacked near the doorway.
  Creatures: This mound serves as the kennel for the 
  tribe’s pet lizards—a pair of Narlmarch muggers, giant 
  lizards native to the Narlmarches and the Hooktongue 
  Slough to the west. Though well fed, the muggers always 
  enjoy the taste of fresh, warm-blooded prey, and attack any 
  non-lizardfolk entering the mound.
  narlmarch Muggers (2) 
   
  CR 2
  XP 600 each
  Monitor lizards (Pathfinder RPG Bestiary 194)
  hp 22 each
  Treasure: Each mugger wears a leather collar studded 
  with rough-cut shards of quartz. Each collar is worth 
  50 gp.
  n4. BrAveS’ Hut (cr 6)
  The exterior of this mound is decorated with colorful geometric 
  patterns painted in muds and clays of different shades. The 
  bleached skulls of various swamp creatures hang from the walls 
  by ropes made of twisted vines.
  As DC 20 Knowledge (local) or (religion) check recognizes 
  the patterns painted on the hut as symbols of strength, 
  virility, and skill in battle.
  Creatures: Four lizardfolk braves, the strongest and 
  bravest members of the tribe, currently reside in this 
  mound; they are inside, arguing about who has the 
  biggest frills. All four braves have painted their scales 
  with blue woad and their claws with red ocher. They wear 
  leather armor and wield masterwork morningstars.
  Lizardfolk Braves (4) 
   
  CR 2
  XP 600 each
  Advanced lizardfolk (Pathfinder RPG Bestiary 195, 294)
  hp 15 each 
  n5. lizArd king’S Hut (cr 7)
  The village’s central mound stands fully fifteen feet high, 
  dwarfing the surrounding huts. Bones of all shapes and sizes 
  crown the dome, sticking out of the dried mud at erratic angles. 
  Fresh marsh grass has been scattered around the mound’s 
  perimeter, and two spears, hung with feathers and other 
  fetishes and topped with the painted skulls of fanged lizards, 
  flank the mound’s entrance. The bright green hide of some 
  large swamp reptile serves as the hut’s entrance flap.
  This large mound is the home of tribe’s chieftain, a 
  huge lizard king named Vesket. While impressive on the 
  outside, the Lizard King’s hut is not much different from 
  the others on the inside—the firepit, the reed dividers, and 
  
  41
  Rivers Run Red
  Rivers Run Red
  Lair of the Lizard King 
  One square = 5 feet
  N1
  N2
  N2
  N3
  N4
  N5
  N7
  N6
  +10 ft. 
  0 ft. 
  Mud Hut  
  cut-away 
  sleep  
  area 
  living area
  fur  
  pelt 
  door  
   
  Lair of the Lizard King 
  One square = 5 feet
  N1
  N2
  N2
  N3
  N4
  N5
  N7
  N6
  +10 ft. 
  0 ft. 
  Mud Hut  
  cut-away 
  sleep  
  area 
  living area
  fur  
  pelt 
  door  
   
  the crude furniture are all the same, although the floor is 
  carpeted with fresh marsh grass and plush furs and the 
  ceiling is 15 feet high. A 5-foot-diameter hole in the dirt 
  floor drops 10 feet to a half-flooded, muddy tunnel that 
  leads to the Lizard King’s harem (area N6).
  Creatures: Unless the tribe has been alerted, Vesket is 
  usually found here. At night, there is a 75% chance that 
  he is visiting his harem (area N6), and every morning 
  he spends at least an hour listening to the advice of his 
  “ancestral spirit” in area N7. Vesket is accompanied at all 
  times by his two pet blood caimans (a northern variety of 
  crocodilian with black scales and a reddish head).
  Vesket the Lizard King 
   
  CR 6
  XP 2,400
  Male advanced lizardfolk fighter 2 (Pathfinder RPG Bestiary 195, 294)
  N Large humanoid (reptilian)
  Init +2; Senses Perception +1
  DefenSe
  AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural, –1 size)
  hp 77 (5d8+2d10+44)
  fort +9, Ref +3, Will +2; +1 vs. fear
  OffenSe
  Speed 30 ft., swim 15 ft.
  Melee +1 keen trident +12 (2d6+10/19–20), bite +10 (1d6+6)
  Ranged javelin +6 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat Vesket attempts to demoralize opponents on the 
  first round of combat using Intimidate. He then attacks the 
  largest opponent with his trident in the hope that defeating the 
  enemy’s champion will cause them to lose the taste for battle.
  Morale The Lizard King fights to the death.
  STATISTICS
  Str 23, Dex 14, Con 20, Int 8, Wis 8, Cha 12
  Base Atk +5; CMB +12; CMD 24
  feats Intimidating Prowess, Iron Will, Multiattack, Toughness, 
  Vital Strike, Weapon Focus (trident)
  Skills Handle Animal +5, Intimidate +11, Perception +1, Stealth +0, 
  Survival +4, Swim +18
  Languages Draconic
  SQ hold breath, bravery +1
  Combat Gear potion of cure serious wounds; Other Gear +1 
  leather armor, +1 keen trident, 5 javelins, 2 gold armbands 
  worth 100 gp each
  Blood Caimans (2) 
   
  CR 2
  XP 600 each
  
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  Pathfinder RPG Bestiary 51 (as crocodile)
  hp 22 each 
  Treasure: The Lizard King has collected some treasures 
  in his hut, including a coral crown embedded with lapis 
  lazuli worth 500 gp, a malachite statuette of a serpentine 
  dragon worth 200 gp, various furs worth a total of 300 gp, 
  and 575 gp.
  n6. HArem (cr 4)
  Perfumed smoke hangs heavy in the close, almost uncomfortably 
  warm confines of this mound. A couple of red-tinted lanterns 
  hang from the ceiling and brightly colored woven mats drape 
  the walls and carpet the dirt floor. A small mound of coals glows 
  in a firepit the center of the room.
  This mound is the Lizard King’s private harem, the 
  home of his chosen mates, and everyone other than himself 
  is forbidden to enter. The only entrance into the harem is 
  via the tunnel from the Lizard King’s hut (area H5); it has 
  no exterior doorways. One of his mates has recently laid an 
  egg—it sits atop a small mound of mud close to the firepit.
  Creatures: The three female lizardfolk that make up 
  the Lizard King’s harem live in this mound. As Vesket’s 
  favored consorts, they live a leisurely existence by lizardfolk 
  standards, but the swamp is a harsh mistress and they are 
  just as capable as the rest of the tribe. If an intruder pokes 
  his head out of the tunnel, they snatch up their shields and 
  surround the exit, trying to keep any more intruders from 
  invading their home. 
  The Lizard King’s Consorts (3)  
  CR 1
  XP 400 each
  Female lizardfolk (Pathfinder RPG Bestiary 195)
  hp 11 each
  Treasure: Each of the Lizard 
  King’s consorts wears several 
  items of jewelry worth 1,000 gp.
  n7. SPirit Hut (cr 7)
  This mound has a deserted, run-down 
  look to it. The mud is dried and cracked, and 
  no smoke issues from its chimney hole.
  Vesket believes that the spirit of one his forebears, the 
  great lizard king warrior Stisshak, looks over his tribe and 
  guides it from beyond. Vesket frequently comes to this hut 
  to talk with his ancestor about history, strategy, or any other 
  problems he is having. Most times, the spirit of Stisshak 
  remains silent, but occasionally it responds, appearing to 
  Vesket as a floating lizardfolk skull surrounded by a pulsing 
  greenish glow. Regardless of whether or not the spirit 
  speaks, it has appeared at all of the tribe’s major battles, 
  a fact that quashed any doubts among the lizardfolk about 
  whether Vesket actually communicates with the spirits of 
  the honored dead.
  Creatures: Unknown to both Vesket and the rest of the 
  tribe, Stisshak’s “spirit” is nothing more than a will-o’-
  wisp that has found itself a gullible tribe. Having lived 
  for centuries, the will-o’-wisp is able to convincingly 
  portray an ancient hero from the past, and by urging 
  Vesket to seek more glory for his tribe in war, the will-o’-
  wisp has a ready supply of fear to feed on. Occasionally, 
  it grows bored and wanders off into the swamp on its 
  own inscrutable errands, but it always returns, inevitably 
  pushing Vesket to go to war so it can feed on the fresh fear 
  of the dying.
  King Vesket
  
  43
  Rivers Run Red
  Rivers Run Red
  If by some chance the PCs have made peaceful contact 
  with the lizardfolk, the will-o’-wisp sees them as a new 
  source of food and soon convinces Vesket to turn against 
  them, regardless of any promises made.
  Spirit of Stisshak 
   
  CR 7
  XP 3,200
  Advanced will-o’-wisp (Pathfinder RPG Bestiary 277, 294)
  hp 58
  TACTICS
  Before Combat The will-o’-wisp uses its natural invisibility to 
  hide when PCs first enter its hut. At a dramatic moment, it 
  reappears in a flash of green light as a floating lizardfolk skull, 
  hoping to scare the PCs.
  During Combat The will-o’-wisp shocks the closest person with 
  its touch, concentrating its attacks on that character until it can 
  feed on its victim’s dying fear.
  Morale If reduced to 20 hit points or fewer, the will-o’-wisp turns 
  invisible and flees into the swamp, abandoning the tribe.
  Treasure: While the will-o’-wisp neither wants nor 
  needs treasure, Vesket believes he must make offerings 
  to the spirit of his ancestor to keep it appeased. These 
  offerings lie in a small pile in the middle of the floor 
  and include: a masterwork cold iron longspear, a tree 
  feather token, a ring of swimming, animal skins worth a 
  total of 100 gp, 3 citrines (worth 50 gp each), and 119 gp 
  in assorted coins.
  PArt Six: troll trouBle
  The nymph-queen Nyrissa recently spurred a gang of trolls 
  in the southern Greenbelt into terrorizing the locals and 
  generally causing chaos in the region to further her own 
  mysterious plans. Under the leadership of a violent troll 
  fighter named Hargulka, the trolls settle in an ancient 
  dwarven outpost in the southwest Narlmarches at about 
  the same time this adventure begins; as it plays out, their 
  attacks grow more and more numerous, leaving ripples of 
  discord and terror in their wake.
  While the PCs can certainly stumble into the troll lair 
  before they’re ready, the challenges they’ll face within 
  are significant. They should be well into 5th level before 
  seriously facing this encounter area. Once you feel 
  they’re ready (or once it becomes apparent that they’re 
  eager to track the trolls down), a new charter arrives 
  from the swordlords of Restov.
  tHe troll lAir
  The trolls have claimed an ancient guard post in the 
  forested hills between the southern Narlmarches and the 
  Kamelands. The fort was built by dwarves ages ago to guard 
  a forgotten trade route; later denizens dug out natural 
  caves behind the worked halls to expand the small guard 
  post. The trolls cleared the caves of their few remaining 
  inhabitants and now use them as a hideout and base for 
  staging their raids in the region.
  The entrance to the abandoned guard post sits high on a 
  cliff face among forested hills on the side of a rocky hill and 
  is accessible only by a carefully concealed path. Cunningly 
  constructed, the entrance cannot be seen from below. 
  A watchtower disguised as a natural rock outcropping 
  also rises from the top of the hill, giving a good view of 
  the surrounding area. A DC 25 Survival check is required 
  to find evidence of the trolls’ comings and goings from 
  their hideout and track them back to the hidden trail. 
  Alternatively, the PCs can learn the location of the troll den 
  from some of the other denizens of the southern Greenbelt, 
  like the wandering giant Munguk (see area T).
  Unless otherwise noted, all of the rooms in the guard 
  post are dark. The forward rooms of dwarven construction 
  (rooms R2 through R6) are all of worked stone, with 
  smooth stone floors and uniform 15-foot-high ceilings. 
  The natural caves behind them (rooms R7 through R10) 
  are of natural stone (with occasional stonework done 
  to enlarge them) and have uneven floors and ceilings of 
  varying heights.
  r1. tHe APProAcH
  A narrow path winds its way up the hill, a steep cliff face on 
  one side and a sheer drop-off on the other. At the top, the path 
  follows a wide ledge, where the corner of a weathered stone 
  building juts from the side of the hill. 
  Any PC climbing the path has a chance to be spotted 
  by the troll posted in the watchtower above the guard 
  post, but the lookout is not very observant, giving them 
  a chance to slip by unnoticed (see area R3 for details). The 
  exterior walls of the watchtower can be climbed with a DC 
  20 Climb check. Once the PCs reach the ledge, they can 
  still be spotted through the arrow slits by the troll guards 
  in the barbican (area R2).
  r2. BArBicAn (cr 7)
  A single stone door provides the only entrance from the 
  ledge into the guard post. When the trolls moved in, they 
  broke the door by forcing it open too far.
  Arrow slits overlook the approach and outside ledge 
  to the north and east. Daylight shining through the 
  arrow slits and half-open door light the room with dim 
  illumination. To the south and west, darkened, wide stone 
  staircases lead up and out of the room.
  Creatures: Two trolls are always posted here, but they 
  spend as much time fighting with each other as they do 
  
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  watching the approach to the lair. Allow them Perception 
  checks with a –10 penalty to notice the PCs. If successful, 
  they yell out an alarm at their top of their lungs (although 
  only the trolls in areas R3 and R4 can hear them) and charge 
  the intruders. The trolls in area R3 and R4 must make DC 
  10 Sense Motive checks to realize the alarm is real.
  Trolls (2) 
   
  CR 5
  XP 1,600 each
  hp 63 each (Pathfinder RPG Bestiary 268)
  Treasure: Both trolls carry sacks of treasure, totaling 
  234 sp and 589 gp between them.
  r3. wAtcHtower (cr 5)
  A wide flight of stone stairs leads up to a circular chamber with 
  a high ceiling. A foul stench fills the air, emanating from the 
  layers of filth caked on the floor.
  The trolls use the chamber at the bottom of the 
  watchtower as their latrine. The stairs along the wall 
  lead up 100 feet to the sole room at the top of the tower. 
  A trapdoor in the ceiling of the upper level leads to the 
  tower’s roof, 30 feet above the hillside.
  Creatures: A single troll is posted at the top of the tower. 
  He’s not the smartest member of the gang, however, and is 
  easily distracted by the interesting things he finds in his 
  armpits or navel. At any given time, there is a 50% chance 
  that he is digging for treasure in one of his orifices rather 
  than keeping an eye on the approach.
  Troll 
   
  CR 5
  XP 1,600
  Pathfinder RPG Bestiary 268
  hp 63
  r4. mAin HAll (cr 6)
  A large stone table takes up the center of this large chamber, 
  whose walls are decorated with ancient carvings that have 
  been defaced and vandalized with crude graffiti in several 
  languages. A headless humanoid corpse lies atop the 
  bloodstained table.
  The trolls use this chamber as a mess hall and meeting 
  room. Hargulka once harbored dreams of creating a sand 
  table displaying the entire Greenbelt here, but the trolls’ 
  first feast here showed him a much better use for the table. 
  The corpse is that of a luckless halfling trader, partially 
  devoured by the trolls and their pets.
  Creatures: A troll stands next to the table, feeding 
  scraps of the unfortunate halfling to one of the gang’s 
  trollhounds, a slavering, brutish beast that looks like a 
  monstrous cross between a troll and a warhound. They 
  attack anyone entering the room.
  Troll 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder RPG Bestiary 268)
  Trollhound 
   
  CR 3
  XP 800
  hp 30 (page 88)
  r5. kennel (cr 5)
  Three thick chains are bolted to the northern wall, and the 
  floor is covered with bones, half-eaten rotting meat, and 
  mounds of foul-smelling dung.
  Creatures: Two trollhounds are chained to the northern 
  wall of this room. The chains, connected to iron collars 
  around the trollhounds’ necks, are long enough to allow 
  the trollhounds to reach any part of the room. They attack 
  any non-troll entering the room. Though not strong 
  enough to break the thick iron chains, the trollhounds can 
  break the hooks that connect the chains to their collars 
  with a DC 18 Strength check made as a standard action.
  Trollhounds (2) 
   
  CR 3
  XP 800 each
  hp 30 each (page 88)
  r6. Storeroom
  Stacked boxes, barrels, crates, and bags fill this room from floor to 
  ceiling and line the crude wooden shelves along the walls. A rough 
  hole gapes in the southern wall, leading deeper into the hillside. 
  The trolls store most of the mundane goods they have 
  extorted or stolen in this storeroom. The more valuable 
  items are taken to Hargulka’s room (area R10).
  Treasure: The goods stored here, including foodstuffs, 
  lumber, mundane tools, household supplies, bolts of cloth, 
  and so on, are worth a total of 4 BP to aid in building a 
  kingdom, but it would take several full wagonloads to 
  transport all of the supplies to civilization.
  r7. nAgrundi’S room (cr 8)
  The rough tunnel widens into a thirty-foot-high natural cavern 
  hung with dripping stalagmites. Gnawed bones litter the floor, 
  while the northern portion of the room holds a collection of 
  severed, humanoid heads arranged around a large circle drawn 
  on the floor with dried blood.
  
  45
  Rivers Run Red
  Rivers Run Red
  Creatures: One of the most dangerous and frightening 
  members of Hargulka’s tribe is a giant, two-headed 
  brute named Nagrundi. Said to be the bastard son of an 
  ettin father and a troll mother, the monster stands erect 
  (not hunched over, like most trolls) at 15 feet tall and has 
  mottled grayish skin. Although not much smarter than 
  the other trolls under Hargulka’s command, the two-
  headed troll possesses a brutish cunning in both his 
  skulls. A firm believer that “two heads are better than one,” 
  Nagrundi considers himself something of an intellectual 
  and foregoes conversation with “dose idjits” in his gang in 
  favor of mind-numbingly vapid dialogues with himself.
  nagrundi 
   
  CR 8
  XP 4,800
  Male two-headed troll (Tome of Horrors Revised 353)
  CE Large humanoid (giant)
  Init +0; Senses darkvision 90 ft., low-light vision, scent; 
  Perception +14
  DefenSe
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 103 (9d8+63); regeneration 5 (acid or fire)
  fort +10, Ref +3, Will +5
  OffenSe
  Speed 30 ft.
  Melee 2 claws +13 (1d6+8), 2 bites +13 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+8)
  TACTICS
  During Combat Nagrundi tries to frighten and demoralize 
  opponents on the first round of combat using Intimidate. He 
  then moves to engage the largest looking foe in melee.
  Morale Dim to the point of foolishness (and knowing the price 
  of failure at Nyrissa’s hands), Nagrundi fights to the death, 
  roaring defiance with both heads.
  STATISTICS
  Str 27, Dex 11, Con 25, Int 8, Wis 10, Cha 6
  Base Atk +6; CMB +15; CMD 25
  feats Cleave, Great Cleave, Iron Will, Power Attack, Skill Focus 
  (Perception)
  Skills Intimidate +6, Perception +14
  Languages Giant
  Gear amulet of natural armor +2
  Treasure: Nagrundi has hidden his treasure in a niche 
  in the northwest corner of the cavern (DC 15 Perception 
  check to spot). The stash consists of 1,902 sp, 888 gp, and a 
  dusty rose prism ioun stone that he doesn’t realize is magic.
  r8. troll BArrAckS (cr 7)
  This floor of this wide cavern is littered with half a dozen pallets 
  made of branches, leaves, and smelly, uncured hides. 
  The gang’s six rank-and-file trolls are bivouacked in 
  this cavern, which has a 20-foot-high ceiling.
  Creatures: When the PCs enter, two off-duty trolls are 
  resting in this cavern. They ignore the sounds of combat 
  from other rooms (indeed, they are somewhat frightened 
  of Nagrundi and won’t investigate any amount of noise 
  coming from his cave), but they leap to their feet and attack 
  any non-troll entering their living quarters. If combat in 
  this room lasts longer than 6 rounds, the two-headed giant 
  comes to investigate, joining the fight upon noticing the 
  intruders—as long as Nagrundi’s in a battle, other trolls 
  (with the exception of Hargulka himself) become shaken.
  Trolls (2) 
   
  CR 5
  XP 1,600 each
  hp 63 each (Pathfinder RPG Bestiary 268)
  r9. lArder (cr 6)
  The air in this cavern seems somewhat cooler than that of the 
  rest of complex, but the stench of decaying flesh hangs heavy 
  in the air. Along the walls are stacked the carcasses of dozens 
  of beasts, from foxes and wolves to deer and elk, as well as a 
  couple of horses and what appears to be a skinned bear. The 
  southern portion of the room holds a grislier collection of 
  corpses: the bodies of several humanoids, from gnomes and 
  halflings to humans and elves. Most of the cadavers seem to 
  have been decapitated.
  The trolls store their food in this cavern, which is 
  naturally cooler than the other caves though not cold 
  enough to stave off decay. Most of the carcasses are already 
  rotting and infested with vermin as a result. The trolls send 
  out regular hunting parties to keep the larder well stocked. 
  Quest: Troll Slaying
  The PCs are tasked with defeating the trolls plaguing the 
  southern Greenbelt.
  Source: The swordlords of Restov (charter).
  Task: In this charter, the swordlords make it clear that 
  the news of a band of trolls based somewhere in the 
  southern Greenbelt has reached Restov. They task the PCs 
  with ridding the area of this menace.
  Completion: The death of the troll leader Hargulka is 
  enough to cause any remaining trolls to disperse and seek 
  easier prey elsewhere (many of them, in this event, head 
  west into Pitax).
  Reward: Once word of the PCs’ success reaches Restov, 
  the swordlords reward them not only by sending the PCs 
  personally 2,000 gp but also sending by additional support 
  for their kingdom in the form of 10 BP.
  
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  Troll Lair 
  One square = 5 feet
  R1
  R2
  R3
  R4
  R5
  R6
  R8
  R10
  R9
  R7
  up 
  Troll Lair 
  One square = 5 feet
  R1
  R2
  R3
  R4
  R5
  R6
  R8
  R10
  R9
  R7
  up 
  The heads of the humanoid bodies were given to Nagrundi 
  to keep the two-headed giant happy and distracted (see area 
  R7). The ceiling is only 15 feet high in this cavern.
  Creatures: A rock troll named Kargadd claims the larder 
  as his personal domain. Rock trolls are a rarer version of 
  standard trolls, standing a few feet taller and possessing 
  rocky, earth-colored skin studded with small crystals. 
  Subterranean by nature, rock trolls are turned to stone by 
  natural sunlight. Because of this, Kargadd never leaves the 
  caves except at night.
  Kargadd 
   
  CR 6
  XP 2,400
  Rock troll (Tome of Horrors Revised 351)
  CE Large humanoid (earth, giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DefenSe
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 80 (7d8+49); regeneration 5 (acid or sonic)
  fort +9, Ref +3, Will +3
  Weaknesses sunlight petrification
  OffenSe
  Speed 30 ft.
  Melee 2 claws +10 (1d6+6), bite +10 (1d10+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  TACTICS
  During Combat Kargadd has no grasp of tactics; he flails at and 
  rends the nearest foe.
  Morale Kargadd relies on his fast healing to keep him in the fight 
  and it is utterly surprised if he is slain.
  STATISTICS
  Str 23, Dex 13, Con 25, Int 4, Wis 9, Cha 6
  Base Atk +5; CMB +12; CMD 23
  feats Cleave, Intimidating Prowess, Iron Will, Power Attack
  Skills Climb +12, Perception +6
  Languages Giant
  SPeCIAL ABILITIeS
  Sunlight Petrification (ex) A rock troll exposed to natural sunlight 
  is staggered and must make a DC 20 Fortitude save each 
  round to resist permanently turning to stone. A stone to flesh 
  spell (or similar effect) restores a petrified rock troll, but if it 
  remains exposed to sunlight it must immediately start making 
  new Fortitude saves to avoid petrification. Spells like sunray or 
  sunburst that create powerful natural sunlight cannot petrify a 
  rock troll, but they do become staggered for 1d4 rounds after 
  being exposed to such an effect.
  
  47
  Rivers Run Red
  Rivers Run Red
  r10. HArgulkA’S room (cr 8)
  The ceiling of this cavern arches thirty feet overhead. A wagon 
  with its wheels removed sits against the eastern wall, heaped 
  with smelly furs, and a single barrel stands in the southwest 
  corner. Against the northern wall, a crude throne carved from 
  a giant tree stump sits atop a makeshift dais made of boulders, 
  with a large bearskin spread on the floor before it.
  Creature: This room is the personal quarters of the troll 
  leader, Hargulka. The wagon serves as his bed. Hargulka 
  himself is usually found seated upon his “throne,” 
  planning new raids and daydreaming about being the 
  ruler of his own petty kingdom. He is frankly surprised if 
  the PCs make it all the way here and staggers to his feet to 
  bellow in outrage.
  Hargulka 
   
  CR 8
  XP 4,800
  Male troll fighter 3 (Pathfinder RPG Bestiary 268)
  CE Large humanoid (giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DefenSe
  AC 20, touch 10, flat-footed 19 (+5 armor, +1 Dex, +5 natural, –1 size)
  hp 109 (6d8+3d10+66); regeneration 5 (acid or fire)
  fort +12, Ref +4, Will +4; +1 vs. fear
  OffenSe
  Speed 30 ft.
  Melee +1 darkwood thundering morningstar +16/+11 (2d6+9), claw 
  +12 (1d6+4), bite +12 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+8)
  TACTICS
  During Combat Hargulka uses Power Attack and Vital Strike 
  tactically, adjusting when he uses them to strike foes with lower 
  armor classes or to remain mobile and prevent powerful foes 
  from getting full attacks on him in the unlikely event that he’s 
  outmatched. His necklace of fireballs is somewhat legendary 
  among his minions—he uses it against foes that try to hang 
  back and avoid melee combat against him (starting with the 
  most powerful first) or against a large number of foes that 
  seem to be teetering on the brink of death.
  Morale Hargulka fights to the death.
  STATISTICS
  Str 26, Dex 12, Con 24, Int 9, Wis 8, Cha 10
  Base Atk +7; CMB +16; CMD 27
  feats Cleave, Intimidating Prowess, Iron Will, Multiattack, Power 
  Attack, Vital Strike, Weapon Focus (morningstar)
  Skills Intimidate +16, Perception +6
  Languages Giant
  SQ armor training +1, bravery +1
  Combat Gear necklace of fireballs (1 8d6 fireball, 2 4d6 fireballs, 
  3 2d6 fireballs); Other Gear +1 hide armor, +1 darkwood 
  thundering morningstar, rusty key to treasure chest (wedged 
  inside a skull on his bracelet; Perception DC 20 to locate)
  Treasure: Tacked to the western wall of the cavern is a 
  large map drawn on the back of a thylacine hide. Several 
  locations, including the troll lair and the PCs’ town, are 
  marked on the map, some marked with large X marks along 
  with several arrows and other marks showing planned 
  raids and routes of attack. Anyone who speaks Giant (or 
  makes a DC 25 Linguistics check) and studies the map for a 
  few minutes can tell that the trolls have been carrying out 
  a series of organized, planned attacks in the region against 
  locations where civilization has intruded on the Stolen 
  Lands. Areas where fey creatures live, however, have been 
  carefully marked to avoid.
  Hargulka keeps a tight fist closed around most of the 
  valuables the gang has acquired—treasure he keeps in a 
  large locked chest inside the wagon that serves as his bed 
  (DC 30 Disable Device to pick without the key Hargulka 
  carries). Inside the chest are a small statue of a dragon 
  carved from exotic wood worth 200 gp, a gold necklace 
  with a jade pendant worth 500 gp, several pieces of 
  minor jewelry worth a total 750 gp, five medium quality 
  gemstones worth 100 gp each, three bottles of fine wine 
  worth 15 gp each, an engraved silver tankard worth 50 gp, 
  1,484 cp, 3,550 sp, and 652 gp.
  PArt Seven: Hunting tHe BeASt
  The climax of “Rivers Run Red” begins with an attack on the 
  PCs’ hometown. Give them a chance to build up their town 
  before starting this part of the adventure, and time it for a 
  point when the PCs are all out of town and have reached 6th 
  level—their return to town after finally defeating the trolls 
  is an excellent point to begin.
  Upon returning home, the PCs find their town in 
  shambles. Newly plowed fields have been torn up, trees 
  have been knocked down, livestock has been slaughtered, 
  and buildings have been flattened. A pall of smoke and 
  dust hangs over the town, and the few people on the 
  streets mill about in shock, as if they have just come from 
  a war zone. Any inquiries are met first with blank stares, 
  but eventually the whole story comes out: the town was 
  attacked by a terrifying monster of immense size, part 
  bear and part owl, that crashed into the town and killed 
  dozens before it had its fill of destruction and lumbered off 
  into the hills to the south.
  The owlbear has destroyed one city wall (if any exist in 
  the PC’s town) and 1d4+2 blocks of buildings. With a DC 25 
  Stability check, the PCs can reduce the damage down to a 
  mere 2 blocks of destroyed buildings.
  
  48
  Part 2 
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  Part 2 
  of 6
  The owlbear’s trail is simple to follow with a DC 10 Survival 
  check. It heads south, leaving a swath of felled trees, trampled 
  brush, and churned earth across the southern Kamelands.
  v1. Bloody feAtHerS
  A dark, gaping hole yawns in the side of a large, rocky hillock. 
  The earth in front of the cave has been trampled flat, and 
  shattered trees and stumps bear the marks of powerful claws. 
  Tufts of dark fur are snagged in branches, and huge feathers 
  litter the ground.
  The owlbear makes its home in a small cavern complex 
  beneath a rocky tor overlooking the Little Sellen River. 
  While there are two main entrances to the lair, both are 
  normally obscured by vegetation. The owlbear’s rage and 
  anger, however, have resulted in the utter destruction of 
  the vegetation in front of area V1; when this part begins, 
  locating this entrance is automatic once the PCs explore 
  the hex or track the owlbear to its den (if the PCs explore 
  this hex before this event, it’s a DC 25 Perception check 
  for them to notice the hidden cave). The entrance to area 
  V7 remains obscured to passersby by hanging plants and 
  trees and the fact that it’s 30 feet off the ground—it’s a 
  DC 30 Perception check to notice this entrance. Inside, 
  ceiling height varies from room to room, but the main 
  tunnels average about 10 feet high. Unless otherwise 
  noted, all of the caves within the hill are dark.
  v2. midden (cr 6)
  The cave mouth widens into a large cavern filthy with carrion 
  and offal. A bewildering variety of molds and fungi grow on the 
  floor and walls, some as big as a person, and countless insects 
  scuttle about underfoot, feeding on the mounds of waste. A 
  large tunnel slopes down to the south, with a similar opening 
  to the north.
  This 20-foot-high cavern is the owlbear’s midden, where 
  it deposits the remains of its kills and leaves its waste in the 
  form of huge regurgitated pellets. This ordure provides a 
  continually refreshed larder for several creatures that live 
  in the smaller side caverns.
  Two shriekers (see page 416 of the Pathfinder RPG Core 
  Rulebook) grow in the cavern, one near the northern 
  entrance and the other next to the southern passage. If 
  the shriekers emit their shrieks, they have a 40% chance 
  of attracting the shambling mound from area V3, a 30% 
  chance of attracting the spiders from area V5, and 
  a 50% chance of attracting the owlbear 
  from area V6, all of which arrive in 1d6 
  rounds. Any monsters present when 
  the owlbear appears immediately flee 
  to their respective lairs once the larger 
  monster arrives.
  Creatures: 
  Three 
  violet 
  fungi 
  inhabit this cavern. Mostly content 
  to live off the owlbear’s waste, 
  they leave the owlbear alone but 
  occasionally supplement their 
  diet with smaller creatures that 
  visit the chamber. They attack 
  any creature that remains in the 
  room for more than 3 rounds.
  Violet fungi (3) 
   
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 274)
  Treasure: An hour spent searching the filth littering 
  this chamber turns up the following items of value: a 
  battered breastplate, a suit of rusted chainmail, three 
  daggers, two longswords, a short sword, a masterwork 
  warhammer, a vial of silversheen, a set of masterwork 
  thieves’ tools, and 121 gp in scattered coins.
  
  49
  Rivers Run Red
  Rivers Run Red
  v3. cAve of tHe SHAmBler (cr 7)
  Rotting leaves and other vegetation fill this small, irregular 
  cavern. Water drips from slimy vines and roots that hang from 
  the ceiling, collecting into puddles on the uneven floor. Three 
  small openings, little more than wide cracks in the stone, lead 
  to the northwest, southeast, and south.
  Creatures: A shambling mound lives in this cavern. It 
  occasionally feeds on the refuse in the midden, but it gives 
  the owlbear a wide berth, preferring to use its own smaller 
  cave entrance to hunt fresh prey in the surrounding woods. 
  The twisted vines of the shambler’s body also provide a 
  home to a swarm of bright red centipedes which live in a 
  kind of symbiosis within the plant creature, feeding on bits 
  of flesh and gristle that remain in its body after it feeds.
  Shambling Mound 
   
  CR 7
  XP 3,200
  hp 67 (Pathfinder RPG Bestiary 246)
  SPeCIAL ABILITIeS
  Symbiotic Swarm (ex) A creature engulfed by the shambler’s 
  constrict attack is subject to the attacks of a centipede swarm, 
  including physical damage, poison, and distraction. The 
  swarm is considered to have total cover from attacks as long 
  as the shambling mound is alive. If the shambler is killed, the 
  centipede swarm boils up from its remains and attacks any 
  nearby creatures. A symbiotic centipede swarm adds +1 to the 
  shambling mound’s CR.
  Centipede Swarm 
   
  CR 4
  XP 1,200
  hp 31 (Pathfinder RPG Bestiary 43)
  Treasure: A DC 25 Perception check while searching 
  the shambler’s remains turns up a wand of lightning bolt 
  (CL 5th, 33 charges), all that remains of a hapless (and 
  fatally misinformed) wizard who tried to use it against the 
  shambling mound
  v4. twiSting tunnel (cr 7)
  This narrow tunnel is only about five feet high and slopes gently 
  to the south. Water drips from numerous cracks in the ceiling 
  to flow down the passage in small rivulets.
  Trap: Water seeping down through the hillside above 
  has weakened the floor of this tunnel and carved out a 
  chasm beneath it. The dark, damp pit has also become 
  home to a colony of green slime (see page 416 of the 
  Pathfinder RPG Core Rulebook). Any object weighing 
  more than 50 pounds on the marked portion of the map 
  causes the floor to collapse, dropping anyone in those 
  squares 40 feet into the chasm below as well as into the 
  green slime.
  Weakened floor 
   
  CR 7
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 20
  effeCTS
  Trigger location; Reset none
  effect 40-ft.-deep pit (4d6 falling damage plus green slime); DC 
  25 Reflex avoids; multiple targets (all targets in a 10-ft. line)
  v5. SPider neSt (cr 6)
  The narrow tunnel widens here into a natural cavern, the 
  dimensions of which are hard to discern for the thick sheets of 
  webbing that fill the place.
  Creatures: Several giant spiders, black and red monsters 
  known as caveweaver spiders, inhabit this cavern. They are 
  protected from the owlbear by the narrow width of their 
  tunnels, but know better than to creep too closely into its 
  actual cave. The spiders attack any other creature invading 
  their lair.
  Caveweaver Spiders (6) 
   
  CR 1
  XP 400 each
  Giant spiders (Pathfinder RPG Bestiary 258)
  hp 16 each
  v6. lAir of tHe BeASt (cr 9)
  The ceiling of this huge cavern arches thirty feet into the air. A 
  murky pool of water stands in the western portion of the cavern 
  in front of a narrow passage, little more than a crack, that opens 
  in the wall. Wider, sloping tunnels lead out of the cave to the 
  Quest: Hunting the Beast
  The PCs must track down the owlbear and destroy it.
  Source: No one assigns the PCs this quest—the 
  owlbear’s attack on town should spur them into action.
  Task: Slay the enormous owlbear at area V6!
  Completion: Either one month after the owlbear’s 
  defeat (when it becomes obvious that the peril is no more) 
  or immediately upon displaying physical proof of the 
  monster’s defeat in public (such as its head or a claw), the 
  PCs’ kingdom gains the quest reward.
  Reward: The destruction of the owlbear brings no 
  additional monetary gain apart from treasure looted from 
  its den, but the feat bolsters the kingdom’s morale, the 
  PCs’ fame, and the safety of all. Increase Economy, Loyalty, 
  and Stability by 4, and reduce Unrest to 0.
  
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  Treasure: The body of Eirikk, the barbarian beast-
  handler sent by Nyrissa to control the owlbears but killed 
  before he could get the monster under control, lies stashed 
  behind the owlbear’s nest. The studded leather barding 
  worn by the owlbear should be the first clue that the 
  creature is not just a wild beast and that its assault on the 
  PCs’ town may have been more than just a random attack.
  In addition, a DC 15 Perception check while searching 
  Eirikk’s body turns up a map of the Greenbelt with the 
  PCs’ town and the owlbear lair clearly marked. Of course, 
  Nyrissa never intended Eirikk to live to see the plan 
  through—she used him as nothing more than a tool to 
  enrage the owlbear and send it on its way. While there 
  is nothing else to suggest who Nyrissa is or why she sent 
  Eirikk and the rest of the bandits here, the PCs should 
  now realize that someone else has eyes on their fledgling 
  kingdom.
  Eirikk’s body is still outfitted with his gear: a+2 chain 
  shirt, a +1 longsword, a cursed ring of bestial friendship (see 
  below), two masterwork throwing axes, two potions of speak 
  with animals, a jar of restorative ointment, a vial of antitoxin, 
  two smokesticks, a tanglefoot bag, two thunderstones, 
  and 34 gp. In addition, assorted coins worth 112 gp can be 
  salvaged from the owlbear’s nest. The owlbear’s barding is 
  worth 250 gp and weighs 150 pounds.
  The ring of bestial friendship functions as a ring of animal 
  friendship, save that it allows the wearer to use charm 
  monster on magical beasts that have an Intelligence of 
  2 or less. This particular ring was created by the nymph 
  Nyrissa from a lock of her own hair woven around several 
  small gemstones, and bears an unfortunate curse. The 
  charm monster effect lasts only for 1d4 minutes, after 
  which the effect ends and the targeted creature becomes 
  affected by the curse of rage. This curse affects the 
  magical beast with a rage spell, and instills in its brain 
  a hatred of the wearer of the ring of bestial friendship 
  used to charm it, forcing the magical beast to attack 
  the ring-wearer and kill him. After this point, the curse 
  of rage fills the magical beast with a deep loathing of 
  civilization, forcing it to wander further from its lair 
  with each passing day in search of a city or town to attack 
  and destroy. The compulsion to destroy lasts only until 
  the magical beast takes enough damage to reduce its hit 
  point total by half, at which point it can flee to its lair, 
  but 2d4 days later the compulsion to return and destroy 
  again forces it to act.
  Although fashioned from Nyrissa’s hair, using this 
  ring as an aid in scrying the nymph is a poor choice—if 
  the ring is used in this or any similar manner (such as to 
  create a simulacrum), the ring instead explodes into a blast 
  of lightning. This destroys the ring, counters the scrying 
  (or other) effect, and inflicts 6d6 points of electricity 
  damage in a 20-foot-burst (DC 15 Reflex halves).
  north and southeast. A jumble of bones, rocks, fur, and feathers 
  sits piled against the southern wall. 
  This cavern contains the nest of the giant owlbear and 
  its slain mate (whose remains may be found in area V7). 
  The pool provides drinking water for both the owlbear and 
  many of the other denizens of the caves.
  Creatures: There is a 60% chance that the owlbear is here 
  in its lair and a 40% chance that it is in the neighboring 
  cavern (area V7). Though the owlbear often sleeps when at 
  home, the shriekers in area V2 can alert it to intruders. 
  The owlbear is active both night and day and attacks any 
  living creature it finds in the caves, roaring with anger 
  and madness. The monster still wears the majority of the 
  masterwork studded leather barding that Eirikk outfitted 
  it with before his ring of bestial friendship failed him and the 
  beast killed him.
  enraged Giant Owlbear 
   
  CR 9
  XP 6,400
  Advanced owlbear (Pathfinder RPG Bestiary 224, 294)
  N Huge magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +16
  DefenSe
  AC 19, touch 8, flat-footed 17 (+3 armor, +2 Dex, +8 natural, –2 
  rage, –2 size)
  hp 135 (10d10+80)
  fort +15, Ref +9, Will +9
  OffenSe
  Speed 30 ft.
  Melee 2 claws +19 (1d8+11 plus grab), bite +19 (1d8+11)
  Space 15 ft.; Reach 15 ft.
  TACTICS
  During Combat The owlbear lashes out at the nearest opponent, 
  attempting to grapple and rend its chosen victim until dead. If 
  it takes more than 15 points of damage from a single attack, the 
  owlbear sends that attacker flying with an Awesome Blow.
  Morale Enraged beyond all reason, the owlbear fights to the death.
  STATISTICS
  Str 32, Dex 14, Con 26, Int 2, Wis 16, Cha 14
  Base Atk +10; CMB +23; CMD 35 (39 vs. trip)
  feats Awesome Blow, Improved Bull Rush, Improved Initiative, 
  Iron Will, Power Attack
  Skills Perception +16
  SQ curse of rage
  Gear masterwork studded leather barding
  SPeCIAL ABILITIeS
  Curse of Rage The huge owlbear is still under the after-effects of 
  the cursed ring of bestial friendship. This curse effect is persistent 
  until it is dispelled or removed, and functions at CL 5th. Full 
  details of how the owlbear came to be cursed and how the curse 
  manipulates its mind are given in Treasure below.
  
  51
  Rivers Run Red
  Rivers Run Red
  Owlbear Lair
  V1
  V2
  V3
  V4
  V5
  V6
  V7
  V8
  +30ft 
  -10ft 
  slope down 
  +15 ft. 
  One square = 5 feet
  hole in  
  ceiling 
  hole in  
  floor 
  trap 
  Owlbear Lair
  V1
  V2
  V3
  V4
  V5
  V6
  V7
  V8
  +30ft 
  -10ft 
  slope down 
  +15 ft. 
  One square = 5 feet
  hole in  
  ceiling 
  hole in  
  floor 
  trap 
  v7. tomB of tHe fAllen
  A buzzing fills this cavern, which arches up to a height of twenty 
  feet. At the southern end of the cavern, a wide ledge runs along 
  the cavern wall at a height of about fifteen feet. Two tunnels exit 
  the cavern to the north, one narrow and one wide. In the eastern 
  portion of the cavern lies the giant carcass of some great beast, 
  surrounded by at least half a dozen humanoid bodies.
  The giant carcass is the body of the owlbear’s mate, slain by 
  the bandits sent here by Nyrissa. The corpses of the bandits 
  are scattered around the carcass, killed by the owlbear 
  before she was slain. The corpses of two owlbear cubs also 
  lie nearby, along with one surviving cub. It is starving and 
  hoots pitifully next to the body of its dead mother.
  A web-choked hole in the ceiling above the ledge leads 
  to a natural chimney. A DC 5 Climb check is required to 
  navigate the chimney, which climbs 15 feet to area V8.
  There is a 40% chance that the enraged giant owlbear is 
  here, and a 60% chance that it is in its lair to the northwest 
  (area V6). If the owlbear is found in this chamber, it is 
  morosely nudging the decaying remains of its slain mate, 
  occasionally issuing hooting moans.
  Treasure: If the living owlbear cub is nursed back 
  to health (requiring DC 15 Heal checks for long-term 
  care), it can later be sold for 3,000 gp. The corpses of 
  the bandits still wear their gear, consisting of six suits 
  of studded leather armor, six light wooden shields, six 
  daggers, six longswords, six shortbows, 84 arrows, and 
  a total 96 gp.
  v8. tHe BAck door (cr 7)
  Thousands of tiny spiders scurry among the strands of sticky 
  webbing that drape the walls of this small cave, and several 
  large web cocoons hang from the ceiling. An opening leads 
  outside onto a ledge on the southern face of the hill, and two 
  smaller rooms open off the main cave to the east and west. In 
  the rear of the cave, a wide hole drops into the earth.
  This small cave sits about 30 feet up the southern side 
  of the hill. It provides an alternate entrance to the caverns, 
  a “back door” of sorts, that can be used to avoid most of 
  the dangers of the owlbear’s lair. The ceilings in this cave 
  are about 10 feet high. The hole in the back of the cave 
  is choked with webs and is the top opening of a natural 
  chimney. A DC 5 Climb check is required to navigate the 
  chimney, which drops 15 feet down to a ledge in area V7.
  Creatures: A pair of ettercaps and their giant spider 
  companions inhabit this cave, although they seldom enter 
  
  52
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  the owlbear’s lair. The ettercaps live in the central cave, 
  while the giant spiders lair in the smaller side caves. The 
  ettercaps have strung a sheet of sticky webbing across the 
  entrance to their cave to catch any intruders—approaching 
  creatures must make a DC 20 Perception check to notice 
  the web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. The 
  ettercaps attack any creature entering their cave.
  ettercaps (2) 
   
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 129)
  TACTICS
  During Combat The ettercaps call their pet spiders to their aid 
  and then try to immobilize foes with their web attacks. They 
  try to avoid melee combat with unentangled opponents, but 
  use their poisonous bite to subdue difficult enemies.
  Morale If one of the ettercaps is slain, the surviving one tries to 
  flee the caves into the forest outside.
  Caveweaver Spiders (4) 
   
  CR 1
  XP 400 each
  Giant spiders (Pathfinder RPG Bestiary 258)
  hp 16 each
  Treasure: The cocooned body of an unfortunate explorer 
  hangs in the western cave. He still wears his leather armor 
  and his gloves of swimming and climbing, and the pouch on 
  his belt contains a large amethyst worth 100 gp.
  Southern Greenbelt Rumors
  d10 Roll 
  Rumor
  1 
   
  The Stag Lord has risen from the dead and now stalks the Greenbelt, gathering an army of ghostly bandits from an 
  ancient crypt in the eastern Kamelands. (False)
  2 
   
  Beware the mad hermit to the south. He speaks to beasts and lives in a hollow tree.
  3 
   
  A green dragon lives in the Narlmarches and eats anyone who crosses its path. (False: the source of this rumor is the 
  forest drake at area S.)
  4 
   
  Some gnome explorers came by a few weeks ago, claiming that they were here to map the entire Greenbelt; they 
  were last seen heading up the Skunk River.
  5 
   
  A hag known as the Swamp Witch lives in a marsh on the northwest shore of the Tuskwater. She consorts with demons 
  and steals children, boiling them for stew in her magic cauldron. (False)
  6 
   
  A brutish hill giant has been seen wandering the southern Kamelands. Give him a wide berth (or a stiff drink), and 
  he’ll leave you alone.
  7 
   
  There’s an old ruin to the west built by the elves long ago. Some say it’s full of treasure, but others say it’s haunted 
  by angry spirits and worse.
  8 
   
  A tribe of violent lizardfolk led by a lizard king who talks to the spirits of his dead ancestors dwells deep in the 
  southern swamps.
  9 
   
  The old tower on the island in Candlemere marks a place where the boundary between this world and another has 
  rasped thin—and is now guarded by some sort of deadly monster.
  10  
  The Swamp Witch is friendly enough if you call out to her before you enter her yard—those foolish enough to 
  trespass end up working for her as scarecrows or worse! (The former is true, but the latter is false.)
  
  53
  Rivers Run Red
  Rivers Run Red
  concluding tHe Adventure
  Of all the adventures in Kingmaker, “Rivers Run Red” is 
  perhaps the most open-ended. There’s no real timeline 
  of threats the PCs need to follow during the course of the 
  adventure, nor is there a single “boss monster” that signals 
  the end. The next adventure, “The Varnhold Vanishing,” 
  has its own trigger of events to get it going, and once the 
  PCs head east to explore new ground, the overarching 
  storyline of Kingmaker begins to grow more prevalent.
  Technically, this adventure’s end occurs once the PCs have 
  defeated the trolls and the owlbear and have reached 7th level, 
  but even then they can continue to explore the Greenbelt, 
  grow their kingdom, and build more cities. In fact, you 
  should strongly consider letting the PCs take a year or more 
  off before you move on to “The Varnhold Vanishing,” since 
  that adventure assumes that the agents sent to that section 
  of the Stolen Land have had plenty of time to build the town 
  of Varnhold up from nothing. Eventually, the PCs should 
  hear some disturbing news from the east—Varnhold has 
  gone silent—and with growing hostility between Rostland 
  and Issia in Brevoy, the PCs will find themselves increasingly 
  masters of their own fate.
  APPendix: greenBelt rumorS
  In addition to handing out quests, you can use the 
  rumors provided on the previous page to encourage your 
  PCs to head out into the southern Greenbelt to seek out 
  adventure. These rumors can come from citizens in the 
  PCs’ kingdom, travelers they encounter during a journey, 
  or even from enemies the PCs capture and successfully 
  interrogate for information.
  A (False) following a rumor indicates that the rumor is 
  merely that; in some cases, further details on the rumor’s 
  veracity are provided. Note that even false rumors are 
  useful in spurring the PCs into a remote part of the 
  area, and often finding that the truth behind a rumor is 
  something else entirely can come as a pleasant surprise 
  to curious PCs.
  
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  Of Cities and Kings
  Of Cities and Kings
  he Stolen Lands have long resisted all attempts to claim them. Taldor itself 
  has tried, and to this day, once-proud ruins of ambitious but doomed Taldan 
  colonies dot the wilds of these distant reaches. Others have tried as well. 
  Bandits, adventurers, and all manner of distasteful riffraff have attempted to claim 
  domains here, often in the name of established River Kingdoms like Pitax or Mivon, but 
  sometimes without any external support at all. Brevoy has long dabbled with southward 
  expansion, yet the Stolen Lands harbor many ferocious and tenacious denizens and 
  have no shortage of monsters or mysteries to foil such attempts at colonization.
  It seems obvious, therefore, that these lands will remain wild for some time to 
  come—only a group blessed equally with tenacity, foolishness, and luck might succeed 
  where so many before have failed to transform these regions into a new kingdom.
  —from Taldan historian Gustav Devarr’s Kingdoms of the Lost
  
  55
  Of Cities and Kings
  Of Cities and Kings
  Creating a Kingdom
  A major part of the Kingmaker Adventure Path is the  
  PCs’ creation of a kingdom and the cities within 
  its borders. This article presents rules for creating 
  kingdoms and cities. Like characters, kingdoms use 
  sheets to track their statistics. See page 59 for a blank 
  kingdom sheet. Use the following notes to fill in a 
  kingdom’s initial values.
  Alignment: 
  A 
  kingdom’s 
  alignment 
  affects 
  its 
  statistics, so choose your kingdom’s alignment carefully. 
  Lawful kingdoms gain a +2 bonus on Economy checks. 
  Chaotic kingdoms gain a +2 bonus on Loyalty checks. 
  Good kingdoms gain a +2 bonus on Loyalty checks. Evil 
  kingdoms gain a +2 bonus on Economy checks. Neutral 
  kingdoms gain a +2 bonus on Stability checks (a truly 
  neutral kingdom gains this bonus twice).
  Size: Count the number of hexes your kingdom 
  comprises and record that number here. This number 
  affects a kingdom’s Consumption and its Control DC.
  Control DC: A kingdom’s Control DC is 20 + its size; this 
  value is the DC you’ll be rolling against most often with 
  your kingdom’s Stability, Economy, and Loyalty checks.
  Population: Actual population numbers do not factor 
  into your kingdom’s statistics, but it can be fun to track 
  the number anyway. A kingdom’s population is equal to its 
  size × 250 + the total population of each of its cities.
  Stability, Economy, and Loyalty: These three values 
  are analogous to saving throws. You make Stability 
  checks during a kingdom’s Upkeep phase to determine 
  whether it remains secure. You make Economy checks 
  during a kingdom’s Income phase to determine how 
  much its treasury increases. You make Loyalty checks to 
  keep the public peace. A kingdom’s initial scores in all 
  three of these categories is 0 + the kingdom’s alignment 
  modifiers. A natural 1 is always a failure for these checks, 
  and a natural 20 is always a success.
  Unrest: A kingdom’s Unrest value indicates how 
  rebellious its people are. A kingdom’s Unrest score is 
  applied as a penalty on all Stability, Economy, and Loyalty 
  checks. If a kingdom’s Unrest is above 10, it begins to lose 
  control of hexes it has claimed. If a kingdom’s Unrest score 
  ever reaches 20, it falls into anarchy. While in anarchy, 
  a kingdom can take no action and treats all Stability, 
  Economy, and Loyalty check results as 0. Restoring order 
  once a kingdom falls into anarchy typically requires a 
  number of quests and lengthy adventures by the kingdom’s 
  would-be leaders—if your PCs’ kingdom falls into 
  anarchy, you can either assume the Kingmaker Adventure 
  Path is over (as you might if all of the PCs were slain in an 
  encounter), or you can simply let the PCs “restart” a new 
  kingdom elsewhere in the Stolen Lands. Unrest can never 
  go below 0—adjustments that would normally reduce 
  Unrest lower than 0 are wasted.
  Golarion’s Newest Kingdom
  One thing that this campaign doesn’t assume or provide is a 
  name for the kingdom the PCs are building—its name is up 
  to them. Therefore, in this volume of Pathfinder Adventure 
  Path and the four that follow it, the kingdom is at all times 
  referred to as the “Stolen Lands,” regardless of how many 
  or how few hexes the PCs add to their kingdom.
  Note that for this Adventure Path, it’s assumed that 
  the PCs’ kingdom is a monarchy, and thus its rulers 
  are kings and queens. While one could certainly further 
  customize and adapt these rules to allow for different 
  types of government, such rules are beyond the scope of 
  this Adventure Path.
  Consumption: A kingdom’s prosperity is measured 
  by the Build Points (abbreviated BP) in its treasury, and 
  its Consumption indicates how many BP it costs to keep 
  the kingdom functioning. If a kingdom is unable to pay 
  its Consumption, its Unrest increases by 2. A kingdom’s 
  Consumption is equal to its size plus the number of city 
  districts it contains plus adjustments for Edicts minus 2 
  per farmland.
  Treasury: As your kingdom earns money, favors, 
  resources, and power, its Build Point total increases. In the 
  Kingmaker Adventure Path, you begin with 50 BP in your 
  kingdom’s treasury (this amount is bestowed upon you by 
  the swordlords of Restov).
  Special Resources: If your kingdom includes any special 
  resources (see below), record them here. 
  Leadership: Write in the names of the PCs or NPCs 
  filling each of the 11 leadership roles here, along with their 
  appropriate modifiers.
  ediCts
  Edicts (promotions, taxes, and festivals) increase your 
  kingdom’s Stability, Economy, and Loyalty scores. 
  Promotions can include recruitments, advertisements, and 
  even propaganda campaigns. Taxes are payments gathered 
  from a kingdom’s citizens to help pay for Consumption. 
  Festivals, which can also include parades and other public 
  events, can increase the kingdom’s happiness and loyalty.
  speCial resourCes
  Some hexes do more than just add size to a kingdom—
  they also add resources and impact a kingdom’s Stability, 
  Economy, Loyalty, and other elements.
  Bridge: A bridge hex negates the cost increase of building 
  a road that crosses a river. 
  Building: If you establish a city in a hex at a building 
  location, you can incorporate the building into the city 
  as a free building—the encounter indicates what type of 
  
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  building it counts as. See page 58 for a list of building 
  types.
  Cave: Caves can be used as defensive fallback points, 
  storage, or even guard posts or prisons. A cave hex increases 
  a kingdom’s Stability by 1.
  Landmarks: Landmarks are sites of great pride, 
  mystery, and wonder. They serve well to bolster a 
  kingdom’s morale. A landmark hex increases a kingdom’s 
  Loyalty by 1.
  Road: A hex with a road in it allows for much easier 
  travel. For every four road hexes your kingdom controls, 
  the kingdom’s Economy increases by 1. For every eight road 
  hexes your kingdom controls, its Stability increases by 1.
  Ruins: A ruin can be incorporated into a city as a 
  building—doing so halves the cost of the building, as the 
  ruin only needs to be repaired rather than having to be 
  built from the ground up. The encounter indicates what 
  type of building a repaired ruin counts as. See page 58 for 
  a list of building types.
  Towns: A town consists of an established settlement—
  claiming a town hex is an excellent way to add a fully 
  functional city to a kingdom. In order to claim a town hex 
  peacefully, the annexing kingdom must make a Stability 
  check (DC = Command DC). Failure indicates that radicals 
  and upstarts in the town increase your kingdom’s Unrest 
  score by 2d4.
  Resources: Resources include particularly valuable 
  sources of lumber, metal, gems, food, or the like. A resource 
  hex increases a kingdom’s Economy by 1.
  leadership roles
  A healthy kingdom has leaders filling a number of different 
  roles. Each leader grants the kingdom different benefits; 
  leaving a role unfilled can penalize the kingdom.
  In order for a Leadership role to grant its bonus, the 
  character in that particular role must spend at least 1 week per 
  month engaged in various leadership duties (during which 
  time the PCs must be located within a hex that is part of their 
  kingdom). For this campaign, it’s best to have the party pick 
  the same week to dedicate to their administrative duties so 
  that all of the PCs are all available for “adventuring duty” 
  at the same time. A single character can only occupy one 
  leadership role at a time.
  Ruler
  The ruler is the primary leader of the kingdom. Unlike the other 
  leadership roles, a ruler uses one of three distinct titles, depending 
  on the current size of the kingdom. For a kingdom of size 1–20, 
  its ruler is known as a baron or baroness. For a kingdom of size 
  21–80, its ruler is known as a duke or duchess. A kingdom of size 
  81 or higher is ruled by a king or queen.
  Benefit A baron or baroness chooses one of a nation’s statistics 
  (Economy, Loyalty, or Stability) and modifies that score by 
  a value equal to the character’s Charisma modifier. A duke 
  or duchess chooses two of these values to modify. A king or 
  queen modifies all three values.
  Vacancy Penalty A kingdom without a ruler cannot claim new 
  hexes, create farmlands, build roads, or purchase city districts. 
  Increase Unrest by 4 during each Upkeep phase in which the 
  kingdom has no ruler.
  Special Two characters can fill this role if they become married, in 
  which case the two rulers can jointly command the kingdom. 
  Both rulers apply their Charisma modifiers to the kingdom’s 
  Stability, Economy, and Loyalty checks as appropriate for their 
  rank, and as long as one of the two rulers is present for 1 week 
  per month, they avoid the vacancy penalty.
  Councilor
  The councilor ensures that the will of the citizenry is represented.
  Benefit Increase Loyalty by a value equal to the Councilor’s 
  Wisdom or Charisma modifier.
  Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot 
  gain benefits from festivals. Increase Unrest by 1 during each 
  Upkeep phase in which the kingdom has no Councilor.
  General
  The General commands the kingdom’s armies and is a public hero.
  Benefit Increase Stability by a value equal to the General’s 
  Strength or Charisma modifier.
  Vacancy Penalty Decrease Stability by 4.
  Grand Diplomat
  The Grand Diplomat oversees international relations. 
  Kingdom Edicts
  Promotion 
  Stability 
  Consumption
  Type 
  Bonus 
  Increase
  None 
  –1 
  —
  Token 
  +1 
  1 BP
  Standard 
  +2 
  2 BP
  Aggressive 
  +3 
  4 BP
  Expansionist 
  +4 
  8 BP
  Taxation Level 
  Economy Bonus 
  Loyalty Penalty
  None 
  +0 
  +1
  Light 
  +1 
  –1
  Normal 
  +2 
  –2
  Heavy 
  +3 
  –4
  Overwhelming 
  +4 
  –8
   
   
  Consumption
  Festivals per Year 
  Loyalty Bonus 
  Increase
  None 
  –1 
  —
  1 
  +1 
  1 BP
  6 
  +2 
  2 BP
  12 
  +3 
  4 BP
  24 
  +4 
  8 BP
  
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  Of Cities and Kings
  Of Cities and Kings
  Benefit Increase Stability by a value equal to the Grand Diplomat’s 
  Intelligence or Charisma modifier.
  Vacancy Penalty Decrease Stability by 2; the kingdom cannot 
  issue Promotion Edicts.
  High Priest
  The high priest guides the kingdom’s religious needs and growth.
  Benefit Increase Stability by a value equal to the High Priest’s 
  Wisdom or Charisma modifier. 
  Vacancy Penalty Decrease Stability and Loyalty by 2. Increase 
  Unrest by 1 during each Upkeep phase in which the kingdom 
  has no High Priest.
  Magister
  The Magister guides a kingdom’s higher learning and magic.
  Benefit Increase Economy by a value equal to the Magister’s 
  Intelligence or Charisma modifier.
  Vacancy Penalty Decrease Economy by 4.
  Marshal
  The Marshal helps organize patrols and enforces justice in rural 
  and wilderness regions.
  Benefit Increase Economy by a value equal to the Marshal’s 
  Dexterity or Wisdom modifier.
  Vacancy Penalty Decrease Economy by 4.
  Royal Assassin
  The Royal Assassin can serve as a public executioner, a headsman, 
  or a shadowy assassin.
  Benefit Increase Loyalty by a value equal to the Royal Assassin’s 
  Strength or Dexterity modifier. Fear inspired by the Royal 
  Assassin reduces Unrest by 1 during each Upkeep phase.
  Vacancy Penalty A kingdom without a Royal Assassin suffers no 
  vacancy penalty.
  Spymaster
  The Spymaster observes the kingdom’s underworld and criminal 
  elements and spies on other kingdoms.
  Benefit Increase Loyalty, Economy, or Stability (Spymaster’s 
  choice) by a value equal to the Spymaster’s Dexterity or 
  Intelligence modifier. The Spymaster can change which value 
  he modifies during the kingdom’s Improvement phase (but 
  only once per phase).
  Vacancy Penalty Reduce Economy by 4 because of out-of-control 
  crime. Increase Unrest by 1 during each Upkeep phase in which 
  the kingdom has no Spymaster.
  Treasurer
  The Treasurer organizes tax collection, and manages the treasury.
  Benefit Increase Economy by a value equal to the Treasurer’s 
  Intelligence or Wisdom modifier.
  Vacancy Penalty Reduce Economy by 4; the kingdom cannot 
  collect taxes.
  Warden
  The Warden leads the kingdom’s defense and city guards.
  Benefit Increase Loyalty by a value equal to the Warden’s Strength 
  or Constitution modifier.
  Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.
  Building Cities
  The greatest asset of any kingdom are its cities, for it is 
  here that the bulk of a kingdom’s citizens live, its armies 
  train, its culture develops, and its future is forged. The 
  rules presented here are designed to support the rules for 
  kingdom building presented in the first portion of this 
  article and to give players a visual representation of a city 
  (the city grid) they helped to build up from scratch.
  reading the grid
  The city grid consists of 36 city blocks, each arranged 
  into nine larger squares. Each block is separated by alleys, 
  while each square is separated by streets. The nine squares 
  themselves are in turn bordered by four sides—each side 
  represents a border to the entire city district. A district 
  border can represent a city wall, a river, a lake or ocean 
  shore, a cliff, or merely the transition from one city district 
  into another. For larger cities, you can prepare multiple 
  districts sharing common borders.
  As the PCs build structures and locations, they can place 
  cut-out representations of their buildings into these city 
  blocks, eventually creating a visual representation of their 
  completed city.
  preparing the site
  Once you select a location for your city (which must be in 
  a hex you have explored and cleared), you must pay to have 
  the site cleared and prepared to support the city’s roads 
  and buildings. The cost and time required to clear space in 
  various terrains is detailed on the table on page 59.
  Once you finish preparing the site, decide which of the 
  district’s borders are water (in the form of riverbanks, 
  lakeshores, or seashores) or land. Record these choices at 
  each border on your city grid. In addition, adding a city 
  district to a kingdom increases its Consumption by 1.
  the City grid in play
  You can use your city grid to aid in resolving encounters or 
  adjusting kingdom or city statistics.
  Destroyed Blocks: If an event destroys one or more 
  blocks, the devastation causes +1 Unrest per destroyed 
  block. The cost to build the replacement structure is 
  halved if the replacement is the same type of structure as 
  the one that preceded the destruction.
  City Grid Scale: Although combat encounters in a city 
  should still be played out normally, you might need to 
  determine how long it takes for someone to travel from 
  
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  one location to another in the city in the case of multiple 
  encounters. In this case, treat each city block as if it were a 
  750-foot square—this means that an entire city district is 
  about 1 square mile in size.
  Base Value
  When using these rules to build a settlement, the city’s 
  base value (see Pathfinder RPG Core Rulebook, pages 460–
  461) starts at 200 gp. It increases as you construct certain 
  buildings, like shops and marketplaces. 
  Building a City
  Once you’ve prepared your city district, you can start to 
  build. The placement of buildings in your district is left 
  to you, but two-block and four-block structures cannot be 
  split up (although they can span streets). When you decide 
  to place a building, you can use the cut-out icon for the 
  appropriate type of structure and affix the building where 
  you wish in your city grid. It takes 1 month to construct a 
  building, no matter what size the building is—its benefits 
  apply immediately.
  Population: A city’s population is equal to the number 
  of completed blocks within its districts × 250. A city 
  grid that has all 36 blocks filled with buildings has a 
  population of 9,000.
  Defensive Modifier: A city’s Defensive Modifier can 
  be increased by building certain structures (such as city 
  walls) and has an impact on mass combat (see Pathfinder 
  Adventure Path volume #35). Keep track of your city’s 
  Defensive Modifier, but until the city is attacked by an 
  invading army (something scheduled to occur later in the 
  Kingmaker Adventure Path), this value is not used.
  Base Value: The base value associated with a city 
  built in this manner is tied not to its size but rather to 
  the number of Economy-based buildings it has. Each 
  such building, whether it’s a shop, tavern, or brothel, 
  increases a city’s base value. Any magic item equal to 
  or lower than this base value in cost is available for 
  purchase 75% of the time—this check may be made 
  again every month (as new stock comes and goes). Any 
  nonmagical item from the equipment chapter in the 
  Pathfinder RPG Core Rulebook is always available if its cost 
  is lower than the city’s base value. Cities with multiple 
  districts add the individual base values of each district 
  together to determine the entire city’s base value, with 
  an upper limit of 16,000 gp per city.
  At the GM’s whim, using construction magic (such as 
  a lyre of building or spells like fabricate or wall of stone) 
  can reduce the cost of a building’s BP by 2 (minimum 
  of 0 BP). This is a one-time reduction, regardless of the 
  amount of magic used. 
  Magic Item Availability: A certain number of more 
  powerful and valuable magic items are available for 
  purchase in any city, although these items tend to be 
  of a somewhat random nature as new items are found 
  or created and enter the economy. As with base value, 
  a community’s size does not influence the number 
  of magic items above base value that are available for 
  purchase. Instead, these items become available as 
  certain buildings (like academies or magic shops) are 
  added to a city. Whenever such a building is added 
  to a city, place an “X” in one of the boxes next to the 
  appropriate item category to indicate that the city has 
  gained a “slot” in that category. During every Upkeep 
  phase, randomly roll a magic item of the appropriate 
  category for each empty slot.
  After it is generated, a magic item remains on the market 
  until it is purchased. Alternatively, once per Income phase, 
  a kingdom can make Economy checks to try to sell items; 
  once the item is sold, its slot remains empty until the next 
  Upkeep phase (see page 61).
  Building types
  Adding buildings to a city is one of the most efficient ways 
  to enhance your kingdom’s statistics, as each block of 
  buildings added to a city in your kingdom grants a specific 
  bonus. Page 62 presents icons for 31 one-block buildings, 
  eight two-block buildings, and four four-block buildings. 
  Descriptions of each of these buildings, as well as the 
  bonuses it provides once it’s added to a city, are listed below. 
  The building’s BP cost and any prerequisite buildings that 
  must be built first are listed in parentheses after its name. 
  The building’s benefit to the city and kingdom once it is 
  constructed is listed last in italics. If a building affects 
  Unrest, it does so only once, when it is first constructed.
  A fair amount of additional residential structures are 
  common amid most one- and two-block structures.
  Academy (52 BP): An institution of higher learning 
  that can focus on any area of knowledge or education, 
  including magic. Halves cost of Caster’s Tower, Library, 
  and Magic Shop in same city; 3 minor items, 2 medium items; 
  Economy +2, Loyalty +2.
  Alchemist (18 BP; must be adjacent to 1 house): The 
  laboratory and home of a creator of potions, poisons, and 
  alchemical items. City base value +1,000 gp; 1 minor item; 
  Economy +1.
  Arena (40 BP): A large public structure for competitions, 
  demonstrations, team sports, or bloodsports. Halves cost of 
  Garrison or Theater in same city; halves Consumption increase 
  penalty for festival edicts; Stability +4; limit one per city.
  Barracks (12 BP): A building to house city guards, 
  militia, and military forces. Defense Modifier +2; Unrest –1.
  Black Market (50 BP; must be adjacent to 2 houses): 
  A number of shops with secret and usually illegal or 
  dangerous wares. City base value +2,000; 2 minor items, 1 
  medium item, 1 major item; Economy +2, Stability +1; Unrest +1.
  
  59
  Of Cities and Kings
  Of Cities and Kings
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  g
  g
  s
  s
  s
  s
  Kingdom Name
  Alignment
  Size
  Population
  Campaign
  =
  =
  =
  +
  +
  +
  +
  +
  -
  -
  -
  -
  -
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  -
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  economy
  edicts
  Bonuses
  Kingdom Sheet
  Penalties
  leadership
  loyalty
  stability
  Buildings
  Total
  Edicts
  Events
  Leadership
  Resources
  Alignment
  Vacancies
  Unrest
  Edicts
  Other
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Leadership Role
  Bonus
  Attribute
  Ruler
  Ruler
  Councilor
  General
  Grand Diplomat
  High Priest
  Magister
  Marshal
  Royal Assassin
  Spymaster
  Treasurer
  Warden
  Economy, Loyalty, Stability
  Economy, Loyalty, Stability
  Loyalty
  Stability
  Stability
  Stability
  Economy
  Economy
  Loyalty, -1 Unrest/upkeep
  Economy
  Loyalty
  g
  ongoing events
  +
  +
  +
  +
  +
  -
  Promotion Level
  Taxation Level
  Festivals per Year
   Economy
   Loyalty
   BP Consumption
   BP Consumption
   Loyalty
   Stability
  g
  unrest
   penalty on all checks
  g
  +
  +
  +
  -
  Size
  Cities
  Edicts
  Farms
  Other
  consumption
  BP
  g
  g
  treasury
  BP
  g
  g
  ™
  ®
  Control DC
  Brewery (6 BP): A building for beermaking, winemaking, 
  or similar use. Loyalty +1, Stability +1.
  Brothel (4 BP; must be adjacent to 1 house): A place to 
  pay for companionship of any sort. Economy +1, Loyalty +2; 
  Unrest +1.
  Caster’s Tower (30 BP): The home and laboratory for a 
  spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
  Castle (54 BP): The home of the city’s leader or the heart 
  of its defenses. Halves cost of Noble Villa or Town Hall in same 
  city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; 
  Unrest –4; limit one per city.
  Cathedral (58 BP): The focal point of the city’s religion 
  and spiritual leadership. Halves cost of Temple or Academy 
  in same city; halves Consumption increase penalty for promotion 
  edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; 
  limit one per city.
  City Wall (8 BP): City walls do not occupy a city block—
  rather, purchasing a city wall fortifies one of a district’s 
  four outer borders. A city wall cannot be built on a water 
  border. Defense Modifier +4; Unrest –2.
  Dump (4 BP): A centralized place to dispose of refuse. 
  Loyalty +1, Stability +1.
  Exotic Craftsman (10 BP; must be adjacent to 1 house): 
  The workshop and home of an exotic craftsman, such as 
  a creator of magic items, a tinker, a fireworks maker, or a 
  glassblower. 1 minor item; Loyalty +1, Stability +1.
  Preparing a City District Site
  Terrain 
  Cost to Prepare 
  Time to Prepare
  Forest 
  4 BP 
  2 months
  Grassland 
  1 BP 
  Immediate*
  Hills 
  2 BP 
  1 month
  Mountains 
  12 BP 
  4 months
  Swamp 
  8 BP 
  3 months
  *Construction of buildings can be started the same month 
  for grassland cities.
  Garrison (28 BP): A large building to house armies, train 
  guards, and recruit militia. Halves cost of City Wall, Granary, 
  and Jail in same city; Loyalty +2, Stability +2; Unrest –2.
  Granary (12 BP): A place to store grain and food. Loyalty +1, 
  Stability +1.
  Graveyard (4 BP): A plot of land to honor and bury the 
  dead. Economy +1, Loyalty +1.
  Guildhall (34 BP; must be adjacent to 1 house): A large 
  building that serves as headquarters for a guild or similar 
  organization. City base value +1,000 gp; halves cost of Pier, 
  Stable, and Tradesman in same city; Economy +2, Loyalty +2.
  Herbalist (10 BP; must be adjacent to 1 house): The 
  workshop and home of a gardener, healer, poisoner, or 
  creator of potions. 1 minor item; Loyalty +1, Stability +1.
  
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  House (3 BP): A number of mid-sized houses for citizens. 
  Houses serve as prerequisites for many other buildings. 
  The first house you build during any Improvement Phase 
  does not count against the total number of buildings you 
  can build during the phase. Unrest –1.
  Inn (10 BP; must be adjacent to 1 house): A place for 
  visitors to spend the night. City base value +500 gp; Economy +1, 
  Loyalty +1.
  Jail (14 BP): A fortified structure for housing criminals. 
  Loyalty +2, Stability +2; Unrest –2.
  Library (6 BP): A large building containing books, often 
  presided over by a sage or other scholar. Economy +1, Loyalty +1.
  Luxury Store (28 BP; must be adjacent to 1 house): A 
  shop that specializes in expensive wares and luxuries. City 
  base value +2,000 gp; 2 minor items; Economy +1.
  Magic Shop (68 BP; must be adjacent to 2 houses): A shop 
  that specializes in magic items and spells. City base value +2,000 
  gp; 4 minor items, 2 medium items, 1 major item; Economy +1.
  Mansion (10 BP): A single huge manor housing a rich 
  family and its servants. Stability +1.
  Market (48 BP; must be adjacent to 2 houses): An open area 
  for mercantile pursuits, traveling merchants, and bargain 
  hunters. City base value +2,000 gp; halves cost of Black Market, Inn, 
  and Shop in same city; 2 minor items; Economy +2, Stability +2.
  Mill (6 BP; must be next to a water border): A building 
  used to cut lumber or grind grain. Economy +1, Stability +1.
  Monument (6 BP): A monument can be a statue of a city 
  founder, a bell tower, a large tomb, or a public display of 
  art. Loyalty +3; Unrest –1.
  Noble Villa (24 BP): A sprawling manor with luxurious 
  grounds that houses a noble. Halves cost of Exotic Craftsman, 
  Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, 
  Stability +1.
  Park (4 BP): A plot of land set aside for its natural beauty. 
  Loyalty +1; Unrest –1.
  Piers (16 BP; must be adjacent to a water border): 
  Warehouses and workshops for docking ships and 
  handling cargo and passengers. City base value +1,000 gp; +1 
  Economy, +1 Stability.
  Shop (8 BP; must be adjacent to 1 house): A general store. 
  City base value +500 gp; Economy +1.
  Shrine (8 BP): A small shrine or similar holy site. 1 minor 
  item; Loyalty +1; Unrest –1.
  Smith (6 BP): An armor smith, blacksmith, or weapon 
  smith. Economy +1, Stability +1.
  Stable (10 BP; must be adjacent to 1 house): A structure 
  for housing or selling horses and other mounts. City base 
  value +500 gp; Economy +1, Loyalty +1.
  Tannery (6 BP; cannot be adjacent to a house): A structure 
  that prepares hides and leather. Economy +1, Stability +1.
  Tavern (12 BP; must be adjacent to 1 house): An eatery or 
  drinking establishment. City base value +500 gp; Economy +1, 
  Loyalty +1.
  Temple (32 BP): A large place of worship dedicated to a 
  deity. Halves cost of Graveyard, Monument, and Shrine in same 
  city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
  Tenement (1 BP): A staggering number of low-rent, 
  cheap housing units. Tenements count as houses for 
  the purpose of fulfilling building requirements, but 
  building too many tenements can increase 
  a kingdom’s Unrest quickly. You can 
  build a house over an existing tenement 
  for 2 BP. Unrest +2.
  Theater (24 BP): A venue for providing 
  entertainment 
  such 
  as 
  plays, 
  operas, 
  concerts, and the like. Halves cost of Brothel, Park, and 
  Tavern in same city; Economy +2, Stability +2.
  Town Hall (22 BP): A public venue for town meetings 
  and repository for town records. Halves cost of Barracks, 
  Dump, and Watchtower in same city; Economy +1, Loyalty +1, 
  Stability +1.
  Tradesman (10 BP; must be adjacent to 1 house): A 
  shopfront for a tradesman, such as a baker, butcher, candle 
  maker, cooper, or rope maker. City base value +500 gp; +1 
  Economy, +1 Stability.
  
  61
  Of Cities and Kings
  Of Cities and Kings
  Watchtower (6 BP): A tall structure that serves as a 
  guard post and landmark. +1 Stability; +2 Defense Modifier; 
  Unrest –1.
  Waterfront (90 BP; must be adjacent to a water border): 
  A port for arrival and departure when traveling by water, 
  facilities for building ships, and a center of commerce. City 
  base value +4,000 gp; 3 minor items, 2 medium items, 1 major 
  item; halves cost of Guildhall and Market in same city, halves 
  Loyalty penalty for tax edicts; Economy +4; limit one per city.
  gaining experienCe
  As their kingdom grows, the PCs gain experience points. 
  Use the following guidelines to determine when and how 
  much XP should be awarded. These XP awards should only 
  be awarded the first time each event occurs.
  Founding a kingdom: 2,400 XP
  Establishing a capital city: 1,200 XP
  Reaching a kingdom size of 5: 1,600 XP
  Reaching a kingdom size of 10: 2,400 XP
  Reaching a kingdom size of 25: 3,200 XP
  Reaching a kingdom size of 50: 4,800 XP
  Reaching a kingdom size of 75: 6,400 XP
  Reaching a kingdom size of 100: 12,800 XP
  Reaching a kingdom size of 150: 25,600 XP
  Reaching a kingdom size of 200: 76,800 XP
  Filling a square with four blocks of buildings: 1,600 XP
  Filling three city squares with buildings: 4,800 XP
  Filling an entire city grid with buildings: 12,800 XP
  ruling a Kingdom
  Like a player character’s stat block, a kingdom’s stat block 
  continues to evolve and grow as the kingdom expands, 
  gathers more resources, purchases upgrades, and suffers 
  defeats and setbacks. As the kingdom grows, the PCs will 
  need to deal with a host of situations, all of which can 
  further influence the kingdom’s stat block.
  A kingdom’s growth occurs during four phases, which 
  represent a month in total. When the PCs establish a 
  kingdom, you should pick a day of each month to resolve 
  that kingdom’s growth and fortunes—it’s best to set this 
  as the last day of each month, so that any accomplishments 
  the PCs have made during that month can impact that 
  month’s growth.
  One thing to decide early on is who makes kingdom 
  rolls. The obvious choice is for the Ruler to roll the dice, 
  as this adds a feeling of command to that player’s role. 
  You can also assign each roll to a specific leader—for 
  example, the Treasurer might make Economy checks and 
  the Warden may wish to make all checks having to do with 
  events under her command. Ultimately, since a kingdom 
  is shared by all the players, it doesn’t matter who makes 
  the kingdom’s Economy, Loyalty, and Stability checks, but 
  assigning them can be fun nonetheless.
  upKeep phase
  During a kingdom’s Upkeep phase, take the following 
  actions. If your kingdom currently controls 0 hexes, skip 
  this phase and proceed to the Improvement phase.
  Step 1—Determine Kingdom Stability: Make a 
  Stability check against your Command DC to determine 
  your kingdom’s level of security for the month. If you 
  make the check, reduce your kingdom’s Unrest by 1 (if 
  your Unrest is at 0, gain 1 BP as a result of surplus goods 
  and services). If you fail this check by 5 or more, increase 
  Unrest by 2.
  Step 2—Pay Consumption: Deduct your kingdom’s 
  Consumption from the kingdom’s Treasury BP. If you 
  aren’t able to pay for the month’s Consumption, your 
  kingdom’s BP drops into the negative. Every time you end 
  an Upkeep phase with negative BP in your Treasury, your 
  kingdom’s Unrest increases by 2.
  Step 3—Fill Vacant Magic Item Slots: If there are any 
  vacant magic item slots in any cities, randomly roll new 
  items to fill these slots.
  Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, 
  it loses one hex chosen by the kingdom’s leaders. Any 
  improvements in that hex (farmlands and roads) are lost and 
  must be rebuilt after the hex is reclaimed. Any settlements 
  in that hex become towns that must be annexed if they are 
  to be reclaimed into the kingdom (see page 56). Finally, if 
  the kingdom employs a Royal Assassin, reduce your total 
  Unrest by 1 at the end of this phase.
  improVement phase
  During a kingdom’s Improvement phase, take the following 
  actions. The number of improvements you can make during 
  a single phase is limited by your kingdom’s size; see the 
  Improvements per Month table for these limits.
  Step 1—Select Leadership: Assign leaders to any vacant 
  leadership roles. Leaders must be PCs or closely allied 
  NPCs. You can change leaders as often as you want with 
  no impact on your nation’s statistics (apart from changing 
  what bonuses apply, as the ability scores of leaders differ); 
  reallocating roles allows you to give every player a chance 
  to play the role of ruler if you wish.
  Step 2—Claim Hexes: Each hex on the maps of the 
  Stolen Lands measures 12 miles across, and the PCs’ 
  kingdom must be built hex by hex. To claim a hex, you 
  must explore it and clear it of monsters or dangerous 
  hazards; the hex must also be adjacent to a hex that is 
  already part of the kingdom (with the exception of the first 
  hex, which can be anywhere). At this point, you can claim 
  the hex as part of the kingdom by spending 1 BP. Increase 
  your kingdom’s size (and thus its Consumption) by 1 for 
  each hex you claim. You can abandon a hex to reduce your 
  kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if 
  the abandoned hex contained a city).
  
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  Alchemist
  Exotic 
  Craftsman
  Library
  Barracks
  Granary
  Luxury Store
  Black  
  Market
  Graveyard
  Magic Shop
  Pier
  Brewery
  Herbalist
  Mansion
  Shop
  Brothel
  House
  Mill
  Shrine
  Caster’s 
  Tower
  Inn
  Monument
  Smith
  Dump
  Jail
  Park
  Stable
  Tannery
  Tavern
  Tradesman
  Tenement
  Watchtower
  Academy
  Garrison
  Guildhall
  Noble Villa
  Theater
  Market
  Temple
  Town Hall
  Arena
  Castle
  Cathedral
  Waterfront
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  
  63
  Of Cities and Kings
  Of Cities and Kings
  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  City Name  
  Base Value   
  Defense  
  Population
  ITEMS
  MINOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MINOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MEDIUM
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MAJOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  
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  Step 3—Establish and Improve Cities: Prepare land for 
  city districts and then purchase new buildings for your 
  kingdom’s cities. The building’s adjustments to your nation 
  apply immediately. You can also destroy buildings at this 
  time in order to clear a space to build something new; if 
  you destroy a building, don’t forget to remove its benefits 
  from your kingdom’s statistics! 
  Step 4—Build Roads: Roads have an immediate initial 
  cost but over the long term can pay for the investment 
  handsomely. It costs 1 BP to build a road though a hex. 
  This cost increases to 2 BP in forests and to 4 BP in swamps 
  and mountains. If the road crosses a river, a bridge must be 
  built—this doubles the road’s cost.
  Step 5: Establish Farmlands: You can develop any 
  grassland or hill hex that contains roads into farmlands 
  to help sustain your kingdom’s Consumption. It costs 2 
  BP to designate a grassland hex as farmland and 4 BP to 
  designate a hill hex as farmland. You cannot build a city 
  on a farmland hex. Every farmland hex in your kingdom 
  reduces your Consumption by 2 BP.
  Step 6: Edicts: Pick or adjust your edict levels (see page 
  55) as you wish.
  inCome phase
  During a kingdom’s Income phase, take the following 
  actions.
  Step 1—Deposits: You can add funds to a kingdom’s 
  treasury by donating coins, gems, jewelry, weapons, 
  armor, magic items, and other valuables you find while 
  adventuring. For every full 4,000 gp in value of the deposit, 
  increase your kingdom’s BP by 1. Items that individually 
  cost more than 4,000 gp must be sold as detailed under 
  Step 3 below.
  Step 2—Withdrawals: You can also withdraw funds 
  from the kingdom’s treasury, but doing so runs the risk 
  of annoying the citizens. Each time you withdraw funds, 
  the kingdom’s Unrest increases by 1. In addition, you must 
  make a Loyalty check (DC = Command DC + number of 
  BP being withdrawn); a failure causes your kingdom to 
  gain Unrest equal to the total BP withdrawn. Each BP 
  withdrawn in this manner converts into 2,000 gp.
  Step 3—Sell Valuable Items: You can attempt to sell items 
  that cost more than 4,000 gp through your city’s markets 
  to bolster your kingdom’s Treasury; these can be items you 
  recover during an adventure or they can be magic items 
  currently held by any of your cities. To sell these items, 
  make an Economy check (DC 20 for minor items, DC 35 for 
  moderate items, and DC 50 for major items). A failed check 
  indicates the item doesn’t sell. Success indicates that the 
  item sells and you can increase your kingdom’s treasury 
  by 2 BP (for minor items), 8 BP (for moderate items), or 15 
  BP (for major items). You can make one Economy check per 
  city district during each Income phase.
  Step 4—Generate Income: Make an Economy check 
  against your Command DC at the end of your Income 
  phase. If you’re successful, divide your result by 5 
  (dropping any fractions) and increase your Treasury’s BP 
  by that amount.
  eVent phase
  During a kingdom’s Event phase, roll once on the Kingdom 
  Events table to determine if an event occurs. Adventure-
  specific kingdom events occur during this phase. Once 
  you’ve determined what kind of event occurs (if any), 
  simply follow the rules for each event to determine how 
  the event impacts the PCs’ kingdom or cities.
  Chance of an Event: There’s a 25% chance that a random 
  event occurs during an Event phase. This chance increases 
  to 75% if no event occurred in the previous Event phase.
  Kingdom eVents
  Listed below are numerous events that can occur during 
  an Event phase. Some events are listed as “continuous” 
  events—their effects continue through every Event phase 
  until the events are resolved by making the appropriate 
  check during an Event phase.
  Harmful events can be lessened or negated with 
  a successful Economy, Loyalty, or Stability check, as 
  indicated by the event. The DC of these checks is equal to 
  the kingdom Command DC (20 + kingdom size).
  Assassination Attempt: One of your leaders (determined 
  randomly) is the target of an assassination attempt. If 
  the target is a PC, you should play out the attempt, using 
  an assassin of a CR equal to the targeted PC’s level + 1. 
  If the target is an NPC, you can simply make a Stability 
  check to negate the attempt. If the leader is assassinated,  
  the nation gains 1d6 Unrest points and immediately 
  suffers the penalties for not having a leader in that role 
  until the role is filled during a subsequent Improvement 
  phase. 
  Bandit Activity (continuous): Bandits are preying upon 
  those who travel through your kingdom. Make a Stability 
  check. If you succeed, your kingdom’s defenses stop the 
  banditry before it causes problems. If you fail, the bandits 
  reduce your kingdom’s Treasury total by 1d6 BP (each time 
  you roll a 6, reroll that die and add the result to the total).
  Disaster: A fire, storm, earthquake, flood, sabotage, or 
  other disaster strikes! Roll 1d6—on a result of 1–5, the 
  disaster is localized and affects only 1d4 city blocks in 
  one city. On a 6, the disaster is widespread and affects 
  1d6 city blocks in each of your kingdom’s cities. Make a 
  Stability check for each affected city block—every failure 
  results in that city block’s destruction (this Stability check 
  represents your kingdom’s ability to prepare for or react to 
  the disaster as much as it represents the structure’s ability 
  to withstand damage).
  
  65
  Of Cities and Kings
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  Economic Boom: Trade is booming in your kingdom! 
  Increase your Treasury by 1d6 BP (each time you roll a 6, 
  reroll that die and add the result to the total).
  Feud: Nobles in your cities are bickering. Unless you can 
  smooth over ruffled feathers with a Loyalty check, the feud 
  increases Unrest by 1d6.
  Food Shortage: Spoilage, treachery, or simple bad luck 
  have resulted in a food shortage this month. If you fail a 
  Stability check, your Consumption is doubled during the 
  next Upkeep phase.
  Food Surplus: Farmers produce an unexpected windfall! 
  Your Consumption is halved during the next Upkeep phase.
  Good Weather: Good weather raises spirits and 
  productivity. You gain a +4 bonus on Loyalty checks until 
  your next Event phase.
  Monster Attack (continuous): A monster (or group of 
  monsters) attacks the kingdom—pick a hex the PCs have 
  claimed to determine which hex the monster is active 
  in. You can determine the type of monster by rolling on 
  a wandering monster table until you get a result of CR 
  7 or higher. If the PCs don’t set out to defeat the monster 
  or monsters, a Stability check removes the threat. If the 
  monster is not defeated, Unrest increases by 4. If your 
  kingdom’s Unrest is 5 or higher, the hex the monster dwells 
  in becomes unclaimed at this time (this is in addition to 
  losing control of hexes during Upkeep due to high Unrest).
  Natural Blessing: A natural event, such as a bloom of 
  rare and beautiful wildflowers or good omens in the stars, 
  raises your kingdom’s morale. You gain a +4 bonus on 
  Stability checks until your next Event phase.
  Outstanding Success: One of your kingdom’s citizens 
  creates an artistic masterpiece, constructs a particularly 
  impressive building, or otherwise brings fame to your 
  kingdom. You gain 1d6 BP and a +4 bonus on Economy 
  checks until your next Event phase. Reduce Unrest by 2.
  Plague (continuous): A deadly contagion strikes your 
  kingdom! Choose a hex containing a city in your kingdom—
  this is where the plague strikes. If you control no cities, 
  treat this as if no event had been rolled. Otherwise, make 
  a Stability check to curtail the plague’s spread. If you fail, 
  increase Unrest by 1d6 and reduce your treasury by 1d6 BP. 
  A plague-stricken city cannot build new structures.
  Political 
  Calm: 
  A 
  sudden 
  absence 
  of 
  political 
  machinations coincides with an increase in public 
  approval. Reduce Unrest by 6.
  Public Scandal: One of your leaders is implicated in 
  a crime or an embarrassing situation, such as an affair 
  with another leader’s spouse. If you fail a Loyalty check, 
  increase Unrest by 2 and suffer a –4 penalty on all Loyalty 
  checks until your next Event phase.
  Sensational Crime (continuous): A serial killer, arsonist, 
  flamboyant thief, or daring bandit plagues your kingdom. 
  Make a Stability check to catch the criminal; otherwise 
  increase Unrest by 2.
  New Vassals: A small group of indigenous creatures 
  joins your kingdom and submits to your rule. Reduce 
  Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll 
  that die and add the result to the total).
  Visiting Celebrity: A celebrity from elsewhere on Golarion 
  visits your kingdom, causing a sudden influx of visitors 
  and spending. Increase the Treasury by 2d6 BP (each time 
  you roll a 6, reroll that die and add its results to the total).
  Improvements per Month
  Kingdom Size 
  New Cities 
  New Buildings 
  Hex Claims 
  Roads 
  Farmlands
  1–10 
  1 
  1 
  1 
  1 
  1
  11–25 
  1 
  2 
  2 
  2 
  1
  26–50 
  1 
  5 
  3 
  3 
  2
  51–100 
  2 
  10 
  4 
  4 
  2
  101–200 
  3 
  20 
  8 
  6 
  3
  201+ 
  4 
  No limit 
  12 
  8 
  4
  Kingdom Events
  d% 
  Event
  1–3 
  Assassination Attempt
  4–12 
  Bandit Activity
  13–19 
  Disaster
  20–24 
  Economic Boom
  25–29 
  Feud
  30–32 
  Food Shortage
  33–39 
  Food Surplus
  40–44 
  Good Weather
  45–49 
  Monster Attack
  50–54 
  Natural Blessing
  55–61 
  Outstanding Success
  62–64 
  Plague
  65–67 
  Political Calm
  68–77 
  Public Scandal
  78–85 
  Sensational Crime 
  86–92 
  New Vassals
  93–100 
  Visiting Celebrity
  
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  Erastil
  Erastil
  “The first gift you ever receive is your family. A man grows from 
  the seeds his parents plant.”
  —Parables of Erastil
  rastil (eh-RAS-till), also known as Old Deadeye, is an ancient deity 
  from before the Age of Darkness, when early man began to domesticate 
  and dominate his natural surroundings. Pastoral legends claim that Old 
  Deadeye crafted the first bow as a gift to mortals so that they might learn to hunt 
  and survive in the dangerous world. Though civilization has continued to advance 
  beyond simple villages due to the influence of Abadar, Erastil remains popular in 
  tradition, a transitional figure between the worship of the Green Faith and fully 
  modern religions. His faith remains strongest in the northern lands, where long ago 
  people lived simpler lives in the frontiers of civilized lands.
  
  Erastil
  Erastil
  67
  E
  rastil is primarily a nature deity focusing on the 
  plants and animals that farmers, hunters, and 
  ranchers deal with in their ordinary lives. He is 
  also a god of close-knit communities and families and has 
  a protector aspect that only surfaces when such things are 
  threatened. Erastil is no god of crusades or heroism, and 
  he has no grand plans to eradicate chaos and evil from 
  the world; he simply wants people to be able to live their 
  lives in peace without the threat of being devoured by 
  monsters, conscripted into an 
  army, or destroyed by world-
  ending magic. He is a stern 
  patriarch whose spirit is 
  as hard as wood, unafraid 
  to face down a bully yet able 
  to calm a frightened child. He 
  teaches how to read the turning of 
  the seasons to know when to sow and reap, how to 
  tell when livestock are sick or gravid, how to poultice 
  a wound and set a broken leg, how to spot a straggling 
  sheep or signs that a dog has gone rabid. He believes 
  that it is man’s duty to help others, that cooperation 
  leads to friendship and safety, and that if man respects 
  the gifts of nature, she will sustain him. He loves old 
  customs that encourage strong family bonds, no matter 
  how quaint they are by modern standards, and enjoys 
  hunting for sustenance but not for sport. Happy weddings 
  and new babies make him smile. He is not one to spout 
  philosophy and instead gives practical advice and hands-
  on teaching. 
  Old Deadeye is set in his ways and doesn’t take well 
  to those who challenge his opinions or upset how things 
  work. He believes the strength of a man’s will makes 
  him the center of a household, and while women can be 
  strong, they should defer to and support their husbands, 
  as their role is to look after the house and raise strong 
  children (consequently, there are few female priests in 
  his church). Independent-minded women, he believes, 
  can be disruptive to communities, and it is best to marry 
  them off quickly so their duties as wife and mother 
  command their attention. Children should honor their 
  parents and know when it is time to work or time to play. 
  He dislikes the chaos and trouble that adventurers bring, 
  and while they may have their uses when monsters come 
  sniffing about, it is best if adventurers take care of the 
  problem quickly, receive a meal and a place to sleep, then 
  move on before their wanderlust catches on in otherwise 
  good families. His androcentric beliefs are unusual given 
  his religion’s intermediate role between the Green Faith 
  (which is largely egalitarian) and modern faiths (which 
  have a mix of male and female deities).
  Erastil’s avatar is an upright old trapper—usually of Ulfen 
  heritage—with weathered skin, clad in well-used leathers 
  and carrying a simple bow. Old legends say that halflings 
  and humans each see him as a member of their own race, 
  even when members of both races are looking at him at the 
  same time. When Erastil is angry or must enter battle, he 
  has the head of an elk, but most representations show him 
  as fully human, as common folk rely more on his hunter and 
  farmer aspects than on his warrior aspect. In most stories, 
  Old Deadeye’s arrows never miss, and a few communities 
  still own a spent arrow supposedly once fired by Erastil-
  in-the-world, 
  passed 
  down 
  through the generations and 
  treasured for its connection 
  to the god.
  Depictions of Erastil in 
  artwork are uncommon, as 
  his followers prefer focusing their 
  energy on more practical matters. 
  Usually these physical representations are just 
  a carved wooden placard bearing his likeness, not 
  worshiped as an icon but serving as a constant reminder of 
  his presence; in other communities, a stuffed elk’s head 
  or just its horns serve this purpose. In more elaborate 
  representations, he is shown fighting off wild animals 
  or teaching men how to hunt. A few old caves dating to 
  the Azlanti era have painted upon their walls primitive 
  silhouettes of an elk-headed man performing similar acts.
  Old Deadeye shows his approval through bountiful 
  hunts, bumper harvests, mild weather, the appearance of 
  straight paths, and the like, but he prefers to limit his 
  direct intervention to helping needy people in lean times, 
  as he does not want to encourage laziness. A hungry 
  family might find their tiny garden provides bushels of 
  vegetables, an old cow might start giving milk again, a 
  weary hunter’s prey might stumble or become entangled, 
  and so on. Any hoofed animal may be a channel for 
  his power, and elk-horns are favored by his worshipers 
  for making simple tools, like knives or dowsing rods, 
  because of their connection to him. Forked lighting is a 
  sign of his presence. His anger is reserved for followers 
  who betray his principles; he usually punishes them by 
  changing them into something more useful to their 
  community, such as a pig or a fruit tree. Mothers often 
  warn lazy or misbehaving children that Erastil will 
  transform them, and most communities have at least one 
  small but dependable tree that local legend claims was 
  once an especially unruly or slothful child.
  Given Erastil’s focus on simplicity over frivolous 
  adornment, the formal raiment of his clerics and druids 
  is practical, usually a leather or fur shoulder-cape 
  branded with his symbol or affixed with a wooden badge 
  bearing his mark. Communities led by a druid may have 
  a ceremonial horned hat or drape made from the tanned 
  hide of an elk’s head and neck.
  
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  Among the faithful, elk iconography is common, such 
  as a pair of antlers scratched on a door or threshold, or an 
  actual head or horns mounted on a wall. Erastil’s followers 
  have no taboos about hunting elk, for the animals are 
  good sources of food and leather and can thrive in most 
  areas. Because elk shed their antlers at the start of winter, 
  tools made from them are fairly common, and even 
  children may own simple knives made from antlers. At 
  birth, firstborn males are given an elk tooth, supposedly 
  to ensure virility and a long life. In the extreme north, 
  reindeer iconography is more common than elk, though 
  the traditions and rituals are essentially the same.
  Erastil is lawful good and his domains are farming, 
  hunting, trade, and family. His weapon is the longbow (his 
  clerics and druids are proficient with both the longbow and 
  shortbow). His holy symbol is a bow made of elk antlers with 
  an arrow nocked. His domains are Animal, Community, 
  Good, Law, and Plant. Most of his priests are clerics, but a 
  small minority are druids, rangers, and (most rare) paladins; 
  a few scattered communities are served by adepts. Druids 
  usually serve communities in places where natural hazards 
  and the weather are their greatest threats, while paladins tend 
  to be leaders in lands where monsters lurk. Often called Old 
  Deadeye by his faithful, Erastil is also known as Elk Father 
  and the Old Hunter. In the Lands of the Linnorm Kings, he 
  is named Ullerstarl and is usually depicted on skis.
  A typical worshiper of Erastil is a common farmer, 
  rancher, village tradesman, or subsistence hunter who wants 
  to live his life, take care of his family, and not worry about 
  kings, wars, or monsters. He’s not pretentious, and while he 
  may be proud of his accomplishments, they’re simple and 
  easily demonstrable—a good crop, a fine piece of land, fat 
  livestock, and a healthy wife and children. He looks after his 
  neighbor’s farm in an emergency and expects the same in 
  return but is otherwise content to be left alone.
  The church’s music is simple hymns, often with a 
  strong rhythm so they can be sung to keep time during 
  repetitive work. Flutes, drums, horns, and other easy-to-
  make, easy-to-play instruments are the norm.
  Erastil is very pro-marriage, seeing it as the proper way 
  to create families and frowning on those who would bend 
  or break the sacred bonds with adultery or divorce. The 
  church sees marriage as a way to “tame” unruly men and 
  women, and most villages have at least one married couple 
  who tied the knot after being caught in an indiscretion. 
  Widowers and widows usually remarry, especially if there 
  are still children in the house. Most of his priests are 
  married, though they are not required to be.
  Temples and shrines
  A temple to Old Deadeye is almost always a simple wooden 
  building, longhouse, or even town hall that serves a rural 
  community as a gathering place, with religion being only 
  one of its many uses. Sparsely decorated, such structures 
  often contain highly functional and modular furnishings; 
  the faithful prefer not to waste their holy area with rows 
  of awkward, heavy pews and statues when sturdy tables 
  and stools make the area well suited for mending tools 
  and clothes, food preparation, and other helpful crafts. In 
  some cases, temples of Erastil have no seating, leaving the 
  congregation to stand. Sitting during a service, while not 
  taboo, is looked down on for all but the elderly or infirm—
  and even they bring their own chairs. A shrine to Erastil 
  is usually little more than an antler- or bow-mark carved 
  on a tree or rock.
  a priesT’s role
  Erastil’s priests usually have a conventional role in a 
  community (such as being a farmer or tradesman) in 
  addition to their religious duties, and their priestly tasks 
  are often secondary to the needs of their own land and 
  families. They are often called upon to help build homes, 
  birth children, oversee trade, and bless crops. Most of 
  their day is spent doing mundane tasks just like any other 
  member of the village, pausing only to speak a blessing at 
  the dawn’s breaking, but always ready to drop what they’re 
  doing and pitch in when they are needed. They are careful 
  to put the needs of the community first, because Erastil’s 
  gifts may give them an advantage. For example, a cleric of 
  Erastil who is a sheepherder uses his skill and magic to 
  take care of all the village’s animals rather than just his 
  own, even if that means he makes less money selling his 
  own sheep at market; the prosperity of the community 
  and the health of its flock is more important than his own 
  wealth. Priests usually have ranks in Diplomacy (though 
  Intimidate may work just as well), Heal, Knowledge (local), 
  Knowledge (nature), and Sense Motive.
  Priests bless farmland and herd animals, plan the 
  planting and harvest, and look after injured folk and 
  families in need. Sometimes a priest has to step in with a 
  firm hand to deal with a rebellious or disruptive member 
  of the community, whether that person is a frequent 
  drunk or a child prone to screaming tantrums. Adult 
  troublemakers who repeatedly break the community’s 
  trust are usually branded on the hand and exiled from the 
  community—usually in the direction of a large city—to 
  prevent more problems. If something comes along that’s 
  too much for the priest to handle, such as bandits, an orc 
  band, or a hungry monster, it is the priest’s responsibility 
  as community leader to find someone who can deal with 
  the problem (such as adventurers).
  Adventurer priests of Erastil are rare, and overall the 
  number of mid-level priests is lower than most other 
  churches, to an extent that in times of great need (such as 
  during a plague) they must rely on magic lent or donated 
  from allied faiths. However, every few years the church 
  
  Erastil
  Erastil
  69
  encourages young priests to travel in search of news, seeds 
  for new crops, and useful new skills that can help their 
  home village. Though these wanderers appear to be fish 
  out of water, their stubborn dedication to helping those 
  back home has guaranteed the survival of many a poor 
  village, either by having money sent or by eradicating 
  foul beasts that lurk in the shadows. Young adventuring 
  priests often end up settling in remote villages saved by 
  their heroic efforts, especially if there is no local priest. 
  This gives the faith an opportunity to grow and establishes 
  the bonds of a greater community outside the immediate 
  interests of a single village—though the church prefers 
  to focus on life in a small settlement, it sees the greater 
  community as a kind of extended family. Because a priest 
  usually has a leadership role in a community, the priests of 
  Erastil prefer to take charge when part of an adventuring 
  party, where they sometimes run into conflict with an 
  equally headstrong member of the group.
  Though druids are a minority among the clergy, all 
  priests respect the druids for maintaining the traditions 
  that have allowed so many to survive to the present day. 
  They also give a nod to the rare paladins of the faith willing 
  to take up sword and shield so the common folk can get 
  on with their lives. Rangers rarely become leaders in the 
  church, as their skills and magic cater less to healing and 
  growth compared to other priests.
  Erastil’s church is simple and practical; most 
  communities have only one or two priests, so complicated 
  hierarchies are unnecessary, and priests defer to the 
  wisdom of elder clergy. Visiting priests are shown 
  hospitality as is appropriate for any guest, but unless 
  the visitor is very unusual (such as the eldest priest in 
  the country) she typically defers to the judgment of the 
  local leaders. Priests who are part of a community are 
  usually called Elder, regardless of their rank within the 
  community or the church. Traveling priests not associated 
  with a community are called Brother or Sister.
  holy TexT
  The Parables of Erastil is the common text of the faith. It 
  gives homilies on strengthening family bonds, almanac-
  like advice on planting, and lore about game animals and 
  tracking. The number of chapters varies from place to place, 
  as communities omit things irrelevant to their way of life 
  or add fables emphasizing local events or traditions.
  aphorisms
  Any folksy, rural saying is likely to spill from the mouth 
  of one of the faithful as if it were the god’s dogma. Two in 
  particular are favorites.
  Never trust a fool: Whether the fool is the village idiot 
  trying to catch the moon with a spoon or a traveling 
  adventurer trying to inspire the locals to rise up against 
  
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  the local lord, a sensible man ignores him, as no good 
  will come of this “work.”
  Nothing is more satisfying than the fruits of a day’s 
  labor: This is used to chastise lazy folk and rebuke those 
  who wonder what’s so satisfying about a simple country 
  life. Gold and gems make a man weak; hard work in a 
  field shows strength of body and character.
  holidays
  Erastil believes extensive and complicated ceremonies 
  take time away from necessary things like tending to 
  crops and putting food on the table, so most religious 
  events are short and to the point. The solstices and 
  equinoxes are holy days for the church (the week of the 
  vernal equinox is called Planting Week by the 
  faithful, and Harvest Feast is the week 
  of the autumn equinox, but even the 
  associated rituals only take about an 
  hour). The summer month of Erastus 
  is named for him.
  Archerfeast: This holiday on 3 
  Erastus is a day of food, fun, and 
  relaxation. Villages hold archery 
  and 
  stone-throwing 
  contests, 
  ranchers rope and trade calves 
  and lambs, and village men ask 
  permission to marry eligible 
  maids. Cider is served 
  cold during the day 
  and hot at night. At 
  sundown, an animal is offered to the god, and everyone 
  in the community eats a piece to share in his blessing.
  relaTions wiTh oTher 
  religions 
  Erastil can be gruff and reserved, but he is still on good 
  terms with most nonevil deities of Golarion. However, he 
  is very set in his ways and frequently dispenses “advice” 
  about his fellow deities and how they’ve gone astray from 
  the traditional values he espouses. Erastil is unusual 
  in that he is very direct when it comes to addressing the 
  shortcomings of other deities, and his followers have 
  heard these criticisms through his parables and divine 
  representatives just as they’d hear a village elder talking 
  about troublesome members of their community.
  Abadar: “He’s a good boy, but he’s forgotten where he 
  came from, like a country kid who goes to the big city and 
  gets in with all sorts of undesirable folk. There’s a reason 
  you don’t see slums in villages; that’s city-stink, where 
  some folk think it’s all right for someone else to suffer 
  just so they can have an easy life. What good is wealth if it 
  costs you your dignity, your soul?”
  Aroden: “A perfectly respectable man, though a bit too 
  interested in his own legacy and doing things the way he 
  wanted. If he had shared his burdens with others, perhaps 
  he could have built something even greater—and spared 
  himself whatever trouble consumed him.”
  Cayden Cailean: “This boy’s heart is in the right place, 
  but to be honest, he’s not thinking with his head. He’s 
  like one of those fancy adventurers who comes to town, 
  throws a lot of money around, disrupts things, and 
  leaves a few girls in the family way before skipping 
  town. What he needs is a nice, determined woman 
  to convince him to settle down—nothing like a wife 
  and kids to tame a bachelor.”
  Desna: “This old gal always makes me a little sad. 
  Desna’s mistake is that behind all her color and songs she 
  let loss harden her heart, and now she is alone, when what 
  she really needs is the love of a husband and family to 
  make her whole. But, given that she is what she is, I’m not 
  surprised she chose this path—she was ancient before 
  mankind learned to farm, and you can’t teach an old dog 
  new tricks.”
  Gorum: “This one is a thug, always looking for a fight 
  instead of letting well enough alone. Everything is a 
  challenge for him, an excuse to make noise, when the real 
  challenge is being a provider for your family when the 
  land is stubborn.”
  Gozreh: Erastil has found a balance with Gozreh and has 
  little to say about him. In the same way only a fool expects 
  cursing the weather to reverse his fortunes, Erastil accepts 
  the god of nature for what he is and perseveres, expecting 
  neither quarter nor malice from the fickle deity.
  
  Erastil
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  71
  Iomedae: “Though I don’t normally approve of a 
  woman with such strange ideas, she has shouldered an 
  enormous responsibility without complaint and her 
  actions have saved countless lives. That doesn’t mean 
  she’s not confusing—she was a mortal woman once. Has 
  she no desire for a family? A strong-willed woman like 
  her needs a strong man in her life to guide her and set a 
  good example.”
  Irori: “The thing I respect most about this boy is his 
  determination; he conquered every obstacle life put in 
  his path and ended up a godling. Imagine what such an 
  iron will could do if he brought it to bear on the needs of 
  the community instead of being selfish with it! At least he 
  understands the rewards of a simple life.”
  Sarenrae: “This woman has such fire in her, such spirit, I 
  wonder if any man could tame her. She would surely make a 
  fine wife and mother—and her husband wouldn’t dare have 
  a wandering eye, lest he earn her temper right quick.”
  Shelyn: “Such a sweet, beautiful girl, how could you 
  not love her? She is the prettiest girl in a village, but is 
  still dutiful enough to make sure all of her less-pretty 
  friends find husbands before she does. Her power is what 
  kindles love in an arranged marriage and keeps the fire 
  hot between a husband and wife even after a long life and 
  many children. She may follow her heart more than her 
  head, and some village girls make that mistake, but I have 
  to forgive her for that.”
  Torag: “He and the dwarves are good people who 
  believe in strong families and strong communities. 
  They’re a little too interested in battle for my tastes, but 
  when your early history is all about driving the filthy orcs 
  off your lands, you can’t blame them. They’re good with 
  their hands, and many of my villages prosper by trading 
  food for dwarven tools—or dwarven warriors to keep 
  them safe.”
  new divine spell
  Clerics, paladins, and rangers of Erastil may prepare 
  goodberry as a 2nd-level spell, and druids can cast the spell 
  on nuts or seeds as well as berries. Clerics and paladins 
  may cast animal messenger as a 2nd-level spell, and all 
  priests may use that spell on any nonhostile animal 
  (including friendly guard animals and domesticated 
  animals). In addition to Deadeye’s arrow (see page 15 of 
  Pathfinder Chronicles: Gods and Magic), his priests have 
  access to the following spell.
  Tracking Mark
  School evocation; Level druid 1, cleric 1, paladin 1, ranger 1 (Erastil)
  Casting Time 1 standard action
  Components S, DF
  Range long (400 ft. + 40 ft./level)
  Target one creature
  Duration 10 minutes/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You gain a supernatural sense about tracks and other clues left 
  behind by the target creature. Treat all Survival DCs to track the 
  creature as 5 lower than normal and gain a +5 bonus on Perception 
  checks made to notice the target if it is using Stealth or recognize 
  it using Disguise.
  planar allies
  Most of Erastil’s divine servants are animals or benign 
  forest creatures. Some of them reside permanently on the 
  Material Plane, patrolling frontier areas and keeping an 
  eye out for settlers in need. A few “legendary” animals 
  known to villages are actually Old Deadeye’s minions 
  rather than true animals, making appearances once or 
  twice a generation to protect the community. Erastil’s 
  herald is the Grim White Stag (see page 82). The following 
  creatures are well known supernatural servitors of 
  Erastil, suitable for conjuring with planar ally or similar 
  spells; given that most of his priests are low-level, some of 
  these have been known to appear in response to summon 
  monster or summon nature’s ally spells as well. 
  Arangin: Said to be the resurrected spirit of the paladin 
  Jaydis Von’s equally heroic and storied mount, Arangin 
  appears where servants of Erastil most need aid, carrying 
  the lost out of labyrinthine forests and saving the wagons 
  of desperately stuck pioneers from hidden bogs. This 
  ruby-toned heavy horse has an Intelligence of 8 and 
  understands Common but speaks no languages.
  Blackfeather: Able to take the form of a man, an eagle, 
  or an eagle-man hybrid, this fierce archer is a skilled 
  marksman who only hunts for sustenance or to defend 
  the innocent. Often he is content to perch on a rooftop, 
  silently watching over a village when strangers appear—
  just in case there is trouble.
  Scorchbark: Nearly crippled in a skirmish with a barbed 
  devil, this reckless young treant now displays his burns 
  like a badge of honor. He is obviously shaken whenever an 
  enemy uses fire near him, but he never lets it deter him 
  from his responsibilities.
  Customized Summon List
  Erastil’s priests can use summon monster and summon 
  nature’s ally spells to summon the following creatures in 
  addition to the normal creatures listed in the spells.
  Summon Monster II/Summon Nature’s Ally II
  celestial elk (LG; see Pathfinder #32)
  Summon Monster III/Summon Nature’s Ally III
  celestial dire boar (LG)
  
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  T
  he pig stared at me.
  “We’ll be there soon.” Phargas said, brightly.
  “I hope so. The only part of a pig I’ve ever been 
  this close to before was crackling.” I gazed with disdain 
  at the wagon, which was full of pigs, with two notable 
  exceptions. Well, perhaps only one notable exception. 
  “Honestly, you’ve done nothing but complain since we 
  escaped.” That self-satisfied grin again. Priests. You can’t 
  argue with folks claiming direct conversation with gods. 
  “I’d be a lot happier if our escape had taken place in a 
  coach or barge—or anything without pigs, for that matter.”
  “Our fellow passengers provide excellent cover, and 
  you’re lucky you escaped the Otter with nothing more than 
  dirty britches and bad company. The gods smile on you 
  and all you can do is moan.” 
  “As I recall, the gods’ smiles cost a pretty penny.” I smiled 
  at our host, the toothless wagon driver, who grinned back.
  Drizzle became hail, and by the time we entered a 
  town my mood had moved through depression and on to 
  despair. I grabbed Phargas.
  “I want to get off. Now.”
  “It’s too soon. We haven’t gone anywhere near far enough 
  yet for—”
  “I don’t care! We’re getting off.” I leaped from the wagon 
  and its vile-smelling cargo. “Civilization!” I cried, looking 
  around the place. 
  More pigs, some haggish women and scruffy men, and 
  several decrepit buildings stared back.
  “I would curb your celebration,” whispered Phargas. 
  “These petty townships have one thing in common—
  gossip spreads faster than wildfire. Let’s mingle.”
  A toothless wretch with a peg leg and one eye brushed 
  past me. “I’m not mingling with anyone like him,” I 
  whispered to Phargas. 
  Kicking the Habit
  
  Kicking the Habit
  Kicking the Habit
  73
  Suddenly the man gave a yell, clutched his chest, and fell 
  to the ground. I took a polite step back and immediately 
  took charge of the situation.
  “Well, help the poor man, Phargas!” I demanded, turning 
  to address the villagers. “Don’t worry, friends—he’s a 
  priest. Your man will soon be back on his feet again.”
  “Or not,” said Phargas. “He’s dead.” There were several 
  nods of agreement. I turned and stared down at the figure, 
  whose face was turning a nasty shade of ochre.
  “He had a bad heart, old Handsome Jabe,” said one man.
  Handsome Jabe?
  “Have no fear, peasa—people of this township,” I 
  proclaimed solemnly. “I shall celebrate his last moments 
  in my journal.” I waved the wayfinder for the crowd to see. 
  “Can any of you direct myself and my priest to suitable 
  lodgings? A coaching inn perchance, or fine hostelry?”
  “Well, there’s always Old Muck’s,” a bearded man said.
  “Muck’s.” I said, trying not to step in the name.
  “Over in the town square,” said the man. I suddenly 
  noticed he was a she.
  “Tell me,” I asked, “does it have hot baths?”
  “No.”
  “Fine ales? Quaffable wines of some vintage?”
  “No.”
  “Bed warmers, be they fleshy or coppery?”
  “No.”
  “Then kindly direct me to some better place of refuge.”
  “There is none, unless you count the nunnery.”
  “Nunnery?” That sounded a bit more promising.
  “Aye, the Fiercely Virginal Order of Blessed Exoneration,” 
  said the crone, nodding. “Mind you, they wouldn’t make 
  you very welcome, what with you being men. Not with 
  their sworn oath of chastity and violence toward men. 
  They horribly punish any man who dares touch them, 
  think impure thoughts about them, or look at them. They 
  don’t even have candles in the convent—too phallic.”
  “Old Muck’s, did you say?” I pushed my way through the 
  crowd waving my wayfinder like a sword.
  Old. Muck. The name fit the place perfectly. I stared 
  down at the “stew” I had been served, trying to work out 
  whether a pair of insect legs was part of the recipe. Before 
  I’d made my decision, however, I spied someone of clearly 
  superior stock approaching the bar, a man of fine attire 
  and manicured nails. I left the bowl and wandered over.
  “Pathfinder Ollix Kaddar, at your service,” I said. 
  He stood and bowed. “Sergas, Allmania—” 
  His words cut short as he gave a gulp, strained to reach 
  his back, and fell over dead. What noise there was in the 
  tavern suddenly stopped, and we became the center of 
  attention. Phargas was quickly at my side, onion gravy and 
  insect legs dripping down his chin. After a few moments of 
  examining the deceased, he looked up. 
  “Another heart attack, it seems. Strange, two in a morning. 
  Still, it is not for us to question the will of the gods.”
   “I need some air and something edible,” I said. “And 
  I really should keep up my journal,” I added, loudly. The 
  locals seemed more interested in the newly deceased. Typical 
  peasants—when faced with a choice between culture and 
  something gruesome, blood and mayhem always wins.
  We witnessed two more heart attacks that afternoon, and 
  as evening drew in I began to be concerned about the diet 
  of these locals. The local crab jelly was my chief suspect. As 
  the light faded, the town streets began to spring into a sort 
  of rustic, painfully amateur peasant fair. One performer 
  breathed fire, only to set his moustache alight, and a juggler 
  attempted to juggle three live pike but only succeeded in 
  being bitten. Finally we did find an act worth my attention, a 
  trio of singers giving a rousing rendition of an old favorite.
  “...and the black pudding burst!” The harmony ended. A 
  small crowd politely clapped.
  “That’s a very fine song, my men,” I said, and reached for 
  a coin to tip them. The trio grinned, but their smiles faded 
  as my hands emerged from my pockets empty. I turned to 
  Phargas. “Come, come, a coin for these fine musicians.”
  “That’s not how it ends.” Phargas frowned and crossed 
  his arms.
  “Not how what ends?” I said.
  “The song. It’s called ‘The Yeti, the Black Pudding, and 
  the Roper’ and it doesn’t end for four more verses, so I’m 
  not tipping them.”
  “So you’re an expert on songs now?” I asked.
  “I know what I know, and the song doesn’t end that way.” 
  “It ends the way we say it does, mate.” One of the singers 
  was rolling up his sleeves. His fellows, clearly offended, 
  nodded agreement and began moving forward. Then 
  suddenly two of them gulped, grabbed their throats, and 
  fell to the ground. 
  “You people really must lay off the crab jelly,” I said, 
  watching the third man look nervously at us. “That’s the 
  fifth and sixth heart attacks I’ve seen today!”
  Phargas leaped onto one corpse and grabbed something 
  from its throat. As he held it up, it melted away into nothing.
  “Darts that vanish! Poison! I knew something wasn’t right.”
  “Poison?” I asked, as some sort of insect whistled past me. 
  “These aren’t heart attacks, you idiot!” Phargas stood 
  up quickly, his voice breaking in a girlish squeal as he 
  grabbed my arm and yanked me toward a side street. 
  “They’ve been killed!” 
  “Killed? But why would someone kill singers?”
  “By accident!” He was almost yelling now. “They weren’t 
  trying to kill them—they’re trying to kill us!”
  All at once the air was alive with whistling invisible darts. 
  The last musician dropped. A nearby dog fell dead. Within 
  seconds, we were running full pelt down the muddy back 
  streets of the town, diving to avoid invisible missiles.
  
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  “Who are those people, and why are they trying to kill 
  you?” I shouted, trying to get my breath as we ran.
  “My guess would be that we upset someone back at the 
  Swaddled Otter more than we thought.” Phargas’s face 
  turned bright red as he ran. “Milikin probably can’t afford 
  it, but Daggermark assassins are terribly proud of their 
  work, and likely don’t appreciate imposters.” 
  I remained dubious. “I couldn’t see any injuries on those 
  peasants.”
  “They’re using whisper darts—blowgun darts made of 
  fey hair and broken promises. They become water after they 
  hit. If combined with poison, they deliver death without 
  apparent cause. We’re in big trouble.”
  Then he quit talking and focused all his 
  efforts on running, leading us deeper into 
  the foul-smelling alleys of the miserable 
  town. These paths were more like tunnels—
  dwellings opened up to our sides, blind turns 
  leading to locked doors and uncovered sewer 
  drains. I caught my companion staring at 
  one of the latter.
  “No.” I said. “Categorically no. I seem 
  to spend all my time with you lying in 
  some sort of liquid.”
  Suddenly, 
  he 
  wasn’t 
  paying 
  attention to me; he was staring over 
  my shoulder at two shapes moving 
  deliberately toward us. I stared 
  at the sewer and realized that, 
  even if we dived in, the assassins 
  would catch us. I considered 
  pushing Phargas at them and running 
  but realized even that plan was futile. 
  We both staggered backward. I began 
  to pray loudly, the alleyway getting 
  narrower as we backed away from 
  our assailants. My life flashed 
  before me rather too quickly, the flash 
  becoming brighter, brighter, as if I were 
  being dragged into a glorious light.
  So this was death.
  I was in a garden, bathed in late evening 
  sun. Phargas was at my side.
  “Phargas—loyal Phargas! You made 
  it, too—we’re in heaven!”
  He slapped me, and not gently.
  “You idiot, this isn’t heaven. 
  We’re in the nunnery. The gardener 
  must have left the back gate open 
  for some reason. Quick, this way.” I wiped 
  my tearing eyes and saw that we’d backed 
  through a stout door, which Phargas had 
  bolted. I followed my subordinate, berating 
  myself for thinking any such oafish peasant would get in 
  to heaven with me.
  The gardens provided excellent cover. We made our way 
  through them and toward an open doorway in the nunnery 
  itself, a fortress of towers, crenellations, and, oddly, ballistae.
  “We’ll lie low for a while, perhaps in a cellar,” said Phargas, 
  leading me through the open door. Beyond was a small 
  chamber with hooks and lockers. Six peculiar garments 
  hung from one wall, knitted black things that seemed to be 
  cloak, robe, and hood all in one, with a great black veil.
  We both turned as we heard voices approaching. Not just 
  from a door in the room, but also from outside. Phargas 
  looked at me, then at the strange clothes. 
  “No!” I said, in the loudest whisper I could 
  muster. “No, no, categorically no.”
  “What could be easier?” His grin broadened 
  as he grabbed one of the garments and began 
  putting it on.
  “No.”
  “Look, how hard can it 
  be? Praying all day, knitting 
  tapestries and cooking. We’ll lie 
  low for a week or so, by which time 
  the assassins will have got bored, and 
  we’ll sneak out after dark.”
  “No.”
  “It’s that or death.” 
  “Help me get my wimple on.”
  We’d barely clambered into the strange 
  clothes when the door opened and a huge 
  nun entered.
  “I thought I heard voices. Didn’t you 
  hear me when I called you in minutes 
  ago? You will be punished for this. What 
  are your names?”
  “Francis,” Phargas answered in a squeaky 
  voice. “And this is Olive.”
  “Hello,” I said, in my highest voice.
  “Silence!” she said, and slapped me. A 
  nun had slapped me.
  “Come along. The other recruits 
  have already shed their old ways 
  and donned the Modesty Habit. 
  I’m Mother Grain. You are 
  leaving your old life behind 
  now; your future belongs to 
  Iomedae from now until your 
  glorious deaths.”
  “Iomedae!” we replied in unison.
  The nunnery was vast, a rambling structure of 
  corridors and small gardens, all of which were 
  damaged in some way. Every wall had a gouge or 
  “Piety is its own 
  reward. As is 
  violence, apparently.”
  
  Kicking the Habit
  Kicking the Habit
  75
  hole, every door a repair, every garden a broken seat or pot. 
  We walked for what seemed like an hour before we came 
  to a larger chamber where several other nuns in Modesty 
  Habits stood. By their look they were also new recruits. 
  The Mother halted us outside the door.
  “Before we enter the Chapter House, it is up to me to pass 
  punishment for your act of sloth and disobedience.” Mother 
  Grain’s voice became sharper, excited. “For to enter such a 
  place unpunished would be an insult to the Lady of Valor. O 
  Iomedae, let your just and awful wrath fall upon these two 
  wretches, and let their flesh know the sting of thy justice!” 
  From somewhere in her bodice she produced a huge sap, 
  which she struck us both with, rattling our teeth.
  “Punishment is delivered, and you are cleansed—for 
  now. Enter and be blessed.”
  Like scalded schoolboys—or rather, schoolgirls—we 
  moved to the back of the room, whimpering.
  The Chapter House was the most complete armory I’d 
  ever laid eyes on. Every inch was given over to weapons, 
  from halberds to nunchaku, scythes to starknives. I couldn’t 
  begin to count, let alone name, the vast array of weaponry 
  displayed herein. Even the clock was designed for combat, 
  its hands clearly blades, its pendulum a morning star.
  “This is a house of peace,” said a huge woman in a 
  vast Modesty Habit. “For only through the death of our 
  enemies can we truly know peace, and here we may choose 
  the weapons with which to smite them. Iomedae! O Lady, 
  we know that these novices have impure souls, but soon 
  shall be cleansed in your image. We shall purge them of 
  impure thoughts, for do not The Acts tell us that flesh is 
  weak? Speak not the tongue of evil, they sayeth! Covet not 
  the flesh, and let all men who covet my sisters be punished 
  in slow, agonizing, and dreadful torment. Iomedae!” She 
  began wandering among us with a long spiked cane. 
  “Sister, I cleanse thee!” she yelled, swishing the cane at one 
  novice, who screamed. “And thee!” Another flick, another 
  wound. Other nuns were beginning to take up her chant 
  now, striking out with fists and feet. “I cleanse thee of lust! 
  I cleanse thee of wickedness!” Shrieks came from points 
  all over the hall, and even those nuns doing the striking all 
  seemed to bear injuries of one sort or another.
  “Save us from men!” the head nun called.
  “Save us!” came the reply.
  “Keep our swords sharp, and armor bright!”
  “Sharp! Bright!”
  “May our enemies be butchered mercilessly!”
  “Mercilessly!”
  “Eleven Miracles you have given us, Lady, but only in 
  combat are we worthy to serve!”
  The penance went on.
  After an hour of this punishment we were all battered and 
  bruised, thoroughly saved from imaginary enemies.
  “Now sisters, to the dorter for a deserved night’s rest. 
  Sleep well, and be not troubled by dreams of wickedness, 
  for you are safe at last.”
  Safe? I thought.
  The other nuns began bodily carrying us out of 
  the Chapter House and up several sets of steep stairs. 
  Eventually we were tossed onto the floor of a chamber with 
  a dozen straw mattresses and a trough of water. I made my 
  way to the trough, where I thought I recognized a certain 
  silhouette. I dared a whisper.
  “Is that you Pharg—er Francis?”
  “I think so. It’s been a while since I was beaten up by nuns.”
  “I thought you said we would spend our days knitting.”
  “Yes, of course. My mistake. I didn’t realize they were 
  warrior nuns.”
  “Those two words should not go together. I thought 
  nuns were all praying and deathbed salvation.” 
  “You think all nuns are the same? Why, I’ve personally 
  ministered to the beatific axe-nuns of Sarenrae and the 
  infamous assassin-nuns of Greengold, the so-called 
  ‘Ladies with Long Memories and Fingernails to Match.’”
  “Assassin nuns? You’re making it up!”
  Francis-that-was-Phargas went over to a bed and 
  stretched out on it. It seemed like a good idea, especially 
  if tomorrow threatened to be anything like today. The bed 
  was firm, but surprisingly roomy. Thoroughly exhausted, 
  I stretched out and pillowed my head on my arms.
  Clang!
  I opened one eye. The place was pitch black. Phargas 
  snored in the bed next to me.
  “Matins!” Suddenly I was thrown across the room and 
  heard something break. I hoped it was furniture.
  “I am Mother Maud the Divine Act of Wrestling and 
  Bare-Knuckle Boxing,” shouted a voice. “It’s time to rise.”
  Below, I heard the convent’s clock strike two.
  Some time later we found ourselves assembled in the main 
  hall. We’d been through tedious hours of Matins Laud, 
  purging our sin and saying what horrible things we’d do to 
  men who entered the nunnery to carry out the will of Belial. 
  It was still dark, but I felt as though I’d already done a day’s 
  work. A huge nun held court at the front of the hall. 
  “I am Merciful Sister Perfect the Iron Fist—slayer of 
  Zarg the Roper King. Welcome, initiates.” 
  My eyes began to slide closed.
  “Pay attention!” A horseshoe struck my arm. The 
  Merciful Sister didn’t even draw breath as she continued.
  “This is Sister Jesel the Glorious Act of Head-Butting 
  an Opponent Unexpectedly. She’ll be initiating you in the 
  Miracle of Combat.” From somewhere within her habit, 
  Sister Jesel produced a huge toasting fork and ran at one of 
  the novices, screaming. Shortly thereafter, the novice was 
  carried off to the infirmary.
  
  76
  Part 2 
  of 6
  Part 2 
  of 6
  Our assault at the hands of Sister Jessica was followed 
  by Prime, where we read out acts of astonishing violence 
  delivered with righteous justice by the nuns over the past 
  centuries. As dawn broke we enjoyed the delights of Terce, 
  where we were divided up and began our instruction in 
  making, sharpening, and modifying weaponry. Then 
  came Sext, where we sat in silence, reading acts of 
  miraculous violence perpetrated by followers of Iomedae 
  in her mercy. At last, just when I thought I would die of 
  hunger, a gong sounded and the nuns began to file out for 
  food in the frater, a bare room with a single vast table. The 
  nuns formed an orderly queue, each taking a deep bowl. I 
  wondered just how full I could get it. My mind began to race 
  with thoughts of wine and cakes. These nuns worshiped 
  combat, and combat thrives on good dinners. 
  An almost impossibly tall nun ladled a huge mass of 
  greenery into my bowl. I stared at it in horror.
  “This is dinner?” I asked, almost forgetting my squeaky 
  voice. “Raw sprouts?”
  “Enjoy,” said the nun, and motioned me along with a 
  significant shake of her ladle.
  As I was munching my sprouts (no easy thing when your 
  garment covers your whole body) I noticed a strange figure 
  tucking into a mountain of food. It was small, about the size 
  of a gnome, and dressed in the most garish of noble outfits. 
  I watched the figure as it munched through a vast amount 
  of fare, and my stomach rumbled as it consumed chicken 
  legs and sweetmeats with abandon. Once finished, it gave an 
  enormous burp and turned to reveal the face of a kobold.
  “Everything to your satisfaction, Holy Carbuncle?” 
  asked one of the nuns who sat near it.
  “Yessss, ssscrumptiousss,” it said, and staggered off.
  I could barely contain my jealousy. “Who’s that?” I asked 
  the initiate opposite me.
  “Holy Carbuncle the Reformation. He’s a miracle.”
  “What’s miraculous about him?” I pressed.
  “He’s the embodiment of purity and goodness. He saved 
  the Merciful Sister from assassins, and he’s lived here 
  ever since. The Merciful Sister says his flesh may be weak, 
  hence his appetites, but his soul is pure goodness.”
  A gong sounded.
  “Oh dear,” the nun said, “Pre-vespers.” And she shuffled 
  off, crying.
  Pre-vespers began with Mother Grain, Mistress of 
  Improvised Combat Using Common Kitchen Utensils, 
  standing in the kitchen. “To assist our sisters who are 
  schooled in paladinhood,” she said, “we must be ready to 
  help the noble knights wherever we find ourselves, and 
  where would a woman be if not in her kitchen? Alas! The 
  raiders of Asmodeus are at the door, the brave knights lie 
  wounded at your feet, and only you can protect them. But 
  what chance do you have? There are no weapons here.”
  “What about knives, Holy Mother?” called one student.
  “Foolish girl! All the knives have been taken by the 
  servants of Mammon. Go find an unoccupied sister and 
  request penance for your foolishness.”
  The girl sobbed and departed.
  “No, we have no knives, nor scissors, skewers, tureens, 
  heavy saucepans, or toasting forks. These objects have 
  already been taken by the servants of darkness. A true 
  sister, however, does not need such things.” She opened a 
  drawer and withdrew an object. “This wooden spoon, for 
  example, can easily put down an owlbear. Observe.”
  The day wore on. 
  “Using such sacred techniques, we can transform 
  this ordinary cheese-grater into a weapon of righteous 
  justice...”
  And on. 
  After we’d learnt how to kill practically every evil thing 
  with the most mundane of objects, and even certain 
  condiments, we were called to Vespers to do some more 
  praying about violence. After Vespers there was yet more 
  praying, this time on one leg over the feeding pit of the 
  nunnery kennels. At last the day’s lessons ended, and we 
  were called again to our meal.
  As I stood queuing for food at the end of a day in which 
  I’d been flogged, poked, beaten, and otherwise scarred, I 
  could feel my temper grow brittle. I reached the head of the 
  line, only to watch as my plate was filled with water. 
  “What’s this?” I asked in a dangerous monotone.
  “Only the righteous deserve dinner,” the nun with the 
  ladle gloated, and motioned for me to move along.
  It was enough. I flung the bowl at her. She ducked with 
  infuriating ease and, as calm as you like, produced a large 
  bell from under the counter. 
  “Bring forth the sisters of Misericord!” she shouted, 
  ringing the bell.
  The word had a startling effect on the older nuns, some 
  of whom began a keening wail. As if waiting just outside 
  the door, a trio of enormous nuns entered, each wielding a 
  spiked club and meat-cleaver.
  “Where is the sinful one?” they yelled in unison. 
  Everyone in the room pointed at me.
  I ran.
  Running in an item of clothing designed to cover the 
  entire human body isn’t easy, and I had to rip my veil 
  off just so I could see as I went hell-for-leather down the 
  corridors of the nunnery, a trio of divine bruisers behind 
  me. Room after room passed by. I crashed into one sister 
  and knocked her bundle of halberds flying. Another, this 
  one carrying boiling tar, was pushed over in my blind 
  dash. I glanced over my shoulder, but while I couldn’t see 
  my pursuers, I could hear them panting and shouting their 
  intentions for parts of my anatomy. I wiped my brow, and 
  my hand brushed my stubbly chin. My mind cast back to 
  
  Kicking the Habit
  Kicking the Habit
  77
  the prayers regarding sinful men. What would they do to a 
  man masquerading as a nun? Spying a small door, I dove 
  inside and shut it behind me as quietly as I could. 
   The room was full of silverware. There were silver 
  goblets, silver coins, silver candelabrums, silver swords. 
  And there, seated in the center and smoking an enormous 
  pipe, sat Holy Carbuncle the Reformation. He was handing 
  a silver salver to a trio of other kobolds, who’d emerged 
  from a trap door in the floor. As quick as I appeared, the 
  three others vanished, their trap door slamming shut 
  behind them. Carbuncle turned to me, startled. Then he 
  took in my predicament and began to smile.
  The door burst open behind me, and I was grabbed from 
  behind by the entering Misericords. 
  “I, the blessed second sister of Misericord, do pass 
  judgment upon thee. You shall be taken from this place, 
  smeared with honey, and fed to ankhegs. Iomedae!”
  “Sssssstop!” cried Carbuncle, gazing at the trio. “Thisss 
  sssister hasss come to me for ssssalvation. Kneel and be 
  forgiven, sssissster.” The kobold yanked me from the 
  sister’s grasp and onto my knees. “I hear your confessssion. 
  I hear your wordsss that you have been naughty in the 
  worsssst possssible waysss and I forgive you. I ssshall take 
  you under my wing. Be at peace.” He pulled close and 
  whispered in my ear. “Or elssse.”
  I nodded.
  “You may depart, Misssericord!” Carbuncle shouted. 
  The trio paused for a moment, cracking their knuckles, 
  before reluctantly leaving.
  Once they left, we each laid our cards on the table. I told 
  Carbuncle about our flight from the assassins. Carbuncle, 
  it transpired, had been fleeing a freak show when, in mid-
  run, he’d bumped into a nun and knocked her to the floor 
  at the very moment a failed initiate had tried to bring the 
  sister down with a heavy crossbow. The saved nun turned 
  out to be the Merciful Sister herself, who had decided the 
  kobold was some sort of divine blessing in disguise and 
  taken him in. Carbuncle had been covertly salting away a 
  nest egg for his retirement ever since, with the help of his 
  friends, a secret tunnel, and choice bits of the nun’s silver.
  “Small-time thinking, if you’ll pardon my saying so,” I 
  said, after he’d completed his tale. “Why not take it all?”
  “Becaussse the nunsss would disssembowel me.”
  “But suppose they never found out who did it?”
  Carbuncle’s smile widened as I explained my plan.
  Phargas picked up his habit and ran toward the waiting 
  coach. I had one sack of stolen silver, and he another.
  “I still don’t know how you did it,” he said, wheezing.
  “It’s my breeding, really. The nuns may be 
  unbelievably violent and pious, but they’re still 
  basically peasants. Carbuncle was more than 
  amenable once I’d explained my plan.”
  “It’s hard to argue with a head start and a scapegoat.”
  “Exactly! Kill one of his chums and swap clothes so 
  it looks like Carbuncle is dead, pay your accomplices, 
  and then scarper with the loot, leaving an obvious clue 
  behind—in this case an assassin’s calling card.”
  “Leaving the initiates to help search the town,” he 
  finished.
  “With sacks full of weaponry,” I added, shaking the 
  jingling bag. 
  Over my shoulder, I caught a glimpse of Mother Grain 
  moving with purpose through the streets, clutching her 
  largest battle-ladle and screaming, “Assassins die!” at the 
  top of her considerable lungs.
  “I wouldn’t want to be in our illustrious opponents’ 
  shoes when they’re caught by the sisterhood,” Phargas 
  observed.
  “Nor me, sister,” I replied. His grin matched my own.
  “Assassins die!” we yelled, and continued toward the 
  waiting coach.
  “Not exactly a saint.”
  
  78
  Part 2 
  of 6
  Part 2 
  of 6
  Bestiary
  Bestiary
  W
  hat drowned nightmare we found 
  ourselves unable to awake from I 
  cannot say, for the world I once trusted 
  had betrayed us in every fundamental way. Dry 
  earth seemed a distant dream, and sky and stars but 
  fading memories. Everywhere clawing branches and 
  hidden roots cursed our steps, while trailing vines 
  and moss smothered us. Never had I so execrated 
  the gods of life, for here their work piled upon itself 
  in such slithering, crawling, squirming fecundity 
  as to make every birth a blasphemous curse. And 
  ever just beyond our sight, seen only in glimpses 
  and ghost light, were the masters of that fetid green 
  Hell, those who long ago forsook skin for scales 
  and whose voices were the smothered cries of all 
  who had ever died gasping in the muck.
  —From The Record of Truan Iolavai
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins
  Swamp
  Sky
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Environment
  Climate
  
  Bestiary
  Bestiary
  79
  Greenbelt Random Encounters
  Forest 
   
  Lake/River 
   Plains 
  Hills  
  Encounter 
  CR 
  Source
  1–5 
   
  1–3 
   1–4 
  1–7 
  1 barghest 
  4 
  Bestiary 27
  6–13 
   
  4–10 
   5–15 
  8–14 
  1d8 boars 
  6 
  Bestiary 36
  14–17 
   
  11–17 
   — 
  — 
  2d4 boggards 
  6 
  Bestiary 37
  18–23 
   
  18–21 
   16–20 
  15–19 
  1d6 brush thylacines 
  5 
  Pathfinder #31
  24–29 
   
  22–28 
   21–28 
  20–27 
  2d6 elk 
  6 
  Pathfinder #31
  30–35 
   
  29–32 
   29–32 
  28–30 
  1 faerie dragon 
  2 
  Bonus Bestiary 9*
  36—42 
   
  33–35 
   33–38 
  31–35 
  2d4 giant spiders 
  5 
  Bestiary 258
  43–49 
   
  36–41 
   39–40 
  — 
  1d4 grizzly bears 
  6 
  Bestiary 31
  50–53 
   
  42–47 
   — 
  — 
  1 hydra 
  4 
  Bestiary 178
  — 
   
  — 
   41–51 
  36–43 
  2d6 kobolds 
  2 
  Bestiary 183
  54–57 
   
  — 
   52–54 
  44–45 
  1 manticore 
  5 
  Bestiary 199
  — 
   
  48–54 
   — 
  — 
  1 nixie 
  1 
  Bonus Bestiary 15*
  58–63 
   
  55–59 
   55–59 
  46–53 
  1 owlbear 
  4 
  Bestiary 224
  64–68 
   
  60–68 
   60–63 
  54–58 
  1 shambling mound 
  6 
  Bestiary 246
  69–71 
   
  69–75 
   — 
  — 
  1d6 shocker lizards 
  5 
  Bestiary 248
  72–75 
   
  76–79 
   64–66 
  59–65 
  1d6 tatzlwyrms 
  5 
  Pathfinder #31
  76–79 
   
  80–83 
   67–71 
  66–70 
  2d4 trolls 
  9 
  Bestiary 268
  80–82 
   
  — 
   72–75 
  71–74 
  1 werewolf 
  2 
  Bestiary 198
  83–85 
   
  84–88 
   76–77 
  75–81 
  1 will-o’-wisp 
  6 
  Bestiary 277
  86–93 
   
  89–94 
   78–86 
  82–88 
  2d6 wolves 
  6 
  Bestiary 278
  94–97 
   
  95–98 
   87–95 
  89–95 
  2d6 worgs 
  7 
  Bestiary 280
  98–100 
   
  99–100 
   96–100 
  96–100 
  1 wyvern 
  6 
  Bestiary 282
  *See paizo.com for the Pathfinder RPG Bonus Bestiary. 
   
   
   
   
   
  T
  his month’s Bestiary delves into the fetid swamps 
  and overgrown recesses of the Stolen Lands, 
  revealing a handful of the dangers lurking at 
  the heart of its bogs and forests. Although some are little 
  more than beasts, hunting the shadowed places of this 
  deadly wilderness, others form strange communities in 
  their savage sanctuaries, far from the eyes of any other 
  race, while still others are creatures of legend, held in 
  awe by the people of the north and far beyond. Let those 
  who intrude upon the eldritch depths of the Stolen Lands 
  beware, for menaces unknown to the civilized realms 
  lurk where men rightly fear to tread.
  Wandering Monsters
  With the completion of “Stolen Land” in Pathfinder 
  Adventure Path volume #31, the PCs have explored much 
  of the northern portion of the Greenbelt, meeting and 
  doing battle with a wide variety of its inhabitants. 
  Between the end of that adventure and the beginning 
  of “Rivers Run Red,” little changed in the region, but 
  now things begin to stir deep in the brush-choked 
  recesses of the Narlmarches and the rugged crags of the 
  Kamelands. As if alerted to the presence of trespassing 
  humans by growls in the distance and the scent of man-
  flesh on the wind, the beasts and inhabitants of the land 
  have grown deadlier and more daring. This might be, 
  in part, resistance to the influx of settlers flocking to 
  the newly risen banner of the PCs, though a more subtle 
  menace might seek to strike back against the invaders 
  and test their brazen leaders. Whatever the case, the 
  Greenbelt is at once much the same as it was in days past 
  and all the deadlier. 
  This nascent change is reflected in this month’s 
  random encounter table. While much of the chart remains 
  unchanged from volume #31’s offering, several dangers 
  have grown more pervasive while wholly new threats 
  rise to face the PCs as they venture into the Greenbelt’s 
  southern reaches. GMs who made use of random 
  encounters in the first Kingmaker adventure—especially 
  those with natural animals—might revisit such battles, 
  but now with even more or bolder beasts. It might also 
  be suggested that such attacks or groups are unusual, 
  perhaps unnaturally so, hinting at some strangeness in 
  the region, though not definitively enough for PCs to 
  reasonably infer a supernatural danger.
  GMs seeking to increase the danger found in the 
  Greenbelt even more can make use of any of the 
  environmental encounter tables found in Appendix 14 of 
  the Pathfinder RPG Bestiary. Especially while the PCs are 
  hunting trolls through the later portions of this month’s 
  adventure, the GM might increase the frequency and 
  likelihood of coming across such creatures.
  
  80
  Part 2 
  of 6
  Part 2 
  of 6
  Ceratioidi
  This flabby, fish-like humanoid has the wide mouth, bulging 
  eyes, and dangling, luminescent flesh lure of a deep-sea predator. 
  Powerful arms end in webbed hands that each clutch barbed 
  hunting spears, and a tumorous bulge protrudes from the back 
  of its neck.
  Ceratioidi 
  CR 3
  XP 800
  N Medium monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFEnSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +4, Will +6
  Resist cold 5
  Weaknesses primitive amphibian
  OFFEnSE
  Speed 30 ft., swim 50 ft.
  Melee 2 shortspears +8 (1d6+3) or 
  2 slams +7 (1d6+3) 
  Ranged 2 shortspears +5 (1d6+3)
  Special Attacks lure
  STATISTICS
  Str 17, Dex 10, Con 15, Int 15, Wis 14, Cha 12
  Base Atk +4; CMB +7; CMD 17
  Feats Ability Focus (lure), Weapon Focus (spear)
  Skills Bluff +5, Intimidate +8, Perception +9, Sense Motive +6, 
  Stealth +7, Swim +18
  Languages Ceratioidi, Common
  SQ dual mind
  ECOLOgy
  Environment any saltwater
  Organization solitary, mated individual, or clan (3–20)
  Treasure standard
  SPECIAL ABILITIES
  Dual Mind (Ex) The fact that each ceratioidi is actually two 
  creatures sharing the same body gives it a number of unique 
  abilities. A ceratioidi can delegate various actions and physical 
  processes to the individual minds, allowing it to fight with 
  two weapons simultaneously without any penalties. It can also 
  select two favored classes. The telepathic tangle between its 
  twin consciousnesses makes a ceratioidi immune to mind-
  reading spells like detect thoughts and impervious to mind-
  affecting effects. 
  Lure (Su) As a free action, a ceratioidi can light the dangling lure 
  on its forehead, causing all non-ceratioidi within a 20-foot 
  radius to make a DC 15 Will save or become fascinated for 
  1d6 rounds. Regardless of the preceding interaction between 
  the ceratioidi and its target, a creature affected by this 
  ability does not view the ceratioidi who has hypnotized it as 
  a potential threat—allowing it to approach without breaking 
  the fascination. Any creature that successfully saves against 
  this effect is immune to the same ceratioidi’s lure ability for 24 
  hours. The DCs of this ability are Charisma-based.
  Primitive Amphibian (Ex) Ceratioidi have rudimentary lungs 
  capable of breathing air indefinitely, but their skin must be 
  bathed in salt water regularly or it begins drying out painfully. 
  They can go for a number of hours equal to twice their 
  Constitution score before they needs to be bathed in salt 
  water—if they don’t, they take 1 point of Constitution damage 
  per hour until their Constitution reaches 0, at which point 
  they are completely desiccated and expire. Any Constitution 
  damage accrued is reversed after ceratioidi spend 10 minutes 
  immersed in salt water.
  Rulers of the deep ocean trenches, ceratioidi are powerful, 
  intelligent humanoids who share several unusual traits 
  with the aquatic predators of the ceratiidae family, also 
  known as angler fish. From their strange, spired cities 
  beneath the waves, ceratioidi cast their nets of influence far 
  and wide, using their alien intelligence, natural affinity for 
  magic, and hypnotizing lures to manipulate other creatures 
  throughout Golarion’s oceans—and beyond.
  eCology
  Perhaps the strangest aspect of the ceratioidi is that each 
  individual is in fact two entities—a powerful, imposing 
  female and a rat-sized, parasitic male. Averaging 7 feet tall 
  and weighing roughly 300 pounds, a female ceratioidi’s 
  fleshy body belies both its tremendous strength and its 
  startling intelligence. Males, though equally intelligent, 
  appear to outside observers to be nothing more than fish 
  with vaguely anthropomorphic faces. Born from ribbon-like 
  egg clusters, ceratioidi mature quickly and are ready to mate 
  when 1 year old. During the mating ritual, the tiny male 
  ceratioidi affixes itself to the back of a female’s neck and 
  begins secreting an enzyme that dissolves both creatures’ 
  skin and transforms them into a single unit. Within a few 
  weeks, what was two creatures has become one—though 
  each retains its own independent consciousness, the 
  male joins his respiration, digestion, and other biological 
  functions with those of the female, becoming nothing 
  more than a bulging organ on his partner’s back. While 
  unintelligent angler fish use similar methods in order to 
  self-fertilize at will, a ceratioidi male retains independent 
  thought, and the two linked entities remain in constant 
  telepathic communication, using their combined mental 
  faculties to excel at wizardry and maintain absolute physical 
  precision in combat. This uniquely divided mental structure 
  also makes it easy for ceratioidi to study multiple fields or 
  callings, such as the powerful witch/wizard combination 
  that is their trademark, though it’s also common for them 
  to act as underwater rangers.
  In addition to their dual nature, ceratioidi share a 
  number of other intimidating characteristics with their 
  
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  angler fish cousins. Along with its wide mouth full of 
  inward-curving, needle-sharp teeth, a ceratioidi also 
  possesses the angler fish’s fleshy forehead lure, called 
  an esca. This bioluminescent blob dangles at the end of 
  thin spine just above eye level and is the focus for the 
  ceratioidi’s innate hypnotic abilities. Through this lure, 
  the ceratioidi can paralyze foes in combat, forcing them 
  to stand still or approach and be culled by the ceratioidi’s 
  barbed fishing spear; it can even hypnotize creatures so 
  thoroughly as to make them susceptible to subliminal 
  commands. This ability to manipulate others, combined 
  with the immobile male’s natural affinity for magical 
  study and other deeply contemplative arts, makes the 
  ceratioidi masters of their surroundings.
  Though almost all ceratioidi encountered outside of 
  their homes are fully mated pairs, unmated females can 
  be represented by removing the dual mind ability from 
  the creature’s stat block. Males can be simulated 
  by using the statistics for an electric eel 
  without the electricity special ability.
  Habitat & soCiety
  Because they normally construct their cities 
  on the floors of deep ocean trenches or near 
  mineral-rich underwater vents, ceratioidi are rarely 
  encountered by terrestrial races, and little is known 
  about their society save for one region—the tiny 
  nation of Outsea in the River Kingdoms. Long 
  ago, in an effort to use Avistan’s river system to 
  circle around their merfolk enemies in a daring 
  military campaign, a group of ceratioidi mercenaries 
  made it all the way up the Sellen before their magic gave 
  out, trapping the ceratioidi and a number of other 
  saltwater races—both friend and foe—in a patch of 
  magically contained brine deep in the heart of 
  the River Kingdoms. Left with no choice but 
  cooperation or death, the various aquatic 
  races pooled their resources and created the 
  isolated community of Outsea, a town existing both above 
  and below the waterline where terrestrial creatures trade 
  with the trapped but still powerful aquatic denizens. The 
  ceratioidi, with their manipulative magic and ability to 
  exist on land for long stretches of time, make perfect go-
  betweens and bureaucrats for the strange kingdom.
  Though the ceratioidi are rumored by many to be a 
  product of aboleth experimentation, the ceratioidi of 
  Outsea believe differently. They believe themselves 
  to be the direct descendents of their god-ruler 
  Danglosa, an immense and omnipotent angler fish 
  that accompanied them on their journey and now 
  resides in the flooded caverns deep below Outsea. 
  Though never seen, its presence is felt regularly through 
  the actions of the Called—“blessed” individuals 
  suddenly overcome with an all-consuming desire to 
  swim downward and join their dualistic god, never to 
  be seen again. The ceratioidi’s distinct resemblance to 
  the kingdom’s mysterious leader is just one more reason 
  why the ceratioidi, though in the minority, remain 
  powerful figures in Outsea.
  Origins of Outsea
  The ceratioidi and their River Kingdoms holding of Outsea 
  were designed for Golarion by award-winning fantasy 
  author China Miéville, creator of such popular fantasy 
  novels as Perdido Street Station and The Scar. For more 
  information on Outsea and 22 other fractious kingdoms, 
  see Pathfinder Chronicles: Guide to the River Kingdoms. 
  
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  tHe griM WHite stag
  This moon-pale stag stands 30 feet tall at the shoulder. Its 
  antlers are living saplings, and green vines grow around its legs. 
  Despite its incredible size, it moves with supernatural grace. Its 
  huge eyes gleam with intelligence, and its entire bearing is that 
  of a mighty and noble creature.
  The grim White Stag 
  CR 15
  XP 51,200
  LG Colossal outsider (extraplanar, good, lawful)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
  Aura protective aura
  DEFEnSE
  AC 24, touch 5, flat-footed 21 (+2 Dex, +1 dodge, +19 natural,  
  –8 size)
  hp 225 (18d10+126); regeneration 5 (evil weapons and effects)
  Fort +13, Ref +8, Will +7; +4 vs. poison
  DR 10/evil and silver; Immune electricity, petrification; Resist cold 
  10, sonic 10; SR 26
  OFFEnSE
  Speed 40 ft.
  Melee gore +25 (4d6+14/19–20 plus push), 2 hooves +19 (2d8+7)
  Space 30 ft.; Reach 20 ft.
  Special Attacks lay on hands (10/day, 9d6), push (gore, 10 ft.), 
  trample (2d8+21, DC 33)
  Spell-Like Abilities (CL 18th; concentration +19)
  At will—detect evil
  7/day—cure light wounds
  3/day—cure critical wounds, neutralize poison, remove disease
  1/month—heroes’ feast (see below)
  STATISTICS
  Str 39, Dex 14, Con 25, Int 10, Wis 13, Cha 12
  Base Atk +18; CMB +40; CMD 53 (57 vs. trip)
  Feats Dodge, Endurance, Greater Bull Rush, Improved Bull Rush, 
  Improved Critical (gore), Mobility, Power Attack, Run, Weapon 
  Focus (gore)
  Skills Acrobatics +11 (+15 jump), Handle Animal +13, Intimidate +19, 
  Knowledge (nature) +12, Perception +22, Sense Motive +13, 
  Stealth +7 (+15 in forested areas), Survival +13, Swim +26; Racial 
  Modifiers +8 Stealth in forested areas
  Languages Celestial, Common, Druidic, Sylvan (does not speak)
  SQ bugle, cascade of spears
  SPECIAL ABILITIES
  Beastspeech (Su) The Stag can speak with any animal as though 
  using the speak with animals spell (caster level equal to the 
  Stag’s Hit Dice), but this is a free action and does not require 
  sound. This ability is always active.
  Bugle (Ex) The Stag can make a loud, strange call that can be 
  heard for miles. All who worship Erastil immediately recognize 
  the sound and know the direction and general distance of the 
  source of the sound.
  Heroes’ Feast (Sp) This ability functions like the heroes’ feast spell, 
  except the Stag lies down and dies to begin the “casting” before 
  an evening meal. His vines and horns transform into a simple 
  table and chairs, and his flesh and blood becomes the magical 
  feast, feeding up to 18 creatures. At the next sunrise, the Stag’s 
  remains knit themselves back together and he returns to life. The 
  Stag can only use this ability once per month.
  Lay on Hands (Su) The Stag can use lay on hands as an 18th-
  level paladin.
  Cascade of Spears (Su) Once per day, the Stag can shed 
  fragments of its antlers, creating up to 18 +1 shortspears, +1 
  spears, or +1 longspears in any combination (alternatively, the 
  Stag can create 5 +1 arrows or +1 crossbow bolts instead of a 
  spear, up to 90 arrows or bolts total). These weapons retain 
  their magic for 18 minutes, after which they become common 
  weapons made of antler.
  Protective Aura (Su) Against attacks made or effects created by 
  evil creatures, this ability provides a +4 deflection bonus to AC 
  and a +4 resistance bonus on saving throws to anyone within 
  20 feet of the Grim White Stag. Otherwise, it functions as a 
  magic circle against evil effect and a lesser globe of invulnerability, 
  both with a radius of 20 feet (caster level equals the Stag’s Hit 
  Dice). (The defensive benefits from the protective aura are not 
  included in the Stag’s stat block.)
  The Grim White Stag is rarely seen in the flesh more 
  than once in a generation, and only when a settlement 
  faithful to Erastil is in mortal danger. All good creatures 
  of the forest recognize his might and near-divinity and 
  fall in behind him when they hear his bugling call to 
  war—such as when he attacked the spawn of Rovagug 
  known as the Gray-Stag-Devourer to draw it away from 
  settled areas. Other than his mighty summons, he does 
  not speak to humanoids, though he understand several 
  languages of mortals, fey, and heavenborn.
  The Stag is not an envoy of peace and cares little for 
  festivities. When he is on Golarion, he is focused on his 
  task, whether defending a village, creating a firebreak in 
  a forest, or transporting refugees to safety. His power is 
  in action, not thought or debate, and he prefers to move 
  in, finish what must be done, and move on; when dealing 
  with mortals who want to over-plan or over-think what 
  to do next, he is likely to take action just to prompt them 
  into moving forward. He can be almost suicidal in his 
  dedication, willing to throw away his life to buy his 
  allies more time to rescue others or bolster defenses.
  Though Erastil rarely sends him to the mortal world in 
  physical form, sometimes he appears as a shimmering, 
  spectral vision, particularly on foggy mornings or at 
  twilight, usually to lead a lost child home or warn one 
  of Erastil’s followers away from some threat. However, 
  the church’s limited records do not differentiate these 
  appearances from simple visions sent by the god 
  (especially as they don’t have the resources to magically 
  investigate these occurrences and determine which type 
  
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  they are), so it is unclear how active a role the Stag has 
  on Golarion.
  The Stag was once just a powerful spirit creature, 
  worshiped by early humans under the tutelage of druids 
  of the Green Faith. When Erastil’s religion became 
  more prominent, the Stag allied with Old Deadeye, 
  respecting the godling’s wisdom, strength, and nobility. 
  Some regional tales of the Grim White Stag say that in 
  the early days of the world, Erastil hunted the beast, 
  seeking to subdue its wildness and make a bow of its 
  horns, yet the Stag proved so agile and hardy that after 
  weeks of pursuit, the god of the hunt tired of tracking 
  the beast. At night, as the god stopped to rest and enjoy 
  a simple meal, the Stag fearlessly approached, bowing 
  low to the tenacious tracker. Erastil, understanding that 
  the beast was no savage, welcomed the Stag into 
  his camp and shared his meal with the ancient 
  spirit of the forest. From then on, the two have 
  understood and respected one another, sharing 
  the same reverence for the forests and creatures 
  there, as well as care for all who would live honestly 
  and in peace with the denizens of the wilderness. 
  Some even go on to say that the Grim White Stag shed 
  his horns to furnish Erastil with his great antlered bow, 
  but belief in such tales varies regionally.
  Distant kin to other great animal spirits of the ancient 
  times—including Thron, the Prince That Howls—he is 
  greatly respected by intelligent animals and followers of 
  the old ways. He sometimes performs tasks for Gozreh, 
  but the nature god’s amorality often offends the Stag.
  eCology
  The Grim White Stag doesn’t need to eat but enjoys a few 
  bites of the rich grass, wild berries, hay, corn cobs, and 
  other vegetable matter often fed to domesticated herds. 
  He normally only eats to be polite or (though more so 
  in the ancient days than now) to show he accepts an 
  offering made by worshipers. He recognizes that his 
  strength can easily harm others, including plant life; 
  he is cautious when moving through forests so as to 
  not crush trees with the force of his passage and 
  uses his powers to heal any harm he causes. Most 
  natural forest creatures possess an instinctual 
  understanding of the Great White Stag and move 
  aside as it passes, typically meaning that only 
  unwary monsters, oblivious hunters, and others with 
  no right to be in the forest fall as accidental victims to 
  the herald’s passage.
  Habitat & soCiety
  Stories tell that long ago the Stag would travel in spirit 
  form and sometimes possess the bodies of druids or 
  shamans, speaking to the faithful or calling for the 
  conservation of herds that were being over-hunted, but 
  this was always temporary. There is little evidence that 
  any of his divine power lingered in these primitive priests, 
  though some cave paintings show more than one deer-
  headed man leading a tribe in a hunt, possibly indicating 
  some sort of unusual magic or sorcerer bloodline based 
  on the Stag’s essence. When not in the mortal world, the 
  Stag roams the area near Erastil’s domain in Heaven, 
  watching over the god’s servants in the afterlife. In the 
  rare times when he is in a whimsical mood, he has been 
  known to let Erastil or other good gods and spirits chase 
  him, testing them to see if they can manage to lay but a 
  single hand upon him.
  
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  Hodag
  Spikes cover the body of this vaguely reptilian creature, jutting forth 
  from nearly every angle. The beast’s gaping mouth is filled with 
  dagger-sharp teeth, and a sinister crimson glow fills its eyes. Squat 
  and powerful, the creature’s arms terminate in massive clawed feet 
  just as suited to digging as to rending a foe limb from limb.
  Hodag 
  CR 5
  XP 1,600
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFEnSE
  AC 19, touch 11, flat-footed 17; (+2 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +5
  Defensive Abilities ferocity
  OFFEnSE
  Speed 30 ft.; burrow 15 ft.
  Melee bite +11 (1d10+4/19–20), 2 claws +11 (1d6+4), gore +11 
  (1d8+4; males only), tail slap +9 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spiked tail, toss
  STATISTICS
  Str 19, Dex 14, Con 15, Int 7, Wis 12, Cha 10
  Base Atk +8; CMB +13; CMD 25
  Feats Improved Critical (bite), Iron Will, Multiattack, Power Attack
  Skills Climb +10, Perception +7, Stealth +2, Swim +8
  Languages understands Common
  SQ trackless
  ECOLOgy
  Environment temperate forests and marshes
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Spiked Tail (Ex) A hodag’s tail spikes allow the creature’s tail slap 
  to deal both bludgeoning and piercing damage.
  Toss (Ex) A male hodag charging 20 feet or more that damages 
  a foe with its gore attack can throw its foe with a special 
  combat maneuver check. The opponent must be corporeal 
  and at least one size category smaller than the hodag. If 
  the hodag’s maneuver succeeds, its opponent is thrown 
  back 10 feet (in a direction chosen by the hodag) and falls 
  prone. The hodag can only toss its opponent in a straight 
  line. If an obstacle prevents the creature’s movement, both 
  the creature tossed and the object struck take 1d6 points of 
  damage, and the creature falls prone in the space adjacent to 
  the obstacle. A hodag can also toss an opponent straight up 
  into the air. This does not move the opponent but causes it 
  to take an additional 1d6 points of damage from falling.
  Trackless (Ex) A hodag sweeps its tail behind itself in a way that 
  obscures its tracks. Attempts to track a hodag have their 
  normal DC increased by 10.
  As stout as a bull, with a reptile’s scaly, spiked body, 
  hodags are fierce forest predators hunting along the edges 
  of civilization in the thick woods. Green, gray, and black 
  scales cover the beasts, helping them to blend in amid 
  the underbrush, and sharp spikes stand along their backs 
  and run down their powerful, dangerous tails. Loggers 
  share stories of being followed by hodags and seeing their 
  glowing red eyes in the oppressive darkness of the thick 
  forest. In the wintertime, when snow and ice blankets the 
  region, hodags grow a foul-smelling coat of greasy, dark 
  brown fur, sprouting in tufts from between their scales 
  and helping them blend in with dead vegetation. Males 
  sport large curving spikes on their heads that look like 
  forward-facing horns.
  Many believe that hodags are not true-breeding beasts 
  but rather a unique and specific terror that has lived and 
  hunted certain woodlands for ages. Many regional people 
  living near such wildernesses consider hodags a myth, 
  nothing more than the sort of tall tale that is typical of 
  excitable rural folk. Some go so far to use “hodagger” as 
  a derogatory term for the more rustic and simple people 
  working the forests and rivers.
  Folklorists say the first hodag rose from the charred 
  remains of an ox sacrificed to cleanse foul spirits. The 
  ritual failed on the seventh day of burning, and this 
  foul beast climbed from the pyre and devoured those 
  performing the rites as a putrid smell spread through the 
  forest like a rancid fog. Superstitious lumberjacks refuse 
  to work when similar fogs hang thick in the woods, even 
  though many who don’t know or don’t care about such 
  tales claim such fogs are perfectly natural or mere swamp 
  gases. The oral tradition passed down from the people 
  living in regions hunted by hodags tells that the name 
  comes from the combination of “horse” and “dog,” two of 
  the beast’s favorite meals.
  A typical male hodag measures over 10 feet from the 
  snout to the tip of the tail and 4-1/2 feet at the shoulder, 
  though when they rear back on two legs, they reach far 
  more intimidating heights. Females tend to be a foot 
  or more smaller but are stockier; both male and female 
  hodags weigh around 700 pounds. Female hodags also 
  lack horns (female hodags have no gore or toss attack and 
  are CR 4).
  eCology
  Hodags do not typically seek out creatures to hunt. Rather, 
  the unpredictable beasts wander the forest and countryside 
  in the hope of something crossing their paths. If a hodag 
  becomes interested—something that seems to depend 
  wholly on the appeal of a being’s scent or appearance—it 
  will follow and stalk a creature, unwilling to stop until it 
  has fed upon its prey. Hodags sometimes stalk their prey 
  for weeks, some say to fill victims with fear and panic, 
  
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  making them thinner. They tend to prefer lean meals 
  that provide considerable crunching sounds as they are 
  consumed. Some tales claim the beast doesn’t feed upon 
  the actual bodies of its victims but rather on the fear of 
  those about to be consumed and the pleasure of the crunch. 
  The scene of a hodag attack appears to back up this claim, 
  as the beast dismembers and shreds its victims, throwing 
  viscera and body parts about the area and consuming very 
  little actual meat. This is actually due to the eating habits 
  of the creature. While they enjoy killing at any time, hodags 
  gorge themselves only once every 3 months. During these 
  feasts, they can eat an entire herd of horses, consuming 
  thousands of pounds of food in one attack. 
  Habitat and soCiety
  Extremely secluded and territorial creatures, hodags 
  are rarely seen together. During mating season, hodags 
  expand their usual hunting grounds and wander farther 
  from their dens on the chance that they may find a mate. 
  The courtship is abrupt and to the point, and after 
  the act of breeding, the two hodags depart in opposite 
  directions. The female hodag finds an isolated place in 
  the forest and digs a den in which to birth her young. 
  Despite their reptilian appearance, hodags do not lay 
  eggs but rather give live birth to a small litter of no more 
  than three or four young. Sibling rivalry is strong and 
  play is often rough. Not all young hodags survive this 
  competition, ensuring only the strongest of the litter 
  make it to maturity.
  Hodags on golarion
  Tales of hodags and hodag-like creatures 
  fill the legends of several regions and 
  backwaters across Avistan. Noted 
  here are three locations where 
  the myth of the hodag takes on a 
  fearsome life.
  Falcon’s Hollow: The thick woods surrounding Falcon’s 
  Hollow in Andoran echo with cautionary tales offered 
  to children and apprentice lumberjacks of a particularly 
  massive hodag missing an eye. Everyone knows someone 
  who claims her great-great-granddad was responsible 
  for plucking out the eye of this frightening beast or was 
  a companion of the one responsible. There are as many 
  stories about how it happened as there are surnames of 
  those said to be responsible. 
  The Chitterwood: In southern Isger, a foul hodag 
  hunts without end. Oral tradition from the region 
  places this dark beast there long before man settled, and 
  storytellers claim the creature is actually a living shadow 
  in the terrifying form of a hodag. The only safety from 
  the beast lies in sunlight, something not always in great 
  supply deep in the heart of the wood.
  The Lower Sellen: In the southern part of the 
  River Kingdoms, where the Sellen River collects its 
  tributaries into a mighty torrent flowing toward the 
  lands downstream, tales of a hodag capable of flight 
  keep travelers watching the skies as they move through 
  the region. Stories dispute the origin of this terrible 
  beast, with some claiming the creature resulted from a 
  mad druid’s magic and others saying its mother was a 
  powerful manticore. The mysterious claw marks high in 
  several of the region’s trees are cited as evidence of the 
  beast’s fearsome climbing ability.
  
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  rorkoun
  A large amber eye tops a swollen head, surrounded evenly by 
  four mouths loaded with needle-sharp teeth. This enormously 
  long, yet slender creature stretches the length of five men and 
  appears to be composed of twisted strands of pallid flesh and 
  veiny musculature. The tentacle-like thing moves with the 
  awkward, alien speed of a hunting insect, unnaturally still one 
  moment and darting forth with incredible speed the next.
  Rorkoun 
  CR 6
  XP 2,400
  NE Huge aberration (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFEnSE
  AC 18, touch 10, flat-footed 16; (+2 Dex, +8 natural, –2 size)
  hp 76 (9d8+36)
  Fort +9, Ref +5, Will +7
  Weaknesses vulnerability to acid
  OFFEnSE
  Speed 30 ft., swim 40 ft.
  Melee bite +11 (2d6+7 plus grab), tail slap +6 (2d6+3 plus grab)
  Ranged gob +6 (1d6 plus stuck)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (2d8+7), gob
  STATISTICS
  Str 25, Dex 14, Con 18, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +15; CMD 27
  Feats Blind-Fight, Great Fortitude, Greater Grapple, Improved 
  Grapple, Stealthy
  Skills Escape Artist +11, Perception +13, Stealth +8, Swim +23
  Languages Common, Goblin (does not speak)
  SQ deathwatch, squeeze
  ECOLOgy
  Environment temperate marshes and underground
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Aquatic Dependency (Ex) A rorkoun violently dehydrates as soon as 
  its body is wholly removed from water. Every round that part of a 
  rorkoun’s space does not occupy the same square as a significant 
  body of water (50 gallons or more), the creature takes damage 
  equal to the number of rounds it has been outside water. The 
  rorkoun stops taking damage as soon as it reenters the water.
  gob (Ex) A rorkoun can spit a wad of viscous slaver at its prey. As 
  a standard action, the rorkoun can make a ranged touch attack 
  at a single creature up to 30 feet away. Creatures of Large size 
  or smaller that are struck by the attack must succeed on a DC 
  18 Reflex save or become entangled. Flying creatures that fail 
  their Reflex save fall to the ground. An entangled creature can 
  escape by making a DC 18 Escape Artist or Strength check. 
  Should an entangled target take any amount of acid damage, 
  the sticky saliva is instantly dissolved. The save, skill, and ability 
  check DCs are Constitution-based.
  Squeeze (Ex) Able to manipulate the shape of its highly malleable 
  body, a rorkoun can easily slip through spaces not normally 
  accessible to a creature of its size. For the purposes of 
  determining how small a space a rorkoun can squeeze through, 
  treat it as one size category smaller. A rorkoun can move into 
  even smaller spaces by contracting, allowing it to treat its size 
  as two size categories smaller. 
  Little-known denizens of the Darklands, rorkouns prey 
  upon the unwary from lairs amid the deepest pools and 
  waterways. Known as “wretch worms” and “eyes of Orv,” 
  these disgusting abominations writhe through flooded 
  pits and crevices, feeding upon nearly all they encounter 
  and occasionally breaking forth from the depths into the 
  world of light to glut themselves upon the plump, tender 
  creatures found there.
  Rorkouns measure over 25 feet in length, and beneath the 
  strange secretions that provide them with a false, apparent 
  bulk, the creatures possess a ribbon-thin body only a foot 
  wide. A typical rorkoun weighs a mere 200 pounds. 
  eCology
  Little is known of the anatomy and life processes 
  of rorkouns because of both their rarity and their 
  fundamental dependency on water. As soon as a rorkoun 
  leaves the water—which none ever do willingly, even to 
  pursue the most tempting prey—it begins dehydrating 
  at a deadly rate. Most that are ripped from their native 
  pools wither to long strips of jerky-like flesh in a few 
  short minutes. Thus, much of what is known of the beasts 
  comes from direct observation, a methodology that proves 
  dangerous for most researchers.
  Rorkouns possess lengthy bodies similar to tapeworms, 
  with simple, decentralized bodily systems. Their flat, oblong 
  heads branch into four split mouthparts set on throat-like 
  stalks. At the top of the head, a single, bulging eye scans 
  the creature’s surroundings with uncanny sensitivity. 
  Their heads are the thickest parts of their bodies, which 
  taper gradually to a powerful tail. The strangest quality of 
  these creatures is that their body exudes a rubbery, glue-
  like substance that swiftly hardens into a flexible, putty-
  like mass. Rorkouns use these secretions to better protect 
  their bodies, seal off their chosen lairs (to prevent water 
  from seeping out), and capture their prey.
  Several explorers who have encountered rorkouns 
  have spread unnerving stories regarding the beasts, 
  suggesting that rorkouns are not individual creatures but 
  rather the impossibly long appendages of some unknown 
  aberrant body. Their hesitance to leave the water is thus 
  claimed to be because they are incapable of separating 
  themselves from their greater body; the frantic thrashing 
  of rorkoun that are forcibly removed from the water as 
  they struggle to return is compared to the final desperate 
  
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  twitches of an amputated limb. What terrible body might 
  support limbs as vile as rorkouns few dare to conjecture, 
  but whatever hidden beings (or more terrible still, single 
  being) manipulate these horrors from the darkness must 
  be unlike anything known to the denizens of Golarion’s 
  surface—and must hunger endlessly.
  Habitat & soCiety
  Solitary creatures, rorkoun rarely share hunting grounds. 
  Most, upon encountering another of their kind, attempt 
  to leave the vicinity, avoiding any sort of confrontation 
  and often ridding the area of both creatures. This aversion 
  proves baffling, especially considering the extreme rarity 
  of the beasts, though some suggest that the abominations 
  might prove more receptive toward others of their kind 
  when far below the surface. 
  Those scholars who study rorkouns claim the strange 
  beasts understand both the Common language and that 
  of goblins, though most believe the creatures also have a 
  silent language used among their own kind—despite the 
  creatures’ tendency to avoid contact with one another. 
  They frequently live near goblin and mite communities. 
  While these species share an ecological niche as 
  scavengers and occasional hunters, the connection 
  is a bit more complex. Rorkouns never hunt goblins 
  or mites as they find the taste of their flesh repulsive. 
  The creatures do, however, find the savory flavor of 
  greater humanoids succulent; they appreciate the zeal 
  with which those races seek to exterminate goblinkind, 
  as it brings prey close to their lairs for them to feast 
  on. Cowardly and secretive, rorkouns lurk in murky 
  pools or bogs near such creatures’ camps, hoping to 
  provoke a fight. Once the battle begins, rorkouns strike, 
  picking off the weakest creatures in the fray before 
  slinking off to digest the meal in the privacy of their 
  dens or some other location where their prey’s allies 
  might find it difficult to follow. A rorkoun’s benefactors 
  rarely understand the reason for this strange kind of 
  cooperation. While mites tend to fear and flee the 
  aberrations—just as they do most creatures—
  goblins often concoct more elaborate reasons 
  for why these alien horrors might aid them. 
  Typically, a particularly imaginative goblin 
  convinces his tribe that the rorkoun is in fact 
  a god and that they are its chosen people. All too 
  often this inspires the community to new heights 
  of crazed zealotry and the invention of bizarre forms 
  of sacrifice and adoration.
  Occasionally rorkouns find their way into the 
  dilapidated or abandoned sewer systems of ruined or 
  declining cities where the shattered remains of such 
  networks have collapsed and formed connections to the 
  Darklands. There rorkouns crawl and swim their way 
  through the slick tunnels and drainpipes, feeding on 
  refuse, vermin, and the occasional sewer dweller or rat 
  catcher. Such unusual beasts rarely prove significant 
  threats, emerging to menace the surface only through 
  what abandoned tunnels and drainage ditches they might 
  happen upon.
  On the Rorkoun
  Opportunistic “secondary menace” lurkers who live or 
  hunt near other monsters then rush in to attack weakened 
  PCs while they’re busy fighting have always been a favorite 
  of mine, a way of reminding or teaching players to never 
  let their guards down, to always keep something in reserve 
  (to turn for home before everyone’s down to their last hit 
  point), and to always have a “Plan B.” Rorkouns work well 
  as such beasts, their element of misdirection or deception 
  making them far more interesting than straight-ahead-at-
  you brutes.
  —Ed Greenwood
  
  88
  Part 2 
  of 6
  Part 2 
  of 6
  trollHound
  Vaguely canine in appearance, this squat, powerful beast sniffs 
  the air hungrily. Foul-smelling fluids ooze from weeping sores 
  across its scaly skin, and long streamers of drool hang from its 
  curving teeth and oversized jaws.
  Trollhound 
  CR 3
  XP 800
  N Medium magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFEnSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 30 (4d10+8); regeneration 3 (acid or fire)
  Fort +6, Ref +5, Will +1
  OFFEnSE
  Speed 40 ft.
  Melee bite +8 (1d6+6 plus disease and trip)
  Special Attacks disease
  STATISTICS
  Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
  Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  ECOLOgy
  Environment cold mountains
  Organization solitary, pair, or pack (3 –8)
  Treasure incidental
  SPECIAL ABILITIES
  Disease (Ex) A trollhound’s saliva is an infectious brew of contagion. 
  Creatures bitten by a trollhound are often afflicted with 
  bloodfire fever, a disease characterized by deep internal pain, as 
  if the victim’s blood were on fire. Its symptoms include loss of 
  muscular coordination and physical strength as well as lethargy 
  and fatigue.
  Bloodfire fever: Bite—injury; save Fort DC 14; onset 1 day; 
  frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage and 
  target is fatigued; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Slavering and voracious, trollhounds almost seem to be 
  trolls in smaller canine form and indeed are often found 
  as pets among gangs and tribes of trolls. Requiring 
  vast amounts of food to power their regenerative 
  metabolisms, wild trollhound packs range far and wide 
  through the mountains of the north, their ravenous 
  hunger driving them to hunt and consume any prey they 
  can track down and kill.
  A typical trollhound stands 3–4 feet tall at the shoulder; 
  has short, powerful legs; and weighs around 350 pounds. 
  Trollhounds’ skin is somewhat scaly, with patches of 
  rough, greenish-black fur. They have oversized jaws with a 
  pronounced underbite, and their eyes are normally a dull, 
  hateful orange.
  eCology
  Trollhounds are believed to be the outcome of infusing 
  particularly ferocious worgs with alchemically prepared 
  troll blood. The resulting beast loses the worg’s evil 
  intelligence but gains the ability to regenerate even the 
  most grievous wounds, except those inflicted by fire or 
  acid. Whatever their origin, trollhounds breed true and 
  are often raised by trolls.
  Trollhounds are fearless on the hunt and in combat, 
  relying on their ability to regenerate to carry them 
  through. Not even fire is enough to repel them, as the 
  beasts are apparently too dull to recognize the danger it 
  poses to them. Nevertheless, fire is one of the most effective 
  tools in combating trollhounds, and canny hunters know 
  to burn every last remnant of a slain trollhound, for as is 
  true of trolls, even the smallest piece of trollhound flesh 
  will eventually regrow into a full-sized trollhound.
  The trollhound’s ability to regenerate requires vast 
  amounts of food, like that of trolls, and trollhounds 
  spend the majority of their lives on an endless hunt. 
  They are normally carnivorous but will eat almost 
  anything to assuage their voracious appetites, though 
  vegetable matter proves a poor substitute for fresh meat. 
  Trollhounds consume the entirety of their kills, leaving 
  very little for scavengers. A powerful digestive system 
  and quick metabolism make short work of fur, scales, 
  hooves, horns, antlers, and even bones. Only stone and 
  metal are later excreted, coated in foul-smelling slurry.
  Trollhound females give birth to litters of up to a 
  dozen pups, but only rarely does more than half that 
  number survive to adulthood. Although trollhound pups 
  are able to regenerate at birth and are born with a full set 
  of teeth and claws, most fall victim to the hunger of their 
  littermates or parents. Domesticated trollhound pups 
  often meet the same fate as snacks for hungry juvenile 
  trolls. Trollhound mothers feed their pups strips of meat 
  from their own flesh until the pups are old enough to 
  hunt for themselves, usually after about a year. Barring 
  misfortune, a trollhound can live up to 20 years, though 
  most die long before that, killed and devoured by their 
  packmates or troll masters.
  Habitat & soCiety
  Trollhounds are most often found in the company of 
  trolls, who breed the beasts as hunters, guards, pets, and 
  food. Trollhounds seem to have an affinity for their giant 
  masters, and tamed trollhounds always regard trolls as 
  alpha members of the pack. Usually, a domesticated 
  trollhound bonds with one particular troll. Thereafter, 
  a trollhound fights to the death to defend its bonded 
  
  Bestiary
  Bestiary
  89
  troll, willingly laying down its life for its master. 
  Unfortunately for most trollhounds, their troll masters 
  rarely return this devotion. In times of hardship when 
  food is scarce, a tribe’s trollhounds are usually the first 
  item on the menu.
  When not eating them for sustenance, trolls use 
  trollhounds as guards for their lairs, as few trolls have 
  the patience or attention span for long stretches of boring 
  guard duty. Trolls also use trollhounds to aid them in their 
  own hunts. Armed with an incredibly sensitive sense of 
  smell, a trollhound can track prey for miles, often leading 
  its troll masters to a den, lair, or settlement containing 
  even more food. Once a hunt is successful, trolls and 
  trollhounds share their kills, tearing indiscriminately 
  into their prey and squabbling over scraps.
  In the wild, trollhounds form packs under the 
  leadership of an alpha male. Such packs usually contain 
  only half a dozen adult trollhounds or so—when a pack 
  grows larger, its members invariably fight one another for 
  dominance. Those too weak to defend their position in 
  the pack end up as food for the more dominant members, 
  reducing the pack to a more manageable size. Only 
  the alpha male and alpha female are allowed to mate, 
  producing one litter at a time whenever the previous set 
  of pups reaches adulthood. Fights for mating rights also 
  serve to keep a pack’s numbers in check.
  Trollhound dens are usually located among mountainous 
  crags, frequently in small natural caves. A single pack can 
  claim quite a large territory and hunts all manner of life 
  in the region until it is depleted, at which point the pack 
  moves on to a new territory. A trollhound pack does not 
  tolerate any rival packs in its territory, and territorial 
  disputes are common. Rather than drive away rivals, the 
  victorious trollhound pack claims a free meal.
  Variant trollHounds
  Some reports claim that scrags have bred their 
  own aquatic version of trollhounds. These 
  “scraghounds” are said to possess crocodile- or 
  shark-like jaws filled with teeth and to smell 
  blood in the water over great distances. 
  Scraghounds possess the aquatic subtype 
  and the amphibious special quality. They 
  have a base land speed of 20 feet, a 
  swim speed of 30 feet, and the keen 
  scent special ability (see page 247 
  of the Pathfinder RPG Bestiary).  
  A scraghound’s bite inflicts 
  1d8 points of damage,  
  and its regeneration 
  ability only works when 
  the creature is submerged  
  in water.
  The powerful subterranean rock trolls have also 
  developed their own breed of trollhounds. Rock 
  trollhounds have hard, pebbly skin that gives them a +8 
  natural armor bonus. They lack the regeneration ability 
  of other trollhound variants but gain fast healing 3 when 
  underground and touching natural earth. Like rock 
  trolls, rock trollhounds are vulnerable to sunlight.  A 
  rock trollhound that is exposed to sunlight (not merely a 
  daylight spell) can only take a single move or attack action 
  and is instantly turned to stone (as if by a flesh to stone 
  spell) in the next round if it fails a DC 17 Fortitude save. 
  A rock trollhound must make a new saving throw each 
  round it remains in sunlight. This effect ends at night, 
  once the trollhound is no longer exposed to sunlight.
  training trollHounds
  The ravenous hunger and ferocious disposition of 
  trollhounds makes them difficult to train under even 
  the best circumstances. Taming a trollhound requires 4 
  weeks of work and a DC 25 Handle Animal check. Once 
  a trollhound has been tamed, it can be further trained, 
  though all DCs to do so are increased by 10. Using fire 
  while training trollhounds grants a +2 circumstance bonus 
  on skill checks. Trolls gain a +15 racial bonus on Handle 
  Animal checks to tame or train a trollhound. Even when 
  domesticated, trollhounds remain difficult to manage 
  and must be kept well fed at all times. More than once, a 
  brave but careless trainer has met his end in the jaws of his 
  hungry charges.
  
  90
  Part 1 
  of 6
  Part 1 
  of 6
  Harsk
  CHARACTER TRAITS
  CLASS/LEVEL 
  Ranger 4
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +3
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  14
  DEXTERITY 
  16
  CONSTITUTION 
  15
  INTELLIGENCE 
  10
  WISDOM 
  14
  CHARISMA 
  6
  DEFENSE
  HP 35
  AC 16, touch 13, flat-footed 13 (+3 armor, 
  +3 Dex)
  Fort +7, Ref +8, Will +4; +2 vs. poison, spells, 
  and spell-like abilities
  Senses darkvision 60 ft.
  OFFENSE
  Melee mwk greataxe +7 (1d12+3/×3)
  Ranged +1 heavy crossbow +8 (1d10/19–20)
  Base Atk +4; CMB +6; CMD 19 (23 vs. bull 
  rush and trip)
  Special Abilities combat style (archery), 
  endurance, favored enemy (humanoid 
  [giant] +2), favored terrain (mountains +2), 
  hunter’s bond (companions), track +2, wild 
  empathy +2
  SKILLS
  Handle Animal +5, Heal +9, Knowledge 
  (geography) +7, Knowledge (nature) +7, 
  Perception +9, Stealth +10, Survival +9
  FEATS
  Precise Shot, Point Blank Shot, Rapid Reload 
  (heavy crossbow)
  Combat Gear potion of cure moderatre wounds, antitoxin, smokestick, tanglefoot bag; Other 
  Gear +1 leather armor, mwk greataxe, +1 heavy crossbow with 30 bolts, cloak of resistance +1, 
  potion of pass without trace (2), backpack, rations (4), signal whistle, teapot, 515 gp
  Harsk is, in many ways, not your standard dwarf. He prefers the wide skies of the open plains, 
  disdains the taste of alcohol, and prefers to handle his battles at range rather than in melee. Yet few 
  dare to mock him for his choices, for if there’s anywhere that Harsk is dwarven, it is in his gruff and 
  off-putting attitude. Much of his anger stems from the slaughter of his brother’s warband. Harsk 
  came upon the band, slain to a man by giants, moments too late to save his brother. Harsk’s hatred 
  of giants has fueled him and shapes his life. He prefers strong tea over alcohol (to keep his senses 
  sharp), the wildlands of the surface world (where giants can be found), and the crossbow over the 
  axe (which allows him to start fights faster). His companions value his skill at combat even if they’re 
  somewhat afraid of him.
  MALE DWARF
  DEITY 
  Torag
  HOMELAND 
  Druma
  CHARACTER TRAITS
  CLASS/LEVEL 
  Barbarian 4
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +1
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  18
  DEXTERITY 
  13
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 43
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 
  Dex)
  Fort +7, Ref +3, Will +3
  OFFENSE
  Melee +1 Large bastard sword +8 (2d8+5/19–20)
  Ranged mwk longbow +2 (1d8/×3)
  Base Atk +4; CMB +8; CMD 19
  Special Abilities fast movement,  
  rage 12 rds/day, renewed vigor, strength 
  surge, trap sense +1, uncanny dodge
  SKILLS
  Acrobatics +7, Climb +10, Intimidate +6, 
  Perception +8, Survival +8
  FEATS
  Exotic Weapon Proficiency (bastard sword), 
  Power Attack, Weapon Focus (bastard sword)
  Combat Gear potion of cure moderate wounds (2); Gear +1 hide armor, +1 Large bastard sword, 
  mwk longbow with 20 arrows, javelins (2), spiked gauntlet, throwing axe, cloak of resistance 
  +1, 325 gp 
  Amiri never quite fit into the expected gender roles of her tribe, and when the tribe attempted to 
  send her on a suicide mission, she returned with an enormous trophy—a frost giant’s sword. She 
  has since abandoned her people, and has come to value her oversized sword (even though she can 
  only truly wield it properly when her blood rage takes her). She never speaks of the circumstances 
  that forced her to flee her homeland. Some things are better left unsaid.
  FEMALE HUMAN
  DEITY 
  Gorum
  HOMELAND 
  Mammoth Lords
  Amiri
  
  91
  Pregenerated Characters
  Pregenerated Characters
  Lini
  Sajan
  CHARACTER TRAITS
  CLASS/LEVEL 
  Druid 4
  ALIGNMENT 
  Neutral
  INITIATIVE 
  +1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  6
  DEXTERITY 
  12
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  16
  CHARISMA 
  15
  DEFENSE
  HP 33
  AC 15, touch 12, flat-footed 14 (+3 armor, +1 
  Dex, +1 size)
  Fort +7, Ref +2, Will +7; +2 vs. illusion
  Senses low-light vision
  OFFENSE
  Melee mwk sickle +3  (1d4–2)
  Ranged sling +4 (1d3–2)
  Base Atk +3; CMB +0; CMD 11
  Special Abilities nature bond (animal 
  companion), nature sense, resist nature’s 
  lure, trackless step, wild empathy +6, wild 
  shape 2/day, woodland stride
  Spell-Like Abilities (CL 4th; concentration +7)
  1/day—dancing lights, ghost sound, 
  prestidigitation, speak with animals
  Spells Prepared (CL 4th; concentration +7)
  2nd—bull’s strength, barkskin, flaming sphere 
  (DC 15), spider climb
  1st—cure light wounds, entangle (2; DC 14), speak 
  w/animals
  0—detect magic, know direction, light, stabilize
  Animal Companion small cat named Droogami
  SKILLS
  Handle Animal +10, Heal +10, Knowledge 
  (nature) +7, Perception +12, Spellcraft +7
  FEATS
  Augment Summoning, Spell Focus 
  (conjuration)
  Combat Gear wand of cure light wounds (39 charges); Other Gear +1 leather armor, mwk 
  sickle, sling with 10 bullets, druid’s vestments, belt pouch, mistletoe, rations (2), spell 
  component pouch, sunrods (2), collection of special de-barked sticks, 122 gp
  Lini always seemed to possess a certain affinity with various creatures of the woodlands near 
  where she grew up—particularly with larger predators like bears and snow leopards. More than 
  once, Lini’s enclave came under threat from some great bear or razor-clawed cat, but with a 
  series of soothing noises and precise motions she always soothed the beast and sent it on its 
  way. In the years since her departure from the Lands of the Linnorm Kings, Lini has collected 
  more than a dozen sticks—one from each forest or wood she visits. These sticks are to Lini a 
  roadmap of her experiences, and while they may look indistinguishable to others, each holds a 
  wealth of memories to the gnome druid.
  FEMALE GNOME
  DEITY 
  Green Faith
  HOMELAND 
  Linnorm Kings
  CHARACTER TRAITS
  CLASS/LEVEL 
  Monk 4
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +3
  SPEED 
  40 ft.
  ABILITIES
  STRENGTH 
  15
  DEXTERITY 
  16
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 33
  AC 18, touch 15, flat-footed 15 (+1 armor, +1 de-
  flection, +3 Dex, +1 dodge, +1 monk, +1 Wis)
  Fort +6, Ref +7, Will +5; +2 vs enchantment
  OFFENSE
  Melee unarmed strike +5 (1d8+2) or flurry of 
  blows +7/+7 (1d8+2) or +1 temple sword +6 
  (1d8+2)
  Base Atk +3; CMB +6; CMD 20
  Special Abilities evasion, ki pool (3; magic), 
  slow fall 20 ft., stunning fist (4/day, DC 13; 
  fatigued)
  SKILLS
  Acrobatics +10, Climb +9, Perception +8, 
  Sense Motive +8, Stealth +10
  FEATS
  Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Unarmed Strike, Mobility, Spring 
  Attack, Stunning Fist
  Combat Gear potion of cure moderate wounds; Gear +1 temple sword, bracers of armor +1, ring 
  of protection +1, wooden holy symbol, belt pouch, 385 gp
  Sajan Gadadvara and his twin sister Sajni were separated when the lord they served was 
  shamed and forced to cede half his army to the victor—among them Sajan’s sister. Sajni was 
  taken away from Vudra by her new master, and Sajan abandoned his own responsibilities to 
  follow. He spent years trying in vain to find her, but has not yet given up. Sajan knows he 
  cannot return to Vudra, for the padapranja there would execute him as a deserter. He cares 
  not for his home country, however, and continues to seek out any clue that might point him 
  toward his sister.
  MALE HUMAN
  DEITY 
  Irori
  HOMELAND 
  Vudra
  
  92
  Next MoNth
  Next MoNth
  The Varnhold Vanishing
  by Greg A. Vaughan
  Beyond the heart of the Stolen Lands lies the community of 
  Varnhold, a sister outpost to the PCs’ town on the frontier 
  of a brutal wilderness. Faced with a treacherous land, fierce 
  centaur natives, and deadly beasts, the leaders of Varnhold 
  have managed to carve out a peaceful place in the wilds. Yet 
  when the entire town goes missing, it portends dangers 
  beyond natural perils and a threat to all the Stolen Lands. 
  Can the PCs discover what mysterious fate has befallen the 
  settlers of Varnhold? And will doing so risk resurrecting 
  the evil of an empire long forgotten?
  iobaria gazeTTeer
  by Steven Schend
  Venture beyond the edge of the map into the harsh and wild 
  realm of Iobaria, where barbarians and beasts rule amid the 
  ruins of an ancient empire, while ageless terrors brood at the 
  heart of wildernesses none dare disturb. Step into a whole 
  new realm of adventure with this expansive gazetteer.
  inTo The sTolen lands
  by Ed Greenwood
  From bandit outposts to gates into the Darklands, the Stolen 
  Lands are filled with sites both fascinating and deadly. 
  Discover six additional settings to suppliment the Kingmaker 
  Adventure Path, perfect for all manner of new plots.
  and More!
  Ollix discovers that no good deed goes unpunished in the 
  Pathfinder’s Journal. Also, a host of denizens from Iobaria 
  debut in a new entry into the Pathfinder Bestiary.
  subscribe To PaThfinder 
  adVenTure PaTh!
  The Kingmaker Adventure Path continues! Venture to 
  paizo.com/pathfinder and subscribe today! Have each 
  Pathfinder 
  Adventure 
  Path, 
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  online for the free Kingmaker Player’s Guide, available now!
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  From the treacherous streets of the city of Westcrown in devil-haunted Cheliax to the howling jungles of the 
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  Pathfinder ChroniCles
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  Princes of
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  By F. Wesley Schneider
  Book of the damned Vol. i
  hina PZO9213
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  paizo.com/pathfinder
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  Pathfinder ChroniCles
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  Six Cities,
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  Pathfinder ChroniCles
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  Source: Tig Tannersen’s distraught parents.
  Task: Young Tig Tannersen has always been a handful. 
  His hobby of collecting “pets” from the wilds along 
  the riverbanks of the southern Greenbelt has placed 
  him in danger many times, but now it appears he’s 
  really in trouble. Tig has been missing for several 
  days, and his parents are distraught with worry. 
  Finding him will increase the kingdom’s morale.
  Completion: Find Tig and deliver him safely home.
  Reward:If Tig is reunited with his parents, increase 
  the kingdom’s Loyalty by 2.
  Source: Arven the fisherman.
  Task: Arven has a secret fishing hole on the east 
  bank of the Tuskwater, but now an ill-tempered 
  beast has claimed the spot. The beast in question 
  is a semi-legendary hookjaw turtle named Old 
  Crackjaw. Kill him! Watch out for his chompers!
  Completion: Kill (or drive off) Old Crackjaw from 
  Arven’s secret fishing hole.
  Reward: Arven finds all sorts of things; he’ll give 
  whoever helps him a ring of feather falling he found 
  in a pike’s stomach as a reward.
  Source: Stas, a local lumberjack.
  Task: Stas claims to have seen an elusive hodag and 
  to have stuck it with his magic spear. His friends 
  think that he lost his spear in the river and made up 
  the hodag sighting to cover up his clumsiness. The poor 
  lumberjack’s honor is at stake!
  Completion: Kill the hodag and bring its head to Stas so 
  he can show it to his friends. That’ll learn ’em!
  Reward: In gratitude, Stas promises his +1 keen spear 
  as a reward. The only problem? It’s probably still 
  stuck in the hodag’s back.
  Source: Lily Teskertin, local flirt.
  Task: Lily’s always loved the workmanship of fine elven 
  crafting but has never owned an example of such 
  superb work. She’s heard rumors of an old elven 
  ruin in the southern Narlmarches; if anyone could find 
  the ruins and salvage from them an example of elven 
  workmanship, she would be EVER so grateful... 
  Completion: Find a statuette of fine elven craftmanship.
  Reward: Lily’s willing to trade her dead father’s old 
  cloak of protection +1 and a kiss (or perhaps a bit 
  more) for such a statue.
  where’S tig?
  that damN turtle!
  i Swear i’m Sober!
  a lady’S deSire
  
  An Empire in Peril
  paizo.com/pathfinder
  Printed in China. PZO9032
  W
  ith the heart of the Stolen Lands explored and the bandits who ruled 
  there scattered, the long-contested realm finally lies open for pioneers 
  and settlers to stake their claims. Amid the rush of opportunistic travelers, 
  the PCs find themselves stewards over a new domain, tasked with the responsibility 
  of guiding and guarding a fledgling nation struggling to grow upon a treacherous 
  borderland. Yet the threats to this new nation quickly prove themselves greater 
  than mere bandits and wild beasts, as the monstrous natives of the hills and forests 
  rampage forth to slaughter all who have trespassed upon their territory. Can the PCs 
  hold the land they’ve fought so hard to explore and tame? Or will their legend be just 
  one more lost to the fangs of the Stolen Lands?
  This volume of Pathfinder Adventure Path includes: 
  ►   “Rivers Run Red,” a Pathfinder RPG adventure for 5th-level characters,  
  by Rob McCreary.
  ►   Expansive new rules for running your own cities and nations, by James Jacobs. 
  ►   Insights into the rugged faith of Erastil, god of the hunt, by Sean K Reynolds.
  ►   Pathfinder Ollix Kaddar and Phargas get themselves to a nunnery in the 
  Pathfinder’s Journal, by Richard Pett.
  ►   Five new monsters, by Adam Daigle, Rob McCreary, Sean K Reynolds,  
  and James L. Sutter.
  ®
  TM
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF031-036 - KingMaker/Kingmaker - 02 - Rivers Run Red.pdf